Tuesday, 11 June 2019

d4 Magic Robes (from Infinigrad)

My campaign had my players working for a guild of boat faring eyeman whose trade was the production of magic robes (said eyeman can be encountered in the PDF adventure available here: https://lizardmandiaries.blogspot.com/2018/08/pollute-elfen-memory-water-infinigrad.html). As such, they were getting magic robes as mission rewards for quite a few sessions. Here are four of them: 

1) Robe of the Red Dawn: A fiery scarlet cowled robe. It shimmers and glints as it catches the light as lively red veins of a mineral material are imbued within the cloth.
Due to presence of actual mineral and metallic materials, the robe is both heavier and more cumbersome while being more protective than most (14 AC, -1 DEX when worn).
It rousing colours and sun inspired patterns enliven the nearby compatriots of the wearer (+d4 HP when Nearby, limit of d6 individuals can be granted this bolstering effect at one time).

2) Robe of Union: A robe of large white feathers, trimmed with wood braid trimming that is clasped with rings of gold. When donned, the wood braiding will fuse with the base of the wearer’s skull. Fresh green shoots will, somewhat painfully (d10 damage), penetrate the brain. This melding empowers the wearer’s sense of smell (Roll smell related checks with Advantage). The Robe of Union also grants a vision of past events linked to intense, powerful smells (for example a murder featuring a disemboweling). To be granted visions of smelly past events, the wearer must complete a successful WIS test (this can attempted once per site). The feathers of the robe bristle rudely in the presence of unsavory smelling individuals.

3) Robe of the Mutavault: A constricting robe, green and silver, metallic sheened. Emeralds gild the hem and stitching. It straps to the body with metallic clasps. (-1 DEX, +2 AC). Once per day, the wearer may transform into a horror. The size of the horror is as big as the biggest living organism the wearer can currently see. The horror will generally resemble a tangle of tentacles, teeth and beaks. (HD and attack bonus will reflect size). To restore normal form the wearer must somehow restore order, or increase order in the reality around them. Otherwise they are trapped forever in their new form.

4) Oktera Wraps: Stained linen wraps, like mummy bandages. Makes you feel slightly lighter when wearing them, maybe you can jump a bit higher and run a little longer.


Thursday, 6 June 2019

Ashen Tumble and The Pit House (1 Page Suburb and Dungeon)

What follows is a PDF one page suburb and dungeon from my city setting, Infinigrad. The suburb is built around the dungeon, which is a one page dungeon I put together a year ago or so but never shared on this blog. I plan on putting a couple more of these together in the nearish future, all leading towards a dungeon that is deeper below this part of the city. Download the PDF below, Enjoy!

"Ashen Tumble: A once grand haunt of many an alchemical guild. Turned to semi-ruin due to over experimentation and evacuation of salubrious guilds. Dust cakes the cratered road, detritus piles up against the walls and breeds in alleyways, papers scrawled with unintelligible script waft through the air."


https://drive.google.com/file/d/1fyU1zY_J7VsgFZkfbHBlJIvHK_5YqtAA/view?usp=sharing

For those interested, I used the following tools to put Ashen Tumble together:

You can also buy a fullly fleshed out Infingrad Suburb, The Angel's Burial Ground, here: https://lizardmandiaries.blogspot.com/2019/02/new-release-angels-burial-ground-suburb.html




Monday, 11 March 2019

Mapping Infinigrad: Suburb Map Generator.


I've been using my random dungeon visual generator to create suburb maps for a while now (details here: https://lizardmandiaries.blogspot.com/2018/05/dungeon-generator-as-suburb-generator.html). I decided to update this and create a specific suburb map generator.

It's a two table system, one for roads, one for buildings.

Table 1: Roads. 

Connect the pieces you get as you see fit. Add your own artistic flourishes. Generate the road grind of the suburb.

Table 2: Buildings. 

Fill in the blocks you created with the road table with buildings. The doors are a suggestion only, buildings could have more doors/doors on different walls. Combine separate buildings into bigger buildings for high density areas.


You should get something like this:


Stock any suburbs you generate with this table: https://lizardmandiaries.blogspot.com/2018/05/suburb-generator-stocking-buildings.html


Saturday, 9 March 2019

Bodification Spellcasting (For Guild Dogs and Others)

A school of magic native to Infinigrad. Access to the school is normally granted through the consumption and digestion of a inherently magical material. Bodification wizards make incredibly useful guild dogs. 

