Ghost Towns
d6 Size
1 Tiny Hamlet d6 buildings
2-4 Small Village d6+3 buildings
5 Large Village 2d6+6 buildings
6 Small Town 4d6+12 buildings
d6 Condition
1 Hidden crumbling ruins are overgrown with trees and creepers
2 Collapsing ruins most roofing gone, the place has been stripped by looters
3 Fragile and falling apart structures and mounds of rubble and scrap
4 Burned partly intact roof, falling apart
5 Battered and leaky, falling apart, piles of rubbish and scrap inside
6 Worn and in need of some repairs
d12 Lesser Feature (1per6 buildings)
1 Graveyard
2 Smithy
3 Small church
4 Communal barn
5 Small inn
6 Stable
7 Pond, gloomy and dank and choked by weeds (water weird?)
8 A gloomy hanging tree or execution block
9 Gibbett with a tortured corpse in a cage on pole by road
10 General store
11 Midden heap of garbage as big as a house
12 Stone crypt
d12 Major Feature (1per12 buildings)
1 Marketplace
2 Work sheds
3 Mill & granary
4 Old mine or quarry
5 Caravan inn for traders
6 Monument d4 1=fountain 2=obelisk 3=statue 4=gate
7 Docks and fishing boats on a gloomy body of water
8 Cellblock 1=sherriff office 2=prison 3=slave market 4=slave pens
9 Statue to some old hero d4 1=has spirit in it 2=vanalised with paint and feces 3=smashed 4=has a water feature of drinking water
10 Temple with several outbuildings d4 1=haunted 2=monster lair 3=defiled by cult 4=taken over by a lesser demon
11 Strange house of a wizard or witch seeking isolation
12 An ancient stone megalithic monolith from ancient times
d12 Spooky Effects
1 Piles of old bones and skulls
2 Creeking buildings groan and shudder in the wind
3 Whistling wind 1in6 chance of a gale
4 Dark clouds gather 1in6 chance of lightning and rain
5 Owl hoots, wolf howls and other animal noises
6 Cobwebs thick block doorways and hang in trees
7 Rats scurrying everywhere in vegetation and rubble
8 Frightened by reflection or shadows
9 A human corpse with belongings in a state of decay
10 Cawing ravens hop about curiously
11 Structure collapses or ground gives way to some buried pit or cellar
12 Fog rolls in eerily and chill hits
d12 Lesser Hauntings
1in6 chance per building
1 Elderly hermit or witch hiding from the world but knows the area well
2 Gang of d6+6 bandits lair
3 Pack of feral dogs d4+3
4 Loner 1=madman 2=cannibal 3=murderer 4=village idiot
5 Giant spider
6 Poltergeist rattles building angrily
7 Ghouls sniffing and digging for human remains d4+1 led by a ghast
8 Coffer corpses feigning death d4
9 Huecuva feign roles of friendly human vagrants d4
10 Spectral minion of a commoner, a luminous but harmless spirit
11 Spectral minion, armed seeks violent retribution 1in6 for 2d4 of them
12 Wight of an ancient warrior screams hate for life by night
d12 Major Hauntings 1in6 chance per 12 buildings
1 Hell Hound or Dire wolf or another evil canine with an evil reputation among locals
2 Cult of a dozen led by a spell caster having a secret meeting
3 Shadows creep from dark cracks d4
4 Tribe of goblins 4d6 adults, d6 old d6 young led by chief + d1 1=goblin shaman 2=thoul bodyguard 3=d6 hobgoblin elite 4=bugbear headhunter
5 Dark elf scouts d4+1 with d6 human skeletons d6 goblin thralls
6 Evil wizard working in a secret criminal potion lab +d4 apprentices and d4+4 orcs
7 Gothic willow dryad, needy for love with a d4-1 current charmed lovers
8 Horrible beast lair d4 1=Leucrotta 2=baslisk 3=wyvern 4=manticore
9 Spirit being dwells here to avoid humans 1=spririt animal folk 2=minor land spirit wants area cleansed of evil 3=evil spirit aids and helps monsters and evil beings in ruins 4=lesser devil or demon (imp or better)
10 Undead tomb or lair, part of a curse to return here or following order of greater evil 1=Vampire (most often thrall serving a greater vampire) 2=mummy 3=wraith 4=spectre
11 Screaming banshee lets lose an evil cry
12 Nighthag or lesser demon with a d4 prisoners
d12 Curse of the Village
1 A horrible betrayal and murder left an angry spirit that has ruined the village from revenge
2 Cultists overtook village and brought it to ruin d4 imps scuttle about
3 An ancient tomb was damaged and a terrible undead being awoken, driving folk away
4 The plague wiped out all and contamination around village carries some risk
5 A corrupt official spread evil cult here and in a night of horror all had died or fled
6 Someone found a cursed item that attracted evil and still is hidden and forgotten here
7 Criminals came and murdered the locals leaving several grisly spectral minions that scare away intruders
8 A witch lived among village plotting and turning people against each other until only she remained. She still lives in a shack on the edge in a spooky cottage
9 A wicked cultist or witch was burned but came back as a monster for revenge killing everyone
10 Locals had a long-running feud with the wild folk and non-humans in the area but finally poisoned and murdered them all. A few survivors prayed to their gods for revenge
11 Someone here, possibly a traveller brought the attention of an evil wizard who sent disaster to this place and possibly has a spy minion here
12 A gate to the netherworld was opened once in a ritual and never really closed and attracts evil ever since unless it can be destroyed
d12 Lesser Secrets (one per 10 buildings)
1 Tunnels under the village used by smugglers in olden times open in many buildings
