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idea doc dump: the wyrd wood

 

sixty eight, scale is still difficult

the last of my ideas docs, one that still grows daily

  1. Log Spiders: Spiders made of logs

  2. Leaf eating birds, a sack on its neck ferments an interesting brew (like a hoatzin) “They exclusively eat swamp plants (leaves, roots, and flowers), enabled by their enlarged crop which ferments their food before entering the gut. They are also called “stinkbirds” because this process creates an unpleasant odor similar to cow manure.”

  3. Centipede Bears: The upper and lower halves of a black bear, connected by a 12’ long centipede body

  4. Large, flightless birds that steal bones to obtain the calcium they need to make their egg shells. Only really dangerous during mating season or if cornered.

  5. Questing tick knights

  6. Trees communicate via smells, some are so good at this, that it feels like you just had a full conversation with the tree, but the conversation exists in memory, like hindsight telepathy aka arboreal hindsight

  7. The Pig Faced Marauders have begun stealing cattle to free them. No cattle have awakened yet, but the marauders thinks it's only a matter of time

  8. Pig faced marauders are domestic pigs given form to match their fury.

  9. Boulder fields on spider mountain make up dangerous paths up the mountain. The spiders of the mountain traverse them easily.

  10. A living ring of snake body

  11. A spell that causes you to be eaten by crows and carried 30 miles as the crow flies (or 2 hexes)

  12. Sloths etc

  13. Sap demons: Slimes that act as an immune system for large trees against harvesting. Most common in the Wyrd Wood, victims of the demons are enveloped and preserved in the sticky sap, bury themselves to be used as a store of nutrients or as a future defender

  14. The dream society's fortress is being dreamt by a large oneiric worm kept in the dungeons. They import large quantities of poppies through The Anthem Boys to keep the worm sleeping

  15. The ancient ruins are incorporated and used by the forest. 

  16. A church with a tree growing through it, fed by a blessed fountain. Bears the fruit of heaven.

  17. Parnizal bound the Devil Gusiel as a familiar. Being around a devil warps a person, the being radiates a foul aura that changes the person from the inside and creeps into their deepest selves, carving it away one little piece at a time. Parnizal used the mirror to hold himself together, with the mirror gone, the process has quickened and soon Parnizal will be lost to the devil

  18. Kubli has developed a basic argument for an archery cult. He is going to turn members into centaurs, but needs to steal the sheriff's horses first.

  19. The forest is made up of hunters and hunted

  20. To be safe, you must be the hunter

  21. Wolves have teeth and claws, but humanity has the mind, which can be sharper than either

  22. There are emotions within that dull the mind

  23. To ensure we remain sharp, we must make efforts to sharpen ourselves

  24. I have come up with a routine that combines healthy living, psychotropic introspection, and archery that will sharpen the mind and body to a razors edge

  25. Magic Spyglass: While looking through the spyglass, speak a magic word to swap positions with what you are looking at. The spyglass does not go with you.

  26. Bandits in a fort in the woods: kidnap travelers, take them back to the fort where they demand labor or the kidnapped can find their own way back. Bandits excavating an old dungeon under the fort.

  27. A sage has locked himself in an animal pen with animals. He is writing his opus on the realm of beasts. He uses the animal damage to his manuscript as a kind of spiritual editing, each damaged piece rewritten and replaced, saying the same things in different ways. Over the past week, a few interesting mutations have already taken hold.

  28. A mad priest of the sun beast living in the Rottwood has suffused the remains of an enormous centipede with radiant fire. A young, elvish woodsman has seen the creature and hunts it obsessively.

  29. A huge monster carcass has been discovered by the woodsmen. It was ripped to pieces and scattered over a large meadow. They have tipped off the order of St Allesandra who suspect a demon. The real culprit was an ancient automaton, made by a long dead magician from the old world, and living in his buried workshop nearby.

  30. There is a grove of Night Cherry trees in the Stink Swamp, guarded by a terrible, wooden demon (magic troll). The druids found the place, and sought to prevent their enemies from exploiting by performing a ritual with the berries that killed them and bound them as dream ghosts (Spectre with INT damage). They possess the object to guard the crop as a Monster.

  31. A suit of golden living armor lives in an idyllic glade in the glorywood. Recently a pair of musicians found the armor and started living with it.  found family vibes. A devil has visited in disguise every third week for the past century, dining with the armor as its guest, trying to get it to sin. The devil has become jealous of the musicians and plans something terrible.

  32.  A giant made of corpses has killed and incorporated an adventurer wearing a ring of Invisibility and has, itself, become invisible causing terrible harm. Preceded by the smell of rotting corpses and the buzzing and biting of flies, detectable from a mile away.

  33. An elderly woman lives in the glimmerwood, in a hovel with a garden, a scarecrow and dozens of cats. The scarecrow comes to life under moonlight. The woman and the scarecrow are in love. The woman grows old but the man never will. The cats gain human shape (goblins) at night and are loyal, and belligerent to the old woman. The scarecrow fears being alone.

  34. A band of warriors led by a wizard is headed towards Prosperity from the north. The wizard knows a spell that uses the deaths of 10 people to kill 100 people, and uses the threat to shakedown villages and settlements. The Dream Society has heard of a way to protect an area from the spell, but it requires rare ingredients and a great sacrifice. The Sheriff has placed bounties on those ingredients. The band will arrive in 100 days.

  35. A wizard hermit in the stink swamp farms oozes by suffusing a whirlpool with necrotic energies, the wizard draws remains to his oozes keeping them fat and content where they are. The wizard lives in an incredible cabin made from the hull of an ancient ship. He has been here for centuries.

  36. An evil sentient sword bricked up in the wall of a castle, the new occupants think it's a ghost.

  37. A plant that causes rapid decomposition, but it feels incredible

  38. Most magicians from the dead kingdom were natural philosophers, renaissance types that dabbled in mechanics and alchemy, using various methods to produce minor magics, and learn the secret power of the angels. Few gained much power at all, some have gained more than they bargained for.

  39. The Night Market is a gathering place for spirits during the full moon. The market sells strange transitory things. Polite but ravenous ghouls prowl its grounds.

  40. The last rapids on the fang river are ruins

  41. Grandmother Weaver casts the shadow of an enormous spider, those stepping into her shadow have been known to disappear.

  42. Grandmother Weavers cabin is lit by a single candle in the center of the room. It casts deep shadows on the walls. If the candle goes out, the darkness will swallow you whole.

  43. Knoll Thunderson: F5: A warrior from ancient times, trapped in sappy stasis by a coven of wood elementals (dryads). Knoll wears a cloak and hood made from the pelt of a cave lion (+3, Cloak of Defence). Knoll carried an axe equally effective against wood and stone (+2, Biter); it was taken from him when he fell into the trap. Dressed in a mixture of hide and leather (Light Armor), Knoll has 16 strength and will consider any who save him to be strong and capable warriors worthy of his company. He will consider any who help him recover his axe to be staunch allies. Knoll does not speak golgaran, though he will communicate through enthusiastic gestures, there are many in Pulma, especially members of its religious institutions, that can aid in translating.

  44. A silver crane living in an ancient garden

  45. In general, though there are exceptions for all:

    1. Spider venom paralyzes

    2. Snake venom kills

    3. Toad poison sickens

  46. D30 table for each suit, draw 3 cards and sum matching suits to get results. Familiar.

  47. A shovel that sprouts branches when in dirt near buried treasure.

  48. The light burns them, they are pent up over centuries, their power shivers and dies, the forest takes them, they are split, they bloom.

  49. Culture is a rainforest

  50. A section of forest where trees secrete a thick resin that animals swim through.

  51. The Silver City and its angels are Lawful more than good, and heaven fell because of the giants and their songs of old magic and the wild, the cousin of entropy and death, the wars were bitter and cruel, nihilism bled from the beings of the Silver City, most of the angels fell from its weight and were sullied by the earth. Those that remain cling to hatred and tradition, to violence and to duty.

  52. The whirlpool in the Stink Swamp is over a giants necropolis where miasmic greed drinks up the water infinitely, inhabited by fish and beetles, big enough to swim in, a dungeon of sorts, berries nearby grant the gift of Toad Lungs until you dry

    1. Dungeon Themes: Falling, Flooding, A Deep Unquenchable Thirst:

  53. Saints ashes deal fireball damage to devils and demons, bone meal does 2d6 damage

  54. Coal: burns hot, coal fire burns the forest effectively. it was used by the old civilization to fight back the wild. its smoke killed heaven. 

  55. Coded treasure map instructions: Two days south of the yawning stone, past the weeping dead, down, down, down through vaults of hell, where earth bleeds fire, and light daren’t tread.

  56. Some curses are symbiotic, but they must be fed somehow. Have mechanical buffs that come with risk. Risk may be eased with offerings. Burn CHA to avert loss.

  57. Loyal arrows: Come in sets of three, usually arranged as a triangle, so long as you have one, the others will return at dusk.

  58. The Sheriff collects friends and debtors, fines and fees are his first offense, but he is no stranger to violence. Used to getting what he wants.

  59. A spring scattered with human shaped stones, water pouring from where their faces would be

  60. Giant Mansion, built around the corpse of a hung giant, swings back and forth from the bough of a tree, the corpse is dry and preserved the rope is thick and enchanted, now home to a necromancer who can command the giants angry ghost at great cost

  61. The Wyldlands are an apocalypse on the timeline of glaciers, the forest is one being, moving and thrashing in the wind. Some wizards know this, and are working against this. The edges fight fiercely against removal. Forest from another dimension, one of magic, which bleeds in through roots and radiates through every cell contained within. Tapping into the power is exhilarating, and adrenaline soaked like a glorious, divine, panic attack. All divinations see the forest winning, fate, souls get trapped in amber in the hearts of the trees. The forest hijacks belief through fallen idols and photosynthesis.

  62. Undeath is civilization fighting the inevitable and losing at the rate of erosion, cracks are filled with roots and flowers in the oldest places

  63. Part of the Rottwood has calcifying fungal canyons, flying insects are common here, some are enormous. 

  64. bug based super tech, magician magic items. a swarm of intelligent computer beetles, mesmer flies to transmit info quickly and psychically and perfectly

  65. Wyld elves: cannot destroy mortal craftsmanship, and their crafts cannot be destroyed by mortals, swashbuckling intrigue and rapier duels are common

  66. Wyld elves are pedantic and narrow sighted, there are bold acts and there are brave acts, and the definition is opaque, relying on vibes

  67. Moments echo through culture, culture echos through the forest

  68. Dracula's castle that's a city in its own right, city crawl in a haunted mansion

  69. Skeletal trainer in the Gloamshire, their cottage is frequented by an angry ghost

  70. A cave full of damp logs piled into a deep hole, difficult and dangerous to cross, the creature(s) that live there navigate it easily.

  71. Magic skulls of an ancient monster, their power grows as they are gathered together. When all are collected, the monster is reborn.

  72. An old farmhouse where a scarecrow lives. a flower sack full of stray, a head full of beans, ropes for arms and legs, a hat and a coat. cant speak, and fights like kyle o’reily. only 1 crow ever comes here anymore, and it is a strange thing

  73. An artifact of great power is hidden at the end of dream, dreamt while high on a lethal psychedelic

  74. Winter Rules: Up to 3 slots of warm clothes to protect against normal cold, can travel one hex before accumulating fatigue, 1d6 Cold die standard deals CON damage each day spent outside a camp or Safe Haven, 1d3 in camp. reduce Cold damage by warm clothing carried, getting wet doubles cold damage. Dusk and Dawn each count as night. Eating double supplies also reduces Cold damage by 1. Supply rolls are made with advantage.

  75. Gold system where equipment can be bought in town as normal, and small items can be purchased for their weight in platinum coins in the field

  76. A family that camps in mines, following their campfire godling, they dream of iron, and chase firelight. Sell their wares to a monastery of smiths who sing the name Dromos.

  77. Possession is a rush for demons, it is a boulder suddenly gaining a sensation, they are mainlining time, and hastening their unmaking. All interactions with mortals are like this to a much lesser degree.

  78. The Wurms: live among the roots of the world, earthworms with human hands and teeth. Some have taken faces, though they were never born with them. They are cursed to forever eat and suffer.

  79. Glory (or Life): Gained by doing downtime activities, spent to gain truths about the character, truths should be specific and impactful, players decided the mechanical benefits, but once they are set they are set: Examples: I'm a wiz at darts, I'm obsessed with spellbooks, I'm great at public speaking, I can hold my liquor.

  80. Make snow reinforce region: Dungeon deck path generation

    1. Glorywood, ankle deep, heavy canopy, low, powdery  jelly

    2. Glimmerwood: along the sides of trails, a dusted, idyllic forest, a scarf will be enough, refreshing cold

    3. Spider Mountain: cozy haze, brown gray orange

    4. Mt Andromeda: Icy and dangerous: seasonal planning

    5. Stink Swamp: The water has teeth, it eats boats, ice rafter bumper boats

    6. Wyld Wood: Ice caving through a living dungeon, fate is in your hands, use card dungeon generator, rations and ropes, collapses are common

    7. The Rottwood: Foamy slush, green gray and bubbling, winter fungus animates ice shards, long and sharp, the blades they make are better than any forged weapon, but fire and heat destroys them (+1 to +3, takes as many slots), cannot carry fire

    8. The Gloamshie: gray and slushy, slick and biting cold, saps you to your core, booze heals but saps your DEX

    9. Bleakhill: Always November 3rd, 1955, small town, friday night, mothman and sasquatch are there, and other, you can keep a number of items equal to your level, everything else breaks into constituent parts.

      1. WW2 Thriller, pulpy action, nazi superscience, sewer and warehouse lairs. Most of the residents that know are from outside, those inside never remember, 3 days happen in a loop.

      2. Secret agency knows about connection, fights magic, needs help

      3. Events deck, things happen, place is impermanent (randomized), map stays the same

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