Prompts Megathread!

I’m trying something: weekly worldbuilding prompts!

Here’s the first one, a remedy:

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Ettinwife’s Cudgel

[Cross-posted to Patreon, PDF available there.]

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Bonechill Brew
Type: Cactus
Terrain: Desert
Rarity: Rare
Active Component: Flower
Prep: Secret
Only the dwellers of the underdesert know how to prepare this concoction. It leaves the drinker in a state of feeling perpetually and uncomfortably chilled to the bone, but in exchange allows enduring even the harshest of days of burning sun in the desert. Overuse gradually bleaches skin and hair a bone white and is eventually deadly as the body simulates frostbites.

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Great work! I like that it leaves its mark on the user!

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And now for something completely different, a hexmap prompt!

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Gave it a shot, using the Wilderness Hexplore tables I automated. Climate is assumed as Temperate, population density as Borderland for Feature Population. Terrain determination of a hex is based on the terrain of a random nearby hex. Hexes without features or encounters are left empty.

Map

A.1 Mountains
Castle Fukui

This castle has recently been invaded by orcs. It has been greatly destroyed, leaving only the foundations standing.

90 orcs occupy the ruins, 70% of them armed with melee weapons, the rest with crossbows. Their morale is shaky due to missing supplies. They have mounted cauldrons filled with dung to the crumbling walls to serve as defenses.

The orcs are lead by a neutral female orc magic-user of 14th level, who has 3 naga as followers. She is currently busy repairing her staff that got shattered in the conquest of the castle. Disruptions will anger her greatly (-3 to reaction rolls).

Recently, the orcs captured an ale maker from Valebridge (B.1)

A.2 Mountains

A.3 Water

A.4 Hills

A.5 Hills

A.6 Hills

B.1 Mountains
Village Valebridge

This village is a collective of 80 brigands. They are lead by a female reeve (level 0 Commoner), who has used her smarts to keep herself and her lover (level 1 Magic-User) in power. The two are suspicious (-1 to reaction roll) of any new visitors, especially those more powerful. The villagers themselves are politely indifferent.

There are two shops of interest, a siege engineer and a falcon trainer. Other buildings of import are the guardhouse, odeum and the two military induction buildings.

The village is enclosed by an earthen wall, 40 ft. thick and 80 ft. high. It has a pointed top and a trebuchet as defense.

B.2 Plains
4 skittish boars lair here.

B.3 Water

B.4 Water
Silver Temple

This temple is a rectangle of silver that juts out of the water, though the material has lost some of its luster. Most of the complex is underground (3 levels), with only 1 level above the water.

The temple is lead by a female high priestess of 10th level and staffed by 84 acolytes (level 0 Commoners). 5 lions serve as temple protection and 2 rhagodessas lair on top of the temple.

The temple is dedicated to the worship of Alstuskeno, a major god of blood. He appears as a bearded infant with a forked tongue. He has been known to bestow the boon of all-devouring to faithful followers. The religion of Alstuskeno has a major influence on the world, with active missionaries travelling the lands and large temples in most civilized cities.

The lowest level of the temple holds a holy shrine, which dissolves any flesh placed upon it, letting the blood to flow freely. Those who defile the shrine become permanently deaf.

The temple carries out four ceremonies each day. They are at dusk, midnight, dawn and noon. The ceremonies must be attended by all acolytes. During the ceremony, a human heart is offered to a Type I demon, who turns the offering into jewelry to carry back to Alstuskeno’s home plane.

The temple also celebrates six holy days during which the high priestess performs a public ceremony, pouring the blood of goblins (the servants of Alstuskeno’s hated enemy) over the medallion serving as her holy symbol.

The temple cares little for worldly possessions, only storing a treasury of 1400 gp. The acolytes are each allowed to carry 26 gp to buy things in the village.

B.5 Water

B.6 Water

C.1 Hills

C.2 Mountains

C.3 Hill

C.4 Mountains
Castle Calais

Only the foundations of this abandoned castle still stand.

Arrows from arrow traps set into the walls and a split helmet are the only things that can be found in the ruins.

24 giant rats lair in a cave network under the castle.

Sometimes a tanner from Lasknowledge (C.5) visits the area to hunt for rat pelts.

C.5 Hills
Village Lasknowledge

This village serves as the living quarters for the priests of Silver Temple (B.4). 260 people live here, 46 of which are true followers of the temple. The village is run by a council and has two captains of the guard (1st level fighters). The council is suspicious (-1 to reaction roll) of visitors, especially those of different faiths. The villagers themselves are eager to trade.

