Showing posts with label veins. Show all posts
Showing posts with label veins. Show all posts

Monday, August 29, 2022

PILL-SHAPED ARTIFICIAL LIFE (TRPG ENCOUNTER)


PILL-SHAPED ARTIFICIAL LIFE

1 Meter Tall
Encountered: 2d6
Found: Underground.
4 HP 
Attacks: Grapple, Pull apart d4 damage.

Semi-transparent shell skin, brightly colored shapes cloudily visible inside. Little cloth pants you can burn for 1 hour of light per. Nonorganic, inedible organs, feels like hard plastic.

Unclear what their purpose is. 1/3 chance they are using light, in which case they will have a single carbide headlamp with d8 hours of fuel. 

What are they doing?

  1. Climbing up the same rocks over and over.
  2. Trying to eat rocks (no mouths).
  3. Dance-fighting.
  4. Mining without tools, futilely.
  5. Deconstructing a peer, 50% chance alive.
  6. Motionless, staring at you.
First 3 will not resist interference but once the 4th is touched they will instantly attack en masse.

Friday, May 11, 2018

veins of the earth at the table: a review now that the campaign is over



the good:
  • generally all the pariahs were cool and functioned like a charm. even very weird ones like the arachnopolis rex. spotlight dogs were a good awesome introduction! many interesting moments from pariahs like these.
  • light as initiative: simple, gave the PCs a much needed boost, drove home the importance of light. they loved this
  • inspiration: you can fit anything in the veins, and moreover, I felt inspired by the mix of off-realism and dirty fantasy to design a lot of cool shit like dvargir tanks. with the pariahs and the flavor and everything a definite original tone came across, like one player said repeatedly, "this isn't dnd".
    • I created so much content on the backs of this setting and tone, you can see it on my blog under the "veins" label or compiled here
  • I genuinely feel that the chaotic nature of anything-goes OSR style play was really supported by the alien architecture of play. I threw a modern day mall in, it was a little kitsch but it was also uncanny. They had troll teeth that could grow infinite food and several infinite sources of light; they had vehicles; all of these things came to ameliorate and negotiate a series of disturbing and perhaps impossible challenges which created very varied play.
    • quoth skerples: "You'll carry a sword that can cut a syllable in half but your face will be streaked with clay and muck. You'll cut your hair off and file your teeth into points, but you'll also find a machine that spins music into cloth."
  • players enjoyed the effects table and constantly asked to roll on it

the middling:
  • I only used two of the cave systems. I made a lot of them, put a bunch of hours into designing many and many different representations thereof, only used 2. Mostly because:
    • wasn't exactly sure how to link them up with the overland travel system
    • I felt trepidation about caving; climbing or squeezing challenges specifically
    • In retrospect I wish I had tried to use 'em.
  • overland travel system was a mixed bag. it works ok but some standing questions like how do you navigate weren't really answered and I didn't feel like the quad-directionality of the charts ever came up. Moreover, what the routes looked like was only lightly detailed in the book and this left me with little to use frequently.
    • some ambiguities were particularly bad, like the patterns of broken underground cities across the two segments of the map don't seem to match
  • the exploration table: both good and bad. good because it was good at generating consequences and it would direct you over to the "one hundred encounters" table which was great but bad because some of the consequences were tricky to implement or repetitive. "Separated by a traverse/pitch" or "one player gets lost" came up a lot and coming up with a climbing challenge or navigation difficulty on the fly was a struggle. I usually ignored "act as one level lower" results because they're all level 1 heheh.
    • I was frustrated by the ambiguity of when the table should came into play since it had such severe consequences for the players.
  • I wish I used the rapture more.
  • lumes and inventory mostly were in the background.
the bad:
  • over time I ended up not liking the stiffness of the pages of the book and I thought the art was printed murky, ironic, I know. I first got to know the book through PDF and I had a lot more appreciation for the art at that point. Like I've said before I wish the book was A4 although you gotta take what you can get
  • I wish I had some framework for designing settlements and regions, at least a little. It's my fine conclusion that part of the essence of the veins of the earth is a big question mark when it comes to things like "economy" and yeah you can slot whatever you want in, it does indeed function like an ak47 as the back of the book says. that being said there's virtually no starting point in the book for designing locales
  • Ultimately the method for designing cave systems is pretty shitty. Lots of long, thin tunnels, no dead-ends, it's even kind of awkward to roll the dice and note where they go. I found it's easier just to sketch a bunch of caves
  • As regards the book's races, I only ever used the Aelf-Adal (at least up close, the dvargir did most of the architecture of my campaign, the knotsmen were in the distance but not encountered in person). Honestly it was hard to roleplay Aelf-Adal from the included texts, didn't feel like I got a big juicy bite. Most of the time I just used "humans". w/e
conclusions:
  • biggest complaint: overland travel was ambiguous. second biggest complaint was cave systems seemed kinda inaccessible. the other stuff (no details for settlements, fucked up nature of the economy) sorta just threw me in the deep end and I learned to swim.
  • undeniably this was a successful hexcrawl. I had a great moment about 2/3 of the way through where I had written enough and I could just let the rest play out. there was this ultimate selection of priorities that the players had, they could choose between weird things. and everything was very weird. plus they actually managed to survive, for a while
  • you definitely have to hack a bunch to make veins work (as intended)
  • the excellent off-realism/dirty fantasy tone fucking functioned

Friday, April 13, 2018

peter's veins generators

CAVE GENERATOR:

number of caves:
spread:
interconnectedness (1=low 10 =high):
number of entrances:
number of exits:
Generate tunnel length and width?
Your browser does not support the HTML5 canvas tag.

explore the infinite tombs




Wednesday, April 11, 2018

advice for running veins:

advice for running veins:

*don’t worry about the economy. 

basically, in an environment where the most valuable thing is food and the unit is an hour of light, all crazy things will happen. my players first big treasure/xp score was the dead bodies of their previous pcs. they also close to immediately got an ever-burning sword= ever-burning light, and then soon after figured out a hack with regenerating troll teeth + purify food and water for infinite food.

bodies are still going to be fantastically expensive and that would have all kinds of ramifications for yr local economy but check skerples words: “It will get to the point where gold is too heavy and too pointless to transport. Pouches of strange metals will adorn your back. You'll carry a sword that can cut a syllable in half but your face will be streaked with clay and muck. You'll cut your hair off and file your teeth into points, but you'll also find a machine that spins music into cloth. “

*transporation

overland transportation in our world or in medieval fantasy land or like any other setting is really easy to get: you have a cart, you have a horse, or you walk. maybe there’s encounters along the way, look there’s a tavern, etc. you can’t track that to the veins. everything is horrible climbing and caving, transportation is always difficult, you can’t carry anything heavy and pack beasts are a joke. thus the conveniences of our modern understanding of medieval travel cannot be used.

this is sort of like the veins economy, in that, it will not make sense, everyone will be cheating. for me it was: the duerger used bizarre tunnel-digging tanks, so there’s some of those around, and for the rest of it we just abstracted it into numbers of days travel. If they tried to do something difficult like carry something heavy it would multiply the travel time.

I had to occasionally describe the surroundings during travel and for that I resummarized the environment descriptions in the “large-scale map” section: “it’s like someone took an ancient city, crumbled it up, and rolled the bits into joints”. but again it’s bizarre and makes no sense- understanding the world as a series of voids is so unalike our current understanding that anything will work.

things you might wanna puzzle out: 

  1. what “separated by a traverse/pitch” means on the exploration table (for me= someone has to do a climb check probably)
  2. when do you want to use the exploration table (the book sez, whenever they want to find something, or go exploring, but like, ???)
  3. how often do you roll for random encounters
  4. how do you stage a random encounter when they happen (what does the terrain look like-- a large open field is rather uncommon in the fucking veins)



*cave systems

I don’t yet understand how to make caving challenges interesting: all the excitement and danger of squeezing through a crawl may or may not translate to yr table. the cave systems I’ve generated are more succesful at arranging content underground, across a series of tunnels, as a way of making sense of things

I don’t reccomend the book’s cave system generator. it’s just easier to draw caves, or like, as I eventually did, just arrange a bunch of shapes and images and link them with lines. how long the tunnels are and how wide they are; all of this doesn’t really matter, the veins can be anything.

some maps I've actually used:





tho I have not run a real “caving exploration” style session yet so I’m not sure of the particular details of the caves arrangements and so on’s effacy in building fun challenges for the players; for me the best of it is just a way to introduce something unexpected like the only exit is in the ceiling. My guess is that you’ll eventually default to underearth style caving which is just, series of hallways that go up and down and have ladders and holes.

cave systems are also really easy ways to make a dungeon- you just arrange different bizarre things in different, bizarre caves, and the bizarre tunnels between them arrange themselves. the excuse is: caves are really like that




