Reaches of Nalvros: Region – Oijij Badlands

Continuing in the series of unused Dungeon World prep, this week I’m serving up an entire region. Enter the Oijij Badlands.

Reaches of Nalvros Almanac
Region: Oijiji Badlands

Region – Oijij Badlands

Torrid, Bogs and Quagmires, Perilous, Evil

Impressions

  • 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.

Discoveries

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.

d12Find
1-2an animal skeleton, in repose
3a broken tool (spade, axe, etc.)
41d4 rations wrapped in an oilskin
5a tarnished bracelet, worth 1d6x10 coin
6a sealed bone tune holding a scroll
7-8a tunnel leading deeper
9-10a trap, natural or constructed
11-12a 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


Dangers

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
Close, Near
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
Hand
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

Dungeons

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 [] [] [] []

Common Areas

[] 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

Unique Areas

[] 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

Discovery Seeds

[] 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

Danger Seeds

[] A pit trap
[] Large mechanical beetles (16) scoured the tunnels
[] A fungaloid lord soaking strands of glowing fungus in the water
[] A room collapse


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Reaches of Nalvros: Ants in the Pants

In last week’s post, My Dirty Secret, I made mention of some prep from an old Dungeon World game that had gone dormant. In an effort to not completely waste the effort, why not dust off the work and give it new life.

The notes process, taken from Perilous Wilds, nest discoveries, dangers and sites under respective regions with the almanac. The regions tend to come into better focus as more points of interest are added. As this sharing process continues, I’ll bounce around from region to region sharing the things I’m most interested in at the time. Over time the various regions will become more defined.

This week, we start in the Gorecrow Gap, a stretch of clear-cut wood southeast of the walled city of Ironwood. The trees of the Gap grow to tremendous size and hardness – providing both a source of valuable ironwood lumber to nearby civilizations and roots for the murderous gorecrow.

Region – The Gorecrow Gap

Temperate, Repopulating Timber Lands, Perilous, Neutral

  • Dense trees are refilling the gap
  • Exquisitely tall Ironwood
  • Things go bump in the night
  • Spring: Color returns to the Ironwood
  • Summer: The nests come alive
  • Autumn: Harvest of the Ironwood Pods
  • Winter: Ironwood turns a dull white

Site – The Nest

A subtle but consequential rise in the dusty earth gives hint to the frenetic activity that lurks below. A very active, giant ant colony.

Impressions

  • Subterranean cloying heat.
  • Irrationally deliberate tunnels and passages.
  • The ceaseless thrumming chatter of a thousand minds work as one.

: Danger – Goliath Ant Drone
: Danger – Goliath Ant Queen
: Hazard – Subterranean Maze
: Treasure – Goliath Ant Queen Pupa


Danger- Goliath Ant Drone

Horde, Large, Blind
Mandibles (d6 damage); 6 HP
Hand, Close

These huge, blind, subterranean insects build elaborate tunnel systems that sprawl throughout the Gap. Something has agitated the colonies.
Instinct: To serve the queen

  • Excavate earth
  • Leave a scent trail
  • Swarm

Danger- Goliath Ant Queen

Individual, Huge, Immobile, Blind
Mandibles (d4 damage); 10 HP; Armor 1
Hand

A living factory. This behemoth matriarch, designed for breeding, can hardly defend herself. But do not think for a moment that makes her any less dangerous; she is mother to an entire army.
Instinct: To spawn.

  • Birth larva
  • Rally soldiers
  • Throw weight around

Hazard – Subterranean Maze

The seemly chaotic network of tunnels, caverns and chambers is anything but chaotic for the ants. You, however, are no ant.

When you navigate the labyrinth of the Goliath Ant Colony, Roll + INT. On a 10+ You get hopelessly lost and find — roll d8 on the table below; on a 7-9, roll d12.

d12Table
1-2A lone drone
3The nursery
4An unexpected exit
5The larder (+2d6 rations)
6The Queen’s chamber
7-8A swarm of Goliath Ant Drones
9-10Am abandoned tunnel, leading deeper
11A gnome poacher
12What the ants fear most

Treasure – Goliath Ant Queen Pupa

A soft and milky white fetal creature the size of a horse. For now.
A future Goliath Ant Queen, still impressionable. When you separate the future queen from her colony and raise the Queen as your own, Roll + WIS. On a 10+ a new master — choose 3 from the list below; on a 7-9, choose 1.

  • The colony serves you implicitly.
  • The colony takes root in a place of your choosing.
  • The colony matures quickly.
  • The colony does not attract undue attention.
  • The colony does not damage surrounding valuables.  
  • The colony has a taste for the exotic.