Monthly Archives: December 2013

The Shadowdancer DCCified!

The shadowdancer was always one of my favorite prestige classes from the 3.x era.  I was never big on the prestige classes, but I always had a soft spot for the Shadowdancer.  I decided to take a break from writing Hubris stuff (hey, I go where the muse tells me), and decided to DCCify it!  Hell, I may even put it in Hubris.

Shadowdancer 2

Shadowdancer

Here it is as a PDF: Shadowdancer

Where a common thief uses the darkness and night to aid in their illicit acts, you have fully embraced it, truly making it your ally.  You have some strange ability to merge with the shadows, becoming completely invisible in them, and even travel through them to another location!

You are the ultimate assassin, able to kill your prey, and then move yourself from harm before the alarm is even sounded.  You are highly sought after in the underworld, and you smirk at the various rumors that fools speak about you in hushed tones.  You laugh gleefully when you see a mark huddled in their room, surrounded by torches, as if the light would keep them safe from your blade.  The fools!  Never realizing that eventually the darkness will come… and with it death.

Hit Points: A Shadowdancer gains 1d6 HP per level.

 

Weapon Training: Shadowdancer’s are proficient with the following weapons: barbed net*, blackjack, blowgun, bolas*, crossbow, dagger, dart, hand crossbow* longsword, net*, shortsword, shortbow, sickle*, sling, spiked chain*

*= weapons in the Hubris campaign setting.

 

Alignment: A shadowdancer cherishes secrets and lies, and revels in the chaos of striking unsuspecting targets.  All shadowdancer’s are chaotic by nature.

 

Hide in Plainsight- A shadowdancer is able to hide in shadows even while being watched as long as they are within 10’ of a dimly lit area.  A shadowdancer is able to hide themselves even out in the open so long as there is shade, where a normal person is not.

Thief Training– A shadowdancer has picked up some thief along the way and selects six thief skills (DCC pg 38) at level one and levels them up according to the chaotic tree.

Shadow Abilities

Cantrip– As per the spell (DCC, pg 130).  A shadowdancer rolls d20 + level + Luck modifier and consults the spell table in DCC.  A shadowdancer cannot spellburn for this ability.  Armor affects this ability.

 

Darkness– As per the spell (DCC, pg 258).  A shadowdancer rolls d20 + level + Luck modifier and consults the spell table in DCC.  If the shadowdancer roll a 1 on their ability check they have a 50% chance to suffer corruption: 1-2) Minor Corruption; 3-5) Major Corruption; 6) Greater Corruption.  Rolling a one on the check also results in losing the ability for 24 hours.  A shadowdancer cannot spellburn for this ability.  Armor affects this ability.

Darkvision– The shadowdancer’s eyes become black pools of swirling darkness, allowing them to see in the dark (even magical darkness).  The shadowdancer rolls d20 + level + Luck modifier.  Consult the table below:

1 Lost (24 hours).  Failure.  Blinded for 2d3 hours.
2-11 Lost (24 hours). Failure
12-13 See in normal darkness 15’ for 1 turn.
14-17 See in normal darkness 30’ for 1 turn.
18-19 See in normal darkness 60’ for 1 turn.
20+ See in darkness (even magical) 120’ for 1 turn.

Shadow Defense– The shadowdancer is able to wrap the darkness around them and gain extra protection.

1 Lost (24 hours).  Failure.  Weakened (suffer extra 2d3 damage per attack for 1d4 hours).
2-11 Lost (24 hours). Failure.
12-13 +1 AC for 1 turn.
14-17 +2 AC for 1 turn.
18-19 +2d2 AC for 1 turn.
20+ Gain DR of 2d3 (must be rolled with each attack) for 1 turn.

 

Shadow Jump– A shadowjumper is able to manipulate the very darkness itself and create a portal that allows them transport to another spot of darkness or shadow nearby.  While to others this ability may seem instantaneous, the shadowjumper is actually traveling through the realm of the shadow and sometimes attracts the attention of less desirable entities.  Armor affects this ability.

1 Lost (24 hours). Failure. And Worse! Make a Luck Roll- failure means you have attracted the attention of a 1) Shadow Imp (type 1 demon); 2) Lesser Shadow (1/2 all stats, no Strength drain, pg 425-426); 3) Shadow (pg 425-426); 4) Shadow Horror (type II demon) and it emerges 1d4 rounds after you attempted to travel through a shadow.  Rolling a critical failure on the Luck roll means that you jump into the shadow into their waiting arms and are never heard from again.
2-11 Lost (24 hours). Failure.
12-13 You are able to travel up to 30ft through the shadows.
14-15 You are able to travel up to 60ft through the shadows.
16-17 You are able to travel up to 120ft through the shadows.
18-19 You are able to travel up to 240ft through the shadows, or you and another target can travel 60ft.
20+ You are able to travel up to 480ft through the shadows, or you and another target can travel 120ft.

Luck: A shadowdancer factors in their luck modifier on their Shadow Abilities.

 Shadowdancer 1

Shadowdancer

Level Attack Crit Die/Table Action Die Ref Fort Will
1 +0 1d10/II 1d20 +1 +0 +1
2 +1 1d12/II 1d20 +1 +0 +1
3 +2 1d14/II 1d20 +1 +1 +2
4 +2 1d16/II 1d20 +2 +1 +2
5 +3 1d20/II 1d20 +2 +1 +3
6 +4 1d24/II 1d20+1d14 +3 +2 +3
7 +4 1d30/II 1d20+1d16 +3 +2 +4
8 +5 1d30+2/II 1d20+1d20 +3 +2 +5
9 +6 1d30+4/II 1d20+1d20 +3 +3 +5
10 +7 1d30+6/II 1d20+1d20 +4 +3 +6

The d200 Side-Effects of Being Resurrected Table

frighteners

So I posted the “let’s build a chart” on G+ and the awesome RPG community kicked butt and came through.  Enjoy these pics as inspiration:)

The Fly evil-dead-linda evil-cat

The d200 Side-Effects of Being Resurrected G+ Community Table

Roll Side-Effect
Number Result

1

Candles are snuffed out when the player walks by

2

When the player laughs, the sound of a goat laughing is heard echoing in the distance.

3

Babies cry when the player is near, and become hysterical if touched by them.

4

The character no longer bleeds and does not heal naturally.

5

Animals (including Animal Encounters) react negatively to the character. The character can not have an animal companion or ride a horse.

6

Character doesn’t cast a shadow anymore

7

Opposite sex are naturally repulsed by the character

8

Your god no longer favours you (treat as being under a quest spell that cant be disspelled), you don’t know what the quest is

9

Bats/rats are naturally attracted to you, but they only like you about 33.3% of the time

10

Unnerving presence. Treat any positive Charisma bonus as if it were a negative.

