Showing posts with label d and d. Show all posts
Showing posts with label d and d. Show all posts

Wednesday, 14 November 2012

Spells vs Brains

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Wizards in flux-engine, as I have said before are spell infected wretches, host and addict to spells.
This is the current rules for them.
These are kinda long for my liking, but I can't see what to cut at the moment.


They have a potency score. It starts at 1 + savvy modifier.   You can have  combined total levels of spells stored("wrangled")  in your mind equal to this.

The spells that you "know" (ie have learned , made notes of , and are running around your head)
is 2d4 at first level. After this you can learn new spells by;

= deciphering another wizards "spell book",

(this can be anything from rhyming couplets, tattoos, knotwork, scrap books or toilet graffiti. A spell book for a wizard is anything that the use to organise their mind and trigger the patterns necessary to get the spells to behave)

This is a savvy check modified by the level difference and anything from a -8 to a +8 modifier depending on how idiosyncratic  the wizards "notes" are.

=overhearing a spell and repeating over and over again until you get the pitch right. This requires an awareness check at the time, and later a savvy check at -8.
The savvy check happens over an hour of you practising  and if you roll a 20 , you get +1 stress. You can keep doing it until you get right or get 2 ( not necessarily  constitutive ) 20s.

=any ridiculous amount of mental derangement either  chemical or other wise has a flat 10 % chance of learning you a new spell

=rumours of the correct preparation and consummation of wizard brains, as a way of getting spells, may or may not be true

If you learn more spells than half you savvy score each level you get a permanent +1 to your stress score for each spell you learn above  that totally.

When cast the spell the spell is not lost from your mind, it is instead lost in your mind, scurrying around where you can't easily access it.
A couple of minutes of idiosyncratic ritual and referral to the wizards notes is required to wrangle the spells somewhere manageable.
(where the player chooses the spells readied).
You can wrangle more spells than your potency score but the extra levels are used to modify the savvy check. You can't wrangle more than twice your potency.

This savvy check is made  after each spell wrangling session. It's modified by any extra spell levels you have wrangled.

IF you fail  this roll, add one to your stress score. This is used to modify unfavourably a savvy check that you make at the end of each game session. If you roll a 20 on this you also roll on the table below.

Certain talents can give benefits in exchange for increasing your stress score.

Failing this means you roll on the table below. The duration of any non-instant or permanent result of this table is a week. Make another savvy check( modified unfavourable by your stress score). If you fail that double the duration and make another savvy check, repeating this process until you succeed.


add your stress score to this roll:
(despite the use of 2nd person, this table should be rolled in secret for maximum fun)
1 minor visual hallucinations (after trails)
2 a random spell becomes a favourite
a favourite spell always gets memorized, like or not, but you get +1 with any rolls with it. Despite what children have been told , there can be only one favourite.
3 spell buds, one spell is lost but you instantly learn a number of new ones of total levels = to the original  and at least 2.
4 random spell selection, instead of choosing which spells are prepared, it is now done randomly
5 reverse spell effect once.
6 Sporatically bleed from eyes and ears
7 Intense endorphin rush whenever you cast a spell. Make a savvy check in order to not cast another spell on the next available chance. +2 hitpoints though coz maaaan you feel great
8 You must make a successful con check in order to not immediately voice whatever thought comes into your head
9 Rhymes make you angry
10 Auditory hallucinations, -2 to awareness checks. Echoes, chirps, whispering
11 Auditory hallucinations, -2 to awareness checks, voices, threatening , laughing , mocking
12 Domestic animals can't stand being around you
13 Bizarre food cravings
14: One spell proceeds to bully the others, growing in size until it takes up all available space. You have only one spell prepared but double any effects and your effective level for casting it.
15 You become dreadfully afraid of one spell, and must make a successfully con check in order to cast it. It's not the effects of the spell you are scared off, as you are the feeling of it moving inside your brain.
16  1d4 teeth fall out, and are gradually replaced with random animal ones
17 Your spell book methods no longer work, you need to invent a new one, or atleast radically overhaul them.
18 Insomnia, you can't sleep and can only partially recover from resting
19 lose a spell
20 reverse spell effect , all
21 Roll on the mutation table. Effects are permanent.
22 Partially paralyzed  for 1d4 days
23 numb, emotional, immune to emotion based effects. Auto fail most social rolls though
24 either blind, deaf, or mute. This does not effect your spell casting however, not even targeting spells.
25 learn new spell
26 You forget one language and learn another one, but do not realize the substitution
27 physically numb, you are immune to pain, +1d6 hitpoints but must make a dex check every hour or have suffered a d4 damage unwittingly. The d.m now tracks your hit points as well.
28 if anyone says your name within your hearing you take 1 point of damage
29 Your tongue periodically forks
30 You doubt all your memories as false. A couple of them are false now.
31 You need to make a successful savvy check to not mistake a word for the thing it describes
32 Next time you go to cast a spell, all the spells you have wrangled happen at once
33 Randomly determine a letter. You are physically unable to say words beginning with that letter.
34 Vision drifts in and out of present time, basically everything is under the effects of displacement spell but you get an initiative modifier that is either +1,+2,+3 (1,2,3 on a d6) or -3, -2, -1 ( 4, 5, 6, the modifier will be on the bottom of the die)
35+ permanent stat damage , randomly choose stat, 1d8 damage.

