Continuing in the series of unused Dungeon World prep, this week I’m serving up an entire region. Enter the Oijij Badlands.
Region – Oijij Badlands
Torrid, Bogs and Quagmires, Perilous, Evil
- Twisted and ugly, unnatural landscape.
- Never a solid piece of ground.
- Shifting landmarks.
- Spring: Stagnant air.
- Summer: Steaming bogs.
- Autumn: Muggy and soggy.
- Winter: Rot-weed in full bloom.
Area – The Corpseway
Appearing every few hundred feet to those who penetrate the deepest parts of the swamp, decaying corpses and moss-covered skeletons of various shapes and sizes hang on braided vines from the trees. The freshest are dined upon by devil monkeys; those unfit for the screeching monkeys, scoured clean by buzzing clouds of swamp-flies.
: Monster – Devil Monkeys
: Hazard – Swamp Tar
Site – The Sisters of Ojiji
The strange and dark camp is home to the crones known as the Sisters of Ojiji. To ensure nothing is lost in the drifting of the night, everything is chained to a center point; a blind and broken swamp troll.
: Discovery – The Skin-Weavers
: Site – RumTum the chained troll
Site – The Creeping Garden
A lush and verdant oasis in the otherwise muted and twisted Ojii expanse. The thicket of dense vegetation, sweetly smelling flowers and supple fruited trees, never seems to appear in the same place twice. It follows.
Area – Kirotoki River
While foot travel on patchy land or through shallow water is possible, the furthest reaches of the Ojiji would be most swiftly reached via the river. Instead of a single course, this waterway offers a myriad of interconnected streams, channels, and kettle ponds. Negotiating these confusing waterways proves difficult without a map.
- Why do locals from outside the Oijij shun travel on the River?
- What here are indigenous creatures rumored to protect?
- What is unusual about the insects of the Oijij?
: Hazard – Swamp Tar
: Site – Root Hollow
An enormous, moss-covered tree lies toppled across part of the Kirotoki
River. Faint animal tracks run to and from a dark opening amongst the roots at one end, on the other side of which is a damp, rocky burrow.
When you crawl into the Hollow, roll +nothing: on a 10+, You find something —roll 1d8 on the table below; on a 7-9, roll 1d12 on the table below.
|1-2||an animal skeleton, in repose|
|3||a broken tool (spade, axe, etc.)|
|4||1d4 rations wrapped in an oilskin|
|5||a tarnished bracelet, worth 1d6x10 coin|
|6||a sealed bone tune holding a scroll|
|7-8||a tunnel leading deeper|
|9-10||a trap, natural or constructed|
|11-12||a dangerous creature|
Area – Black Baron’s Keep
A wicked keep of black stone, high spires, jagged crenelations and a gate that hangs open wide like a dog’s maw. Worse yet, the whole unseemly thing sways on four massive squat crab-like legs that muck through the Badlands at their own will.
: Monster – The Black Baron
Site – The Blue Marble
A half buried smooth yellow stone sphere; spider-webbed with veins of blue-silver metalloid. Moss and lichen creep up the bottom third of the sphere. If the proportions are consistent, the sphere would be several meters in circumference. On the upper third of the smooth stone, angled up towards the sky is a narrow (3×3) circular shaft that disappears into the center of the stone. Even in the midday sun, the sphere is cold to the touch.
: Treasure – Crystal spike
: Treasure – Blue-silver rod
Hazard – Swamp Tar
A viscous, dark ooze covers the trees and ground in some areas, possibly
indicating an infection from some dark Source.
When you come into bare-skin contact with swamp tar, it burns you; you will suffer 1 point of damage every few moments until you find some way to remove the glue-like substance.
Monster – Devil Monkey
Horde, Small, Intelligent, Organized, Devious, Planar
Hurled object 1d4 (reach, near); 3 HP; 0 Armor
Vulnerable to cold
On one of the planes of fire grows a tree; that tree bears flaming fruit; and that fruit, when consumed, inexplicably transports the eater to the hottest climes of the mundane world. Such was the means of arrival of this rapidly-multiplying species of diminutive, impish primates.
Instinct: To find a way home, wreaking havoc along the way
- Chatter mockingly from the treetops
- Hurl flaming feces
- Reveal much greater numbers than anticipated
Treasure: Scavenged gold jewelry; burning gall bladder (magical ingredient)
Monster – The Black Baron
Solitary, Magical, Hoarder, Ruthless
Necrotic Ray (1d10+1 ignores armor); 12HP; 1 Armor
Immune to poison, possessed by a Bog Mote.
The wicked Bog Mote who inhabits the Baron’s brain did not turn him a foul man; the Baron has forever been a foul man. The poisonous sprite that controls him only sought to exploit the Baron’s resources.
- Wield terrible magic
- Move the Keep
- Command the Swamp
- Hack up sticky black ichor
Treasure: The wealth of a kingdom hidden within the Keep.
Monster – Bog Mote
Solitary, Tiny, Planar, Flying
Stink aura (1d4 ignores armor); 6HP; 0 Armor
Immune to poison
This small floating ball of brown spores darts quickly between hosts; hiding in the swampy waters if necessary.
- Dart to and fro
- Hide in the swamp
- Fly up your nose
- Burrow into your brain
- Take control
The Blue Marble
A half buried smooth yellow stone sphere; spidered webbed with veins of blue-silver metalloid. Moss and lichen creep up the bottom third of the sphere. If the proportions are consistent, the sphere would be several meters in circumference. On the upper third of the smooth stone, angled up towards the sky is a narrow (3×3) circular shaft that disappears into the center of the stone. Even in the midday sun, the sphere is cold to the touch.
The unquiet Undead    
Poison/disease    
Noble sacrifice    
 A pit/shaft/chasam
 A smooth bored cylindrical hall
 Rouge hewed natural walls
 A crack in the wall
 A large circular room supported by a huge column
 Niches/ alcoves
 A tunnel illuminated with glowing fungus
 A tinkerer’s workshop
 An underwater stream
 A large circular room with a huge collapsed column
 A hidden crystalline chamber
 A pile of bones and trash
 A goblin survivor, looking for a way out
 A huge white androgynous humanoid, tending to his work
 Cilia-like glowing fungus, moving without a breeze.
 A room full of moldering undead goblins
 A swarm of tiny blue motes lead the way
 A valuable mineral/metal
 Signs of a battle
 A magical/alien item
 A pit trap
 Large mechanical beetles (16) scoured the tunnels
 A fungaloid lord soaking strands of glowing fungus in the water
 A room collapse