Showing posts with label Secret santicore. Show all posts
Showing posts with label Secret santicore. Show all posts

Sunday, 28 December 2025

Secret Santicorn 2025 - 1d12 Odd "Medieval" Dragons

Sylvanas_iii asks for:

A dX table of medieval dragons that look nothing like any self-respecting dragon should (e.g. the original French tarrasque) 

And thus I have found a bunch of illustrations of various dragons, most medieval, which are admittedly pretty similar. Honestly the OG Tarrasque is the best of the lot so I'll save that for last!

ROLL 1d12

1. Linear Longfellow
2. Beast of the Last Apocalypse
3. Cooler S
4. Stone-Bound Midgard Knotwyrm
5. Tatzelwurm
6. Peluda
7. Dragonogard
8. Angelcatcher
9. Graoully-Wagon
10. Gargoyle Pipedrake
11. Well Knucker
12. French Tarrasque


1. Linear Longfellow

HD10 AC Plate ML 10
Flyby attack 2d6. On hit, snatches into jaws and flies upwards!
1/day Cloud Breath Attack leaves thick cloud of moist fog.

This dragon very rarely touches the ground. It lives in thick clouds and follows along with cold fronts.
If the clouds dissipate it becomes exposed, and in its shame and horror it skims down to the ground to hunt those who saw it up there!

In combat it is swift but finds it hard to turn quickly, preferring to dart at a soft target and fly swiftly into the sky to drop the foe as many storeys as possible to their doom!



2. Beast of the Last Apocalypse

HD16 HD Chain ML 8
3 two-horned heads deal 2d6 each. 4 one-horned heads deal 1d6 each. Can grab up to 11 foes with its tails and slap them together for 1d10 per time or toss them away for fall damage.
Each head can breathe Golgotha Fumes 1/day in a sphere that triggers any prophecies within 50'.

Emerged from the sea during a previous End Time, the Final Hero never made it, and now it's at a bit of a loose end. Refuses to return to the sea. Attacks heroic individuals in the hope that it can get in on a subsequent prophecy.

In combat just goes wild grabbing people, smashing them together, throwing them at others, and eviscerating whoever's foolish enough to get in front of it.


3. Cooler S

HD6 AC Leather ML5
Bite 1d8. When hit, releases a Starburst Flash blinding all who see it until they Save vs Stun.
1/day Torchburst Beam blinds in a line.

Chubby little fellow who flees from foes and hopes to lead them into a small space where they'll easily be blinded and easily eaten.
Dead foes become a new star on its skin.




4. Stone-Bound Midgard Knotwyrm
Rock Form:
HD20 AC Plate ML12.
Regen 1d10/rd.
Wyrm Form:
HD8 AC Chain ML6
Choke 1d10. At will, transform between rock form and wyrm form.
1/day Stonelock Breath traps victims as patterns on stone until they Save vs Stun.

Accidentally summoned to life when an unwitting cultist sacrificed a seventh son of a seventh son on a particularly cool rune stone. The carving swarmed to life and devoured all in attendance!

Can shift between its original stone form (resistant, hard to hurt) and a wiggly knotted wyrm form that loves to choke and strangle.




5. Tatzelwurm

HD8 AC Leather ML9
Two claws 1d6 each, bite 1d10 + instakill poison unless Save vs Doom.
1/day Avarice Cloud transforms all the treasure on the victim(s) into another Tatzelwurm.

Cat-faced and shrill dragon whose fangs drip a deadly poison. Forms from buried treasure that remained hidden beyond the owner's death. If killed, collapses into the treasure it was made from.



6. Peluda

HD6 AC16 ML7
Bite 1d10, Tail swipe 1d6 + Poison.
If hit by an unarmed strike, attacker is poisoned unless they Save vs Doom.
1/day breathe out a flood of water that destroys crops and sweeps away foes. Save vs Stun or be washed away and prone.

This hairy beast spends its life submerged just below the water, crawling along the muddy bottom of freshwater rivers on tortoise feet.
The long fur on its body breaks up its outline, making it look like a mass of sunken reeds in clear water and practically invisible in a muddy stream.
Poisonous spikes protrude from the fur, and the same poke out of its club-ended tail which it swings with clumsy vigour.
Luckily it is something of a coward, and if confronted by overwhelming force it with breathe out a flood and hide in the choppy water as it swims away to escape. This does, however, do a number on crops and infrastructure in the flood zone.






7. Dragonogard

HD8 AC14 ML10
Front Bite 1d10. Back Bite 2 attacks per round at 1d6 each with the range of a spear.
1/day Combination Ray targets 2 foes and merges them back-to-back. No save. If one merged victim is damaged, the other takes the same. Both victims have -4 to hit and can't move unless they move at the exact same time. Victims can Save vs Doom every 24 hours, and if both are successful they unmerge.

Double-ended dragon with the front face of a kangaroo and the back face of a monkey on a serpent neck. They have a brotherly but antagonistic relationship with each other.
Prefers to jump into the air with its powerful kangaroo legs and hover while its monkey-faced tail darts down to tear off faces.
It will use its Combination Ray on people who clearly don't get along, or else two people with wildly different skillsets like attaching a Fighter to a Magic-User. 
It finds this really funny, the heads will be laughing about it for days!





8. Angelcatcher

HD6 AC14 ML5
Bite 1d10 absorbs 1 Lawful magical effect, prepared Cleric spell, or holy weapon ability and applies it to the Angelcatcher.
Immune to damage from Lawful entities and effects.

A dull-coloured dragon covered in ratlike fur and the size of a large Alsatian. It desperately wishes to devour Gods. Large bat wings allow it to fly for miles, but not high enough to reach its prey in Heaven.
The crime it committed to become immune to Gods was so heinous that they sent the Great Flood to erase all knowledge of its existence. While the knowledge was scoured, the Angelcatcher remains, quietly drifting through the sky to drop down on innocent angels like a falcon.




9. Graoully-Wagon

HD10 AC16 ML12
Crushing bite 1d20. Those in front of the moving wagon choose: take 1d10 damage or be thrown backwards 1d6*10'
1/day Procession Breath forces all in a 50' cone to push the wagon wherever it wants. Those unwilling can Save vs Chaos every ten minutes to stop.

A wooden dragon mounted on a wooden wagon. It has enormous jaws, an iron tongue, crushing teeth, and moves inexorably forward at the hands of a bunch of mind-controlled peasants who are having a wonderful time.
The Graoully-Wagon moves from town to town picking up extra people to help push it onwards and onwards.
Anyone who gets in its way is munched, thrown backwards, or crushed under its wheels.



10. Gargoyle Pipedrake

HD5 AC18 ML6
Acid Spit 1d8 plus rusts armour (-2 AC cumulative)
1/day Acid Rain Spray deals 4d8 (Save vs Blast for half) to all in 20' blast zone and rots metal away to nothing unless the save is passed.

Sentient pipework infected by the verdegrised soul of a copper dragon. Attaches to drainpipes and forms a spout. It can convert rain running through it into acid, spitting it at lone passersby during rainy nights and drooping down to slurp up the soupy residue.
It can zap to other buildings in thunderstorms by riding the lightning up and down through the clouds. A big enough storm means that it can travel to any town under the thunderhead.




11.Knucker

HD6 AC14 ML5
Bite 1d10 + drags victim down at a rate of 10'/round.
At will, cause the well or shaft they are in to become infinitely deep. 

A serpentine drake that inhabits deep vertical holes filled with water. Their natural habitat is knuckerholes, deep vertical holes in the geology, but they now prefer wells.
They are ambush predators, preferably grabbing a single victim and holding them underwater until they drown.
They can supernaturally cause the bottom of the shaft to become infinitely deep. They use this ability to hide from hunters (since if they are in the pocket dimension beneath the bottom of the well, they cannot be found) and to murder their prey (since the prey in the pocket dimension cannot get out, and if it hasn't drowned already it will soon).



12. Tarrasque

HD12 AC20 ML12
Sword-Teeth Bite 2d10 + Swallow for ongoing 1d10, tail swipe 1d8 to all in 30' arc behind it, ocular flame beam 1d8 + sets on fire at range of shortbow.
Anybody in melee range at the start of their turn must Save vs Blast or take 1d8 damage from tortoise spikes.
Counterattacks with a claw for 1d8 if a melee attack misses it.
1/day Save or Die Poison Breath Cloud 30'

A horse-sized monster as fat a a bull. It has a lion's head with massive teeth, the shell of a tortoise which is covered in spines, a long snakey tail, and six legs with enormous claws.
However it is very pious and will refuse to attack anyone bearing a holy symbol unless they attack it first, and if sprinkled with holy water it will become unable to harm anyone at all. For this reason it usually stays near water and begrudgingly accepts that this makes people think it's half-fish.

Thursday, 30 April 2020

Flashpoints - PCs in Mass Combat

Secret Jackalope is like Secret Santicorn but for Easter!
Which I clearly missed, but I did it in the end!
So here is my somewhat belated Jackalope gift for Mr. Florent "killerklown" Didier of D.R.E.A.D. who requested:

"A simple way to make character actions in mass combat meaningful yet dangerous and not omnipotent"


I already did this in my Titan-Scale Mass Combat rules, but just linking back to that feels like cheating!
So instead I'm just going to adapt it to something more human-scale, such that PCs will be able to affect the outcome on the battlefield rather than just commanding from above.

So the main thing is that the PCs need a goal that isn't just "roll attacks against enemy soldiers".
If they're just in the rank-and-file they have no agency and no real means to affect the battle - they're just another soldier, even if they're like ten times better at killing than a regular soldier.

More importantly they need several possible goals so they have agency.
Flashpoints are these goals - points where the PCs can influence the course of the battle.



Scenario-Building

Every good scenario has an outcome that is essentially "what happens if the PCs don't intervene?"
Set that now.

A good idea is to just grab a famous battle from wikipedia and use that!
Good for "realism", good for one of your players picking it up and going "oh sick I know exactly what went wrong in the Battle of Cannae!" and feeling cool for using their historical meta-knowledge.

This is also good for working out the terrain and the power imbalance between the two sides, less work for you is always good right?


Rules Overview

Battles are fought by Units, representing formations of troops.
Battles take place on a hex grid Battlefield.
The PCs can influence the battle by going to Flashpoints, places which could tip the balance of the battle in their favour.



Units

Armies are made up of individual Units, each representing a single formation of troops.
They have two stats - Speed and Power, and perhaps some extra bullshit special abilities.

Speed:
Slow Units (eg. zombies) move 1 Hex per Turn.
Standard Units (eg. human armies) travel at 2 Hexes per Turn.
Fast Units (eg. winged dragon-cultists) can move 3 Hexes per Turn.

Power:
A Units's Power dictates the die they roll in combat. It's 1dX, where X is their Power.
eg. a Unit with Power 10 rolls 1d10 for combat, a Unit with Power 6 rolls 1d6.

Combat:
Each side rolls their combat die.
The Loser loses 2 Power, dropping down a die size.
The Loser may move a hex, if able.

Killing a Unit:
If a Unit is at 4 power (ie. uses a base d4 for combat) and loses a combat, they are destroyed.
Survivors may flee, if possible, as a useless noncombatant unit.

Bullshit Special Abilities:
These are some extra bits to differentiate units and make them a bit more characterful.
Some possibilities:
Charge: Move an extra hex when you move in a straight line.
Riverwalk: Can cross water without a bridge.
Overrun: When you destroy another unit, move into their vacated hex.
Ranged: This unit can attack from 2 hexes away, but has -2 Power in normal melee combat. If they lose in a ranged combat against a non-ranged foe, they take no damage.


The Battlefield

Distance
The Battlefield is a hex grid. Each hex is as big as you need it to be.

Timescale
Each Turn is anywhere between 10 minutes and an hour - time is flexible in the midst of combat.

Terrain
Add some terrain to spice up the battlefield. Some possibilities:
Elevation: Units with the high ground gain +2 Power.
Slow Terrain: Units that move into this terrain end their movement.
River: Impassable to normal troops.

Flashpoints

Flashpoints are places where a small and dedicated group of 2-8 characters of appropriate level might make an impact.
Think of Aragorn and Gimli defending the gates from the battering ram at Helm's Deep, or what would have happened if Legolas had actually taken down that one guy with the torch before he could light the bombs under the walls.

Whenever two enemy Units engage in combat, a random Flashpoint occurs.
PCs that arrive in time can enter the Flashpoint - essentially a short combat scenario that affects the course of the combat.

The PCs success or failure decides the outcome of the combat.
Success: Your allied Unit wins.
Failure: Your allied Unit loses.

These can basically be any cool combat battle scenario you can think of and you'll need to stat them up appropriately, but here's a d10 table to start you off!

Roll 1d10:

1. Enemy Champion
A very strong foe is here! A big monster, a powerful enemy hero, or some other terrifying singular threat! Defeat the Champion and your side is assured of victory!

2. Defend the Breach
A hole has opened up in the ranks and/or fortifications, and enemy troops are surging through! Hold the line for several rounds until reinforcements arrive, your troops recover, or the fortification can be shored up.

3. Enemy Leader
A particularly important enemy commander is here, and their tactical acumen will lead to the inevitable victory of the enemy forces if they're not stopped!
Fight, sneak or otherwise reach the leader in a few rounds and either kill them or force them to flee.

4. Morale Shaken
The pressure of combat, the death of a beloved soldier, or some other calamity has shaken the faith of the troops! Fight at their side and encourage them with inspirational deeds and words, stirring their souls and raising their morale to fight back against their foes!

5. Unexpected Tactics
Something completely unanticipated has happened! Outriders are attacking the flanks, or some fell magicks have turned the soil to mud, or a feigned retreat has left the unit surrounded by once-hidden foes! Help your Unit recover the initiative and turn the tides back in your favour!

6. Push the Advantage
A hole has opened up in the enemy formation, an opportunity to break through if only someone could seize it! Lead the charge and break the morale of your foes!

7. Capture the Standard
The enemy is holding some prideful totem that gives their forces strength and power! Capture their prized standard, powerful magical totem, or whatever it is that will make them abased and demoralised if it is seized!

8. Mark a Target
Some sort of destructive ranged attack, be it massed bowmen or artillery or arch-wizard, is ready to fire on a tactically important place but they need someone to mark the target before they can do so!
Somehow get to the target location and plant the smoke canister, arrow-attractor, or magical ley-stone in position so they can blow it to hell!

9. Recon Mission
If only your troops knew what was ahead they could assure themselves victory! Whether it's an ambush, a trap, or simply knowing what the enemy they're facing has to fight back with, there's something ahead that would be easily overcome with prior knowledge.
You have limited time to go forth, find out the necessary knowledge, and survive to return and inform your troops of what lies ahead!

10. Elite Guard
The elite forces of the enemy are ahead - bloody-minded veterans, empowered uruk-hai, or some other force much more powerful than their regular rank-and-file is arrayed before you.
Support your troops in the fight ahead against a multitude of powerful foes!



The exact make-up of these different Flashpoints is down to the individual scenario.
If the enemy is other humans, an Enemy Champion result might be a particularly powerful warrior with a massive sword.
If they're undead it might be a massive zombie abomination that crushes all before it.
If they're mushroom men perhaps it's a rolling spore monster that chokes your soldiers so that the shroom rank-and-file can finish them off.




Turn Order

Each Turn goes like this:
  1. Unit Movement
  2. Create Flashpoints
  3. PC Movement
  4. Flashpoints!
  5. Resolve Combat

1. Movement
Units move in whatever order you want up to their speed.

2. Create Flashpoints
If two opposing units are in adjacent hexes, a Flashpoint occurs!

3. PC Movement
PCs move in whatever order they want.
Since they don't have to march in formation, PCs are faster than regular Units.
Mounted: 4 hexes.
Lightly Encumbered: 3 hexes
Encumbered: 2 hexes
Morbidly Encumbered: 1 hex

4. Flashpoints!
If one or more PCs has moved to a Flashpoint, they see what the scenario is!
If they choose to engage, they join the Flashpoint scenario.

5. Unit Combat
If the PCs succeeded at a Flashpoint, their Unit wins!
If the PCs failed at a Flashpoint, their Unit fails.
Otherwise, roll for the outcome as above.



Some Example Units

Pikemen
Power 6. Speed 2.
- Pike Square: Bonus +2 Power vs Cavalry

Cavalry
Power 6. Speed 3.
- Charge: Bonus +1 Speed moving in a straight line.

Archers
Power 6. Speed 2.
- Ranged: This unit can attack from 2 hexes away, but has -2 Power in normal melee combat. If they lose in a ranged combat against a non-ranged foe, they take no damage.

Skeletons
Power 6. Speed 2.
- Raise Dead: Permanently gain +2 Power when they defeat a Unit with bones.

Dryads
Power 8. Speed 2.
- Treestride: This unit is not slowed by forests.

Dragon
Power 10. Speed 3.
- Flying: This unit is not blocked by impassable terrain.
- Devastate: If this unit wins a combat, the enemy unit loses 4 Power instead of 2.





Hopefully that's good enough! If you want to add monstrous unkillable titans that are threatened by nothing other than each other, check out the original post!

Friday, 7 February 2020

Secret Santicorn 2019: The Breakdown

This post is just a link to DIY & Dragons who has organised aaaaall the Secret Santicorn stuff we did in the Discord at the end of last year!

Secret Santicorn 2019

There's some really great content in there, I think making stuff for other people really makes people put in all the effort!
Big shout out to what is obviously the best one, the one Spwack made for me!


Feels weird to have such a short post with no pictures stolen from a google image search, so please enjoy this sandwich alignment chart.
Bring it out next time you're out with friends or on a date and I guarantee a good quarter hour of conversation.





Sunday, 22 December 2019

Santicorn 2019: Tide-Flooded Caverns

Santicorn baby! The second annual Santicore-alike we've organised on the OSR Discord channel!
Everyone requests a thing, we shuffle the requests around, and everyone fulfils one of them as a Christmas Santicorn gift! How wholesome!

I got this one from Wizzzargh:
"Dungeon room fills, be they tricks, traps, treasure, or monsters, for a dungeon regularly flooded by seawater at high tide. Bonus points for fills that require very different approaches at different water levels"

So here goes!


The Tide-Flooded Caverns

The smell of salt and smoke. Rumours of smugglers and sea-witches. Warnings of a rising tide that claims all who enter. Everyone in the village built on the bluffs above knows of the caves, and all are wise enough not to explore them.
At low tide the seawater slides around the cave mouths like a lover's tongue, sloshing over the slick sand and sucking mud and shifting stones of a treacherous beach.
The tide turns and waves of cold scummy seawater gush into the waiting mouths, pouring in through the twisting passages and wider caverns that honeycomb the headland.
Exploring the caves is dangerous, the rising tides changing the nature of the chambers inside, but there are stories of vast treasures and strange creatures within...

How to Use

There are 20 caverns detailed below, each with a description for Low, Mid and High Tide.
There are also 10 treasures to spice up a chamber, or maybe to find if they loot a room.
Finally, 6 random encounters because of course.
Do whatever you feel like with them!

You could roll randomly as PCs travel through the caves (maybe 1d20 for chamber and 1d20 for treasure, where treasure results 11-20 are "nothing extra"), or pre-build the cavern complex.

If you do the latter I suggest room 9 (Gillifier) be placed fairly deep in the caves, since it's a gimmick room that reverses whether you breathe air or water and it might be fun to recontextualise all the other chambers they've been in already.
Room 10 (Lamprey Witch) contains a powerful foe so could be used as a boss room if that's something you like doing.
Room 6 (Cork Golem) would make a good guard fairly close to the entrance, especially since the poor chap becomes a bit useless when the water level rises!

Either way the routes between the chambers are up to you. I envisage twisty slippery seaweedy passages that fill up at high tide.

Tracking the Tide

Time from Low to High tide is apparently 6 hours, which is a lot for your average delve, but whatever. Hopefully they get a bit trapped by the time Mid Tide rolls around and have to make some hard decisions.
I suggest having a row of six boxes like so:

☐ ☐ ☐ ☐ ☐ 
  Low 
|   Mid  |  High

Use an Overloaded Encounter Die and have result 3 say "Tide rises - Check off a tide box". That should mean you get about one box ticked off per hour.
Result 4 could even be something like "Freak Surge - treat as next Tide in cycle for next 10 minutes" to add some more watery unpredictability!

Drowning

You might have drowning rules already, but if you don't here's how I do it -

If you get a chance to take a deep breath before diving, you can hold your breath for 5 rounds +/- your Constitution modifier.
If you don't get to take a breath first, you have 1d6-1 rounds of air left, also +/- Con Mod
Once you run out of air you take 1d6 damage per round until you can breathe again.




The Chambers

1. Aqua-Pause Pillar

Any Tide:
A chamber with water seemingly frozen in time, forming a bowl-shape around a vibrating glass-and-stone pillar. The pillar is honeycombed with glass panels revealing the glowing bubbling blue liquid within. Smash the pillar and a ripple shudders through the water. Hit hard enough, the vibration stops all the water within a mile in place! It still feels like water, but it doesn't move or ripple or pour. The effect lasts for an hour, after which the water suddenly springs back to where it should have been.


2. Barnacle Spear

Any Tide:On a raised barnacle-encrusted dais in the middle of this frieze-carved chamber is a long tool with a rusty barnacle-scraping edge filed to a point on the end. Water rushes down the holes at the foot of the dais, keeping the water in this chamber knee-high.
The Barnacle Spear counts as an ordinary spear when nowhere near the sea. When it's near the sea it's a spear with powers based on the tide.
Low Tide: Ebb - on hit, get a free move and disengage backwards.
Mid Tide: Splash Zone - on hit, push everyone in front of you 20' away.
High Tide: Surge - On hit, pierce through and hit another target behind the first. This can combo indefinitely until you run out of targets. You can move up to 20' forwards between strikes.


3. Bastard Seagulls

Low Tide: Seagulls fly into this guano-covered chamber through the many small holes in the ceiling. They are fiercely territorial and massive bastards who will flock and kill in a barrage of savage pecks.

Mid Tide: Seagulls float happily on the surface of the chest-high water in this chamber, occasionally flying in and out of the many small holes in the ceiling. They are fiercely territorial and will swarm anyone who enters above the water, but won't attack anyone swimming below.

High Tide: A few seagulls bob on the surface of the neck-high water in this chamber. There's not much room though, so most of them have already flown out to the outside world through the small holes in the ceiling. Anybody with their head above the water will be attacked by the seagulls who paddle over to peck at their face - there's not enough room to swoop.

-

Bastard Seagulls
HD1 AC unarmoured ML9
Attacks: 1d2 Peck or 1d4 flyby swoop attack
Abilities: At will, a seagull can detect the distance and direction of hot potato chips within a half mile radius.
Attitude: Extremely bad-tempered. Swoop if there's room, peck if there isn't, squawk no matter what.



4. Bluebottles

Low Tide:
The slimy, lumpy floor of this chamber is covered with small pale blue pear-shaped balloons and tangles of bright royal blue tendrils. Touching a tendril brings hot red whip-like marks on the flesh and extreme agony. 

Mid Tide:
The waist-high water in this chamber has many small pale blue pear-shaped balloons bobbing about in it. Their bright blue tendrils drift about beneath the water. Wading or swimming through the water inevitably leads to these stinging tendrils drifting into you and bringing up incredibly painful whip-like welts on any body parts which went beneath the water - legs if wading, pretty much all of you if swimming.

High Tide:
Pretty blue strings drift about in the currents of this water-filled chamber, seemingly hanging from the ceiling above. If you swim through this room you are beset by the agonising stings of the tendrils and risk death by drowning.

-

Bluebottles (Hazard)
Effect:
Their tendrils bring great pain through a powerful venom. 
If touched by a tendril (even through cloth), Save vs Stun or keel over prone from the pain - you can Save again each round to recover. You take 1d4 damage each round you have clothing touching the affected body parts for the next 10 minutes. Additionally, for small areas (a hand, a foot), that body part becomes useless for the next hour. For larger areas (torso, multiple limbs), you count as having 1HP for the next hour until the pain fades away.
Main Danger:
Keeling over from the pain on land likely makes you fall onto more of them. Doing it in water risks stinging more and more of you as you stir up the water (and tendrils) in your agony, leading to your inevitable drowning.





5. Chasing Crab

Low Tide:
This crab is big and hungry and now it wants to eat YOU. It scuttles sideways at twice human speed across the wet floor of this chamber, claws bared, ready to PINCH! It will chase you until you either kill it, or get two chambers ahead of it at which point it gives up.

Mid Tide:
This crab is big and hungry and ANNOYING SLOW IN WATER! It scuttles sideways through the waist-high water at human unencumbered speed, claws bared, ready to CLAMP! It will chase you until you either kill it, or get two chambers ahead of it at which point it gives up.

High Tide:
This crab is big and hungry and AGONISINGLY SLOW SUBMERGED. It scuttles sideways under the water at a quarter human speed, claws bared, extremely FRUSTRATED! It will chase you until you either kill it, or get two chambers ahead of it at which point it gives up.

-

Chasing Crab
HD8 AC plate ML10
Attacks: 2 Pincer attacks for 1d10 each. If both hit, dents your armour giving you -1 AC until you get it repaired.
Abilities: Fast on land, slow in water. Max speed on land is twice human. Max speed submerged is quarter human.
Attitude: Chase down victims, but try to keep on land where it's fast!



6. Cork Golem

Low Tide: A huge golem made of cork stomps around this slippery chamber floored with black cave-kelp, guarding the way deeper into the complex.

Mid Tide:
A huge golem made of cork bobs around in the chest-high water in this chamber, flailing around because of how floaty it is. It's slow but powerful. Black cave-kelp waves on the floor.

High Tide:
A chamber filled completely with water, black cave-kelp waves in the water below. A huge golem made of cork is pinned to the ceiling by the water.

-

Cork Golem
HD10 AC leather ML12
Attacks: Powerful punch deals 1d12 damage and blasts victim back and prone - hitting a wall or other creature deals an extra 1d6 damage to both.
Abilities: Floats, immune to fire when wet (always in here), 1 damage per die from bashing attacks.
Attitude: Stomp around, punch people into other people, stomp on people while they're lying on the floor!


7. Dehydrated Ooze

Any Tide:
The passage slopes up to a small cave above the waterline. Inside is a crusty aquamarine bulge with gold coins glimmering under the hardened candy-like shell.
Pour a bunch of water on the lump and it rehydrates into a massive absorbent Aquamarine Goop! Run! Or kill it somehow to claim the treasure...

-

Aquamarine Goop
12HD AC leather ML12
Attacks: 1d8 Dehydrating Slap - On hit, Save vs Doom or lose 1d4 Strength from sudden dehydration!
Abilities: If hit by a water or ice-based attack, gets an immediate free turn. If hit by a fire-based attack, stunned for a round as it loses moisture.
Attitude: Schlorp after the juiciest foe and steal all their juices!


8. Eel Pit

Low Tide: The way out of this chamber is on the other side of a 50' deep pit with a shallow pool of water at the bottom. Electric eels hide at the sandy bottom of the pit, but won't attack when the water is this shallow. How come this pit isn't just a permanent deep pool? - The water in the pit drains away slowly through narrow shafts beneath the sand.

Mid Tide: The way out of this chamber is on the other side of a deep pit with a 20' deep pool of water 30' down. Electric eels hide at the sandy bottom of the pit, and will swarm out at anyone who jumps into the water.

High Tide: The way out of this chamber is on the other side of a 50' deep pool of water. The water is infested with electric eels which will swarm out at anyone who gets into the water.

-

Electric Eel
1HD AC unarmoured ML6
Attacks: 1d4 bite deals double damage vs metal armour - On hit, zap makes target drop whatever they're holding
Abilities: Electric bite
Attitude: Swarm anything that moves, zapping them so they drop their stuff and have to jump in to get it back.


9. Gillifier

Low Tide:
This damp stone chamber smells of salt and earth and wet metal, small fish flop industriously around the room. The walls are lined with nooks that shimmer with layers of with valuable mother-of-pearl, and a squid peers curiously down from one of these nooks. This room reverses whether you breathe air or water for 24 hours. Anyone who spends a minute or so in this room finds it hard to breathe, and soon they discover that they have grown gills and can no longer breathe air! They begin to suffocate immediately.

Mid Tide: This stone chamber with knee-high water smells of salt and earth and wet metal. Small fish float about with their faces on the surface, gulping down air. The walls are lined with nooks that shimmer with layers of with valuable mother-of-pearl. This room reverses whether you breathe air or water for 24 hours. Anyone who spends a minute or so in this room finds it hard to breathe, and soon they discover that they have grown gills and can no longer breathe air! They must go on their hands and knees to dip their newfound gills into the low water, else begin to suffocate.

High Tide: This stone chamber with chest-high water smells of salt and earth and wet metal. Small fish float about with their faces on the surface, gulping down air. The walls are lined with nooks that shimmer with layers of with valuable mother-of-pearl. This room reverses whether you breathe air or water for 24 hours. Anyone who spends a minute or so in this room finds it hard to breathe, and soon they discover that they have grown gills and can no longer breathe air! They begin to suffocate unless they submerge themselves into the water.


10. Lamprey Witch

Low Tide: A smoky chamber with shallow pits filled with water and black oily shapes - lampreys. A smoky blue driftwood fire is in the centre of the chamber, surrounded by stones. Hiding in one of the pits during the low tide is the Lamprey Witch - an emaciated old woman with lampreys latched onto every piece of her. She always seeks more food for her children and will strike from the smoke!

Mid Tide:
A hazy chamber that smells of salt and woodsmoke. Oily black shapes writhe and twist through the knee-high water- lampreys! They wriggle through the water towards you, awful mouths wide! If you turn back you see a horrible writhing figure, a human form with lampreys latched onto every inch - the Lamprey Witch is behind you already!

High Tide: The water surges behind you, barrelling you from the tunnel into this chamber of neck-high water. When you manage to catch a breath the air smells like woodsmoke. Black oily shapes writhe towards you in the water - lampreys! They're all around you, and you hear a choking laugh as a mass of lampreys bursts from the water - a mass of lampreys in human shape - the Lamprey Witch!


Lamprey Witch
HD8 AC chain ML10
Attacks: Lamprey Toss - throw lampreys at a target, 50' range - 1d6 damage and the target gains attached lampreys equal to damage.
Lamprey Surge - AoE lamprey attack - all foes in 20' Save vs Blast or take 1d4 damage and gain attached lampreys equal to damage.
Abilities: Can breathe underwater, never takes damage from lampreys, breeds lampreys rapidly.
Attitude: Wants to find food for her babies! Main technique is to hang back and lob lampreys from afar, then use Lamprey Surge if she starts to get surrounded. Optimally foes will be so busy trying to get the lampreys off themselves that they can't concentrate on her!

Jumping Lamprey
HD0 (1HP) AC unarmoured ML5
Attack: Leaps up to 30' and latches on with its horrifying bloodsucking mouth! Each attached lamprey deals 1 point of damage per round. An attached lamprey can be pulled off as an Action (occupying your hand) or attacked with a weapon. If attacking, roll to hit vs AC 10. On hit, it's dead. On miss, it's dead and you deal weapon damage to the person it was latched onto.
Attitude: Swim or jump in, latch onto flesh, suck the blood!"


11. Octopus in a Hole

Low Tide: A fairly large cavern with slippery kelp floor and a pool of black murky water at the side of the room. A giant octopus lives here, and anyone touching the water will be grabbed by the octopus within and dragged down into its lair below!

Mid Tide:
A fairly large cavern filled with sloshing knee-high water. The water gets blacker and murkier towards one side. A giant octopus lives here, flattening itself beneath the water. It will try to grab anybody who separates from the party and drag them to its lair, although its big body will be visible above the water as it does so!

High Tide: A fairly large cavern filled with rolling neck-deep water. The water is murky, but swimmable. A giant octopus lives here, and it will drag anyone it likes beneath the water and drag them to its lair. Anyone who seems hurt or vulnerable is a prime target!

-

Giant Octopus
HD7 AC leather ML7. 
Attacks: On hit, Grapples for 1d6 choking damage per round, preferably dragging into water where you'll drown. Can move while grappling no problem.
Abilities: Ink cloud - Cloud of ink obscures the area. Squeeze - can squeeze through pretty much any crack.
Attitude: Smart but alien ambush predator who wants to pick off one person and devour them. Grabs, drags into water, leaves an ink cloud behind to obscure where it's going.



12. Oysters

Low Tide: 
Shallow, warm, knee-high water in a fairly flat sandy chamber. Huge oysters tower out of the water, tightly shut. Their shells are hard as rocks.

Mid-Tide:
 
Tepid chest-high water in a flat, sandy chamber. The lips of huge oysters stick about a foot out of the water. They are slightly open and frilled with strange flesh, but will suck it in and slam shut if disturbed.

High Tide: 
Cool water fills this flat, sandy chamber. Huge oysters lazily open and close under the water. Several of them have valuable pearls within! They snap shut if you touch them and their shells are hard as rocks, so it might take some doing to claim the pearls.


13. Reversible Merman

Low Tide: 
There is a horrifying creature in this damp chamber. Human legs from the waist down and a monstrous anglerfish head and body where the torso should be! It runs, warbling, seeking to rip gobbets of warm flesh from live prey.

Mid Tide: 
A handsome merman swims below the surface of the waist-high water in this chamber. He mimes a warning not to get too close. If you approach, he emerges from the water and shifts into a horrifying creature with human legs and an angelerfish top half which seeks to devour you!

High Tide: 
A handsome merman swims below the surface of the water that fills this chamber. He's quite pleasant if you can find a way to speak to him, but he has a horrible curse that turns him into a monster if he ever comes above water.

-

Merman: Horror Form
HD9 AC leather ML12
Attacks: 1d10 monstrous bite or 1d6 Anglerfish electric lamp-slap targets all in front of him.
Abilities: Horrifyingly fast. Changes back into a merman if completely submerged in water.
Attitude: Chase down and FEAST. Big bite on lone targets, lamp-slap on two or more in melee.

Merman: Handsome Form
HD9 AC leather ML6
Attacks: None. Unarmed attack at best.
Abilities: Fast in water. Changes into Horror Form if any part of him touches air.
Attitude: Prevent himself from going above water and becoming the Horror!



14. Safe Cave

Low Tide: An easy climb upwards towards a flat sandy cave. Small crabs scatter as you approach.

Mid Tide: Splash through knee-high water towards an easy climb upwards towards a flat sandy cave. Small crabs flee to plop into the water below as you approach.

High Tide:
Though it seems to be filled with water, swim through and upwards from the entrance and you'll find yourself in an air pocket with a flat, dry sandy cave to rest in. Little crabs live here, and flee if you approach!


