Monday, 30 December 2019
As Blogger slowly dies and I feel increasingly cut of from other creatives I spoke with daily on G+ I thought I'd look at some of my bigger projects. I'm trying to finish off my 22 unfinished blog posts but I'm not feeling terribly creative and struggling to play any games. I tried being to have more engagement as experts recommended but failed. My Cthulhu Game has been most successful and hoping to alternate it with a Planet Psychon game. I was hoping id see friends more in holidays but it turned out opposite as most have kids while i just work with them and get to give them back.
So it is hard being motivated to write dnd stuff when I'm only playing a few games a year now. I have considered moving in new year to Sydney or Melbourne but will see when my legal dramas end and then my course finishes and I have an income again. Art is a limit on many projects too and my artists are mostly busy and not up to my schedule.
Two things I hope to do in 2020 is a Kickstarter for planet Psychon and do some Call of Cthulhu (edition neutral) Miscatonic Repository stuff like a box of sandbox tools. I frequently think of shutting down this blog and Patreon often but have not yet.
While i can write stuff and have ideas my dyslexia holds me back quite a bit from finishing things to my standard. Even stuff of mine published and edited I see mistakes in. When I managed a newspaper I would have 30-100 people groom my work but it has proven difficult with my gaming stuff. Also I could write 10-20 more things in same time as I take to clean things up.
So here is a look at some of my unfinished things where I can consider why they died and if I might work on them again. Let me know in comments if I should pick up any of these torches sooner than later.
EMO BX Clone
I have had lots of game play with this in the last year with my mostly finished version. I'm pretty happy with it and it was played well. The first basic book is done and most of a second advanced book. A basic monster book with animals and simple monsters about half done. A book combining the first two books with some extras would be likely. A second monster book with longer monster descriptions like my heraldic beast series would be good. My favourite rpg monster format is Mutant Epoch that has a mutation/variant table for each monster. I also like how in stormbringer 1st ed it is recommended most monsters be unique. I also like reskinning monsters like owlbears are just bears in 1st ed and didn't really need a separate long winded stat block. A book of modern and sf additions or possibly a version for Planet Psychon might happen. A book with detailed descriptions of spells and skills might be good too. I should probably play with a bit while holidays and 40c heat keeping me in.
I did do a book on this and it broke me. Trying to make them all balanced and edit them was too stressful and a bunch of file problems made me quit. The mutant class worked well in play and it was good by level 4 most were incomprehensible and made artists unable to draw character portraits in game. I'm halfway through a clown mutation table. More? Insectoid, beast, a really chaotic one, plague one....
Beast Folk & Abhumans
I did a massive long descriptions of various beast types. While dealing with last one on marine ones a glitch happened and 4 beast types were lost and I spat dummy and never went back. I'm currently working on fixing this post and will do some more for a book on abhumans. Originally I had them as beastmen but a 7 year old explained I was misgendering them so beast folk it is. Later as I realised I could have elemental abhumans or even use them for barbarian or orcs I went with calling them Abhumans.
I enjoyed this series but did enough for years of play. A set for a human invasion or a evil empire or chaos horde might work. reptilians, dwarves, cave folk, barbarians all possible. A book of them all and a simple wargaming system might work.
A book of all this stuff might work
Exile Island & Shadelport
This was my main setting for years. Some areas are very detailed. Id still like to map Bloodsand village and put it out as a book or put it all in a comp on marine stuff. A revised Shadelport book KS might happen one day. A small booklet on sewers might happen.
Murder Hobo Stuff
Revision of this book with more on the village maps and other updates might happen. I did some lady murder hobo drawings too.
Might Update this but I'm pretty stingy with loot myself
I did plan a book on this and came up with lots of d100 ideas. Described 4 main layers - plague, inferno, swamp and underworld (cold hell, a city, jungle, a dungeon? undecided) plus several extra layers that connect them all - sewers and a boiler room and would like to flesh out the library and possibly a dungeon. Id like to finish and compile this stuff. Possibly I was in a dodgy mood and sick when i wrote this.
Im prepping for a KS DEC 2020. I will be getting some artwork done and finishing my EMO books and making a broken hill book. Probably will have a bit on the last days before the apocalypse too - sort of a proto Pschon murder theme park gone mad.
Still trying to write a magic system for Xor and probably a bestiary. Hopefully a KS one day.
Other StuffI always wanted to detail a huge bridge in Shadelport you can get trapped on for years without proper paperwork. I would like to expand regions of my setting and possibly other ages.
One of my earlier projects was a setting where modern Australian special forces invaded a dungeon dimensions. Inspired by the Long Stairs setting stuff I ran this several times for cons and some short games but struggled to have it last long but it was lots of fun. Part of the concept I developed was a number of thematic dungeon zones which I changed over time but they were seeds of lots of my current work. I envisaged a dozen and several I axed for reasons. Will redo this book I did for it.