Sunday, April 1, 2018

peter's alternate climbing rules


climb attack: str modifer + dex modifer + (lotfp climb skill * 3)
climb ac: str modifer + dex modifer + (lotfp climb skill * 3) + 10

when climbing, you roll d20+ your climb attack vs. the route's ac. if you hit, you move up d4*(lotfp climb skill)*10 feet. if you miss, the route gets to roll d20 + risk vs. your climb ac. if it hits, you fall.

if routes intersect, you may switch.

route(s) generator:
number of routes:
total height: '
segmentation:
horizontal variance:
vertical contortion (unsafe):

GOAL

START

Thursday, March 15, 2018

5 cave systems

this is just a few cave systems I made and put on gplus already.








how this works: the clipart or whatever represents the shape of the cave, the width of the lines connecting them is the relative tunnel width. usually directions are up is up, down is down, left is left right is right. dashed lines are "crawls". for some maps line width is not representative of tunnel width, they're just indicating tunnels. also blue means waterfall or underwater















scroll down to see mega huge images


















Friday, March 9, 2018

d100 veins cave system or dungeon ideas



  1. bricked up tomb of beastily overgrown bones, scattered occultum. anyone exposed save vs. become guardian of the tomb
  2. pocket dimension leads to inedible cornfield
  3. ...the “tales of the scarecrow” cornfield
  4. alligators just about to finally learn how to use the evolution machine from The Super Mario Bros movie
  5. portal leads to clouds above surface, derro controlled (via skerples)
  6. vault of cloned people all secretly derro in people-mechs
  7. cavern has d40 corpses hanging from nooses, awakened by direct light, they strangle and die and fall and become broken-bone ghouls
  8. doors teleport to distant but mutually visible segments of one open cavern, cavern has a giant and fast pariah
  9. tomb of sorcerer king has been broken into pieces across a cave system
  10. seemingly modern apartment complex with lots of small tubes which long-legged pale frog garrote-wielding people pull themselves through
  11. apparent dungeon is, indeed, a deactivated divine beast a la breath of the wild, a mole which will only dig down
  12. river styx makes you forget, or was it the lethe? roped together chameleon women ships, everthing is dead, there’s usually about one ghost of a giant snake per ship. also halfway through goblin pirates board maybe
  13. descending library where each floor has books of only one word + evil librarians
  14. limbs of inanimate stone octopus visible everwhere, big treasure is in mouth
  15. dungeon is being carved by automatans
  16. cryo-chambers let you try and wait out threats
  17. chase leads to archean parlor
  18. visible and vulnerable structural supports everywhere
  19. dungeon is just very long, and empty. entrances into and out of are well-maintained airlocks. distances between places of interest are d20 miles of walk.
  20. individual rooms scattered on the floor of a river bed
  21. river flowing through structure has transformed part of it while leaving other parts intact. travellers pass through as you explore.
  22. vicious cat colony
  23. the dead here rise and all push on a tomb door to keep it shut. there are already some doing this.
  24. thread leads to minotaur
  25. dead and picked-over mailman w/ mail
  26. … is actually fungus, this is how it spreads it’s spores. if you pick up mail, save vs. poison or you want to deliver the mail, if you eat the mailman save twice
  27. behind brick wall is an ocean.
  28. miniature voivodja made of fungus people imitating vampires
  29. dungeon gets steadily more minature the further you get in
  30. anything thrown or dropped explodes (from: aqua teen hunger force)
  31. one room/cave is packed to the gills with alive bats and they all fly out when you open the door (or approach the cave entrance), it takes hours for them to fly out
  32. amber hive empty except mantis shrimp, floor has sticky spots
  33. gordion knot. if cut dead fetus plops out. impossible to untangle.
  34. cave walls clearly fabric. if cut, larger cave is revealed. this was a fake cave.
  35. minecart does a loop-de-loop (better as an interstice -ed)
  36. the crawls here are actually filthy air ducts in a building. they sound hollow as you clomp-crawl through
  37. nitroglycern creek.
  38. anicent boat jamup.
  39. slip-n-slide rivertubes + nets
  40. moat below drawbridge has a trapdoor. if you manage to pull it open, the moat drains into a dungeon.
  41. breakdown of sharp sea-urchin shells
  42. pressure plate on stairs activates magnetic plate, grabbing metal, especially armor, and activates rolling boulder which zooms up the stairs.
  43. time-damaged dungeon, when triggered, repairs to full glory.
  44. sulphur gases barely contained behind easily breakable thing, when released you have to hide for a while while they disperse and burn and corrode the area and all its inhabitants. or don’t hide
  45. gas leak elemental
  46. marbles (dried ooliths) on floor + spiked wall
  47. curse lizards try really hard to be your pet, says next bad thing to happen to you, it’s usually right and the thing happens pretty quickly. curses you if you eat it, duh
  48. sand pouring into foyer, plugging holes just makes more. fills in 30 rounds
  49. apparent portal to surface but roll d4:
    1. all people only able to repeat one word, first word spoken by pc after entering portal
    2. random fires become more and more common until everything begins to combust after 1 week
    3. pcs start growing exponentially faster relative to surroundings, is noticiable after 2 days
    4. as 3, but shrinking
      … after a week of this, at your option, there is large cracking sound and green light and then they’re back underground, next to the portal, now broken.
  50. ash from torches lazily collects into ash elementals which regularly have to be squashed
  51. paper ripped here explodes like firecrackers, there’s curse paper covering stuff.
  52. dungeon room breaks off and slides down in rockslide.
  53. a window shows that the whole structure is surrounded by void.
  54. room is apparently full of ticking time-bombs.
  55. “the dungeon which makes your face slough off if you stay too long.” face starts feeling heavy and it gets worse
  56. notes to a dead lover are taped to various points
  57. ward-eyes on sticks. can be eaten, but then they see inside you
  58. thomas tank engine faces in dungeon walls, offer to swallow you, there is treasure + problems in their gullet, compete for your attention, nearby engraving says only one lies, too much competing information
  59. goblin snatches big reward at last second and takes off on rockboard, there are other rockboards here. run as: a series of dex checks with riskier opportunities to catch up or do cool tricks
  60. periodical really hot falling ash.
  61. lava flow above ceiling door, warm to touch (from raggi’s “weird new world”)
  62. invulnerable stalking automotan pursues but will run out of energy and take time to reboot.
  63. jellyfish
  64. large pile of trash is fungus designed to consume rag-and-bone ppl.
  65. visibly different pariahs all have metal jaws teeth, then you meet the dungeon dentist.
  66. pariahs have maces which replace ears, eyes, mouths, and noses with each other
  67. surfaces unexpectedly beyond-freezing cold, skin sticks.
  68. loud cat is good at fleeing and attracts pariah attention; they’re pursuing it, too (it’s worth 2,000 sp)
  69. the walls can be tickled, cave laughs hard
  70. floor liquidates after stepped on and drains down cave system.
  71. sound of crows everywhere. eventually revealed to be waterfall on scratching oolites. ambush by oku happens now
  72. there’s an ooze full of popping trapped air bubbles like instagram slime vids
  73. “gates” of strong metal bars opened/closed by bending
  74. Fallingwater with scissorfish.
  75. dungeon/cave system terminates with new iteration of itself, fresh pariahs etc. 
  76. grass, and then vines, it’s an underground jungle!  panther attack! monkeys steal your stuff! probably a gold mine, w/r/t calories. but watch out for the idol… if you need an excuse, why it’s underground, it’s all pale, although very humid.
  77. dungeon is directly connected to a city through this door; you didn’t know, and everyone on the other side just never used that door
  78. something outta Stonehell but 45° slope
  79. cardboard box maze
  80. superdense maze of sprung rusty blade traps. tetanus
  81. crystal elementals jump off wall at you and shatter on contact
  82. the pariah here only attacks if you try to leave its cave
  83. wall is peeling banknotes, cave in danger of collapse into pile of money
  84. head-sized hole. if you stick an appendage in, something bites it off
  85. dividing walls of mercury which melt and drain when you walk away but recollect and solidify when you approach (from some unreal tournament modder I read about a decade ago)
  86. mercury river, bad fumes
  87. all pariahs are chained with collars, all treasures chained too, certain parts of the environment and architecture are chained
  88. magnetic cave, gets worse than you’d think
  89. pit with digestive lube + lube elementals
  90. rocks sling out of darkness; your air movement springs natural stick bombs
  91. any sound at all magnifies to literally deafening. this takes a second so you can plug your ears unless you’re busy. 
  92. cave is full of whatever object the shape of the cave is
  93. personal conversation audible in a foreign language. if translated:  it’s a numbers station (or hints -ed)
  94. a tide
  95. invisible wire everywhere
  96. airlocks + bleached skeletons
  97. utility tunnels with live wires
  98. deep mud full of sharp crystals
  99. gravity elemental
  100. lots of unexpected perfectly clear glass walls