Thursday, 6 September 2012

Climbing on things and stabbing them in their stupid face

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Fighting big creatures. What is really cool is people whaling away at a dragons ankles until it explodes an hour later,  occasionally falling over on the spot  because it hit you too much and someone touches you with glowing blue hands and you get back up again.
Okay that was sarcasm and hyperbole. But yeah what do when the players wanna climb on some big ass monster and stab it in its stupid face.

Like examples from media are pretty endless. SO I've been trying to think up a nice general system (more for if the players are like tiny animals trying to kill a dog or goose or something, but that's a whole other thing)
to handle this.

Some general notes about making sub-systems :

a)Climbing on stuff larger than you is absolutely stupid in real life, so lets forget about trying to accurately model that. Instead, what do you need to account (ie people can or can't left up t-rexs? can or can't survive been kicked in the face by t-rexs?) for in your game, as not to max out the acceptable bullshit for fun quota in your game? Model that.

b)you can make up rules for anything on the spot, and trying to have a rule for everything is counter productive because then you have to look said rules up. Unless you have/are a Mentat.
(
In that case, say hello to Agent Dale Cooper for me and tell him to LISTEN TO THE FUCKING GIANT FOR FUCKS SAKE!!
)
So if you are using/considering making a subsystem you gotta think how much does this come up? and is there enough generalities in the situations to make a subsystem around them and is it going to be fun to have one? More or less fun than just ruling based on player skill on the spot?

Say haggling. Let's say you want it to come up a lot in your games because its a Heathens & Hovels setting and you think it adds a touch of authenticity to the whole thing.

And lets say it's not fun (or not fun all the time) for you and the player to ham it up at each other spruiking the miraculous properties of this chicken vs the hunger of their 17 limbless children etc etc.
And you want something that has choices involved, because choices are what make the whole thing fun, rather than roll a charisma check boom it costs this much thing.
THen you should have a subsystem! weeeee.

c)Trying to make a subsystem do all the work for you is futile. As in it's still gonna to need you to make rulings on the spot and players to think up cool things to do that just activating shit on their character sheet. Trying to make it do all the work is MADNESS. As in early grappling rules. As in; trying to work out if its easier or harder to put a centaur or drider in headlock blah blah oh shit its an extensive modifier table. And no-one likes them. NO-ONE.*
So instead treat the subsystem like a general framework ad hoc system to refer back to or build upon as needed, and use the groups interpretation of the circumstances as your guide rather than trying to get the circumstances to fit the subsystem.


Okay that was over-long.

Anyway this subsystem " Scale the Bastard " builds on my homebrewed rules with size coming with built in damage resistance. (and much lower hit points for big creatures)
And by climbing onto the creature you can bypass some or all of that damage resistance depending on much effort you are willing to spend climbing to a good position.

If you do not have damage resistance for large creatures, instead you could use a straight damage bonus for better positions, or improved critical chances or what have you.

