Saturday, 24 May 2025

How the local church became evil




d12 Reasons why the local church is corrupt
1 The local community was taken over by a cult already who helped replace true clergy
2 New clergy were replaced by cult agents on way here, the real ones might be in a cell
3 Evil spirits control local senior church leaders and have cursed others with evil
4 Cultists in disguise as a priest, then spent years killing off former leaders
5 Evil priests took over and murdered the original priests in a single night
6 Church operated by a wicked sect of heretics, corrupting the faithful
7 A demon has deceived the clergy into the path of darkness and corrupted books
8 A false anti-saint has been turning good priests to an evil cult
9 A lich or vampire or a lycanthrope has tainted clergy
10 An evil relic in storage leaked a wicked elder spirit, who has corrupted the dreams of clergy
11 Clergy replaced by evil shapeshifters who kill and eat troublemakers
12 Clergy tainted by a dark lord, believing they could do good with an evil lyric


Friday, 23 May 2025

Hexcrawling for Ethyria pt 5 - d100 Magic Loot


 

d10 Magic Loot Types
1 Ceramic Jars
2 Jewellery
3 Clothing
4 Armour
5 Weapons
6 Scrolls
7 Curses
8 Amphora 
9 Magic Implements
10 Holy items

d100 Magic Loot
01 Potion of Succour will heal 2d4 hp and will remove paralysis 
02 Potion of Vision causes dreams of the gods and how to please them
03 Flask of Oil each day fills with olive oil, good for lamps or cooking
04 Wine of Wilds save or drinker gets carried away with celebration & carousing
05 Wine of the Olympians gives the drinker +1 all saving throws for an hour
06 Wine of the Satyr save or dance wildly for a d4 hours
07 Cider of the Boar d4+1 temporary hp for a d3 hours
08 Ale of the Stag -1int +2con for d4 hours
09 Mead of Glory +d3 CHA for hour
10 Ambrosia of Youth restores d3 years of age
11 Ring or Second Sight, can cast Detect Magic three times a day
12 Armband of the Buckler can become a medium shield at will while worn
13 Torc of the Sages d3 1=Bronze +1 con 2= Silver +1 int 3= Gold +1 wis
14 Skullcap of the Master, can glow as a candle for reading or summon a rod into the wearer's hand at will, acts as a club or measure, vanishes if dropped 
15 Crown of the monarch wearer can cast Command, three times a day, gaudy and gold
16 Cloak pin +1 CHA if worn on cloak, silver intertwined snakes
17 Ring of Health with a caduceus design +3 save vs poison and disease
18 Seers Circlet, a gold band can detect magic of touched items
19 Necklace of Eyes with 2d6+6 eye like semiprecious stones, the wearer can sacrifice stone to get +3 initiative in one battle. If worn while asleep warns the wearer of hostile attackers 
20 Braclet of the Underworld protects the wearer from ghoul paralysis
21 Cloak of the Mighty, a billowing scarlet cloak, can cast growth three times per day  
22 Cloak of the Owl, a feathered mask wearer can turn into an owl for one hour each night
23 Sandals of Swiftness +4 Mov
24 Chiton of Protection, a fine cloth tunic with bare arms and flowing down to feet, as strong as leather armour that repairs any damage each dawn
25 Scarlet Cap allows wearer to turn invisible one round per hour 
26 Strophion of the Moon, a band of cloth to support chests of women, heals 1hp each evening and a d6 under a full moon
27 Strophion of the Sun a shorter tunic with one bare shoulder, under sunlight user has +1 to hit with any grapple attack, +1 Mov and +1 on how far the wearer may leap 
28 Himation of Glory an outer garment goes over left shoulder and under the right, at will may glow as a lantern and +1 CHA to the wearer 
29 Cap of the Orator amplifies wearer's voice
30 Potasos a wide-brimmed hat with a chin strap keeps the wearer protected from all natural weather
31 Boar Helm made of boar tusks, and the wearer is immune to fear
32 Brazen Sun Helm a glimmering full helm that can glow as a lantern at will and gives +1 protection (AC & saves), has a stunning ornate red brush crest 
33 Equestrian Helm a golden helm looks like a beautiful youth's face +1CHA
34 Heroes Shield is an eight-shaped shield of wood with piebald cow hide, +2AC but +4AC vs missiles if standing still
35 Shield of the Sea, a round bronze shield +1 with a trident symbol, and gives the wielder the property of free action
36 Solar shield, a small +1 shield that can be used by an archer while firing a bow, it also has a dagger scabbard inside for quick deployment
37 Gorgon Shield with a tusked Medusa face design +1, twice a day projects a 3m/10f ft 90-degree cone of fear
38 Armour of the Ancients a suit of bronze plate as used by ancient heroes, it is only as encumbering as scale and once a day can heal 2d4 HP damage, this acts automatically if wearer reaches zero or less HP. Such heavy suits used to be carried into battle on chariots 
39 Curias of the Serpant a bronze chest plate with fighting snakes depicted, providing +2 save vs poison and +1 CHA to snake beings and creatures
40 Bracers of the Storm +2 save vs electrical attacks and -1hp per dice damage
41 Returning Javelin +1 javelin flies back to hand at the end of the round if thrown
42 Defenders Dagger +1, but once a day, does +d6 damage as long as the wielder did not start the fight
43 Xiphos of Splendour +1 short sword +2 vs evil and glows as lamp at will
44 Kopis of Glory +1 curved short sword +2 tp Mov rate to wielder or their mount if held in rider's hand
46 Lion Sword +1 shortsword allows the wielder to speak to lions and gains +2 to save vs fear, blade depicts lions killing warriors
47 Epsilon Axe +1 +2 vs giants, can activate +d4 strength once a day for ten minutes 
48 Solar Spear +1 burns vs evil beings for +d3 fire damage
49 Berserkers Battle Axe, +1 cursed, makes the wielder berserk in any violent confrontation
50 Duelists Sword +2, but can allocate to AC or to hit +1 each or +2 on each, long thin blade 
51 Scroll of the Underworld if read, reveals a nearby cave with a route to the underworld, when reading stops the scroll crumbles
52 Scroll of Revelation details the resting place of a demigod with a secret word to open the gates when read for an hour ritual while burning 100gp incense
53 Scroll of Iron Will while held and read 
aloud prevents charm spells affecting anyone in 10m when reading stops the scroll crumbles
54 Scroll of Victory while held and read aloud prevents fear affecting any ally in 10m when reading stops the scroll crumbles
55 Scroll of The Healer while held and read aloud, heals 1hp per minute to anyone in 10m. When reading stops the scroll crumbles
56 
Scroll of Treasures, while held and read aloud reveals a treasure map. When the loot is found, the scroll can be read again to reveal a new map (3d6 charges), after charges finished it crumbles to dust 
57
 Scroll of Peace, while held and read aloud, makes all in 10m radius unable to be violent (unless a demigod or greater), when reading stops the scroll crumbles
58
 Scroll of Spirits, while held and read aloud makes invisible or planar spirits visible to mortals. Spirits may be unfriendly or desire offerings. When reading stops the scroll vanishes
59
 Scroll of the Heavens, while held and read aloud stops rain and parts clouds, sending a shaft of sunlight or moonlight to where the reader desires. When finished the scroll disintegrates and normal weather conditions resume in a d10 rounds 
60 
Scroll of Truth while held and read aloud any lie told in 10m makes fibber burn for a d4 rounds until they recant their lie or leave the area, when reading stops the scroll crumbles to ash
61 Cursed Coffer releases 3d4 shadows if opened, gold box with a complex lock
62 Cursed Scroll looks like a useful magic scroll when read the reader must save or forgets how to read as a curse
64 Curse Tablets are usually hidden under floor or inside a wall, thieves of the room save or CHA is halved until the goods are returned or the curse is removed
65 Curse Stick when struck a victim they save or are cursed; each stick has one curse, d8 1=attack rolls -4 2=one attribute -4 3=healing magic wont work on this person 4=infected with a disease 5=sterile and impotent, 6=deaf 7=mute 8=blind 
66 Gem of the Strange Gaze seems worth at least 1000gp, any who carry it gain the maximum encounters possible for the area they are in
67 Sword of Slaying appears to be a +2 sword but on a roll of 1 to hit it inflicts maximum damage on the wielder or ally in reach, whoever has the least HP. The sword reveals then it can speak and is LE. It from then on cheers murder and slaughter and delights in blood
68 Spear of Death appears as a +1 spear but any killing blow on a living beast or person raises them as a zombie that wants revenge on who killed them
69 Blight Sickle appears as a +1 +2 vs plant weapons, but it kills plants and seeds in an area with random intensity. An evil spirit in the weapon delights in killing crops and spreading famine
70 Curses Eye Ring seems to be able to detect magic at will but is linked to three hags who delight in sending torments against the weiulder. The like to keep the item in circulation or have many such rings
71 Amphora of Healing holds 4 litres of healing wine, each litre heals a d4 once a day on one person. The empty vessel is worth 100gp but 1in6 will refill one dose per day
72 Amphora of Might 
holds 4 litres of strength enhancing beer, each litre adds d4 once a day on one persons strength for 3 hours. The empty vessel is worth 100gp but 1in6 will refill one dose per day
73 Amphora of Courage holds 4 litres of invigorating wine, each protects one person from fear for 3 hours. The empty vessel is worth 100gp but 1in6 will refill one dose per day
74 
Amphora of Dead holds 4 litres of wine, each litre can be used to speak with the dead as spell by pouring libation before the dead's remains. The empty vessel is worth 100gp but 1in6 will refill one dose per day
75 Amphora of Plenty stores 38 litres in size of 4 litre jar and preserves from perishing, usually holds d4 1=barley, 2=wine, 3=olive oil, 4=water
76 Amphora of Fire if opened, mouth burns like a torch, holds 4 litres of burning oil, each litre can cover a 3m circle and burns 2d4 damage (save half) to anyone who crosses, burns for d4+1 rounds and makes smoke 
76 Amphora of Destruction, if dropped or struck, explodes as a 6m wide circle fireball, 6d6 damage
77 Amphora of the Feast supplies 38 litres of wine and a feast of cooked meat, vegetables, fruit, cheese, olives and more for a dozen feasters or double that with more modest sharing. Most work once but 1in6 work once a week
78 Amphora of Shades, when opened, releases an obedient shade, has 2d6 charges, can activate another when the previous one destroyed. Requires some shadows or carkness to call 
79 Amphora of Darkness, each round open uses a charge and creates a 3m circle of magical darkness, 3d6 charges, if extra uses are poured on the same initial 3m area it expands by a extra metre, darkness lasts for 10 minutes  
80 Amphora of Snakes, releases a swarm of snakes to command for ten minutes or until killed. As long as some snakes survive and return to the urn it can make a new swarm every day
81 
Adamantium Sickle, this +1 weapon is used by priests and druids in rituals which operate as one level higher. The original +5 version offends gods but is liked by titans who remember how it crippled demi-gods 
82 Rod of Authority, cast command 3x a day and +1 club, also 50cm measure
83 Healers wand +1hp on any healing spells cast
84 Lyre of the Serpent can cast Charm Reptile 3x a day and +1 CHA with reptilians
85 Hammer of the Forge, conducts no heat and strikes as +1, any magic construct made with this gets +1 on any one attribute
86 Plough of the Heroes is 20% faster than mere mortal ploughs, 1in6 are 50% faster
87 Staff of Light, tip lights like a lantern at will, and once a day casts light spell
88 Medalion of Power can add +1 to a spellcaster's level on one spell per day, 1in6 work three times a day
89 Medalion of Life if the wearer is reduced to 0hp, thrice per day they will gain 1hp, stabilising any wounds and awakening
90 Sceptre of the Sun as a +1 mace, +d3 damage vs chaotic evil enemies or beings weakened by sunlight, if held while making it glisten and sparkle impressively
91 Rod of giantkind can grow from a d4 stick or d6 club to a staff or maul or larger in hands of a giant humanoid and is +1 to hit +2 vs dragons. Weilder hears songs of ancient giants and learns ancient lore. Each month they must save or develop unreasonable love and trust of giant kind even more than most goiants do. Giants all recognise it and many want it, others prefer human rulers get it
92 Caduceus Staff +2 and can cast three spells per day from this list: light, cure light wounds, aid, bless, and Augry. The staff glows with energy snakes wrapped around it when casting. If held by a 10th-level character, the snakes can be called for advice three times a day, one gives terrible tips other gives the most moral advice. It is intended to guide neutral healers
93 Cloak of the Underworld, +1 cloak of protection, wearer has night vision and can cast invisibility once per day. If taken to the borders of the underworld wearer gains extra benefits lost if another wears the cloak. A fully empowered cloak lets wearer see in magical darkness, and cast darkness three times a day and curses once per day
94 Box of Fear, release a shadow to command by night, if killed, call another the next night. If the shadow kills anyone, instead of creating a shadow, the box gains a charge (3 max) to cast darkness or fear spells 
95 Aegis of Chaos, a +1 shield +3 vs law, will absorb 1st-level spells from a lawful caster, and the wielder gains a minor mutation. Most wielders devolved into slime from too many mutations
96 Bull Crown wearer can turn into a minotaur at will while wearing it, once a month, save when using or changing, is permanent and channels divine power into the new demon-infused minotaur. When killed, the crown falls off, and the true form of the minotaur is revealed
97 Holy Silver Urn, turns water into holy water if left under moonlight overnight, also works on wine or oil. The touch of a unicorn makes the water holy instantly. The wielder must respect the moon for the holy relic to work, and never harm a unicorn
98 Discus of the Sun, a d6+1 thrown blunt missile weapon, and returns to the user's hand, emits magical light as a lamp. If it hits an undead extra d6 holy damage. It has the range of a javelin. It is light and shiny bronze with motifs of the sun god on his chariot. An evil user will be struck by the disc when it returns, then it will fall to the ground
99 Medalion of the Pegasai can be used three times to summon a winged horse for an hour. After the medallion is used, up it flies away to aid others in need far away
100 Arrow of Separation, hits any creature seemingly made of various creatures split into several beings, including 2-headed giants, chimaeras, sphynxes, and harpies. The former parts may even attack each other. After a use its magic is depleted, but multiple were made and used by the gods for heroes to depower monsters

Monday, 19 May 2025

Adventure Seeds for Ethyria


This is a map where I will add rumoured locations for my Ethyria game. 