Bodifcation wizards are essentially the Fantastic Four as one person.

Important: Each time a bodification wizard gains access to a new level of spells (getting a spell slot in this new level due to a character level up for example), a randomly determined spell from the previous level spell list is permanently applied to the bodification wizard. The exact effects of this are determined by the GM. 

1
Lengthen limb: Target set of caster’s own limbs increases in length up to 2 feet per level for 1 hour.
Detach eye: Caster’s eyeballs detach from head and float independently for d6 rounds per level.
Keratin overload: Target’s nails and or hair grows up to a foot per level.
Mould hand: Caster’s own hand can be moulded into any shape, retaining the same amount of mass. Lasts caster level hours.
Shed skin or hair: Caster sheds entirety of current hair or skin. This grows back instantaneously as a colour of caster’s choice.
2
Elemental hands: Caster can transmogrify their own hands into any element they have experienced damage from. This lasts d6 rounds times caster level.
Enlarge body: Caster increases their own overall mass by 10% per level. Caster can determine the distribution of this new mass. Lasts caster level hours.
Shrink body: Caster decreases their own overall mass by 20% per level. Lasts caster levels hours.  
Exaggerate features: Caster increases a distinct and specific region of their own face by 20% per level, generally accompanied by  biological improvements such an increase would bring. Lasts caster level hours.
Mould body: Caster’s own body can be moulded into any shape, retaining the same amount of mass. Lasts caster level hours.
Empower hands or feet:  STR or CON tests involving own hands or feet (caster chooses at casting) rolled with Double Advantage for d6 x caster level rounds.
Shed limb: Caster painlessly sheds an own limb of choice, it grows back in 10 days minus caster level.
3
Strengthen limb: STR or CON tests involving own legs and feet or arms and hands (caster chooses at casting) rolled with Double Advantage for d6 x caster level rounds.
Flatten: Caster’s own body mass is flattened out, resembling an inch high pancake. This form can creep along flat and vertical surfaces. Lasts caster level hours.
Fatten: Target’s body is burdened with ungainly fat stores. An additional mass of 20% per caster level of pure lard fills the target’s body for d6 x caster level rounds.
Summon limb: Caster grows a fully functional additional limb of choice on their own body. Lasts caster level hours.
Change visage: Caster warps, transforms and changes own facial features (eyes, fur, teeth, shape, etc). Can change 2 features per caster level, lasts caster level hours.
Change skin: Caster permanently transmogrifies own skin to a material of choice. Must have a handful of said material which is consumed in the casting. Appropriate advantages and disadvantages of the skin applied by the GM.
Mould other: Target’s body can be moulded into any shape, retaining the same amount of mass, by the caster. Lasts half caster level hours. Target must be willing or retrained for this process to be effective.
4
Limb Morph: Caster transforms own limb of choice into inanimate object of choice. Object must be held during casting, and is consumed in doing so. Transformation lasts until dispelled by caster.
Elemental body:  Caster can transmogrify their own entire body into any element they have experienced damage from. Lasts d6 rounds times caster level.
Detach hand or foot: A target’s specific hand or foot is removed from their body for d6 x casters level rounds. Target still has control of removed appendage. Caster may remove their own hand or foot, having remote control over the appendage for caster level hours.
Harden skin: Increases AC of target’s skin by d6 for d4 x caster  level rounds. Does not stack with armour.
Regrow lost limb: Target painlessly regrows a lost limb that is fully functional.
5
Multiply body: Caster summons half their level rounded down copies of their self for d4 x caster level rounds. They are in complete control of each copy and can operate each copy in unison.
Full contortion: Caster’s body takes on the aspect of an incredibly durable and flexible rubber like material. They may stretch themselves up to d6 x caster level body lengths in distance and gain caster level bonus to AC.
Summon extraspecial limb:  Caster grows a fully functional additional limb or appendage, alien to their natural body form. This may be a wing, tail, antennae, claw, etc. Caster must be holding a severed example of this limb or appendage which is consumed in the casting. Lasts caster level days.
Creeping form: Caster’s body transforms into thousands of grains of flesh that bubbles along like slime for caster level hours. Even if an abundance of flesh grains are destroyed, as long as one grain still survives the caster will return to their regular form when the spell expires.
Shed sentient limb: Caster sheds own limb to summon an independent homunculus. Caster has full command of the homunculus for caster level days (at which point it withers and dies). homunculus takes on aspect of limb shed and has attributes equal to d8 + caster level.
6
Liquefy: Caster’s body transforms into a controllable liquid, of a viscousness malleable by the caster. Damage may come to the liquid but as long as one drop still survives the caster will return to their regular form when the spell expires. Lasts caster level hours.
Detach head: Caster’s own head detaches from neck and floats independently for caster level hours.
Full morph: Caster can visually transform their own body into to take on the appearance of something else that they have seen in their lifetime (may require a WIS check to properly recall the form). The spell’s effect is purely visual. The spell does not affect size, so whatever form is chosen will appear as generally the same mass as the caster. Lasts caster level hours.
Gastric laboratory: Caster may reproduce any biological matter they have eaten at least a handful of in their lifetime. This material is regurgitated from their mouth but will be of a clean and pristine condition. Material is produced instantaneously and at a volume equal to caster level stomach fulls.
Absorb ability: Caster may permanently steal an inherent ability from a dead creature. Only a single distinct ability is stolen and the creature must be of a lesser HD than the caster’s level. New ability is finalised with GM. Casting this spell permanently reduce the casters HP by d4.
7
Gas form: Caster’s body transforms into a controllable cloud of gas. Gas may take on additional properties that have been personally experienced by caster (damage, inebriation, hallucination, etc). The caster is invulnerable (other than damage from flame) in this form, but is somewhat limited in their ability to interact with the physical world. Lasts caster level hours.
Army of 1: Caster summons caster level plus d10 copies of their self for d6 x caster level rounds. They are in complete control of each copy and can operate each copy in unison.
Gastric mine: Caster may reproduce any mineral matter they have eaten at least a spoonful of in their lifetime. This material is regurgitated from their mouth but will be of a clean and pristine condition. Material is produced instantaneously and at a volume equal to caster level handfuls.
Permanent parasite: Caster permanently sacrifices 1hp to summon a parasitic worm from their own flesh. This worm can attempt to install itself within a host (requiring the host to fail a CON test). Once the worm is installed within a host, the caster may freely siphon HP from the host to restore their own current HP pool. The parasitic worm has 1HP and can easily be killed.
Clone self: Caster permanently sacrifices  d6hp to summon a level 1 clone of themselves. This clone has d6 + caster level for all attributes and is under the direct control of the caster. It can grow in experience and levels the same as any other PC.