For purposes of this subsystem ( " Scale the Bastard" ) the size categories are
Player character size (from halfling to horse)
Large (a really big bear) 5 points of Damage Resistance
Huge (elephants)            10 points of Damage Resistance
Massive (dinosaur)         15 points of Damage Resistance
Colossal (blue whale, super dinosaur) 20 points of Damage Resistance
Titanic (lesser Godzillas) 25 points of Damage Resistance
etc.

We are ignoring tiny creatures because what ever, like they are going to have one or 2 hit points any way. And if you want to use this system for gremlins climbing on people have them do like +5 damage if they can get a chance to get to the face or neck or something.

First things , starting the climb. This is a dex/strength
/climbing check. YOu need to be way too close to the creature first,  so you go last in the initiative (or draw an attack of opportunity or whatever) and if it hits you in the round then you can't make the attempt.
SO distract the creature or sneak up on it or whatever.



Once you are on it , congratulations! You are hanging of its side , clinging to it's ankle or whatever. This is called a 1st position. Attacking from here means you get to shave 5 points of that damage resistance! If it's a large creature, that probably  means you are now sitting on its shoulders stabbing it in the face. It's damage resistance is zero, and there is no where left to climb.
If it's a huge creature, you are most likely hanging off its side, and while you get a better shot at its kidneys or gaps in the scales, it still has 5 points of damage resistance left.
So you keep climbing and (if successful) you reach its head (a second position) and can stab it with no damage resistance what so ever!

Basically each time you spend a round climbing you move up a position and shave off 5 points of damage resistances. So while something large (a kodiak bear or ubergorilla) has only one position , a lesser Godzilla has 5.

This is very general and very abstract and is meant only as guide. If the  beast the character is fighting has weak knees, let them get them advantage only half way up (and they say they are going for the knees). If the characters jump onto it from a 3rd storey building, wahey let them start at the 4th position or whatever.

If they are going for its eyes or something, assume you can trade damage for maiming. So instead of doing damage the creature is now blind. Shouldn't blinding do hitpoint damage? YEs but hitpoints maaan they are more like "hit points" and shut up.

Okay so every round you are on the creature you can do one of these things:

Attack! Attack that thing! Show it who's the biggest slice of cheese in the dales!:
You attack bypasses its damage resistance for 5 points per point of position. If it tries to get rid of you , you are at -4 to the resulting stat check though.

Advance! hand over hand up its filth encrusted shaggy hide!:
At the end of this round you increase your position by one

Scramble! It can't catch you, you are an audacious wind! Har HAA!: Like advancing but you are not trying to get anywhere in particular, just scrambling all over it so it can't get a fix on where you are .

This gives you +2 bonus to any stat checks to remain on if the creature tries and scrape you off or rolling on you, and you may use your dex instead of strength if it tries to shake you off.

Hold ON! For dear , sweet,  capricious life, hold on!: You have found a particular firm matted clump of hair or scaly ridge and have braced your self. You can attack (bypassing any damage resistance as per your position) as well as do this but either at -4 to the attack roll or -4 to any stat check to remain on or some other arrangement of that 4 point penalty. You also get -4 to the dex check to avoid taking damage from a roll or a scrape.

MEANWHILE the beast can try and dislodge you ! yes you impudent flea!
This is generally instead of it being able to attack someone else.

Shaking you off: means that you have to make strength check or fall off! Falling damage as per normal.
If you fumble that strength check it means you are flung off! Double the distance you were at before the flinging to determine how much fall damage you take, and roll a scatter diagram to determine direction.
 If you are falling off (not flung off) you can make a dex check and grab on a couple of positions lower (1d3 maybe? Or base it on how much they succeed the dex check by).

Swatting at you: it tries to attack you as per normal. BUT you get a bonus to your a.c of +1 per position , or +2 per position if you are taking the scramble action. Ha ha! It can choose to do damage as normal or do half damage and make you do a strength or dex check or fall off. If gets a natural 20 you are flung off. If it fumbles or misses by 5 or more , it inflicts damage on itself, bypassing  damage resistance as per your current position.

Scraping: it either scrapes itself against a nearby wall or scratches itself like a dog with it's hind leg.
You need to make a dex check (with +2 if you took the scramble action, -4 if you took the attack or hold on action) or take 1d4 per total positions the creature has (ie 1d4 for large, 5d4 for titanic) and then make a strength check (with bonuses if you are holding on) or fall off

Rolling: the creature proceed to roll over and over trying to squish you like the pest you are. This takes a round to begin (giving you effectively one free round) but each round it maintains you can either choose to make a dex check (failure results in a 1d10 damage per total positions of the creature, ie 1d10 for large, 5d10 for titanic) or drop down a position. If you are on position 1 you are now on the ground. The creature may be limited by the terrain in how far it can roll and can't do anything else while rolling. Is prone if that matters for something the size of a building.
If you make attack actions while on it you are nuts but get to add half of any crushing damage you take to the damage you do.




I feel a well constructed table could of made that so much more clear, but my attempts to do so were sadly lacking. IF you know your players are going up against a MASSIVE BASTARD you could make yourself a map of said MASSIVE BASTARD with the different damage resistances for different areas and situational modifiers/mini challenges for hanging onto to its poo dreads vs clambering up its scaly legs. Also giving the players the chance to research vulnerable areas on the creature or spots that it cannot reach you if you are so placed.
Like I said earlier use these rules as guideline , modify heavily for circumstance and player plan and make sure there's a firm understanding between you and your players about what the bullshit quota is.

Think the creature taking the roll action might be the best for it all the time, so maybe that needs be limited by having enough room or something,

EDIT:
sleek snake panther version here:
http://dndwithpornstars.blogspot.co.nz/?zx=47577a72ce0ffd02

Monday, 20 February 2012

planescape, scrawling on the classics

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF I have been thinking about planescape with my 6 orbiting brains.

I think planescape is " top shelf " and has some fine fine fine art and generally awesomeness.
But! I thought it was a liiiiitttle under done. Or maybe I got greedy with its cool bits and wanted more.

Any way here's me scribbling all over the classics:
spell keys? weapon bonuses that got weaker the further you went from the plane in which the weapon was made? Random spell modifiers depending on what planes you were on that  were just  like -2 to illusion type spells?
Did anyone remember that they were there? Did anyone use them?
These were some rules that were put to give some kind of flavour or something, but if you can't remember a flavour rule after reading it once it's no good.
By flavour rule maybe "tone" is a better phrase, you know any rule thrown in to keep characters reminded of a on going environmental/metaphysical/psychological factor.
Anyway some sharper than I could prob do a break down on what makes good mechanics and what does not . Planescape's spell key, plane modifers definitely fails. Bland, bean counting, and abstract.
Maybe if it was more like to use healing spells in Baator you have to kill something that day, but even then seems like dead weight. The fact that you are walking on a lake of frozen souls being chased by gelugons should be taking up enough presence of mind that some rules farting around making your spells more difficult, are just slowing things down.
I think there might of been some more rules like this , but I really can't remember them, and so they must of been even more naff.
anyway..
So in no particular order here's some thunks about this:
(note: this is actually going to have to be an ongoing series, I have notes I wanna share on ysgard, sigil, the upper planes, gehena, pandemonia, limbo as well, but this post feels like it's taking too long to do already, more over the next few days)
Gods
Planescape was making something new out of all this metaphysical detritus that various d&d products had left, but the weird thing (for me anyway) was even how this was the selling point , it was all the new stuff (the sigil dirty victorian , factions, and the like) that was really strong.
And I feel that a lot of the planar locations were pretty bland and got used as dumping ground for various pantheons . Which was meant to be a cool selling point, but I found it annoying having Greek gods, Chinese gods, Celtic gods and the like.
It's great to loot cultures shamelessly for campaign dressing, but having just pasting them all over the place without even filing the serial numbers off felt cluttered.
I mean I'm not too fond of gods full stop in campaign worlds, like its always feels wonky trying to get their power levels and involvement in the world right. Maybe having gods only being at the power of a demon lord and not having a immaterial form, just their avatar would work for me.
So basically having them be SuperKings. And while they would claim credit for making worlds and races, that shit just happens due to deeper blind forces.
I just don't like all powerfully invisible sky beards that can sculpt the world and what not and have all this interest in mortals but cannot directly intervene because of some blah blah blah.

So I would shift the focus of the outer planes away from all this pantheon bullshit.
I will repeat myself here how dull it is having Sigil and tieflings and factions and trees made of snakes and madness mazes and all this effort to make a unique tone and then having the party run around ancient Greece.
Maybe someone is thinking here "oh but that's the appeal, like the adventure starts in ancient Greece , but then they go to Valhalla, and then the kingdom of the elves" and I'm thinking wow, this is "Where in mythology is Carmen Santiago?"
Also a sizeable chunk of tolkien and western mythology has already been strip mined for the roots of d&d and there's not a lot left there that's of any interest.
Still bits and pieces of pure gold, but yah gotta dig further than togas and talking trees here.

Planes
Firstly all the planes should have some possible low level adventure nonsense . 
secondly  the planes need more fleshing up than just this cultural garage sale nonsense.
I'm a fan of symmetry , like if one plane has murderous hats tied to their plane, I like thinking of other planar equivalents of these murderous hats.
So I been doing about of this "murder hats of the alignment compass" as creative exercise.
Examples of fine murder hats include Baator, with the baatezu.
(oh an aside here, I liked that demons and devils got their own name for themselves, it was part of that throwing away of human-centricness that planescape had going for it , that I really liked. Demons don't exist to lure you to evil, and  don't just represent a force to oppose and strive against. They are not fallen angels , seething in bitterness, envious of the light. No, demons have existed for longer than your whole planet, your downfall is mere sandwich choosing, and they are a force for evil and destruction because to them, that's how things work, and anyone who is not out for carnage and power is weak, deluded, or a fool. Not that people aren't having hella  fun with the medival styles of demons, I just love the idealogically cluster fuck approach.)
The abyss with Tanar'ri, limbo with Slaadi (but you know, like how I do slaadi) and the githzerai apparently but I never got a handle on them, Mechanus with modrons etc.
But there are some gaps. Like there's no distinctive denizens for Gehenna , Ysgard, Acheron etc
Acheron could have ,damn I want to use archons , but that word is already in use for angels, so lets use um..
oh thanks wiki , Nephilim

"Nephilim" (נְפִילִים) probably derives from the Hebrew root npl (נָפַל), "to fall" which also includes "to cause to fall" and "to kill, to ruin". The Brown-Driver-Briggs Lexicon gives the meaning as "giants"[1] Robert Baker Girdlestone[2] argued the word comes from the Hiphil causative stem. Adam Clarke took it as passive, "fallen", "apostates". Ronald Hendel states that it is a passive form "ones who have fallen", equivalent grammatically to paqid "one who is appointed" (i.e. overseer), asir, "one who is bound", (i.e. prisoner) etc.[3][4]

So the Nephilim are these (i still wanted to used Archon because grant morrison's invisibles has them being such great dirty shits from beyond) tarnished grey steel lords of war and strategy, ranked like chess pieces.
Nephilim pawns not is not working um.. okay lets make the celestial archons called nephilim and then
archons live in acheron.

Lets start again:
Acheron:http://en.wikipedia.org/wiki/Acheron_%28Dungeons_%26_Dragons%29
acheron is great. Big steel cubes floating a void with endless battles on their surfaces, some the size of mountains some the size of a house. Battleground discarded bodys and weapons gradually turn to metal and become part of the plane. Some of the cubes have little tunnels riddling them. There are great junkyards where rust dragons feed. There are other layers of the this plane that have great floating discs that are thin enough to cut a eyelid cleanly in 2. All of this is great.
Archons of Acheron:
The Archons are looming figures of pitted steel, corroded and dirty grey by the dirt and war of Acheron.
War and conflict to them are a pure fundamental things. They believe in order, strategy, logic and above all war. Unlike the fiends however, the Archons find concepts such a cruelty, corruption and destruction for destructions sake, utterly irrelevant. Archon can be found throughout the planes hired as mercanarys or strategic advisers. While safer to deal with than fiends, it is not with out precedence for Archons to subtly escalate or aggravate conflicts. Archons organize themselves in churchs named after the king of the church.
for example the "Church of Reprise Preceding Retribution " with Reprise Preceding Retribution being the Church king. Typical churchs normally have around 100 pawns, 5 castles, 10 knights,5 Bishops, 1 queen and
1 king. Churchs have extremely complicated greater allegiances to each other that, grouping them into OverChurchs ( about 20 churchs) and above that a (about 20 OverChurchs) Supremacy. When not united under/in a OverChurch or a Supremacy (generally towards an outside threat), Churchs of the Archons are in perpetually conflict with each other.
Archon care only for territory or wealth or power as means of winning conflicts. If no worthy conflicts are to be had , these trappings are quickly neglected or used as chips in the wars that immediately and formally start between Churches if no greater challenge  is present.

Archon Pawn
Standing about at about 2 metres tall, Pawns are gaunt figures of armour wielding long seemingly flimsy spear axes. They have no real insight or initiative of their own and more or less exist to follow orders. Under the armour there is nothing but black oil supersaturated with rust.
They do not talk, but any higher ranking archon of the same church can know anything a pawn knows if the pawn is close by and they spend a moment or 2 regarding the Pawn.

Archon  Knight
Knights are are joined with their steeds , a compact metal horse thing. Also one arm which can swivel along the chest to access either side with no hindrance. They have long curved horns on the helmets to designate their rank, and dozens of spears and tattered banners emerging from their backs , trophys of countless conflicts. While more comfortable taking orders, Knights are quite capable leading small squads of pawns, or other troops, and if under the service of particularly weak leader or summoner will attempt to replace them.
Unlike Pawns , Knights can talk, but do so only in the bare minimum to function efficiently as a military unit. They have limited powers beyond great speed and prowess with halberd, but can blink every 3rd round or so.

Archon Castle
Castles loom at 15 metres, but bigger ones have been reported. The appear as tower with a great cleft in its middle like a baleful eye, and they advance on a tripod of great  stone legs. They are faster than they look, and relentlessly trample opposing forces underfoot. They also have powers of gravity manipulation and can use this power once a hour to do one of the following:; flight on themselves and twice their weight in nearby units, a wall of force effect, or a "murder ball" where they create a spot of strong gravity, causing anything with in 60 feet of it to fall towards in the first round, and rounds thereafter the gravity effect no longer pulls anything towards it, but still traps whatever did on the first round. This murder ball maybe rolled around at 30 feet per round by telepathic command of the Castle, crushing and mangling anything too slow to get out of the way.
Castles have deeply resonate voices that can easily be heard even over the cacophony of battle and also can communicate silently with any other castle within a 100 mile radius. While they out rank Knights, they will take orders from them on the battle field.
If under the command of a non-Archon and not employed actively enough  they will attempt to over throw their commander or set off a war.


Bishop Archon
 standing at about 2 metres, and are hunched cloaked figure with a visage like the business end of a particular elaborate executioners axe. They use a perforated metal ball on a chain, to dispense a variety of killing, mind effecting, and morale boosting gas. They have access to cleric spells. They will always be in a command position if a Queen or King is not present.

Archon Queen
A terrible stilted wasp thing with a floating barbed ring for a face, Archon Queens are rare, and when not serving as a commander , rapidly fly around the battle field wielding a variety of battle magics, both cleric and wizard,and impaling with theri ovipositor. This ovipositor  is also used to turn stolen partitioners into pawns and worthy pawns into knights, knights into castles and castles into bishops.

Archon King
A twisted stunted thing atop a limbed  throne, while tough to destroy, the King is not particularly ferocious in combat, and will rely on summoning other archons, or cleric spells. They are of course master tacticians.

Further notes on Acheron
every plane should have some quick low level adventure areas, and battle ground scavenging on the floating metal cubes of acheron is a good one. Either the party could be after a particular item, or just generally greed. Tension can be mounted by having a time limit before the cube collides with another one, or the battle shifts and the spot the adventures are in becomes right in the middle of a conflict between 2 forces. Remember how the discards have a certain amount of time before becoming useless? Meaning the best lootings are from fresh battle fields, scouts might have to keep carefully watch for returning forces.  Escape could be through tunnels winding through the cube, allowing for a 3 dimensional (well more so than usual) dungeon crawl.
Also looting junkyards, especially a dungeonesque pile of old fused war machines, the gaps and spaces forming rooms and passage ways. Or having something like a battleship sticking straight up out of the ground like a tower, and the exploration would be vertical both below and above.


Carcerian Choir Slugs
I was thinking up something for carceri before I realized Demondands are hanging out there. But hey , here's choir slugs, foul congealed masses of evil squeezing themselves through the shells of the inclosed spheres that make up carceri.
They find partitioners of a particular brand and strength of evil and assimilate them , growing a new head and gaining power. They can only get a new head if the new soul is more evil than the last. 5 heads seems to be the natural, but not theoretical limit.
In the rare event they leave carceri they will attempt to corrupt or foster evil of the type they need to grow. Before they get their first head they are the size of a dog, and each additional head makes them double in size
Their are 3 types of Choir slugs:
Marauders feed off bullys, thugs, vandals, and then despoilers and warlords. Their slug like mass is composed of thick congealed blood, sweat and black mud. They can sing blasphemous words causing confusion, fear and enraging. Their heads flail and tear at flesh with their teeth and are venomous, the venom either causing weakness, or blind rage.
Like all choir slugs they can envelop and suffocate as well.
Torturers bodys are formed from tears , semen and pus and their heads chosen from the cruel; spousal abusers, animal molesters, torturers and sadists. They can gibber unclean words causing wounds to re-open, agonys to flower , and creation of visions of half forgotten terrors. They do not bite, but lick with razor rasp tongues, with the saliva lingering to either burn like acid, prevent healing, or cause horrible infections at a later date. They can also heal with these licks as well, to prolong the agonys of a victim.
Oppressor slug's sick mass is a festering clump of fat, oil and rotten half digested food. They source their heads from overbearing teachers, bosses, horrible kings and popes.
They attack not with direct physical attacks but by spitting up to 60 feet. The spit can burn, charm, blind, dominate or paralyse. 
They know words that cause fear, domination of the weak, and summoning.



Carceri

carceri seems to be lazy paste job of dante's inferno with some gods littering up the place.
It come across like a second rate baator or Abyss. The one thing it has going for it; is the name, and the greek titans stuff.
Evil giants in togas? I hear you yawn. That goya picture is awesome though. Okay lets make the titans more monstrous, like ones with a hundred arms or masses of snakes for legs or a neck that continually eats its head, and maybe carceri to be an all purpose dumping ground for conquered enemy monsters.
And make it really built into the landscape. Like huge angry half drowned faces the size of small mountains emerging from the muds of  Othrys. Mostly have these grotesques frozen and unmoving, but just when the party starts to think of them as set dressing, have , say, a giant face jutting from a cliff face they are traversing below, suddenly start screaming and screaming and screaming. Bonus points if you do this as the gm.  Basically have chunks of half dead and fully dead and dying or just plain nailed to something giants and monster everywhere. Big cages, and chains that would crush a city lying worryingly empty in the deserts of Minethys . Porphatys the mountainous volcanic one needs like cracks from which come angry, pleading voices, alternatively promising and threatening for release. The cracks however are very long and deep and the voices have travelled a way to the depths of the mountain were nightmares are trapped.
Low level adventures could be entirely inside giant bodys, maybe a whole dungeon of the empty veins, the party trying to find the heart to take a sample for some paying npc.
 Or trudging through the upper layers trying capturing the last of some abandoned species , that was relocated on mass to carceri because something needed its homeland. Basically a wilderness hex crawl with horrible monster parts the size of hills to mess with.
That swamp of depair with apathetic crazy but hella wise turtle from the never ending story should be found here as well. Holy balls was that some harsh horse murder for a kids movie. Speaking of which, I read animal farm as a kid, thinking it was kids book about some wacky animals running a farm. And then the second half happens and the pigs go corrupt and the draft horse / spirit of the Russian working class works himself to death and gets made into glue. The end. Ah well , built character I'm sure.

Okay that's the post. Will try and get the rest of the thunks I thunk up here soon.
Finally here's some early sketchs of the archons and a page of catalogue from the exhibition: