Showing posts with label Travel. Show all posts
Showing posts with label Travel. Show all posts

Wednesday, March 20, 2019

Dolmenwood: Notable Trees of the Dolmenwood & Their Uses

"I hereby request a table of terse, evocative descriptions of the common, yet sublime trees that compose the Dolmenwood."

- Requested by David Perry of the Lithyscaphe blog.

If brevity is the heart of wit, then I am a heartless fool. But in all seriousness, here are 4 trees for each of the 11 regions of the Dolmenwood, with notes for both what they look like and long-winded descriptions of what good they might be used for. In all honesty, should've just done twenty. Even thirty would've been more than enough. 

Yet here I am. Had to reformat the dang thing five times too.


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Many a wandering friar in the woods of the isle of Emeraude are known for their skill in botany, and while most wayfarers will accost them for their services in identifying mushrooms (usually for hedonistic or malicious purposes at that!), many are far more adept at examining the sublime yet subtle mutations the fae energies have upon the wood. Common trees, in certain areas of the wold, possess strange magics and features that are uncommon elsewhere in the world (at least according to the friars.)

When attempting to examine or search for one of these sublime trees, consult the following information for sake of guidance:

  • Friars: 4-in-6 chance of valid information (location, type of tree, strange effects).
  • Hunters: 2-in-6 chance of valid information (4-in-6 chance for location of "the weird tree")
  • Drune: 1-in-6 chance of valid information (they wish you harm, but if you are friend to them, 5-in-6 chance of valid information.)
  • Woodcutters: 3-in-6 chance of valid information, 5-in-6 chance for location (Backenwold, High Wold, Hag's Addle).
  • Generic NPC from Region, 1-in-6 chance to know location, always wrong information [see below]



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Notable Trees of the Brackenwold

1. Brackenpine 
Appearance: Pine with curled frond-like needles. Sweaty bark.
Lore: Notable for its needles which bend and curl like the fronds of a young fern. The wood of such pines carry far more moisture than they need to, and pulping said tree can produce a powerful earthy-tasting syrup which is used in many hermetic remedies; particularly for toothaches. 

2. Sweet Monkswood  
Appearance: Oak with wide boughs, lacking leaves at the top. Smells sweetly.
Lore: A malady which effects young oak trees around their fortieth year, causing all leaves above a certain height to fall off and never grow back which in turn creates a strange tonsured look to the tree. Tea brewed from these "bald" twigs are sweet like candies and worth a fare amount on the spice market.

3. Itchermuss Tree 
Appearance: Dusty-leafed hazel with crackled nuts. Swarmed with vermin.
Lore: A low-growing off shoot of hazel trees, the itchermuss has leaves which collect all form of stinging detritus and irritating pollen, which in turn attract all manner of wasps, bees, and ants. To fall in an itchermuss is to court terrible rashes; but to an apiarist, they are a treasure to the trade. Its nuts taste bitter.

4. Sylvan Soverweald
Appearance: White wooded oak with beautiful patterns, feels warm as if always in sunlight.
Lore: An easily workable form of oak that is born from wayward seeds planted in the Otherwold. Soverweald grows high and the branches encircle with elegant angles befitting an Elfen crown. Prized by woodworkers, cutting down such trees can cause vicious reprisals by elfs, dryads, and the occasional moss dwarf who views it as a distant cousin of an ancestral fey source.


Notable Trees of the High Wold

1. Subtle Birch Hornwood 
Appearance: Birch whose branches sprawl out like antlers. Pungent spice smell to the bark.
Lore: A specific form of birch tree, mutated by the longstanding and capricious presence of goatmen. Branches grow gnarled and smooth rather than straight like a traditional birch. When peeled, the bark can make a soothing tea and the wood cannot be stained, remaining white as snow.

2. Mansæpple
Appearance: Dreadful looking crab-apple tree, smells of fermentation.
Lore: A form of apple tree that grows in the courtyard of Lord Malbleat's Manse. The fruit is unspeakably bitter, and when dried, resemble the twisted faces of men in torment. Can accentuate the flavor of any meat when used as a spice, though Malbleat hoards them for his own purposes.

3. Duskwood
Appearance: Towering pine with needled branches only upon the top. Shadow-hued bark.
Lore: Cultivated by the trusted servants of the dreaded Lord Ramius, the Duskwood trees grow tall and straight like blackened spears from the underworld, sprouting at too high a height into coniferous spear-heads. The bark of duskwood is used in the making of true spirit boards, and when burnt it produces only smoke which serves as a gateway to a hellish realm of shadows. 

4. Lethean Elm
Appearance: Twisted Elm with oddly-shaped shadowcasting branches. Sounds of laughter when wind blows through its boughs.
Lore: Tapped into the groundwater of the Lethean Well, these elms grow exceptionally gnarled and weird of bough. Their specific nature can only be discerned by how light casts shadows from the elm, those which reveal the form of fae shadow puppets belong to a Lethean Elm. The sap of these trees can form the basis of potent alchemical treatments, and when applied as a salve, seal shut any wound with great efficiency.


Notable Trees of the Tithelands

1. Goman's Spine
Appearance: Off-grey Ash which grows with spiky nub-like branches towards its base. Smells of cowardice.
Lore: These ash trees grow in the gaps between burial mounds or on the scrubland of ancient battlefields where the Goman invaders were beaten back by the men of Tolmenwode and Goatmen natives. Tapping a foot before the top of the trunk will allow a syrup of glooming green to flow, which if applied to weapons can rip at the spectres of spectral undead as though they were physical. Armor or weapons made of this tree are said to always break upon striking at a True Emeraude warrior.

2. Puckswood 
Appearance: Yew tree whose branches reach over the edge of cliffs. Lightly illuminated at dusk and night, as if by candles.
Lore: Wicked yews which often grow on the edge of cliffs, puckswood are common home to jack-of-the-lanterns, will-of-the-wisps, and glowbugs who act as lanterns seeking to lead men off the edge and to their dooms. Torches of puckswood glow with embers rather than ignite in flame, and remain lit when submerged in water for up to a minute. 

3. Silverpine
Appearance: Pine coated in silver dusting of pollen at all times of the year. Smells of iron.
Lore: Silverpines grow upon lands where ancient battles among faeriefolk ensued to great carnage, the eldritch blood soaking deep into the earth and nourishing fledgling seeds. Silverpines collect pollen from both this world and the Otherwold, and when burnt they serve as a powerful aromatic. Smoke from a Silverpine can sometimes trigger the silver sickness of faeriekind.

4. Shamblemound
Appearance: Akin to a crumpled strawberry tree, bent over itself. Berries are green and hard as stonefruit.
Lore: Shamblemounds are aptly named for their habit of being knocked about in thunderstorms and growing tightly around rocks or mounds they've been knocked towards. Taking up shelter beneath a shamblemound is a sure way to remain dry during arduous weather, and taking branches for grafting can allow a skilled gardener to naturally work wood into forms that will grow if properly nourished. Berries taste sour but their skins are easily candied.


Notable Trees of the Dwelmfurgh

1. First Oak 
Appearance: Oak tree, but ancient and wrinkled like the skin of your great grandmother; smelling of smoke and stagnancy. 
Lore: First Oaks are the first oaks, they are the concept of the oak, they are held in great value by the Drune for their longevity. Drune of skilled enough sorcery can commune with these trees and see, listen, and learn, all that such a tree has come to remember since the world was young and man dwelled in mud. The bark of a First Oak can contain spells of power for more than a single charge when used as a scroll, but the Drune consider it high sacrilege to wound the trees given the knowledge they might impart.

2. Wickerweald
Appearance: Pliable sallows, dusky autumnal colors. Smell of honey. Attract bees upon their boughs.
Lore: Wickerweald are a cultivated off-shoot of willow maintained by drunewives over generations, from mother to daughter. The wood of the wickerweald is harvested to create the framework for Drune hoods that need to be exceptionally tall or pointed, as well as in the creation of furniture, and sacrificial effigies in which human sacrifices are allegedly placed. If properly worked, wickerweald can provide a sturdy base for most costuming projects, and if used to build an apiary it will attract a hive of robust workers.

3. Mugmuntle Tree
Appearance: Low growing holly trees with poisonous berries that look like a starry night sky.
Lore: Mugmuntle berries have long been used in the woad of warriors in the Dolmenwood, both for painting their bodies and for psyching themselves into berserker states. The Drune cultivate Mugmuntle now to create wicked brews that make their enemies more pliable and open to manipulation. Drinking a tree of mugmuntle leaves can help ease the sickness of those who consume the berries. The berries, if pulped, can make a contact poison that can enrage a victim or pacify one if treated with the appropriate tinctures. 

4. Grovemoaners
Appearance: Spindly pines with long limbs ending in thin needled branches. Sounds of screams echo through the boughs when it rains. Iron nails can be found at all manner of odd angles in the trunk.
Lore: It is said when one betrays the Drune, after having undergone astonishing lengths to gain their trust, suffer the most heinous of deaths. Grovemoaners are pines which men have been crucified to. Their flesh is ripped by the long limbs of the tree, thrown flayed into the winds. Those who die here scream, and their scream echoes eternally upon the winds. The most fearsome wooden masks of the Audrune are made from the wood of a grovemoaner, often worn by those who performed the ritual upon their victim.


Notable Trees of the Nagwood

1. Pareidolic Mournwood
Appearance: Bare leafless trees, bark that resembles the tormented faces of human beings.
Lore: It is commonly held that when one sees faces in tree bark they are overtired or have stepped too close to Faerie; in the Nagwood, it means you have stepped into a graveyard of the damned. The trees that bare human faces, often more than a dozen, trapped in eternal torment, scream and moan in cacophonous lament as the wind blows through them. Necromancers may find they carry souls of use for their wicked art, while woodgrue in service to the Wood-King, know only mournful sorrow songs can be played on instruments of this wood's make. 

2. Blotbark
Appearance: Bloated trees, as if merely a bark layer containing a black tarry ooze. Smells of pitch.
Lore: Blotbark is a mark of corruption by the forces of chaos upon the wold, a sign that the years of existence and the testament of ages that are the forest are worth nothing while held in such bondage. Sometimes wicked fruit grows upon these trees, but no man of the cloth is willing to sacrifice their soul to dare taste or experiment with them. 

3. Splinterwood
Appearance: Shattered trees with sharp edges like broken glass. Painful to breath around.
Lore: Further corruption by way of chaos, splinterwood is deadly and it carries upon the wind like a gust of sewing needles or razors. It breaks easily enough, and the splinters seem to bury themselves deep in the flesh of those they touch---carried by tiny mite-like limbs. If properly and safely crushed and placed into a pouch can be used as an agonizing blinding powder.

4. Wosewillow
Appearance: Like an agonized giant, obscured by lichen, vines, and bramble branches that burst from a hole in its crown. Smells of tears, leaks spiders.
Lore: The Hairy Giants oppose the Wood-King, and of their champion the Nag-Lord made examples. Those who stood their ground against his expansion of the realm were rooted firmly in place, stuck in a dreaming hellish half-life wherein they feel every pain but can do nothing to strike out. If their wooden throats are cut, a hairy tarantula with the face of the wose-man upon its rump will emerge. Returning such spiders, alive, to the Hairy Giants will grant mortal man some degree of friendship among their ranks.  


Notable Trees of the Mulchgrove

1. Bloated Hogselm
Appearance: Thick-trunked elm with stunted branches and a greasy texture to its bark.
Lore: Bloated hogselm is a favored material of the moss dwarfs as it is rich in nutrients and easy to cultivate fungi upon. The pulp meat of the tree tastes oddly like pork, or so moss dwarfs claim, and the wood is easily carved into their moon-sickle handles. Of note to non-moss dwarfs is that hogselm oil can be rendered from the pulp and made into a robust sauce with which pork tastes heavenly. It spoils easily though, with latent spores of the Mulchgrove turning it putrid within a matter of days.

2. Clootiecap 
Appearance: Robust juniper tree, religious symbolism appears in wood boles if gazed upon long enough.
Lore: The clootiecap is a votive tree, whose berries make fine communal wine, and which always seems to be thick with water such that a wayfarer might cut it with a knife and sup away their weary troubles. The bark and the boles of the tree are pareidolic in nature, with most claiming they seem to show saintly images in their recesses when gazed upon with the desire to see such truths. Clootiecap, as a wood, is smooth and pleasant to cut, and many an abbey have tried to grow their own from grafts and splints; often to little success.

3. Prayershingles
Appearance: Drooping elm tree, weighed down heavily by bracket fungi. Smells pungent.
Lore: Present near fallen shrines in the Dolmenwood, prayershingles are more of a condition upon which an elm might be felled than a type of tree in their own right. Prayershingles, by virtue of wayward spores and strange climactic conditions, seem perfect for the growth of bracket fungus. All manner of brainconk often take up roost upon a prayershingles, and to the tale of old wives are said only to eat upon pagans and sinners. This is patently untrue of course, and save for harvesting bracket fungi it is best to avoid such trees. 

4. Anklebrankles
Appearance: Any tree wherein the stump is half-undug and the roots have grown thicker and wider than the branches. 
Lore: Anklebrankles as they're called by the moss dwarfs and woodgrue, are troublesome roots and pear-shaped trees which seek to trip and harm those who do not watch their step while walking through the wood. Both demi-fey keep it something of an open secret that they watch and mock wayfarers who find themselves tripping and breaking their faces upon the forest duff. The roots of anklebrankles are, however, of use and well-prized in Prigwort among youngsters seeking to supplant their betters within the Brewmasters. When properly carved, the roots taste heavily of fermented ginger. 


Notable Trees of the Hag's Addle

1. Addleswood
Appearance: Gnarled and knotted tree, often tangled with wooden poppets or branch totems which crackle when the wind blows.
Lore: The Woodcutters know well enough not to cut Addleswood, as it is said that one of them might be a portal to the realm of the wretched Hag herself. This has not stopped miscreant youth and no small amount of political rivals to Jollie Oistace Pollard from scaling the trees of the Hag's Addle on both sides of the River Hameth and putting up false witch totems. Addleswood is, due to never being cut or properly trimmed, notably old wood and quick to catch fire. It produces more termites than syrup, and provides no notable benefits save for the wiles of reckless youth getting a chance to be aired out.

2. Hag's Spoon
Appearance: Any tree which has a large bole towards the top of it. Smells of brine emanate down from the bole.
Lore: Hag's Spoon is a condition upon a tree wherein a concave area appears near the top of the trunk. While it may occur on any tree in any number of places, upon the River Hameth, such a bole will inevitably be filled with strange vittles left by the Hag or lesser servants wishing to appease her. While none can claim to have seen the Hag personally scale these trees to supp upon the fermenting treats inside, any who have climbed will take notice that a Hag's Spoon is often half-full. If the bole is actually carved out of the tree and made into a large wooden spoon, the Hag might consider it a kind gift or proof of thievery. Regardless, anything placed in said spoon would ferment and triple the speed.

3. Elder Duckswood
Appearance:  Much like a pear tree, with long roots that provide sanctuary for waterfowl and supple fruits which grow heavy and fall into nearby waters.
Lore: Duckswood is by no accounts a tree which bares tasty fruits, as the pears of it are hard and gritty. The flowering leaves, which bare a striking resemble to duckweed, is in truth the most enjoyable part to consume; as it chews well and numbs cankers. Ducks and geese often take up roost beneath the roots of an Elder Duckswood tree, making them an adequate marker for hunters and would-be egg-thieves.

4. Mudderweald
Appearance: Black alder growing out of at least three feet of water, bark is slick and jagged when splintered.
Lore: Grown from the most stoic of seeds, an alder from the banks of the River Hameth and the Hag's Addle is known as a mudderweald for two distinct features. The first being that, when its pulp is proper rendered by knowing hands, it can form a life-sustaining milk substitute which has saved many a babe's life; albeit with the alleged curse of making such beings doomed to live a life with the Lac and the River at the forefront of their minds. The second such feature is that despite their roots tightly gripping the to the riverbed, many of their younger roots easily come undone, splashing and flopping through the rushing water, slapping mud to that which unearthed them until they find hold or snap off. 


Notable Trees of the Valley of Wise Beasts

1. Fatherelm
Appearance: Low-branched elm of prodigious girth  and age.
Lore: Fatherelm are believed by some witch-cults to serve as windows into the liminal and other realms of witch-gods. Dreamcatchers and other totemic items made from the branches of a Fatherelm can help prevent nightmarish influences from taking root, or so say the hedge mages. Wooden beads made from Fatherelm are not uncommon among woodsfolk, both pious and pagan alike. 

2. Trouttrippers
Appearance: Thorny spindle-scrub, generally found alongside riverbanks, with offal-looking berries.
Lore: Upon the groaning loch many a man tells terrible tales of fish-faced-folk who make foul use of trouttrippers to entangle and ensnare land-dwelling man. The truth of this matter, as well as its folkloric origins, often lead to further unsavory stories. What is of not is that trouttrippers can be weaved like any basket wood to form nets made perfect for catching river fish. The offal-looking berries upon the plant are highly poisonous when consumed, but inhaling vapours distilled from them can make one alert as if they've consumed coffee of some villainous bean's make. 

3. Gobbleswood
Appearance: Mossy buxus tree with shaggy leaves and long draping boughs, often home to gobbles.
Lore: Gobbleswood, given it is nigh virtually identical to boxwood proper, is hard to find due the only revealing quality generally being the presence of gobble families within its boles and boughs. Musical instruments carved from gobbleswood tends to howl and squeal on its high notes, much like a gobble proper. It is of no further important quality and is only notable to woodfolk who wish to kill off a pestilence of gobbles before they become too much a nuisance. 

4. Huntershearth
Appearance: Balmy sycamore, dry to the touch, soft, easily peeled bark. 
Lore: Huntershearth is the stuff of tinder boxes and snuff kits, a tree which is easily made into firestarters due to its unique ability to catch a smoldering ember and feed it like a vagrant at a saint's day feast. Unsuitable for construction or even wood-carving, it can make for reasonable bedding if one is willing to risk immolation from a nearby camp fire. 


Notable Trees of the Northern Scratch


1. Scratch Elm Appearance: Long reaching elm trees, often wrapped in poison ivy, whose branches flog about in the wind. Lore: To be "as bitter as a scratch elm" is an esoteric insult, even in Drigbolton, but when such words are said all know their meaning. Scratch elms are a nuisance when autumn comes in, as leaves are shed itching oiled branches remain which whip about in the winter winds; gashing, cutting, and leaving behind terrible rashes. Such oils can be harvested for use in poisons, but as any in the North Scratch would tell you "it'd be less messy just to stab someone."  
2. Whispering Willow Appearance: Looks much like any willow tree, save one branch clearly has been worn down by long sitting periods under stress.
Lore: A whispering willow is a home to some invisible faerie, clearly one of some great weight if its well-worn seat is of any implication, who whispers terrible truths upon the evening breeze. When children have long grown past the age for imaginary bogun friends, they are sometimes told to whisper their name to the willow so that it might add them to their branches. Woodwinds made from such a willow can be enchanted with ease to mimic the voices of children; though mortal hands which strike upon the willow may find themselves struck down by an invisible force.

3. Bitterfingers Appearance: Blackened oak with white-lichen tipped branches and leaves. Slimy to the touch. Lore: "Idle work makes bitter fingers" is a strange adage, attributed to moss dwarfs who claim it has something to do with how the black oaks of the Northern Scratch remain stagnant enough that a cold lichen can easily grow upon them. The lichen itself is hearty and good eating for foragers, especially as it grows all the more bountiful in winter months. The wood of the tree is not worth burning, it produces only spore-laden smoke. Moss dwarfs will pay well for the lichen, especially if delivered in good enough quality to grow it themselves.  
4. Gloomcankle Appearance: Long-limbed yews, off-grey and ruddy, hard as stone. Often solitary. Lore: Gloomcankle is a vicious tree, stained with foul energy by those of dark dreams and ill intent. They appear after years of misfortune befalls an area, be it the wickedness of a fallen star, or the long campaign of attrition against bandits or petty goatlords. The limbs of a Gloomcankle serve well in the aims of the violent, spear shafts of it are strong, shields of it shatter bone, and nooses cling tight to its limbs when a man is strung up on them. There is some perfidious relation between gloams and Gloomcankle, though none have ever let one survive long enough to determine the truth.   



Notable Trees of the Fever Marsh

1. Leechwood
Appearance: Tall wych elm with brittle leaves and worm-infested bark, surrounded by bog cotton. 
Lore: Leechwood trees themselves are not vampiric, but they produce such a warm and well-baited environment immediately around them that it is not surprising to find hundreds to thousands of leeches buggering beneath the bog cotton, ready to suck dry any flesh which finds itself there. The wood of a leechwood tree is easily crumbled down into nutrient rich soil, and Lichwards claim it can be used as a sacred unguent against wights. 

2. Wyrmsproxy
Appearance: Sickly putrid bell-heather which grows from a rotten husk of a tree. Attracts flies.
Lore: There are few things on Heaven or earth more foul than the spume of the perfidious wyrm, though a wyrmproxy stump is not much better. Such trees bare the mark of having suffered the collateral damage of wyrms in the past, dying terrible deaths and sprouting in flowers which carry the wyrm's curse to any soul foolish enough to come near them. If a flower can be properly bottled without it releasing its curse, a potent weapon can be held indefinitely. 

3. Bolecanker
Appearance: A goiter-like bloat upon any tree, often ripe with ants and bracket fungus.
Lore: Bolecankers are the reprieve of a bog-dweller, providing the sweet meats of any tree in the form of a rich and heavy molasses. Carving a bolecanker out of a tree is not an easy task but those with curved saws or awls can make short work of it. Bolecankers are common in the Fever Marsh and around the River Hameth, where collected nutrients can bloat up through the tree into a yummy, tumorous mass. Bolecankers do not rot, they merely harden into an inedible state, though the process of this can take decades. They are a useful travel ration which can be fried, eaten as a jelly, or slathered in butter for a woody-but-sweet treat. 

4. Marshman's Folly
Appearance: Long bald-kneed willow trees, slick with lichen and cicada husks.
Lore: Marshman's Folly are aptly named for their wood seems of a sturdy sort but when exposed to marsh water, emits a pheramone stench that attracts all matter of acidic slime molds and frisky cicada. Many a raft constructed from this wood has led to humiliating and tragic deaths. If properly treated with salves and sealants, the wood of a Marshman's Folly can be used as a means to safely harvest or grow certain slime molds, or to attract cicada to a specific area.


Notable Trees of the Table Downs

1. Sweet Colleen
Appearance: Yellow-flowering cherry tree with a dusky bark and reddish wood sap.
Lore: Named in song by a bard off to woo his lover, Sweet Colleens are an off-shoot of cherry wood which produce unpleasant fruit but lovely flowers. The yellow flowers of a Sweet Colleen unfurl when sung to, reaching towards the singer before exploding with dandelion type seeds. The wood sap of a Sweet Colleen can be rendered into a fine chewable jerky which tastes vaguely of rum.

2. Giant's Pickbrush
Appearance: Tall growing blackthorn shrubs, as tall as any tree. Often littered in bits of giant's filth.
Lore: As one travels through the Table Downs towards the mythic domains of wose-men and giants, these blackthorn shrubs become a more common sight. Their bristling needles and sturdy construction see them serving as hygiene implements for traveling giants who use them to floss their teeth, toes, nails, and ears of detritus. Rather unseemly wizard-folks will often pay more for the detritus left behind on a pickbrush than for the brush itself. The needles, if properly exposed to water, taste oddly of mint and salt.

3. Old Bone Tree
Appearance: Fallen whitebeam trees whose branches reach up for the sun like defiant arms. Half-rotted smell.
Lore: An old bone tree is a sight one sees when leaving the Dolmenwood, it is a tree that by all accounts should be dead but clings to life due to the nascent energies of the forest. Many old bone trees are hollow, their insides rotten out but their branches still sprouting in leaves and acting as though alive. The branches of an old bone can be easily made into whistles, and a tea made of its bark can help clarify memories of better times which have long since faded from the forefront of the mind. It is said that a proper toy for a young babe who has survived their winters, should be made of old bone; for the times of rot are gone, and life still reaches on.

4. Stonegrowth Tree
Appearance: Hawthorn tree which grows only out of stone outcroppings. Produces grey-red stonefruit. Smells of dust and cold.
Lore: Cultivated in ancient times, a stonegrowth tree can gain nutrients from bare rock, slowly turning whatever it sprouted from into sand and gravel. Its fruit is akin to a peach, though gamy and pungent if not properly broiled. Stonegrowth wood is not useful in the construction of buildings, as despite its density it does not offer great insulation against the elements. Bows made from stonegrowth wood are a rarity as they require special unguents and oils to properly treat, but when crafted they are as efficient as a longbow and as sturdy as an iron truncheon when used in melee. 


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What sort of wrong information was given? [d6]

1. You were told to consume the wrong part of the tree, which in turn will cause rashes, hallucinations, and general sickness what with you having consumed a hearty amount of wood.

2. You were given directions to the wrong tree, and thus you've harvested components from a completely normal version of the sublime off-shoot. You have nothing of additional worth and consuming it will grant no great effect.

3. You have been informed that the tree and its components are horrifically poisonous unless you perform a ritual of salting wherein you beseech the Faerie Princes to let you consume the item in question properly. 

4. You were mislead into thinking this tree would be easy to come by. It is protected by [d4] 1. Raucous Woodgrue who want to cause a stink. 2. Grumpy Moss Dwarfs, who claim ownership of the tree. 3. A Witch, who claims the tree is a pathway to her divine patron. 4. A troll, who is willing to let you have a pittance of a sample in exchange for a large amount of meat and anything else you have on you of worth.

5. Tree is actually a Treant, and it is [d4] 1. Unhappy to be disturbed or sought out. 2. Violent and belligerent as you speak the wrong language. 3. Doddering and demands you perform ancient rites of hospitality. 4. Wishes to converse in long morose poetry about the nature of its rings.

6.Tree is currently rotten to hell and back, with many a mushroom and other fungi taking up nutrition on the area you needed to harvest. 


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For those desiring it, I've opened a patreon wherein for a mere dollar a month I'll write you up a random generation table or some other article. It'll likely be far less involved than this one, as it is just for a dollar. David was the first one to pay me to write here, plus I love Dolmenwood, so I put out the works on this one. 

Of course now that money, even a dollar, is involved; I must state that Dolmenwood is a product of Necrotic Gnome Productions and what I produce here is, of course, fan content. It is non-canon, nor approved by the powers that be. Use it in your home games, enjoy yourself, or mock my foolishness for having written so many trees.

Next: I do have, half-finished, an encounter/scenario featuring the Nag-Lord, Ratlings, and the Harvest Moon. I call it A Pestilence in Blue, and it'll hopefully make giant rats a bit more interesting or at least comedic.  

Sunday, September 3, 2017

Wanderlust: Scout Travel Events [3 Samplings]

Events for the Scout
What follows is a sampling of a d30 list of events for the Scout to encounter upon a failed Scout skill roll. Events are not necessarily hazardous or wicked, but they represent a chance for further attrition of resources and potential loss of life. A success on a Scout skill means you’ve successfully avoided encountering anything off the beaten path. A success on a Scout skill means you’ve prevented the party from stumbling into something that’ll make the trip take even more time. It is assumed the events of Scouting take place roughly a half to a full mile ahead of the party proper. Such that the party can arrive at the Scout’s current location if the Scout were to wait within 15-30 minutes, depending on how fast or burdened the rest of the party is.



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1. The Scout has found a well-hidden cache of weapons and a crude map of the nearest of settlement with circles and triangles drawn on certain buildings. There are no tracks easily visible and the weapons have a few days dew and lack of care upon them. If the Scout opts to take the weapons, there will be 1d8 weapons overall (axes, swords, and spears mostly), and there will be a 3-in-6 chance that the original owners of the weapons will come looking for them in the direction the Scout is travelling within 1d4 days.

Roll a d6 to determine the purpose of the weapons being hidden. On a 1, they are weapons being stockpiled by a group of bandits hoping to rob a nearby town and take it over. They will attack the party if the party took the weapons. On a 2, the weapons belong to a wandering weapon master (level 3 fighter) who was marking down the location of students who have paid their tuition. He will not attack the party outright but he will demand them back and call them dishonorable thieves. On a 3, the weapons belong to a group of would-be heroes who were plotting to take down a monster in their own town but could not risk discovery. They will try to get the party on their side to help, but their friends they wanted to save will be dead due to this delay. On a 4, the weapons belonged to a tomb robber and the map was found in the same crypt as the blades; she has no idea what the map is about but she will demand payment for the goods that she re-appropriated if the party takes them. On a roll of 5, the weapons are haunted by a ghost whose descendant was tracking down the children of a kinslayer who destroyed the ghost’s battalion. These weapons demand blood so the ghost may rest. On a roll of 6, the weapons belong to a group of assassins who were trying to run a frame-up operation. They will try to trick the party into completing it for them by planting false evidence and making them murder their targets, then taking out or getting the party arrested.

If this event is rolled a second time re-roll the d6 to determine the purpose. If the purpose is the same, then run this instead. The weapons were left behind when another party of adventurers had to abandon camp after being attacked in the night by a monster. Their bodies are located 1d8 miles away, outside a monster’s lair, and there is an obvious trail of dried blood and monster tracks. There will be 1d4 survivors of the encounter in the nearby settlement, down on their luck and traumatized. Providing them with these weapons or the head of the monster will make them loyal hirelings for the party’s next adventure.

If this event is rolled a third time, and the same weapon purpose was rolled, run this instead. The cache of weapons are clearly belonging to the local government, baring their mark, and have been freshly coated in blood. Vials of poison are located nearby as well, and the map instead gives the layout and patrol schedule of a nearby government building. By the time the party catches up with the Scout, 1d4 cultists dressed as local guards or soldiers will arrive and accuse the party of plotting an assassination. The party will need to fight their way out or be arrested. If they choose to go willingly, they will be used as the fall guys when the cultists end up killing their target and taking a precious item from a religious building. In 1d6 days, should the cultists kill their target, a malign event of religious significance and horror will happen in the settlement. Choose what fits your cult, or roll a d6.

On a 1, a child is born with horns, it cackles and devours its mother before turning into smoke and vanishing in the night. On a 2, the moon is blood red and the recently dead rise (including anyone the cult killed) as zombies. On a 3, it rains blood and any who are hit by the blood must make a WIS save or go violently insane until the rain stops. On a 4, all domesticated animals start loudly revealing horrible secrets and infernal truths in a creepy voice that carries on the wind. On a 5, a bolt of lightning will strike the center of worship of that settlement and set it ablaze, demons of torment will rip the flesh off the chief preacher. On a 6, a devil of great power will steal the skin of an important local figure and begin undermining the community with brutal laws and vicious murders.

---

2. The Scout has stumbled across the lean-to of a hermit who has moved far away from the rest of civilization for one reason or another. The Scout must make a DEX save or have been spotted by the hermit, though if the Scout makes the save they instead spots the hermit. The hermit will be knowledgeable in regional lore, though unlikely to share it. He wishes to be left alone and there's a 1-in-6 chance he is convinced that the party will make others aware of his location which will drive the hermit to violence. The hermit will only become sociable in the event that the Scout or the Party wish to barter with him, in which case he desires sharp knives, hatchets, flatware and cookery equipment. He will not trade outside his own favor, and much of what he has to trade will be tubers, mushrooms, and other foraged goods.

There is a 1-in-20 chance that any food or tea the party consumes from the hermit will make them mildly ill in 1d6 hours. If the hermit is antagonistic it is a 1-in-3 chance. The hermit may have a companion, roll a d6. On a 1, it is a mutt dog who loves the hermit beyond compare. On a 2, it is an old wolf who was cast out by her pack and has accepted the hermit as a companion. On a 3, it is a boar with a lame leg which will someday be dinner but is now a whiny scrap-beggar at any meal. On a 4-to-6 the hermit is alone.  

If the Scout rolls this event again in a different hex the hermit will be a blind trapper whose mind, sight, and voice have been stripped of him by too much moonshine. He will act much the same as the original hermit, though he will be entirely unintelligible and far more homicidal.  Any additional re-rolls of this event in other hexes see the Scout finding an abandoned shed in disrepair. There is a 4-in-6 chance of finding foraged foodstuffs growing wild in what would've been storage containers and rotten cabinets. There will be enough to feed 3 people, though it will be woody and rough eating.

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3. The Scout has stepped into a nest of ground hornets, though they’ve yet to sting. The Scout must make a DEX save to remove their foot from the nest, a failure causes 1d4 damage in painful blistering stinger welts the marks of which will not fade for a week. On a success the Scout is able to pull their foot out successfully and should they have a container available they will be able to extricate some bitter honey from their foot and leg to save for later. Honey, even from foul ground hornets, can help preserve the health of a wound and prevent infection.

If this event is rolled again by a different Scout, repeat it as before. If the event is rolled again by the same Scout, the Scout has learned to watch their footing. By following the sound of buzzing this time, the Scout has stumbled upon a large alcove of hives and honeycombs. There is a 1-in-6 chance that a wild beast (a bear, or a regional equivalent) is currently carving up a hive to feast upon the sweet golden honey. The Scout may make a DEX save to sneak and harvest honey in a container, though they will need to make a DEX save for every hive they tap. Each hive will contain enough honey to fill two gallons worth of containers, and there will be 1d8+2 hives. A failure on this DEX save alerts the bees who will begin stinging the Scout with reckless abandon for 1d4 damage a round until the Scout has fainted or fled from the area. If the Scout takes all of the honey, there is a 1-in-6 chance they will be trailed by a wild beast (a bear, or regional equivalent) who is very curious as to where its favorite snacking substance has gone off to.

If this event is rolled a third time, the Scout has stumbled instead upon a beautiful cerulean tulip within which sits a Honeysuckle Faerie. She appears to be made of golden liquid honey in a dress of flower petals and a crown of pollen. Those who can speak the language of the fey will be able to parlay her for information on the area, and perhaps learn of the treasures of her hated enemies (likely goblins or bears). She commands swarms of bees which she will be very protective over, but who are loyal to her enough to sacrifice their lives in an attempt to kill her enemies.

--

Design notes: So essentially, it is a d30 list that has to allow for a minimum of three permutations per item; so that way the list can be interesting even on rolling doubles. It takes a lot to get these working, and I mostly jot ideas for them down in a notebook while on the subway. A lot needs to be brought up/fixed when I transfer them to proper typing. All the same, I'm unsure about the system but I like the results. Working on it all the same. I'll be the first to admit this is long neglected but has potential. d30 with 3 permutations for five different roles is an undertaking, but it has potential.

Thursday, April 13, 2017

Wanderlust: Hexploration on a d6 (Part 1 of 6)

How to Explore the Wilderness
What follows is a d6 skill-based way to further divide up responsibilities for adventurers while they are wandering the wild world, moving from hex to hex, and enduring the elements. They need to roll equal to or under a number on a d6 to avert an event from cropping up, and the number they need to roll is determined by Modifiers to two of their statistics. I find this to be appropriate as in most cases it will see a character with at max a 4-out-6 to succeed, as reaching the vaunted +3 modifier bonus is something far beyond the means of most adventurers in their early days.


Adventurers need to take up one of four roles to successfully manage most issues while travelling, these roles are: scout, guide, look-out, and quartermaster.


Scouts blaze the trail, go out in front of the group, and raise the call if something needs to be noticed. Scouts are successful on a roll of their DEX+CON modifier out of 6.
Guides follow the stars, notice the weather, and keep the party from getting lost. Guides are successful on a roll of their WIS+CON modifier out of 6.
Look-outs take the role of night watch, keep an eye out for traps and ambushes, and acknowledge the spoors and signs of future problems to come. Look-outs avert a mishap on a roll of their DEX+WIS modifier or lower out of 6.
Quartermasters are in charge of the supplies and making sure everything is properly rationed, nothing spoils, and accounting for items they have gone missing. Quartermasters avert a mishap on a roll of their INT+WIS modifier or lower out of 6.


If your system does not make use of Attribute Modifiers, consider using the following table to determine a character’s skills for wilderness exploration.


Attribute
Attribute Modifier
3
-3
4-to-5
-2
6-to-8
-1
9-to-12
+0
13-to-15
+1
16-to-17
+2
18+
+3


So let us take an example character:
Moximillian is a Level 1 Thief. His stats are as follows:
STR - 9 (0)
DEX - 13 (+1)
CON - 8 (-1)
INT - 11 (0)
WIS - 13 (+1)
CHA - 12 (+1)


Moximillian would have Adventuring Skills as follows:
Scout: 0-in-6
Guide: 0-in-6
Look-Out: 2-in-6
Quartermaster: 1-in-6


For a fresh off the streets berk, Moximillian makes a decent look-out (he’s gonna notice something 33% of the time) and he can keep track of the supplies (but he’s a thief, so bare that in mind). But he is not a man made for scouting or guiding people through the wilderness.


Now that seems like a pretty rate, all things considered. But that is before we factor in supplies and the environment. If Moximillian is the look-out and he’s say, found spoors of a beast they might encounter down the line, he can enjoy a +1 to that roll of look-out because he’s already enjoyed some success and knows to be on the look-out for something. If he sets up bell traps (some string, empty cans, et cetera) give another +1 to that roll of look-out.


So Mox, as look-out, knowing there’s something out in the woods at night because he found signs of it earlier opts to set up some alarms to make sure he knows if it gets too close to camp. He has a 4-in-6 chance to avoid an event, which is not to say that this will scare away the beast but rather it will prevent the beast from getting the drop on him and the party. There is still a 2-in-6 chance that the beast will sneak into camp and wreck havoc.


Plotting Adventure
A Scout who has gathered rumors gains a +1 to get where he needs to, but a Scout who has consulted with rangers, wilderness guides, local cartographers or someone important who truly knows the area will roll with a 4-in-6 (instead of their Skill, unless that is higher). They operate this way until they suffer their first event or go somewhere they’ve been warned not to go and realize this.


If you have a set destination and the means to get there without getting lost in the wilderness (following a road, even an old one, is better for you than wandering through the woods, because a road is meant to lead somewhere civilized), a Guide rolls at a 4-in-6 (instead of their Skill, unless that is higher) until they operate away from the plan by going off the beaten path.