I'm using Dungeon Mags, Advanced Adventures Compendium vol1-4, and some old-school dungeons and mythology and history inspired.
 
I might write up my 
Cursed Labyrinth here to and a dungeon level

d12 List of Famous Ethyrian Locations
1 Apollon's Bridge (pass to the east) 
2 Sphynx Canyon (pass to west)
3 Chimaera Pit (pass to north)
4 Maidens Rock - strange temple cave 
cult of blind maidens 
5 White Skull - moving frozen island, ice wizards, and cold winds come from this floating island
6 Geryon Fields - a primordial giant keeps herds of cattle and has two-headed underworld dogs. Has various servants who serve him.
7 Cursed Labyrinth - full of minotaurs and monsters
8 Cave to the underworld - guarded by a rotating roster of beings sent by the gods
9 Hydra Rock - dangerous shipping hazard
10 Harpy Peak - the mountain top where harpies breed
11
Haunted  Barrows - graves of ancients cursed by gods
12 Mysterious Towers - ruined towers of an ancient period

Saturday, 17 May 2025

Hexcrawling for Ethyria pt 4 - d100 Islands





































The last post, part 3, was very useful, and the tomb was mapped in 5th ed dmg and encounters and items were procedurally generated. I need to clean up some more details on that post.

Im gonna steal some ideas from Island of the Unknown by Geoffrey McKinley as I've had pdf for years - lots of good statues and weird hybrid monsters.

d12 List of Famous Ethyrian Locations
1 Apollon's Bridge (pass to east)
2 Sphynx Canyon (pass to west)
3 Chimaera Pit (pass to north)
4 Maidens Rock - strange temple cave of blind maidens cult
5 White Skull - moving frozen island
6 Geryon Fields - primordial giant keeps herds of cattle and has two headed underworld dogs
7 Cursed Labyrinth - full of minotaurs
8 Cave to the underworld - guarded by various beings sent by gods
9 Hydra Rock - dangerous shipping hazard
10 Harpy Peak - mountain top where harpies breed
11 Cursed Barrows - graves of ancients cursed by gods
12 Haunted Towers - ruined towers of an ancient period

d12 Human Peoples Origins
1 Stone Age hunters and crafters
2 Simple farmers, shepherds or fishers
3 Gloomy ancients obsessed with underworld powers of death and monsters
4 Wild forest folk range from hairy wild beasts to the cultured barbarians and druid priests
5 Bronze-wielding archaic sea warriors who build fortified towers and structures
6 Band of pirates settled down to retire, or took over from older people
7 Pleasure-loving, peaceful ancients (hire pirates as defenders)
8 Ship crew settled with the original population, making a hybrid culture
9 Unique people unrelated to people in this part of the world and speak an unfamiliar language
10 Modern colony with link to distant famous polis and bearing famous shield designs
11 Peace-loving democratic island folk but able to assemble defenders if needed 
12 Religious island community with temple and village and other sites 

d12 Non-Human Peoples
1 Cyclops orcs (one eyed orc crafters)
2 Nature Spirits (eldarin/dryads)
3 Reptilans, various types including draconic, lizard, dinosaur, snake 
4 Frog or newt folk
5 Fish or other marine folk
6 Minoataur folk
7 Lion folk
8 Kallikantzaros goblins
9 Dog folk
10 Ape folk
11 Blemmy (headless folk with faces on chests)
12 Halflings (often wage war with herons)

d12 Marine Encounters
1 Dolphins or whales
2 Merchants
3 Fisher folk
4 Pirates
5 Sharks
6 Sea serpent
7 Mermaids
8 Fish folk or marine folk robbers
9 Undead ghost ship
10 Non-human ship
11 Giant fish
12 Giant Squid

d12 Island Dwelling Monsters
1 Chimera or Manticore
2 Sphynx or lamia
3 Were-owl witches
4 Peryton or leucrotta
5 Griffon to Pegasus
6 Stymphalian birds
7 Harpies or siren
8 Gorgon or Cateoblas 
9 Cockatrice or Basilisk
10 Giany or cyclops
11 Hydra or naga
12 Dragon

Small island d6x100m (roll N to S then W to E)
Large island d6x1km (roll N to S then W to E)
Archipeligo use exploding d6 - on a 6 roll an extra d6, repeat as needed)

Some are specific and others can be re-used more easily

D10 Island Types
1 Rocks
2 Islet
3 small island wilderness
4 small island ruins
5 small island colonies
6 large island wilderness
7 Large Island Ruins
8 Large island colonies
9 Weird
 Islands  
10 Supernatural Islands 