2 One of the buildings is an evil shrine that can heal undead a d4 HP
3 An evil cult meet here often with creepy signs of rituals remain
4 A criminal gang of killers has a building they hide loot in and occasionally hide in, they always carry holy symbols and come by day and hide by night. The gang leave victims for monsters so they get ignored by evil beings here who welcome their wickedness
5 A feral child lives here is fed scraps by ghosts and monsters and is scared of humans
6 Remains of bodies that seemingly murdered each other
7 A strange animal spies on explorers but flees and vanishes if scrutinised, animal spirit folk d4 1=seeks victims to trick 2=wants to eat human flesh 3=hunting evil 4=wants town cleansed
8 A wood golem a carved horrible tree idol hidden in bushes craves blood by night
9 Lots of jack o lantern scarecrows around the village to stop people leaving
10 A demihuman of faerie folk lives in a house will invite for tea once it is sure explorers not hostile. They know story of the place and how to cleanse the local curse
11 Caves and a sinkhole are in the area with underground stream and haunted grotto
12 An old well is a lair where a creature hides d4 1=giant frog 2=wererat 3=albino fishman stranded long ago now mad 4=serpent folk wizard has hidden lair and lab in well
d12 Greater Secrets (one if over 30 buildings)
1 An artwork is an illusionary gateway to the past where you can see the disaster that ruined the community began. Spectral minions inside the artwork are in a time loop
2 A necromancer has set up a base in a crypt with a d4 apprentices who have made all the available corpses into undead which they can call on. Plan harm to some community
3 A succubus lives here often in disguise d4 1=attractive spooky priestess 2=escaped slave seeking help 3=lost child needs help finding mommy
4 An underground complex connects to a pagan temple of a forgotten prehuman empire with ancient guardian beings
5 A hill near the village is a barrow and by night a wight or other undead comes forth
6 A devil swine has charmed servants feeding them and will try to capture strangers to meet the master and he's hellish influence
7 A huge serpent hides in water or a cave and is attracted to noise
8 A hellcat lurks hoping to find a better master than the useless coward it has now
9 A mad magician breeds giant or mutant animals in a hidden location hoping to scare off meddling troublemakers
10 A demon prince has interests here and if curse cleansed will send cult to kill defilers
11 A good relic here is guarded by evil
12 Inquisitor or exorcist set off a false witch craze and now they are a damned undead. A headstone monument marks the dozen burned victims proved innocent
Showing posts with label curses. Show all posts
Showing posts with label curses. Show all posts
Friday, 1 May 2020
Wednesday, 8 April 2020
Day of the Sarsen
Dedicated to
Children of the Stones UK Kids TV
Dro Who Stones of Blood
Susan Cooper
Sarsen Stone elemental guardians, Balanced-Neutral
AC as Plate&shield HD 8* or 16** or 32*** Mov 6 or 3 or 1
Attack 2d8 Crushx1 or Touch, save or sticks to with limb, second attack traps the whole body
Once victim stuck can automatically crush each round or drain attribute points
Each stone drains one specific attribute such as STR , victim drained to zero dies in agony
-8HD=1 drain & cling one victim 16HD=d3 drain and cling two 32HD=d6 drains and cling four
Clerical healers can restore all lost stats with a spell or recover one point a day from rest
Dead arise as wights next full moon who worship and defend the stones by night
Immune to non-magical weapons hits from such weapons save or break
Immune to gas, poison, non-magical fire, paralysis, petrification, charm or sleep magic
These ancient elementals were worshipped and sacrificed to. The beings are intelligent prehistoric petrified earth elementals bound to earth by evil powers. Lives they drink from their victims are beamed to the void beyond the stars to feed their masters. Wizards of those days used standing stones for all kinds of magic so the creation of these was made to hide shrine and temples guarded in the open. The Sarsen sleep for aeons at a time but they can be commanded to await a magical alarm or curse or blood spilling to awaken them. Often they start with animals or loners or homeless. Once awake they become hungry and begin to hunt again more obviously, even destroying a cottage to devour those living inside. Some leave them sacrifices and hide till they sleep again.
Smaller sarsen are most often found toppled over or broken near old cult centres and might even be in a village. Medium ones are on hills or special places often in circles or rows. The largest are great monuments that seem impossible for simple people to move. A sarsen makes the sound of dragging through the earth. A medium stone displaces a ton of earth as it moves 3meters and you can hear rubble. The very largest displace tons and shake the earth while moving which may cause damage in the area.
Later peoples might build on top a fallen sarsen or use a laying one as a foundation. Some find abandoned ones then move them unaware for thousands of years what the stones are. Some might fave some signs or runes one them or be carved into great heads or beasts or giants. Local folk stories warn of them often attributing them to giants or ancient priests.