15. Sea Anemones

Low Tide:
Thin downward-sloping chamber scattered with closed-up wrinkled lumps the size of beach balls. Knee-high water at the lower end.

Mid Tide:
Thin downward-sloping chamber with colourful tendrils waving beneath the water that comes halfway up the chamber. Travel through the lower waterlogged half of the chamber and you'll be attacked by the giant sea anemones!

High Tide:
Thin downward-sloping chamber filled with water. Colourful tendrils wave beneath the surface. Swim through here and you'll be attacked by the giant sea anemones!"

-

Giant Sea Anemone
3HD AC plate (closed) or leather (opened) ML12
Attacks: Grapples with its sticky tendrils - on success deals 2d6 damage and paralyzes for 10 minutes if you fail a Save vs Stun.
Abilities: Closes up outside of water, gaining armour but becoming useless. If killed in its closed state, gets one last attack as its tendrils burst out and flail around.
Attitude: Just wait around for something to come close, then sting the fuck out of them. Especially hates people who can't say "anemone" - an em oh nee.


16. Smuggler's Elevator

Low Tide:
A steep high chamber that rises diagonally from the entrance below to another entrance above. Five rough-looking men loading crates onto a large sodden wooden platform resting on the floor of the chamber, connected by a damp rope to a trapdoor on the ceiling. Two more men shout encouragement and crude insults from above. The water is ankle-height. The trapdoor is a secret entrance to a hidden basement under the smuggler's fish-smoking hut above. The crates contain valuable contraband.

Mid Tide:
A steep, high chamber with neck-high water that rises diagonally from the entrance below to another entrance above. Faint voices can be heard. There is a large wooden platform stacked with crates floating in the neck-high water, connected by a rope to an open trapdoor on the ceiling. The trapdoor is a secret entrance to a hidden basement under the smuggler's fish-smoking hut above, where seven smugglers toast to their recent haul.

High Tide:
A steep, high, water-filled chamber that rises diagonally from the entrance below to another entrance above. Voices can be heard chatting amongst the echoing sounds of wood being moved. Two rough-looking men on a large floating wooden platform pass crates up through a trapdoor to their five smuggler friends above.

-

Smugglers
1HD AC unarmoured ML5
Attacks: Knives and long hooked poles
Attitude: Defend selves foremost, extort tribute from weaker groups if possible, pay stronger groups for their silence.


17. Toxic Scum

Low Tide: A virulent green scum coats the damp floor of this chamber. Touching it with bare flesh means your flesh starts to melt away! Each round you're touching it, Save vs Doom or take 1d4 Con damage.

Mid Tide: A virulent green scum floats on the waist-high water in this chamber. Touching it with bare flesh means your flesh starts to melt away! Each round you're touching it, Save vs Doom or take 1d4 Con damage.

High Tide: A virulent green scum coats the ceiling of this water-filled chamber. Touching it with bare flesh means your flesh starts to melt away! Each round you're touching it, Save vs Doom or take 1d4 Con damage.


18. Trapdoor Crabs

Low Tide: 
A large sandy cavern with obvious circular sandy manhole-sized discs scattered around the place. Trapdoor Crabs hide beneath, and if you get close they burst from their trapdoors and try to drag you into their burrows!

Mid Tide: 
A large, sandy cavern with knee-high water. Trapdoor crabs hide under their trapdoors beneath the sand, and will burst out to drag you into their burrows if you get close!

High Tide: 
A large, sandy cavern with chest-high water. Trapdoor crabs hide under their trapdoors beneath the sand, but won't attack unless you really fuck with them.

-

Trapdoor Crab
HD4 AC chain ML7
Attacks: 2 Pincer attacks for 1d6 each. If both hit, drags you wherever it wants.
Abilities: Trapdoor - gets a surprise round when it bursts out of its trapdoor
Attitude: Burst out, grab a victim, and drag them into the burrow where it can't fight back easily in the confined space.


19. Vertical Chamber

Low Tide: 
The tunnel dips down into the bottom of a tall, narrow chamber with thigh-height water and a ledge high above. Mussels and hanging strands of seaweed dangle from the walls.

Mid Tide: 
A waterlogged tunnel dips down into the bottom of a tall, narrow chamber. Dive in and you can get into the air pocket inside the chamber. A ledge is within reach above. Mussels and hanging strands of seaweed wave in the water, attached to the walls.

High Tide: 
A waterlogged tunnel dips down into a tall, narrow chamber filled with water. Dive in and you can get to the small air pocket and ledge at the top of the chamber. Mussels and hanging strands of seaweed wave in the water, attached to the walls.


20. Whirlpool

Low Tide:A low chamber with a hole in the middle of it. Water slowly rises out of the hole until it reaches ankle height, then gets sucked back down the hole. This repeats every few minutes.

Mid Tide:
A low chamber with waist-high water getting sucked towards a whirlpool in the middle of the chamber. Get close and Save vs Stun or be drawn down the funnel and stuck where the hole narrows.

High Tide: A low chamber with shoulder-height water surging towards a whirlpool in the middle of the chamber. Entering the chamber risks getting sucked in - Save vs Stun or be drawn down the funnel and stuck where the hole narrows. 



Random Encounters

Roll 1d6
  1. 2d4 Smugglers
  2. Giant Coneshell
  3. 2d6 Bastard Seagulls
  4. 1d6 Kleptomorphic Nudibranchs
  5. 1d6 Stoneshell Crabs
  6. 1d20 Jumping Lampreys

1. Smugglers
1HD AC unarmoured ML5
Attacks: Knives and long hooked poles
Attitude: Low or Mid Tide - Follow quietly until the party is in trouble, then extort or kill them. High Tide - they've been caught out in the todal surge and will work with anyone if they can escape!

2. Giant Coneshell
HD6 AC plate ML9
Attacks: Neurotoxin Harpoon - Reach weapon deals 1d6 damage and Save vs Stun or fall unconscious for 10 minutes.
Gulp - Swallow a victim whole, dealing 1d10 damage per round as they're smothered.
Abilities: Insulin Cloud - Once per day while in water, ejects weaponised insulin into the surrounding water. Anyone in the cloud must Save vs Stun every round or lose their turn. Water-breathing creatures get no save.
Attitude: A chest-high conical shell containing an ambush predator mollusk. Waits in ambush then harpoons a victim in the ankle and engulfs them. Much more dangerous in water since its weaponised insulin cloud can prevent others fighting back. Not fast, but good at burrowing into sand and gravel.

3. Bastard Seagulls
HD1 AC unarmoured ML9
Attacks: 1d2 Peck or 1d4 flyby swoop attack
Abilities: At will, a seagull can detect the distance and direction of hot potato chips within a half mile radius.
Attitude: Extremely bad-tempered. Swoop if there's room, peck if there isn't, squawk no matter what.

4. Kleptomorphic Nudibranch
HD1 AC leather ML5
Attacks: Whatever their target is using!
Abilities: Morph Mucus - At will, exudes a massive amount of mucus in the form a nearby creature and pilots it from inside the chest! It has all the physical attacks of the target, but none of the magic or armour etc. The mimic has 1 HP for every HD of the target, and when it is destroyed the whole thing sucks back into the nudibranch's mouth ready to be re-exuded on their next turn.
Attitude: Create mucus mimic of whatever looks most threatening, recreate the mimic any time it's destroyed to defend core body.

5. Stoneshell Crab
HD2 AC plate ML5
Attacks: 1d6 pincer - On hit, grapples.
Attitude: Grapple foes and pinch them to death! Their stone shell gives them powerful armour, but once one is killed their crappy morale will send them packing.

6. Jumping Lamprey
HD0 (1HP) AC unarmoured ML5
Attack: Leaps up to 30' and latches on with its horrifying bloodsucking mouth! Each attached lamprey deals 1 point of damage per round. An attached lamprey can be pulled off as an Action (occupying your hand) or attacked with a weapon. If attacking, roll to hit vs AC 10. On hit, it's dead. On miss, it's dead and you deal weapon damage to the person it was latched onto.
Attitude: Swim or jump in, latch onto flesh, suck the blood!



Treasures

Roll 1d10:
  1. A silver locket with a severe woman's face in profile
  2. A tarnished silver crown, studded with black gems
  3. Golden sand dollars
  4. Hyper-umami kelp, valuable to specialist chefs
  5. Long boxes containing strange ornamental harpoons carved with grotesque frogs
  6. Proper pirate treasure chest
  7. A set of fishbone cutlery
  8. An iron-bound narwhal horn
  9. A cask of well-aged rum
  10. An overstuffed walrus taxidermy sealed in a glass box.


Happy Santicore, Wizzzargh!



Tuesday, 10 March 2015

Santicore Breakdown: Monsters

Next up on the Santicore breakdown - Monsters!
HD supplied if applicable.

As before, all content will be collated into Adrian's spreadsheet.

LINKS:
Adventures
Monsters
People
Places
Things


Monsters

Extra Gribbly Arachnid Facemunchers for Old School D&D. Peitsa Veteli for J.
Spiders. Think Esoteric Creature Generator but JUST for spiders. Tables for No. Appearing, size, hunting method, poison, and 50 goddamn fantastic spider mutations. You should read the now-destroyed Monstrous Television's spider post on the Wayback Machine if you haven't yet commited it to memory.
If your players don't nope the fuck out when they see evidence of giant spiders already, this entry is here to help.

Hellacious Die Drop Tables. Kálmán Faragó for R.R.
Die drop hit location tables. It covers, get this, humanoid (+extra limbed), quadruped, and winged creatures with a variety of critical effects based on what you rolled. 5's have a variety of weird spiritual effects like smacking a dude in his Third Eye Chakra or inverting someone's sense of balance. Honestly you could make an entire Monk class with this baby, just have a Fighter who rolls on this when he fights bare handed.
You can hit people in the dick. I never knew this was something I needed until now. Quality.

Daughters of Terror. Erik Jensen for J. A.
Medusae. Tables for creating ladies who turn you to stuff. Tables for what she does, how she does it, what she looks like. Results such as (roll roll) a lady with a long, prehensile tongue who transforms you into a black cat when she speaks your name.
Excellent.

Fever Dream. James Aulds for T.S
Viral infection zombies who (1/6) turn into oozes after a while. Both vomit multicoloured pus-vomit to spread contagion. Patient zero can, under the right conditions, become an unstoppable rolling juggernaut of "colours and hate and teeth".
Intended for weird non-gonzo modern horror and thus easy to convert to any game.

How to Train Your Giant. Legion for J.T.
Giants. These seem to be "small" kind of giants that are 10' tall or so. Skyrim not the one at the end of Troll Hunter. A variety of means by which one might break a giant and rules for training your new giant in a variety of skills. Rules for multi-headed giants included.
You could use these rules for breaking and training human beings too for extra fucked uppiness.

Secret Glyphs of the Minotaurs. Arnold K for T.H.
Glyphs in the style of the Symbol spell that fuck you up if you see or walk on them. Ten different glyphs including Vanity (stay protecting the symbol),  Fire (detonates all flammable materials on your person) and Naming (steals your name).
Loosely tied to a minotaur theme which is why they're in this section I guess.

Temerity Creatures. Dan Shiovitz for M.C.
Alien monsters. Flora and fauna of a strange planet from which "the boiling hot tide rises from within the earth every 24 hours to drown all but the tips of several small but lush mesas". Said mesas could be turned into a strange island chain for standard fantasy.
Creatures are cool, strange, and alien. Each entry leads into the next which is real neat, contains Butcher Birds that create jaggedy metal sculptures in which to trap prey who wander into the spikes.

Boars, Bears and Tigers. C. Weeks for A.F.
Various overworld encounters in a weird and foreign section of the world. Table-heavy, heaps of content. Runs the gamut from animals to weird foreign animals to supernatural foes to botanical threats.
Wacky results rare but possible like a 0.0001% chance for any encountered animal to be a primordial Deity beast. Mooses (meese?), deadly tigers, crazy natives, environmental troubles, hyperlocal gods, and other stuff rare and wondrous.
Tables easily taken on their lonesome if you want to split them up. Real cool!

Monsters! Joey Lindsay for J.D.
Sci-fi serial killers. A variety of killers in the vein of Jason Voorhees and other movie baddies. One guy hunts you down to eat your ego, another eats your brain and crawls in there himself.
Pictures supplied for each baddie, and each would make a good monster for any game with the right fluff twist. My favourite is the guy who pretends to be a henchman while subtly leading you to your doom.

Evil Yeti Wizard. Lucien Reeve for H.S.
A wicked sweet drawing of an evil yeti wizard. This dude's like an orangutan with bell-draped horns and a skull stave and badass robes.
If I got killed by this guy I wouldn't even be mad.

Spider Mother. Matt Adams for J.S.
Jesus fucking christ.

Ophiotaurus. Peter Seckler for M.E.
Giant 8HD flying creature. Includes a picture of a Halfling being ambushed by said creature, although I almost prefer my initial impression of a giant horrible snake monster picking the dude's pocket. Main schtick - impales you with its stinger then flies off to eat you and drain your stamina.
Burning its entrails and breathing in the smoke gives you a boost.
Stats supplied for DCC and thus easily convertible to whatever system you're using.

Mamesk. Henry Stokes for J.B.
A new god, "He of Too Many Tusks". Images of Mamesk, the high priest of the Mameskites (or "Skites") that worship him, and Mamesk's holy symbol.
Mad cool.


A variety of fiendish beasts with which to kill my players!

IF YOU ARE NOW FEELING INSPIRED:
 - You've got a month or so until the deadline for the One Page Dungeon Contest.
 - The Chaos Request Line is a sort of year-round Santicore and is running right now.

This summary/review/opinion piece/whatever is also available on this spreadsheet along with the other sections written by my collaborator Mr Ryan.

Saturday, 7 March 2015

Santicore Breakdown: Adventures

There is an absolute shedload of content in Santicore this year.
Turns out doing this gives me a good reason to go through them properly!
Comes with authors and initials so you can search for yourself if you, like me, forgot what you asked for.
I'll go through them in order in subsequent blog posts because not even my refined mind can do all this in one burst.

