Thursday, January 6, 2022

d20 Curses

 This table is for an OSE Cleric sub-class I'm writing but it's generally useful.

1. Choose an another creature - the target’s fate is bound to them. The target takes damage whenever the bonded creature does, but if the target takes damage the other character is healed.

2. Vision is obscured by grey mists past 60-ft.

3. Sees everyone as gnomes.

4. Animals despise the target and attack on sight.

5. Views the world in monochrome, save for the occasional blood red object.

6. Unlucky. The target cannot benefit suffers a critical miss on a roll of 1-3.

7. Marked for death and cannot naturally heal.

8. Fire hates the target and will move in their direction, always trying to burn them. 

9. One of the target’s hands does all it can to inconvenience and harm them, i.e. dropping or breaking items, refusing to grip great weapons etc.

10. Any items the target holds feels incredibly cumbersome and heavy. Unless they have exceptional strength the target suffers -2 to attacking with any weapon larger than a dagger.

11. Every winter day there’s a 1 in 50 chance lightning will strike exactly where you stand.

12. Heart and body freeze every sixty seconds, making the person paralyzed for a round once every minute. 

13. Suffers double damage from wood. 

14. Suffers double damage from hollow objects. 

15. Loses the sense of touch. Becomes inaccurate and clumsier but resistant to cold damage. 

16. During winter must go into a long sleep, only awakening with the coming of spring. 

17. Movement is hindered as if underwater, while moving perfectly normal when actually underwater. 

18. Begins to cough the poison which will somehow certainly will be responsible to ending their bloodline. 

19. Can’t lift both feet off the air at the same time, meaning they can only walk but not run. It’s movement speed is limited to 20-ft per round. 

20. Can’t see the one who cursed them.

World Map

 I made this world map by using a custom filter on an image of paint on a palette.

Basically, The further away you move from Grey, the less directly medieval it becomes and more weird and fantastical.

So like, there are dragonborn mercenaries that fly in the carapace of a gigantic dead dragon, but not in Arendor. There it's more like, castles, duchies, goblins, farms, ghosts, knights.



Vradda, The Frostbitten Earth, is like a norse-saga type place with giants, pale elves, vikings and valkyrie war-maidens. A snowy wasteland of harsh warriors. The edge of the world, the realm of old-blood, ancient beasts and sorceries from before the rise of mankind. HEAVY FUCKING METAL. "And the wolf howled unbroken for eight moons, those who listened to his music knew: The wolf was the first to sense the coming of the great end, or the beginning of it."

The Gloaming MegaCastle is like a castlevania castle on an island that keeps expanding towards the mainland. dark creatures spill forth from there. The Dwarves have many legends about who rules it.

Olmir's northern half is wilderness and small monsterous kingdoms, and its southern half is different city-states ruled by different core D&D races. They once were an alliance, called the Alliance of Olmir, but too many betrayals and feuds caused them to each become independent.

South of Olmir are the war-torn valleys where Blackforge lies. Inside a volcanic mountain a society of gnomes craft marvelous artifacts. They trade weapons to the dragon worshiping barbarian tribes of the sundered valleys in exchange for protection.

East of all that lies the mysterious kingdom of Voronthra and down under rests the Held Red Desert, said to be entirely held above ground by a titan. It's psychadelic and Dune-esque.

My newest adventure, which might become its own campaign, using Old School Essentials, takes place in the great western island Eeroncres. It's intentionally very classic fantasy but with post-apocalyptic, demonic undertones and some other fun things.

The Seer Islands is a huge . It deserves it's own post. Until not long ago it was blooming and tropical, now it is a decaying european-weather group of islands.

Adonis is a huge jungle and is the pulp-fantasy type place. I imagine adventures here are like an Indiana Jones movie with a lot to discover, ancient civilizations and beings and whatnot. Can easily be its own whole campaign but I plan to use it as a high-level zone. 

The antediluvian empire is like Atlantis but not lame.

The Uncontrollable Sorcerous Mouth of Inifred The Unforgetting

 You find a weird tome with an actual mouth on the cover.

The spine reads: The Uncontrollable Sorcerous Mouth of Inifred The Unforgetting. 

It holds an altered form of the Magic Mouth spell. The spell can be cast straight from the tome with a 50% chance of the tome becoming a blank book. When casting the Magic Mouth spell straight from this book or memorized out of this book, roll a d20 twice on the table to see which additional effects the spell has: 

1. Tries to bite anything coming near it, if successful it can instantly mutilate and bite off fingers or entire hands. this is usually a surprise attack with a +9 to hit.

2. By mimicking the lip-movement of magical incantations, meaning the casting of spells with a verbal component, the mouth casts another copy of the spell on the caster. This works 3 times per day.

3. Swallows any words uttered near it --the mouth opens and says the words "backwards" like a recording played backwards. This turns everyone's sentences to mere gasps. Multiple people speaking at the same time sounds like a chaotic mumble coming from the mouth.

4. Has large and pointy ears, can relay what is being said anywhere in the same building/vicinity of the mouth.

5. Can be fed to increase in size. If not fed meat for a month the mouth withers. after exactly a year the mouth will have already grown 10-ft in size and will become a dimensional gate to the original plane of the first thing it was fed.

6. Functions as a tiny pocket dimension to store things and will exclaim exactly what is currently inside of it every time.

7. Can mimic the sound of any animal perfectly as well as any voice it has heard speak

8. Demands a kiss, if denied the mouth will utter a curse on the creature (roll random curse). The mouth ends its curse by stating the conditions: it can lifted by by not speaking for a month or by priests at the Temple of the Sealed Lip.

9. Has an unbelievably long and sticky tongue and will try to lick anything colored green.

10. Transfers into any surface that is placed against it.

11. Spits a 5-ft big gelatinouos cube at the end of its sentences. 

12. Will name the location of anything after tasting a piece of it.

13. Laughs and mocks everyone passing next to it, forcing a Will save against 3d4 mental damage.

14. Will say the exact opposite of what it's supposed to say, literally has a snake tongue. 

15. From the moment it appears the mouth just makes a long Aaaaagh! scream

16. Relays the latest gossip from the 7th Layer of Hell every 2nd dawn. The lips are burning hot to the touch. 

17. Large lamprey mouth, cuts through flesh and then sucks out blood.

18.At exactly dawn it will speak out the exact details of casting a random spell. at the end of this explanation the spell goes off. This can be transcribed directly as a scroll.

19. Speaks in an ancient and forgotten form of Dwarvish.

20. Keeps breathing in and out, has bad breath.

The regular spell:

Magic MouthSpell 2

AuditoryIllusionVisual
Traditions arcaneoccult
Cast 2 action, somaticverbal
Range touch; Targets 1 creature or object
Duration unlimited
You specify a trigger and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends.