Monthly Archives: October 2013

Hubris- The Charred Maiden- A DCC Patron

Burn woman

The Charred Maiden

Here is the pdf for the patron (this includes Invoking Patron, Patron Taint, Spellburn, and three spells).  It would be much to messy to post it all on the blog as a plain text/html format.

The Charred Maiden

Also here is the demonic contamination table mentioned in the document.

The tale of Baroness Helena the Fierce speaks of her depravity for consuming the souls of innocent children.  Terrified villagers still recall the stories their grandparents told them of the haunting lullabies the baroness would sing as she devoured the souls of the children.  Through desperation the villagers turned to the aid of Eisenbar paladins who sealed the baroness, her servants, and the imprisoned children in her keep and set it ablaze.  Tales say that the fire raged for 3 days and that Helena’s screams filled the ears of onlookers as the keep crumbled to ash and ruin.

The Charred Maiden is the vengeful spirit of the baroness, full of hatred and wrath.  It is said that in the ruins of her keep, which even after a hundred years still smokes and smolders as if the fire was set recently, her burnt visage lingers beaconing hapless children towards her.

To bond with the Charred Maiden, the caster must travel to the ruins of her smoldering keep, grasp red hot clumps of rock, and cast the ritual when the full moon has reaches its zenith.

The bonus of this Patron: Get to become a demon, sing a creepy lullaby that leeches life out of the targets, and summon these nasty hellions…

Creepy Child 2

Creepy Child

Creepy Child 3

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MY RPG Person Profile

Because Zak S threatened to eat my non-existent children.

 

I’m currently running (at home): My home game has gone virtual due to us all living in separate states.   Current players are in MT (two here), PA, NJ, CA, TX, and NY.  Oh and a murderhobo Aussie when he can make it.
 
Tabletop RPGs I’m currently playing (at home) include: None.  I’m always the GM.
 
I’m currently running (online): I am running two Hubris games to playtest my setting before I publish it.  Games happen on Sunday and directly fuck with and interact with one another.
 
Tabletop RPGs I’m currently playing (online) include: None.  I’m a bad man.
 
I would especially like to play/run: I would LOVE to run a B.P.R.D. style game.  I’d probably use Savage Worlds.  I’m hoping that the Atchung! Cthulhu books will have some good stuff to use for that.
 
…but would also try: I would love to play in a CoC game.  Never have.
 
I live in: I just moved to Rochester, NY.
 
2 or 3 well-known RPG products other people made that I like: 1) Vornheim by Zak S; 2) Dungeon Crawl Classics by Joseph Goodman; 3) Dungeon Alphabet by Michael Curtis.  BONUS: Awesome adventure goes to Sailors on the Starless Sea by Harley Stroh.
 
2 or 3 novels I like: Harry Potter series (yeah yeah, fuck you), Conan the Barbarian collections, and Admiral Thrawn Trilogy for Star Wars
 
2 or 3 movies I like: Star Wars holy trilogy, Chris Nolan Batman trilogy, tie between Little Miss Sunshine or Eternal Sunshine of the Spotless Mind.
 
Best place to find me on-line: Google + or send me a message via AIM to wrathofzombie.
 
I will read almost anything on tabletop RPGs if it’s: Got passion, something I can hack, and refreshing and new.  If it’s boring, not happening.
 
I really do not want to hear about: Your character.  Sorry.  If something HORRIBLE happens to you during a session, then I’ll listen.  I don’t care about their background and motivations.
I think dead orc babies are ( circle one: funny / problematic / ….well, ok, it’s complicated because….) Funny because how much nerd rage it brings.  Also that it’s interesting how the trends develop due to the humanization of orcs in games like WoW.    Honestly though, if I described baby orcs in Hubris, my players would kill them.
 
Free RPG Content I made for:  Hubris
Free RPG Content I made for: Wrath of Zombie Post-Apocalyptic Survival Horror for Savage Worlds; Enemy Sheets; Character Sheet
Free RPG Content I made for:  Shadowrun- The Savage Worlds of Shadowrun: Savage Worlds rules.  The Shadowrun Complete City Kit and NYC Guide (system neutral).
Free RPG Content I made for: OSR style hack
 
I talk about RPGs on: Google +.  My profile.
 

The Metalphage Plague of Hubris and the Infected Horrors

The Metalphage

Metalphage attacking Fairweather guards

Metalphage attacking Fairweather guards

Three years ago Fairweather became ravaged by a terrible plague that caused people to mutate into grotesque creatures; jagged metallic shards, wires, and tubing burst from the flesh of the infected.  Mercifully many of those that become infected die from the pain of the transformation, but some survive and are driven mad, becoming savage mindless beasts that attack all they come across, even other infected.  The mere touch from one with the plague infects others and also corrupts metal, rusting it

As the plague ripped through Fairweather the guard was forced to quarantine entire districts, sealing the uninfected in with the horrors.  The plague doctors of the Scarlet Veil began rounding up infected and uninfected alike to conduct experiments to find a cure.  Through experimentation the plague doctors discovered that any creature can become infected with the plague they had named The Metalphage.

As time has passed the Metalphage has spread to places all over Hubris, infecting wildlife and monsters as well as peoples of the civilized world, and the plague doctors are no closer to finding a cure.

To create a Metalphage creature either consult the table below, using the base creature’s HD and choose from options below or just use the creature stat blocks from either Hubris bestiary or the monsters in DCC (pg 376).  The important info for Metalphage creatures are contained in columns 5-8 of the table.

