Saturday 29 June 2019

Shopping in Infinigrad, Part 3: d100 Weapon Mutations

This d100 table is designed to differentiate between the stock of weapon sellers, giving reason and interest to visit on merchant over another. A merchant could specialize in one weird type of weapon, or perhaps several mutated items of stock. Alternatively you could use the table to generate minor magic items.

Consult the posts below to work out what the deal is with the merchant selling these weapons:

In my game weapon damage is determined by the person wielding said weapon, though each major weapon type has it's own peculiarity, noted below:
Dagger: Damage die is lessened by 1 (ie, a d6 becomes a d4), but can attempt a second attack a round with Disadvantage.
Sword: + 1 damage against foes in armour lighter than medium.
Mace/Club: +1 to hit against foes in armour medium and heavier.
Axe: Damage  die is increased by 1 (ie, a d6 becomes a d8), automatically fails initiative tests (always take action after opponents).
Pole Weapon: First attack when entering combat is tested with Advantage and does double damage, once engaged with a foe in melee combat all attacks are rolled at Disadvantage (unless the inherent unwieldiness of the length of the weapon is overcome).
2 handed: Already has rules in “The Black Hack”. Use them.
Sling: Ranged, damage die is lessened by 1 (ie, a d6 becomes a d4), can concuss appropriate un-helmeted targets for d4 rounds by making a successful attack at Disadvantage. Concussion attacks do no damage.
Bow: Ranged.
Crossbow: Ranged, damage die is increased by 1 (ie, a d6 becomes a d8). Once fired, a round must be spent reloading the crossbow before it can be fired again.

For more weapons, possible for sale by merchants try these:

d100 Weapon Mutations: 
  1. Blade or point is oversized and massive, unwieldy but deadly. 
  2. Restores health to the wielder when it damages others. 
  3. Perfectly weighted with internal liquid metals to land precise blows. 
  4. Minimizes pain while maximising damage. 
  5. Weapons capture a tiny part of all those they injure. 
  6. Incredibly pleasurable to wield, especially when inflicting pain on others. 
  7. Can omit light on command, through either runes or encased radiation. 
  8. A simple psychic message can be transmitted to those wounded by the weapon. 
  9. Can float at will, following its owner. Cannot be wielded this way but is useful for transportation.  
  10. Weapons are particularly inept in the mundane physical world, but are impressive at damaging magical, theoretical and hypothetical entities.
  11. Weapon keeps itself eerily clean and sharp. 
  12. A variety of secret, or not so secret, compartments are interlaced throughout the weapon. 
  13. Weapon is magnetic in some way, not necessarily to metals, but more than likely attracting a more arcane or esoteric material. 
  14. Weapons are the retired arms of a feared, cursed and extinct martial guild. They are well feared but stigmatized.
  15. Weapons each have a conscious soul that slowly reveals itself through psychic communication the more death the wielder wroughts. 
  16. Made of recycled golem parts, often lending them an aspect of automation. 
  17. Blade or points are made of glittering, shimmering and mesmerising crystal of unmatched sharpness. 
  18. The parts of beasts are imbued within the weapon, teeth, bone and claw all wrap and splay menacing. 
  19. Can easily be thrown to cause ranged damage. 
  20. Weapon has tiny, automated limbs that allow it to automatically cling to the wielders body. Weapon can also trot along the ground of its own accord. 
  21. Compact and streamlined, very easy to conceal. 
  22. A hive of parasites live within the weapon, feeding from the pain, blood and suffering of those damaged by weapon. 
  23. Made of sharp, strong crystal. 
  24. Blunt, but effective at causing those damaged by them to lose consciousness. 
  25. Highly visible and threatening, the manifestation of a menacing threat.  
  26. Carved of bone and are haunted by the ghosts of their owners. 
  27. Incredibly cheap but dull and break very easily.  
  28. Weapons are an organic life form that fuses with the wielders body, adding to their effectiveness but dangerous to remove.  
  29. Weapons are the discarded implements of a forgotten cult, using them vivifies a dormant deity.  
  30. Come with a lizardskin sheath or case that imbues the weapon with toxin.
  31. Gilded and encrusted with gems, possibly fake. 
  32. A lurid display of rainbow coloured metals and technicolour dyes. 
  33. Inlaid with living eye/s and can be wielded remotely through the concentration of the user’s mind power. 
  34. Records the death sounds made by those slain by the weapon. A mechanical mouthpiece can replay these at will.  
  35. A molten core can be fed gems to empower and invigorate the weapon. 
  36. Weapon absorbs the blood of those damaged by it, which reddens its blade over time. 
  37. Tiny preserved monsters are encased in the weapon, haunting it with unnatural power. 
  38. Weapon is particularly thin and spindly, excellent for puncturing internal organs but ineffective at general wounding. 
  39. A small sacrifice is required to be made to the weapon each day or its effectiveness is limited. If ritual observed, it is effortlessly deadly.  
  40. Made of living materials, the weapon takes on a feature of the more significant beings it slays. 
  41. Weapon blesses its wielder when they use it to slay a being.  
  42. Weapon only allows itself to be wielded by those it judges as worthy. 
  43. Grudge bearing weapon that does extra damage to any being that injures its wielder. 
  44. Will not damage targets of a certain alignment, but will do double damage to targets of another alignment. 
  45. Amalgamated components of once destroyed weapons, combined into an ugly but effective whole.   
  46. Made of a caustic solid that spreads burning, bubbling rot from wounds. 
  47. Employed with elaborate harness system that allows the weapon to be directly attached to the wielders body. 
  48. Cumbersome and heavy plated, but gives the wielder extra combat protection. 
  49. Excels at dispatching a specific beast or being, much less effective against other entities. 
  50. Designed to crack, break and dissolve armour and plating, much less effective against flesh.
  51. An overabundance of spikes, blades, points and other damage causing points. 
  52. Causes horrific mutilation when it delivers major wounds. 
  53. Using the weapon causes permanent marking or branding to the wielder. 
  54. Cuts through flesh like a hot blade through butter, but is incredibly effective against armour. 
  55. Replete with decorations of a certain beast or monster. Imbues the wielder with a certain aspect of that which is pictured. 
  56. Weapon is a warped combination of two major weapon types. 
  57. Weapons have been harvested fully grown from some mutated weaponcrop producing flora. 
  58. Can be somewhat reshaped to suit the wielders needs. 
  59. The spirit inhabiting the weapon refuses to allow the weapon to be used in violence unless in self defense. 
  60. Weapon is dangerous to use, causing additional damage to targets but possible hurting its wielder 
  61. Spilling enough blood and killing enough beings with the weapon results in the birthing of a blood, pain or death golem. 
  62. Can easily be set alight for short periods of combat. 
  63. Equipped with a single, refillable, charge that can explode the tip of the weapon on command. 
  64. Cracks, breaks and crumbles targets struck. 
  65. A system of internal veins and tiny pipes allows the direct injection of implanted oils into those struck by the weapon. 
  66. Weapon can clawlike seize and hold targets.
  67. Has a multitude of blades or points, allow additional points of contact for damage. 
  68. Weapon begins to hum, mutter and vibrate unnervingly when it has too long not tasted blood.  
  69. Weapon is accompanied by a beast like familiar, either organic, golem or automaton. 
  70. Blade or edge terminates in sharp claws that allow the weapon to be implanted within target’s flesh. 
  71. Crafted in the likeness of a beast, the essence of that beast is imbued within the weapon (turtle for protection, shark for rending, bird for swooping, etc) 
  72. Once per day the weapon can make a copy of itself, which will disintegrate under the slightest of pressures. 
  73. Damage by the weapon is very hard to heal, the wounds caused by it slowly opening themselves after the fact. 
  74. Mutated things grow out of wounds caused by the weapon unless treated. 
  75. Weapon is particularly adept at removing limbs. 
  76. Incredibly sensual, curving and organic. Ribbons of toosoft silk flow from handles. 
  77. Weapon is connected to the wielder by a sturdy chain, allowing it to be swung, thrown and retrieved. 
  78. Weapon is very adept at breaking bones, but not as good at causing wounds. 
  79. A supply of bubbling liquid metal in the core of the weapon either inebriates or puts to sleep a target once a day. 
  80. Does more damage, but breaks very easily. 
  81. Made of some cursed ore dredged too deep from the earth. 
  82. Made of a hive of impossibly durable and slow moving beetles, allowing the slight transformation and modification of the weapon’s shape and function. 
  83. Blade, point and handle are all incredibly beautifully wrought and sculptured, each weapon a piece of art. 
  84. Runes and writing etched into the weapon, they are only visible/readable when drenched in blood, revealing a horrible secret. 
  85. Grotesque or diseased fruit grows out of all slain by the weapon. 
  86. Miniature portals to the lower depths open when a target is slain with the weapon. 
  87. The weapon grows, just a little, with each being it kills. 
  88. Weapon is doubly slow but doubly powerful. 
  89. Accompanied with a scroll that magically records the details of all those damaged/slain by the weapon. 
  90. Killing with the weapon either ages or makes younger the wielder. 
  91. Weapon is much more powerful when it slays in the presence of holy beings. 
  92. Causing damage with the weapon inflict pain upon the wielder. 
  93. Those struck by the weapon are inflicted with a very minor curse for a short period of time.. 
  94. A relic of order is housed within the weapon, making it effective against beings of chaos. Or vice versa.  
  95. The shadow of the weapon can also cause damage. 
  96. Those slain by the weapon experience a final death, no resurrection or rebirth possible. 
  97. Must destroy other weapons, or rots away in usefulness. On breaking another weapon is imbued with additional power. 
  98. Will magically pilfer items of minor value from attacked target. 
  99. Weapon looks like a destroyed wreck, but is actually quite effective. 
  100. Spreads disease, all those struck with it risk becoming infected. 

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: 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."

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: