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The Magical Item Alphabet!! E- The Elephant Statuette

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I continue tromping through the alphabet, discovering the wonders of progression…

The Elephant Statuette- This wooden elephant statuette is carved from driftwood and is also a flute.  It was the prized possession of a young warrior of the plains who entertained many of his fellow villagers with calming songs.  The young warrior and many of the men of his tribe were slaughtered by a rival clan.  This young warrior fought so bravely that his body was the only one that was not mutilated after the battle was over.  Instead the rival clan honored his body and bore it back to the village, with his arms resting over his elephant statuette.

Elephant Statuette

The village shaman prayed and enchanted the elephant to be a mighty instrument to be used in future battles in honor of the brave young warrior who cherished it so much.

Once per day a person can blow into the elephant statuette and create a blast that sounds like one hundred elephants roaring.  Those in a 120’ cone must make a DC 15 Constitution save or be deafened for 1d3 turns.  They also must make a DC 14 Dexterity save or be knocked off their feet by the force of the blast.

Once per week the user can attempt to summon an elephant steed.  This is by fate alone.  Roll 1d20, if the result is 12 or higher, the steed appears on the next round and remains for 1d6+1 days.  If the result is 2-11, nothing happens.  If the result is a 1 then a stampede of spectral elephants appears and tramples the user to death and then disappears.



The Magical Item Alphabet!! F- Finders Keepers!

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We now hit F…  I really enjoy this item for some reason.

 

Finders Keepers- This satchel belonged to an extraordinary thief who used it to store all the belongings he nicked from his hapless victims.

leather-satchel1

Over three decades of using this bag imbued it with the strange abilities.

 

Those who wear the bag receive +5 to any pickpocket skill check.

 

Three times per day the owner may focus on an item they desire within their sight and must succeed on a Luck roll (if no Luck stat, use Charisma) DC 10 + GM modifier based on value of the item (+1 through +10) and it will appear in the bag (it must be able to fit in the satchel).  The victim will instantly be made aware that the item has vanished, but not who stole it and begin to weep uncontrollably and make a scene for 2d5 minutes.


The Magical Item Alphabet!! G- The Gorgon’s Skin

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The Gorgon’s Skin- The beautiful gorgon, Mythesis, was skinned alive and thrown in a deep well to dwell forever alone and in torment.  Her skin can be worn as a cloak, providing +2 to AC, grants immunity to all natural poisons, and the ability to talk to snakes.

Once per day the wearer can don the hood and be transformed into a gorgon (Medusa) and gain the abilities and powers granted by that creature (use your favorite Monster Manual/Bestiary).  This effect lasts for 1d6 turns.

 

Medusa


The Magical Item Alphabet!! I- The Ink of the Blood Demon, Algortha

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This is probably my favorite one I’ve done thus far!  I can’t wait to use this on my players.

 

The Ink of the Blood Demon, Algortha- The Blood Demon Algortha is crafty and cunning and knows that the way to corrupt others and gain followers is through patient manipulation rather than overt force.

Bamboo

Over the centuries Algortha has created several magical items that grant extraordinary abilities to the user, while slowly corrupting them.

 

One such devious item is a small ink container crafted of mahogany and lead.  The powdered ink never runs out, but stays perfectly preserved while in the container.  If the ink is spilled, it swirls around and goes back into the container.

 

The power of the ink is that it can be mixed with the user’s blood to create demonic ink.  The user is then able to draw amazing creatures on paper.  Once per day the user is able to cause one of these creations to come alive and serve them for user’s HD +1d6 rounds, or until dispelled or destroyed.

 

To create a creature the user must cut themselves and drain an equal amount of HD as the creature (IE- a goblin has 1d4 HP, the user drains 1d4 HP.  If the user draws 6 goblins that is 6d4 HP.  If the user draws a dragon that has 12d12 HP, the user drains 12d12 HP).  If the user does not survive the drain then their body crumbles to a fine black powder and is added to the ink container.

 

The drawn creatures gain all abilities (natural or supernatural) of the actual creature and completely obey the user.  Once the duration is over or the creature is dispelled or destroyed it melts in a spray of ink and blood.

 

The user does not regain sacrificed HP until the drawing is used.  The user can have any number of drawings stored up, so long as they have no less than 1 HP.

 

Drawing a creature takes two hours per hit die (IE- two hours for a goblin and twenty four hours for a dragon).

 

Each time the user releases a piece of art there is a chance that they become corrupted by Algortha.  Roll 1d20- if the result is 1-10, you suffer corruption.  Roll 1d20 and consult the table below:

 

Corruption of Algortha
Roll 1d20 Effect
1 Roll twice on this chart- ignoring result 20.
2 You cast no shadow.
3 Children cry around you.
4 Your skin is constantly warm and red.
5 Your hair is black, coarse, and itchy.
6 Your teeth become jagged and sharp (1d4 damage).
7 Your fingernails are as hard as steel (1d4 damage).
8 You cast no reflection.
9 You cannot be healed by good-aligned clerics.
10 Animals shy away from you.
11 You hear voices in your head.
12 Your hands are overlarge.
13 You cannot step into any church of neutral or good-aligned gods without suffering extreme discomfort.
14 You grow small bone spurs along your spine.
15 Smoke curls out of your nose and mouth when you breathe.
16 You smell like brimstone.
17 Cold attacks do 2d4 more damage to you.
18 Your clothing always seems to be smoldering.
19 Your eyes glow red.
20 You manage to suffer no adverse effects.

The Blood Witch- A DCC class

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I got motivated to make this class this AM.  This is inspired by the Blood Magus prestige class from the Complete Arcane of 3.5 days.  Hope you enjoy!

 

Blood Witch

Blood Magic

You have learned the secret art of controlling the blood of others.  Not merely content of learning spells and studying tomes as a wizard, you manipulate the life essence of creatures and use that to bolster yourself, or harm and hinder others.

 

You revel in the smell of blood, its taste, and warmth, even as it leaves your victim and cools and congeals in an ever growing pool on the floor… You are twisted… you may even be evil… and you absolutely love it.

 

Hit Points: A Blood Witch gains 1d4 HP per level.

 

Weapon Training: A wizard is trained in the use of the dagger, longbow, longsword, scythe, shortbow, short sword, sickle, and staff.  Blood Witches rarely wear armor, as it hinders spellcasting.

 

Alignment: Blood Witches manipulate the body and functions of other living beings and dabble in the grossest of magic and by that nature are chaotic.

 

Blood Potion: The Blood Witch is able to craft a potion from her own blood, sacrificing 1d4 HP that will heal naturally or can be healed magically.  The Blood Witch can drink this potion at a later date and regain 3d4 HP back.  The potion takes 6 hours to brew and 100 gp in components.  A Blood Witch cannot have more than 3 of these made at a time.

 

Blood Walk- A Blood Witch can play a dangerous game and jump through a living creature that is the same size or larger than herself and travel through their blood and emerge from another living creature on the same plane of existence.  The Blood Witch rolls d20+level+Stamina modifier and consults the chart below to see the distance she is able to travel.  Armor affects this ability.  Using this ability is a movement action.  The creature must be alive and have red blood for this travel to work.

 

1 Lost (24 hours). Failure. And Worse! Make a DC 18 Stamina Roll- Failure means the Blood Witch suffers 1d8 damage and gains: 1-3) Minor Corruption; 4-5) Major Corruption; 6) Greater Corruption.
2-11 Lost (24 hours). Failure.
12-13 You are able to travel up to 1/2 mile through the blood of others.  You can choose to emerge early through the target and do 1d8 damage.  The target must succeed a DC 12 Fort save or be stunned for 1 round.
14-15 You are able to travel up to 1 mile through the blood of others.  You can choose to emerge early through the target and do 2d8 damage.  The target must succeed a DC 14 Fort save or be stunned for 1 round.
16-17 You are able to travel up to 2 miles through the blood of others.  You can choose to emerge early through the target and do 3d8 damage.  The target must succeed a DC 14 Fort save or be stunned for 2 rounds.
18-19 You are able to travel up to CL miles through the blood of others.  You can choose to emerge early through the target and do 5d8 damage.  The target must succeed a DC 16 Fort save or be stunned for 1d4 rounds.
20-24 You are able to travel up to double CL miles through the blood of others.  You can choose to emerge early through the target and do 6d8 damage.  The target must succeed a DC 16 Fort save or be stunned for 2d4 rounds.
25+ You are able to travel anywhere in the world through the blood of others.  You can choose to emerge early through the target and do 8d8 damage.  The target must succeed a DC 18 Fort save or be stunned for 3d4 rounds.

 

Coagulate- The Blood Witch can cause a targets blood to thicken, making it difficult to move and act.  The target must succeed a Fort Save DC 10+Blood Witch’s level and Stamina Modifier.  Failure means their movement is slowed to1/4 and they roll all physical type rolls 1 step lower on the die ladder.  This effect lasts for 1d4+Blood Witch’s level rounds.

blood_mage_by_aldok-d7c8vey

Inflict Wounds- A Blood Witch is able to touch a target and coax their blood from their body.  This functions as a Cleric’s Lay on Hands ability (DCC, pg 31).  A Blood Witch rolls d20+ Staminia modifier+ Blood Witch level.  If the Blood Witch succeeds the roll the target rolls the number of HD and suffers that much damage.  The target is allowed a Fort Save (DC same as Blood Witch’s roll) to take half damage.

 

 

Blood Check Result
1-11 Failure.  Lost (24 hours).
12-13 2 Dice
14-19 3 Dice
20-21 4 Dice
22+ 5 Dice

 

 

Spells- A blood witch is able to cast arcane spells, but at great peril to herself.  A Blood Witch must spellburn either their own stats or the stats of another to fuel their spells.  To spellburn from another target the Blood Witch indicates who she is drawing from and they must succeed a Fort Save DC 10+Blood Witch’s level and Stamina Modifier.  If they fail the Blood Witch draws 3d6+ ½ her level from them that she can use to Spellburn.  If the target succeeds the Blood Witch suffers the loss to her own stats and the spell fails.

Blood Mage 1

To cast spells a Blood Witch rolls 1d20+points spellburned+Stamina modifier.  She does not get to include her level in the casting roll.  The Blood Witch also suffer negative effects on a 1 and 2 rather just a 1 on spell casting.

 

 

 

Languages: At 1st level, a Blood Witch begins able to speak common.

 

Blood Witch
Level Attack Crit Die/Table* Action Dice Known Spells Max Spell Level Ref Fort Will
1 +0 1d8/I 1d20 2 1 +0 +1 +1
2 +1 1d8/I 1d20 3 1 +1 +2 +1
3 +1 1d10/I 1d20 4 2 +1 +2 +2
4 +2 1d10/I 1d20 5 2 +1 +3 +2
5 +2 1d12/I 1d20+1d14 6 3 +2 +3 +3
6 +3 1d12/I 1d20+1d16 7 3 +2 +4 +3
7 +3 1d14/I 1d20+1d16 8 4 +2 +4 +4
8 +4 1d14/I 1d20+1d20 9 4 +3 +5 +4
9 +4 1d16/I 1d20+1d20 10 5 +3 +5 +5
10 +5 1d16/I 1d20+1d20+1d14 12 5 +3 +6 +5

* The critical success tables can be found in DCC, pg 82-83


The Magical Item Alphabet!! J- Jack in the Box

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Jack in the Box- This square box is made of wood and decorated in colorful paint.  There is a crank on the side that can be turned to generate twangy metallic sounding carnival music.  The user must twist the crank for 1 round to cause the Jack in the Box to take effect.  After one round, the user can either throw the Jack in the Box at the target(s) or aim it at them.

Jack in the Box

When a user is twisting the crank, there are 6 options that can occur as the Jack in the Box.  Each one has a different haunting melody.

 

1) Jack in the Box- The horrible Jack pops out of the box, his terrible grin and creepy eyes horrifying all.  Any creatures in a 100’ cone in front of Jack in the Box must succeed a DC15 Will (or Wisdom) save or be terrified of Jack as if by the Fear spell (Wizard, lvl 4).

 

2) Mallet- A mallet comes popping out of the box and grows rapidly, it swings back from the weight and then forward, crashing down on any enemy in a 20’ radius in front of the box, dealing 5d8 damage.  All targets must succeed a DC 15 Reflex (or Dexterity) save for ½ damage.

 

3) Punching Glove- A massive boxing glove bursts from the box and strikes the target in front of the box.  The glove receives +10 to attack and deals 1d10 per HD of the user (max of 10d10) damage.

 

4) Jack-o-Lantern- The horrible visage of pumpkin headed god of Halloween appears out of the box.  It casts (roll 1d6): 1-4) Fire Breath (Wizard, lvl 2); 5) Fireball (Wizard, lvl 3); 6) Wall of Fire (Wizard, lvl 4).

 

5) Cutie Doll- The creepy visage of the cutie doll pops out of the box, cooing and giggling as it rocks back and forth.  It casts (roll 1d4): 1-3) Charm Person (Wizard, lvl 1); 4) Dominate Person (Wizard, lvl 5).  Treat the Cutie doll as a 5th level caster.

 

6) Jack Frost- The wintery monster, Jack Frost, bursts forth from the box.  Any target in a 30’ cone in front of Jack must succeed a DC 20 Fort Save (or Constitution) or be frozen in their tracks, covered in ice and take 5d10 damage.  If the target critically fails their save, they are frozen through and are dead.


The Magical Item Alphabet!! H- The Howler– Oops.. I Forgot to Post This One…

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Today we say hello to H and shake its hefty hand…

 

The Howler- This jagged blade was crafted from the spine of a howler monkey that became corrupted by a virulent plague that was ravaging the jungles of the southern continent. This blade can be wielded one or two-handed, dealing 2d5 (2d8, two-handed) damage.

Glass_Sword_by_Gref313

Those struck with the blade must succeed a DC 15 Constitution save or become afflicted with the curse of weeping sores.  Within 24 hours the target’s flesh develops painful red sores that weep yellowish tears.  All further Constitution based rolls must be rolled twice and the lower of the two taken.

Once per day the user can cause the blade to emit the cry of the howler monkey’s tortured soul.  This functions as the Scare spell (Wizard, lvl 2) as if cast by a 6th level caster.


The Magical Item Alphabet!! K- The King’s War Crown

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The King’s War Crown- This crown is constructed of jagged metal spikes that have been welded together.  It once belonged to the great conqueror king, Tythis, as he marched across the high plains and took all for his kingdom.  Anyone who wears the crown is granted +2 to AC and allows wearer to roll attacks twice and take the higher of the two.

King Crown

Once per day the wearer may:

  • Summon a lvl 1d3 warrior to find beside you for 1d4 turns or until killed.
  • Summon a war steed that remains for 2d4 hours or until killed.
  • Be instantly clad in plate mail (AC 18) which grants a DR of 5 against all damage.  Armor remains for 1 hour.


The Magical Item Alphabet!! L- Lover’s Scorn

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Lover Scorned- This jagged blade has a long history of manifesting in the hands of lovers, men or women, who have been abused or abandoned by their lovers.  This blade seethes with malicious intent and hungers for blood.

Lovers Scorn

The blade does 2d4 damage and causes 1 point of bleeding damage.  Each successful attack with the blade grants a +1 to attack and causes the wielder to become lost in a blind frenzy of blood and elation as they hack their victim to pieces.

 

Once per day the user can point the blade at their target who must succeed a DC 20 Will (or Wisdom) save or be paralyzed with fear and stand by helplessly while the wielder slowly makes their way to them to exact their revenge.  The target is paralyzed for 10 minutes, even while being attacked.


The Magic Item Alphabet!!- M- Mask of Ancient God of Fallen Civilizations

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Mask of the Ancient God of Fallen Civilizations- This ceremonial mask was worn by the high priest of the God of Fallen Civilizations, who rules over history, death, and ruins.  The ceremonial mask has many strange and powerful properties.

Mask

While wearing the mask in a dungeon or ruin, the wearer always knows which way is north.  The wearer also has a 25% chance of understanding any written language they come across (while the mask is on only).

 

Once per day the wearer can speak the name of Ancient God of Fallen Civilizations and open the gateway to His power.  The user rolls 1d20 + level (max of 10) + Charisma modifier.

 

1- The user has angered the ancient god and is cursed with bad luck for 2d4 days.  They must make every roll twice and take the lower of the two.

2-11- The user hears the secrets of history whispered in their head, but cannot make sense of anything.

12-13- The user hears the whispers of the knowledge of the ancients and receives +2 to all Intelligence rolls.

14-17- The user hears the whispers of the knowledge of the ancients and receives +4 to all Intelligence rolls.

18-19- The user is able to speak the name of the Ancient God of Fallen Civilizations and bring 3d8 foes of 3 HD or less to their knees (targets receive a Will save, DC same as this roll).  Effect lasts for 1d3 rounds.

20-23- The user is able to speak the name of the Ancient God of Fallen Civilizations and bring 3d8 foes of 5 HD or less to their knees (targets receive a Will save, DC same as this roll).  Effect lasts for 1d6 rounds.

24-27- The user channels the decay of time into a target who must succeed a Fort save (DC same as this roll) or be aged 2d10 years.  Target suffers -2 to all rolls for 1d4 days regardless of save.

28-29- The user channels the decay of time into a target who must succeed a Fort save (DC same as this roll) or be aged 4d10 years.  Target suffers -4 to all rolls for 1d4 days regardless of save.

30-31- The user gains some leverage against death.  Should they fall to 0 HP, they are instantly revived for 3d8 HP.  This effect remains until consumed.  Should this be rolled again before the effect is used, treat the roll as 28-29.

32+- The user is able to cast cleric spells for 24 hours.  Treat caster level as you would a cleric of equal level.


The Magical Alphabet!! N- The Nightingale’s Song

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The Nightingale’s Song- The wizard Grumble the Grumpy hated the song of the nightingale and vowed to be rid of them in his forest!  He gathered up all one thousand nightingales that resided in the wood and mashed them into a feathery bloody pulp and imprisoned their tiny souls in a wooden box.

 

Nightingale

Once per day the user can open the box and release the nightingales.  They will swarm all creatures in a 60’ area nipping and screeching at them.  All in the area take 1 point of damage per round, are considered blinded, and move at ¼ of their normal rate.  The nightingale swarm stays for 2d6 rounds before flying back to the box.

 

At the end of their duration the swarm lets out a deafening screech and all in the 60’ area must succeed a DC 16 Fort save or have their eardrums burst, rendering them permanently deaf.


The Magical Alphabet!! O- Octopus Cult’s Grand Ceremonial Helmet

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Octopus Cult’s Grand Ceremonial Helmet- This helmet was once the grand helmet of an obscure cult that worshiped the octopus god, and was worn by the leader during the most sacred of ceremonies.

Octopus Helmet

Although the cult has fallen, the powers of the helmet still remain.

 

Once per day the wearer grows four tentacles out of their back (each receives +3 to attack and does 2d3 damage).  The tentacles receive +6 to disarming foes.  This lasts for 2d8 turns.

  • Twice per day the user can cast Darkness (Wizard, lvl 2) as a 4th level caster.
  • Once per day the user can become a chameleon, granting +8 to hide checks for 1d3 hours.
  • Once per day (while submerged in water) the user can transform into a dire octopus for 2d5 hours.

These powers are miraculous and blessings of the ancient and uncaring Octopus God…  Each time that one of the powers of the user must make a DC 20 Will save.  Failure means that the corruption of the Octopus God has touched the user.

 

First time- User’s skin becomes bluish and rubbery (+2 AC).

Second time- User’s eyes become that of an octopus (granting dark-vision).

Third time- User’s teeth fall out and a beak takes their place (bite attack, 1d4 damage).

Fourth time- User’s arms become elongated and rubbery, increasing reach by 5’.

Fifth time- User’s head becomes squishy and bulbous.

Sixth time- User becomes full servant of the Octopus God and no longer has any sense of self, they are an evil NPC.


The Magical Alphabet!!- P- The Portable Hole

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Portable Hole- This fancy decaled cardboard box holds a bizarre and highly valued prize “The Portable Hole”.  This black flimsy piece of tarry film can be used to create openings (even in buildings) up to 2’ thick.  The portable hole is 1’ in diameter, but can be stretched to be up to 5’.  It takes 3 rounds to stretch the portable hole by 1’ (total of 12 rounds to stretch to the full 5’).  The portable hole can be picked up and placed back in the box after use, but only by the holder of the awesome cardboard box.

Portable Hole

Many a guard chasing after a thief have had the portable hole thrown under their feet and fallen off a bridge and into a mucky river.

If the user does not pick up the portable hole (or is unable to), it will reappear back in the fancy decaled cardboard box within 2d4 days, good as new.


The Magical Alphabet!!- Q- Quiver of the Bird

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Quiver of the Bird- The quiver of bird arrows were made by a shaman who worshipped the ancient Yub Yub bird!  The shaman gathered feathers of the various friends and children of the Yub Yub bird and placed them into an ornate leather quiver and blessed them in a ceremony of the hunt, live, and battle.

Quiver

The Quiver of the Bird holds 10 regular arrows that if left alone for one month six will be transformed into one of each of the unique and special arrows listed below.  The other four do 2d3 damage instead of 1d6.

 

Arrows of the Bird:

  • Crow- This arrow will cast Darkness (Wizard, lvl 2) where it lands as if cast by a 9th level caster.
  • Eagle- This arrow turns into a spectral eagle and when fired into the sky will act as a loyal guardian and pet to the user for 1d5 days or until dismissed and killed (use stats from your favorite MM, but increase all by one step on die ladder).
  • Hawk- This barbed and jagged arrow can be fired at an enemy and will strike true no matter the roll (except on a 1). The arrow does 3d6 damage and on a natural 20 does 10d6 damage, and bursts through the flesh of the creature, leaving a nasty jagged hole… When firing the cry of the hawk can be heard.
  • Vulture- The arrow of the vulture does 1d8 damage to living targets, but to undead it acts as a Turn Undead of a 10th level Cleric and also does 4d6 damage to all undead in a 30’ radius of where the arrow lands.
  • Peacock- The arrow casts Color Spray (Wizard, lvl 1) in a cone that affects the entire range of the shot.
  • Yub Yub- The prized Yub Yub bird feather is gold and warm to the touch and infused with life. The user can touch the tip of the arrow to one target and heal them for 6d8 + 6 HP or can fire it into the air and let the arrow land, healing all within a 60’ radius for 3d8+3 HP.

The Great Plains of Unbidden Sorrow- A Hubris Territory and Some Awesome Art

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First off I wanted to share some great art by the talented David Lewis Johnson for my upcoming Hubris campaign setting!

Here are two pictures of the Avarian race/class

Avarian 1

 

 

Avarian

 

This is the Four Goblin Clans of Hubris

Goblins

This will be the last territory I put up on the blog before going live with the kickstarter.  I wanted to put this up in honor of Jez Gordon’s Awesome RPG day!!!

Great Plains of Unbidden Sorrow- Three of the major kingdoms of Hubris reside in these great plains, although none are at war tensions always run high.  The castles of powerful lords, outposts, and villages dot the landscape of these rolling plains.  While some of these structures are inhabited, many others have been abandoned for centuries; the cries, moans, and calamity issuing from these decrepit ruins keeps the curious at bay, leaving these remains undisturbed.  The largest structure on the plains is the Ruins of Mallanthory, an ancient city, recently destroyed, that holds mysteries, horrors, and untold treasure.  Terrible monsters, hordes of undead, and enclaves of the Wretched, the corrupted fae of the Weeping Forest of Forgotten Memories, make their home on the plains; this land is extremely dangerous for unprepared or unseasoned travelers.

 

Great Plains of Unbidden Sorrow- Lay of the Land

1-15 Rolling plains of grass, farmlands, grey mud, and thorns.

16-17 Area of briars that drip blood.

18-20 Vineyard with grapes that have are faces of humans, young or old.  The grapes scream when they are squeezed.  Those that drink the wine are flooded with euphoric memories that are not their own.  This effect lasts 10 min per drink.

21-25 Rocky hills with shrubs.  In the morning a steaming fog rises off the ground.   By the evening everything up to 4’ high is encased in a 2” thick layer of ice, regardless of te time of year.

26-27 Plantation displaying a hideous level of opulence with slaves out in the fields working in the worst of conditions.

28-29 Tattered remains of a farmstead, crops overgrown with razor grass, thorns, and weeds.

30 A thick mist that makes it hard to breathe for any who are in the area.  Peering into the mists causes the person to see all those that have died, in various states of decay, flitting in and out of reality.

31-32 Abandoned fort of: 1) Eisenbar; 2) Fairweather; 3) Shadowfall; 4) unknown long forgotten empire; 5) goblin; 6) Klind.

33-34 Gnoll slaver camp.  There are always 3d6+3 gnolls and 2d10+10 slaves present.

35 Entrance to a Malfactorium underground stronghold.  They are tunneling through the earth towards: 1) Eisenbar; 2) Fairweather; 3) Shadowfall.

36 An orc warband attacking settlement.  They are using a gargantuan slug abomination to destroy the settlement’s keep.

37-40 Several Wretched and savage beastmen are dancing around a screaming emerald green fire.

41 Hangman’s Tree moving across the plains: 1) sneaks up on group making camp; 2) seen in the distance; 3) people fighting at its base; 4) someone being strung up.

42-45 Giant statue of the Spider Goddess, surrounded by chanting bugbears that are completing a terrible ritual.

46-50 Dry and brittle hillocks.  These hillocks are actually an extensive hive of bees.  Stepping on the hillocks causes them to crumble and break, releasing waves of angry bees that sting, bite and kill.

51-55 Small undefended farming community with 3d6+3 peiople.

56-57 Remains of unremarkable village.  Exploration of the ruins reveals two dozen bodies wrapped in thick cocoons.

58-60 Remains of unremarkable village.  A large idol of Set can be found in the center of the floor of the church.

61-62 Eisenbar paladins attacking and burning settlers.

63 Ancient keep of a forgotten empire.  Home to the self-proclaimed vampire queen, the “Red Lady.”

64-65 Large obelisk erected to the Great Slumbering Monlolith.  There is always 2d4 priests present.

66-67 Small mutant community (hostile to outsiders).

68 Discarded metal tower of Floating Island of Terror.

69-71 Area covered in strange glowing moss.  Eating the moss causes: 1) hallucinations; 2) ability to float 1’ above the ground; 3) glowing in the dark; 4) a great night sleep.  Effects 1-3 last for 24 hours.

72-74 Abandoned Eisenbar fort now occupied by Gnolls.

75-77 Fairweather labor camp.

78 Prison camp built entirely out of the bones of the guilty, reinforced in iron.

79 Cave filled with Vile Gut Clan goblins.  There are always 2d10+10 goblins present.

80 Hideous alter with serpentine body, arms of a baby, and five hundred screaming heads.

81 Asylum for the strange, insane, and mutated.  Patients are cruelly treated.

82-83 Lone inn for weary travelers.  Painted in prismatic colors.

84 Rip in the fabric of reality.  Walking through the rip will transport the characters to: 1-2) another area of Hubris; 3-4 a new world; 5) Different plane of existence (use Planes of Hubris table, pg XX); 6) into the Void.

85 Fissures in the ground belching up yellow steam.

86-88 Small tranquil pond.  Magic does not function while near it.  Should someone bathe in its waters, magic doesn’t work for 24 hours.

89 Abandoned orchard with fruit that has interesting magical properties.

90 An Eisenbar stronghold that has been taken over by orcs.  The orcs are corrupting creatures in their strange alchemical potion: 1) Fire Breath Clan goblins; 2) gnolls; 3) humans; 4) bugbears; 5) a chimera; 6) dire bats.

91 Bizarre upside down pyramid with a door made of liquid gold.

92 Crystalline cube with shadowed figures frozen inside.  Upon closer inspection each character sees that the frozen figures are themselves.

93 Bizarre metallic ruins that only emerge once every 100 years for 1d10 days.

94-96 An ancient wooden fort occupied by 3d8+4 Fire Breath Clan goblins.

97 A small stream that babbles softly.  After soaking a blank piece of parchment in the stream for 1d5 days it will have a random spell transcribed on it: 1-3) wizard; 4) cleric.

98 Cabin of the exiled prophet Crazed Tubble.

99 Field of strange waving shrubs that are actually tentacles of man eating plants.

00 Gigantic 25’ tall Murder Machine that has been deactivated for a long time.  Grass and vines have grown on and around the suit of armor.

 

Great Plains of Unbidden Sorrow- Encounters

1-10 Bandits seeking easy money.

11-12 Small band of Malfactorium seeking the Skull of the Crying Peasant for their queen.

13 Gnoll slaving party (one is riding on the back of a Murder Machine).

14-15 2d4+1 Vile Gut Clan goblins (2 are riding on giant wasps).

16-21 Traders making their way to: 1) Fairweather; 2) Shadowfall; 3) Bogwood Swamp; 4) Glasturbury.

22-24 2d8 Bugbears accompanied by a giant spider-demon possessing the head of necrotic baby.

25 2d8 Eisenbar paladins attacking heretics of their faith.

26-27 1d4 Rabid hyenas led by a gnoll shaman.

28 Sentient twister that is lonely, but holds treasure in its eye.

29-32 A vampire thrall and 3d4+3 militia from Shadowfall.

33-34 Band of centaurs seeing vengeance for the murder of their leader, the Time Keeper.

35-36 The Wretched attacking a caravan.

37 Golem made of metal and spikes with bodies impaled on each.  Some are still living.

38-39 1d3 humans infected by the Metalphage.

41-45 Refugees of a recently attacked village seeking help.

46-47 Sorcerer falls out of the sky and dies.  Holding strange glowing orb in his hands.

48 1d4 dead victims of the Hangman’s Tree, all emit toxic miasma.

49-52 3d4+3 guards from Fairweather.  They are: 1) fighting Eisenbar paladins; 2) camped out along the side of the road; 3) investigating rumors of a haunted keep that has appeared seemingly out of nowhere; 4) harassing a small avarian caravan; 5) dead and been torn apart by a vicious troll; 6) are looking for the characters.

53-54 10 Skeletal Gun Runners from Floating Island of Terror delivering a shipment of guns and gunpowder to: 1) Fairweather; 2) Shadowfall; 3) Bogwood; 4) Glasturbury.

55-57 A raiding party of 5d3 gnolls riding in an armored wagon that was stolen from a group of Skeletal Gun Runners.

58 A mutant eunuch carrying the living severed head of Apalas, a mistress of Ithis the Bulge.  She was sacrificed to satisfy the needs of the Barking Moon, an ill omen of lunacy and starvation.

59 Stone giant infected with Metalphage.

60-62 Sorcerer making a deal with a small ice memphit with 4 heads.

63 Hunters of the Court of Delirium searching for Wretched.

64-66 Farmers about to burn someone they believe to be possessed.

67-70 1d4 +1 troops from Vigilance Keep.

71 Royal envoy of Fairweather headed to Shadowfall.

72-73 Earth elemental wandering around and melding boulders together to form a structure.

74-76 2d4 ghouls hunting the characters.

77-80 Eisenbar paladins seeking the characters for: 1) help with a problem beyond their ken; 2) to cleanse the characters by pain and fire for their perversions.

81-82 Swarm of biting flies.  Chance players become infected with larva.

83 A strange creature who claims to be from a different world called the Charred Planet.

84 A strange, otherworldly consciousness that guards the door to an ethereal library.

85-86 Mutant outlaws- 1) hostile; 2) friendly.

87 Necromancer with 1d4 zombies, 1d4 skeletons, and 1 ghoul.

88-91 Exiled fae offering passage through the Weeping Forest of Forgotten Memories to anyone who can offer him a bottled baby’s laugh.

92-93 Small community of mutants.  Always 5d4+3 present.

94 A man sitting on a boulder, smiling.  Says he’s been waiting for the characters for 1d100 years.

95 A beastman of the Wretched seeks protection from his own kind.

96-97 Burned bodies tied to stakes.  Stomachs are bloated with necrotic grubs.

98 An emissary of the Spider Goddess descends from the sky on a thick web, offering parlay with the characters.

99 Small village of children.  They were once adults, but sold their emotions to a demon to remain forever young.

00 A Witch coven has just finished a dark ritual that has brought forth the physical manifestation of their patron.  The physical being of the patron is weak and frail, so it is placed in the womb of a cow.  The patron will gestate for 3d3 months and then burst from the animal in a spray of blood, smoke and acid, fully formed and ready to bring darkness to the planet.

 

 

Locations

Blood River Chasm- Once a child of Eisenbar reaches eight years of age they are dropped into this craggy fissure and must fight for survival as they make it to the exit.  During this time they undergo the Trial of Pain, mutilating their flesh with whips, chains and ritual scarring to prove their worth to the Empire and Drallic the Flayer.  Monsters, traps, other children, and natural hazards bar the way to safety.

 

Rumors/Adventure Hooks

1) No child has exited the Blood River Chasm for three weeks.  While the Trial of Pain is deadly, and many children die, there are always a few that emerge.  It is forbidden for any citizen of Eisenbar to enter the trial.  However, there is no law against sending in foreigners to investigate.

2) The Blood River Chasm has become filled with a thick crystalline web-like substance.  All attempts at removing it have failed.  A cleric of Drallic the Flayer has had a vision that the breath of a dying child prophet will remove this curse.

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Capital City of Eisenbar- The smoke from the pyres that purge the unworthy from the earth can be seen for miles around Eisenbar.  The nation and its settlements lie south west of Weeping Forest of Forgotten Memories, which helps to separate Eisenbar from Shadowfall.  Drallic the Flayer of Flesh, the patron deity of Eisenbar, passed down the Sacraments of Pain, Torment, and Intolerance, on which the nation is founded.  The Anointer of Pain, Altor Von Krall, rules Eisenbar from the Bloody Spire, a high red tower perched precariously on the Pit of Weakness.  The tower is said to have over a million hooks that hunger for the bodies of the weak.  Bodies of sinners, unbelievers, the infirm, the elderly, and other weak creatures can be seen strung up around the tower.  It is believed that should the Anointer of Pain ever fail in his duty, the Bloody Spire will crumble and fall into the pit.

 

Eisenbar does not tolerate outsiders and it is very rare that the gates of their Great Iron Wall of Pain is opened, save to allow Paladin’s to venture out into the wilds to purify heathens.