Gothic Mausoleum Zone
Thematically this is based on Gothic ruins, castles, tombs and graveyards with lots of undead and horror. The book I did on this needs a revision some day and at least art is easy to get.
Redbrick Dungeon Zone
This is a old school dungeon complex type that is springing up seemingly on their own. Kobolds build them enthusiastically filling them with traps according to some divine will. All built to uniform plans and schemata. Explorers often find them still half built. Lots of variations exist. Book of this I was fairly happy with and got lots of playtesting.
Goblin Mine Zone
This covers the mostly goblin filled mines commonly in hollowed out mountains where humanoids and demihumans battle. Book of this was pretty satisfactory.
A sprawling manor built by inbred wizard clans, filled with magical artworks, illusions and haunted follies. Id like to work more on this.
Glacial Cavern Zone
Lots of this is featured in my stone age sorcery stuff recently. Id like to explore the higher level stuff with giant and horror filled caverns and undead inside the elder ice caves.
Desert Temple Zone
My Exilon setting overlaps with this and I will be doing some Aegypt adventures soon so will be more on this. Basically was intended to be bronze age desert ruins with curses, undead, chimera and demons.
Giant Fort Zone
Long ago giants were kin of gods and built huge sprawling castles. Many were buries or hidden in other worlds or mountains. The degenerate kin of true giants wander these huge complexes still. All kinds of strange magic is here and even remnants of civilized elder giants from the dawn of creation. This is for high level stuff. No plans for this but some day.
Ive done bits of this and will do more. A bunch made it into a book so im waiting a few years before I bring out my version.
Forbidden Ruin Zone
This is a ruined jungle city crawling with prehuman horrors that civilised adventurers explore. My monster Island stuff fits here. In one of my Exile Island campaigns adventurers came here with vikings and set up a base to plunder the place which was pretty horrible. Lots of dragons and reptilians and prehumans and former human slave tribes here.
Sunken City Zone
This is a half sunken city fused into a coral reef crawling with fish folk and sea horrors and undead pirates. All of my maritime setting stuff will end up here. It's a long term work in progress.
A prehuman city of alien horrors on the edge of the world. Not really fleshed out much but overlaps with glacier and forbidden city. Might be doing more of this. I'm not sure if will expand on the empire of the age of darkness or more primordial elder horrors.
Sunday, 29 December 2019
I'm have about 22 unfinished articles my worst yet so I thought Id fix some. What's below about 6 months old...
EMO Monster Heraldic Manual Continues
Like many beasts this was a exaggeration of a real animal the horned adder exaggerated and mythologised. Even Davinci spread crap about cerastes. Unicorns are rhinos - roman ones had huge elephant feet then by middle ages they had cloven hooves and goat like. Today any 5yo girl will tell you they are horses. My little pony named the pegesus unicorn cross an alicorn which extends the same myth further as people forget this source and discuss as if a historic mythical beast. Exaggerating a normal animal as if described by hearsay for a thousand years might be a good methodology for monster making. I'm pretty sure Rhinos are unicorns. Todays beast was just a horned adder + a few thousand miles distance and a thousand years of gossip.
This site is gold too of course
magical animal N Morale 9
Mov 12 crawl 9 swim through sand 3 swim through earth
Bite 2d4+poison or Horns 2d4 or Grapple
The cerestes is a boneless snake like animal with ram horns. It buries itself in sand or soil to ambush (surprise 1-4 on d6). Mostly they bite but they often constrict and they mostly use horns against foes they don't want to bite for fear of harming themselves. Once grappled a victim is +4 to hit with bite or horns. The horns are usually above the ground while buried to attract game. The venom of the cerastes liquefies bones of the victim causing the body to collapse and makes them easy to swallow. Even if brought back to life somehow the boneless body will need some other magic to save them from being a collapsed sack of loose flesh.
1in6 Venom causes madness instead of bone liquification, they try to keep mad victims in their underground larders
1in6 Get extra horn attack, with straight stabbing horns instead of ram horns
1in6 Get extra grapple attack
1in6 Iron scales improve armour AC+8
1in6 Have extra +2HD
1in6 Extra set of horns 2d6 butt attack
1in6 victim grapples make STR roll or get pulled into the underground burrow
1n10 Can spit blinding venom with a hit range 3
1in10 Generate an illusion on horns of something good to eat or alluring while body buried
1in12 have bat wings and fly 12
1in12 Intelligent and NE alignment
1in12 Aquatic version swims in water and mud
1in20 require +1 magic weapon to harm
1in20 Immune to 1st to 3rd level spells
1in20 Cross with amphisbaena, has extra head on tail and extra bite attack
d10 Cerastes Adventures
1 Sheep have been disappearing by a patch of sand on a farm near a wasteland
2 Local shepherds have been going mad, a cerebrates with poison that induces madness has been eating sheep is to blame
3 A strange elder tomb surrounded by sand has been seen. Strange horns seen moving in the sand as if something is swimming under the surface
4 Nobody has ever crossed a certain stretch of sandy beach and returned
5 A island has caves visible from ship but those who land are seen to fall and be sucked under the sand
6 A ruin with broken statues of serpent folk has remained untouched. Something guards it's secret treasures
7 A strange patch of sand has been found and people have seen strange alluring food and voices from within. Locals warn to stay away but gossip about it
8 Something has been causing poorest folk in shacks to vanish by night
9 Since a snake cultist was arrested and hung, strange disappearances and deaths have occurred particularly on dirt roads
10 Locals prefer stilt houses and raised wooden walkways as some creature on ground has mad walking any paths alone dangerous
Saturday, 28 December 2019
I'm going to go through my shelves bit by bit to highlight some favourite game items. As I'm not playing much its hard to justify prepping more when I'm a few years ahead and only playing Cthulhu.
Advanced Dungeons & Dragons 2nd Edition
Historical References Series (Green Books)
So on my want list for a few years I have had these books and i managed to grab them all recently. So I thought I would have a closer look at them here. They mark pretty much me quitting dnd for 20 years and they were probably the last series of works they did i enjoyed.
At this time the D&D world gazetteers were drawing more from history and a number of forgotten realms books did also. At this time I was getting more into RQ3, BRP and Cthulhu than DnD and I only lasted a bit into 2nd Ed which I felt were dropping in art, design and writing standards. I liked the first few complete character class books which added a lot to the game and kept up playing a while. There are ideas in these books I still like. The Necromancer book was the final release I looked at and decided I was over mu ten year love afair with TSR. So other TSR books were getting a history inspired vibe and I was starting to study and reading the classics. After reading Herodotus I think I decided reading classics made me a better person than knowing everything about the forgotten realms. I still read mostly non fiction and history now. I really struggle to read any fiction now but mostly wierd fantasy, horror and sf when I do. probably rpg books I read are the main fiction and rules are not why I read them.
I still like history inspired gaming and ive been back into dnd a bit over 12 years again and still play some BRP if I can but struggle to play anything where I live now. I have to say Iron crown dice good history supplements and GURPS too. Id like the castles & crusades culture-history books too for 2020 when I can find a affordable supplier.
I guess a things that got me into history books vs gaming books was price and actual knowledge I could use at uni. And if game companies were gonna slap 5000 years of history together on a map with little consideration how that might work then I can do that myself. Also with history you can get fabulous cheap 1/72nd scale minis usually 42 in a $14 buck box and all your monsters look bigger.
Oops realised I don't have A Mighty Fortress or Crusades book in series so on my wish list now...
Each book features a removable map (im missing my Age of Heroes One). A history timeline, names, birthrights/gift tables, notes on dnd character classes, new classes, social status, language, non humans and monsters, magic, equipment, everyday life and beliefs. Fighter follower tables for setting are good. A brief gazetters detailing what is on maps too and mythical places. None are complete but they are a good introduction. Lots of the information is system neutral (like real history books). Id rather ignore the class restrictions to make more creative uses for those classes than ban them. These books give you a taste and using setting within dnd rules and you can research more yourself. This series was out a few years - mine have 3 TSR logos on them so they did ok but I seldom saw any magazine articles or anything on them in media. I like the art in all of them.
Ive always liked this book and I used it in my 3 Viking BRP/Cthulhu games too. The timeline is from 800 AD to 1100. Good birth gifts for humans give them special abilities. Trollborn race are interesting and a Runecaster and Berserker class for more flavour. Useful mods for monsters add local flavour too. Good diagrams of houses, settlements and boats too. The character classes stuff takes up a bit of space with rune magic. Seasonal life is nice.
I used this with RQ3 vikings box, Harn viking like area has great weather and encounter tables for sea, Cthulhu monographs with viking adventures are good. BRP Iceland book is good too. There is so much good info and media on vikings out there they are a good choice to play or stick in a setting.
Als they dropped the timeline format in other books but covers 711-987 so good overlap with vikings. The character section uses more of the other brown class books and discusses how standard dnd knights are much later and not period. A kit for western priests for c;lerics is good though they made them less able in combat. The poor priests get penalties for using miracles in a petty or selfish manner. Extra notes on consecrated areas. Recommendation thieves are clerks comes up twice. Lots of good stuff on buildings with handy maps. Good notes on church and social class system. A bit on Saxon religion and paganism and monster changes. Big section on stories of Charlemagne and adventure on the Saxon frontier. Having adventure in this is good and the maps in it are good.