They are intelligent elementals but think very very slowly and don't speak. They communicate telepathically with any earth elemental based being,
1in6 are magically silent
1in6 can move through the ground without leaving a trace
1in6 when killed HD equal to own by draining emit a red glow and gain +3 Mov
1in6 once a year this sarsen awaken and move but will take animals or sacrifice
1in6 non-magical metal weapons stick to sarsen and become trapped by magnetism
1in8 if killed split into two half-size sarsen
1in8 create ghouls or some other undead type
1in8 form a stone mouth to eat those killed messily might be horizontal or verticle
1in10 radiate intense cold or heat that can be felt
1in10 have beating stone hearts that you can feel coming while moving
1in10 have ESP range 9 that help them predict what they stalk
1in10 can create illusions to draw victims towards them
1in12 when in a group gain an additional centre stone, a petrified greater demon
1in12 has a giant constrictor snake with horns coiled around it as an ally
1in12 has a band of savage goat folk cultists who bring it blood
1in12 can summon shadows once per day 8HD=d4 16=2d4 32=4d4
1in12 regenerate 1hp/round but acid stops it regenerating
1in12 when killed releases something d4 1=druid 2=demon 3=bard 4=warrior
1in12 chant creepily causing fear to all in radius equal to HD
1in12 can levitate at a speed of 9 but makes a crackling and buzzing sound
1in20 can cast call lightning once a day only in a storm
1in20 drain energy levels instead 8HD=1 16HD=2 32 HD=3
1in20 crystalline and speak telepathically to any being demanding blood sacrifices
d12 Sarsen Story Seeds1 Innkeepers children climbing on old witch stone got a scrape and that night hungry stone wants more, at night the inn is attacked, a sarsen smashing through walls
2 Wights have become more aggressive making locals afraid to go out at night. Nobody can figure to where they came from but some say they worship a mysterious stone in the woods
3 A cult have been sneaking into the village disguised as travelling workers and other inn guests and leaving goat blood on local stones trying to awaken a sarsen to worship
4 A local hill had a farmer find a stone door into the hill. Inside the entry, a sarsen pillars hold the roof up at certain points. When they are awakened by intruders and follow them doorways of stone will collapse sealing intruders inside them
5 Locals await the dread night of the stones as there no criminal sacrifices to leave outside. Then they are pleased when guests arrive. They will try and drug and kidnap strangers but will if tables turn and lose beg visitors to catch them some bandits or even fight the bloodstone
6 Locals have seen ghosts and heard voices near the old stones and avoid them but now a cult has come to awaken the stones. Each night the cult kidnap and sacrifice someone till all 13 of the witch stones awake and the cult leader hopes will obey their wishes
7 Near a camping site on a distant road, an awakened sarsen has been murdering travellers. Usually, it takes a guard or a straggler. Now it has awakened and is hungry enough to kill a whole group of travellers
8 A scholar claims local stones were moved since a study made a century ago and locals won't comment. A local drunk has been found ground into mincemeat in an old quarry
9 Dark elves have been awakening sarsen to terrorise locals
10 After blood was found on an old witch stone locals have rounded up an old woman they say murdered the drunken labourer, she begs crowd for mercy as they build a fire pit to burn her
11 A cliff in the woods has four strange carved pillars guarding a cave. Locals say a treasure is inside but nobody ever comes back
12 An evil wizard is served by demon-worshipping goat folk, now he is served also by a black crystal pillar that levitates and has glowing symbols on it as it moves
Tuesday, 25 February 2020
Spectral Reapers
Making up some more undead and void creatures and probably need to do some animus beings too. Probably need some psychon creatures or monster making tables. A note on possible varient abilities I mostly take one per HD or 2HD maximum.
Spectral Reaper
(Void Reaver, Gravelord, Death Fog, Grim Reaper)**
Void Elemental Lawful Neutral Morale 10
AC +10
HD 8
Mov 12
Att 2d8 Scythe
Weapons below +2 cannot harm a reaper, they take 1HP per round from sunlight
Undead resistances to poison and magic and liabilities like holy water and turning
Gaseous form of grey fog, often form skeletal features before using a scythe
ESP 12 range it uses to follow victims and select a form to adopt based on prey
Can sense living with 24 range uses to help attack victims alone
Reapers are usually visiting the world killing people who have cheated death somehow. The reapers usually remain hidden and ambush their victim alone. Some guard certain places or be summoned or sent by an angry god. Some call them to perform public executions and terrify the audience. Some kingdoms their form may vary to suit local ideas of death beings. Bird-like or demonic forms are fearful forms but some might resemble loved ones to get close to a victim. Skeleton with a scythe is the common form, sometimes with tattered costumes from long ago but robes are most common. Often lurks in a confined space or vessel like a bottle or urn especially by day. Can be magically bound or sealed with spells or banished. As a vapour cloud, they may pass through tiny gaps and float up to windows as if walking invisible stairs. For every victim they carry to their fate they skim some of the victims fear and suffering and essence. As ages progress, they grow in power and gain more unusual variations.
1in6 are lesser reapers or little deaths, HD4 2d6 scythe instead only needs +1 magic to hit
1in6 can retreat to the ethereal plane and watch invisibly taking round to switch planes
1in6 can shoot a magic missile per round usually as a black spark
1in6 use a sword or an axe instead of a scythe
1in6 can cast ventriloquism at will range 4 to make distracting or scary sounds
1in6 are corrupted by an evil alignment and now kills for pleasure and malice
1in8 has a 1 radius fear field vs anything under 4 HD, save or flee a d4 rounds
1in8 has a scream that inflicts a d4 to all in 3 radius (blocked by silence spell)
1in8 anyone slain arises as a shadow under command of reaper has a d4 already
1in8 anyone slain under a quest or oath becomes a spectral minion
1in8 hit from scythe requires a save vs paralysis for a d3 turns
1in8 drink blood healing 1HP per HD of a creature they kill, blood red and behaves more like a liquid than fog of most reapers. Can be distracted by feeding on blood
1in10 touching then with unarmed attack causes a d3 damage in an ebon crackle
1in10 can fly with great bat or bird or insect wings 18 Mov
1in10 can drain a d4 STR points with a blow if victim fails to save lasts one turn
1in10 can create an illusionary mortal form and will converse to get close
1in12 can cast a death ray once per day, save or die range 6 effects one person
1in12 can call insect swarm for a 2d4 rounds three times a day, usually huge flies
1in12 can control undead as an evil cleric of similar HD
1in12 are greater reapers or grim reapers, HD 12 2d20 scythe needs +3 magic to hit
1in20 poison scythe save or die from any blow, lose 1HP per round until dead
1in20 gate to the underworld, netherworld, the void or various nightmare worlds
1in20 killing this reaper attracts the interest of some deity who is displeased
d12 Spectral Reaper Adventures1 Adventurers arrive at a ruined house seeking a gang for a bounty but all the men found dead and looking horrified
2 Someone opened a crypt to steal something and a terrible curse from a deity has sent a winged reaper to kill each night the stolen goods are missing
3 A mysterious axe-wielding executioner like figure has been seen beheading all who enter the old woods
4 A haunted old cathedral needs to be reclaimed but something haunts it hiding among the gloomy stone relief carvings based on scenes in holy texts and from the underworld
5 Cult of the outer void has made a deal with death and a reaper is allowed into this world to harvest the cut for the void kings. The cult get new spells they want for their book then themselves flee the reaper early and hide some distance till the monster sated
6 A madman has a summoned and bound reaper and each nightfall sets it loose to murder those the madman judges wicked. They have various paranoid theories and delusions so targeting victims not precise. Authorities request help to find where the madman hides
7 Each night some terrible demon kills a child in the wealthy district. An enslaved barbarian gladiator has demanded they and own people freed. Claims the killings are a punishment from a tribal god
8 Necromancers have been sending reapers to each other's districts in some twisted game. Each necromancer has an alibi when their own local murders happened. Mostly killing those who trade and deal with rival rather than direct. Law wants this over fast
9 Murder bridge has had so many bodies found now that a new horrible scarlet blood reaver has been seen manifesting and eviscerating homeless dregs who foolishly shelter there
10 Someone is murdering visitors in an inn. An evil bloody reaper is trying to disrupt local commerce and kills each night. Strange noises keep separating inhabitants when it finally decides to kill everyone and paint the walls red
11 An old disused tower has become haunted. A cult stashed goods here and called a reaper to guard the place and scare away enemies
12 A strange haunted shack contains a gate to the netherworld guarded by a reaper
Wednesday, 18 December 2019
d100 Foul things in the ruins of the black magic empire
These are for dialling dungeon up a notch with evil cult features. Most immediately I'm using for my current stone age buzz but these sort of things are usable in my bronze and medieval setting. You could have a few items amazingly preserved in a larger dungeon or a secret level full of this stuff.
comment if i messed up numbering
d10 Typical Ruin
1 Holy d4 1=shrine 2=temple 3=statue 4=huge monument
2 Palace d4 1=merchant 2=priest 3=noble 4=royalty
3 Military d4 1=gate house 2=tower 3=castle 4=fortress
4 Civic d4 1=assembly hall for elected officials 2=state records 3=great library of tablets 4=state cult monument celebrating one or all of the seven monster kings from some period
5 Luxury d4 1=gladiator pits 2=red light district 3=feast hall 4=bathhouse
6 Industry d4 1=quarry 2=mill 3=sweatshop prison 4=slaver stockade
7 Law d4 1=courthouse 2=treasury records (evil tax secrets) 3=torture dungeon 4=secret police station with cells and secret doors
8 Commoners 1=granary 2=gardens 3=market 4=execution arena
9 Magical d4 1=gateway station 1in6 partly functional 2=sealed entrance to a evil planar domain of devils or demons or bad elementals 3=scrying chamber with crystal ball linked to another ruin far away 4=a huge magical vault with a huge artefact sealed inside
10 Wizards d4 1=tower 2=school 3=laboratory 4=library of evil tablets
d10 Foul thing types
01 Furniture
02 Artworks
03 Decorations
04 Torture station
05 Sealed rooms
06 Statuary
07 Relief art
08 Tombs
09 Tablets
10 Marvellous devices
d100 Foul things in the ruins of the black magic empire
01 Black onyx throne with a set crystal helm. Who sits here will have the helm lower onto their head and grant them one round of long range clairvoyance per level. When over helmet comes off and the wearer gains a d4 INT for a day and makes a save vs death when completed
02 Bathing pool with steps for ceremonies, but the black liquid is not water, it is the formless spawn of a elder god
03 Toilet chair above a sewerage tank with a slimy tentacled horror inside
04 Stone chair is sat in save vs magic or trapped for a d4 days
05 Golem stove built into wall. It heats on command and turns spits and cooks to perfection, miserable about its job
06 Golem water fountain has several stone basins with lead plugs on chains. On command fills or drains and agitates. Good for laundry or bathing. Golem is disgusted but obeys
07 Bed if touched, requires save, snaps in half like a bear trap or spikes shoot through or restraint chains entrap you or gas released
08 Dining room with seated skeletons of ancient monster lords. The table is set for dinner but strewn in dust and cobwebs. The remains are now now mindless skeleton hordes
09 Table can call forth a last feast to celebrate the diners heroism and social rank
10 Mirror makes you look atractive and tells you how mighty/pretty you look. Eventually invites you inside to a demon princes harem of past victims and succubi
11 Mural featuring layers of hell and layers of the abyss crawling with beings of evil fighting over damned souls
12 Painting is a gateway to the past to the monster age and its sinister delights
13 Mural of serpent folk wizard guarded by a orc and a human on their knees looking down at the snakes feet
14 Painting of great monster heroes destroying rebellion and finishing off resistance, some include old human gods being imprisoned by the evil gods
15 Gallery of portraits of evil high priests, each has a plaque stating the notorious thing they said or did.
16 Painting of black sun in sky over land could be read as a map, depicting monster god holy places
17 Painting of sever great patron gods of the monster kings. Earlier ones depict earlier kings such as worm and insect gods who were replaced in later ages
18 Butchering charts for various humanoids with scenes of cooking for a feast
19 Mural of fat hungry spider goddess being brought babies by human and orc slaves
20 Mosaic of the vampire bat goddess with her children routing the insect god and gorging themselves on their grubs and eggs
21 Flaking gold and silver foil on iron bages hanging from ceiling big enough for a human. Some have undead or corpses inside
22 Faded tapestries depicting abhumans bringing tributes to the empire
23 Carpet, with complex pattern, INT save to know how to cross then DEX save to hop, if wrong colour touched take 4d6 d4 1=lightning 2=fire 3=cold ray 4=lava
24 Oubliette, 20 foot pit with barred lid, prisoner locked inside or undead remains
25 Huge stone cauldron with art depicting wailing people
26 Living statues guarding a doorway of beast headed abhuman warriors
27 Pits with mumified vermin used in torture d4 1=toads 2=rats 3=worms 4=snapping turtles
28 Magical scene crated with an illusion of some glorious event crushing the downtrodden or torturing a non believer
29 Succubi trapped in a crystal pillar begging or enticing viewers to release her
30 A furious elemental trying to break through a magic circle as decoration
31 Bronze bull with charcoal pit under, that victims locked in to be cooked alive
32 Blood stained basalt altar worn smooth from aeons where sacrifices pressed down, blood flows into a stone bowl
33 Several iron maidens, 1in6 chance a tapping from within is a undead inside is very hungry
34 Section of stone wall has scratching noises inside and small barred view holes. Sealed undead inside pathetically scrabble at walls with worn fingers
35 Chains on walls holding skeletons, table of torture tools on a stand each slots into stone palette perfectly
36 Surgical bench with clamps and medical tools, glass jars with organs on a stone shelf and body parts. A iron cage with manacles and a deformed skeleton is inside. This is where humans and orcs were surgically modified into abhumans
37 Chained up mummified corpses of monsters with stitch marks and surgery scars
38 Stone benches where victims were tied to with a giant mumified wasp or carrion worm in a cage
39 Stone benches with restraints and jars of mumified worms, some dimply glow green. Some of the benches have dried corpses, 1in6 chance bodies are sons of kyauss
40 Niches in walls with hundreds of heads filed and mostly labeled. If a head placed in niche in shrine and given blood it will awake and answer 3 questions before sleeping for a month. Here enemies and friends were questioned or taunted
41 Secret cell with torture tools, sound proof with d4 costumes
42 Secret room with ancient poison lab. Some aged but rare ingredients are here from long ago including lotus seeds
43 Secret room full of drug paraphernalia including hash, opium, lotus resin with hooka and pipes, pills, pillows, planar incense and cushions
44 Secret room with a bed with a chained skeleton in silk robes. Her angry spirit will confront intruders but she might be convinced intruders will avenge her. She may have knowledge
45 Secret treasure room with stone coffers of gold, silver, jade, amber and coral
46 Secret chamber with wizards stone tablets. They are protected by magical explosive sigils
47 Secret astrology rooms with tablets, ancient star charts of evil gods in the stars present long ago. Some tablets are readings predicting the age of darkness in periolbut cannot believe human and orc slaves could rebel
48 Secret passage which connects several areas with spyholes and doors
49 Secret door with a suit of armour for a beast abhuman and a rack with obsidian tipped magic weapons including spear, dagger and macuahuitl obsidian spiked club with collection of favourite trophy heads
50 Secret alchemist lab with exotic ingredients, tablets of experiments and a d6 potions at least one is rare
51 Statue of fish folk carrying off slaves to their city under the sea in nets
52 Columns everywhere often ornate carved as d6 1=mushrooms 2=beast abhumanoid statue 3=lotus flower and stem 4=skull motifs 5=snakes coiled or other designs 6=unholy text
53 Gold and bronze scorpion statue with gems embedded on back. If gem is touched the construct awakes, grabs the victim and keeps stinging them until a long forgotten command word is said or it senses no movement for a hour
54 Statue of great squid headed demon of the deep clutching a human victim in each hand, erupting from a slimy pool in chains
55 Giant sculpted stone spider, creepy looking, wait er it is a giant spider!...run!
56 Gargoyles over gate or door or bridge, keep out lesser beings
57 Several ice pedestals with frozen beings on them. If knocked off they awake but speak in long lost languages
58 Greedy toad statue with small altar before it, if a small being is placed here the toad gobbles them up unless stopped.It becomes a giant toad at this point and attacks
59 Collection of human and abhuman statues scattered randomly looking surprised or shocked. A very powerful medusa passes through here occasional
60 Statues beast abhuman, human and orc gladiators killing each other brutally often with disembowelling and decapitation
61 Relief carvings of d4 1=brutal war 2=hunting humans for sport 3=slave races including humans making offerings to the monster kings 4=a monster noble in land of the dead being taken to rewards after death, reciting all the vile deeds they did in life
62 Walls covered in textured shimmering tiles in strange patter, INT save or enthralled by hypnotic effect
63 Inscription from black magic wizard books dealing with d4 1=demons 2=devils 2=elementals 4=undead
64 A insectoid priest on mound of insect and worm folk delivering a sermon, inscription relates the vile oaths of evil and chaos one must adopt to please the awful gods of the long night
65 Relief of the monster kings but the first two have heads smashed off, these two dynasties were replaced
66 Carved scene of humans and orcs burning monster cities while poor monsters sobbing are entering caves. Some look back in anger and defiance making hand signs of vengeance
67 Carving of a great pyramid. The bottom rows have humans, demihumans and humanoids toiling and bent, the second tier figures are larger and mostly abhumans, the third are the monster kings then the monster gods and above them all on the peak is the great black elder void beyond they all served a demon on one side and a devil on the other holding it
68 Relief carvings of popular demon lords and ladies meditating, many have tiny candle stubs under them and dried blood on them
69 Wall carved with scenes of a monster gigantic monster king leading army of kin trampling a army of human and orc barbarians rebelling against their rule. The boasting in the inscribed cartouches sounds unlikely and possibly propaganda before the end
70 Dedication to one of the elder monster kings and his awful deeds and mass murders that pleased the dark gods
71 A sealed tomb door depicts feathered head dress wearing bat folk mummy standing on pile of skulls killing humans wasting away from touch, inside door is crypt of mummy or a vampire with jade gold and silver treasures
72 Tomb door sealed requires 4 virgins in stone nishes to be sacrificed and blood to flow into the tomb. The tomb will open from inside revealing a squid folk vampire wizard from tens of millennia ago
73 Tomb door sealed, inside ten mummy cases of abhuman warrior mummies step out to protect their lord asleep in crypt with sucubi or incubi lover
74 Sealed door portrays skeleton vulture abhuman wizard raising a dead army, inside the floor is covered in abhuman bones and weapons. Inside the sarcophogi with gems and black magic tablets is a lich awaiting chance to rule again
75 A crypt with a view hole of crystal lets you see mummy face within, her eyes open and she looks pleadingly. She was a a part demon princess who betrayed her father the king, this coffin has kept her alive for thousands of years. She is a wizard and happy to aid her liberators. She will try to befriend explorers and stay with them a while before seeking elder artefacts to seize power
76 A gigantic crypt of ogre size abhuman part hippo, a fearsome tusked warrior. The mummy inside on a bed of platinum coins and gems is a abnormally powerful beserk mummy with a +1 battle axe each hand
77 Crypt witch crystal sarcophogi carved with eldritch symbols. Inside the remains of a king and a elemental fused into a hybrid undead elemental monster
78 A crypt with all hieroglyphs scraped off. Trapped inside sarcophagi, a elder worm thing later monster kings never wanted to escape. The walking worm wizard calls down the elder darkness once released
79 A sealed crypt with a demigod imprisoned here in earliest part of the age of night. If released the minor forgotten divinity will be pleased monsters are long gone and depart to explore the world
80 Jade coffin of being from the outer darkness.It's everlasting corpse once released sends a signal to call it's own kind to restore it to life. A black star appears in the sky
81 Collection of tablets of the history of the age of darkness for a thousand years of monster king rule and their evil gods. Sections on two early dynasties have been chiselled out
82 Tablets collection of medical problems many recommend human body parts as treatments
83 Tablets with recipes to cook humans and prepare them as pleasing sacrifices to the gods
84 Tablets of priest prayers to evil gods and how to please them
85 Tablets of wizards spell research for a spell
86 Tablets of surgical procedures to create a d4 types of abhuman
87 Tablets with instructions on making a type of golem
88 Tablet describing a d4 devils or demons and how to get their favour
89 Tablets on slave keeping and breeding and uses for even lamest or sickest ones
90 Tablets describing peoples of the territories of the empire and it's subjects for young noble monsters
91 Gateway to hell with seven magical locks
92 Elemental conjuring pit with arcane protection circle around it 1in6 an elemental is trapped inside
93 Iron cage
94 Collection in a silver cabinet with shelves of bottles with imps inside d6+4
95 Wailing ghosts in crystal cages, if bars broken they attack anyone they can
96 Ruined remains of infernal magical machine which once drained souls and turned victims to wraiths. Now various components are missing and arcane sigils are damaged
97 Remains of a organ that once contained wailing prisoners strapped in tubes with torture implements controlled with a bejewelled keyboard
98 Huge mechanical apparatus to crush bodies and drain blood into a cauldron. Powered by slaves turning wheel
99 A chess playing golem perpetually seated in comfortable chair with powdered wig and moustache
100 Planar pit with steel locked lid and chain with pulley above it to lower things in. Opens to random mostly hostile dimension, victims lowered in and scraps pulled up for amusements
Sunday, 11 August 2019
d100 Common Idioms of Xor
Heroes on Xor while leaping about in human skin loin cloths need stuff to shout! While wielding mighty sawtooth blades made from giant lizard fangs, you need stuff to yell as you stab it into foes 2 or 3 times more than needed. It's stuff boring old priests say or a farmer accidentally hurting himself at work or a warrior trying smack talk. Perhaps a quote from the nominomicon or the secrets of the cannibal kabbalah. I had idea of having one of these on bottom of each page.
d100 Common Verbal Abuse on Xor
01 By the great glistening gelatinous glumps of Xor!
02 All flesh is one - all is flesh
03 Flesh is as thy flesh does
04 By the rancid meat sceptre of the beast!
05 By the great yellow teeth of Xor
06 By all the magical mysteries of meat
07 Everyone looks the same touching their toes
08 You are born of meat and at the end you are just meat
09 We come from blood, to blood we return!
10 By the bones we are are all broken
11 I keep my soul in my skin I must not let it leak out!
12 The animus is in every living thing, beware the anti animus!
13 By The Flesh of Xor I hunger to eat my enemies
14 Blood and flesh for Xor!
15 Bones break bones yet flesh begets flesh
16 If the body complies the mind will obey
17 The mind is weak the flesh is strong
18 Bleed for your god who bled for you!
19 Beware the mutant, the infected strange and daemon cults
20 Infections are intrusions into the perfect ever living world of Xor
21 Devour life challenges as Xor devours worlds
22 All that bleeds lives!
23 A beating heart if the best heart
24 By the seven sacred organs I give my life!
25 Raging fists of meat pummel the wicked!
26 Beware the star stone of iron or metal strangers bring
27 Flense the infected and flail the wicked
28 Righteousness if flesh and flesh is righteousness
29 By the pure flesh of the Virgin Queen
30 Praise Xor the All Mother and All Father
31 We all suckle from the holy teats of Xor's wisdom
32 Cast into the corpse pits to feed Xor, to be reborn as Xor pleases
33 The circle of strife is all life linked in chains of eternal hunger
34 Blast my rotten juices of piss and sweat and blood!
35 We are closest to Xor, our enemies are mere effluent and flatulence
36 By the power of the Animus spare this life
37 There are two types of stranger, the ones you marry and the ones you eat
38 Meat binds all into a unity of flesh, the body of Xor
39 Heart beats, blood boils, bile burns, enemies die!
40 By the great fleshy leather dewlaps of Xor
41 May sweetmeats and pickled jowls rain down from heavens!
42 I butcher this foe that their flesh is returned to the greet devourer
43 By the jiggly boobs and buttocks of Xor!
44 By the fleshy love chasms of great Xor
45 By the sphincter of the great ones
46 By the pulsating prolapses of the elder gods!
47 I am your predator, prepare to be rendered to base gore
48 You are but a few buckets of meat slurry in the great fleshy ocean that is Xor
49 Great melting eyeballs of the witnesses of Xor!
50 Xor is way the only way, all that live comes from and through Xor
51 Consume thine enemies, consume their greasy grimy corpses with glee
52 All life is Xor, to oppose Xor makes you an enemy of Life!
53 It is the strong's duty to persecute the week and free them from choice
54 If you bite to much of Xor, Xor will bite you back
55 Come wade into blood and gore, enjoy the deadly battle dance of Xor!
56 Your enemies are gifts of Xor, use them for fuel, leather, bone, meat, sinew or slaves
57 Bones can flex only so far
58 Give a man food he carries your goods for a day, turn his skin into a bag he works for you and your children
59 It is a mercy to mutilate and mark the mad and strange so all know take pity on them
60 Xor will always provide meat for your young and old, praise Xor!
61 A stranger is just a animal you have not eaten yet
62 If a stranger wrongs you cut his cheek with a knife to say "No! I have had enough!"
63 May you be reborn in the bosom of Xor
64 If it offends you spit it out or cut it off
65 Humans skin is like a book of a life, I look forward to showing yours to my kin!
66 Eyes, ears, finger, toes and nose - all good eatin' don't you knows?
67 Teeth are a treasure for trade and making weapons, always collect them!
68 By my blood engorged muscles I strike at thee!
69 It is easy for anyone to fall into the maw of Xor, some are taken sooner that is all
70 Pumping muscles, bleeding gums, hammering fists, squirming tongues
71 Broken bones, squirting blood, gasping lungs, embrace the void within
72 Stillness is death, keep moving
73 Stab my flesh, break my limbs, dash my brains, I live on inside Xor forever
74 The chosen of Xor are born again and again while the useless are shat out into the void
75 The old and wise you feed and care for, the old and idiot just leave them for wild beasts to eat
76 Those who defend life are worthy of life, the unworthy deserve death, Xor is Life!
77 Lo! The enigma of Xor, creator of all yet gormless and formless ever living idiot
78 We are but ticks and fleas feeding on the greatness of Xor
79 All elements are within mighty Xor and meat is the master element
80 Mutants are a blessing from Xor, any might be the key to survive in the future
81 If it tastes good it was meant to be eaten
82 Pity not those who we eat for they become our flesh, the circle of strife goes on
83 Xor gives us warmth, meat and life so we devote our selves to the lord of flesh
84 Life consumes life to live, murder is as natural as breathing,
85 A kind fool warns his dinner before eating them
86 If you ask to be eaten eventually you will be
87 Xor is the great cosmic worm ever devouring itself in a cannibalistic spiral
88 When you devour the corpse of your lover, it's ok to start with the feet
89 Scars show you have lived and had experience, only fools and idiots have no scars
90 Stone crumbles, iron rusts but flesh is reborn forever in Xor
91 By the slaughter seers of Xor, I shall unleash your blood in great showers of gore
92 Everything given to your children, family and slaves is a debt they must repay
93 Show mercy to a foe and just mutilate or enslave them
94 Only eat who you kill, wasted flesh attracts otherworldly evil
95 May your soul rot in the bowels of Xor's digestive tract for a billion eternities
96 If good flesh gets a worm cut it out fast (some say poison it instead)
97 The eater of your friend is your enemy (or the eater of your enemy is your friend)
98 To open a flesh gate you must be gentle like a lover, masterful like musician
99 Chew your sinew and gristle, it's good for you and the sensible thing to do
100 Beware flesh of the alien, the outsider the defiler, the plague carrier and the daemon
Saturday, 2 March 2019
d100 Things Elves Dislike
Some elfy articles
https://en.wikipedia.org/wiki/Fairy
https://io9.gizmodo.com/the-biggest-reasons-why-fairies-are-evil-510180209?IR=T
https://www.irishtimes.com/culture/heritage/away-with-the-faeries-1.1725375Kingdoms of Elfin is a awesome short story collection by Sylvia Townsend Warner
Elves dislike lots of things so here is a table for things your elf hates most. Act like minor phobias for nuerotic elves to complain about. Perhaps a d6 per elf or one per level. As they age elves get more fussy and obnoxious?
Dislike means a aversion to it greater than most people. They can touch or interact with them but they wince and have limits and looked pained. Some dislikes might grow into phobias or stronger aversions with some elves. Continual exposure might make elves move or do something desperate. Some elves might just destroy what vexes them. Some of these things irritate the membranes between dimensions that elves need to feel connected to fairy land. Otherworldly elves not born in the mortal world might be more likely to react badly to these stimuli.
d100 Things Elves dislike
01 Iron filings 02 Beer
03 Blood
04 Feces
05 Vomit
06 Burned meat
07 Bad wine
08 Drunks
09 Touching the dead
10 Worms or maggots
11 Scent of goblinoids
12 Scent of dwarfs
13 Scent of orcs
14 Scent of humans
15 Body hair
16 Old people
17 Scent of dogs
18 Wormwood
19 Screaming cats
20 Foxglove
21 Yapping dogs
22 Geese screams
23 Rooster crows
24 Babies screams
25 Crying children
26 Iron Bells
27 Sounds of gunpowder
28 Unwashed hands touching them
29 Folk music
30 Swearing
31 Bad hair
32 Folk art
33 Functional only craft
34 Inside out clothes
35 Unkempt clothing
36 Bland food
37 Spicy food
38 Scars
39 Holy symbols
40 Infected wounds
41 Acne or skin blemishes
42 Crooked teeth
43 Dirty hands or fingernails
44 Gaudy jewelry
45 Tasteless fashion
46 Unrealistic paintings
47 Lard or animal fat
48 Flies
49 Food cooked in iron pots
50 Sweat
51 Rotten fish or meat or carrion
52 Tallow candles
53 Temple or town bells
54 Gunpowder
55 Smoke
56 Dirt
57 Soot
58 Baby rattles
59 Dolls, corn dollies or clay or cloth
60 Flutes or whistles
61 Fiddles or violins
62 Accordions or harmonicas
63 Nails
64 Magnets
65 Natural flowing streams
66 Artificial magic beings like golems
67 Cruelty to animals or children
68 Sickness
69 Afterbirth
70 Knots in string or ropes for no good reason
71 Lame animals
72 Ugly people
73 Violence
74 Angry people
75 Loud noises
76 Cutting down trees
77 Greed
78 Jealousy
79 Sloth
80 Mad people
81 Village idiots
82 Pubic hair
83 Iron horseshoes
84 Snot or nose pickers
85 Belching
86 Farting
87 Coarse clothing
88 Anyone who bathes less than once a week
89 Crude craftsmanship
90 Clocks
91 Eating noisily
92 Talking while eating
93 Eating with mouth open
94 Eating with hands
95 Any machine with cogs or gears or pulleys
96 Woodcutters
97 Not thanking animals you eat
98 Goblinoids
99 Giant spiders
100 Mortal beings decaying and aging before your eyes
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