How about ending the week with some cake, of the cheese and beef variety. (Wow – that sounded better in my head – oh well). Jonboy Meyers works in comic books primarily, but he has a great dynamic style that does not shy away from depictions of feminine pulchritude. Enjoy!
And so we come to the trickier dragons – black and white. That means, to some extent, shades of light gray and shades of dark gray. Still – let’s see what we come up with for the white dragon’s kin.
Achromatic Dragon: The small, feral cousins of the white dragon are covered in spiked hide reminiscent of a rhinoceros’, with swept back antlers on its head and cruel, gnashing teeth in its long snout. Achromatic dragons hunt in the manner of crocodiles, lurking beneath the snow and then lunging out at victims. Achromatic dragons never speak or use spells, but they are capable of breathing a swirling vortex of snow that acts as an 8 HD air elemental’s whirlwind ability and inflicts 1d6 points of cold damage each round for ten rounds.
ACHROMATIC DRAGON: HD 5; AC 2 ; Atk 2 claws (1d4) and bite (2d8); Move 9 (F24); Save 12; CL/XP 7/600; Special: Breathes blizzards.
Cinereous Dragon: Also called the ashen dragon, the cinereous is a small white dragon with an especially vicious streak. More intelligent than most white dragons, they have a 65% chance of speaking, and those who speak have a 15% chance of casting spells. Cinereous dragons cast spells as an anti-cleric and have three 1st level spells, two 2nd level spells and one 3rd level spell. A cinereous dragon has an ash gray hide, black eyes, a purple tongue and mouth and hundreds of jagged teeth in its long snout. Atop its head are two long, black horns – like those of a Texas longhorn – and a cluster of black, horn-like spikes tips its thick tail. Cinereous dragons have no breath weapon. Rather, their presence seems to steal all the warmth and kindness from the area. All creatures within 20 feet of the beast must save each round or suffer 1d6 points of cold damage. All creatures within 50 feet of the beast must pass a saving throw any time they wish to do something unselfish or kind – i.e. a cleric using a cure spell on someone other than themselves.
CINEREOUS DRAGON: HD 5; AC 2 ; Atk 2 claws (1d4), bite (2d8), gore (1d6), tail spikes (1d4); Move 9 (F24); Save 12; CL/XP 8/800; Special: Steal warmth and kindness, anti-cleric spells.
Ghastly Dragon: The ghastly dragon dwells on abandoned battlefields of the frozen north, where man has spilled the blood of man. It feeds on corpses, like a raven and can whip up the echoes of the spiritual agony of men who have died in battle. These echoes appear as swirling maelstroms of screaming spirits that cover an area 60-ft in diameter around the dragon and force people within the maelstrom to save (once) or lose 1d6 points of wisdom. Ghastly dragons have scales the color of dead, human flesh, with blotches reminiscent of decay. They have stubby spikes that run from their heads to their tails and bloated bodies that waddle about on four stubby legs. Ghastly dragons have a 15% chance of speech, and those who speak have a 15% chance of casting the following spells: Phantasmal force, cause fear and animate dead.
GHASTLY DRAGON: HD 6; AC 2 ; Atk 2 claws (1d4) and bite (2d8); Move 6 (F18); Save 11; CL/XP 9/1100; Special: Maelstrom of agonized spirits, spells.
Isabelline Dragon: Isabelline dragons are large and regal, with dull, delicate scales and long, swan-like neck. Isabelline dragons have petite heads, large, sapphire eyes and swirling horns reminiscent of unicorns. Isabelline dragons dwell in vaults beneath snowy mountains. They are capable, while holding their breaths, of passing through earth as easily as air, giving them an effective burrowing speed equal to their flying speed for up to 5 rounds. Their palaces are wondrous and luxurious, with all of the dragon’s riches being spent on creature comforts and art – isabelline dragons have one-tenth the normal coins in their horde and triple the art objects/jewelry. Isabelline dragons always speak and have a 45% chance of casting 1d4 first level and 1d3 2nd level magic-user spells. In place of a breath weapon (how crude and vulgar!) they can sap the color from themselves and their surroundings (but not living creatures) in a diameter of 300 feet. Everything becomes stark white, granting the dragon the equivalent of improved invisibility and forcing those who linger in this area for more than 3 rounds to pass a saving throw or suffer from the equivalent of snow blindness (lasts for 1d3 hours).
ISABELLINE DRAGON: HD 7; AC 2 ; Atk 2 claws (1d4) and bite (2d8); Move 9 (F24); Save 9; CL/XP 10/1400; Special: Drain color, spells.
Ivory Dragon: Ivory dragons dwell in cold woodlands in icy caves obscured by the boughs of pine trees. It is said they even smell like pine, making detecting them difficult even for creatures with a powerful sense of smell. They have ivory colored scales of varying sizes, with two ridges of bony, fan-shaped protrusions running down their backs (in the style of a stegosaurus), long necks, small, quick heads (they enjoy a +1 bonus to initiative rolls) and whip-like tails. Two long, ivory tusks jut out of their mouths, giving them a powerful bite attack. Ivory dragons are collectors, eschewing treasure for collections of books, armor, weapons, jewels, hour glasses or some other such nonsense. Their ill-tempers often drive them to scatter treasures of coins atop mountains just to keep them from the hands of folk who do value such objects. An ivory dragon’s breath weapon is a cone, like that of a typical white dragon, but instead of cold damage, it has a hold monster effect (save negates) that lasts for 1 hour, as the spell. While held, a creature’s skin takes on an ivory sheen, making them look like a statue. Ivory dragons have a 20% chance of speech, but never cast spells.
IVORY DRAGON: HD 6; AC 2 ; Atk 2 claws (1d4) and bite (3d8); Move 9 (F24); Save 11; CL/XP 8/800; Special: Breath weapon (hold monster).
Pearl Dragon: Pearl dragons dwell in arctic oceans, swimming with the monsters of the deep and surfacing only to torment humanoids and demand tribute from them. Pearl dragons have bodies like elasmosauruses, with sleek heads. Their hemispherical scales gleam like pearls and their eyes shine with malevolence. Pearl dragons never speak, but can communicate telepathically up to 1 mile. They can use this telepathy to summon a pod of 1d6 orcas with a 50% chance of success once per day. Pearl dragons can cast spells as psychic powers, having 1d6 first level, 1d4 second level and 1d2 third level magic-user spells at their disposal. In place of a breath weapon, they can implant a phobia inside a person’s mind. People fighting a pearl dragon must pass a saving throw or suffer from one of the following fears:
1. Fear of boats or ships
2. Fear of pain
3. Fear of open spaces
4. Fear of wind
5. Fear of water
6. Fear of magic
The fear lasts for 1 hour, with a 1% chance of it becoming permanent. When presented with the phobia, a character must pass a saving throw or go into a panic attack, losing their turn, breathing heavily and attempting to flee from the source of the phobia. If they cannot flee from the source of the phobia, they become catatonic until the phobia disappears from their mind.
PEARL DRAGON: HD 7; AC 2 ; Atk 1 bite (3d6); Move 6 (S30); Save 9; CL/XP 10/1400; Special: Summon orcas, spells, zone of fear.
Image from CLKER
I have an adventure in the new issue of Knockspell. It presents a chunk of the catacombs underneath the city-state of Ophir presented in NOD 2. More substantial posting will resume tomorrow.
Alternate title – if you’re expecting Rient’s Fleet Captain, boy are you going to be disappointed!
I’m writing the spaceship combat rules now for Space Princess and thought I’d bounce a few things off of my readers (wow – it feels both cool and pretentious as Hell to say “my readers”).
The Basics: Space Princess’ spaceship combat rules are designed to do one thing – simulate the rescuers of the “space princess” escaping into light speed from the Dark Lord’s minions. That’s it. If the game is successful, maybe an expansion could add more to the rules, but for the game, I want to simulate one thing and one thing only to keep it simple.
The Procedure: As it stands, the spaceship combat procedure works as follows:
1 – Maneuver: The player of the character piloting the escape ship make a pilot test to attempt to stay away from the pursuing ships. If he fails, they come closer (and closer means it’s easier to hit with weapons), if he succeeds they either stay at the same range or fall behind. There are penalties attached to his roll based on how many pursuers he’s trying to dodge, whether there are obstacles to maneuvering (the ground, canyon walls, asteroids) and damage his ship might have taken.
2 – Fire Weapons: Good guys and bad guys fire their weapons. Each hit means a damage roll for the affected ship. These damage rolls are not in terms of “hit points” or “hull points”, but rather an actual effect on the ship. The smaller the ship, the more dire a hit is likely to be. The worst forms of damage are hull breach (can suck players out into space, where they die) or complete destruction of the ship. Complete destruction is rare – the pursuers are usually trying to disable your ship and capture you.
3 – After all weapon fire is resolved, the player whose character is in charge of navigation (scientists are the best at this) makes a roll to see if she’s calculated the proper formula for light speed. The chances of doing this on the first round are very remote, but the difficulty of the roll is lessened with each failure. This means you don’t know how long it will take to jump into light speed (and safety) – should make each such roll dramatic.
That’s the basic procedure. For ship types, I’m keeping it pretty generic. In order of size, they are: Starfighter, Shuttle, Freighter, Blockade Runner, Corvette, Cruiser and Dreadnaught. Smaller ships are more maneuverable, larger ships have better armor (which actually doesn’t make sense in Zero-G, but I’m working off pulp sci-fi and movie tropes, not reality).
So here’s where I want to access your brains. I’m thinking about possible damage results on ships. Ships are rated based on Speed (includes maneuverability), Armor, Number of Engines and Different Weapon Systems (laser banks, torpedoes and tractor beams for the dreadnaughts). Here’s my list of damage effects so far:
1 – Engine Damage – penalty to speed/maneuvering; once a ship has lost all engines it is dead in space
2 – Computer Damage – maybe hits different systems – damaged Nav-Computer means you cannot jump into light speed until fixed. Weapon Systems Computer might turn off all weaponry until fixed. Maybe the engines can be knocked off line as well. Possible damage to characters from the boards sparking and going up in flame, a’la Star Trek.
3 – Artificial Gravity Lost – this would potentially damage characters on the ship from things floating about (or from them floating about).
4 – Weapon Destroyed – One of the ship’s weapon systems is destroyed.
5 – Hull Damage – lowers the ship’s Armor rating by one. Probably the best result you can get from damage. Somebody will probably mention force shields here – I’d rather just consider them part of the “armor package” – to keep things simple, if two things essentially serve the same function, I’d rather merge them together.
6 – Hull Breach – chance of sucking people into space
7 – Ship Destroyed – this would be a “roll again, if comes up again, spaceship destroyed and all aboard killed” – it’s old school, so yeah, instant death is a possibility.
All of the results except ship destroyed would be repairable – again, a scientist would be best at this (or maybe somebody invents an engineer class to lend a hand).
Are you in need of late ’80s or very early ’90s comic books in readable condition? Maybe some 3rd edition books from WOTC or some spell decks from 2nd edition AD-n-D? Then by golly, you are in luck. I just opened a Bazaar to get rid of
this crap these wonderful artifacts from another time.
CLICK HERE and name your price or trade, folks. If I can’t shift it here, I’ll probably just give them away to a charity shop here in town.
And now that my crass advertising is finished, enjoy a preview of Hell’s doorstep (i.e. Ante-Hell), which I’m tentatively calling Nifol (“Darkness”) …
1.91. Temple of Amfelyn: A trail of phosphorescent flagstones leads to a plaza of similar construction in the middle of this tunnel. The plaza measures about 100 feet on each side and has a crypt in its center and four round towers at each corner. These towers and the crypt are carved from polished obsidian. The crypt is square and about eight feet tall, with no obvious entrance. The towers have circular bases and measure about four feet in diameter. They are also eight feet tall. Each tower is really just a stairwell for a narrow, spiral staircase that leads about twenty feet below the tunnel floor to a large cavern littered with the dead bodies of drow. Each drow has had its heart removed with surgical precision, the organ being replaced by an iron sphere.
The crypt has channels carved into the top in an “X” shape with a slight depression at the intersection. These channels extend down the sides and onto the plaza floor. Should a male touch the crypt, the sides become transparent, revealing a female drow interred inside. The woman has the dull, charcoal gray skin of a dead drow, though her form remains lovely. Her eyes are a brilliant violet and their look can dominate any male humanoid (saving throw to negate). When the walls of her crypt become clear, she stirs and attempts to use her gaze, commanding any person so dominated to deliver her the heart of a comrade. The heart must be placed atop the crypt, allowing blood to flow into the tiny channels and down the sides. When filled with blood, these side channels form the sides of a portal, which opens to allow access to the crypt. The female drow, Amfelyn, is a vampire of sorts. She will emerge from crypt and attempt to slay the dominated man, feasting on his heart. If the man is a priest, as the ones below the crypt were, the iron heart grows in their wound and animates them as a huecuva. Otherwise, their body is simply cast into the darkness to feed the oozes. Amfelyn can remain out of her crypt for one year and one day when she feasts on a heart, and then must return to her supernatural slumber.
As mentioned above, the eight bodies below the crypt are all huecuvas. They animate when the crypt is touched, but only interfere if it looks as though the dominated man will fail to slay a victim and open the crypt. The crypt, which measures about 12 feet on either side, contains Amfelyn’s treasure of 1,500 gp, a horn fashioned of white gold (1,000 gp), a Morningstar, a container of salve that grants a +1 bonus to save vs. poisons, a large bottle of green liquid (potion of heroism), a bone wand (10 charges, lightning bolt) and a single agate worth 250 gp.
HUECUVA: HD 2; AC 2 ; Atk 1 claws (1d4+1 + disease); Move 12; Save 16; CL/XP 5/240; Special: Change self, disease, silver or +1 weapon to hit.
AMFELYN, VAMPIRE: HD 9 (49 hp); AC 2 ; Atk 1 bite (1d10 + level drain); Move 12 (F18); Save 6; CL/XP 12/2000; Special: +1 weapon to hit, gaseous form, regenerate 3 hp/rd, change into giant bat, summon bat swarm, charm gaze (-2 to save), drain levels (bite, 2 levels).
I think it’s worthwhile to halt the gaming and comic book stuff for a day and remember the 10th anniversary of 9-11. I first heard about the attacks when I started driving to work that morning. I hadn’t turned on the TV that morning while I ate breakfast, but I had my radio tuned into NPR. As I began pulling out of the driveway, I heard the broadcaster say something about a “hole in the side of the Pentagon”. It sounded like it was going to be a story about a contractor making some mistake and putting a hole in the wall. Only a few seconds later, still on my street, I had the full news and couldn’t quite process it. When I arrived at work, I saw the north tower fall and then my boss sent everyone home. The office complex I work in contains one of the taller buildings in Las Vegas (no comparison to the WTC, which by itself held about half the total office space that Las Vegas could boast at the time) and we were near the airport, so the landlords wanted everyone out.
When I got home, my wife had already flipped on the TV and discovered what was happening. My daughter was 3 at the time, and I knew the U.S. (really, the entire Free World) had just experienced a “Pearl Harbor” moment. Having some knowledge of terrorism and anti-terrorism from following Strategy Page and reading Dunnigan’s work, I figured that we were in for something that would last longer than the Second World War, something that would make the world my daughter grew up in a different place than my wife and I had grown up in. Not necessarily worse – we grew up during the Cold War, after all, but different.
So, here’s to remembering the event and the many whose lives were affected by it and its aftermath – the dead, the wounded, the heroes and the mourners. It’s a time to think of the core values that folks in the Free World share – at heart, the notion that people do have fundamental rights to their lives and their ideas, and that nobody has the right to take those things away. It’s also a good time to remember that, of the billions of people who live together on this planet, it is a fairly tiny number who don’t hew to this notion. Most of us, regardless of nationality, philosophy or religion, live in peace – sometimes we argue and we might harbor any number of ill thoughts about one another over the course of the day, but at the end of the day any of us could sit down and share a meal or a drink with other folks and talk about the kids, the game and life in general and part with a handshake. It’s a good world we live in – don’t forget it.
And they are better than anything I’ve ever come up with. Check them out and roll up a character why dontcha?!
Side note – Bliss mentioned the game I’m running on Google +. I’ve had a few other people ask to join after the sign-ups closed and wasn’t able to accommodate them. While I plan on doing another game in the future, maybe after a PARS FORTUNA or LAND OF NOD adventure, and since I would like to encourage interest in Mystery Men!, I’m thinking about setting up a Mystery Men! Fight Club.
People submit characters, I pair them off and they fight it out in some sort of battle space on Google +. If we got enough submissions, we could even form brackets and crown a champion. Whaddya think? Any interest?
I’d also like to draw attention to some other places in the Blog-o-verse talking about Mystery Men!, just to prove I’m not the only one.
From the Weirdlands of Xhuul comes the Gun Spectre, a very cool pulpy hero.
And an old one from Strange Stones – and using the Beta rules for MM! – some Mexican super heroes: El Aguila Solar, El Misterio Verde and Profesora Manana.
To everyone who has read the book, enjoyed it, and seen fit to blog about it – I thank you!
Readers of the Land of Nod should not be strangers to Joel Carroll, the artist who worked on Mystery Men! and oft posted on this blog. While you folks might know him primarily for his superhero artwork, he dabbles in many eras and I actually first discovered him on a site showing some of his D-n-D monster sketches. Check it out, gentle readers …
Ah – Green! The color of plants and She-Hulk, Spring and infections. Also the color of nasty reptilian beasts who belch chlorine gas. Enjoy some variations on the green dragon …
Moss Dragon: The moss dragon is a small green dragon with a serious inferiority complex. A bully, it lurks near rivers and streams, its grey scales mottled with green looking like a moss-covered boulder, and then jumps out at travelers demanding their lunch money. They dwell in burrows dug into river banks. The entrance to the burrow is always submerged, while the main dwelling cave is above the water table (well, most of the time). Moss dragons breath a pale green vapor that condenses on the skin (or armor) as green slime. The cloud is 30-ft in diameter. All within must pass a saving throw or be struck by a green slime (with all the fun that entails). Moss dragons only have a 25% chance of speaking, but the normal chance of magic-user if they do speak.
MOSS DRAGON: HD 7 (28 hp); AC 2 ; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 9; CL/XP 10/1400; Special: Camouflage (surprise on 3 in 6), slime breath.
Chartreuse Dragon: Chartreuse dragons are large brutes, with a tortoise-shaped body (no shell) and a wicked sense of humor. Chartreuse dragons enjoy luxury and decadence – the heady scent of exotic perfumes, rare delicacies, soft silk cushions, etc. Their eyes, large and golden, can hypnotize and command humanoids (save at -2 vs. charm monster), and people enslaved are used to construct wooden palaces in hard-to-find places. A chartreuse dragon has an 85% chance of speech, but only a 5% chance for magic-use, as their lazy minds are rarely up to the mental contortions and acrobatics needed to bend reality. Their breath is an acidic fog that covers a 60-ft diameter area and deals 1d6 points of damage per round to everyone and everything in the vicinity. Assume that armor can suffer 2 points of damage per armor bonus before it is useless, and weapons damage equal to their own maximum damage output. Magical items are unaffected by this acid. A chartreuse dragon’s acid breath has reduced more than a few adventurers to Frazetta-esque nudity!
CHARTREUSE DRAGON: HD 9 (36 hp); AC 2 ; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 6; CL/XP 11/1700; Special: Breathes poison gas.
Celadon Dragon: These medium-sized beasts dwell in the tree tops. They have sinuous bodies, like constrictors, with stubby legs that are tipped with long claws for climbing trees. They have two rows of spines on their backs that are connected with a thin membrane. When held close to their bodies, they nearly disappear, but when unfurled they look like sails, and allow the beast to glide and fly. Celadon dragons are ill-tempered brutes that kill as much for the fun of it as for practical reasons. Celadon dragons always speak, but they never cast spells. Their poisonous cloud breath (50-ft diameter) causes half normal breath damage and robs people of 1d4+1 points of strength, dexterity and constitution as it sears their lungs. While the hit point damage from a celadon dragon’s breath cannot be reduced with a saving throw, the ability score damage can be so negated. Lost ability score points are regained at the rate of 1 point per night of complete rest. Points not regained after one week are lost permanently.
CELADON DRAGON: HD 8 (32 hp); AC 2 ; Atk 2 claws (1d8), 1 bite (2d10); Move 9 (Fly 18); Save 8; CL/XP 10/1400; Special: Poison gas.
Beryl Dragon: Beryl dragons are large, overbearing know-it-alls. More neutral than chaotic, they are always capable of speech, though rarely capable of interesting speech. Beryl dragons are sages (per the rules for sages) with a pedantic, superior attitude. They stock their lairs with scrolls and books and sometimes resort to chaining humanoid sages to the walls as a sort of living reference source. Beryl dragons are severely near-sighted, making escaping their attention at long distance somewhat easy. They are always magic-users, with the normal complement of green dragon spells plus the following: Detect magic (at will), ESP (at will), legend lore (1/day) and sleep (1/day). They can communicate telepathically up to a range of 100 feet. The gas exhaled by a beryl dragon is a vivid green and covers a diameter of 30 feet. Creatures within the gas must pass a saving throw or lose their memories for 24 hours. During this time, their effective class level and hit points are reduced to one half (i.e. they retain some of their skill, but not all of it).
BERYL DRAGON: HD 9 (36 hp); AC 2 ; Atk 2 claws (1d6), 1 bite (2d10); Move 9 (Fly 24); Save 6; CL/XP 12/2000; Special: Forgetting gas, spells.
Viridian Dragon: These medium-sized green dragons live among rocky places in small caves, curing their snake-like bodies into a coil. They are extremely greedy and paranoid, though not entirely evil – some even become boon companions of similarly greedy people provided the dragon always gets the first choice and largest share of discovered treasure. Viridian dragons bury their treasure in multiple locations around their lair and cannot be forced to divulge its location by anything less than a wish (and a saving throw applies here to force the truth out of them). A viridian dragon’s breath is like a powerful drug. It makes people who fail a saving throw immune to fear and besets them with powerful, frightening hallucinations (per the nightmare spell, only while awake). These effects last for 2d6 hours and are then followed by withdrawal symptoms for 1d6 days minus a victim’s constitution bonus. Withdrawals include chills, nausea and an aching neck and shoulders. Viridian dragons have the normal green dragon chance for speaking and magic-use.
VIRIDIAN DRAGON: HD 8 (32 hp); AC 2 ; Atk 2 claws (1d6), 1 bite (2d8); Move 9 (Fly 18); Save 8; CL/XP 10/1400; Special: Hallucinogenic gas.
Harlequin Dragon: Harlequin dragons are small, feral looking beasts that dwell in mountain caves overlooking tracts of woodland. Harlequin dragons always look like their grinning, but this is just a trick of their anatomy, for they are morose and moody things that despise life. Harlequin dragons have the normal chance to speak for green dragons, but no chance to cast spells in the normal sense. All harlequin dragons, however, are capable of summoning the local wildlife (say, 1d3+3 wolves or 1d3 brown bears) once per day and they can command and speak with plants. Their poisonous breath covers the same diameter as a green dragon’s (50 feet) but causes uncontrollable laughter (as the spell) rather than damage.
HARLEQUIN DRAGON: HD 7 (28 hp); AC 2 ; Atk 2 claws (1d6), 1 bite (2d8); Move 12 (Fly 24); Save 9; CL/XP 10/1400; Special: Command plants and animals, laughing gas breath.
Illustration from CLKER
Now that I’m firmly ensconced in writing about the Underworld, it behooved me to put some thought into landscapes deep beneath the surface of the earth. To that end, I dashed out some ideas to work off of – and will probably add to it as I go. Of course, these are fantastic landscapes, so take them with a grain of salt. Maybe they’ll be useful to some other world builders out there.
– Oval (fat or tall)
– Rectangle(fat or tall)
Character of the Walls/Ceiling
– Ledges (wide, narrow, steep, gentle)
– Pocked with cave opening or openings (ground level, high, how many?, uninhabited, abandoned, inhabited by animal life or sentient life?)
– Waterfalls pouring from the walls/ceiling- Lava flowing from the walls/ceiling
– Smooth and hard to climb
– Damp and slimy
– Hot to the touch (lava flows behind them?)
– Carved (art, cliff dwellings, stairs or ladders to caves, mines, rent by claws)
– Glowing (phosphorescent fungus or minerals, radiation, magic)
Character of the Floor
– Canyons / badlands
– Ridges (blunt, razor-sharp obsidian)
– Mounds- Stalactites (massive) – stalagmites above presumably
– Pebbled / rocky
– Smooth and flat
– Wet and slippery – myriad of streamlets
– Subterranean river (slow and lazy with inhabitants on banks, torrential, glacial)
– Underground lake (fed by streams or a spring)- Sharp incline- Sharp decline
– Very low ceiling (6d6 feet)
– Sinkholes (karst topography)
– Geysers / steam vents / gas vents
– Chasm (stream or lava or sand or quicksand or spikes or poison gas at bottom, inhabited by giant monster or small monsters)
– Strewn with bones (fell from above, remains of battle, remains of large predator’s hunt)
– Pools or lakes (clear and clean water, hot springs with mineral salts, brackish and slimy, saline water, mild or powerful acid, magical, mercury)
Character of the Air
– Damp and chill – misty
– Damp and warm – steamy
– Dry and chill
– Dry and warm
– Hot (volcanic activity involved, or magic)
– Smoky and acrid
– Acidic tang to the air
– Smell of rot and decay
– Cacaphony of animal or monster noises
– Sound of running water
– Rumble of geological activity
– Windy (gentle, powerful, vortex/tornado)
– Fungal fields (requires water or damp air and animal fuel)
o Slimes (ooze encounters likely)
o Mushrooms (small) (chance of mushroom monsters)
o Mushrooms (large) (chance of mushroom monsters)
o Bacterial soup (primordial ooze) (ooze encounters likely)
o 20% chance of grazers
o 1% chance of sentient creatures – farmstead
– Animals (probably requires fungal fields)
o Cave fish or eels
o Cave salamanders
o Cave crickets
o Cave beetles
o Cave crayfish
o Cave snail
o Velvet worms
o Cave wolf spider
o Harvestman spider
o Eyeless albino millipede
o Cave sandhopper
o Beauty rat snake
o Mole rats (good source of intelligent species based on Rufus)
o Note – troglobite creatures have heightened senses (hearing, touch, smell), lack of pigment and eyesight, lack of wings and longer appendages in insects)
– Minerals or Gases
If you have any bright ideas to add to this list, I’d love to hear them!