 

Rumors/Adventure Hooks

1) Altor Von Krall has been growing ill.  The opposition is calling for the Challenge of Righteous Pain.  Either Von Krall will defend his right as Anointer of Pain, or a new leader will secure the title.

2) Altor Von Krall is seeking brave and worthy people to delve into the Ruins of the Barbed Mother, to the north of Eisenbar.  Recently discovered ancient lore tells of Drallic the Flayer’s own scared Armor of Pain and Misery is said to rest there.

3) An Eisenbar warband is planning to venture into the Weeping Forest of Forgotten Memories to search for the Well of Unfathomable Knowledge.  They are looking for recruits to help secure it.

4) Priests of Drallic the Flayer are seeking brave souls to infiltrate Shadowfall and pour the blood of their god into the Black Pool of Inexplicable Ecstasy.

5) An explosion has destroyed much of the market area; bodies are scattered throughout the square.  Officials are accusing agents from Shadowfall.  The famous sorcerer, Balbin Myvok, hasn’t been seen since the explosion.

6) Several townspeople have been rounded up and having been judged as impure and unfit for the blessing of Drallic the Flayer; these poor helpless victims are to be cleansed by being flayed into submission.  Suddenly one of the priests points at one of the characters and shouts, “Seize them!”

 

Sacraments of Pain, Torment, and Intolerance

Those that are weak, unworthy or unclean shall be purified by flail, chain, or hook until their blood quenches the thirst of the parched ground.

Those that are weak shall be flayed alive until their spirit breaks and all that remains is a worthless husk.

Those who are unworthy shall be cast down as slaves!  The boot heel and the barbed-flail shall be their only comfort.

The worthy shall pay tribute to Drallic through the scarring of their own flesh!

Do not wait for the filthy and weak to make bed in your home, seek them out and bring the will of Drallic!

Shall a child not survive to the Trial of Pain, they are mere dust and their name unspeakable. 

The tainted and abhorrent are to be destroyed without hesitation.

There are no allies, only tools to be used and discarded when broken or no longer serve a purpose. 

 

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Lake of the Flayed- This calm lake is filled with the bones of those that were weak and unworthy of the blessing of Drallic the Flayer.  The punishment for those that succumb to the shameful weakness of death during the Ceremony of Righteous Flaying is to be thrown into the lake to spend eternity in constant torment.  When the sun sets the lake becomes luminescent and the moans and screams of the Flayed are heard throughout the night.

 

Rumors/Adventure Hooks

1) A necromancer seeks to free the imprisoned dead at the bottom of the lake.  The resulting wrath of the Flayed against Eisenbar would be overwhelming.

2) It is believed that the memories and knowledge of the Flayed can be gathered and extracted from the waters of the lake.  Several alchemists seek to use their properties in potent and dangerous potions.

3) An island with a moss covered has risen from of the Lake of the Flayed.  A skeletal boatman in a rickety raft waits at the lake’s edge.

 

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Purity Keep- This Eisenbar stronghold is their strongest and most defended settlement outside of the great fortified wall of their capital.  This outpost watches the kingdom’s northern border.  The outpost will do trade with outsiders, including the Floating Island of Terror.

 

The outpost houses hundreds of troops and groups of Eisenbar Paladins who venture into Great Plains of Unbidden Sorrow or the Weeping Forest of Forgotten Memories to spread the word of Drallic and purify the heathens.

 

Rumors/Adventure Hooks

1) A massive invasion force of orcs from the Land of Perpetual Stone and Mire (pg XX) has conquered Purity Keep.  Eisenbar is sending a legion of Paladins from the capital to reclaim their fort and annihilate the heathen monsters.  Any outsider who helps will be rewarded.

2) A war party of Paladins has disappeared on a mission into the Weeping Forest of Forgotten Memories.  The men still in the outpost have heard the missing men’s voices in their dreams.

3) The great and renowned alchemist Setivus Marr Crop is being held prisoner at Purity Keep and will soon be put to death for his sins of dabbling into perverted arts of alchemy and witchcraft.  He has managed to sneak out a note with a caravan and is begging for help.  He promises a great reward for those who help him.

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Fairweather- Fairweather was once considered the jewel of Hubis, but has slipped into the grips of madness, plague, decadence and debauchery in the three hundred years since The Twisted One first appeared before King Maldran, promising the way to power and knowledge was through the purity of blood.  The Reign of the Mad Kings dawned when King Maldran and the royal family of Fairweather struck a deal with the Twisted One, and began practicing the Ways of the Flesh.  As the royal family continues to follow the teachings of the Twisted One, engaging in inbreeding for the sake of purity of blood, each generation becomes more grotesquely deformed and unstable.  While the nobility is allowed to partake in the pleasures of the flesh of kin, only the royal family is allowed to produce heirs.  Any who are not of noble birth are denied practice of the Ways of the Flesh, and if caught doing so are executed in the most brutal fashion.  As the Twisted One’s teachings have become law, the rift between the nobility and the common citizens has grown wider.  The nobility wear extravagant avant-garde fashion, while the poor wear rags in varying shades of brown, grey, and black.

 

The current king, Ithis the Bulge, is extremely deformed and prone to terrible, violent mood swings.  Ithis is hailed as the God-King, as many believe he is the Twisted One made flesh.

 

Three years ago a terrible plague, The Metalphage (pg XX), began ripping through Fairweather, causing people to mutate into grotesque creatures; jagged metallic shards, wires, and tubing burst from the flesh of the infected, either driving them mad or killing them.  The mere touch of a Metalphage infects others and also corrupts metal, rusting it.  Entire districts of the city have been quarantined and sealed in an attempt to halt contamination.  The Plague Doctors of the Scarlet Veil conducts terrible experiments on the infected from their heavily guarded Red Monastery, in an attempt to discover the secrets of this curse.

 

Rumors/Adventure Hooks

1)  Riots have begun in the poor districts over lack of food, poverty, inequality, and the plague.  Many nobles have been taken hostage or killed.

2) Several plague doctors have gone missing while investigating a district suffering from the plague.  The captain of the guard is eager for their return and is willing to pay handsomely.

3) The gates of a quarantined section of Fairweather burst open and metalphage surge into the square attacking all in reach.  The city guard is quickly overrun.

4) The ancient wizard Hepple is said to have contact with Malevolence, one of the Five Dragons of Hubris.  People shy away from him, for fear he will bring down a terrible fate like that of Mallanthory.

5) In preparation for the birthday of Corwin, King Ithis’s young nephew, all the jewelers in the city are being rounded up, their shops ransacked, and are being forced to craft beautiful gifts for the young noble.  A nearby shop owner has escaped the guard and runs up to the characters, shoving a large black ruby at them, whispering “this is too dangerous to fall into the wrong hands!  Please, take this!  It must remain hidden.  If I am ever free, I will come back for it!”  He then turns and runs back to his captivity.

6) The eccentric artist, Jean Le Tiepe, in a continued desire to be popular and relevant has begun kidnapping those he views as beautiful or unique and transforming them into sculptures or other pieces of art.

7) The extravagant Purple Moon Ball is about to take place.  It is one of the premiere events for the nobility of Fairweather.  Harold BiPhis, a noble of low-standing, is desperate to find the golden cluck cluck bird to stuff and wear as a hat, in the hopes that it will elevate his status.  He has agreed to take the characters as his entourage should they succeed.

 

Ravings of the Mad God King

1 All nobles shall wear orange on the day of my birth! 

2 All those not of noble birth are denied carnal pleasures for one year, save for when a noble demands it!

3 The consuming of animal flesh must be doubled on the third day of the week!

4 Those with hair of brown must wear a hat to hide their shame!

5 If a dog crosses your path, you must pet it and then bathe and scrub until raw to cleanse your flesh!

6 By royal decree all nobility must mock those of lower birth!

7 The sight of a bluebird is unlucky!  Kill it!

8 When an unworthy is executed it shall be celebrated in the streets!

9 None shall consume food, but for pork loin for one week!

10 At the fifth bell toll on the fifth day of the fifth month all must run naked in the streets to taste the pleasures of the Twisted One!

 

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Twisted Angel Lake- Three hundred years ago, in the Year of the Beheaded Herald, the Twisted One rose from what was then called Fairweather Lake and offered the knowledge of the Ways of the Flesh to King Maldran.

 

Twisted Angel Lake is now a holy site.  All from Fairweather are required to go to its banks to bathe in the waters and be blessed and cleansed at least once a month.  Ithis the Bulge, with help from the Black Queen, has recently begun construction of a massive tower in the middle of the lake to honor the Twisted One.

 

Rumors/Adventure Hooks

1) The construction of the tower has awoken the horrific nightmare, the Unblinking Monstrosity, in a terrible wrath.  The beast and its minions will destroy the tower and flood the lake. The Unblinking Monstrosity will move on to the plains and wreak havoc on the land until stopped.

2) As the temple nears completion the air around it shimmers in random hues and crackling energy fills the skies… Each day a noise akin to a roar grows louder.

 

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Port of Ustler- This small port and outpost serves the launching point for Fairweather’s trade vessels and warships.  The port was founded by Ustler the Babbler over 200 years ago in the Year of the Expired Monkey.

 

Recently the port has been covered in a thick murky fog that has made it difficult for ships to land and make sail.  The land around the village has been come damp and muddy, hindering land travel.  The sounds of thousands of frogs fill the air, day or night.  Several villagers have disappeared, their companions and family claiming to have seen grotesque frogmen grabbing their loved ones and then vanishing into the fog.

 

Rumors/Adventure Hooks

1) The waters around the Port of Ustler have become fetid and mucky.  The sludge is so thick ships cannot move through it.  All the fish have died or mutated into abhorrent monstrosities.

2) All the inhabitants of the town have suddenly been put into a deep magical sleep, slumbering in positions of daily activity.

3) The whole town has been turned into hideous frogpeople.  Is there a way to break this horrific curse?  Or is the village and port doomed to be put to the torch to cleanse this blight?

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Glasturbury- The town of Glasturbury is a large city with an extensive farming community that serves as a resting point for caravans and traders traveling between the capitals and territories of Hubris.

 

Glasturbury is led by the Frail, a select group of five individuals that have undergone a painful and potentially fatal ritual that transforms them into immobile fragile husks that are strapped to intricately carved papoose boards.  This transformation allows the five to become virtually immortal, immune to magical effects, religious intervention, and gives them the ability to communicate telepathically.  A side effect of the transformation is that the Frail exude a toxic miasma, causing horrible mutations to those that stay in their presence for too long.  If a target is in the presence of the Frail for more five minutes in a 24 hour period they must succeed a DC 18 Fort save or gain 1d3 cosmetic mutations, and there is a 30% chance of one power mutation (pg XX).  Mutants are immune to this effect.  The Frail have a group of loyal mutants that serve their every need.

 

Recently a group of adventurers discovered the entrance to an extensive set of ruins beneath Glasturbury.  The adventurers disappeared into the depths, and after being gone for several days, only a few of the returned, but with many riches in hand.  The survivors remarked at the extensive array of corridors, traps, and monsters that they had come across, and that these ruins seemed to go on for miles.  Now others with hearts full of adventure, many would-be adventurers have delved into this dangerous and ancient dungeon in the hopes of making a name for themselves or the discovery of riches.

 

Glasturbury has begun charging an entrance fee of 15g per entry into the dungeon.  Those that leave the dungeon are allowed to keep any and all items or equipment found from the depths below, even the gear of adventurers that have died.  The items are then appraised by the council and a tax is levied on the adventurer.

 

Rumors/Adventure Hooks

1) A invasion force of Malfactorum surge down the mountain towards Glasturbury, seeking to expand their domain.  The city is looking to send an envoy to the stone giants, seeking aid.

2) A member of The Frail was found murdered.  Evidence has been planted that points to involvement by one of the characters.

3) A caravan of Avarians has set up a carnival on the outskirts of the city, offering entertainment of magic, music, and shows.  Their soothsayers are offering, for the right amount of coin, to delve into the depths of a person’s soul and read their future.

4) The animated corpses of dozens of adventurers that have died in the dungeon wander up from the ruin’s entrance and begin attacking the inhabitants of Glasturbury.

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Hangman’s Tree.  This twisted tree was used as the gallows of the Great Plains of Unbidden Sorrow, sending many guilty and innocent people to their deaths.  Eventually spite and malignancy warped the tree, causing it to become alive and hungry for more lives.  The tree wanders the plains attempting to string up unwary travelers.  The tree is left alone because of the rare and valuable nut it produces once every decade; The Heart of the Crimson Sorrow.  The Heart of Crimson Sorrow is said to have amazing magical properties, including the ability to resurrect any creature that has died.

 

Rumors/Adventure Hooks

1) The Hangman’s Tree is about to bloom.  A wizened, toothless old man wants you to retrieve the Heart of the Crimson Sorrow for him, at any cost.  There is always a huge fight for one of these invaluable nuts.

2) A large invasion force of Klind has made it to the great plains and is going to attempt to take the Hangman’s Tree back to the Blighted Sands and keep it there under heavy guard.  They hope to use the Heart of Crimson Sorrow to bring forth Set into Hubris.

 

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Red Monastery- The secretive Plague Doctors of the Scarlet Veil (pg XX) conduct terrible and harsh experiments in their secure haven, far away from prying eyes.  The plague doctors have been granted executive powers by Ithis the Bulge in order to find the desperately needed cure for the Metalphage (pg XX).  People, whether sick or healthy, are rounded up daily by the plague doctors and transported to the Red Monastery, never to be heard from again.

 

People whisper that the plague doctors themselves are responsible for the Metalphage and are using it as an excuse to round up any and all that interest them to be used in their diabolical experiments.

 

Rumors/Adventure Hooks

1) No one has heard from the monastery in months.  Fairweather is desperate for news on a cure.  A few brave souls are hired and sent to investigate.  However they discover much more than they bargained for.

2) The plague doctors believe that they are close to discovering the cure for the Metalphage, but they need a book which they believe contains crucial information.  According to their records the book was held in the vaults of the university in Mallanthory.

3) Nyxon, the head of the order of the Plague Doctors of the Scarlet Veil is said to have opened up a trade agreement with the Black Queen of the Floating Island of Terror.  In exchange for potions, tonics, and slaves, the plague doctors are given wheellock firearms and other weapons of destruction created by the Black Queen’s artisans.

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The Roving Nibbleton- Nibbleton is a gargantuan dog that was discovered in the Canyons of the Howling Red Rock by the Black Queen’s agents, The Black Guard of Abhorrent Action.  The Black Guard was quick to bring this prize to their mistress on the Floating Island of Terror.  Once in the Black Queen’s clutches, she altered the dog and enhanced him with her technologies to fit into her incomprehensible machinations.  Nibbleton’s flesh has been replaced with steel, his teeth made razor sharp, and his breath now jets of fire.  A small city of iron has been built upon his back to transport people and goods across the dangerous plains between Fairweather and Shadowfall.  Smokestacks and cannons line Nibbleton’s flank, and a few members of the Black Guard are posted there for protection.  Nibbleton is guided by a blind giant, Oog, who sees through the creatures glittering ruby eyes.

 

Rumors/Adventure Hooks

1) Several of the engine rooms that burn coal to power Nibbleton’s walking have been sabotaged by unknown terrorists.  The smokestacks begin to belch fire and then explode; thick black smoke issues between the metal plates of the dogs hide, which creak and shift, bringing Nibbleton to a lurching halt.  The engineers will be able to repair the damage, however they need brave souls to go inside Nibbleton to deal with whatever was let loose by the terrorists

2) The people living on Nibbleton are aroused in the early hours of the morning by a claxon alarm.  During the night someone removed the ruby eyes of Nibbleton.  Oog thrashes about blindly in a violent rage.  It is whispered that Oog’s strange ability to see through Nibbleton was granted by the Black Queen for his years of devoted service as a torturer in her Screaming Prisons on the Floating Island of Terror.

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Ruins of Mallanthory- These shattered ruins were once the care-holders of much of the knowledge of Hubris.  The University of Mallanthory researched history, documented events of time and space, and is believed to even have conducted magical experiments to access other planes of existence.  The crystalline towers of the university were crafted hundreds of years ago by magical craftsmanship and experimentation, and shone brightly in the weak Hubris sun.

 

One year ago, in the Year of the Blighting, the great Malevolence, one of the Five Dragons of Hubris, descended from the sky and destroyed Mallanthory, killing thousands.  Now all that remains of the city is ruins filled with the wrathful spirits of the dead, horrible sentient magic, and rips in the very fabric of reality that spew forth unimaginable malignant beings.

 

Those that are brave enough to delve into the ruins of Mallanthory will find riches and knowledge aplenty, but must be willing to risk more than their lives and souls to obtain them.

 

Rumors/Adventure Hooks

1) Travelers have seen bright lights over the ruins of Mallanthory and have heard eerie high pitched screams from its direction.

2) Jabbin the Keeper, a crotchety 8’ tall old man with eight arms, is looking for an ancient tomes that will further his knowledge to help him unravel the mysteries of the arcane.  He is willing to fund the expedition (within reason) and allow the characters to take whatever spoils they find, save for the books he seeks.

3) Samson, a wealthy merchant, lost his whole family and his estate when Malevolence razed Mallanthory.  He desperately wants to return to what remains of this estate to find a family heirloom, call the Tear of the Fallen Angel.  It is believed to bring loved ones back from the Void.  He will pay handsomely for this.

4) Thick swirling clouds of smoke have begun billowing out of several of the ancient chimneys of the ruins of Mallanthory.  Those that get near can hear chanting, cries, and druming.  A shrouded specter seems to follow the characters, flitting in and out of reality, waving them towards the ruins.

5) A blind homeless woman wanders up to the characters and addresses them by name, stating that the spirits from beyond have given her a message.  She says that a rip in the fabric of reality will transport any who go through it to a realm of plenty and that they must travel to the ruins of Mallanthory to go through the portal.

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Shadowfall- This city was built into the rock face of a large ancient sink hole that was created over a thousand years ago by The Bringer of End Times, a gargantuan worm.  The Vampire Lord, Depraved Genieva, and her Court of the Withered Hand have ruled Shadowfall for the last one hundred and fifty years since the time they marched into the sinkhole, culling all the bandits and monsters that had made this strange place their home.  Genieva has built a grand temple to Yelsa, the Goddess of Sex and Violence, at the bottom of Shadowfall, where she holds extravagant galas of decadence and depravity.  Only the most honored of her guests are allowed into her inner sanctum to bathe in the Black Pool of Inexplicable Ecstasy.  Almost the entire city of Shadowfall is in constant twilight.

 

Bathing in the Black Pool of Inexplicable Ecstasy

1 Your touch is able to bring people to the point of sexual ecstasy (lasts one week).

2 All your scars and wounds are healed (does not heal mutations or grow back lost limbs).

3 Removes one corruption (minor) or one mutation (not from mutant class).

4 Your flesh rejuvenates and you become 2d10 years younger.

5 Your flesh turns a golden color and you emit a pheromone that attracts all who see you (+2 to Personality, last 1d4 weeks).

6 You are able to communicate telepathically with one other person who bathed with you (permanent).

7 Your body is invigorated: +2 to one physical stat- 1) Strength; 2) Agility; 3) Stamina permanently.

8 Your flesh turns jet black.  You are able to cast the Scare spell as if you rolled a 16-19 (pg 191, DCC- this lasts until cast).  Your skin then returns to normal.

 

Rumors/Adventure Hooks

1) A strange orb of sunlight appeared in the temple of Yelsa, killing many members of the Court of the Withered Hand, and almost killing Depraved Genieva.  She is now seeking answers.  Was this an attack?  How did this happen?

2) The bodies of three vampires have been found.  All have had their fangs removed, their hearts cut out, and a strange symbol burned into their forehead.  Their bodies have been arranged in a ceremonial fashion.  The constable is looking for help in unraveling this.

3) A strange cult has taken up residence in Shadowfall and is recruiting members at an alarming rate.  No one has seen their faces, as they all wear full length burka-style garments.

4) A strange sickness is running rampant through the streets of Shadowfall, making the blood of the living toxic to the vampires.

5) A terrible earthquake rattles through the land.  Much of Shadowfall is damaged.  People need help getting out of the city, getting supplies, or rebuilding.  Plague, famine, crime, rioting, and death are constant.

6) Depraved Genieva is throwing a lavish masquerade ball and somehow the characters have been invited.  When they get there Genieva has them escorted to a side room.  She informs them that someone in her court is making attempts on her life, and she wants them to discover who the traitor is.

7) No one has heard from the small farming community of Nythol, which lies near Shadowfall, in several days.  Scouts report seeing small creatures with pumpkin-like heads dancing around a bonfire, and the smell of rotting meat permeates the air.

 

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Saldov and Evernight Keep- Saldov is a small community that developed around the Evernight Keep, ran by the vampires of Shadowfall.  Evernight Keep defends Shadowfall and its lands against incursions from Eisenbar.  The Master of Shadows, a vampire of the Court of the Withered Hand, and his eunuch thrall Yeldan rule over the settlement.

 

The humans of Saldov serve as both labor and as cattle to those living in Shadowfall.  They toil in the fields during the day to grow food for the mortals and bleed at night to feed the vampires.

 

As incursions from Eisenbar have become more prevalent The Master of Shadows struck a secret accord with emissaries from Klind for aid.  In exchange for building a secret altar to Set in the basement of Evernight Keep, the Klind gave the Master of Shadows access to their alchemical baths.  The Master of Shadows has transformed dozens of loyal servants into grotesque behemoths that will guard the settlement from Eisenbar Paladins.  The Klind emissaries wait patiently, like a snake about to strike, for the moment when the Master of Shadows loses control of his monstrosities and they can claim Evernight Keep as their own.

 

Rumors/Adventure Hooks

1) The Wretched have completed a ritual that turned first born children of Saldov into pigs.  Sadly several were slaughtered before anyone realized what had transpired.  People are now crazed to eat the tastiest bacon they have ever had, with no regard to the consequences.  Yeldan is desperate to reverse the process.

2) A plague of giant hook worms has begun consuming all of Saldov’s crops.  The local garrison has attempted to stop the crops from being consumed, but was overrun.  However the Myrtle, a disgusting night hag, wants the worms to reach their full potential so she can use them as an army of minions.

3) The Klind emissaries have managed to link their secret shrine to the Holy Temple of Set in the Blighted Sands (pg XX).  The link between the two has created a portal which allows the Klind to send an invasion force from the Blighted Sands through to conquer the region.

 



The Magical Alphabet!!- R- Reign

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Reign- This halberd was once the trusted weapon of the great King Thallus, and aided him in his fight against the undead hordes that descended from tall mountains in the frozen north.

Reign

This weapon is believed to have been created by the goddess of life and healing to aid mankind in their struggle with undeath.

 

The holder of this weapon is immune to the dreaded level drain effects of many undead.  It does 1d10 damage to normal creatures, but to undead Reign deals 2d8 damage.

 

The weapon also has two other abilities:

 

  • Daylight (Wizard, lvl 3) 3x/day.
  • Sunburst (Wizard, lvl 8) 1x/day.

Reign is an intelligent weapon and can communicate telepathically.

 

Should any creature not aligned with Reigns goals of destroying undead, they instantly burst into flames and suffer 10d10 damage (no save).


Hubris Session Recap- Session 15- Carousing and a Fight That Ends the Thought of All Good Things

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It’s been a month since we’ve played due to me getting really sick and having friends come visit me…  So, yeah.

Players

Fletch- Shadowdancer (was human, but got turned into a Skaven last session).

Liam- Mutant

John-Cleric of Yelsa

Stephen-Human druid

Chuck- Half Demon

 

Last session- we ended with group discovering the entrance to an abandoned secret thieves den that would become Hammer and Sword’s new headquarters.

I refreshed the groups memory about this and explained that henchmen and people from the tavern The Lying Lady were overseeing cleaning and restocking the place, because that is fucking boring and I didn’t want to take up game time with that.

Foreshadowing…  Well Kinda.

I said two weeks later… I described the group being two days travel from Fairweather and watching two wagons waiting as a third (the one they tracked for two days) pulls up.

The two wagons waiting belonged to the Plague Doctors of the Scarlet Veil and to the Skeletal Gun Runners of the Floating Island of Terror (Patron inf0).

Helmet of a Skeletal Gun Runner, loyal to the Black Queen

Helmet of a Skeletal Gun Runner, loyal to the Black Queen

The Plague Doctors of the Scarlet Veil

The Plague Doctors of the Scarlet Veil

 

I described the wagons, and that the one pulling up had 10 slaves on it…  That these poor souls had been arrested by the Magistrate of the Craftsman District for being unable to pay his high taxes.  Throughout the sessions the group found out that the magistrate was selling these people to the Black Queen and to the plague doctors.  They decided to hit one of these trade-offs of slaves to A) hurt the magistrate; and B) to hopefully recruit more people to their cause.

I then flashed back two weeks and asked what that group did during that time…  I decided to do this type of set up for a couple reasons: 1) we hadn’t played in a month and we only have one other session in August due to more company arriving at my house; 2) I wanted to allow the group to metaplan this out rather than through investigating and planning taking up the whole session.

My players told me what they did over the last two weeks- and on the night before they set out to track the wagon I asked what they did…  And four of them decided this would be the perfect time to carouse!  Stephen did not carouse- instead he searched for a place to plant the golden seed given to him by Yelsa.

I busted out the awesome tables by Jeff and Zak (and make modifications of my own to fit my setting).  The first two up were Chuck and Liam.

Chuck woke up with a glowing black tattoo of Samuel L. Jackson on his chest with the words “Bad Motherfucker” around him.  I have not gotten further on his tattoo than that.

