Different Mimics

Goblinpunch and Chris McD both talked about traps recently. They’re decent reading, and got me thinking about traps too.

Overcoming a good trap might be the cornerstone of an entire session, right? They’re pretty important, and not just in a “here’s a thing that isn’t 1d6 goblins to throw at the party” kinda way.

Tangentially related – I picked up a sick Mimic model from Reaper Bones the other day. So now I’m thinking about good traps, interesting mimics, and ways these can be the cornerstone of a good session’s play. read more

Vine Agaric

A horrible symbiote of fungus and tree. All it needs to move and breath is some flesh…

Solitary (1d10 damage 12hp) 3 armour, slow [static], terrifying, large

It starts with a dying tree, crying out in pain. (Trees can feel pain, just not in any way that’s easy to understand. Druids know this, but can’t do much about it save lament the circle of life, and other mutterings. There’s a good reason most druids go mad.) read more

On the Nation of Mirkasa

Mirkasa is a cold, bleak place. A jagged mountain range dominates the northern coast. The isolated islands beyond are almost impossible to reach, being surrounded by vicious seas and dangerous whirlpools; but it is said the island of Jakabol, birthplace of the giants, can be found there.

The northern range is capped by Gnolgorroth, one of the tallest mountains in the world. An entire culture, the Gnolgi, once lived below this peak. A mysterious calamity – rumoured to be of the Gnolgi’s own making – drove them onto the surface, where they have re-settled with their surface-dwelling neighbours. The two cultures have had much to offer one another, and Mirkasa as a whole has prospered; but only the most naive would believe the two peoples exist peacefully. read more

A Clerkenwell Carol

So it’s a bit after Christmas… but if you’re still tucking into Turkey and enjoying the holiday season, you could do worse than have a go with this stocking filler, designed for all good OSR or Dungeon-Crawler titles! Ho ho ho!

…Wow. That came out a lot more sales-pitchy than I expected. In all seriousness, I had a blast playtesting this one last week. If you’re not too zonked out from the holiday season, I hope you will too! read more

Azulgunds Bane

Years ago, Azulgund was lost to Goldbane Greasetooth and his greenskin hordes. Its people were forced to abandon the city. In their wake, the elf ranger Khulorien “volunteered” to plumb the depths in their name, claiming he would return with Greasetooth’s head or not at all. Of course, only the most naive believed Khulorien – an egotist and rogue, even for a ranger – was doing this for honour! read more

Warrens of Odokar

“There were twelve of us, at first. They got Leland, his wound wouldn’t stop bleeding. He kept keening, like a dying pig. Swarund put him out of his misery, but his wailing was enough to signal more. They came from the dark. They howled like dogs and smelled of copper. I would swear the one that got my leg used to be our lighter-boy. Now I sit and wait. When the wind blows, I hear their distant howls. I will not be kept waiting long, I think.” read more

The Founding of Mirkasa

The giants were dead, victims of their own barbaric hungers. In time, the men of the northern mountains uncovered their legacy. They used their spells and relics to raise the dead, corrupt the living and bind the souls of free men. So began the reign of the Kang Admi, the first necromancers, whose very name is a byword for unspeakable sin.

The lady Mirka was the daughter of a mountain farmer, born into servitude during the heyday of the necromancer’s dread reign. It’s not known why their magic did not work on her. Strength of faith? Natural immunity? Or a skill, self taught and hard earned through years of oppression? Whatever the source, when she came of age she learned to share her power with her tribe. They became known as the first templars of Mirka, and with each victory, more of the undead were scourged from the land. read more