The best thing about this is that it focuses on bronze age europe while other books stick to ireland or the uk. It jumps back to the cool visual time line and goes from 600bc to 900ad letting you overlap with Greeks or Romans or Charlemagne or Vikings books. Personally I would have quit when Christians moved in. It recommends a book by Stuart Piggott which i cant take seriously as most books on this subject are fantasy or speculation. Like vikings book it has a gifts table that is cool. While it recommends a human centric game and i hate half elves i might consider them here. Bards are a priest class not rogue based. Druids are changed quite a bit. Their is a seer class but it is not made very appealing. There are bizzare heroic feats as proficiency mentioned in fables. There is a nice magical island table, lakes, springs, wells, fortresses and stuff I like. Monster notes a bit more detailed than others and notes on faerie folk. There are 2nd ed page format descriptions of monsters. I like water horse as 1st ed fiend folio really did a poor job on this (FF full of trick monsters with deceptive appearances). Seasonal life is nice with bit on hill forts and culture. Mentions women more than other books. Talks about the second ed legends and lore books and celtic gods in that book (identifying them as mostly irish). A brief gazeteer and maps are handy with some fairy worlds. There is a honour point system too and a diagram of a chariot and little about them in text.
The Glory of Rome
Back to the nice timeline from 750 BC to 500 AD with brief history. I have always found rome intimidating even though i have read 50 plus history books and did classics I found it hard. I dont know if I will ever feel able to run it as well as I liked. Cthulhu Invicticus various editions are good. The birthright table is great but more social and less magical than Celt or Viking versions. Class and wealth are significant to setting. Has obvious roman jobs like gladiator and legionary but also politician (fighter class), charioteers, etc. Ilike sugestion paladins worship Mithras. I like notes on wizards as mostly charletan but witches a big deal. Philosopher wizards are a good idea too. Some interesting priest types for state cult, christian, mithra, mysteries, and even druid from Gaul. I recommend female characters play Eutruscans because they could drink and have parties while husband away without risk of death. Some nice new spells. A bit on military and enemies, blood sports, politics, city life and a very brief gazetteer. I recommend reading The Golden Ass - one of best fantasy books ever written and feels very modern.
Age of Heroes
So this skips the diagrammatic timeline but covers 2200 BC to 279 BC so includes Crete and Mycenean and Alexander. The free BRP rpg Warlords of Alexander is fantastic and I used some bits in my Rome Cthulhu game. Really what most think of as greek is Athens over a brief period plus all the greek myths we know. Has a bigger reading list than other volumes here. Like most volumes has lots on warrior kits including a companion for macedonians or a hero with boon and flaw table. Lots on classes, no skills and sadly no birthright table. Culure section that morphs into encounters briefer than on other books. Good spread of illustrations of everyday items and another page of armour and a trireme. A short section on gods and and a short adventure section. This book spends more time on classes than other books. I wish series had been more consistent. I cant say I learned much from this book but I probably know the subject well.
These Two I don't own and flipped through a friends....(if you have spare id love them)
A Mighty Fortress
This is Elizabethan age which I'm still a novice on and I'm only just getting into Shakespeare at 49. Possibly a good sourcebook for things like musketeers or Lamentations games. Timeline here 1500 to 1649 without line diagram format i liked in some volumes. Art in this book is real world historic period illustration mostly. Good list of dynasties of Europe. Daily life, religion, society all covered with religion. A bit on alchemy and a good section on games. The class kits are great. A large list of period thief specialities is good and lots of courtly types. I have seen the anti wizard vibe in lots of settings but id tone down what is here. If nobles and the queen can employ wizards and supernatural beliefs are common having classes opposed to them limits other players choices. It has good region of origin tables and discusses religious intolerance - i know from experience players getting into this causes problems. I had a catholic player play a priest who wanted to be nice and other players tried to goad him into burning witches and killing heathens and heretics and he quit. Honour, duelling and disgrace are dealt with a detailed status table based on class. Good info on military, arms, armour and fighting schools. Having just watched Oliver Reed 3 musketeers films again I see lots of things dnd does not simulate. Lots of interesting combat options i like and notes on mass combat. A whole chapter deals with 4 wars each a good campaign backdrop. Finally there are notes on adventures, the new world and supernaturalism and the map here is very good. I was surprised I liked this so much.
This book skips the timeline at start and goes into a chapter on the crusader view and then a longer one on on Islamic forces. It promptly tabulates kits from the complete series and details specific cultural things like Mamelukes and monastic fighting orders. Interesting detail on languages and french dialects plus names. Chapter on society of crusader territories in near east, and here half way through the book starts a timeline from 1098 to 1187 AD. It could have included wars in Spain only a bit before or gone into 1291 or mentioned northern crusades but oh well. It does mention using elements of TSRs Arabian Nights setting and oddly limits on psionics. A fairly detailed section on monsters and magic then a chapter detailing crusades including one out of timeline. Final chapter on adventure ideas and a fantastic map of region. There is lots of good info here for any medieval game and it offers a fairly balanced view of history without glorifying Europe. I have seen in recent years people defending crusades as beneficial and good which is a bit sad. People still seem unhappy with Alexander and Crusaders in lots of countries. On game book about northern crusade which included my fathers homeland glorifies it all too much when the invading Christians were pretty horrible. On a quick read of this I didn't see much on Judaism which was kind around and would have good character options and possibilities and suffered attacks by crusaders on the march even within Europe. Ivanhoe features Jewish characters in reign of King Richard. Possibly I might have missed it as I couldn't read this as well as i did earlier ones.
