12 June 2018


Init +10
Melee Atk
 • hatchet +2 (1d6)
AC 10
HD 2d12
MV 60, fly 30
Act 1d20 + 1d16
SP ghostly
Fort +8
Ref +8
Will +3

Look, you just don't want to spend a night in the marsh. It's haunted!

The worst of it is the Marsh Ghost... s'like a man in a cloak and hood, must stand near eight feet tall, it does, and carries an axe what it hacks folks apart with...

If you try to run, it flies after you, or moves over the marsh faster than anything else could, coz it don't have to touch the ground, does it?

If you try to smash it with a stick, or a sword if you have one, more often than not, your weapon will just pass right through it, like 7 times out of 10. Unless you have a magical thing to strike it with, which it can't seem to avoid like other things.

But it can also just disappear and then reappear as it likes... in the same spot, or anything up to a hunnert feet away! (thrice a night)

They's some who say that even if you thinks you've kilt it, it jus' comes back after a few nights... You've just made yo'self what they call a reepreeve. No kind of lasting safety, I assures you.

29 May 2018


Init +0
Melee Atk
 • weapon +0 (by type)
AC 12
HD 2d5
MV 30
Act 1d20
SP -
Fort +2
Ref +1
Will +0

Occasionally found wandering the land, usually in search of food. They tend to be of a nervous disposition, and invariably fail to hold a conversation for any length of time (usually just getting back to wandering off).

Once an ant person has found food, they will return to their colony with a bundle of it, and then the ant people will return in numbers to collect the rest of the food. They have no sense of others' personal property.

If crossed, they can send seemingly endless numbers of soldiers to fight for food or a safe place to build a colony (their colonies are often susceptible to flooding, forcing them to pack up and seek a new home).

15 May 2018


Init +3
Melee Atk
 • bite +3 (1d6 plus poison)
AC 13
HD 8d5+3
MV 40
Act 1d20
SP hallucination aura 20'
Fort +8
Ref +2
Will +0

Exceedingly deadly, the Confusion Crawler emanates a gas that causes humanoids to hallucinate. Anyone within 20' of the Crawler must roll a Fort Save vs a DC 13 or suffer the hallucination effect. Anyone who makes the Save must continue to roll the Save each round they are in the scope of the effect. Sooner or later, they will succumb....

The hallucinations include distortions in temporal and spatial acuity and false visions (things that aren't there or not seeing things that are there). Roll for each affected character each round:

1. Does "nothing" -- lost in the previous moment as if it were still occurring.
2. Act as "normal" but move up the Dice Chain one step -- hyper-lucid perception
3. Act as "normal" but move two steps down the Dice Chain -- distorted perception
4. Act as "normal" but actions are redirected by the Judge (randomly or otherwise) to affect something or someone other than intended.
(Dice Chain shifts affect all dice, Action Die, damage dice, Saves, etc.)

The hallucination effect continues while in range, or lasts for 1d5+3 rounds if removed from the radius.

The Crawler's bite includes a poison which causes targets to simply lay down and not move, unless they can succeed at a Will Save vs. DC 10. Those affected will lay down peacefully, limp and listless, for 2d12 rounds.

The Confusion Crawler is semi-intelligent and can manipulate objects with it's tiny "hands". It is 20 feet long.

The Confusion Crawler is easily part of Hangmoor Prison, an entry in the One Page Dungeon Contest for 2018. 


Move:160 feet/turn
Hit Dice: 5 + 1
Armor Class: 6
Alignment: chaotic Evil
Attacks: 1
Damage: 1-6
Treasure Type: O x3, Q

The hallucination requires a save vs. poison, as does the poison from the bite. Hallucination effects are the same as above, but any reference to the Dice Chain is simply a +1 or -2 adjustment to die rolls, as appropriate.

01 May 2018


Init +5
Melee Atk
 • decay aura +3 (1d6, 5' radius)
 • wrestling -1 (1d3)
AC 17
HD 2d8
MV 35, fly 35, swim 15
Act 1d20 + 1d14
SP only hit by magic, tireless
Fort +1
Ref +3
Will +1

The folgoss originate in one of the weirder corners of Faerie (and that's saying something). They've been brought to the mortal realm by the smengites, who have enslaved them.

Folgoss have a tireless capacity to do work and physical exertion. They stand about 2 feet high.

Their aura of decay is a necrotic energy that they can emit in a web-like or net-like aura around themselves.


Init +6
Melee Atk
 • headbutt +0 (1d4)
AC 18
HD 1d8
MV 20
Act 1d20
SP move through
Fort +1
Ref +2
Will +1

A smengite stands barely above one-foot tall and has the surface appearance of polished, petrified wood. Between their diminuative size, agility, and carapace they are difficult to harm.

They can move through solid materials up to 5' thick by using their Action Die with their normal move. They can't perceive what's inside that solid material, so this ability is of limited use to them when exploring.

They have long enslaved folgoss to act as both general servants and as a fighting force. They find no distress in this situation, since it favors themselves in every way, despite the oppression of the folgoss.

Their main endeavor is the recovery of gold from ancient civilizations. Long ago, the smengites were driven off from rich veins of gold by mankind. Now they seek to re-discover this gold and horde it for themselves out of nothing but cultural pride.