Giant Tree Dungeon – #dungeon23 for March

I really dropped the ball this month. A combination of busy scheduling, laziness, and really unclear vision for this month’s level got me skipping many days. I’ll have to go back to this one later.

I’ll try to pick it back up next month.

Hollow Cemetery

Above the temple is a hollowed out section of the tree where folk from nearby villages lay their dead to rest along the walls, hung and secured by pegs. The cemetery is devoid of light, wandered by spirits, and recently plagued by aswang and giant ants.

Tanod Hut

After several flights of stairs up from 01-13, you enter the Hollow Cemetery. Nearby is a nipa hut. The vicinity is illuminated by torches, but beyond thatn is a deep darkness.

hanging from the windows are garlic bundles. Doorways are lined with salt. This place is relavitely safe from aswang.

There is 2d6 Tanods here at any time. They rarely make rounds anymore.

AREA TABLE

Folk want to be buried with their family and friends, and so groups naturally form. Roll on the table below for every area. This is the burial place of:

  1. Warriors. There is a 2-in-6 chance spirits armed with weapons buried with them wander. They are wary of anything; graverobbers and corpse-eaters alike.
  2. Musicians. A faint sound of music surrounds. Offerings of flowers and wine are placed on some of the coffins.
  3. Smiths. There is a 2-in-6 chance you’ll find an anting-anting here.
  4. Priests. A faint sound of chanting surrounds. Aswang are repulsed by it.
  5. Cooks. It smells like a feast here. There is a 2-in-6 chance giant ants are lured by it.
  6. Weavers. Coffins are covered with elegant textiles, each one different from the last.
  7. Children. They are mischievous, playing pranks on unsuspecting passersby.
  8. Wooden mannequins. The original residents have been taken by aswang and replaced by dummies.

PASSAGE TABLE

The passage from one burial place to the next are commonly wooden pegs hammered into the wall. Roll on the table below for every passage. The wooden peg steps here are:

  1. Recently replaced. No problems with passing through.
  2. Worn from use. It’s still a stable enough passage, though.
  3. Ancient and creaky. It would be hard to stay silent while passing through.
  4. Horribly maintained. There is a 1-in-6 chance a peg will collapse under someone’s weight.
  5. Completely collapsed. A rope brodge connects the gap.
  6. Non-existent. A claustrophobic tunnel is bored into the wall instead.

ENCOUNTER TABLE

There is a 2-in-6 chance of an encounter in every area.

  1. Lost souls. Their old remains were taken by aswang or giant ants. Yours will do as a replacement.
  2. Lost souls. Their old remains were taken by aswang or giant ants. They weep for their loss.
  3. Lost souls. Their old remains were taken by aswang or giant ants. But they have found kin with those buried nearby.
  4. Lost souls. Their old remains were taken by aswang or giant ants. They try to guide Tawo on their way.
  5. Aswang. Hairless and clawed. They are raiding coffins in the area.
  6. Aswang. Hairless and clawed. They are waiting in ambush for unsuspecting victims.
  7. Aswang. Winged and long-tongued. Patrolling, looking out for tanods and giant ants.
  8. Ants. A small group. Scouting out more areas to raid.
  9. Ants. A lot of them. Taking food from wherever it is towards their anthill entrance.
  10. Ants. A whole legion. They’re raiding a group of coffins for food. Anyone threatening them is also good for food.
  11. Roll 2d10 on the table. Combine the encounters.
  12. Roll 2d10 on the table. Combine the encounters.

1. Cemetery Custodian

Blinded from decades of living in the darkness of the cemetery. Memorized the layout of his workplace, but terrified of its intruders.

2. Entrance to Anthill

3. Broken Passage to Aswang Hideout

4. Entrance to Tree Core

Mangayaw: 20 Debt Holders for Character Backgrounds

Electric Bastionland is a big inspiration for the Mangayaw update I’m working on. Since I’m making Debt a thing in Mangayaw, I thought I might as well lean more into EB by making Binmanwas start as debtor slaves.

This is an attempt to write 20 Debt Holders that the players’ party will have to pay back, along with something to make their campaign start interesting.

d20 Backgrounds

1. BABAYLAN: A healer who uses herbal science and spiritual intervention. Take a crocodile tooth.

  • You are indebted to: an intervening Ancient Tree. Take shared ownership of a Forest Seed (bulky). When buried, the seed grows into a grove of trees in a day.

2. KARAKAL: A merchant connecting communities with trade. Take a pouch of fake jewels.

  • You are indebted to: a distant Merchant Prince. Take ownership of a pendant with the prince’s insignia. It grants you passage on one of his merchant ships, granted you’ll work while you’re aboard.

3. MAGSASAKA: A farmer of forest swiddens and irrigated plains. Take a bamboo noisemaker.

  • You are indebted to: a grumpy Earth Dweller. Becoming a test subject for a curse will pay back 2 Debt.

4. MALATIKTIK: An infiltrator using stealth and cunning to extract information or sabotage. Take a bird caller.

  • You are indebted to: a paranoid Warlord. Information about his rivals’ plans against him will pay back 2 Debt. He will go to war over the smallest evidence supporting his suspicions.

5. MANDARAGAT: A seafarer who braves the treacherous waves, currents, and reefs between islands. Take a small flag.

  • You are indebted to: a migrant Whale Shark. Take shared ownership of a Wave Chart. It accurately depicts the currents and wind patterns of the surrounding area, but only when you’ve stayed there for 2d8 days.

6. MANGANGASO: A hunter who uses traps and trained beasts. Take a pouch of bait.

  • You are indebted to: a territorial Tiger. She loves challenging herself. Requests increasingly larger live beasts for her to hunt, each one paying back 1 Debt.

7. MANGANGAYAW: A warrior trained in the art of naval warfare. Take a small drum.

  • You are indebted to: an undefeated Karakoa Captain. Pay off your Debt by holding lavish feasts in her name. Unfortunately, she gets very proud and full of herself when drunk.

8. MANGBIBIKAL: A performer of poetic jousts and debates. Take a bamboo trumpet.

  • You are indebted to: a sensitive Poet Rival. His skin is as thin as an onion’s. If you’re late in paying your Debt, false gossip about you will spread.

9. MANGGUGUBAT: A warrior trained in ambushes and forest warfare. Take a husk of dark paint.

  • You are indebted to: a strict Umalagad Mentor. Escort a hydrophobic crocodile (6 HP, 12 LAKAS, bite (d8)) with wanderlust. Every month pays back 2 Debt, and losing her will double your debt.

10. MANGINGISDA: A catcher of fish using nets and tridents. Take a small fish trap.

  • You are indebted to: a prideful Bantay Dagat retainer. Take shared ownership of a conch shell trumpet that can summon nearby Bantay Dagat. If you don’t have an appropriate reason for the call, you suffer an added 1 Debt.

11. MANGKUKULAM: A caster of curses and harm. Take a centipede.

  • You are indebted to: a shifty Aswang. Bringing them a prospective Aswang convert pays back 2 Debt. Remember that witchcraft and flesh-eating is generally suspect among Tawo.

12. MANGKUKUTKOT: A delver of caves in search of metal ore and precious stones. Take a brass pan.

  • You are indebted to: a loud Dambuhala. Every Dambuhala you can beat in a contest of strength pays back 2 Debt.

13. MANGPAPANA: A hunter trained with ranged weaponry, primarily the bow. Take a handful of eagle feathers.

  • You are indebted to: a charismatic Port Chief. Locally sourced commodities pay back double the normal value against your Debt.

14. MANLALANTAK: A warrior trained in muskets, cannons, and blackpowder. Take a barrel brush.

  • You are indebted to: a hotheaded Foundry Master. Take shared ownership of a cannon mold. Forge your own cannon, given you have enough metal. Or sell it to the right customer, though it is a pain to transport anywhere.

15. PANDAY SA GINTO: A smith of gold jewelry, decorations, and accessories. Take an iron file.

  • You are indebted to: a royal Jewelry Collector. Only accepts payment in gold and in person. Saving grace is that his long house is a social den for the most important Tawo on the islands.

16. PANDAY SA HABUL: A weaver of intricately patterned clothes and textiles. Take a spool of cotton string.

  • You are indebted to: a bored Veiled Princess. Driving away an unwanted suitor and his posse pays back 2 Debt. There’s more where they came from.

17. PANDAY SA KAHOY: A smith of wooden tools and furniture. Take a woodworking knife.

  • You are indebted to: perfectionist Boat Builder. Take shared ownership of an aggressive single-log boat. It will drift towards conflict if you don’t resist it.

18. PANDAY SA PUTHAW: A smith of iron tools and weaponry. Take a pair of iron chicken claws.

  • You are indebted to: a legendary Folk Hero. Take shared ownership of a talking rooster (5 ILAG, 12 LIKSI, 6 LOOB, claws (d6)). It sings of the folk hero’s adventures and exploits every chance it gets.

19. PARAAWIT: A singer and keeper of legend and lore. Take a pouch of ginger tea powder.

  • You are indebted to: a talkative Songbird. A myna (4 Ilag) acts as her agent, following you around to witness real stories as song inspirations. Labors and Raids you conclude with dramatic flourish pays back 1 Debt.

20. TAGALUTO: A cook of bountiful food served in feasts. Take a bundle of garlic.

  • You are indebted to: a competitive Riverside Food Vendor. You suffer 1 Debt whenever he learns you eat from one of his rivals, and pays back 1 Debt for every one of them that you sabotage. 

I have newfound respect for Chris McDowall after trying to think up 20 debt holders because I have no idea how he managed to think up 100 of these, not to mention the 100 failed careers they’re attached to, each with 2 d6 tables of starting items. Literally how.

Giant Tree Dungeon – #dungeon23 February 15-28

02-15 Snake Territory

Roots above forks to the northwest and southwest. Discarded snake molts on the floor and walls. A sign of their territory.

02-16 Snake Burrow

To the side is a steel helmet. Inside the burrow is an engorged python. It’s trying to digest its prey, a conquistador guard.

02-17 Loose Earth

Cracks in the walls. A solid budge would collapse it.

02-18 Exit to Forest (Northwest)

Lots of foot traffic, horse and cart tracks.

02-19 Conquistador Base Hidden Entrance

Tracks from 02-18 end at a fake dirt wall. Beyond this is a short tunnel. Halfway through, the dirtwalls give way to stone brick.

02-20 Conquistador Base Stable

At the end of the stone tunnel, there is a reinforced wooden door. It is locked, but behind it are two conquistador guards, a horse and cart, and several flights of stairs to the Conquistador Base.

02-21 Fire Ants Harassing Bugs

2′ Fire ants are wrangling a 6′ earthworm.

02-22 Fire Ant Tunnel

A tunnel here leads to the Fire Ant Hill. The dirt is grainy, coming from the tunnel. The area is swarmed by 2d10 fire ants.

02-23 Fire Ants Harassing Bugs

1d10 Fire Ants harassing a family of 1d3 beetles. To the south is a small tunnel dug by insects.

02-24 Remains

Skeletons and shells of snakes, bugs and Tawo. Picked clean by ants.

02-25 Pond Shallows

The water is only knee-level here. Crawling about are 2d6 snails. When threatened, they excrete a slimy substance that is hard to wash off, but otherwise harmless.

02-26 Exit to Forest (North East)

There is an opening to the forest. A kind of plant is growing from outside, creeping in the walls, floors and ceiling. The plant thorns hold a potent hallucinogen.

02-27 Centipede Burrow

A centipede dug a home for itselt by the underground pond. After the first encounter, roll a d6. 1-3 means it is hunting in the water.

02-28 Underground Pond

The pond is wide and deep in the middle, as deep as three Tawo. It’s completely dark, aside from the light coming from the well hole in 01-02

Sometimes you’ll see critters scuttling away from under the water. Sometimes you’ll see the centipede (02-27). And it sees you as prey.