Tuesday, 24 December 2019
Saturday, 21 December 2019
This is reference for my prewar decopunk sf setting
Metropolis,Things to Come, Just Imagine, RUR, War with the Newts,
German expressionist cinema +Cthulhu
More on my BRP page
Metropolis has some nightmare ramps.
A retro future deathrace here would be great.
Super dense cities of tomorrow
So i have been looking at vintage armoured cars and thinking my Cthulhu players now used a converted truck to massacre cultists with a vickers and a lewis gun and grenades that sorta worked. Will never beat a wizard on a byakee with bundles of dynamite
This is a bit more modern but some brutalism and tech noir good too
This is for those falling apart old industrial districts. Full of scrapped out factories and lonely old wizards making androids
Totally want more vehicle chases now I have a good pile of images. This car would be the evil car in a jazz age death race
This guy shoots down planes and transforms
Loving the foxy box looks here am reminded of the Tesla utility truck plus stealth fighter
Wednesday, 18 December 2019
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
04 Torture station
05 Sealed rooms
07 Relief art
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
Monday, 16 December 2019
Will be focusing on my adventure writing on my patreon for a bit. Hoping to write ten adventures i can have a playtest for some holiday sessions.
Lots of this stuff could be placed in other settings. They could still be forgotten remnants of the past left alone for aeons. Ill be happy with a few sessions of this myself. It doesnt have to be a long campaign.
PDF link here from my patreon for a vol zero of season 10 of my 3fold zines
I'm up for suggestions to blog about at moment.....xmas requests?
Rough Ideas for stone coast 3folds
-The stone city
-Wrath of the walrus
-Thing from the stars
-The monkey shrine
-Pit of the Worm God
Map & Hexcrawl
Savage tragediesMegalithic Ruins
Ancient Rock Art
Caves (needs a few mods for this setting)
Ancient Rock Art
Caves (needs a few mods for this setting)
Stone Age Relics
Sunday, 15 December 2019
These are for when you explore the mountains between the coast and the tundra plateau in the north. A broad stretch of mountains, a maze in stone with valleys and things left isolated for millennia. One might become a new home.
Each hex valley will have a d6 exits in random directions so their is unlikely to be a direct line through the mountains and the GM will be be able to grow the map ad hoc.
You could roll on this table several times to produce stranger places.
d10 Lost Valley Feature Types
1 Terrain Features
3 Settled tribes
4 Strange Tribes
5 Remnants of dawn age
7 Mysterious happenings
8 Strange lands
9 Remnants of former peoples
10 Prehuman dreadful ruins
d100 Lost Valleys 1 Crater or crevice of lava, volcanic ash, rock and obsidian deposits
2 Hot springs and calcium deposits, bubbling grottos and boiling mud
3 Deposits of useful materials d4 1=flint 2=ochre 3=coal 4=copper
4 Spectacular fossils of dinosaurs or primitive sea life
5 Quicksand and marshy areas make travel dificult, mosquitoes and disease a problem
6 Tarpits often with trapped screaming megafauna and others attracted to feed
7 Valley is covered in snow drifts, hidden ice crevices, glacial caves and melt water streams
8 A strange magical cloud over the valley and volcanic vents keeps it warm and thick vegetation and animal life from early in creation thrive like giant bugs or dinosaurs
9 Broken rocky slopes of rubble, with vents of foul gas, life here is uncommon mostly bugs
10 Thick fungus overgrows everything and area crawling with bugs and slime creatures
11 Valley thriving with megafauna with few hunters ever disturbing life here
12 A thick ancient haunted forest where faerie folk and tree spirits dwell in secret, shunned by humans
13 Grassy hillocks overun by large burrowing rodents. Curious about visitors
14 Loose glacial gravel and snowdrifts here but ice worms attack travellers and devour them
15 A ancient clan of elder trolls from the dawn age here, practising their ancient ways. nothing like the insane modern cancerous chaos trolls most familiar with. A few humans live among them and speak for the trolls to humans. These humans have learned elder druid magics. The live in ancient mostly empty spires of a citidel dating back to the dawn age
16 Carnivorous flightless bats hunt by night in this bushland. By day it seems safe but by night screeching terrors roam about fighting and killing and eating
17 In a great volcanic crevice great dragons come to lay eggs here awaiting the time when they will swarm forth and devout the world. Some tribes come to leave them offerings and worship them as gods
18 Vally of the ogres wher these idiotic drooling beasts hunt and dwell in cliff caves. A clan of ogre magi claim rulership of the valley and all enjoy eating human flesh
19 Giant ants dwell here menacing all life here but some humans have learned to use ant scents to mask their own and hide among them for defence. They at times will manipulate ants to do their bidding
20 This hoorible swamp is full of giant amphibians and snapping turtles and a few black dragons
21 A large campsite area where friendly peoples live and seasonally other peoples come here to trade at certain festivals. The permanent inhabitants are great healers and magicians. Natural salt deposits make people come from far away
22 Tribe here by a lake with houses on reed rafts live by fishing here
23 Tribe of herders dwelling in tents following their animals to pastures