Liam woke up in his bed and found a golden locket next to him.  He looked at it and saw a baby in the fetal position, but its top half was facing the opposite direction as its legs and it was screaming in agony.  He recognized it as a symbol of the Twisted One.  He opened it and saw the horrible visage of a woman that is clearly a byproduct of inbreeding and the teachings of the Way of the Flesh.  The note expounded on the magic of that night and that she looked forward to their wedding!  Liam had too bad a hangover to worry about it at that point.

Both of them lost 400 GP and gained 4 XP.

Then Fletch and John stepped up to the plate.

Fletch decided to hit up some whores at the Lying Lady and found an ugly one that would take his new ratty appearance…  He woke up the next morning in the sewers with his female doppleganger.  She purred at him and smiled, speaking of their love.  She rubbed her belly and said that his seed had been planted well and that soon they would have a litter.  Aside: Fletch is now a happy and proud father of a beautiful baby boy and asked if I did this because he is now a dad…  I said absolutely.  

John decided to go into a back alley and play some cards with some shady blokes- he promptly was taken for all he was worth and more…  When it came time to collect the thugs started beating him to a pulp.  He called to Yelsa for help and she answered.  John woke up in the morning to find blood on the walls and chunks of meat hanging from hooks…  The blood parted to form a message, “Go to Shadowfall and investigate the strange new cult there that is affecting my followers… or feel my wrath.”  I love the quest spell!

Both of them lost 5oo GP and gained 6 XP.

Stephen didn’t carouse but instead decided to plant his seed in the Skye District, which is currently under reconstruction after one of my other players set fire to it (carousing again) and burnt most of it down.  He planted his golden seed and heard “give me blood to help me grow”.  He stabbed himself with an arrow and dropped his blood on the place where he planted the seed.  The ground shook and then a huge tree burst forth and grew at an alarming rate.  The tree obliterated the Skye District and destroyed the walls and immediate buildings of the surrounding districts.  When the dust settled a strange and horrible visage met their eyes (see below).

The Life Tree of Hubris

The Life Tree of Hubris

 

The tree opened its mouth and bellowed, “I AM THE LIFE TREE!  I HAVE BEEN RESURRECTED!!  NOW STARTS A NEW DAWN AND NATURE SHALL RECLAIM WHAT HAS BEEN LOST!!!”  So now Stephen will have an Invoke Patron for his character…  I just need to decide how I want to handle it.

With that the group decided it was time to hit the ol’ dusty trail and track down those wagons.

A Random Encounter That Derails the Best Laid Plans…

So the group set off to encounter the wagons, traveling two days north in the Great Plains of Unbidden Sorrow.  I had a player roll 1d6 with the chance of an Encounter or Lay of the Land on a 1 or 2- they rolled a 3..  No luck.  That night they made camp and set up guard in 2 hour segments.  The first two passed without any drama.  The third, Chuck’s watch, is when I rolled an encounter.  I rolled 26 on my Encounters chart, which is 1d4 rabid hyenas (I rolled a 4) and a Gnoll Shaman.  I used the stats of the Hellhound in DCC and a gnoll shaman is treated as a level 4 cleric.

 

This was a pretty brutal fight.  One hyena grabbed Fletch’s level 1 warrior hireling and drug him off into the night (he broke free the next round and then was promptly downed by the same hyena).  Liam was downed by a hyena during the second round (and sorry to say spent the whole of the fight bleeding out).  Chuck got off Flaming Hands (and since this was his first time casting the spell we rolled for his random effect, aaaaannnndd…..?  Raining frogs!  All in a 30′ radius were knocked prone and took damage (if they failed their saves) from falling amphibians.   Chuck also got of another spell, Scorching Ray I think, which helped hurt the hyenas.

Stephen did animal summoning and summoned two Black Mambas (he fully admits watching Kill Bill recently).  His deadly snakes killed 3 of the hyenas.  The other was cut down by John…

The shaman was a tough cookie, casting word of command on Fletch and commanded him to attack Chuck (who he thankfully missed and returned to normal the next round).  He then attempted to cast it again the next round and failed.  Finally the group started to work on him and he turned to flee with the group giving pursuit.  The gnoll turned around and cast turn unholy- everyone failed except for John who decided to let the shaman go so he could turn his attentions to his fallen comrades and bring them back from the brink of death.

After they regrouped they looked at their wounds and since I had given them this one metagame advantage, decided fuck it…  Let the plague doctors have this group of slaves…  they were wrecked, needed to rest and heal up and there was NO WAY they were going to survive such an assault with such wounds.

I asked what they wanted to do next session and John said, “well I have to go to Shadowfall (more info in my Great Plains link), so that’s where I’m head.”  The rest of the group agreed…  So next session that’s where they are headed.

 

Next Time

My players have a tiny bit of experience with Shadowfall when I first started writing Hubris.  I’m excited because we are coming up on nearly a year (2 months shy) of running this campaign (huzzah) and they have spent most of their time in Fairweather.  I’m not complaining because it’s been a great campaign thus far and pretty brutal.  I’m looking forward to them trudging across the plains and seeing what they come across.

 

In conclusion I’ll leave you with this tasty image…

Horrible


Awesome New Lamentations of the Flame Princess Kickstarter- That ‘Ol James Raggi is at it Again!

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LotFP

Yesterday James “the cannibal” Raggi made a huge and awesome kickstarter announcement (using Indigogo).  A Pay What You Want deal for a full hardbound AND full color RPG module!  He states in his explanation of the project that he’s had awesome luck with the PWYW for physical products at conventions and wants to try it as a kickstarter.  This is really exciting and cool- and potentially costly (if people don’t pitch in enough).

Raggi is honest though and shows the break down of how things will cost.  That’s one thing I do appreciate about Raggi, he won’t BS about shit and he doesn’t do smoke and mirrors- he’ll lay it out and explain what’s going on.

The module is written by the kick ass heavy metal Rafael Chandler.  Raggi explains the relationship:

Rafael Chandler conceived of all the concepts in the book, did all the writing, and was the creative director. LotFP has paid for all the artwork and graphic design and other production bits (except printing) and is taking care of promotion, order fulfillment, warehousing, and all that fun stuff.

 

I am excited for this module (as I really enjoy the LotFP stuff) and what this could do for the indie RPG industry at large.  Very exciting.


The Magical Alphabet!! S- The Stuffed Vulture, Mr. Krinkles

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The Stuffed Vulture, Mr. Krinkles- This once majestic bird was the familiar to the crazed wizard Boubou the Mischievous.  He loved his bird, who he named Mr. Krinkles, more than his wife and his kids, who eventually left him due to his doting devotion towards his bird.

 

Stuffed Vulture

When Mr. Krinkles died, Boubou went mad with grief and ended up stuffing his familiar and placing enchantments on the vulture, to preserve his essence.

 

Although Boubou is now a long distant memory (“good riddance!” said his wife, “Loved his bird more than me and mine, he did!”), Mr. Krinkles still remains.  The owner of this stuffed vulture can hear it cawing and crooning in their head and are linked telepathically.  If the owner spends sufficient time petting the stuffed bird and whispering kind and encouraging things to it (about one hour), they will be able to summon Mr. Krinkles as a familiar (even if the owner is not a wizard).  Mr. Krinkles will remain until killed, at which point he reverts to his stuffed self and the owner must coax him out of this state once again.

 

Treat Mr. Krinkles as a dire vulture for stats and abilities.


The Magical Alphabet!!- T- The Teeth of Mad ‘Ol Philomena

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The Teeth of Mad ‘Ol Philomena- These teeth belonged to the irate and paranoid gypsy, Philomena Renfrew.  She was known for her ability to see dark portends of the future and took great glee in expounding them to others.  She would cackle and clap the more horrible the vision.

Dentures

Ironically she was unable to see her own misfortune and died at the hands of an angry mob that had tired of her visions.  They gathered around her and slowly removed her nasty, disgusting teeth and then beat her, stabbed her, and then set her corpse on fire.  Her teeth were gathered in a bag and dumped in a river.

 

Eventually the teeth resurfaced, covered in muck and blood.  The teeth vibrate with power and whisper of a dark rite that one can undergo to gain her powers.  The one wishing to gain the powers of Philomena must remove their own teeth on a dark, rainy night and then shove the teeth of the ‘ol hag into their open mouth wounds.  The teeth will painfully take root, giving the person a terrible grin.

 

The person now gains a bite attack at a +2 (2d3 damage) and 3 times per day can attempt to see a vision of a person or other intelligent creature.  The user must succeed on a DC 12 Wisdom check.  If they succeed they can claim luck or calamity.  If it be luck the target gets to roll two dice and take the higher of the two for any check.  If it is calamity, the target must roll two dice and take the lower of the two.


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