If the Look-Out has traps, alarms, coffee, knows the wilderness, or consults with the same individuals the Scout has, they may operate under the same 4-in-6 roll (instead of their Skill, unless that is higher) until the end of their first night.


Before you leave town, if you properly requisition enough equipment (a number of days/weeks of rations per person, sleeping gear, camping equipment, et cetera) a Quartermaster rolls at a 4-in-6 (instead of their Skill, unless that is higher) until they suffer an event on the adventure. Things always tend to run smoothly until they begin to fall apart.


If the entire party or at least those in these four roles, have done their above mentioned due diligence, the party gains Advantage (roll a d6 twice, take the better result) until there is a failed roll. At that point, these bonuses are lost and the party is left to their own skills to make their way through the wilderness and to their destination.


I would consider putting a hard cap on event avoidance of 5-in-6, unless there is some conceivable reason that nothing could possibly go wrong. Things should always be able to go wrong. Adversity is the mother of innovation. And these static bonuses from having properly prepared for adventure do not account for the penalties of bad weather, visibility or other environmental concerns.


When do I roll?
Scouts roll once a day, they're going ahead and blazing the trail after all. A Scout may choose to roll with advantage (roll a d6 twice, take the better result) but they will suffer a Constitution disadvantage for the rest of the day due to them meticulously trying to find the  best route.


Guides roll once at the start of a journey, enter a new biome/region, or when they get lost. Guides are more of a supervisory position and provided they can keep the party on the right path, they won't encounter many things they couldn't plan for.


Look-outs roll once a day or night, they’re the ones taking the first watch. A Look-out may choose to roll with advantage or to also serve as look-out during the day, but they will suffer a Constitution disadvantage due to their long hours spent in cautious perception. It is often wise to have an additional look-out.


Quartermasters roll anytime the party gains new resources or treasure, because with such items comes the threat of rot, theft, and strange circumstance. A Quartermaster automatically passes any Skill test if they are given a full day to go over their supplies and make sure everything is up to par.


Travel Modifiers
The following three tables show typical modifiers to Skills for travel purposes. A storm itself is an event, and should be treated as its own event within the adventure. It is listed here, alongside things such as war and visibility to give penalties that will help trigger these things being the present and dangerous issue they ought to be--and of course, there must be room for the players to succeed in marching through a storm without getting lost or waylaid by opportunists.


Penalties stack with one another. If ever there is a 0-in-6 on a check, there is a triggered event that cannot be avoided.


Weather Effects, Normal Intensity.
Weather
Effect
Rain
-1 to all checks. Morale Check saves.
Hail
-1 to all checks, 1d4 damage if you do not make camp or find shelter.
Snow
-1 to Scout & Guide checks. -2 to Quartermaster checks.
Storm
-2 to Scout & Guide. -3 to Look-Out & Quartermaster checks.
Visibility Issues
Visibility
Effect
Low Issue (Mist, Wind + Weather, Low-Light)
-1 to all checks.
Moderate Issue (Fog, Rainstorm, Snowstorm)
-2 to all checks.
Heavy Issues (Hurricane, Blizzard, Monsoon)
-3 to all checks.
Darkness of Night
-2 to all checks.
Special Circumstance
Special Penalties
Effect
War
-2 to Scout, Guide, and Look-Out checks.
Drought
-2 to Quartermaster checks.
Famine
-2 to Quartermaster checks.
Plagues
Disadvantage for Quartermaster checks.
Civilized or Peaceful Region
+1 to all checks.


This system should incentivize various materials for exploration and proper map-keeping. Below are some example items and what sort of bonuses they should provide.


Regional Map - Gives a +1 to Scouts or Guides, to prevent them from getting lost by way of wandering into a new region. It can provide insight on the region one is already in, as well as information on notable landmarks, but it grants no bonus for finding your way around the region unless you are within 6 miles of the nearest notable landmark or a road or town which you can use to re-orient yourself.


Astrolabe - Allows you a +1 to Guide rolls made at night, for the purpose of following the next day. You do not suffer penalties usually associated with rolling an exploration roll at night when you use an Astrolabe.


Compass - Gives a +1 to Guide or Scout rolls made to reorient the party or recover from being lost. A magnetic compass is reliable and circumvents the issue of needing to rely on the north star and the sunrise, which can be an issue in certain latitudes or times of the year.


Chests, Barrels, and Crates - Keeping your supplies and rations in securable containers rather than in backpacks or sacks. This gives a Advantage to Quartermaster rolls made to prevent theft, rot, or damage to one’s equipment. This also grants Advantage to Look-Outs by providing an extra barrier for things to be stolen away by predators or opportunists. Advantage is lost as soon as one of these rolls fails, but can be regained after spending time in town or thoroughly cleaning out the containers or buying new locks.


Dogs - All guard dogs or familiars who have better hearing than the adventurers have a 4-in-6 chance to hear anything as a Look-Out. Dogs cannot provide greater information, but should they suspect something they grant Advantage to Look-outs trying to find the object of their attention.

Final Notes This should ensure that there are plenty of potential little events going on the journey from Point A to Point B, and events are not necessarily bad but rather they prevent you from getting to Point B on time and they all have a risk to them for a potential reward.


Next time: Some lists of events for each role, both on the road, off the road, and at camp. Just for sake of variety.


After Note: As with 5th Edition D&D, you either have Disadvantage, Advantage or Neither. Disadvantage cancels out Advantage, Advantage cancels out Disadvantage. It doesn’t matter how many are stacked against you or stacked in your favor.

An Attempted Framework Conversion for: The Hole in the Oak set in Dolmenwood

The Hole in the Oak is a low level adventure about venturing into the Mythic Underworld for Old-School Essentials , and though it features s...