Even nature isn't safe from the Metalphage

Even nature isn’t safe from the Metalphage

A Metalphage creature retains the use of any special abilities that do not require the use of concentration (ie casting spells).  Each time a player character is successfully hit by a Metalphage creature they must make a Fort save, DC determined by the creatures HD.  If PC fails the save they permanently loose the indicated amount of Personality shown in column 6.  When a PC reaches zero Personality they are lost and become a Metalphage creature in 1d6 rounds.

The same rules apply for a NPC or a creature, however when they are reduced to zero HP there is a 30% chance that the target dies from the pain of the transformation.

 Metalphage human

 

Base Creature Statistics Range by Type

 

1

2

3

4

5

6

7

8

Type HD AC Attack Modifier Target DCs forInfection and Rusting Personality Drained Metal Rusts in… Number of Corruptions
I 1-4 10-15 +2 to +6 10-14 1d3 2d6 turns 1d2
II 4-8 13-18 +6 to +10 14-18 1d4 1d6 turns 1d2
III 6-12 15-20 +8 to +12 18-20 2d3 2d6 rounds 1d3
IV 8-16 18-23 +10 to +16 20-22 2d4 1d6 rounds 2d2
V 10-20 20-25 +12 to +18 22-24 2d5 1d4 rounds 2d2
VI 15-30 22-28 +20 to +24 25-27 2d6 1 round 2d3

 

 

The Metalphage

Roll Corruption Special Description
1 Tubing protruding out of neck and head to back NA
2 Wires bursting out of one eye NA
3 Wires out of neck, arms and legs NA
4 Oil dripping from wounds NA
5 Burning red eyes Gains infravision 120’
6 Breathing apparatus over mouth Ability to breathe underwater or in toxic gases indefinitely
7 Buzzsaw hand 1d8 damage
8 Claw hand 1d6 damage
9 Metallic skin +4 to AC
10 Rotating fan blades Hand- 1d6 damage; body- attackers take 1d4 damage
11 Drill arm 1d6 dmg.  Crit reduces targets armor by damage amount
12 Metallic whips +2 to grapple type rolls
13 Large mound on back, full of cables NA
14 Electric nodes Attackers take 1d4 damage
15 Back spines NA
16 Shooting spikes 1d4 damage
17 Spiked flesh +2 AC, targets that are grappled take 1d4 dmg/rnd.
18 Holes in flesh issuing steam NA
19 Chrome eyes Can see in darkness, even magical darkness
20 Shooting grapple arm 50’ reach, +2 to grapple type rolls, 1d6 dmg
21 Elongated metallic limbs +5 to reach and/or +5 to movement
22 Large metallic rods jutting out of body NA
23 Clumps of metallic flesh NA
24 Meat grinder stomach 1d8 damage if successfully grappled
25 Aerial antenna immune to back attacks and being snuck up on
26 No lower jaw, jagged metallic teeth Bite attack, 1d4 damage
27 Enlarged body Increase weapon die by one degree, -2 to AC
28 Tubing protruding from back to legs and arms NA
29 Splayed out feet +10 to movement
30 Pipe coming from mouth Can vomit up oil, Ref Save DC 12 or fall prone

 


The Corruption From Demonic Possession d30 Table

Demonic possession happens all the time in most D&D/OSR style games.

I watched Evil Dead 1 and 2 today (some of my favorite movies) and realized that even if you “escape” from demonic possession, you shouldn’t leave the encounter unscathed.

If a character survives demonic possession, have them roll a d30 and consult the chart below.  They are now afflicted with this condition.

 

Contamination from Demon Possession

Roll Contamination Effect
1 Red eyes See blood coursing in a person’s veins.
2 Claws Now deal 1d4 damage.
3 Rotting flesh Smell like decayed meat.  -2 to Charisma.
4 Yellowed broken teeth Teeth chatter when talking.
5 Hair turns white You look haggard.
6 No reflection You will never see what you look like again.
7 Withering touch Small plants die when you touch them.
8 Animal hatred Animals will not come near you.  If forced they will attack.
9 Boogie man Children swear they’ve seen you under their beds!
10 Touch of dust Whatever you touch becomes coated in thick layer of dust in 1d4 hours.
11 No blood You have no blood.  Healing spells only ½ as effective.
12 Unsettling presence Babies cry, the elderly shy away from you.  People fear you, but don’t know why (-2 Charisma).
13 Scars You have nasty scars all over your body (-2 Charisma).
14 Blackouts Every morning you wake up there is a 1-6 chance you were active in the night, but don’t remember.
15 Sores You have painful pustules that ooze on your body (-1 to all rolls).
16 Night terrors You wake up screaming every night.  Will save DC 14 to resist.
17 Red skin Your skin is red and warm to the touch.
18 Flies Flies follow you around constantly.
19 Tremors Your body shakes uncontrollably at random times.  Whenever doing anything physical there is a 2 in 6 chance this will occur.  If so, -1 to Str, Dex, and attack rolls.
20 Black eyes You can see in complete darkness, even magical.
21 Weak stomach You throw up vile green liquid whenever you’re excited.
22 Acid blood You can no longer be healed by magical means.  Anyone who pierces your skin takes 1d4 damage.
23 Water to dust Your touch causes water to turn to dust.
24 Ancient knowledge You somehow have knowledge that is long forgotten, lost, or forbidden.  What will you do with it?
25 Back door Demon’s now have easy access to your mind.  You suffer -2 to saves VS demonic possession.
26 Mind reader You hear people’s thoughts, but cannot discern them from one another.  Any checks requiring concentration suffer -2.
27 Tainted There is a 30% chance that when a cleric turns evil, you are affected as well.
28 Corrupted You cannot ever enter a temple or church of a deity of good.  If you do so you take 1d8 damage per round until you exit the premises.
29 Wrath When you kill someone you must make a Will save DC 14 or continue to attack, even friends.
30 Glee You take pleasure in watching deplorable, despicable, and vile acts.  Even when appalled you laugh and cackle gleefully.