D100 Islands Near Ethyria
01 Shipping hazard reef
02 Blasted rocks from ancient magic
03 Harpy or Siren nests on rocks
04 Wreck with seamonster lair and treasure on rocks
05 Wreck with undead crew and treasure on rocks
06 Wreck and a desperate stranger stranded on rocks
07 Signal fire or beacon, or lighthouse, possibly ruined on rocks
08 Flotsam & Jetsam and garbage on rocks
09 Fishing shack 
on rocks d4 1=abandoned 2=inhabired 3=seasonal 4=fish folk hybrids
10 Volcanic vents and rocks
11 Small rocky island d6x100m (roll N to S then W to E)
12 Single surviving tree
13 Small sandy island d41=buried loot pirate undead 2=giant sand crabs 3=marine humanoids and island folk trading place, ancient stones depict trade between worlds
14 Shack d4 1=abandoned 2=shupwrecked 3=sea hag 4=shapeshifters
16 Remains of dead sea monsters, possibly fossils in rocks or bones in sand and possibly scavengers
18 Sealed stone vault of the giants protected by magic
19 Pirate base with hidden ship berth in cave 1in6 undead pirates
20 Guardian serpent protecting the hollow in a sacred tree
21 Rocky small island with a marine hydra cave 
22 Scrubby island with wild goats and boar
23 Island where hundreds of seals bask (selkies protect them)
24 Rocky small Island with a cave entrance to the underworld 
25 Grassy small island where a cave-dwelling Cyclops herds quality livestock 
26 Satyr colony with goats and vineyards
27 Forested small island with a sacred tree and a dryad, or a holy pool and a nymph
28 Rocky small island with veins of minerals or mountains of bird guano
29 Small island guarded by savage wild people who dwell in the forest, they say they are cannibals, and attempts at trade have failed
30 Small island with a hidden harbour and fresh water (no giant crabs even)
31 Small grassy stony island with a ruined tower and village foundations
32 Ruined labyrinthine palace of the ancients and ruined landing 
33 Ruined village or long-term encampment by some people long ago
34 
Rocky island with prehistoric burial mounds, perhaps even giants
35 Gigantic wall separates a ruined village from most of a small forested rocky island
36 Stone ruins and statues semi-buried in the alluvial slope of the former volcano
37 Cyclopean ruined fortress d4 1=pirates 2=non human species 3=haunted 4=hill giant
37 Stone monoliths on a small grassy island of fishing farming folk. The art and culture of wealthier ancestors are visible everywhere
38 Stony small island, with coral reefs and remains of prehuman or underwater civilisation
38 Small grassy island with stone foundations of houses and a ruined tower
39 Remains of village or colony wiped out or fled, haunted ruins remain on scrubby, misty island
40 Mysterious pillar with unknown writing in the middle small rocky island
41 Humble farmers on a small grassy island with some old barrow mounds
42 Humble fisher folk
 small rocky island with some sinister catacombs
43 Wizard tower and shacks on the small, rocky, bleak island
44 Unusual temple on a small island and a cult village
45 Fort with an outpost of an island kingdom or pirates
46 Operational pleasure palace of the ancients d4 1=ghosts 2=shapeshifters 3=cultists 4=demigods at play
47 Colonists with ships and tents founded a new polis on a small island 
48 Exiled traitors, stranded for being on the losing side, have a struggling, bitter village 
49 Cyclopean terraced hillslopes on the shrubby hilly small island
50 Non human outpost d4 1=village 2=stockade 3=hillfort 4=port harbour
51 Grassy large island with a jagged peak where a Roc pair have a nest. Elephants and giant snakes roam in the lowlands and woodlands
52 Volcano and cliff-shrouded large volcanic island, inside the rock barrier is an isolated lost wilderness of giant prehistoric beasts and a possible sentient species 
53 Lake with wetlands inhabited by d6 1=prehistoric amphibians 2=a swamp hag 3=nymph and her lovers 4=mutant villagers bulwark 5=frog folk 6=fish folk
54 Woodland and mountain large island home to centaurs 
55 Barren, rocky, large island with cliffs, mesas, canyons and petrified prehistoric monsters
56 Smampy large island shrouded in mist where prehistoric invertebrates and slime creatures dwell to keep humans away from its secret 
57 Large mountainous forest island home to giants and dragons that fight
58 Large steep hilly island with thick woodlands, home for human-eating monsters, d4 1=manticore 2=peryton 3=luecrotta 4=cateoplas
59 Large island with volcanic rift and a mountain home to battling elemental beings 
60 Cave-filled, rocky, large island. Caves inhabited by various cursed underground peoples who will raid any who land here by night
61 Sandy large island with ruins and rubble from a forgotten outpost of civilisation
62 Hilly, large, scrubby island with ruined towers and cyclopean walls inhabited by cyclops orcs united into a kingdom
63 Stony island with obsidian pillars and strange black ruins, nobody knows who built them
64 Broken cyclopean ruins on large grassy island with gentle hills where giants once lived
65 Scarred, broken ruins of fine marble structures and statues destroyed in some cataclysm on a barren rocky large island occupied by lamia
66 Ruined town foundations, some smothered in volcanic ash and other material. A sprawling necropolis with catacombs and tombs of a gloomy ancient civilisation is easily found. Depictions of monsters in their art and tombs
67 Large stony island with a huge ruined stadium and wild monsters, built by giants for entertaining monster battles
69 Hilly large island with a ruined warf, each hill has ruins of a different god's temple
69 Ruined and haunted polis on grassy forested large island
70 Ruined temples and town now occupied by monsters and cursed. Large rocky island with patches of trees and many spring-fed pools 
71 Polis with several villages on a large grassland and forest island, part of a small kingdom
72
 Temple and a large village, all are faithful on a large hilly island of olive groves, fisher folk and shepherds
73
 Palace and several villages with docks, with indolent rich nobles on a large hilly island. They have a secret defence and hire pirates to fight for them 
74
 Fortress and several fortified villages ruled by a noble on a large, hilly, forested island
75 Two feuding polis battle for resources
76 Polis of non-human species surrounded by wilderness
77 Harbout town 1in6 occupied by pirates
78 Fueding villages with petty disputes, abuse and occasional injury
79 Polis with a ruined older police is an isolated area with an ancient necropolis. The surviving city has art depicting the terrible war
80 Town and villages with strange customs on a large agrarian island, where witches live in the woodlands
81 Rocky island with volcano, strange humanoid tribal peoples changed by the gods like the
Blemmyes, headless folk with faces in chests or other variant humans
82 Failed colony taken over by criminal cannibals on barren island
83 Island with a fortified manour house, welcoming nobles have strange customs and hide a foul secret
84 Island with a fortified manour house, local nobles are cursed and really monsters cursed by the gods
85 Amazon colony town or polis wary of male visitors
86 Colony serving a war god, greet guests and take to feast with nobles, pleased to hear about other lands they can invade and plunder for slaves and gold
87 Island of cultists who fled homeland and wary of strangers. Their secrets are hidden in ancient catacombs, and strangers are welcomed and observed before sacrificing them
88 King of a small island polis welcomes strangers, then forces them to battle a local monster for their lives
89 Island of villagers, thralls and cultists of underwater folk who visit for tributes and sacrifice victims. An underwater colony of marine people is just off shore with treasure and air spaces for captive surface folk
90 Island with shepherds and a noble house. The noble welcomes guests but is a serial killer with a murder maze under the house to test victims
91 Floating frozen moving island surrounded by fog. A primordial wizard invites students so they can feed the great white worm wizard when they reach a high enough level
92 Demigods' 
pleasure garden, so bored they welcome some mortal playthings. Violence will result in the divine beings wrath
93 Prison vault holding a titan or colossal monster. An island guarded by living statues
94 
Misty scrubby island where the were-owl witches meet and shades creep from the underworld
95 
Island of frolicking attractive youths, including nymphs and dryads. They are children and lovers of gods, so have no fear of strangers  
96 Island with a splendid polis, actually located in some more heavenly plane, the island appears to find mortals when they need servants
97 Bleak volcano and swamp island with underworld entrance where evil creatures congregate
98 Island, covered in seaweed and coral over alien ruins, rises from the deep occasionally to see if the stars are right for the city to awaken. A dead sleeping god dwells in a crypt, and all kinds of awful marine creatures and magical planar perils. Cultists bring sacrifices as gifts for the elder daemons 
99 Shadowy island occupied by gloomy spirits of the dead who cannot remember their lives. Occasionally, myrmidons of the dead drag inhabitants back into the underworld
100 Island of the damned, inhabitants come back to life if killed and are regularly struck by tsunami, storms, earthquakes and vulcanism. The inhabitants die and then come to life and rebuild their homes. They long for permanent death and believe a hidden ruin has the secret of their curse

Friday, 16 May 2025

Gorgonites! Varieties for every occasion



















fixed last gamelog post as id forgot to publish an earlier episode so I added it on end of the last posts text.

As I start my Theros dnd5 game I've been reading up on my classics. Plus I got the new MM. My advance order arrived weeks after in the shops. It's pretty good but my main beef is Sphynxes being made not with human hybridisation and overly lion-like. I'd like to see hawk or ram-headed one or like the Theros book Chimaera entry, to make unique hybrids. Dropping all the old thirsty sphynx tropes I'm ok with but now more like my little pony versions.  

I really like that Theros book says the normal MM version should be made to be Hot looking and called sirens. They offer a nasty harpy hero and the Blood toll Harpy is a weaker foe and a great starter enemy.

The new MM lacks low-level and mid-level monsters. Normal ppl have 4hp. Basic bandits have 11hp.  Base Tough 32hp. 
Base pirate has 33 hp. Mostly, the alphabetisation and breaking up categories like devil and dragon is fine then they put plant and funds beings into groups. Cursed killer rug is a monster but not green slime. Mostly its easy to use and I like the initiative bonus and some of the tables. Overall I think its a better version and various other splatbooks are still usable from dnd5. Lizard folk get one page as presented with a base version with 33hp. They deserved 2 like gnolls and no longer breathe water. Base gnoll 27hp. I think they will have a book with lots of humanoid stat blocks. I prefer my ppl with levels to be rarer. But I do like extra tough goblins and basic monsters.

So Gorgons aka Medusa in myth and D&D.

In greek myth Medusa is one of the gorgons, she is the mortal killable one.

In old BX DnD they are women with snake hair ac12and HD4.
In old dnd a gorgon is a metal-plated bull and in 2025 they are constructs.
In post-classical myth the bull gorgon is confused with catoblepas and by 1600 bestiaries is believed to be a real scaled cow said to live in Libya. MM 2025 has a bronze gorgon varient which reminds me of the
 "brazen bull, also known as the bronze bull, Sicilian bull, Bellowing bull or bull of Phalaris, a torture and execution device designed in ancient Greece".

Many games have increasingly used the Clash of the Titans snake-tailed medusa, even with an American rattlesnake tail. Plenty of ppl have racoons and other non-European animals. Theros uses snake-legged versions and upgrades them a bit. Some have a lesser and a greater medusa - one humanoid and one snake-legged.

Here I will try these two for my EMO retroclone and the more horrific one in greek pottery probably made to sell to Eutruscans who loved monster art (see their Romulus & Remus wolf and chimera statues). Chimera is another monster that d&d has flooded the modern mythscape with.

Petrification takes hold when a gazed on target sees the medusans eyes indicated by failing a Talent save. Once it hits the victim is petrified and has a d4 rounds of awareness and horror before their consciousness is shut down. Some use this magic to sleep through the ages. The soul is trapped in the statue and must be shattered to release most of it.  

Perhaps train your myrmidons to gaze at Medusa's sandaled feet. 

Cursed Medusan Gorgon (lesser)
Humanoid serpent-haired beings cursed by the gods CE
Medium Monstrous Humanoid 

AC 12 HD 4 Att 3 gaze, 
hair d4+poison and by weapon d6 and  Morale 8 Mov 12
🕀 Gaze: eye contact petrifies an enemy with eye-to-eye contact, Talent save to avoid
🕀 If avoiding meeting gaze in melee (save) -2 to hit the gorgon and +2 for the gorgon to hit
🕀 If avoiding meeting gaze at range (save) -4 to hit the gorgon
🕀 Hair Snake Poison causes death in 3d4 rounds if fail save 
🕀 Use staff, spear, sword, bow, dagger, axe, may use a shield

The most human-looking and harmless type of gorgonite, a type cursed by the gods 

Medusan Gorgon (greater)
Humanoid serpent-haired beings cursed by the gods CE
Medium Monstrous Winger Humanoid 
AC 18 HD 8 Att 4 gaze, hair d6+poison and by weaponx2 d8 
Morale 9 Mov 12 Fly 24
🕀 Gaze: eye contact petrify an enemy with eye to eye contact, Talent save to avoid
🕀 If avoiding meeting gaze (save) -2 to hit the gorgon
🕀 If avoiding meeting gaze at range (save) -4 to hit the gorgon
🕀
 Hair Snake Poison causes death in 2d4 rounds if fail save 
🕀 Use staff, spear, sword, bow, dagger, axe, may use a shield
🕀 Can assume human form for an hour each day and don't age

The more powerful humanoid gorgon has feathered or sometimes bat wings 

Serpentine Gorgon
Humanoid serpent-haired beings cursed by the gods CE
Medium Monstrous Snake-Humanoid 
AC 18 HD 8 Att 5 gaze, hair d6+poison and by weaponx2 d8, tail 3d4 
Morale 8 Mov 15 Swim 9 Climb 6
🕀 Gaze: eye contact petrify an enemy with eye to eye contact, Talent save to avoid
🕀 If avoiding meeting gaze (save) -2 to hit the gorgon
🕀 If avoiding meeting gaze at range (save) -4 to hit the gorgon
🕀 
 Hair Snake Poison causes death in d4 rounds if fail save 
🕀 Tail: constrict attack, first hit grapples one body part, then may crush or make a second attack to improve the hold and immobilise the target  
🕀 Use staff, spear, sword, bow, dagger, axe, may use a shield
 
They are serpentine from the waist down and embraced the underworld serpentine gods

Taurean Gorgon
Iron scaled bull with petrification breath NE
Large magical animal 
AC 20 HD 12 Att 1 gore 2d8 or trample 3d6 or Breath Morale 10 Mov 24
🕀 If charge at least 6m in a line, double charge damage, target save or fall prone
🕀 Trample can affect any target in a straight line, 
target save or fall prone 
🕀 Breath 9m cone 60% wide, targets vigour save or petrified
 
They are metallic monstrous bulls, monsters made by gods to punish and destroy

Immortal Gorgon (greater)
Humanoid serpent-haired demon CE
Large Monstrous Winged Humanoid 
AC 25 HD 16 Att 8 gaze, hair  x4 d8+poison, tusks 3d4, claws x2 2d6
Morale 9 Mov 15 Fly 18
🕀 Gaze: eye contact petrify an enemy with eye to eye contact, Talent save to avoid
🕀 If avoiding meeting gaze (save) -2 to hit the gorgon
🕀 If avoiding meeting gaze at range (save) -4 to hit the gorgon
🕀 Poison causes death in d4 rounds if fail save fails
🕀 Under 4HD creatures within 3 range save each round or flee in fear d4 rounds
🕀 Self-resurrection if not beheaded by a magic weapon  on a d4 days

Hulking, musclebound underworld horrors, children and love of underworld gods. Hideous, monstrous fanged faces with boar-like tusks. They have the strength of a giant. Four wings show they are of divine blood. Some people might worship them. They are bitter about their faces and to looks of mortals. More violent and savage, they scream in battle.

Varients
1in4 +1 extra snake attack
1in4 eyes glow (often green) and emit light when angered or at will, range 1 per HD
1in4 has a character class up to HD level also
1in6 spider climb
1in6 +2  extra snake attacks
1in8 range 2 snake hair
1in10 extra fanged bite attack equal to snake bite effect
1in10 have 3 rage snake hair
1in12 wears armour AC18
1in12 gaze in form of eye rays effect all in 60-degree cone, range = HD
1in20 assume human form form at will
1in20 regenerates 1hp per round per HD except from fire or acid damage


Sunday, 11 May 2025

Gamelog: Ethyria 5th ed & Chagrinspire EMO homebrew




































Update - i found ethyria session blog id not posted yet so adding it to bottom here - chronologically read it first.

Chagrinspire EMO homebrew
The party after one year around an 18km megastructure, actually went to the gatehouse to deal with the orc vampire cult of the bloody tree. Months ago they made a deal with old orc tribe to give orcs half the treasure from their one visit inside the megastructure, and the orcs picked a vampire head, a crystal from the stars and a seed from beyond. The crystal infected the orc wizard and priest with some crystal zombie disease, and the tribe locked them up. Others planted the seed and put the vampire head in the growing plant as guided in dreams.