24 Tribe here have copper trinkets and weapons, their secrets of metal are kept in a cave where they keep dwarf slaves. They are crippled so they cannot escape and are very bitter about situation
25 Warlike tribes with fearsome appearance dress as monsters and spirits, they are hostile to intruders and remains of enemies are gruesomely displayed on poles in valley entrances
26 A tribe of mighty warriors dwell here with fearsome weapons. While they look like humans they are abhuman barbarians made as soldiers by wizards long ago. They hate all magic now with a passion and burning wizards if their greatest joy
27 A tribe here spend spare time carving statues which they then move and erect to guard the valley. It is unclear what powers the statues have but locals dedication is slowly stripping away all the valley vegetation and erosion is destroying their crops. Some have begun to practice cannibalism
28 Ape folk dwell here and hate humans who they keep as slaves. In their stone city they keep humans as beasts of burden, breeding them like cattle. They forbid humans even talk and cut out tongues of those that do. Not all the ape folk agree with this but they cannot resist the priest or warrior caste who worship the ape ancestor at a ziggurat
29 Hawk folk riding terror birds rule from a zigarut worshipping a pheonix in a volcano. They devour other tribes and throw some to their god or sacrifice others atop their ziggurus. They use obsidian tipped weapons and clubs, bola and javelins with atlatl
30 A tribe entirely of wizards dwell here sending expeditions seeking magic formula pictographs from caves and ruins. Their ziggarut is a place where they study their arts and call down elemental beings to serve them31 A horrible tribe live here worshiping the old monster gods and sacrificing strangers to demons32 Pterodactyl folk wizards dwell in a volcano city served by orcs who control human slaves
33 Troglodyte reptilians dwell here and are hostile to mammals encroaching on their land
34 Lizard or frog folk dwell in a swamp, occasional ruins are signs of past civilisations
35 Dark forest filled with stony crevices and cracks into the earth, giant cobwebs form intelligent wizard spiders who record spells on their webs and they enjoy enslaving, eating and sacrificing two legs. Their great queen lives in a ziggurat guarded by huge spiders, a tribe living in valley are their slaves
36 A ziggarutt here is being built dedicated to the snake god, serpent folk hybrids rule as priest-kings while humans are slaves
37 Humanoid tribes battle for supremacy and control of hunting grounds, caves and herds of pigs
38 A unfriendly tribe live here urge you to go away, in reality they are shapeshifting spirit folk or lycanthropes. Occasionally some might try to join you but will keep their secret
39 A dwarf community live underground, exposed mineral deposits are common and abandoned mine pits common. Vents from below of smoke are the main sign
40 Haughty elves live in a walled cliff to keep out monsters and humans. They live as bronze age peoples but will often take human or goblinoid or orc slaves
40 A tribe of magma folk here worship a volcanic vent they throw victims too. They use obsidian weapons and catch any strangers in the valley for the fire giant god they regard as their ancestor
41 A advanced tribe live in a walled city with goat herds growing barley and chick peas. Their king is a part god with terrible appetites. The population fear him and his lust for their wives and daughters. They fear angering their god but prey their king could somehow be satisfied
42 A great and terrible monster that ate some gods in the dawn age sleeps here and a local tribe worship is and have burrowed into it's flesh for meat. Overtime the tribe have come to develop characteristics of the monster
43 This rubble strewn valley is covered by bones of giants and dragons from a terrible war with the gods long ago. Wizards and pilgrims come here seeking magical relics and remnants of glyphs on the bones
44 A great gate decorated with devils is in the mountain, one of the entrances to hell. A tribe of devil worshippers seem friendly to strangers but really that are robbers and murderers. Occasionally a devil walks the land leaving hooves prints in the stone
45 The great beaver spirit long ago built a incredible dam here from a tree that once held up the sky. Beaver folk dwell here now guarding the dam and repairing it using local wood. They have enough water to flood out the lower valleys and lands easily
46 Some battle with the gods and great beasts and giants here long ago left huge footprints and scars in the rock. A gigantic bronze sword here is visited by distant tribes seeking divine metal. A great red lake of blood here attracts monsters and mutants who feed from it
47 The god of death here long ago led an army here then descended into the underworld. Now cults come here to worship at the holy ground. Unread remnants of the army often wander here, thought to be ruled by a necromancer lich from it's ancient tower over a pit to the great underland
48 Long ago the flying palace of a god crashed here from the heavens in a divine war. Shattered ruins and scarred earth remain and some tribes come here to search occasionally finding pretty baubles. Some of the tribes fight over the ruins each claiming them to be their own. Sometimes the dead remains of an angel or giant are found
49 A huge rotten tree stump hundreds of yards across is here that once touched the sky and was used to reach the heavens and lands in the sky. Now maggot folk burrow through, eating the rotting wood to gain magical power. A great dragon lives among the roots gnawing on them and other beings too including dark elves. Some of the roots bore down to the underland. Locals tell of a great evil that felled the tree that was carried away by the clan of the great beaver spirit