The d30 Exotic Table With Mayhem Potential

Yesterday Scrap Princess mentioned that she wanted a table with exotic goods that were fun and had the potential to cause mayhem for the players.

I thought that was a cool idea so I created this table this AM.  I’m not sure if this is what Scrap meant, or if I even got close, however I think these things would be fun to give the players and see how they react:)

Exotic Goods and their Mayhem Potential

Roll Exotic Good Mayhem Potential
1 Minced liver of ankheg A delicacy, but if prepared poorly those who ingest it developed an infection which causes them to swell to 2 times normal size.
2 Hookah tobacco of Ishal The sweet smell of this tobacco is intoxicating.  However the potent smell sticks to the smoker until washed off with the urine of a baby cow.
3 Black powder from Jacrept Mountains Used to blast rock away in the mines.  Extremely unstable.  Even the slightest touch of flame causes it to ignite.
4 Spiced tea from the plagued fields of Gathelbar Procuring the spiced tea of the plagued fields is a deadly venture, so it is extremely sought after by the rich and elite.  However those that drink it run the risk of attracting the ire of those that died in the fields.  Their luck is terrible; things break, they stumble, sounds follow them, etc.  They need a damned priest to bless them and ward off the spirits.
5 Ever-chilled butter from Blarmar This delicious butter never tears bread, and has the sweet aroma of honey.  However eating this cools a person’s temperature so much that their lips turn blue and their teeth chatter.  This lasts for 1d6 days.
6 Dried spices of a singing flower The spice of the singing flower is enchanting as it tastes different to each person.  Those who eat the spice run the risk of being cursed with bursting into song at random times for a month, until the spice fully leaves their system.
7 Giant spider eggs These can hatch at any time, releasing 5d100 tiny disgusting baby spiders.
8 Perfumed glass beads The smell of the perfume of these beads creates a calming effect.  Problem is, sometimes it’s so calming people fall into a deep slumber for 2d20 hours.  The beads are extremely fragile.
9 Bark from a stinking tree Rubbing this bark on ones flesh helps to ward off creatures with extremely sensitive senses of smell, however it dies the skin brown and you now smell terrible to anyone around you.
10 Acorns from a petrified forest These acorns are very nutritious and never go bad.  Any food they are prepared with will never spoil.  However all bowel movements are extremely painful as the person is defecating piles of rocks.
11 Ink sac of giant octopus A silky elegant ink that many scholar use to scribe their books.  Should this ink get on ones skin, it dyes it black permanently.  It will never go away.
12 The eye of an abboleth Sometimes used in soups of the rich.  When consumed allows the person to see in the dark.  One possible side effect is you see through a person’s flesh into their internal organs.  Not pleasant.
13 Scented lantern oil of the north When ignited the wielder of the lantern can see in the dark in hues of green and orange.  The same color wafts out of their ears and they smell of maple syrup for 1d10 days.
14 Eggs of two-headed swan If consumed, person doesn’t need to eat or drink for 1d4 days.  For that duration their skin is now yolk yellow.
15 Gentle silver from Elven mines Extremely malleable silver used for intricate designs.  Possibility of attracting metal eating creatures in a 5 mile radius.
16 Dark chocolate from Yuma Yuma Delicious chocolate that causes target to become giddy, smack lips and lick fingers ostentatiously, and possible dance around merrily.
17 Dehydrated baby tomatoes Tomatoes with the face of a baby on it.  Eating can cause person to revert to an infant like state for 1d4 hours.
18 Golden fleece of a winged ram While worn become extremely attractive to opposite sex, but appear naked, ugly, and vulgar to same sex.
19 Roll of silk from the east Gentle and easily tailored, but can cause hives, rashes, and blisters on those who are allergic to it.
20 Blood from a dragon’s spleen Can cure almost any ailment or disease if prepared properly.  All dragon’s will smell that you have consumed something of their kin and be able to hone in on your location if within 10 miles.
21 Fire rubies of Tri Klathar Valuable and warm to the touch.  When put against any form of metal, causes them to get so hot that they will melt.
22 Droppings of a slithy tove The porous droppings of the slithy tove are considered good luck while fresh and kept in a person’s pocket.  Once dry and crumbly ill-fated luck befalls them.
23 Evernight song bird During the day the bird’s tweets and chirps are graceful and beautiful.  At night the birds squawks, cries, and screams.
24 Necklace of bulette teeth The clacking sound of this necklace will draw the ire of a bulette if in the area.
25 Seeds of a weeping poppy Can be planted to grow gorgeous poppy plants.  Those that hold the plant burst into tears and are inconsolable.  The opiate created from this poppy is one of the most addicting substances in the world.
26 Jar of sticky sweet polyp jam You are eating the fleshy jam of an intestinal polyp.  It tastes delicious, but glues your mouth shut.  Only yak milk can soften this.
27 Beak of a jubjub bird Wearing the beak of a jubjub bird allows the person to understand any language that they hear, however when they talk they babble incoherently, roll their head strangely, and flap their arms.
28 Crystalline sands of the Teal beach Putting these sands in a cloth and wringing it will produce cool refreshing water.  Drinking the water will turn the consumers flesh permanently blue.
29 Sack of fried pig snouts Favorite snack of large demon rats that seem to lurk in every sewer of every city.
30 Water crackers of Nlethkack The eater now floats on water, and cannot submerge themselves or sink for 2d10 hours.  During that time they are unable to use the bathroom and it is painful and uncomfortable.

My Hack of the Lamentations of the Flame Princess Summon Spell DCCified!