Looks like Adrian is also on the case and collating it all in a nice spreadsheet
By our powers combined, we can do this!

LINKS:
Adventures
Monsters
People
Places
Things



Adventures

Plague of the Vermin Guild. Tim Snider for M.R.
Dungeon crawl through caves full of diseased rats and ratmen. Skaven-analogs lose control of the sentient rot they were going to use to destroy the surface world.  Lots of baddies and treasure, town above will be destroyed if the players don't do something.
I will definitely use this because I've got ratmen and a mold disease and I need adventures for characters level 5-7.

System Generator. Matea Diaz for A.R.
Sci-fi solar system/adventure maker. Two 1d6 tables and leans towards the gonzo. Entries are real cool and suggest their own adventures.

Super Lucky Cat. Dyson Logos for K.M.
Modern-with-magic weird adventure. Chinese defectors and double agents being stolen by magical conspiracy beneath a Chinese Takeaway. They become addicted to magic cat milk and die if they leave. Final boss owns tigers and lives in the dimension behind the skin of the giant catmother in the basement.
Should be fairly easy to translate into the generic fantasy game of your choice. I'll use this as a city adventure for sure.

The Grotto of Corruption. Eric Hoffman for J.S.
Dungeon crawl beneath ruined church full of fungal fungus worshippers and other beasties. Lots of treasure and secret doors, a false tomb, mold zombies. Table of Hallucinogenic Spore Effects is excellent.
I'll use this because I've got a big mold thing going on in my campaign, and one of the players has decided he's a Cleric of the Mushroom God.
I think maybe this was for me and they got my initials wrong? In which case thanks Eric this is perfect!

Golem Complex. Stephanie Bryant for R.S.
Dungeon crawl through a vast dormant magma-powered machine. Native robot guards and giant golem lady dormant until meddled with. In fact, the whole place is fairly safe until meddled with.
Even better, the dungeon is written without stats but with tips to scale it to your party and system.
My players are threatening some Underdark action so this comes at just the right time!

The Torture Chambers of the High Inquisitor. Joshua de Santo for S.
Dungeon crawl in torture chambers full of angry undead. Pentagram shape, keys found as trap bait in corner rooms unlock door to central room. No map but easy enough to make.
Easily placed in a city and good for about a sessionsworth of adventuring.

Drawing Down the Moon. Jeremy Friesen for S.R.
Village-based adventure wherein Kenku steal the moon. Village's traditional harvest ritual is surprisingly effective due to shenanigans. Disaster looms unless someone can find out what actually happened last night.
I'll probably swap out the Kenku for something more generic like goblins or cultists because I'm boring, but I will definitely keep their fantastic names like Wicker Vicar and Lord Pretty Feathers.

The Abyssal Bog of Doom. Victor Garrison for J.J.
A hexcrawl through bogs and swamps. Holy shit did Victor pull out all the stops for this one. 67 hexes of content and explanations of the local factions and their goals? Hexes containing such things as a man who lives in a giant catfish, a bunch of dead boars with the Alien inside them, and a centipede made out a whole bunch of crying, vomiting babies!?
This entry is the absolute tits.

All Along the Watchtower. Matt Jackson for J.H.
Fantasy caper wherein goblin PCs attempt to save the princess in her zombie-infested tower. Two wonderful tables of weird goblin traits and abilities suitable for jazzing up any generic goblinoid. Tower itself contains zombies, zombie owlbear, a slug demon that eats adventurers to make more zombies, and in a shocking twist the princess is evil.
Neat, useful, and a good session filler. Unlike Raggi's ha-ha-the-princess-was-a-ruse thing it's got treasure in it.

Howling Frontier. Conor Toleson for J.
Hexcrawl in a weird west setting. Demon-powered train leads to the suspiciously death-themed frontier town of Gravedust which the suspiciously death-themed Countess would have people believe has fallen on hard times of late. Goblinoid natives live in the hills and forests while herds of oryx roam the plains. Asks more questions than it answers which is what you want out of a hexcrawl.
I love a good undead conspiracy, and there are enough moving parts between factions that the PCs will be upsetting the precarious balance of power as soon as they step off the train.

Manon, Witch Pirate of Guernsey. Steve Albertson for P.N.
Small island chain (Guernsey) filled with pirates and Lovecraftian entities we know and love. The eponymous Manon is trying to spread her cult of Yog-Sothoth via a crazy drug. Drug effect table supplied. Competing factions on different islands and the party has been sent to capture the witch pirate herself.
Whaddayaknow, my campaign's set in a weird sorta-UK! This one's an easy one to plop down and gives me a reason to stall them if they decide to sail the seven seas some session.

A Telephant Never Forgets. Justin Davis for S.F.
Location-based sci-fi adventure for Mutant Future. Poachers on motorcycles seek to poach the brains of telepathic elephants within the ruins of your nearest zoo.
That's the long and short of it, really! The elephants are 10HD terrors with psychic powers out the wazoo so if you're joining the poachers you're in for a hell of a job.

Space Dungeon Adventure. Paul Schaefer for M.F.
This is a dope picture of space mans fighting a skull crab in space and it is dope as all get out. Quality.

The Cubemen from the Woods. Nathan Ryder for C.W.
Location-based somewhat gonzo adventure with clay people. Clay people's goal is to make more clay people, closest source of clay is nearby human settlement. Trouble ensues. Cubemen are main foes and have cube heads with different faces on each face. They shoot fire from the angry face. Various internal issues make clay people faction unpredictable.
Easy to fit into anywhere fairly remote, I'll be putting this on the road to somewhere else.

Pit of Slimord. Andrew Bellury for E.H.
Dungeon crawl in... wait did Joesky write this? Who is this Bellury guy!? This is sick. There's a shower that Nickelodeon-slimes you and makes you mutate and the final boss is a slime monster called SLIMORD who has a magic hat.
Five room one page dungeon with a big bit of page taken up by a silly "squares are 10'" pictogram and a picture of a slime skeleton playing Go Fish.
This is joyous.

The Eye of Melchizedek Antigropelos. Tom Fitzgerald for ???
A whole dungeonsworth of traps, tricks, doors, dooms and other anomalies. The framing device is some sort of pants-obsessed gnome's fever dream into which the PCs are drawn should they express an interest in his choice of trousers. 144 whacked out dungeon things from Mr Middenmurk himself, along with some delightfully renamed spells. Also present - a picture of a horrible little gnome.
There's like 20 pages of this stuff.
Very useful and immediately usable in your game, whether it's for running as presented or for stocking a dungeon. Like most things by the author, his writing causes me to form even longer run-on sentences which sound mellifluous to my interior ear but no other.



Some real good stuff this year! And the vast majority I can use directly which is brilliant.

IF YOU ARE NOW FEELING INSPIRED:
 - You've got a month or so until the deadline for the One Page Dungeon Contest.
 - The Chaos Request Line is a sort of year-round Santicore and is running right now.

This summary/review/opinion piece/whatever will be available on this spreadsheet
once I've had a sleep. It's late here, ya know.