Army of One.

Sunday, 3 March 2019

Alignment dependent "What does the NPC do?" table


When a party member makes a non-trivial request of a NPC roll on the following table. Consult the column appropriate to the alignment of the NPC. 

PC’s may try to change the mind of the NPC by threatening, cajoling, tricking, etc. If this response is reasonable, the PC can do a CHA test. If successful, the NPC result is reduced by one. If a failure, NPC result is increased by one.

D6
Chaotic
Neutral
Lawful
1
Will noisily and gleefully assist party, joined with any cronies at hand.
Will assist party and encourage others to do the same.
Will assist party after getting approval from a superior.
2
Will assist party as long as upset and disorder are being caused.
Will assist party.
Will assist party as long as no rules are broken in front of them.  
3
Will deny assistance to party without them first lavishing a gift, or providing a favour.
Needs further encouragement to assist.
Will deny assistance to party but not stop them unless rules are broken in front of them.  
4
Will agree to assist party, then wait for an inopportune time to spoil their plans.   
Will stop party without some encouragement.
Will deny assistance to party and immediately report the incident to a superior.
5
Will agree to assist, leave and come back with cronies, intent on stopping party.
Will deny party the request and attempt to stop them.
Will deny assistance to party, and demand they leave the vicinity immediately. Will forcible ensure they leave.
6
Will attack party (physically or verbally).
Will deny party the request and attempt to stop them, encouraging others to do the same.
Will attempt to capture party and have them be questioned by a superior.


Also, Here is my reaction roll table:

d12
Reaction:
1
Kind and Helpful - will assist
2
Friendly and affable - will somewhat assist
3
Polite and pleasant -  leaning towards assisting depending on PC’s actions
4
Brusque yet  reasonable - reaction is dependant on PC’s actions
5
Undecided but calm - reaction is dependant on PC’s actions
6
Undecided but peeved - leaning towards attacking depending on PC’s actions
7
Cool, aloof and disinterested - may attack
8
Rude and impatient - willing to attack
9
Mocking and deriding - willing to attack
10
Vicious and spitting - wanting to attack
11
Threatening and aggressive  - wanting to attack
12
Bloodthirsty and attacking

This initial reaction may sway the severity of the results of the "What does the NPC do" table.

Additionally, CHA bonus or penalties should apply to this reaction roll table, so those with a +3 CHA bonus will only ever get the reaction of "Mocking and deriding" rather than "Bloodthirsty and attacking" and vice versa.

Thursday, 28 February 2019

Shopping in Infinigrad, Part 2: d100 Small Trade Goods

To get a small trade goods store, combine the following d100 table with the "D100 What's weird about the store" table found here: https://lizardmandiaries.blogspot.com/2019/01/shopping-in-infinigrad-part-1-d100.html

Also, a merchant may deal in d6 (or d4 - d20) different types of trade goods - depending on the size of their premises.


d100 Small Trade Goods:

  1. Medical supplies, herbic and dustular.  
  2. Healing and poisoning potions.
  3. Protective charms, necklace and ring based.
  4. Lock boxes, with keys.  
  5. Religious paraphernalia (Robes, censers, relics, etc).
  6. Candles and lanterns.
  7. Blank books.
  8. Sedative tinctures.
  9. Bed rolls and transportable cots.
  10. Gas canisters, healing and harmful.  
  11. Cleaning equipment (Brooms, mops, buckets).  
  12. Wind powered contraptions, roll on this table again to see what they do.
  13. Jars, all sizes.
  14. Masks, for work and pleasure.   
  15. Instruments.
  16. Spirit servants that definitely exist.  
  17. Lightweight menial golems (Leather, wood, etc).
  18. Harnesses for man and beast.
  19. Symbiotic crystals,  roll on this table again to see what they do.
  20. Navigation tools.
  21. Tiny tools for working with contraptions (and locks).
  22. Cats, dogs, and other small beast pets.
  23. Pipes and pumps. Barrels too.  
  24. Contraptions of glass, light and flame, roll on this table again to see what they do.  
  25. Spices, exotic and plain.
  26. Farming tools, rudimentary.  
  27. Medicinal foodstuffs, mostly with obscene properties.
  28. Costume supplies.
  29. Tableware, metal and stone.
  30. Toys and Novelties, for both children and adults.
  31. Semi-precious stones.
  32. Jewellery.
  33. Sleep paraphernalia (dusts, beddings, pillows, etc).
  34. Chests, ornate and mundane.
  35. Tools for slaving (whips, collars, etc).
  36. Hand mirrors.
  37. Blood or flesh, in sacks and jars.  
  38. Sacrifice equipment (knives, restraints, idols, etc).
  39. Coffins, gravestones and other funeral supplies.
  40. Decorative metal ornaments (for placement in the home).  
  41. Seeds, mundane and exotic. .
  42. Tattooing, supplies and service.
  43. Mutation canisters, mostly minor and cosmetic.
  44. Shamanic reagents.
  45. Aphrodisiacs and sexual prowess enhancers.
  46. Perfume, to allure, disguise and detract.
  47. Servile homunculi.
  48. Psychedelics (edible, smokeable, drinkable).
  49. Bottles of illusions.
  50. Mental and physical accelerants (in dust and herb form).  
  51. Prayer and curse books.
  52. Scavenging equipment (Long poles, hooks, etc).  
  53. Fake limbs for men and beasts.
  54. Weighing devices.
  55. Butchering supplies (Cleavers, salt, aprons, etc).
  56. Cleaning acids, in metal barrels.  
  57. Steam powered contraptions, roll on this table again to see what they do.
  58. Keys and locks.
  59. Cages.
  60. Devices of sight (Lenses, telescopes, etc).
  61. Flint, steel and other fire starting equipment.
  62. Fire wood.
  63. Flasks of oils.
  64. Small bombs and fireworks.
  65. Spades, picks and other earth working tools.
  66. Hammers, chisels and other stone working tools.
  67. Psychic tethers and anchors.
  68. Wheelbarrows and wheeled boxes.
  69. Incense and other mystic burnables.
  70. Petrified and preserved beast parts (with invigorating properties).
  71. Ink, paper and other writing equipment.
  72. Water beasts in small glass bowls.
  73. Insects in boxes.
  74. Disguises and costumes.
  75. Stage props.
  76. Wine and beer.
  77. Robes and other silken attire.
  78. Books, roll on this table for a subject.
  79. Wooden idols.
  80. Chains and rope.
  81. Traps for beasts, small and large.
  82. Alchemical reagents.
  83. Geodes and other appealing un-worked stones.
  84. Potted plants.
  85. Secrets, written in caged, locked books.
  86. Miniature shrines, monoliths and other religious worked stone.  
  87. Magic scrolls imbued with cantrips, roll on this table for ideas of what they do.
  88. Contraptions for tracking time.
  89. Disposable summoning portals that dredge small beasts from the lower depths.
  90. Antiques and curios, harvested from a nearby suburb. 
  91. Tools for the upkeep of weapons (sharpening stones, oil, etc).
  92. Broken things, mostly junk.
  93. Items designed specifically to upset the sensibilities of a nearby temple.
  94. Plain, honest clothes.
  95. Contracts for minor vile deeds (completed by indebted scoundrels).
  96. Tools for breaking and entering (crowbar, lock picks, grappling hooks).
  97. Tools and chemicals for corpse preservation and disposal.
  98. Diseases in vials.
  99. Bones, often of ritual importance.
  100. Headwear (hats, eye glasses, etc).


The Nautilus Shrine (30 Minute Dungeon)

Tristan at The Bogeyman's Cave came up with a fun little idea of trying to write out a dungeon in 30 minutes. Description here: http://bogeymanscave.blogspot.com/2019/02/30-minute-dungeons-are-back.html

I got the initial ideas/draft out in half an hour, but then maybe spent another hour or so working on those ideas. I guess I lost the challenge, but had fun regardless. Note: In the drafting,  I did use the tables here: https://lizardmandiaries.blogspot.com/2017/08/guild-dogs-job-generator.html to expedite the process.

Here is "The Nautilus Shrine", a mapless dungeon which highlights my obsession with worms and mutations. The original draft that I did get done under the half hour limit can be found at the bottom of the post. 




A seaside town has ceased all contact with the outside world. Travelers there find the residents listless and sleepy, oblivious to the ruin and disrepair around them.    

A shrine of a fleshy limestone corkscrews beneath the wood and stone of the seaside town. It digs down beneath the water and the sand. It has been there forever. Or has it just appeared? Residents are confused. They cannot remember but avoid the shrine regardless.

1) A spiraling structure of whitestone, covered in dead barnacles, splinters through the boardwalk. It looks like the tip of an enormous organic spear.  d8 warped men, bent double, their forms pulled into torturous shapes, tend a whitestone chunk of altar at the entry. Each sprouts a flesh cord which leads back into dark arch behind them. They snarl at any one who comes near and bar entry. On their chunk of rock squirms fat pink worms that they feed smeared flesh.

Stairs of whitestone.

2) The chamber is like the inside of a snails shell.  Clothes, sacks and old belongings heaped to one pile. No metal remains in the pile. A faint raspy moaning. Sometimes a body is still attached to the refuse. It is oddly shrunken, clothes several sizes too big. A white powder is spread in and around the mound. It desiccates all it touches. The moaning belongs to a shrivelled man who cant remember his name but can remember when the “white claw” appeared and unleashed “the pink snakes”. He is dying and annoyed that no one else seems to remember this happening.

Stairs of whitestone

3) The grotty whitestone walls look like the old burrowing grounds of a million worms. A massive pot of a whitemetal bubbles in the centre. d6 warped men are mixing a metallic golden mixture in the pot. This is melted jewellery. The warped men toss in more pieces, sometimes fingers/ears/necks/wrists still attached. They are engrossed in their work but will bar entry if they notice trespassers. The cords of the men goes deeper.

Stairs of whitestone

4) A damp spherical chamber of blackrock. A spider of 6 warped men fused together at their shoulders wallows. Heads have fused into one meaty, misshaped skull. A too large central eye is  surrounded by 12 others. The eyes spin sadly around the room, taking note of everything. Their legs and arms groan and clatter. The head is sticky and porous. The spider will attempt to skitter towards anyone who enters and fuse its porous head with them (CON and DEX tests). The spider’s cord leads further down the shrine.

Damp stairs of pearl.

5) A narrow curving passageway, iridescent walls of pearl. d6 warped men carry small iron buckets from the huge pot in room 2. They pour these down steaming whitemetal pipes that penetrate deeper into the shrine. They will ignore any trespassers until they have poured their bucket down a pipe. Then they attack.

Damp stairs of pearl

6) A narrow curving passageway sloping down sharply, iridescent walls of pearl. A tangle of whitemetal pipes, hot and steaming, snakes through the ceiling and floor, deeper into the shrine. Flesh cords run along the ground, some cook against the pipes.

Damp stairs of pearl.