Wednesday, February 21, 2018

d100 treasures of the veins

food is 200sp/lb, flesh is 100sp/lb and light 1sp/hour
  1. oversized golden Maneki-Neko
  2. pile of sea urchins
  3. gun with d6 bullets
  4. loom spins wheat into gold 
  5. loom spins gold into wheat
  6. lots of pristine bondage gear, turns dark corner further you dig
  7. kid who cries diamonds, 1/hr, isn’t sad
  8. ingredients for several industrial materials such as rubber, no recipe or instructions
  9. lots of silver Maneki-Nekos waving ominously
  10. gold flanges supporting something even more valuable which has been ripped away
  11. very high quality “brand name” rope
  12. dried newt hoard
  13. treacle mine
  14. smell of spoiled butter, cave is full of cream cheese-like runoff
  15. crates marked “goblin ass”
  16. strips of hardened meat, long sections of a creature as if run through a giant bread slicer 
  17. deanimated RE4 Reanimator
  18. definitely expired canned foods
  19. ancient trout-bank in sump
  20. teeth-laden jewelry not correlatable with any familiar body-shape
  21. room full of copper wool
  22. overfat pariah
  23. tortured mindless eunuch
  24. ...not mindless, begs like Looney Tunes character
  25. yttrium bucket can scoop up molten gold
  26. old sheets and blankets
  27. Candle of Ugliness
  28. inorganic flower rooted and apparently alive
  29. worms that look like gold from short distance
  30. deed due in Foreclose
  31. wall scripture wants to be your tattoo
  32. jar of paint, flammable when dry
  33. someone has been lovingly raising a cat
  34. d100 locks
  35. 14 flammable holy books
  36. gauntlet that makes you want to jerk off but will capture your soul if you do
  37. dried eyes on a hoop
  38. loose gunpowder
  39. preserved dead mimic
  40. crude oil collects here
  41. old pharmaceuticals
  42. battery powered neon light, D batteries included
  43. mega-old altar with salvageable organic remains
  44. flask of glue, edible
  45. crude sulfur refinery in pyrite cave
  46. old battle-worn coins from the surface
  47. opium
  48. fungal hay
  49. old library water-ruined and covered in crystals
  50. ...in mushrooms
  51. very aged whisky
  52. spices
  53. ceremonial knife set
  54. knot map of distant zone
  55. fungus grows to look like books, not readable
  56. collection of sliced toes just beyond toeslicer
  57. bassy functional trumpet
  58. you can see a bunch of relaxing grecian figures if you put your eye to this garnet
  59. bones in quantity
  60. cranberries in bottled tears packed in eyelashes
  61. tick colony
  62. dog-sized earthworm + collar
  63. paraffin blocks
  64. wrapped blood lacquers
  65. really hard hardtack
  66. acid-as-currency vials
  67. quality fabric bag + fresh head
  68. thickening agent in hair bag lets you lacquer blood
  69. dead guy with many dead derro inside him
  70. drinkable oozes taste like a sports drink
  71. strange furs wrap a pocket dimension
  72. goblin petrified from the waist up
  73. whole diamond in handgun shape with trigger and everything
  74. chest of fine clothing
  75. chest of various fine shoes, all pretty much unsuitable for climbing
  76. mechanical statue of an unrecognizable regal figure screams doubles over and clutches head when wound up
  77. syringes of morphine, in quantity
  78. swimming bugs in milk in clear, terrible flasks
  79. chocolate
  80. shredded meat and salt 
  81. gold donuts
  82. rubies cut into long cylinders and Ωs
  83. tangle of fine metals the size of a beachball; you can put your head in, its a crown, supports yr eyelids
  84. harvested zits
  85. spellbook chock full of magic missile over and over
  86. teeth grow out of gums growing out of teeth, edible (gums are)
  87. deep janeen has left adamantium graffiti and someone has started carving it out of the wall
  88. last will and inheritance payable to pc from deR0
  89. really good art notebooks, burnable
  90. supersharp minted jewels
  91. mostly eaten fusion of burned corpse and burned armor
  92. snappable military glowsticks (already in the book somewhere)
  93. a wine cellar
  94. coal deposit
  95. large  barrel of salt, beneath the salt there is a whole and living sun face wall sculpture, edible and organic, currently in coma
  96. birdcage + bird
  97. many many D batteries
  98. corpse fairly identifiable as a Yoshi
  99. clean surgical tools
  100. you can't tell what it is, but it looks edible

Sunday, February 11, 2018

d100 interstices in the veins

for entering and exiting cities, mostly.

these are not the only part of the journey, but the inflection point:
  1. sewer pipes full of bums
  2. chevrons of cleared space around a vault door
  3. reroll and add “...however it has all been cleared out and is shiny from constant use”
  4. really long climb up/down to otherwise innocuous entrance, right next to thoroughfare
  5. ropework crosses across deafening river 60ft below, deviant teens harass
  6. people will actually try and recommend you use huge bats or something, this is a rude ploy, the actual path is being hidden by them 
  7. use one of the hundred caves from that table in the book but there are d20 guards just waiting there
  8. like the series of train cars in Snowpiercer, a literalized class distinction, everyone is fine with you travelling one direction only
  9. some guy has set up a checkpoint alike TSA, claims royal authority
  10. a metal and partially damaged ladder overhangs part of the city
  11. bridges of junk form in the piss-river
  12. a little-used trapdoor in a shop feeds directly into a cave system full of tight passes.
  13. airlock-style thing that doesn’t work and no-one maintains
  14. the city is actually dangerously close to a large number of cholerids who refuse to die. they’re behind a series of barred and curse-papered doors. they’re audible as you pass
  15. a really, really long well, complete with drip-splashes
  16. everyone just squirms through this crack into the lab from Resident Evil 4, but all the high-tech equipment is ruined and has graffiti over it, regenerators absent, hopefully
  17. you have to actually complete a zelda-puzzle to get through this part. it’s dumb and easy and everyone says so but there’s some sort of ancient bargain or magic or tech that maintains it
  18. zone is full of knife-wielding, screaming ghosts that are harmless
  19. fata-morgana-style audio effect causes you to think that there’s actually a second city underneath the long, thin, and handhold-spotted bridge you must crawl over
  20. people are playing a game with cutting off thumbs, there are multiple groups of travellers stopped to watch
  21. cave-troll only lets you pass if you let him lick you. it is not sexual
  22. there is an ongoing and fantastically expensive battle happening here, much alike the “bridge” sequence from Apocalypse Now. bc the most valuable thing to anyone involved is everyone’s flesh, it’s pretty much a free-for-all. that being said it’s not too hard to pass by without getting involved.
  23. darkness is so intense that your light sources don’t work anyway, or only work 5’, there’s a endlesss amount of shells that crack underfoot
  24. track left from a rolling boulder trap, always seems freshly sprung
  25. something about the air around here makes your ears pop strongly, there’s a fizzling sound like hydrochloric acid dissolving earwax. certain parts of the caves require tremendous fortitude to push through as your body shakes violently, some sort of magnetic barrier going on
  26. huge heaps of broken climbing equipment, surrounding a perfectly clean wall. climbing the wall seems like the easiest way into the city.
  27. large part of the journey is over knife-like floor which shreds your boots
  28. people regularly dig through ash-heaps which form like intense snow drifts, always covering the one funnel-like crawl out
  29. impossible to tell if they’re living guards or statues
  30. gnonmen are actively carving the exit here, it’s fresh
  31. like the stairway to elatior in MOTBM-- you think you’re going down but halfway you get confused and end up coming up
  32. abandoned mega-artillery surround some ancient battleground, they were powered by an energy source forgotten and extinct
  33. slaves live in little houses at the bottom of sand pits, constantly maintaining the pits to prevent the encroaching sweating sandstone (from Koko Abe’s The Woman in the Dunes). someone will make you pay a toll
  34. you have to climb through a series of ancient gearworks, and one that still works, it’s being run by a robot and doesn’t do anything
  35. a million twisty tunnels all lead in the same direction, faux-maze
  36. terribly clean marble hallway
  37. there’s a tableaux of a frozen dead person, and an animal that tried to eat that person, and a person who tried to eat that animal, and a giant bug... it’s unclear if it’s someone’s art, but they’re all extremely contoured, there are some pieces chopped off
  38. place was clearly once a public ampitheatre of some kind + dripping water, streamlets form passable tunnels
  39. working modern elevator
  40. the shrine past the bridge in Shadow of the Colossus, with the ramp, pool, ruined statues and altar
  41. muzak-sounds drifting through a boring walk
  42. drawbridge
  43. reverse-drawbridge, i.e. they raise and lower the moat
  44. ludicrously long drawbridge
  45. seriously damaged drawbridge
  46. remains of drawbridge over dried moat
  47. the many ants here are impossible to catch
  48. stairway stretched like a toddler drew it
  49. enormously large stairs
  50. two long metal prongs disrupt the tunnel in just a way where you can’t walk. have to crawl, seem to shift position over course of crawl. archers could stand at the end with great vantage, if they had enough light
  51. it’s a breakdown made out of file cabinents, don’t describe them as “file cabinents”
  52. a series of nets over an abyss, crawling across them makes your heart and stomach swim
  53. very long series of propped-up cage doors, noisy like walking across chain-link fence
  54. much larger and empty city surrounds the occupied one
  55. ferry with hooded figure, it’s cliche
  56. your path takes you over a series of peaks from which are visible other travellers on separate peaks but your paths never quite cross
  57. a magma ferry provided by a huge, invulnerable, nonspeaking worm, travel is in the mouth. you do have to throw payment down its gullet.
  58. shockingly powerful and brief squalls lambast an otherwise usual cave system
  59. harlequin guards perform for you? 
  60. you ALWAYS interrupt someone having sex when you come through here
  61. ferry and drawbridge operators competing
  62. long staircase
  63. cambrimen-operated drawbridge
  64. cambrimen-operated ferry
  65. shaftway with a 1-inch wide staircase threaded inside, barely practical
  66. mega cat haunts fissures, reaches in paw and tries to grab you
  67. the opening to Aguirre, Wrath of God, underground
  68. mouth-door with riddles tries to out-think locals
  69. emerald city little door guard cliche
  70. guard is also a skilled and passionate barber
  71. rope-pass with blinding particulate matter
  72. dead mouth-door
  73. cave giant with bowl will raise/lower you and kills the poor and vulnerable
  74. (stone) golf course with size-changing ferretmen out to hide in the holes and creep on you
  75. this underground settlement is in the middle of an underground desert
  76. you have to dive through a freezing sump to get here, people here are super willing to get naked to help you with hypothermia. they don’t consider it sexual
  77. train-tracks suspended above an unnavigable river
  78. locals insist the pass is safe, there are plenty of falling rocks, no one ever gets hit
  79. they pull up a drawbridge to block the waterfall
  80. tunnel rotates on a vertical/horizontal axis, crocodile man has the controls
  81. salt path parts oozeroom
  82. barrier from valley of unknown evils maintained by hex you must walk as a (linear) maze
  83. linear maze-crawl, takes hours
  84. sooty passageways in cave-reclaimed industrial building
  85. tunnel steals fingernails, clumps come off in hand, it must also grow fingernails?
  86. you have to wade through silty mud and watch out for quicksand
  87. half-sunken crypt infested with very smart rats
  88. the exit is also where everyone sleeps, as is custom
  89. there’s a logbook you’re supposed to sign
  90. carvings near entrance crudely depict pariah
  91. reclaimed alkalion tunnel
  92. running out of steam here… it’s just a normal tunnel
  93. red snake painted on wall takes you the right way to the city, green snake takes you to a dangerous dead end. on the way back out, it switches. locals can’t keep it straight.
  94. sherrif climbs out to meet you and accompanies you out of town. reroll
  95. sword firmly stuck in stone, around next bend two swords stuck in stone, around next bend two axes, next bend there’s three sword blades and two axe blades sticking out of the stone
  96. Amigara Fault tunnels
  97. hairy tunnel
  98.  ladders tied together in the void
  99.  rocks sweat gas and make airless pools
  100. tunnel is a literal “vein” with blood and everything. not edible

Saturday, February 3, 2018

trpg post: invading the dreams of a child

invading the dream of a child

a note about creepiness: it’s horror, and I’m basically into using children as a source of horror, especially since the conditions of youth tend to outline a society; and what better means a society of horror? that being said, I don’t intend to involve any sexual themes in this context in my own game or any of the stuff on my blog.

this is all in the context of an underground city fed by a unique ability to invade the dreams of children.

contents of a child's dream:

1) the child themselves, usually, who invariably are dazed and have some ongoing, worsening headache.

2) potentially, food, or at least things that are edible that can be stolen. anything edible-looking will be stolen, including sentient beings, if they can't defend themselves. every so often there is a great deal of edible material inside a child's head, and rarely, and perhaps if the interim ruling class manages their hypno-farm right, there will be something like a feast of actual food which can be gobbled and stolen. ofc there's the many occasions when said food is actually a trap of the decietful child's mind and it's all zombie vampire bats waiting to bite, but again, these can be eaten too usually

the dream child would be food too, but what invariably happens when the child, clutching their head, is pulled out of their own corpse, is that a bunch of mouths open up everywhere on the child's skin and there's a lot of biting. you can eat that, and you do it by boiling it down till it's all hard and you can scrape some marrow out of the joints. it's good eating, but it's not a big meal ?what is? and anyway it's sort of not worth it. because Yeongweol-gun and Figs are gonna have bite marks all over their fingers from handling it, and the pot will stink even more for a week.

3) the other ppl forcing their way into the child's head. it's doubtful you can go out if you can't find the way you came in.

from the more distinguished houses, there are those who are sort of dream-knights, proto-dream mercenaries, who pride themselves on this sorta work and have dedication and maybe even some specialized tools.

(beyond the obvious one, which looks like a specialized, oversize juicer)

it’s a common aphorism that invading dreams is basically like caving, if you should do one you should be able to do another. this is a joke

4) contents of the child's dream. varies. sometimes, occasionally, lethal. often has nothing to do with food. although they try, to entice them to think of, spices or something, they'll bring in the smells nearby the asleep victim. so you see a lot of sandy banks, burning things. often because it's an underdark child, it will be dark, but there usually is, instead of light, an awareness of things.

some dreams:

  • familiar places with lots of extra rooms
  • bright blue interior cave with thousands of colorful rocks forming a planet, large nightmare-like creatures shiver and jump between backwards-hanging trees
  • footwide space between two endless blankets, creasing various textures, occasional trap and nightmare-hypoxia
  • caves with shouting family members just  beyond vision, approaching means slowing down like in nightmare, spatiated previous invaders, in these cases hoping the dream dies down and they can go and reach those family people (probably a dud idea)
  • segmented lava-dream with giant cats and people faces
  • child has tried to dream of food but has instead dreamed of smiling, mumbling rocks shaped as food. there are however a lot of panicked dream-overseers
  • infinite field of wheat, loops up a hill and near a stream. crawly fish among the wheat
  • everyone is standing around babbling

one notable thing is that the actual social-situation going on in the dream may be inscrutable to invaders. dreams tend to be remembered as a series of narrative events but being inside a dream is not narrative. you are in an environment, perhaps as large of the world, where things are happening, or not. the actual “narrative” of what’s going on, especially since the headache, is probably unknowable.

5) you can add in nightmares, which you should. nightmares aren't embodiments of anything. they're their own thing, and they're fairly summarizable as "monsters". or "pariahs".

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PARIAHS FROM "VEINS OF THE EARTH" THAT ACTUALLY SPEND TIME IN CHILDREN'S DREAMS:

the phantom head of gargas, still-tor-men, tachyon troll. the rapture, of course. the oneirocetacean is pretty much always there, but it knows how to leave, and it's rarely obvious. phantom shrimp have made appearances, and yeah, derro show up, but what where they doing there?

dream-derro are actually magnetically faceless beings that never seem right no matter how bizarre the situation they're in. they will head for the hills usually, after being directly confronted.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

PURELY-NIGHTMARE PARIAHS:

there's a lot of them which are sort of indescribable thing, like presences, usually, but with bonus extra qualities in the mind's eye: these, out of the head, are more like chemical-gas attacks but tend to disperse quickly.

then there's the more stable chimeras, who are almost all hunted before they have much to do.

then there's the more subtle influences like people, who can defend themselves, who come back out. these are never real-people, not really, they are usually false; and the falseness of their being is the same whether inside the head or out. those ones are the more dangerous and are often shunned but they have a way of forgetting, everyone involved in this.

6) treasure (not edible):
  1. things that look like things that should work, but do not: these do work in other people's dreams, though.
  2. just general stuff; tends to be unreliable. gold coins are almost never real and silver never is. there's a standing issue with the unstandardizability of dream-stuff, as it's never just one thing, usually accrues in unexpected ways, unreliable....that being said there is a trade in the sale of potentially useful dream-things, so watch out for stuff which is half-realistic and how a child imagines a thing and is manufactured in a ways that don't make sense.
  3. bizarre objects no child should think of: these are really real things and more of a mystery than anything else. thought of, sometimes, as plaque, or lucky, or both.

.lastly. the child dies.

dreams don't last awful long. at the top end it might be a couple of hours, it might even go into the day, longest one ever was a day and a half

roll a d6 to determine die, d4 d6 d8 d10 d12 d20, then a d3:

1. minutes
2. turns
3. hours

you'll know it’s ending by the last two (units).

alternatively, just do d50 minutes. i like that better

when the dream is dying:

1. blood up in the floor
2. thrumming and high pitch at the end
3. organ-creatures start bursting in through the walls
4. npcs start acting unusual           
5. the exit closes and everything just starts to rot
6. delerium tremens

if the child is harmed: generally, not a problem, but roll the time limit again; if the new time limit is lower, but not too low to already have passed, that's the new time limit.