Tunnel Worm 
Appearing much like a very large centipede or millipede this segmented horror of the lower realms is encountered in tunnels of all sorts. Much like its cousin it has segmented eyes, grey green mandibles and multiple hairs along its body to feel its way along in the darkness. Each segment has two pair of wide spread legs and the whole of the body tapers at the tail ending in 6-10 very distinct, uniform, and unusual pieces which also poses long antennae and small compound eyes making the creature impossible to flank and very hard to sneak up upon.
As the Tunnel Worm moves about in the underground these end bits serve as more than just a defensive purpose. The end segments are able to be detached at will to serve as scouts for the larger creature. The satellite pieces transmit all that it senses back to the greater creature. Though they possess no physical attack if they are harmed they will squirt out a cloud of acid (2d3 dmg) that will surround them as they scuttle back to rejoin the main body. These segments also function as the egg carriers for the creature. At any one time half of its satellite segments will be roaming around before and after the main body of the creature exploring nooks and side passages.
All of this allows the tunnel worm to avoid most creatures but due to its aggressive nature it is as likely to use its abilities for the hunt as well. It can attack by its bite which also delivers a nasty acidic poison which it can also spit for distance attacks.
Rumors persist of absolutely huge specimens of this creature used in the depths by the drow and mind flayers of the lower realms as caravan leaders and beasts of burden. Another story relates that the creature encountered is itself he tail segment of a larger more insidious creature sent to scout the upper levels of the underground.

Size/Type: Huge Vermin
Hit Dice: 6d8+12 (40 hp)
Initiative: +2
Speed: 40 ft., climb 40 ft.
Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+15
Attack: Bite +5 melee (2d6+4 plus 1-3 acid plus poison)
Full Attack: Bite +5 melee (2d6+4 plus 1-3 acid plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, Acid Spit
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 17, Dex 15, Con 12, Int 2, Wis 10, Cha 2
Skills: Climb +11, Hide +2, Spot +4
Feats: All-Around Vision,
Environment: Underground
Organization: Solitary or colony (2-5)
Challenge Rating: 3
Advancement: 7-14 HD (Huge)

Any round that the Tunnel Worm doesn't bite it may spit acid out to 30 feet for 2-6 points of damage.

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A note about the Sewers 
Well, the sewer is part of the greater water system, which is quite extensive. As the city is built upon older cities and around and through other cities, it is quite the place down there. The main lines can run as wide as 60', but standard is 20' with two 5' ledges and a 10' trough that is between inches and 10' deep down the center. It has many levels because of this with the deeper levels being older and more disused. There is quite a bit of other bits and pieces though, and places that are ignored that have been piped around or are disused or old basements and such that lines were built right through, so who can say. There are even places that were just built on top of other places like the Basement Bar that has a staircase that leads into the upper floor of an old bordello whose windows look out into a cave of some sort. The windows are heavily barred and 3 stories in the air with the stairs down to the next level filled with debris and in turn barred as well.

Where the lines meet up are there are usually large junctures for various purposes. An example is one that is actually in open air where one of the city aqueducts dumps fresh water into a well an side tubes (barred shut) go off into the underground for overflow. It is a waterfall in the western part of the city. Construction runs the gamut with stone being the primary construction material with fresh water pipe generally being iron.

Inhabitant wise there is the Sewer Guild (primarily humans), the Pipefitter and IronTube Union (mostly dwarves) and the Valve Lords (dwarves/gnomes). These groups are all part of construction/repair/upkeep. There are constructs that are loose in the sewers keeping things tended and vermin down. Of course tales regularly come out about other creatures most foul but very little in the way of tales of organized groups like kobolds or the like, they tend to get ruthlessly hunted down. There are rumors of a great white worm, but there are at least three different descriptions of it from "eye witnesses" so who is to say? There are many tales of what is down there, each getting more outlandish as the teller speaks of deeper levels. Classic stories like 'The Groaner of Junction #141', 'The Pool of Salt Fish Lake', and the very scary 'Oily Demon of the Steam Pipe Venue' are all available for telling from your local bard for a small fee. There is also supposedly a gnomish church down there though no one seems to know where it is, to what deity it is devoted to, and any gnome you ask about it will just give you a funny look.

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Got me thinking 
I have been seeing a lot of dungeon tiles out in the market of late. From the excellent ones at Inked Adventures to the many cool other ones in places like Matt Jackson's Moleskine Maps. So I thought I might toss my hat in the ring with a few posted here. One thing I will add though is a bit of color, adventure idea or even a few quick write ups in whatever game system the mood strikes me. These are doe on preprinted 3x5 quad ruled cards so they have a limitation built right in to work around that makes them kind of fun to have to work with. They come 100 to a pack, so here goes -


For today a simple path/road through a light woods. At one end in a set of bushes are two goblins armed with light crossbows and daggers (ST:6; DX:14; LtCr:1d6+2; Dag:1d6; One shot only - they are too weak to reload.) Nestled in the scrub in front of them are two goblin fighters with axes wearing leather armor (ST:12; DX:10(9); Axe:1d6+2;) and a goblin shaman armed with his staff (ST:10; DX:11; IN:9; Spells: Magic Fist, Blur, Image-1; Staff:1d6-1). The shaman's staff has an embedded stone that allows the casting of Invisibility, but only on the caster and the fatigue must drain from the staff. The warriors will rush into battle after the volley of crossbow bolts with the archers arriving the next round to reinforce them. The shaman will have cast Image-1 three times to hide his troops from the road and when combat starts he stands well back offering up magic fist to weaken his foes. If things go badly he is not above abandoning his troops and using his invisibility to slink away for another day. Each goblin has 2d6cp and 1d6-2sp. The shaman has 18sp and 3gp. If the shaman is slain and the gem is pried out from his inert staff it will be worth 50sp.



The rule set used here is a Metagaming Melee/Wizard compatible from Dark City Games They make very nice stuff, check them out.

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Our story begins in a small villiage.... 
The home for my new campaign. The link takes you to a larger version of the map. The template for Hexographer is from The Welsh Piper, a wonderful resource for hex mapping with for that old school game.





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Back to blogging 
Not blogging really, just a place to post my garbage.

I have a number of things to share with people and it was looking like it was going to be on {shudder} Facebook or any any number of other sites, but after conferring with some people that isn't going to happen. For the most part this is because it seems that everyone that is running one of these giant concentrator sites feels that they can take posted files and put them into their revenue streams without so much as a 'Thank You'. So thank you Pinterest, FB, et al, I will keep my creative work for myself. Even if that means I will have an audience of one, me.

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