There are six shops of interest, a military induction center, a magic school, a catapult builder, a steel factory, an actor’s guild and a fighter’s school. Other buildings of import are an emporium, a noble’s dwelling, a castle serving as refuge in case of attacks and the tomb of a high priest of the temple.

The village is enclosed by an earthen wall, 40 ft. thick and 80 ft. high. It is iron reinforced and magically protected.

C.6 Hills

D.1 Water

D.2 Marsh

D.3 Forest

D.4 Plains

D.5 Forest
A mated pair of giant crab spiders has spun their webs here, guarding a nest of offspring.

D.6 Forest

E.1 Plains
A trio of hill giants have create their camp here at the waterfront, a ring of boulders around it.

E.2 Forest

E.3 Forest

E.4 Plains
12 stirges lair in a hole in the ground here.

E.5 Marsh
13 giant leeches (1 HD) lurk near the border of the marshes here, eager to ambush prey.

E.6 Hills

F.1 Forest

F.2 Hills

F.3 Hills

F.4 Marsh

F.5 Water

F.6 Water

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Great stuff!

Here’s my hex-map:

Filling the rest of the hex-map!

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Key this Dungeon!

The holiday threw me off a bit but here’s something to chew on this week: a fourteen-ish room dungeon to play around with! If you’ve got the time, try adding some room keys. The stairs in the top-left room represent the entrance. I’ll post my take at the end of the week. Good luck!

[Cross-posted from Patreon]

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Nice map with cool connections and secrets. I’ll work on something for it.

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Here’s my result, Text not guaranteed to be proof-read. :sweat_smile:

The Laboratory of Bal’doth Durr
For characters of a level total of 6-12.
There is enough treasure to level up 4 Level 2 fighters.

This dungeon is located beneath old ruins in a forest and serves as the lair for the sorcerer Bal’doth Durr. He is currently focused on creating monstrosities by twisting and changing the human form.

If his lair is attacked, Bal’doth Durr will send out a group of 4 imitators, who infiltrate the local settlements to find the ones responsible. Once the creatures have confirmed the culprit, they will attack at night to exact vengeance.
The sorcerer replaces the losses of his minions at a rate of 1 creature per week. This should be a new monster, created by taking 1-3 random monsters and mashing them together in a sensible way.

Rumors to be found out in nearby settlements:

  1. Travelers taking the route through the forest have been disappearing.
  2. Something is slaughtering the local wild life in unusually gruesome ways.
  3. Some time ago, a strange light was seen in the forest.
  4. The temple of Lyron, keeper of the natural order, was attacked a few days ago, the priests slaughtered and the holy relics plundered.

Wandering Monsters:
Rolled every second turn. On a 1 in 6, wandering monsters are encountered. If the encountered creatures are no longer alive and have not been replaced, the encounter is moot.

  1. The jigant from Area 5 wanders about, lamenting its fate.
  2. The dragonheads from Area 7 transport a corpse, seeking a suitable place to devour it.
  3. The blink beast from Area 10 inspects the walls and other objects with its feelers.
  4. 3 of the dragonheads from Area 15 return from a hunting trip with a fresh kill (animal or human).
  5. 1-3 of the imitators from Area 19 return from a trip to the outside with human victims.
  6. Bal’doth Durr on his way to prepare a new experiment. Likely accompanied by some of his minions for the purpose of manual labor.

1 - Entrance
A set of stairs leads down to a small foyer area. Cracked mirrors are set into the north and south wall.

2 - Hollow Statue
The man-sized statue of a bearded sorcerer with a wrathful expression stands in the alcove here. The statue is made of aged bronze and its chest area has several fist sized holes in it.

An Imitator lurks in the statue as a mass of worms and watches for intruders. If it notices any light or sounds, it hides and waits for the intruders to leave, then carefully moves to Area 15 (via the secret door) to alerts the dragonheads there. The combined group then stalks the intruders and attacks at the first opportune moment. If the secret door has been found, the imitator attacks from ambush.

3 - Gathering Hall
This area is full of half-rotted wooden tables and chairs. Moldy tapestry covers the walls.

Secret Door: Hidden behind the tapestry to the south is a wall painting of a man dressed in exquisite robes being served by enslaved humans and strange creatures. The sorcerer holds a staff, the top of which is faded more than the rest of the painting. Pressing that part of the painting causes a 10 ft. section of the wall to swing open.

4 - Trapped Passage
This area is noticeably colder than the rest of the complex. The thinner, central part has white glowing runes set into the floor and ceiling. The alcove to the east is filled with a swirling white fog.

If anything blocks the runes in the central passage above Area 5, the white fog from the east will fill this area within 1 round. Roll initiative for anyone trying to escape before that. Creatures coming into contact with the fog must save or be turned to ice. Frozen victims will melt away in 1d4 hours unless kept in this passage or somewhere equally cold. A Stone to Flesh spell will return a frozen creature back to normal. Any frozen creatures abandoned here will be collected by Bal’doth Durr to be unfrozen and used in the sorcerer’s experiments.

5 - Monster Chamber
The doors of this chamber are made of thick stone. They are not locked, but must be pushed open, requiring a combined STR of 20.

This chamber is littered with destroyed pieces of chain mail armor, torn book pages and a rusted iron sword.

A Jigant lairs here. Any loud disturbance outside will cause it to investigate and attack any intruders. If it is in danger of being overwhelmed, it will trigger the trap in Area 4, being immune to its effects. It will drag any frozen creatures into its lair here.

The jigant wears a resplendent pendant of platinum shaped like a falcon, worth 4000 gp.

6 - Corpse Storage
There is a 30% chance that the blink beast from Area 10 is here, inspecting the corpses. Any disturbance alerts the dragonheads in Area 7.

This area stinks of rot and decay. Large wooden shelves, placed in disorder and packed tightly together, take up most of the room. Stuffed into them are the corpses of various woodland animals and humans.

The shelves make any sort of quick movement through this area impossible.

7 - Experimentation Room
Engraved in the floor of this room is a large magic circle. In the center of the circle stands a metal stretcher with half a dozen knives of different sizes and a large glass tank full of green fluid. Hanging from the ceiling above the stretcher are chains with hooks at the end. Wooden crates are stacked in the north-eastern corner.

4 Dragonheads sit around this chamber, babbling incoherently. They hungrily attack intruders.

The glass tank has a spigot. The green fluid is odorless, but causes vomiting if ingested. The crates contain spoiled meat and a variety of different powders, earths and salts.

8 - Room of Documents
The door to this chamber is locked. The key is held by Bal’doth Durr in Area 24. The door is also very thin, requiring anyone of human size to squeeze through without armor.

In this room are a book shelf and a reading stand, both holding books. Flanking the reading stand are two pedestals, each of which has a large glass sphere in it.

One of the glass spheres shows an aerial view of the old ruin above, the other shows the view of a path near the forest from up high. The glass spheres are too large to fit through the door and damaging them stops their function. The 21 books here contain the records of Bal’doth Durr’s experiments, most of them failures. They also have an overview of the monsters found in the dungeon and their special features and characteristics. Anyone reading through all the books and taking in gruesome details has a 25% chance to gain a permanent increase of +2 to INT.

9 - Trapped Junction
Any disturbance alerts the dragonheads in Area 7.

Lying in the middle of the junction is a bloated human corpse. The corpse explodes in a gory explosion if touched. Hidden under the corpse is a magical rune, which causes a loud ringing sound if anyone steps into the 15 x 15 ft. square center of the junction. This alerts the entire complex and all inhabitants will converge on this point.

10 - Nest of the Blink Beast
The doors to this chamber are locked. The key is hidden inside.

This chamber is a mess of cloth, forming a nest of sorts.

A Blink Beast lairs here.

Various pieces of travelling garb and adventuring equipment, such as bags and rope, can be found in the folds of the nest. The key to the doors is also hidden in the nest.

11 - Trophy Room
Hanging on the walls here are the heads of various animals and beasts. They are mostly from common woodland critters like deer, foxes and bears, but there are also some belonging to non-native creatures like sharks, lions and large birds.

Close inspection of the rarer, non-native creatures will reveal that their eyes are actually gems. There are 10 of these heads and each one has 2 eye gems worth 150 gp, for a total of 3000 gp of treasure.

12 - Chamber of Death and Rebirth
In the southern part of this chamber is a faint magic circle. In the north-eastern corner stands a pool with a liquid of iridescent shimmer. A pool of crystal-clear liquid is next to it. At the western end of the chamber is a book stand with a closed, non-descript tome on it.

A creature that baths in the corner pool’s water is reborn as different creature, similar to the effect of a Reincarnate spell. A creature can only be reborn once by the pool. A creature that baths in the pool of clear water will slowly, but pleasantly, feel its life drain away. This leads to a peaceful death if the creature remains in the pool for 5 minutes.

The tome at first blush appears to be a journal of sorts. It is written in a very arcane and confusing way, requiring a concentrated effort to read it. At some point, the reader will notice that the book sometimes addresses the reader directly with unmistakable personal details. Near the end, the tome will the tome will offer its reader a wish. The tome then grants one wish spoken out loud by the reader if opened. In return, it takes the reader’s soul, storing it among its pages. Retrieving one’s soul is only possible by magically entering the pages of the tome, arriving in an inter dimensional, eldritch dungeon.

Teleporter: Anyone stepping into the magic circle is teleported to Area 12.

13 - Pillared Hall
The dragonheads from Area 15 investigate any disturbance here.

Empty copper braziers and large glass jars stand around in disarray among the pillars here.

14 - Sealed Treasury
Thin gleaming strands block the way to this room. The strands are magical and if disturbed in any way, they snap with a bright flash. Anyone nearby must save or be permanently blinded.

At the center of the south wall is a pedestal with a sword on it. The sword consists of a curving white blade and a black hilt fashioned with pearls. The pedestal has a glowing red rune on the part the sword is lying on. Two more pedestals stand to either side of it. One holds a circular golden symbol depicting a the birth, life and death of a human. The other holds an ancient looking tome.

If the sword is taken, the rune explodes, dealing 4d6 damage to anyone within 20 ft. of it, save for half. The sword must save as well, losing its magical enchantment if it fails.

These are all holy relics from the temple of Lyron. The sword is the Keeper’s Hand, a magical long sword which grants a bonus of +3 to attack and damage against unnatural creatures. If anything unnatural is nearby, the pearls on the hilt give off a faint iridescent glow. The circular golden symbol is worth 1500 gp. The tome contains the commandments and rites of the priests of Lyron, who will pay up to 2500 gp, either in coin or in magical services rendered, to have it returned to their possession.

15 - Guard Post
The walls of this room are painted with scenes of humans transforming into beasts. Painted in the center of the northern wall is the image of a man dressed in exquisite robes, holding a staff in contemplation.

6 Dragonheads guard this area. They are growling at each other, jockeying for possession of a large emerald. They have a 3 in 6 chance to be surprised.

The emerald is worth 1000 gp.

Secret Door: The painting of the top of the sorcerer’s staff is faded more than the rest of the painting. Pressing that part causes a 10 ft. section of the wall to swing open.

16 - Supply Stores
Shelves, chests, crates and barrels take up most of the space of this chamber. In the south-western corner is a make-shift fountain. Water flows out of a crude opening made in a plastered over part of the wall into a free-standing bronze bowl serving as a basin below.

The containers here are filled with a variety of foods, mostly meat, and drinks. The water in the basin is refreshingly cold. Drinking it restores 1 HP and cleanses the body of poison and disease. The water loses this property if taken from the basin. The source of the endless water is a spherical crystal inside the plastered over crevice of the wall. It is worth 3000 gp. The crystal loses its power after 1 week if its magic is not maintained by Bal’doth Durr. The bronze bowl is enchanted to never overflow, up to certain limit. If placed into a larger body of water or otherwise overtaxed, it will be destroyed.

17 - Illusory Painting
Covering the wall here is a huge painting of a man dressed in exquisite robes sitting on a throne and served by human-beast hybrids.

Besides the frame, the painting is an illusion and can simply be stepped through.

18 - Fusion Chamber
Any disturbance here alerts the imitators in Area 19 and the corporeal banshees in Area 21. Both groups move to investigate.

Deep cracks scar this area. Drawn on the floor next to each other are two magic circles. Each one has a metal stretcher with chains hanging to one side in it. Floating between the two circles, near the ceiling, is an object made of interlocking, hollow iron circles and squares.

If both of the stretchers hold a creature and the chains are used to secure them, the floating object lowers and starts spinning and glowing. In violent magical explosion of light and sound, the two stretcher are smashed into each other and the creatures are fused together, creating a new life form with combined features of the two original creatures. This erases the magic circles and the process can’t be repeated. Only Bal’doth Durr knows how to redraw the circles and enchant them for the process to work again.

19 - Prison
Iron cages stand around this hall, most of them empty, while some contain humans and animals.

4 Imitators in human form sit around a table near the entrance, serving as prison guards.

Imprisoned in the cages are 3 human traders (0th level), a human huntress from a nearby village (1st level fighter), a large human man (4th level fighter), 2 wolves, a rabbit and a tiger. The cages are all locked. The key is held by Bal’doth Durr in Area 24. If freed and escorted to safety, the traders will offer a reward of 2000 gp. If given a weapon, the huntress will join any fighting until out of the dungeon and will afterward offer her services without pay for 1 year. The large man has been driven mad and will attack in berserk rage (+2 to attack and 2x damage) if released, fleeing into the wilderness if reduced to 1/4th HP. The animals all flee as soon as released, though the tiger will attack anything in its way.

20 - Stone Head
Merged into the wall here is a crude stone head depicting a man in agony, mouth wide open in a silent scream.

The tongue of the man can be pressed down, which causes the wall to slide 1 ft. to the side, creating a narrow opening. Heavy armor and other cumbersome equipment must be discarded to get through.

21 - Guarded Chamber
This chamber is clean, the walls decorated with laced curtains. A small potted tree stands in the northern half, a table and chairs in the southern half.

2 Corporeal Banshees lair in this area. No one besides Bal’doth Durr is allowed to pass through.

22 - Trapped Hallway
Set into the floor after the stair case are two glowing runes, spaced 5 ft. apart in the last two thirds of the hallway. The first rune shines green, the second one blue.

There is another rune which is invisible. It is set into the first third of the floor. If anything enters the 10 ft. diameter area surrounding it, Bal’doth Durr in Area 24 will receive a telepathic warning about the intrusion. The sorcerer will then leave his lair via Area 23 to gather whatever remains of his forces in the dungeon and stage an ambush at the entrance.

If anything enters the 10 ft. diameter area surrounding the green rune, a poison gas cloud appears there. Anyone breathing in the gas must save or die. If anything enters the 10 ft. diameter area surrounding the blue rune, all creatures in the hallway must save or be paralyzed for 1 day.

23 - Secret Corridor
This corridor ends in a dead end.

Secret Door: The wall of the northern dead end must be pushed with a combined STR of 20 to cause the wall to pivot from this side, opening the path to Area 24.

Set into the south wall is a lever, which causes the wall to slide 1 ft. to the side, creating a narrow opening. Heavy armor and other cumbersome equipment must be discarded to get through.

24 - Lair of the Sorcerer
This large chamber is a mess of tables, shelves, cages and laboratory equipment. A simple bed is stashed away in the north-eastern corner. The western wall is covered entirely by paintings depicting a man dressed in exquisite robes in various poses of spell casting activity.

Bal’doth Durr is here most of the time performing sorcerous research. He carries a potion of gaseous form, the key to Area 8 and the key to the cages in Area 19. He also wears a corrupted dark-red metal pendant of four intertwining snakes, which renders him immune to clerical spells. Upon death, this cursed magical item will reanimate and twist its wearer body to into a new, monstrous form (take 1-3 random monsters and mash them together to create this form).

If the sorcerer is ambushed here, he will drink the potion of gaseous form and retreat along the most logical route, then gather any of his remaining forces to strike back at the intruders. If none remain, he will abandon the dungeon so he can create another laboratory elsewhere. He will then exact revenge by sending some of his new creations as assassins.

Hidden in plain sight among the laboratory equipment are a series of golden needles with diamond points. There are ten of them scattered throughout the room. Each one is worth 300 gp. There are also 3 vials of deadly poison, a vial of strong acid (3d8 damage), 2 potions of greater healing, a potion of growth and a potion of diminution.

Secret Door: The part of the western wall holding the largest painting of them all can be pushed with some effort to cause the wall to pivot, opening the path to Area 24.

Secret Teleporter: Hidden under the bed is a faint magic circle. Anyone stepping into it is teleported to Area 12.

Monsters:

Imitator
HD: 2+2; AC: 2; ATK: 1x Touch transferring 1d8 worms, a worm (1 HP, AC 9) deals 1 dmg per round; MV: 60/180; Special: Mimic humanoids, Immune (sleep, charm), +4 bonus to saves
A swarm of worms that can take the shape of any humanoid it sees, commonly used to isolate a victim. Once alone with someone, it attacks with surprise to quench its ravenous hunger.

Jigant
HD: 3; AC: 4; ATK: 1x Touch (save or paralyzed); MV: 90; Special: Immune (non-magical weapons, cold, lightning)
A 9 ft. tall, strangely stretched human with thick, leathery skin and bulbous growths. Its touch paralyzes permanently unless cured via Cure Paralysis. This creature used to be fighter and still retains some semblance of tactical acumen. It will first target anyone in possession of a magic weapon or otherwise able to hurt it, ignoring and shoving its way through anyone else in the way.

Dragonhead
HD: 1; AC: 2; ATK: 1x Bite (2d4) or Acid Spit (1d6, Range 180); MV: 120, Flight 30
This creature has the body of a human and a dragon’s head and scales. Instead of arms it has stumpy, tattered wings. This allows it to fly, if clumsily. Dislikes bright light and is only intelligent enough to follow simple orders.

Blink Beast
HD: 6; AC: 7; ATK: 10x Feeler (1d4); MV: 90; Special: Hypnotism (save or be hypnotised, 3/day), Blink (10-40 ft. + attack), Immune (blind, deaf)
This large creature has a broad, stocky body and walks on four appendages resembling arms with hands at the end. It has no head, instead its neck splits into 10 long, whipping feelers, which blink in a hypnotic rhythm.
The blink beast will likely retreat if encountered, using its hypnotic abilities to cover its retreat. Creatures hypnotized by the blink beast go into a screaming fit, wildly running around swinging their weapons about. The blink beast prefers to stay back and let the creatures it has hypnotized sow chaos, but if harmed, it flies into a wild rage, blinks to the offender and attacks with its feelers.

Corporeal Banshee
HD: 3+1; AC: 4; ATK: 3x Strike (1d8 + Banish 1/day); MV: 60; Special: Entrancing Beauty (save or be unable to attack), Turn Immaterial (1 round, at will), 8 bonus to saves vs magic
This creature appears as a woman of supernatural beauty and ferocity. Anyone trying to harm her must first shake off the charm of its appearance. Being the product of an experiment to restore a banshee to corporeal life, these creatures may turn immaterial for a short time to move through matter. Once per day, a corporeal banshee may banish away a creature she touches, teleporting the victim up to 500 ft. in any direction she can see.
Despite their new corporeal form, corporeal banshees still linger as if a spirit, staying and guarding a place of their choosing.

Bal’doth Durr
HD: 5; AC: 5; ATK: Spells; MV: 90; Special: Frost Breath (80x60 ft. cone for 15 dmg, save for half, 3/day), Chimaeric Body
Bal’doth Durr is an arrogant, but also cold and analytical, sorcerer of some talent. He wears a once exquisite, but now faded and dirty robe. As part of his rituals and experiments, he has merged several creatures into his body, giving him an unwholesome appearance. Bursting from his back are four appendages similar to spider legs, which enable him to leap 30 ft. and serve as defence in combat. Each appendage has 1 HD, AC 5 and attacks as a 5 HD creature for 1d6 damage. Hidden in his chest is another appendage with a large maw at the end of it, which bursts forth to bite attackers. This appendage has 5 HD, AC 3 and attacks for 1d8 damage. Struck victims die from poison, save negates.
Spells: Capable of casting any 1st, 2nd and 3rd level spell, but prefers those that aid in subterfuge and the capture of victims for his experiments.

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This is great! I also like your redraw of the map. Did you use an app for that?

I’m behind (as usual) but I’m going to try to get mind done today.

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Thanks. I used dungeonscrawl, free and easy. Was too lazy to redraw by hand :sweat_smile:

Looking forward to your version.

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Make a Strange Beast!

I’m still working on my entry for last week’s prompt and, of course, on all things I am behind, but here’s a new prompt for you: make this strange beast!

The elements of this prompt were generated from my Hexposition Notebook One zine (Itch, DriveThruRPG).

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Using the trusty method of mashing two (or more) random monsters together. In this case, Rust Monster + Dryad.

Tree Faerie
HD 4; AC 3; ATK 1x Rusting Touch + 1x Charming Touch; MV 120; Special: Only damaged by cold iron weapons

Rusting Touch: Non-magical metal armor or weapon worn by the target crumbles to rust.
Charming Touch: Victim must save at -2 penalty or be charmed.
Immune: Can only be hurt by weapons of cold iron.

These faeries have a vague human appearance and diminished stature. They inhabit the largest trees of a forest and are able to enter in and out of them at will. They despise anyone trying to harm the trees they inhabit and will attempt to disarm and/or charm the offenders. Charmed victims are drawn into the tree, then melded to it. For an offering of natural goods or a promise of service, they may hide someone or something in their trees, warding against magical detection.

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Great work!

Did you choose these yourself or through some random chance?

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Randomly scrolled back and forth in the pdf and picked whatever I landed on. :grinning_face_with_smiling_eyes:

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That works! :laughing: I bet someone’s made a random monster-picker somewhere…

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