W00t!  500 posts!  Hopefully I have achieved some good and useful things on this blog.  Hell I would like to think I have, but who the hell knows!  Thanks to everyone who has commented, read, visited, and mocked me!

Anyways…

Summoned Monster

Awhile back I created a die drop hack of the Lamentations of the Flame Princess Summon spell.  I did this to attempt to keep the feel and awesomeness of the LotFP, while reducing the bookkeeping and work to generate the creature.

Yesterday Claytonian JP posted pondering a way to take the Summon spell and DCCify it on G+.  I offered up links to my hack, my LotFP Summon spell cheat sheet, and my concise spell list (I reduced forty pages of spell fluff to ten pages of the most useful bare bones info).  I also promised to ponder how to use my die drop hack in DCC.  So I set to work this AM and HOPEFULLY I’ve done just that.

I have NOT proof read this bad boy.  I’ll do that later and lament at all the damned errors Iv’e made, but oh well.

Summoned Monster 2

Here it is as a PDF only due to formatting it like a Dungeon Crawl Classics spell Summon Spell.

Feel free to leave feedback/comments/etc.

Awesome pictures taken from the kick ass Monster Brains blog.


Land of Perpetual Stone and Mire- An example of the layout of Hubris

frank_frazetta_deathdealerIV

I am getting closer to completing the territories of Hubris.  I have been asked a few times what my format/info for the territories is.  I haven’t said much on this, save for posting the summaries of a few of the territories here and there on the blog or on my G+ community page (feel free to join that if you want.  I do posts there about the setting that don’t make it to the blog).

My goal for the territories has been to provide a GM with the tools to use the book at the table and on the fly to generate a situation/story, rather than pages and pages of fluff and description which, while may be an enjoyable read, doesn’t make a great thing to have at the table.  Each territory has a d100 Lay of the land table and a d100 Encounter table, a few “locations” with a brief description (roughly a paragraph) and each with 2-6 plot hooks/rumors that the GM can use on the fly.  Some territories (as the one I’m about to post here) have charts or tables that aid the GM in generating ideas, etc. for encounters or whatever.

Another goal I have with Hubris, in general, is to encourage the GM and the players to make the world theirs.  Many authors of settings I’ve read through treat their world like gold and there (sometimes) is a feeling of “this is how it has to be played!  Changing or altering is badwrongfun!”  Not with Hubris.  With these charts and tables provided throughout the book and the territories- each Hubris campaign will be different.

I am REALLY interested in some constructive feedback here.  I have used this format for all the territories I have finished (6 out of 10) and have used them during play and it (for me) has worked really well.  You can either comment on the post, on my G+ community page, or email me at ihaveangerissues AT G M A I L DAWT C O M.

Thanks for taking the time to look through this.

Land of Perpetual Stone and Mire- The Land of Perpetual Stone and Mire is a grim territory full of grey soil, groves of petrified trees with twisted human features, bogs, tar pits, strange swirling sentient mists, and nightmarish spirits.  Rabid Ravens sit on trees or fly through the air uttering unnerving garbling noises, whilst spouting out strange prophecies.  Many people attempt to parley with these birds in the hope of learning what the fates have in store for them.  Often times these foolish people have their mind’s shattered and are driven insane, becoming devote worshipers of the birds in the Cult of the Molted Raven.  Ruins of great wealth and knowledge have been discovered throughout the land, but few are brave, or foolish, enough to venture into them.  Alters to long-forgotten gods dot the landscape, whispering dark secrets and ill-promises to those who stumble across them.  The huge Floating Island of Terror can always be seen drifting throughout the area while slaves and workers toil in the mines below.

Priestess of the Cult of the Molted Raven

Priestess of the Cult of the Molted Raven

Cultist of the Cult of the Molted Raven

Cultist of the Cult of the Molted Raven

The discovery of rich mines led to an influx of the desperate and hopeless traveling to the Land of Perpetual Stone and Mire in the hopes of finding work and riches in the mines.  While most of the minerals found are taken by the Black Queen, some is traded to the other nation states.

Of the most troublesome creatures that make their home in this grim land, none is more feared than the roving orc bands.  What these creatures may have been before the Klind flesh-weavers experimented and warped them beyond the point of return has been lost to history.  Orcs raid camps, attack trade lanes, and capture other animals and creatures.  More frightening than their bloodlust and utter ferocity is that the orcs have somehow learned the secrets of Klind flesh-weaving and subject their prisoners to the alchemical baths, transforming them into grotesque abominations that bolster orc ranks.

Lay of the Land- Land of Perpetual Stone and Mire

1-15 Barren wasteland, cracked dry ground, with patches of barbed grass

16-17 Ancient cemetery of long-forgotten kingdom.  Several small crypts line a path to a giant mausoleum made of marble and gold

18-20 Area of petrified trees, while in area no sound can be heard.  Spells are unable to be cast, and the divine is not felt

21-25 Horrible alter to long forgotten god (use Alter generator)

26-27 Massive mound that is a physical wound of Hubris.  It steadily trickles hot acidic blood, and stinking pus bursts out every 1d6 hours.  All are sickened in a 1 mile radius when this occurs

28-29 A gigantic petrified tree that a group of the Cult of the Molted Raven are using as a tree fort.  They caw and flap their wings and jump out of the tree and attempt to fly, failing horribly

30 Field of cracked and jagged glass that bursts from the ground.  20% chance that looking through the glass will tear open reality and transport the viewer to another plane of existence for 1d4 days

31-32 Grove of twisted petrified trees with over-large human faces frozen in expressions of utter agony that whisper the secrets of the characters as they pass

33-34 Large gnarled tree with dead humanoids and animals that have been gutted and left impaled on the thick branches

35 Ancient swirling mist that contains the knowledge of years past.  Those who remain in it for an hour gain +1 Int, but also incur one minor corruption.

36 Dehydrated carapace of a gargantuan maggot.  1d12 Shriveled Eye clan goblins have made this their home

37-40 Huge statue of a brooding head.  On top of the head are 2d4 Rabid Ravens.  Their eyes are rolling in their sockets as their terrible garbbled cawing fills the air

41 Abandoned orc camp.  Tattered tents made of tanned human flesh, large rotted and mutated bodies litter the ground.  In the center of the camp a cauldron containing some of the terrible alchemical substance of the orcs still steams and bubbles

42-45 A hastily abandoned mining camp.  The town is overrun by 1) infected villagers; 2) giant rodents; 3) Shriveled Eye clan goblins; 4) swarms of parasitic insects

46-50 Large tar pit.  Any thing that falls in sinks 1d3’ per round.  Strength check DC 20 to get out

51-55 Active mine maintained by a small group of guards that bully and lord over slaves and indentured-servants

56-57 Orc fortress built of the still living flesh of thousands of creatures

58-60 Small group of explorers from: 1) Fairweather; 2) Shadowfall; 3) Eisenbar; 4) Klind

61-62 50’ discarded smoke stack from the Floating Island of Terror.  An old man lives inside the cavernous cylindrical structure

63 Keep of the evil wizard Iboz.  Constructed out of white marble, it resembles the upper body of the wizard

64-65 Orc incubation structure.  Looks like a gigantic hive, like that of a wasp, but constructed from the flesh of hundreds of creatures.  Humanoids and creatures trapped inside the structure can be seen gestating and becoming warped hideous abominations

66-67 Active Klind enclave capturing various species of life to experiment on back in their kingdom

68 Abandoned Eisenbar paladin camp

69-71 Huge black pit.  Heat and shimmering gasses waft up the large hole.  Glittering gems can be seen along the rock-face

72-74 Mine that is heavily guarded by several Black Guard and murder machines.  The miners are carrying out crates of faintly glowing green rocks

75-77 Geyser field erupting, sending jets of hot, sulfuric water and globs of yellow slime into the air

78 Huge swarm of Rabid Ravens blot out the sky.  The concentration of their prophecy causes a void to open in the sky.  Any character that looks into the center of the void catches a glimpse of future times and gains +1d3 Luck, but this vision of the future has a cost to their psyche and they lose 2d2 Personality

79 Cave of obsidian that is home to the Cult of the Molted Raven

80 River with water flowing south to north.  The water is full of skeletal flying fish.  Anyone who submerges themselves in the water ages 1d10 years.  Drinking the water ages the person 3d10 years.  If dead, they become a sentient skeletal wanderer

81 An ancient tower covered in life leeching vines.  The tower is the prison of an ancient primordial demi-god of hunger

82-83 Village of exiled and hunted mutants.  They are outright mistrusting of outsiders and non-mutants.  Any character able to cast arcane spells feels a draw towards the largest structure in the village, the manor house.  Inside it is a golden statuette that vibrates in their hands when held and whispers in their mind

84 Long abandoned village constructed of bland grey stone.  The architecture is sharp with strange corners and heights.  In the basement of one house is 1d3 wights that are all that remains of this settlement

85 Raised dais with an alter in the middle.  The creature has the head of a man with a halo of a thousand screaming heads, eyes bleeding acidic blood, and mouths all over its body.  At its feet are 2d6 crazed fanatics.

86-88 A fetid bog that has a green haze that wafts lazily through the brambles and gnarled trees.  In the middle of the bog is a gigantic anthropomorphic frog statue that is weeping nasty smelling water from its eyes into the bog

89 The remains of a gigantic murder machine.  Its parts are scattered over a 25’ radius.  It looks to have exploded and sent shrapnel everywhere.  Several dead bodies are around the area, killed by the chunks of flying metal

90 Klind fortress and a ritual to Set in progress

91 Gigantic roving slug with ramshackle fort of Withered Eye clan goblins on its back

92 Beautiful healthy tree in the middle of a stretch of wasteland.  Produces amazing fruit of various colors: 1) Red- heals 1d4 HP; 2) Orange- grants thermavision for 2d4 days; 3) Black- Fort Save DC 20 or die; 4) Blue- gain ability to breathe underwater for 2d4 days; 5) Yellow- completely rested as if slept for 8 hours; 6) Green- rejuvenates 1d3 years; 7) Purple- Int tests are made one step higher on the die ladder, but Personality tests are one step lower as your skin is now purple- lasts 1d3 days; 8) Grey- painfully grow calcified rock claws that do d4+1 damage.  Lasts 2d5 hours.  The tree has 2d4 fruit on it.  Once picked the fruit will grow back (roll for color) in 30 days.

93 A field of arms and legs that look as though they have been planted in the ground.  The appendages wiggle and flail in desperation, when dug out there is nothing there.  The appendages wither to dried husks and crumble to dust in 1d8 days

94-96 Deserted mine.  Several pieces of equipment are scattered over the ground.  An ill wind blows from the shaft and an unsettling clicking noise is carried up on the draft

97 A klind enclave that is under siege by a warband of orcs.  Several klind are being dunked into an alchemical bath.  Their screams fill the air

98 Mudflats that stretch for miles.  While traversing them, all suffer extreme thirst that cannot be satiated until through the area.  Many go mad before they ever get out

99 Three sculpted stone statues of powerfully built men with brooding features.  They are each sitting on differently crafted thrones.  Their eyes seem to follow the characters wherever they move.  For a price they will answer a question posed by a character.  One will lie, one will tell the truth, and one will ask a question of their own

00 Large tower with large telescope pointed towards the sky.  Magical runes have been inscribed all along the towers base

Encounters- Land of Perpetual Stone and Mire

1-10 2d4 Marauding orcs

11-12 Large rock spider with 2d20 babies on its back

13 Thick fog that holds the consciousness of a cleric of the Terrible Whisper.  The cleric gained utter disapproval of his god by burning down a library of ancient and lost knowledge

14-15 Large band of Eisenbar paladin and their support marching across the Land of Perpetual Stone and Mire to cleanse the corruption

16-21 2d5 members of the Cult of the Molten Raven sitting beneath a tree listening to the garbling of a Rabid Raven

22-24 1d8+1 Klind slavers, one is a cleric of Set (lvl 1d4)

25 A sky whale, transformed into an abomination by orcs, drifts in the sky

26-27 A living acid cloud is slowly drifting towards the characters

28 A wyvern is attacking an expedition force from Fairweather

29-32 2d4 Shriveled Eye clan goblins are running at the players with glowing maggots strapped to their backs.  These maggots explode for 2d6 damage

33-34 2d4 slaves that escaped from a mine and are attempting to get to the civilized territories

35-36 An old man sitting cross-legged on a rock, smiles at the characters.

37 2d8 humans- their skin is shriveled skin and clumps of rock piercing out their flesh.  Their eyes are sunken in and black ichor is leaking from their mouths.

38-39 Tribe of 2d5 stone giants.  They may be peaceful, or not

41-45 A small band of the Black Queens Black Guard and 2 murder machines in search of slaves who escaped with a haul of ore

46-47 Orc warband riding on the backs of mammoth abominations.

48 Earth elemental with large calcified protrusions that jut out like serrated blades.  Seems to be protecting a small wooden box

49-52 1d4 Rabid Ravens wish to bestow the characters with prophecy… if their minds can withstand the assault

53-54 Patches of barbed grass lying in wait for fresh meat

55-57 1d3 mature brain grubs

58 Large egg sack filled with squirming larva.  A successful Int check reveals they are immature brain grubs

59 A demon performing a ritual at the alter of the Heathen Below.  Around the base of the alter are 2d10 chained and naked women.

60-62 A fire beetle hive

63 The Black Queen’s Skeletal Gun Runners on route to deliver a shipment of wheellock weaponry

64-66 Whithered Eye Clan goblins riding on the back of a stone giant.  The giant is gaunt, with hooks on his eyes and mouth, forcing them open.

67-70 A shimmering cloud.  Walking through it causes one of the character’s worst nightmares to manifest in the material plane

71 Bizarre mound of flesh with one thousand eyes, mouths, arms, and legs

72-73 Small sentient rockmen that are proud keepers of the Resonance Key

74-76 The remains of an ancient drake.  It will animate and attack any who get too close

77-80 Orc wizard with 2d10 abomination Withered Eye clan goblins

81-82 Swarm of flying purple locusts blot out the sky.

83 Miners from Fairweather are trying to establish a small outpost, while fighting off interlopers from the Floating Island of Terror

84 Polymorph magical trap.  If characters trigger it use spell description in DCC

85-86 Klind, orc, and Eisenbar troops are engaged in a three-way battle

87 A Demon Lord is forcing slaves to build him a grand keep in the wastes

88-91 A herd of 3d10 animals and 2d6 miners that have been mutated into terrible beastmen by Blood Madness caused by the Mountain That Bleeds

92-93 Swarm of small stinging insects that cause a person to swell up and leak orange fluid when bitten

94 Chameleon ooze lurking near party

95 Village of small lizard-beings.  Their needle teeth drip with saliva and their red eyes seem to glow, even at night

96 Community of 3d3 friendly stone giants

98 A tattered and torn camp.  There are several skeletons.  The skeletal structure and clothing matches that of the characters

99 Caravan of traders heading from Klind to the civilized territores

00 A manifestation of the Heathen Below lumbers across the land, non-believers will be smote

The Prophecy of the Rabid Raven

If a player desires to put their psyche to the test and survives the chaotic garbled gibbering of a Rabid Raven with their mind intact, they will hear a prophecy spoken.  A player must make a Will save DC 14 or suffer madness (players get to add/subtract their luck modifier to this roll as well).  Failure means that the listener(s) suffer a permanent loss of 1d3 Personality and -2 to all rolls for 2d4 days.  If a critical failure is rolled then the target suffers double the Personality drain and -2 to all rolls for 2d8 days.  Success means that they are able to hear the prophecy.  Some prophecies will directly affect the character, while others may be on a whole other scale.

The Prophecy of the Rabid Raven

Roll Results
1 If you kill any creature in the next eight days the moon will turn red for one month and bolster the strength of the creatures of darkness.
2 Insulting a merchant will lead to riches raining down on you (literally).
3 You are a shining beacon in the darkness.  All Personality tests are now made one step higher on the die ladder for 3d10 months.
4 Sleeping in a bed of silken sheets will attract the eye of a prince(ss) to you.
5 Your rudeness will cause your ruin.  All Personality tests are now made one step lower on the die ladder for 3d10 months.
6 On the night of the full moon someone will fall in love with you.
7 If you ever look in the mirror when the sun is high you will become corrupted (roll a minor wizard corruption or Hubris mutation).
8 Prove your devotion to your god and you shall be rewarded.
9 Talking to an old man will result in his death… and it will have consequences.
10 Sitting on the throne of a dead king will make you the monarch.
11 The spirit of one you have killed now follows you and seeks to injure you (the characters luck is reduced by 1d6+1 until the spirit has been banished.  This represents the spirit attempting to interfere with the character’s life).
12 When you rush into the burning building to save the young, you will be blessed by The Stillborn Unwanted Child (+1 luck- chaotic align; +2 luck- neutral and lawful align; +3 luck to worshippers of the Stillborn Unwanted Child).
13 Your touch will ruin an important food source of a village.
14 You will soon be greeted by death.  He will greet you as a friend should you do him a service of great importance.  Refusal of Death’s request will result in insult and injury.

Locations

 

Bleeding Mountain That Pierced the Sky- A massive and foreboding mountain; it is the tallest in all of Hubris.  The sky around the peak is always black, pitch void, with swirling clouds around the boarder.  Green lightning and shattering thunder rock the area constantly, while red rain falls onto the rock below.  Those who stay too long in this terrible rain begin to suffer Blood Madness, eventually becoming a warped, bestial creature.  Explorers have made reports in their journals of weird, alien creatures that fall out of the Wound in the Sky.

 

Rumors/Adventure Hooks

1) The lone survivor from an expedition team from Eisenbar raved about large tentacles-like appendages coming through the Wound in the Sky.

2) A book discovered in the ruins of Vladral Castle gives the location of the ancient crypt of Zagryl the Worst, a terrible Sorcerer-king from ancient times.  The book tells of hidden treasures, secrets, and dangers unimagined.

3) A horde of twisted humans and alien creatures are marching towards Eisenbar.  They have reached Gypsy Lake and left devastation in their wake.

 

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Bloodmire– This oddly constructed tower was built by a long forgotten cult, The Blighted Brethren, in order to worship and summon their master from the depths of the Nine Hells.  After accumulating a vast amount of rare ingredients and knowledge to bring their master forth, they attempted the ceremony.  During the summoning, the ritual went awry and the master was trapped in a physical and inferior form.  In his wrath he slew all his followers, but now remains trapped in the tower.

Rumors/Adventure Hooks

1) The sorcerer Bellis Nox has been having disturbed dreams of a beautiful woman sitting on throne of needles and being bled for a horrible creature wrapped in shadows.  The woman screams for help and that she is trapped in a terrible tower.

2) The pirates of BloodPirateBay have long kept watch on the ominous tower to their north, and attempted to avoid it at all costs.  This all changed when Billy the Grub (now a loyal thrall of the demon) appeared in town with a large amount of riches, claiming they came from the tower.  Now people are gearing up to venture to the tower and claim riches for themselves.

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Ever-Shifting Prismatic Summoning Stones- These flat 40’ tall stones float 10’ off the ground, spinning lazily in a non-existent breeze.  Whether through ancient enchantments, terrible rituals, or complex construction each of these stones shifts through an ever changing state of color.

When one stands in the center of these stones, it is said that they catch a glimpse of the infinite planes of Hubris.  The character(s) can attempt to open a rift in reality and go to a different plane of existence.  Use Planes of Hubris Die Generator.

Rumors/Adventure Hooks

1) A withered, ancient man is caught in a pulsing blue maelstrom in the center of the stones, screaming.  Clutched in his hands is a thick black book, blood dripping from its pages.

2) The remnants of a camp are found near the giant stones.  There are signs of a struggle and death.  Tracks on the ground show that bodies were dragged into the center of the stone, where they mysteriously end.

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Floating Island of Terror-

Floating Island of Terror

Five years ago the earth shook as a large mass of land ripped itself away from Hubris and drifted into the air.  Huge metallic buildings, tubes, pipes, and vents burst from the rock to form a large industrial city.  The Floating Island of Terror now hovers high above Land of Perpetual Stone and Mire, belching out soot, pollution, and smoke as it produces wheellock firearms, gunpowder, and other strange devices.  The Black Queen, a powerful sorcereress, sits high on her throne of bones and steam in her floating metal city, satiating her hunger on the nightmares of her subjects.  The Black Queen governs and commands all who enter here; with the help of The Black Guard of Abhorrent Action, a group of devote followers of the Black Queen, it isn’t difficult.

The Black Queen

The Floating Island of Terror is responsible for the invention and distribution for most of the firearms throughout the Hubris region.  The Black Queen’s Skeletal Gun Runners are devoted enough and crazy enough to run caravans all over Hubris.

Rumors/Adventure Hooks

1) The Black Queen believes that there is ancient lore and knowledge that will further her plans locked away in Metallic Fortress of End Times at the edge of the Unsettled Expanse.

2) The Black Queen herself, and several of her Black Guard and Murder Machines appear in the city square.  The Black Queen wishes to hire brave souls to investigate a strange smoking metallic “thing” that seems to have fallen from the sky and landed in the northern part of the Weeping Forest of Forgotten Memories.

3) The Black Guard is rigorously searching for something.  They smash through people’s homes, through businesses, and in alleyways.  People mutter about a sentient murder machine that went rogue and escaped.

4) The Ancient Librarian has gone missing.  His cavernous library has been roughly searched and blood splatters mark the floor and wall.  Several of his assistants have been found gutted throughout the building.

5) Nightmares and night terrors are commonplace in the Floating Island of Terror, but lately they have grown to such a pitch that people are afraid to sleep, and many have been found dead in their bed, expressions of utmost terror on their faces.  No one has seen the Black Queen or her dreaded Black Guard since this has started.

6) It is whispered that the metalphage was engineered by the Black Queen to destabilize the kingdom of Fairweather, so she could conquer the territory.

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Kelisk

Kelisk is a small village, trade outpost, and fort stocked by Fairweather.  Small bands of Paladin’s from Eisenbar, delegates from Shadowfall, the generals from Fairweather, and negotiators from the Floating Island of Terror all meet here to discuss trade, disputes, and other business of their nations when it is less than ideal to be allowed into another nation.

Kelisk was constructed to be heavily fortified and prepared for long sieges due to dangers of orc raids and other horrors of this grim and desolate land.

Rumors/Adventure Hooks

1) A gigantic spiraling cloud has formed over the small outpost.  Lightning crashes down, blasting the landscape, destroying various structures.  A gravely deep laugh is heard through the maelstrom.

2) A giant abhorrent tunnler bursts through the ground inside the fort.  Emerging from the creature’s giant pus sacks are several armored orcs.

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Mad Plorvin’s Tower

The name Plorvin has been lost to the annuals of history, as has the many atrocities he committed in the name of magical research.  Exiled from the civilized nations he strode into the wastes and was never heard of again.

This tower of obsidian has been constructed at odd angles that tend to give a sense of foreboding and cause any to get near it to become ill at-ease.  The few brave people that venture this far out into the Land of Perpetual Stone and Mire have largely avoided the tower.  The few that have been foolish to venture in through its wrought-iron doors have never been seen again.

Rumors/Adventure Hooks

1) In the academy library in the Ruins of Mallanthory a book whispers a character’s name.  The dusty book contains many stories about Mad Plorvin’s atrocities and mentions rumors of a horrible tower that Plorvin constructed for himself at the edge of the Land of Perpetual Stone and Mire.

2) Objects of various sizes and weights have been flying through the air from the towns and cities of Hubris and heading towards Plorvin’s Tower.  The collected objects are swirling around the tower, growing faster and faster.  Eventually these objects form together to create rubbish golem.

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Scydar

The Klind outpost of Scydar is their only fortified territory outside of the Blighted Sands.  The small port serves as a staging point for Klind incursions into the Land of Perpetual Stone and Mire and for marches into the civilized regions of Hubris.

This town sits right on top of a focal point of magic which makes the Klind sorcerers and shapers even more terrible.

Rumors/Adventure Hooks

1) The Klind shapers have created a giant serpent monstrosity that was crafted from the flesh of slaves.  The beast is over 40’ long and able to carry troops on its muscular back.  The Klind seem to be arming for an invasion into the civilized territories.

2) Drums, horns, and screams are heard from miles around Scydar.  All creatures are giving the outpost a wide berth.  After several days earthquakes rock the area as a giant emerald green crystalline structure emerges from the ground.

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Slathering Maw of the Heathen Below

 

Many scholars believe that this wound in the earth is a direct link to the realm of the Heathen Below.  The area around the slathering maw is twisted, corrupted, and full of insidious demons.  The air shimmers with a green miasma, while trees wail and moan.  Magic does not function correctly here and the clerics of Hubris (save for those who follow the way of the Heathen Below) have stated they feel cut off from the divine while in the area.

Rumors/Adventure Hooks

1) The Slathering Maw is growing longer, stretching towards the Strange Portal of Inconceivable Probability.  As it edges ever closer sparks, magical explosions, and holes in reality begin to form in random areas all around Hubris.

2) The Dread Demon Lord, Eater of Pain, emerges from the Slathering Maw after having been trapped in the pits of hell for millennia.

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Strange Portal of Inconceivable Probability

 

The air shimmers between the two immense stone and metal columns that create the arch of the portal.  Bizarre things have occurred to those who have gotten to close to the portal, or remained in its proximity for too long.  Mirror images of a person have come out, like a dark shadow of their deepest depraved desires.  Long dead friends and family have greeted those who are near it, just on the other side of the portal, beseeching them to come over and stay with them.  Altered versions of the person have emerged out of the portal claming to be from the future, here to stop a terrible calamity.  Even bizarre creatures or technology never before encountered have been discovered near the portal.

No one knows who built the portal or how long ago.

 

Rumors/Adventure Hooks

1) The shimmering air in-between the portal clears and becomes still, showing gorgeous vistas and lush fields.  A beautiful singing can be heard echoing in the hills.  The pull to cross through the portal grows.

2) Emerging out of the portal is a beaten and badly injured version of a character.  They see another of the party, scream in horror at them, “No!  It can’t be!  We killed you!  How?!”  They clutch their chest and die.

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Whispering Mountains

 

Monstrous wyverns, mad ogres, and savage cannibals call this large expanse of black mountains home.  The mountains were given its name because of the constant wind that whips through the crags, causing a faint and eerie whispering sound.

Recently the Black Queen has established a mining boom town at the base.  The people live life on the fringe here, expected to meet a quota of mined materials each day.  Those that are unable to satisfy the quota suffer the displeasure of the Black Overseer.

 

Rumors/Adventure Hooks

1) A great wyvern has descended from the mountain peak and has begun hunting and attacking the boom town.  It attacks constantly.  Several people and livestock have been taken and consumed by the creature.

2) The miners have unearthed a large door that was buried within the mountain.  Foolishly the miners attempted to open it and something best left forgotten has emerged.

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Ziggurat of the Shrieking Princess

 

Long ago the princess Iszabell fell in love with the spirit of the demon Gharl, and became obsessed with bringing him back into the world.  She began sacrificing young virgin girls to her dark lover.  As the princess became more powerful and deranged the death toll mounted.  Eventually the Eisenbar paladins stopped the princess and locked her way in a giant ziggurat with all her followers.  The most powerful paladin of the kingdom beseeched Drallic the Flayer to punish her eternally.  For over 300 years she has been locked in a room and suspended by jagged rusty hooks that slowly tear her flesh part.  On the moment of death she is fully healed, to relive it all in an existence of constant agony.

 

Rumors/Adventure Hooks

1) The massive ziggurat is believed to house treasures and relics that Eisenbar declared dangersou, blasphemous, or evil.  Surly this is an exaggeration and they will be worth a pretty penny to collectors and historians…

2) Princess Izabell has been reaching out through the void and is begging for help.  If only some brave souls would rescue her from her torment and captivity, the rewards would be beyond imagination.