Over months of avoiding a return the orcs terrorised other peoples and had a new vampire chief. The party were attacked by orcs recently and found them tainted, and many are now berserkers. Orc boar chariots roamed the waste, causing trouble. So the party finally came back to clean up. They breached a secret door and attacked a squad of orc berserkers and another of skirmishers with several orc heroes and a vampire thrall. It was aslow mead grinder as more joined the fray but once the leaders gone, the survivors fled into another courtyard. So they spent a round doing magic prep and followed. The remaining orcs were wit the vampire and the flailing black evil tree gnashing its jaws. Arsh the dog abhuman and his dog got level drained by the vampire in boar form. For a bit the players were worried but three female orcs, including the old chief joined the fight on their boars to aid the players. The vampire died and the Man-with-no-name dropped 8 bombs on the tree and others battered it. Arsh was grabbed by tree but kept fighting. Kobold allies poured in and more orcs joined in too in the mop up. 

As they relaxed with the orcs and waited to cure party level drains the Priest used clairvoyance to scan a secret door that kobolds said to avoid and found they were operating a secret prison and monster farm. 

 About 50 enemies slain and peace made with the orcs. Hope the plateau around the gatehouse would now be more peaceful and be open to trade.

Ethyria 5th ed
Party had some shakeups so today the Satyr Warlock recruited a Minotaur Paladin to aid in their exploration of an ancient palace. They had to choose between a temple run ship for 50gp a day or another related to the party sailor-thief (player absent) wanting 50sp but half all treasure. So they got the more trustworthy temple of the sea goddess ship. 

On the way they sailed to a rocky island they had a map of and found a channel into the interior with a dock and ave entrance. The ship braved the entrance, and women with blindfolds came to meet them. The women requested maidens be handed over, and the ship crew was puzzled. When the ship provided no maidens the women demanded the party leave. They argued a bit and the warlock owl familiar saw Amphisbaena guarding a bronze door and fled. The party left when women said spying was a hostile act. Party left but intrigued and curious about what this was about. The warlock especially wanted to retrurn.

The ship was a bit lost and saw an icy island with a skull-shaped frozen hill with a warm and saw dragons in the skull's eyes and was intimidated by 60 foot high double bronze doors inside. Party marked on map and returned to their cause.

Finaly arrived by night and dropped anchors. In morning could see the sprawling ruined palace and the coastal cliff caves.

Satyr Warlock and Minotaur Paladin for close and jumped from boat to a higher cliff by cave entries. Saw some Kallikantzaros goblins and managed to kill most several fled into a room wth more goblins and a rope into a hole to a higher level with a rope hanging.

With goblins killed they climbed up to explore the goblins room and found a sleepy old minotaur drunk. The paladin of the party challenged and won with some help from an anurism, the warlock "helped" with. They managed to find a passage to the labyrinthine surface palace. Found signs of goblins and knew they set off an alarm spell. They climbed on the tops of roofless doors and saw a minotaur in a courtyard guarding royal stairs. Then harpies attacked. The adventurers managed to defeat them. They avoided a 2 headed divine dog and went for the minotaur. The beast went down and then the horse-sized dog found them and charged. It managed to breathe lava, trapping the minotaur's feet. The dog was knocked out and bound and the party took it back to the ship and home. The dog was kin to the dogs of the giant Geryon and related to Cerebus in the underworld. The party sponsors were pleased and the dog was sold to the polis arena. Other possible future dungeons and a return to the ruin are planned.  

More shenanigans will ensue both campagns

--------------------------------

Ethyria gamelog 

We have a third player join then leave then another one join.

So while camping and levelling up with hag on the old barrow, they met the centaur Hippolytus, a bard dedicated to the hunting godess and a sage. Is inscrutable and can speak sphynx. Keen to meet civilised people. Joining Aias a musical sailor thief and oracle of sea godess, plus a Nyx-influenced warlock satyr acolyte of Kruphix. All could play music, the bard and thief could give whole party benefits by singing before entering the dungeon.

They methodically cleared the first level and smashed open many cursed tombs in this place. Battled a ghoul, zombies and skeletons. After a rest and a few close calls down to the lower level where they had heard a goul howl. Familiars' owl scouted ahead, and they were surprised by ghouls, and one was really a ghast. Just drove them off and discovered another ghoul sneaking behind them.

Monsters were all destroyed after close calls, and many ancient artworks and treasures were 
recovered. The hag insisted they stay with her till her sisters came for dinner on the full moon.

The tomb and its dead were of the ancient people cursed by the gods. Many were turned to monsters but even their dead were cursed.

The party left the next morning and passed a cave they saw from a distance and met a satyr guarding it for his god. He could say what and it was a secret. The warlock follower of Kruphix a secret, was too tempting so he distracted his fellow satyr, and they had some drinks while the centaur sneaked in for a peek. Possibly a tunnel to the underworld.

left on good terms and returned to their home polis. Locals and the Warlocks scholar family were pleased to hear the news of the party adventure. They were keen for the party to explore a west coast ruin of semi-sunken ruin. The party were keen and gave some of their art to a temple of the sea goddess for a passage to the ruin by sea. They planned to pay the ship to wait a bit for the mission. The rogue sailor's family offered a boat trip, but he didn't trust his family. Everyone is staying at the warlocks' family as they are not backstabbing jerks. They also have a map to a rock at sea they want to see on the way to the west. Lots of Kruphix cults have visite the west for generations.

The rogue gave loot to the sea temple and threw some in the sea for piety. The warlock shared his discoveries with the less public church of Kruphix. The Centaur earned a point for fighting undead. Ended all third-level and should be able to survive the journey west.

Saturday, 3 May 2025

Sinkholes!


























Im curating an art show so have been tied up with that a bit

d12 Depth
1 d6 x 3m/10f
2 2d6 x 3m/10f
3 3d6 x 3m/10f
4 4d6 x 3m/10f
5 5d6 x 3m/10f
6 6d6 x 3m/10f
7 8d6 x 3m/10f
8 10d6 x 3m/10f
9 12d6 x 3m/10f
10 d6 x 30m/100f
11 d6 x 30m/100f
12 d6 x 300m/1000f

d12 Width
1 d6 x 1m/3f
2 2d6 x 1m/3f
3 3d6 x 1m/3f
4 4d6 x 1m/3f
5 5d6 x 1m/3f
6 d6 x 3m/10f
7 2d6 x 3m/10f
8 3d6 x 3m/10f
9 4d6 x 3m/10f
10 5d6 x 3m/10f
11 d6 x 9m/30f
12 d6 x 15m/50f

d12 Shaft Features

1 Damp moss and slime on walls
2 Spider webs
3 Climbable with plenty of handholds
4 Ropes attached to the top
5 Rickety walkway built of vegetation
6 Carved spiral staircase
7 Tree roots dangling and vegetation
9 Dry, crumbly sides
10 Cave art paintings or relief carvings
11 Ancient ruins are visible in strata
12 Fossil marine creatures or monsters

d12 Common What's in the Bottom
1 Flooded (if near sea, possibly connected)
2 Pile of rubble in a cave
3 Vast interconnected cavern system
4 Cave full of prehistoric animal remains
5 Carved tunnels like a mine or a dwarf transit tunnel
6 Giant burrow complex
7 Mouth of a titanic monster
8 Cave art gallery with ritual remains
9 Ancient underground tombs
10 Cave with growing vegetation  
11 Cavern with a giant fungus
12 Underground lake or river

d12 
Rare Whats in the Bottom
1 Village, possibly subterranean peoples
2 Ruined ancient temple or shrine
3 Dungeon complex
4 Giant crystals
5 Nests of rats or other vermin 
6 Wreckage of an ancient vehichle
7 Malignant spirit burial ground
8 Ancient buried town
9
 Vast magical machine complex
10 Lava pool or burning gas vent
11 Bubbling toxic pool emitting vapours
12 Prehuman monolith

d12 Common Creatures
1 Swarm or giant bats
2 
Swarm or giant bugs
3 
Swarm or giant spiders
4 
Swarm or giant centipedes
5 
Swarm or giant frogs
6 
Swarm or giant scorpions
7 Swarm or giant rats
8 Troglodytes or reptilians
9 Cave folk or apes
10 
Gnomes or goblins  
11 Dwarves or trolls
12 Elves or orcs

d12 Common Finds
1 Dead explorer
2 
Skeletons in a pile
3 Body with broken legs

4 Semiprescious stones 

5 Metal ore seam 

6 Mining equipment 

7 Crude map or writing scratched on the wall 
8 Remains of ladders or stairs have fallen in
9 Pool of water 
10 Coal seam or peat deposit 
11 Garbage mound
12 Bat guano mounds and polluted pools

d12 Rare Creatures
1 Cave clams
2 Cave fisher or giant lobster
3 Ogres or a giant
4 Ancient mummies
5 Subterranean mutants
6 Giant albino cave apes or bears
7 Giant cave lizard or turtle
8 Deranged adventurers turned cannibals
9 Albino dinosaurs with reptilian masters
10 Frog or toad folk with giant pets or insect herds
11 Ancient golem or juggernaut
12 Vampire or ghost, so old is bestial horror

d12 Rare Finds
1 Sacrificial victim remains (animal and/or humanoid)
2 
Eggs, one giant or hundreds of large ones
3 Grotto with crystalline growths and mineralised skeletons
4 Crystal pillars from prehuman civilisation
5 Magical pool with strange potion-like powers
6 Faerie fungi forest with magic schrooms and ecology of critters
7 Sleeping kaiju or primordial giants awaiting the apocalypse
8 Remains of a dead primordial being with metal bones or blood
9
 Dragons lair entrance
10 Pack lizards with baggage looking for owners
11 Vein of precious stones or metal
12 Connection to ancient subterranean trade rout to underland

Saturday, 26 April 2025

Hexcrawling for Ethyria pt 3 - d100 Treasure





































This is some Greek-themed petty non-magic treasures 
Will do a weirder magic list next

My players are robbing a tomb now as required.

Many bronze or copper items and even silver might require cleaning to get their full value
Most metal is bronze, and iron often rusts into uselessness

d10 Quick Types
1 Currency
2 Ceramics
3 Jewellery
4 Bronze ware
5 Arms
6 Armour
7 Figurines
8 Tools
9 Weird Trinkets
10 Heroic
 
d10 d100 Non-Magic Treasure
01 Copper ingots in the shape of cow hide 1 enc each x 4d6, 100cp each
02 Small decorative bronze daggers (symbolic only) 1 enc each x 3d6, 30cp each
03 Leather bag of copper coins 3d6x5 cp 
04 Wooden box (payroll) d6x100 sp
05 Small chest 2d6x10 cp, 2d6x10 sp, 2d6x10 gp
06 Medium chest 3d6x100sp, d6x100gp
07 Large chest 2d6x1000cp, d6x1000sp, d4x1000gp 
08 Huge chest 3d6x1000cp, 2d6x1000sp, 2d4x1000gp
09 Small silver chest (d6x100gp) of 3d6x100gp semiprescious stones
10 Large silver chest (d6x1000gp) of 3d6x1000gp jewelery & gems
11 Ceramic amphoras 34L jars used for d4 1=wheat 2=wine 3=olive oil 4=barley
12 Decorative artisanal urns depicting frightful monsters d6x10gp
13 Decorative artisanal urns depicting heroes d6x10gp (exploding d6)
14 Decorative artisanal urns depicting gods d6x10gp (exploding d6)
15 Decorative artisanal urns depicting athletes d6x10gp (exploding d6)
16 Decorative artisanal urns depicting athletes d6x10gp (exploding d6)
17 Small sealed urn releases a curse if opened
18 Small sealed urn contains scroll d4 1=map 2=historic 3=poem 4=spell 
19 Small sealed urn contains d6x50cp and a d6x50sp
20 Small sealed urn contains cremated remains and a non-corporeal undead
21 Finger ring d4 1=copper 10gp 2=silver 100gp 3=electrum 200gp 4=gold 500gp
22 Arm ring d4 
1=copper 25gp 2=silver 300gp 3=electrum 450gp 4=gold 1000gp 
23 Torc neck ring
 d4 1=copper 100gp 2=silver 500gp 3=electrum 1000gp 4=gold 3000gp
24 Bejewelled necklace d6x100gp, 1in6 d4x1000gp
25 Crown, silver with semiprecious stones 1000gp 1in6 gold with gems 2d4x 1000gp
26 Earing 2d4x100gp, 1in6 a matching pair
27 Snake armband of silver worth d6x100gp or 1in6 gold d4x1000gp
28 Magic ring casts a cantrip once per day or 1in6 chance of a 1st lv spell instead
29 Cloak pin silver d4x100gpn 1in6 gold with a gem 2d4x100gp
30 Broach with pin d6x100gpn 1in6 gold with a gem 2d6x100gp
31 Bronze decorated urn 100gp
32 Bronze jug in the shape of a monster like a griffon or dragon 400gp
33 Bronze ritual bowl 300gp
34 Bronze ornate cauldron 500gp or 1in6 2500gp but takes 4 people to lift
35 Bronze ornate bell 250gp or 1in6 800gp
36 Bronze ornate trumpet or horn 200gp 
37 Bronze set of weights 1/2 enc, 1 enc, 6 enc worth 100gp as a set
38 Bronze decorative plaque of warriors in battle 250gp
39 Bronze plade with embossed face of a philosopher for decorating a wall 300gp
40 Bronze collection of dishes, urns and goblets for noble dining 3d6x10gp
41 Bronze ritual knife or shaving razor 30gp
42 Ornate dagger and scabbard 50gp
43 Short sword and decorated scabbard 100gp
44 Bronze spear and d6 javelin heads with decayed wooden shafts 1in6 intact
45 Arrowheads with rotting shafts d4x100 1in6 well preserved
46 Bronze hand axe head 1in6 intact
47 Bronze dagger with ornate gold wire hilt worth 300gp
48 Stone mace heads or rotting haft, 1in6 intact
49 Double-bladed great axe for ritual bull slaying or executions
50 Meteoric steel dagger +1 magic
51 Bronze greaves and bracers set
52 Bronze breastplate
53 Shield with painted heraldic design
54 Reflective polished bronze shield like a mirror
55 Boar tusk helmet
56 Bronxe helmet with animal crest
57
 Bronze helmet with ornate brushes on top for the decade
58 Bronze clad shield +1 
59 Archaic Hero Helmet prevents critical hits while worn, sensory checks all harder, with a magnificent crest
60 Helm of the Undersea Emperor makes air breathers breathe water and vice versa, some can be locked on, which can be enhanced by magic for slaves of underwater peoples
61 Set of clay figurines of a family in a bag 1enc from an ancestor's prayer ritual
62 Mounted monster head stuffed or painted art on some other material over bone (d4 1=bituman 2=plaster 3=clay 4=tree resin) d4x100gp 10enc
63 Crude small broken antler or bone figurine of a beast-humanoid hybrid, might be among the oldest human artworks you'll ever see d4x100gp to right collector (exploding dice)
64 Stone idol of crude, possibly human 1enc d3x100 to any open-minded goddess cult
65 Statuette of coloured glazed clay of a goddess, used in rituals and also a valid holy symbol 1enc d4x25gp (1in6 chance of a bundle of d4+2 identical)
66 Statue of warrior with axe and ornate helmet (male or female or uncertain), abstract thin-limbed body to reduced weight 5enc d4x25gp but 1in6 have text or a known clan sign and are instead d4x100gp 
67 Broken carved granite head from a statue 10enc worth d4x100 but 1in6 can be identified by an expert of a known ancient ruler so the value becomes d4x1000gp to a collector
68 Ivory figurine 1enc d4x300gp as quality and age vary d6 1=mythical monster 2=sea creature 3=nymph 4=hero 5=ruler 6=god. Some are from tusks of long-gone creatures or from monsters
69 Bronze statuette 12enc d6x200gp often depict d4 1=armoured warrior with spear and shield 2=equestrian warrior on beast with a sword 3=naked realistic nude figure of a hero with a item in hand 4=god in robes with crown and tools of office
70 Marble statue of a beast, 10enc actually a young gargoyle without wings, sometimes get collected as booty, they can sleep a long time. Most are living sorts that seem stone and keen to steal food and might leave stone pellets. 1in6 are the older kind, more like stone golums who don't eat or breathe 
71 Set of redsmiths tools of the ancient type with a 10enc small anvil and another 10enc of tools in a bag 1in6 there is a small amount of adamantium that might be alloyed of beaten into some other item worth 300gp
72 Set of butchers tools with saws, cleavers, a hatchet and various knives and scrapers 10enc 50gp but 1in6 fancy d4x100gp
73 Set or grooming tools with shears, razors and a small polished silver mirror for 1enc d4x50gp value and a brass bottle of scented oil 1enc worth d6x10gp
74 Set of dies to cut a helmet from a sheet of metal that is folded and hammered into a helmet
75 Mould to make a bronze dagger 10enc worth d4x100gp
76 Mould to make a d4 various holy symbols 10enc worth d4x100gp
77 Die for ancient currency 1enc you can turn around to stamp both sides. Includes a hammer 3enc to stamp coins from a sheet with an ancient ruler's face 10enc worth to the right collector d4x500gp 
78 Superior set of ancient iron wool shears, never rusts or goes blunt, can be used as a dagger, or giving haircuts to humans 1enc
79 Stonemason's set of 10 various chisels & files, 10 spikes, mallets, bronze saw, 10 wooden stakes and a maul in a huge bag, 30enc 100gp but 1in6 are rust proof and immune to going blunt
80 Silver ritual sickle worth 100gp but 1in6 is gold worth 800gp, can be used as holy symbol from the old wild nature religions
81 Giant sea monster tooth on a leather cord necklace also is a possible tool x6x20gp, some have ornate carvings or have become petrified long ago
82 Skin of a sheep used to collect gold dust in a stream worth d6x1000gp
83 Mighty ornate horn of bronze for war signals in shape of a dragon or other beast 10enc 500gp 1in6 is famous and lost in a battle, so is 1000gp
84 Skull of a giant snake that adds +1 Lv to any divination spells cast while holding 8enc
85 Harp of gold +1 roll any performance rolls 2enc
86 Bull mask used by ancient cults for rituals for an hour per day wearer can become a bull 4enc
87 Incense burner tripod, once a day when set up and prayed to with a ritual, creates enough incense for an hour that improves HP of summoned beings by +1 per HD, 12enc and an ornate artwork
88 Cauldron of Kings once a day, this d10enc pot fills with d4 1=porridge 2=mysterious meat 3=soup 4=beer 5=stew 6=mead, each enc feeds one hearty meal or a day of rations
89 Spear of the Sun +1 casts light one per day
90 Torch of burning that lasts forever and has no heat, nor can it light a fire
91 Javelin of copper +1 for one throw per day, 1in6 may turn into a 5d6 lightning bolt like the spell, but this destroys the javelin
92 Copper hand axe, each blow +d3 magic electrical damage sparks that can ignite straw, wood or fuel 
93 Stone mace intact, carved magic flint head, ivory haft, unbreakable except to planar beings
94 Caduceus of Healing, a wand with snakes wrapped around it +1 to hp of healing spell cast while holding it
95 Bag of 2d6 magic +1 sling stones
96 The Length of rope cannot be cut by non-magic weapons, only untied d3 yards/metres
97 Urn of brass with a griffon head with delicious magic wine 2d4 doses, each heals a d3, when finished urn crumbles as if time caught up with it with an eerie wind
98 Yoke of the oxen makes an ox or bull have more endurance for ploughing, or on a minotaur gives +1 strength
99 Cloak of the Traveller can become invisible for one round three times a day
100 
Cauldron of the underworld under a full moon, this ornate 20enc cauldron can be used to create undead or open a portal to the river between the mortal world and the land of the dead

Wednesday, 23 April 2025

Potions are for cheaters! d12 Potion Side FX



Potions are drugs and if you used them in pro sport you'd probably be a cheat and fined.

Do good people do potions?

Various expansions for The Lost City had some cool side fx for Cyndacean potions, which are awesome. You could use this table for cheap potions or enemy potions. Some side effects are species-specific so goblins might carry potions hostile to humans or elves.

d12 Where do I get these?
2 Criminals out for cash
3 Cultists seeking loyalty
4 Alchemy school dropouts
5 Self-taught alchemists
6 Couldn't get the  right ingredients
7 Monsters expecting to be looted
8 Evil witches to make trouble
9 Druids to punish civilisation
10 Enemy nation sabotage
11 Poor or skinflints
12 Fraufulant apothacary

d12 Potion Side FX
1 Addictive - save after 2nd use or crave daily if fail another save, resist 7 days in a row or cure disease magic
2 Diarrhoea - save or explosive intestines for a d4 hours, lose 1hp per hour, half move
3 Sleep - save or sleep for a d4 hours with feverish nightmares
4 Rage - easily enraged, next d4 hours into a berserk killing frenzy in combat if they fail a save
5 Blind - save or lose vision for a d5 hours
6 Hairy - hair grows longer, even body hair, 1 in 6 changes hair colour also
7 Pain - save or in pain for d4 hours -2 on all dice rolls (some monsters like it)
8 Sick - save or vomiting a d4 hours, lose 1hp per hour, half move
9 Diseased - save or inflicted with a disease - typically lose a d3 attribute points for d4 days
10 Poison - save or lose 2d4 HP after ten minutes
11 Mutation - save or receive minor mutation next day, 1in6 are major mutations 
12 Morphic - Save or polymorphed into another species