50 The rubble strewn valley has hundreds of huge statues of beings from the dawn age buried waste deep. They were turned to stone by the gods for defying them. Some tribes come to worship them and some hope to restore some to life to be their gods expecting gratitude
51 A large thriving tribe worship a lion cult and are building a temple. The will trade and are confidant they have numbers to keep away unwanted guests. The tribe even keep pet lions
52 A hunter cult here have a lodge and welcome strangers to pass their tests to join
53 A great artificial hill with a stone temple underneath with a statue of the earth goddess. Priestess here are healers and ensure crop fertility. Visitors must surrender themsleves to the guardian warriors
54 Large carved multi headed air god totem poles are scattered round the valley and tribes folk are skilled at building wooden houses. Tribal champions serving the storm god fight monsters and enemies supported by priesthood
55 Tribe here worship a ruined temple of the death god and they deposit thousands an of animal skeletons here. The cult grow increasingly evil and welcome wizards to their collection of necromatic spells if they join the cult. They sacrifice a few who do not join the cult and dream of raiding surrounding lands to grow the cult and increase sacrifices
56 The people here have rich food plants by their trails and are growing certain crops near their large settlement. Corn dolls and corn dogs decorate area. Their plant god enjoys ritual combat and seasonal sacrifices of animals or people to bring a plant golem to life each year or when enemies trouble them The golem lasts a season but helps the soil, moves rocks and kills enemies. Will trade food if someone fights their champion. The better you do the more food they will trade
57 Folk here worship a fire fertility god. They cremate their dead and dance naked over flames to improve fertility. Every year they burn a great wicker figure with animals and sometimes humans inside.They consider this a blessing and rescuing people earn enemies for life. Even a rescued victim might be angry
58 Ice caves in the hill attract worshippers of a ice godess who if goods are sacrificed to ensures a mild winter and food over the coldest months. If unsatisfied ice devils roal snowfields and scare away game and bring more snow. Other ice monsters even giants are seen. Locals are wary of displeasing the cult and are wary of strangers who might cause problems
59 Bear cult here are a strong tribe who even have a few pet bears the sacrifice one of yearly. They demand visitors give them food to pass the valley and harm no bears
60 Salt deposits with a salty swamp and lake here and a tribe of fish folk hybrid. They worship fish folk in the lake and catch sacrifices and slaves for them
61 There are remains of hunters camps and stone pictograms here but whoever lives here hides completely and avoid all visitors somehow. By night they attack to drive intruders away with thrown rocks and darts
62 Valley entrances are decorated with skulls and blood covered stones. A wizard school dwell in a cave studying prehistoric glyphs. The wizards keep out intruders with illusions, strange fogs and haunted sounds so they can work undisturbed
63 Stone barrows and scattered ruins are common here but no signs of long habitation in recent centuries. A vampire dwells here once servant of the bat godess cult now they rule here and travel far for victims every night so visitors are welcome. The vampire by evening might even invite guests into his cave. He is also a necromancer
64 Dryad woods with satyr folk abound and tribes shun it. All kinds of peoples have been enslaved here as love toys of the inhabitants. Thick ancient woods and stone monoliths are common
65 A tribe who moved here accidentally uncovered a graveyard of ancient cursed beings and now the tribe are mostly possessed by evil spirits. Those still free are in hiding while the enslaved dig up an ancient evil temple
66 Wizards lived here and were all killed and burned by barbarians. Their bark books and scrolls were burned also but a few barbarians remain to kill any magicians who might come here seeking lore
67 A great ruined complex here has scraps of exotic metal to be found like copper, lead, gold and iron. A tribe of ape folk keep people away from the shunned ruins
68 Mutant ape folk guard a cave with a elder god within. A pool of protoplasmic slime that spawns abominable creatures is their mindless idiot god. Captives are hurled into the slime and come out mutants
69 Many cave systems under this valley some go into the great depths. Underland tribes trade with surface folk here but such trade is often unwholesome. Slaves for magical food are common. If you seem weak someone will try to take you as slaves. Goblins, orcs and evil demihumans and abhumans mostly. Many caves have ancient lore and small ruins are scattered
70 A ruined city here is shunned by most. Golems walk the streets and repair buildings. Some golems are built into walls and have simple single functions like working as a stove or water pump. The golems don't mind visitors unless they steal or damage anything. A few golems are defective and hostile
71 Strange flesh overgrows the valley and weird hairless creatures dwell here living in passages inside the meat landscape. The area seems to be growing at a alarming rate over a formerly barren stony valley. The folk here use bone and teeth and sinew and do not trust wood or stone or metal. They call their land Xor
72 Giant trees cover the land and tribes live inside them and in branches. Elves, halflings, gnomes, humanoids and beast folk abhuman tribes battle for supremacy. Great dinosaurs roam in between the trees
73 This desolate rubble strewn valley has a dim glow by night and some places make visitors sick. Mutant humanoids dwell here and their cult hate outsiders free of the taint. Many carry glowing stones that make normal people sick. The water and food here is all tainted and most shun this place. A great glowing crater in centre has rubble of some ancient buildings in it
74 A flaming volcanic pit in a cave is really a gate to the plane of fire and many strange fire creatures live here. Strange treasures and ancient ruins of fire cults are here also
75 A sacred pool guarded by nymphs is a gate to the plane of elemental water. Water creatures are common here and cults used to throw sacrifices of treasure and bound victims into the sacred pools
76 A great cavern here holds a gate to the plane of earth and various ruined altars and idols decorate the cave and remains of long forgotten animals are scattered around. Cults used to let blood onto the sacred soil here and strange earth creatures live in the valley
77 A cliff top gate to the elemental plane of air is here and many strange air creatures thrive. Shrines abound in high places and desicated bodies in frames remain from some lost culture
78 A great sinkhole in this valley has thousands of years had animals fall to their deaths here. Long ago necromancer wizards came to make a undead army but never got it to the surface before they all died. The wizards cave has all kinds of spells to deal with dead and if found by evil wizards this place will become the headquarters of an evil wizard death cult
79 A tribe dwell here worship a dragon bringing it sacrifices, and shiny trinkets like crystal, amber, coral and pretty shells. The tribe might trade or might try and capture weak looking visitors. Their village has a great wicker dragon they leave offerings before them. The cult leader visits the dragon for wizard training
80 A mesa top shrine occupied by albino mutant cannibal ape folk is a gate platform connected to several ruined cities across the world. The arts required to operate it are mostly forgotten but wizards could open it with experimentation and study. A few odd creatures live here not normally found in the region
81 A stony plateau with processional lines forming complex patters, on the edges remains of cultivation gone wild and caves with pottery and human heads used in fertility magic
82 Stone monoliths and circles and barrows are commonplace in grassy hills and by streams
83 Ancient stone fish traps, food plants around trails and rubble arranged to drive prey into hunter traps from some past people
84 Cave paintings are common here but people vanished. Some cave art shows that something from deep underground was taking them one by one
85 Long lengths of cliffs with rock carved symbols are commonplace, many rocks in region marked with symbols
86 Mummified bodies exposed on platforms and in cliff niches are common, many are have jewellery and fine tools and weapons but they will awake if angered
87 Crumbling ziggaruts, mostly overgrown and rubble are hidden in forests, some have intact chambers and carved art works of strange creatures and lost gods
88 Remains of shattered buildings, ash and carbonised remains of people slain in great magical fire at the end of the last age
89 Burned remains of villages, torn down walls and filled in wells is all that remains of a past civilisation, a few wild crops remain where soil was not salted
90 Eerie idols and totem poles dedicated to fearsome spirits are left here to ward away visitors, the peoples are long gone but monsters roam the area
91 Valley of ancient tombs of the prehuman monster kings, undead are common
92 Petrified forest with ruins of a reptilian city, with degenerate survivors and dinosaurs
93 Remnants of a ruined metal city populated by golem servants of ancients, regard humans as vermin or stray animals but many wonders remain intact here
94 A city of stone shaped by magic, towers of prehistoric wizards with cave painting spells and pictograms are to be found but often they are guarded by supernatural beings. Wizards and their servants come here looking for magic lore
95 Blasted lifeless area of volcanic rock and ash with undead tribes and megafauna, rubble remains of building formations and broken idols are common
96 Walled ruined city with statues dedicated to demons and devils, some monsters remain
97 Strange ruins with odd angles and organic form. Great green stone and basalt vaults have wards on doors keeping these elder horrors sealed away. A few of their lesser spawn dwell here and cultist tribes come as pilgrims for forbidden lore
98 Huge ruined buildings where giants dwelled and destroyed by gods in the dawn age, degenerate formarian and hill giants remain
99 Thick jungle grows due to magical stable tropical climate. In a great depression a forbidden city populated by tribes of humanoids and monsters remains. Degenerate serpent folk hybrids send out raiders to brig sacrifices and mates. Forbidden lore here attracts evil wizards, some seek a gate back to the past when monster kings ruled world with black magic
100 A valley filled with chasms, gorges, mesa and canyons. Many have carved relief art and buildings cut into them and many humanois tribes live here. Some ancient people lived here and wizards desperately seek their lost wisdom