(Rooms 7, 8, 9 and 10 are all on the same level. A bulbous, expansive and round basement. Everything is wet, iridescent and made of pearl here. Thin, retracting membranes separate the chambers).

7) A central misshapen sarcophagus, big enough for six men. Molten gold constantly drips from the iron pipes terminating above, sizzling and growing the sarcophagus. It is wide and flat. Beetle-like. From the ever melting lid a tangle of flesh cords emerges, connecting to those higher up the shrine and into nearby rooms. Lifting the lid (risking the molten gold) reveals a beige jelly. It will sprout fresh flesh cords, like a hand. These will quite quickly turn any trespasser into a warped man. If threatened the jelly will summon a connected warped man to wail and beg in its defence, offering untold treasures in exchange for its life.  

8) A man shaped like a bear stumbles around the wet chamber. Limbs are of different sizes, some bulbous and fleshy, some long and too lean. The fat crab-like back is covered in wounds that intermediately sprout flesh cords. These try to connect with trespassers. The man bear is sick, mad and uncoordinated.

9) A tangle of flesh cords snake into an ankle high pool of salt water. They terminate in knots in the murk. They are attempting to fuse themselves into the shape of a man but it does not look right. Untold worms the size of snakes swim around the pool, eager to enter any manflesh.

10) A corpse sits on a stone throne. The throne is dripped with molten gold like the sarcophagus. The corpse has an enormous head (features now rotted), resting on its decayed shoulders. The neck is snapped. A huge flesh cord emerges from the belly of the corpse and connects to the sarcophagus. Removing the cord reveals it to still be living. It can be attached to a new body for control of the Nautilus shrine and all current associated warped men. The jelly in the sarcophagus in chamber 7 will constantly attempt to kill any one who takes this position.



Draft:

Hook: some one long dead PC’s Move them to a non physical realm (their mind is trapped?), to break a curse – maybe theirs?  

General background: a dockside anti church, lots of traps pushing out volumes of dangerous material

1) d8 warped men, bent double, their forms pulled into torturous shapes, tend a limestone altar at the entry to the shrine. Each has flesh cord emerging from some where on their form leading back into dark door behind them. They snarl at any one who comes near and bar entry.   

2) A chamber tended by d6 warped men. A massive pot bubbles in the centre. The warped men are mixing a metallic golden mixture in the pot. It is made of melted down jewellery, sometimes fingers are still attached to rings. The cords from the men go down deeper.

3) Clothes and sacks and old belongings heaped to one pile. Sometimes a body is still attached to the refuse. Oddly shrunken, as if the clothes it wears were several sizes too big. A white powder is spread around the mound. It desiccates all it touches.

4) A spider of 6 warped men fused together at their shoulders in the centre of the room. Their heads have fused into one enormous and misshaped skull. A huge central eye, surrounded by all the other eyes of the men spins wildly around the room, taking note of everything. Their legs and arms groan and clatter under the weight of the too large head. The skull is sticky and porous and the tangle of bodies will attempt to skitter towards anyone who enters and fuse with them (CON and DEX tests). A cord is wrapped around the form and leads further down the shrine.

5) d6 warped men carry small iron buckets from the huge pot in room 2. They pour these down steaming iron pipes that lead deeper into the shrine. They will ignore any trespassers until they have poured their bucket down a pipe.

6) A tangle of iron pipes, hot and steaming, snakes through the ceiling and floor, deeper into the shrine. Flesh cords run along the ground, some cooking against the pipes.

7) A huge misshapen sarcophagus. Molten gold constantly drips from the iron pipes terminating above, sizzling and growing the sarcophagus. It is wide and flat like a beetle. Beneath the ever melting top a tangle of flesh cords emerges, connecting to those higher up the shrine and into nearby rooms.

8) A man shaped like a bear stumbles around the room on all fours. Its limbs are of different sizes, some bulbous and fleshy, some long and too lean. Its huge fat crab like back is covered in wounds that intermediately sprout flesh cords. These try to connect with trespassers. The man bear is sick, mad and uncoordinated.

9) A tangle of flesh cords snake along this room. They terminate in knots in the bare stone chamber. They are attempting to fuse themselves into the shape of a man but it does not look right.

10) A corpse sits on a stone throne. The throne is dripped with molten gold like the sarcophagus. The corpse has an enormous head (the features now rotted), resting on its decayed shoulders, the neck snapped. A huge flesh cord emerges from the belly of the corpse and connects to the sarcophagus. Touching it spreads its consciousness.