11

Sunlight has an adverse effect on you. You can’t stand being out in the sun without clothing and a hood over your head. Having a larger area of skin exposed to direct sunlight for longer than one turn will cause severe burns (damage).

12

Treat the character as Undead for the purpose of Healing Spells, Protection Scrolls, and Turning (treat ‘D’ as ‘T’)

13

Your eyes change to an unnatural color: roll 1d4: 1) red; 2) yellow; 3) solid black; 4) completely white.

14

You no longer have a reflection  when others view you in a mirror.  You do not see yourself, but see how you died; replayed over, and over, and over.

15

When you speak and there are any small glass objects (glasses, vials, etc) in a 30′ radius roll a 1d6; on a 3-6 the glass cracks and then breaks.

16

Restless Sleep. The character does not have a restful sleep (doesn’t regain spells or hit points) unless they sleep within a specially consecrated room.

17

Undead Awareness. The character can sense the presence of any undead within 60′. The undead can also sense the character.

18

You don’t know how or why, but you know where 7 girls are buried. They all look exactly the same. One of them is not dead.

19

Undeath Diet. You can not consume normal food, drink or potions. You must instead drink (Un)Holy Water and eat Ashes.

20

You can’t be bothered with the trivial stuff any more.  All the petty crap seems so meaningless to you now.

21

Anti-Metabolism. Imbibed Healing potions, other magic potions, poisons etc. have the opposite effect. Healing potions deal damage or cause sickness, poisons restore hitpoints or give other beneficial effects (you still have to fail the saving throw against a poison to get them).

22

Any drink you touch turns stale, or sours.

23

When you write, no matter how you attempt to write nothing appears you can leave no physical record of your self.

24

Small animals, such as mice and song birds are often found dead near you when you awake, there is no explanation.

25

Your heart no longer beats, or if it does it is undetectable, your natural rhythm is effected, you no longer feel alive.

26

Any seed you sow grows unnaturally quickly, then dies.

27

You are instilled with new purpose.  If you were pious, 80% chance it’s related to your deity of choice, 20% chance your deity’s antagonist (or a random entity if there is none); if you were impious, reverse those numbers.

28

You have True Sight (you see things as they really are, completely unaware of any illusion or attempt to disguise).

29

Your return to life causes a new, expansionist religion to be founded in your name. They start putting followers of other religions to the sword and no matter what you say they reinterpret it to suit themselves.

30

Shriveled tongue. It’s black and ungainly. You can still talk, but it sounds … off.

31

You may cast Clerical spells as a 1st level Cleric of your deity (2nd if that’s what it takes to cast a spell); level goes up by one for each subsequent resurrection.  If you were already a cleric, get an extra 1st level spell.

32

You gain one random psychic power such as Clairvoyance, Precognition, Telepathy, etc.

33

You remember 1d10 (exploding, so reroll and add if you roll a 10) past lives; each life you remember grants one extra random skill at the beginner level. If two lives roll the same skill, improve it by one step.

34

Your shadow steals things from you. Wrestle with it in your sleep to get them back.

35

Your touch repulses others.  The extremely young and extremely old must make a Fortitude Save or age 1d6 years (which fuels you and keeps you looking beautiful and young).

36

You cannot come near any beings writing your name. If someone starts writing your name while you are in the near vicinity (1 meter-ish) you feel the unescapable need to get away as soon as possible.

37

You molt every new moon. It’s pretty gross, but not painful, but it takes 1d6h during which you can’t do much (treat like being incapacitated). Magic requiring body parts using shed skin has a +2/10% bonus working on you.

38

Your mouth always tastes like crave dust in the morning. You don’t know how you know that particular taste, but you do.

39

You are convinced your rotting on the inside, despite any assurances to the contrary, and take to wearing heavy perfumes, staying away from others–anything to hide the scent of your corruption from the world.

40

You think lizard thoughts. Can’t stop thinking about lizards, lizard skin, the taste of lizard, what it would be like to be one. -2/-10% on everything requiring deep concentration; +2/+10% dealing with lizardmen and other lizard-related monsters (except dragons. THEY ARE NOT LIZARDS they insist).

41

You are now slightly magnetic.

42

You look exactly the same as you did before, but your family no longer recognizes you.

43

You no longer fear death, and make  decisions with little regard to your own safety.

44

Your  1.face 2.hands 3.arms 4.chest 5.abdomen 6.legs turn a molted grey and black and are cold to the touch.

45

 An angel now speaks to you in times of need.

46

Small amounts of water (a cup or less) boil at your touch.

47

All your hair fell off. You also prefer to eat hair instead of normal food, 5 lbs of hair is enough for a day’s worth of food.

48

 Touched by the holiness of the spell, your head now glows (as light) and your alignment changes to that of the cleric who cast the spell on you.

49

Become a vengeance seeker. You become obsessed with avenging the wrongly killed. Accompanied by a spirit guide, often a raven.

50

You no longer sleep; effects that would ordinarily put you to sleep do not work, but ones that would induce dreams do (though for you they are hallucinations).

51

No longer gain nutrition from anything but raw meat.

52

You can speak with the dead. In fact, they won’t shut up, and ghosts are constantly pestering you to perform errands for them.

53

Wines and ales go sour in your presence. Your former drinking chums no longer come around to check on you.

54

The undead ignore you. As if you were one of them (without having to do the cheesy zombie walk).

55

When you look in a mirror, you don’t see your surroundings but the realm of the god whose magic revived you.

56

Boots or shoes you wear always feel heavy as lead so you take to walking barefoot.

57

You no longer see in color, but in shades of grey, white, and black.  Shapes are undefined. You see the skeletal structure of living creatures, even through walls up to 3′ thick.

58

 When you breathe a small fog issues from your mouth or nose as if you are in sub-zero temperatures.

59

Dirt…  there is always dirt and worms issuing from your clothes.  It falls out of your ears, from the cuffs of your pants and shirt, when you pull out your sword, when you open your pack…  the dirt of the grave is always with you.

60

Hard to concentrate While in the presence of holy symbols or walking on holy ground you are at -2 to all actions.

61

Your presence causes confusion in cats and dogs.

62

When you enter the room, a brief pall is cast over everything, or else a chill wind rattles the shutters.

63

Death is your constant companion.  Nobody else can see him/her unless they too have been resurrected.  He/she is not a terrible companion, and may sometimes offer useful observations but can’t (or at least won’t) do anything with a physical effect. At other times it can be inconvenient to have a third wheel around.  He/she is mad for chess.

64

Where you go, it rains. All weather table rolls slant towards rain by 2 steps. If there are no weather tables in use, whenever people ask what the weather is, there is a 66% chance it rains. If you end up somewhere where water is not a commodity but a valuable thing, it rains 1. ashes 2. fishbone 3. blood 4. shit

65

You have a phobia about human corpses, convinced that if you ever touch one your soul might be sucked into it and trapped.  This may or may not be true.

66

You may use any human corpse as a “Soul Jar” (as per the spell)

67

You died and were brought back by your “friends” only problem though is you were at peace. Until you can reconcile the issue (to the DM’s desecration) all rolls are at -2)   ala Buffy.

68

You now suffer from compulsive illeism.

69

You need 1.eels 2.bats 3.cats 4.spiders 5.snails 6.snakes , for what ever cosmic reason you need to have one around, you will be very depressed until you find one.

70

Since your soul already left your body once, demons and ghosts can possess it much easier. (Rolls for possession are much easier or saving throws against possession are much harder.)

71

You catch glimpses of your manifold prior incarnations at awkward and inconvenient times – mostly during delicate social situations and heated combats

72

Sometimes when you sleep you can out of body travel, it’s random.

73

Save vs. Death Ray or Poison (or the equivalent) always succeeds, although you can be killed by damage or other effects such as petrification as normal.

74

Lost to the gods. Consecrated places you visit lose the protection of the gods, who have shunned you when you returned from the afterlife. Curse andBless both don’t affect you. All Protection spells work against you. No Detect spells work on you. Other cleric spells may or may not affect you (50% chance), whether benign or adverse.

75

If you die again, you can’t be resurrected as no deity will listen to the pleas of the clerics begging for your soul’s return. Your soul is sand in the gear work of the great mill of souls, and will cause it to break eventually, destroying the circle of reincarnation, submitting the universe to entropy and full destruction as the gods shift to other planes to avoid dealing with you.

76

Everything you eat and drink tastes like cilantro. Good luck belonging to the 80% that don’t think cilantro tastes like soap.

77

When you sleep, you appear to be dead (no heart beat, no breathing, cold to the touch). Attempts to wake you up before a full night’s rest is completed are futile if they don’t make you lose at least one hitpoint. When waking up, you will always take a panicked breath as if you almost drowned.

78

If you die your soul jumps to a random nearby living body.  You may communicate with the current inhabitant and temporarily control the body if they let you (during which time you will have the level & class-based abilitiesincluding HP of your regular body, but the attributes and racial abilities of the host body).  You may attempt to seize control of the body as an intelligent sword of Egoism 6 less than your own INT (or the equivalent rules for your game)

79

You’re slightly out of sync with time. Your character loses initiative in the first round of combat, and uses the initiative value that would have applied to him the previous round for all other rounds. Effects outside combat are, as always, up to the GM

80

 All cats love you, even magical or monstrous cats.

81

Your touch drains HD from undead as if you were the closest equivalent undead of level = your own HD; you are immune to the level drain of any equal or lesser undead.  You can be turned (though not controlled) by Evil/Chaotic Clerics (or the equivalent, such as necromancers).

82

You may Feign Death (as per the spell or the monk ability, depending on the game) at will.

83

You are slightly out of sync with space. You are frequently randomly displaced (including clothing and equipment*). Most often, this is not really noticeable, because the displacement is so small (one hundredth of an inch), but sometimes the distance is one foot or more. Your AC gets +1. Rolling a critical failure may result in a dangerous displacement (over the side of a cliff, legs trapped in the ground, displaced into the air). Rolling a natural 20 may result a deluxe displacement (escape from a prison cell, trying to strike the giant’s toe but hitting his eye).

84

Your soul was put back wrong, and doesn’t quite fit; this is most noticeable in that objects you touch may start to move a fraction of a second before your flesh actually comes in contact with them (with skills involving manual dexterity such as picking locks , roll twice and take the worse until you next level up, by which time you’ve gotten used to it) and your image in the mirror appears slightly off-set (a couple inches at most) from your physical position.

85

As the day progresses you rot.  Your eyes will bloat, ears or fingernails will fall off, teeth will fall out, and you smell like rancid rotting meat.  When you wake the next morning you are back to your normal visage and the process starts all over again.

86

When you sneeze maggots spray from your mouth and dust from your nose.

87

Incorporeal spirits are always plainly visible to you as if they are material. You can see into the Æther near them, for a very short distance

88

You are always vaguely smiling, as if you thought of something funny.  If you try to correct this, you burst out laughing.  +1 to reaction rolls from people who are well-disposed towards you, but -2 if they are suspicious or hostile.

89

You are always hungry.

90

Wrong Address: You aren’t you, develop a new personality,  roll a new occupation, start over as a level 0 character, you retain your hit points, and stats however.

91

Eternal Champion: You now know you’re an eternal champion. You have reincarnated since the dawn of time, and you know it, you no longer fear death.

92

Death Wish: You are alive and you know you’re supposed to be dead, you must get back to the grave, but suicide is not an option, your death is meant to have meaning.

93

Great Destiny:  You know destiny has brought you back for a reason. Regain luck as a thief, if already a thief, regain luck as a halfling, if a halfling, all luck spent is now +3.

94

Your skin is always soft and moist. If you try to find out, it will be revealed the moistness is from the tears of mothers mourning for their stillborn children.

95

Nonsubstantive – the temporary loss of your soul has permanently displaced some of your metaphysical mass. You will never set off weight-based traps, nor leave footprints in dust. You cannot lift iron objects.

96

You sleepwalk every night now. This is no fun in a dungeon.

97

Magic Void – Any spell that targets an individual cannot be cast on you. You can still be affected by spells that target an area or a group of people, or by side-effects of spells that target someone or something else.

98

Magic Catalyst. Any spell that targets an individual and is cast on you doubles its effectiveness. This does not apply to spells that target an area or a group of people, or side-effects of spells that target someone or something else.

99

Simply Magical – Detect Magic and similar spells always detect your magical aura. In case any information is gained by the caster, your resurrection is revealed. Any non-weapon damage you deal is considered magical. You are also able to touch or restrain incorporeal beings like ghosts that can be affected by magic.

100

You are plagued by an obnoxious servant of some infernal power, who believes it has claim upon your soul. You acquire a random demonic familiar, in addition to whatever familiar you may already have. However, this one actively works against you and has its master’s best interests in mind.

101

You smell like roses. This smell follows the seasons of your home town, or the closest place where roses grow. Assume Southern France if your plane of existence doesn’t have roses.

102

The shadows of the dead hunger for your soul.  Whenever you walk across shadows, the ethereal hands of the dead reach to this world and grasp you, attempting to drag you to hell.  You move at 1/4 your normal speed while in shadows.

103

In complete darkness you cannot move at all as so many hands are grasping you and pulling you to the ground.  Needless-to-say you don’t sleep well.

104

You have a white shadow.

105

Children and clergy swear like sailors in your presence.

106

Speaking of sailors, waves go crazy when you’re at sea.

107

Grave Syndrome: You can’t feel your fingers or toes, the rest of your nerve endings are dulled as well. All fine manipulation skills are -1die, however your willpower to resist seduction attempts are at +2.

108

Creeping Death: Things die around you, grass browns beneath your feet, small animals get visibly ill, and will die within 1 day of contact of you. Others suffer -2 to any fortitude saves if they have touched you in a 24 hour period.

109

Lingering Death: Lay on Hands attempts are always considered to be opposite alignment.

110

Soulless: Your mind was returned to your body but not your soul. Alignment is changed to Neutral permanently. People are unnerved when they meet your eyes, the un-dead tend to ignore you.

111

You’re immensely fecund.

112

 You have trouble figuring out other people. Your own result on a reaction roll is always 7.

113

Where ever you tread on loose soil worms rise to the surface in your steps

114

Your skin chars and blackens under the light of the sun.

115

You smell of damp earth.

116

Your eyes turn milky white and your gums pull back from your yellowed teeth, in addition your skin shrivels and pulls tight to your muscles, no matter ho much you eat. If you lay very still you can pass as a corpse.

117

Your hand (1-3 right, 4-6 left) does things of its own volition at inappropriate times. (hands personality 1: auto-erotic, 2: rude, 3: violent, 4: kleptomanical, 5:erotic, 6: roll twice)

118

You spit venomous curses at the mention of any lawful or good deity.

119

Insects like flies, maggots, beetles, wasps, and moths are attracted to you and always hover and buzz around you.  Insects like caterpillars and butterflies die whenever you walk near.

120

Your shadow isn’t yours. And whoever it belonged to must have been mischievous. When you stand in full sunlight it will sometimes slip away from you and— do things. It isn’t necessarily dangerous but it likes to cause problems.

121

You know you are destined for hell when you die. can you change that?

122

You can no longer cry

123

When you died you glimpsed the loom of fate and were granted a vision of your one true love. You know their name and what they look like, but not necessarily where to find them.

124

You being brought back comes with a price.  One you care greatly about was taken by the god of Death in your stead.  They died a terrible, terrible, TERRIBLE death full of screaming, crying, and blood.  Way to go.

125

Whenever someone says your name you feel a little weird (turns out your name is now the first ingredient in a ritual to summon a monster from beyond).

126

A evil entity has gripped ahold of your shadow, at night it has a chance of coming into the material world (a successful save vs death negates this).

127

There is a weird weather anomaly in the area where you were resurrected, roll 2d12: 2) cyclones; 3) extreme heat; 4) eerie silence; 5) complete darkness; 6) extreme cold; 7) unusual smells; 8) light rain; 9) heavy rain; 10) snow; 11) sleet; 12) light fog/smoke; 13) heavy fog/smoke; 14) hail; 15) giant hail (either very large bits, or in the shape of things); 16) lightning bolts (treat as lightning spell); 17) rains something obscure (blood/opals/smoke); 18) rains small critters (fish/possums); 19) wind (extreme force); 20) loud thunder; 21) sandstorm; 22) rains some sort of magic (1D8 1 acid, 2 fire, 3 ice, 4 lightning, 5 turn good (treat as turn undead for a good alignment), 6 summon (use LOTFP table with 2D8 HD), 7 roll on wand of wonder (1D6, 1-2 table 1, 3-4 table 2, 5-6 table 3), 8 roll twice); 23) opens 3D12 portals to different dimensions/worlds/planes; 24) roll twice or make up effect

128

You can now play a musical instrument expertly (if you already know how, then a different instrument), however when you do everybody listening feels themselves die a little inside.

129

You leave wet footprints everywhere you go, and are strangely always thirsty.

130

Your touch starts a quick-acting fermentation process in organic matter. The world turns to alcohol as you pass.

131

Your hair is always lank and smells like garbage. You’re constantly pallid and have a cold sweat.

132

Your blood is now believed by the faithful to be a universal cure-all.

133

You always know the exact direction towards and relative distance from (hot/cold) the entity that slew you. If no entity, then the object. If no object slew you, then the exact spot where you died is stained onto your mind forever.

134

The sky is black during the day, and dark at night. Daylight is lost to you forever. The sun shows as a milky disc behind a fogged lens, but the moon is bright and speaks to you in a familiar language, though you do not know the meaning.

135

You exhale a poisonous vapor. No longer shall your mouth know the lips of a lover, but you get a death-kiss if you can exhale into a person’s lungs for a full round.

136

You can now speak (and read and write if you are literate and the language has a written form) all dead languages.  Even pre-human ones.

137

When you dream you have visions of all that are going to die that day, but you are powerless to stop it or change the course of events.

138

Your teeth and eyes are now yellowed, your fingernails a pale grey

139

You are followed by blackbirds and ravens when outdoors.

140

You see the world as if through a veil,, ranged combat is more difficult

141

You now have unnaturally good dance moves. +10 to all dancing abilities and never auto-fail on a 1. If you lose a dance competition the judges have probably been bribed or are cheating somehow. If you ever get bested in a fair dancing match you have found your eternal soulmate/nemesis.

142

You now gain the undead trait of being immune to critical attacks, however you can no longer be healed by magical means.

143

 The soul restored to your body comes from a slightly different timeline, and you remember events slightly differently than your companions do.  This may give you penalties or bonuses to various rolls involving memory: whenever you roll exactly what you needed, you remember the alternate version instead, whenever you miss the roll by 1, you succeed because in the alternate version you learned some relevant information previously that helps you out now.

144

Anybody you touch must save vs. Death Ray or Poison or experience la petite mort. (Exactly how literally is up to the tone of the campaign.)

145

Anybody you touch must save vs. Death Ray or Poison or get a vision of their own death.

146

Your touch causes things to decay.  All mundane objects will weather, rust, break, shatter, etc. within 2d6 days of your touch.  Magical objects are immune.

147

You are living on borrowed time, and you know it.  The GM should secretly roll for how long you have left… up until that time you absolutely cannot die, no matter the risk (succeed in all fatal saves, never lose that last hit point, miraculously cheat death in certain doom situations) but once that time limit is reached, you die (automatically fail the next save, the next blow is a lethal critical, slip and fall in the tub, etc.)

148

Another soul has traveled back with you.  Each day when you wake roll a die- even) You; odd) other soul.   Soul brought back, roll 1d7: 1) Fighter; 2) Thief; 3) Wizard; 4) Cleric; 5) Barbarian; 6) Bard; 7) Ranger.  Level, roll 1d3- all stats etc must be figured out (IE- roll up the character).

149

You have fallen out of step with the magical world. You can no longer cast or be affected by spells in any way. You touch serves to dispel enchantments. Holding a magical item in your presence for too long will strip it of its magical properties (time dependent on the power of the artifact).

150

You have learned the path to the black gates, and can return whenever you wish with a moment of meditation. You can use your gift to Shepard the souls of the recently deceased back to the living. Each journey takes a toll, and you know it is not wise to make the trip too often. Each time you do treat it as though you died and were resurrected.

151

You are lucky. Very few who return from death come back whole. Nothing appears to be amiss.

152

As Death releases you it whispers a name in your ear. You know this is a trade. you can have your life, but you must take theirs.

153

A malicious Deity aids your return. It leaves you with a symbol of its faith; a reminder of a debt owed.

154

You come back obsessed with your death. It becomes your hobby to catalog and study all the factors that led to your demise. Perhaps perfect understanding will help you avoid future doom. More likely, your fixation is unhealthy and disquieting.

155

 Mirrors always show you as you were physically the exact moment of your death (including whatever wound if any that killed you)

156

You are now a conduit to the afterlife. There is a 5% chance everyday that something from one of the realms of the afterlife will find you and come through to the world of the living. They will be embodied in a form created by the words or actions you were just saying or performing; i.e. if you were amusing children by making shadow bunnies on the wall with your hands, a demonic shadow bunny appears to do as it will; talking about the best wine you ever drank, a delicious bottle of wine appears and has appropriate effects when drunk.

157

Your dietary needs have been permanently changed, perhaps you can no longer eat meat (or only meat).  You may have required a need for something expensive (copper, silver, gold), unpleasant (fresh blood, marrow lots of marrow) or rare (snakes eggs) to maintain your health.

158

You now know obscure knowledge.   Roll d6: 1) The correct way to perform the Millennial Tea Ceremony, known only to the most elder gold dragons and certain monks of great wisdom and impeccable Neutrality; 2) What was written on all the burnt scrolls of the Library of Alexandria (or setting appropriate thing); 3) When you died you joined the collective unconscious for a few seconds. Now that you are back you can recall the whispered thoughts of everyone from those few seconds. Concentration checks to zero in on individuals; 4) The location of everything you ever lost up until the point of your death. Your left sock, the keys to the dungeon, the love of your wife, etc…; 5) The location to the ruins of the first dungeon vault ever built; 6) The location to the bones of a dead primordial god, what might still remain in its skull and tomb that surrounds it

159

You have a taboo word…utter it and you  immediately and permanently die.  roll d6 1 – your name,  2 – the name of your deity, 3 – the name of your class or profession, 4 – the name of the cause of your death (e.g. axe or poison, not stab-wound or myocardial infarction), 5 – name of the (roll) hour/day/month of your death, 6 – random word,  use a dictionary orhttp://www.wordgenerator.net/noun-generator.php to generate a random noun (don’t include proper nouns or names of things not in the game world).

160

The wound that kills you never heals, not even a little. It doesn’t cause you any problems but it will always serve as a reminder.

161

Your soul is entwined with the soul of the person resurrecting you. You can read each other’s minds.

162

Something darker has come back with you.  It stalks you, constantly hungering for your death.  You suffer -2 to any Luck type rolls.

163

Your return was prophesized to breing great ruin to a region.  Roll 1d5: 1) plague; 2) famine; 3) war; 4) monster attacks; 5) catastrophic natural disaster.

164

Your eyes are shriveled and sound like fingernails on a chalkboard when you look around.

165

You look 3d12 years older than when you died.  You never suffer adversly from aging.

166

A cult has become obsessed with you and believes your heart will resurrect their dead god.

167

 You are unable to speak names (your own, other people’s, sentient beings).  Whenever you try, unintelligible syllables are pronounced instead.

168

You have been resurrected with no name. It has been wiped from the memory of every mortal being, including you.

169

You can practically no longer die. So long as even a single cell of your brain is left intact, your soul is bound to it in everlasting imprisonment upon the prime corporeal plane.

170

Your flesh now has the texture of old parchment and you smell like a musty old book.

171

Your flesh is now tattooed with the scripture of the god that resurrected you. A cleric of the same god can use you as a holy symbol (granting + 2 on their spell check (DCC) or increase the difficulty of the save by 2 (3.x/OSR)).

172

You hear the whispers of the dead. You suffer – 2 to all concentration type rolls.

173

You can speak only the divine language of creation. It is a language understood by all, but it is alien to most ears. It marks you as different.

174

You are given more time, but it is finite. You will drop dead in exactly 2d6 years and cannot be resurrected thereafter.

175

You have seen the gods up close and personal, and were not impressed. You are now an atheist.  How that works out for clerics and their spells is up to the GM and the metaphysics of the campaign.  If you are stripped of your clerical abilities you become a Fighting Man of equal level.

176

One of your limbs is still dead, it’s useless and rotting.

177

Your death removed you from the loom of fate.  People start having a hard time recognizing your face, and your name is never again immortalized in bardic poems. From now on your deeds go unrecorded as you slip from the collective conscious, your exploits felt but never remembered.

178

If somebody says your name three times, they summon you. Another three times and you’re banished.

179

The person casting resurrection is contacted by Death, who offers them a choice. They must make a substantial sacrifice (magic item, lifeforce, gold and jewels etc.) in exchange for the lost soul, or stake their own lives in a game of chance. If the second is chosen and Death wins she immediately pulls both souls into the void… no resurrection possible.

180

Some nefarious person or organization has taken advantage of your passage through the veil and planted a magical command deep into your psych. A sleeper agent kill switch that can be activated once, forcing you to take one action, GMs call.

181

Sometimes tiny details in the events around you throw you back to the time and place of your death. During these episodes you find it difficult to focus, to the point where anything more taxing than awkward conversation is a challenge.

182

Other’s shadows are drawn to you, pieces visibly tear from their shadows and are drawn toward your shadow, which appears to hungrily eat the pieces. Don’t worry it’s just an illusion.

183

Every day, on the exact hour and minute of your death, you briefly die again; this lasts for as many rounds as it takes you to pass a save vs.Death ray or Poison.  If at that moment you are already dead from some other cause you resurrect, provided your death happened within the hour.

184

You have learned some of the secrets of life and death.  Any blow you strike that kills someone, you may choose to leave them barely alive instead (whatever the minimum HP for them to be still alive, but unconscious). Indirect methods like poison or area effect attacks like fireballs don’t count.

185

Further secrets of life and death: if your blow could have done enough damage to kill but didn’t roll high enough (not counting criticals), the victim has to save vs. Death Ray or Poison or die anyway. Indirect methods like poison or area effect attacks like fireballs don’t count.

186

You develop a horrible mutation.  Roll 1d6) 1) eye  stalks; 2) over-large head; 3) shriveled arms; 4) one leg is 6″ longer than the other; 5) tentacles popping out all over flesh; 6) 2d12 eyes on your body.

187

You must consume rotten flesh to heal yourself.  Every pound of carrion you eat heals 1d4 HP.  You can only eat an amount of carrion equal to your Constitution/Stamina modifier (minimum of 1).

188

Your palms have a constant burning sensation.

189

Your soul has a shadow cast over it, others can sense this, and you suffer a negative reaction modifier.

190

Overdose. Next time you die, you are automatically resurrected in the following round. Roll one hit die for your hp after the overdose resurrection.

191

A demon was in the process of claiming your soul as you were resurrected. It appears during the resurrection and attempts to reclaim you – killing you, or bargaining with your resurrector for your soul. It has treasure commensurate with its level to bargain with.

192

You can immediately recognize other resurrected creatures.

193

You have become displaced from the warp and weft of magic. You gain Cumulative 5% magic resistance every time this is rolled, as well as a cumulative 5% spell failure.

194

Your resurrection has not gone over too well with some of the “other” deities and as such they resurrected one of their followers. This person is equal to the character who was resurrected but otherwise they are the opposite it every way

195

“someone” is not very happy with you being brought back to life, in 1D100 days this “being” will be sending something to “take care of you”

196

Complications. Roll again twice and combine the effects.

197

Death had delivered you to paradise. You did not want to come back.

198

Immortality: You can’t be killed, nor can you heal normally, only magical healing can restore you, but no matter how many pieces you’re chopped into you can’t die; though you can’t move either. Being eaten will become a very traumatic event.

199

You come back pregnant with … something from the other side. If you were male before your death you are no longer male. You feel a strong and inescapable instinct to protect your offspring, no matter how repulsed by the idea you are.

200

Your skin is soft, sticky and the color of alabaster.  It always has a slightly melted look to it.

Hubris Session Recap, Group 1, Session 3

Here is what happened to our group of bumbling players last time.

Players

Liam- Mutant

John- Ekrask

Nate- Murder Machine

Forward: Due to the holidays we were short players.  I was fine with a low player count since I’m on antibiotics for a sinus infection and was feeling less than stellar… Oh well.

The other side effect of having a very transient player pool occurred yesterday… lack of group cohesion.  It’s not a HUGE deal and my players are more than happy to roll with the punches and know that they can derail the plans of the group that have been previously made.  It just makes jumping in and playing a bit more confusing at the start.

When we ended last session the players present wanted to start a crime family by overthrowing the magistrate and then double crossing the resistance group.  This group of players nixed the betraying the resistance group part and just wanted to see what the freedom fighters had to offer, or maybe get the hell out of Fairweather and explore the rest of Hubris.

We had a quick conversation about their choices and ramifications, etc. and then moved on.

Back at the Exiled Noble Tavern meeting Isaac, the well-mannered and well-dressed bartender.  While in the bar the players heard that Nibbleton, the 300ft high roving dog with a city built upon its back would be appearing at Fairweather in a few days, and that the Malfactorium (anthropomorphic warrior beetle-people) have been seen near the small town of Glastenbury to the south.  So there are a few plot hooks and rumors for them.

After a few words were exchanged they were shown into the backroom where they met Henry (lvl 1 Warrior) and Cybill (lvl 1 cleric of Yelsa), both members of the resistance group, Hammer and Sword, that is fighting against the magistrate of the Craftsman District.  I put these NPC’s with classes so that IF my group was small my players would have some help.  Liam controlled Cybill and Nate controlled Henry.

Cybill, cleric of Yelsa

Cybill, cleric of Yelsa

Highlights of the Mission

 

Here is the PDF of the map, key, and monster stats for the adventure: Catacombs- Heathen Below temple.

On the map is a way to reach the plane of Chaos- I used my Planes of Hubris Generator to get the details.

  • A few weeks ago members of Hammer and Sword went to a tavern believed to be an informant for the magistrate, called the Bloody Mistress.  When they returned they seemed fine, but within a few hours they began ranting and raving and attempted to kill members of the group (some succeeding). 
  • Henry and Cybill are going to go investigate the tavern and need help.  The group agreed and made their way to the tavern.
  • Once inside they were greeted confrontationally by a beautiful woman with cold black eyes, while seven bar patrons stared at the players. 
    • Nate looked around and saw a strange emblem on the neck of two of the patrons and then realized that all of the patrons had moved closer to the players as they sat at the bar.  He attempted to warn Henry, but the patrons heard and bum rushed the group.
  • Only Cybill and Liam were surprised.  Nate cracked open the skull of one of the patrons with his polearm.
  • A man in black chain armor and well-designed scythe came out of the back and spoke a strange language.  The ground blighted and everyone made a Fort save.  Cybill was the only one in the group that failed.  She started vomiting for 3 rounds.  All the patrons failed and were throwing up as well.
    • The man in black armor is a cleric of the Heathen Below and I used the Invoke the Name ability I created for clerics in Hubris.  He rolled a 13.  Not so great an option for his cultist members.
      • While the cultists were throwing up, Nate, Liam, and Henry were killing them.
  • John heard a hiss and turned to see that the beautiful woman had grown 3” long black claws.  She hit him hard in the face, dropping him to 0 HP and then ran from the room with the cleric.
    • Liam popped a HP pot down John’s gullet, bringing him back to full HP. 
    • The players looted the dead bodies and then went to the back, found a door half open and got hit in the face with a scythe trap.
      • After that they began throwing the bodies of the cultists through the open doors (successfully springing two other traps along the way).
  • They then descended the stairway into the catacombs.

The Catacombs

 

I kept the map simple, but fun.  They had a great time in it and kicked some butt.

Highlights

  • Room 2– Nate getting plugged by both cultists in room 2 and the door being locked on the other players because they stayed in the hallway.
    • John attempted to bust down the door, but rolled a 1 on the check and instead got his weapon caught in his armor and then stuck into the door…  so no one could help get it open and instead had to help John get unstuck.
    • Liam used Cybill’s Word of Command ability through the door and made one of the cultists fall asleep so Nate could finish him off.
  • Room 3– The players were excited about getting random potion stuff!
  • Room 6 and 7– The hallways to these rooms were dark and roughly 120’ long.  The players thought that was too scary and shut the door and said, “maybe later.”
  • Room 4– This was a good boss fight.  The players say the altar and said I’m fucked up.  Yay.
    • The cleric summoned a horrific creature through his scythe using my DCCified version of LotFP spell.  He rolled a 13 for the creature, so not the most challenging, but with all the extra stuff here’s what we ended up with:

Summoned Horror

A tumory mass with hundreds of legs and eyes that are rolling in different directions.  Its skin is dry and cracked, oozing blackish blood. 

HP: 30; AC: 19; BAB and Bonus to saves: +1, Claw attack 1d3+1, Necrotic Rot touch- DC 14 Fort save or develop nasty necrotic pustules and your flesh falls off.  Invisibility at will.

  • John worked on the cultists while Nate and Liam focused on the cleric and the horror.
    • Nate (I believe) scored a critical hit and obliterated the cleric.
    • It took a few rounds of holding actions to interrupt the creature when it reappeared, but eventually they killed the beastie.
  • They looted the cleric, John took the scythe (doesn’t know what it is yet), and Nate messed with the altar, but he’s immune to disease, so he’s fine.

Room 5– Succubus laughed at them, entered the portal to hell as the two Type I demons with the body of mini-horse- human legs- head of pig- wrapped in barbed wire emerged.  They fought, kicked ass, and killed the bitches.

That’s where we left the session, as it was 9:20pm.

Next week Group 2 continues delving into the Portal Under the Stars Module in the DCC rulebook!


The Bogwood Swamp- A Hubris Territory

I put a vote on my G+ community page about which territory they would like to see me put up as celebration for finishing writing all 10 territories and the popular vote was the Bogwood Swamp.  I figured putting up two of the 1o territories will give people a good idea as to what the layout was and to judge their use during play (which has been my overall goal).  Here is previously posted territory.

Dreaded Bogwitches

Dreaded Bogwitches

Bogwood Swamp– The brave and desperate have prospected the Bogwood for hundreds of years, harvesting the plentiful lignite for trade.  Failed and forgotten boomtowns dot the swamp as camps moved on to find better sources of the much needed fuel.  Gigantic twitching, shivering mushrooms fill the swamp; while some are used for food, others cause living creatures to go mad, rot from the inside out, or worse.

Five years ago the Red Moon of the Calamitous Whisper appeared in the night sky.  The moon swelled and blood rained down upon the swamp.  Most people who were caught in the storm were twisted and transformed into Bogwitches; ferocious and ravenous creatures.  The hideous rain caused the water level of the swamped to drop, revealing strange, ruins, some from ancient cultures now long gone and others foreign and other-worldly.  Crazy adventurers venture into these long forgotten places in search of treasure, forbidden knowledge, and glory.

Bogwood Swamp- Lay of the Land

1-15 Reedy and murky swamp filled with buzzing and biting insects.

16-17 The swamp water becomes thick and hard to move through.  Stopping for longer than a few moments causes the person to sink quickly.  Depth: Roll 1d4 1) 3’; 2) 5’; 3) 10’; 4) 20’.

18-20 Bubbles form on top of the water; when they burst the characters hear giggling and crying.

21-25 Dense pack of huge fungal stalks.  If kicked or hit a glittering dust falls from their caps.  Characters now glow in the dark for 2d3 days or until the stuff is washed off.

26-27 Grove of weeping willows, used by a sect of extremist druids as their outpost.  They are preparing for war against the heathens that destroy nature.

28-29 Tower built of the red rock of the Canyons of the Howling Red Rock.  The tower is twisted and has many holes where bats and large insects fly in and out, the peak is carved with the face of an angry ancient-looking man.

30 Area of swamp that is producing large amounts of methane.  The air shimmers and is extremely flammable (6d6 damage to all in a 60’ radius if ignited).  3d4 Vile Gut Clan goblins are getting high of the fumes.

31-32 Rotten, sagging, and oozing fungal stalks.  There is a 1 in 6 chance that it will collapse on a character if they get to close, taking 1d6 damage and being covered in disgusting-smelling rotten vegetation.

33-34 Small floating island of lignite.  There are several piles of bones on top of the island.

35 Ancient stone tower sinking into bog.

36 Grouping of four gargoyle statues, each with a set of precious gems for eyes,  are facing towards one another.

37-40 Hot springs bubbling to the murky surface of the bog. Resting in it for 2 hours heals 1d4 HP, but dyes skin green for 3 days.

41 Swirling whirlpool with giant red eye in the center.

42-45 An abandoned boomtown.  There is a 30% chance that there is useful equipment and supplies.

46-50 Sink pit (2d10+2 ft deep) full of orange leeches that will latch on and begin to drain a target’s life essence (1 Stamina loss per round until freed).

51-55 20’ tall yellow and gold fan fungus.  Stewing the fungus in alchemical concoction for 3 hours will create: Roll 1d5 1) a tasty food additive; 2) a potion that will permanently dye the drinkers skin yellow; 3) a sleeping potion (Fort save, DC 12, or sleep for 1 hour; 4) a thick solvent that dissolves even the strongest glue binding; 5) a noxious fluid that evaporates when exposed to air (Fort save, DC 12, or become sickened for 2d4 rounds and suffer -2 to all rolls).

56-57 Abandoned Vile Gut Clan goblin hive fortress that is built into a weeping willow.

58-60 A Vile Gut Clan goblin hive fortress on the back of a gigantic crab roving through the swamp.

61-62 Ancient hilltop graveyard from some forgotten boomtown.

63 Ruins made with piercing blue stone which is ice cold to the touch and has froze the ground around it.

64-65 Gigantic weeping willow which is home to Rye, a dryad and her water elemental companion.

66-67 Small Klind enclave- there are 3d3 Klind warriors here at any time.  The leader is a level 2 cleric of Set.

68 Abandoned Klind enclave.  There is 40% chance of useful equipment here and a 20% chance of religious artifacts of Set.

69-71 Small Ekrask hunting village- there are 3d4 Ekrask here.  They are neutral to the characters unless provoked.

72-74 Prospecting camp that has been raided.  Blood, body parts, and broken weaponry are strewn about the site.

75-77 Active prospecting camp- there are 2d8 prospectors in the camp.  They have a small amount of goods they are willing to trade or sell.

78 Cave filled with pulsating orange crystals.  2d4 crystals can be harvested at any point.  When added to an alchemists potion it grants +1 to the brew potions roll.

79 Cave with walls lined with human skins, home to the vicious swamp troll, Bralog.

80 Ruins of pure alabaster that can only be seen under the moonlight.

81 Swirling noxious fog fills the area, reducing vision by 75%.  Those in the fog must succeed a Fort save, DC 13 or contract Necrotic Rot (see Diseases, PG XX).  The fog is issuing from the rotted, hollowed eye sockets of a dead little girl hanging from a weeping willow.

82-83 Shivering fungus (roughly 2 ½ feet tall) covered in a glittering dust that has hallucinogenic properties.

84 Village of cannibalistic demon-worshipping frogmen.

85 Ruins with door shaped like gigantic skull.  Doorknob is in nose cavity.  Eyes fire lasers.

86-88 Reed and fungal fortress of Fire Breath Clan goblin.

89 Reed and fungal fortress of Fire Breath Clan goblin that is rotten and diseased.  Bodies wrapped in strange silky cocoons.

90 Pile of 30 bodies caught in an eddy.

91 Skeleton of a gigantic reptile with purple steam issuing out of the eye sockets.

92 Huge pendulum that is swings back and forth on a massive weeping willow, which is home to an old witch.  She will offer help to any who need it, for a price.

93 Ancient ruins built in the shape of a squid.  Horrific-looking pale creatures that resemble anthropomorphic squids with red eyes can be seen coming and going.

94-96 A boomtown that has been taken over by deep ones.  The villagers have all become corrupted half-man half-fish creatures.  A large alter to Zxyldon (see The Sea That Runs Red territory, pg XX) has been constructed in the center of the boomtown.

97 Abandoned Klind enclave that is now home to fetid shadow creature.  The dried husk remains of the Klind are scattered around the encampment.

98 Field of sentient mushrooms.  They have both individual personalities and a hive mind.  They hold secrets to an ancient ruin somewhere in the swamp and are willing to share the location in exchange for information to other parts of the world.

99 Recently attacked Ekrask camp now occupied by Vile Gut Clan goblins.  There are 2d3 Ekrask being held prisoner and 3 times as many goblins.

00 Over one hundred people have been turned into statues.  Many are below the surface of the water.

Coven of witches ensnaring more victims.

Coven of witches ensnaring more victims.

Bogwood Swamp- Encounters

1-10 Prospectors looking to find new claim.

11-12 Roving band of 2d4 Ekrask scouts fighting twice that number of Vile Gut Clan goblins.

13 An enraged troll fighting Vile Gut Clan goblins riding in a Hive Fortress on a gigantic crab.

14-15 Prospectors that have just found a new ruin and are being attacked by something horrible that was locked within.

16-21 1d6 Ekrask hunters.  They are looking to trade goods and help killing a terrible evil that has been lurking in the swamps.

22-24 1d3 Bogwitches lurking just beneath the water.  They will burst from the surface and attack the nearest character(s).

25 2d4 Klind warriors, one is cleric of Set (level 1).

26-27 2d2 Giant vampire Bats.

28 Spirit of a young girl who was drowned in the bog.  She begs to be set free from her torment.  If unable to help her after a few moments she will transform and attempt to kill the characters.

29-32 Band of 2d6 Fire Breath Clan goblins.  They are willing to be friendly to characters, but will attack if provoked.

33-34 2d3 Fire Breath Clan goblins riding gigantic moths (or vampire bats).

35-36 Cannibalistic demon-worshipping frogmen looking for their next meal.  They lurk in the reeds and will attack from behind.

37 Nasty hag with gigantic necrotic pustules collecting ingredients for potions.  For rare ingredients she will sell some of her potions.  If provoked she will attack and then use the characters in her potions.

38-39 2d6 Deep Ones wandering through the swamp (1d4 of them are riding giant eels).

41-45 2d4 prospectors digging out lignite.

46-47 2d4 friendly sentient mushrooms are being attacked and cut down by: Roll 1d5 1) prospectors; 2) Fire Breath Clan goblins; 3) Vile Gut Clan goblins; 4) a troll; 5) Deep ones.

48 A group of explorer that are suspended upside down in gigantic moth cocoons

49-52 2d4 crocodiles.

53-54 A gigantic crocodiles bursts from the water and latches its jaws on a character and attempts to drag them beneath the water.

55-57 Assassin Vine with several dead creatures entangled in it.  It will attempt to grapple any creature that gets too close.

58 Will-o-wisp attempting to guide travelers into quicksand trap (5’ deep) so it can suck out the character’s soul.

59 Troll wandering blindly in pain.  Its gut is being eaten by giant maggots and is constantly regenerating.

60-62 1d3 Giant centipedes (15ft) scuttling over the remains of a fallen and rotted weeping willow.

63 Living statue hungry for blood.  Will not move if victim is looking right at it.

64-66 Caravan under attack by: Roll 1d6 1) Klind; 2) Ekrask; 3) Vile Gut Clan Goblins; 4) Bogwitches; 5) A troll; 6) Bandits.

67-70 2d3 +1 troops from the East End Outpost scouting area looking for threats to the keep.

71 Living spell with consciousness of malicious wizard who was consumed by the casting.

72-73 Bipedal mushroom men that have become twisted and evil by a terrible rotting disease.

74-76 2d4 bloated, fetid zombies.  These are prospectors who went missing 3d3 weeks ago.

77-80 2d8 Vile Gut Clan goblins riding on the back of wild boars.

81-82 Leech swarm skimming water surface towards party.

83 Toad Demon that has enslaved a boomtown and forced them to worship him.

84 Three prospectors have been caught in web of giant golden swamp spider

85-86 Mutant outlaws: Roll 1d4 1) hostile; 2) friendly; 3) neutral; 4) has information vital to one of the players, but now roll d3 for attitude.

87 Shambling Mound protecting a tree with shimmering golden leaves.

88-91 Traders heading for 1) Fairweather; 2) East End Outpost; 3) Shadowfall; 4) Stilt-town.  20% chance they have something unique or rare.  If rolled10% or under they don’t realize it.

92-93 Criminal running from bounty hunter from 1) Fairweather; 2) Shadowfall; 3) Eisenbar; 4) Floating Island of Terror.

94 Mutated wizard who sees through eyeballs in his hands, looking for ruins said to hold amazing treasure and knowledge.  Willing to split the treasure with the characters.

95 Witch coven meeting in secret to perform powerful ritual to bring forth a dark one from the Void.

96 Deep Ones torturing and skinning captured Ekrask and prospectors.  The skins are being tanned and hardened to be used as armor.

98 2d3 Deep Ones setting a trap to ensnare the characters.

99 2d6 Malfactorium scouts from the Mountains that Crawl, there is a 15% chance that they ride on a gargantuan stone beetle.

00 Vile Gut clan goblins warring with Fire Breath Clan goblins in epic goblin-style brawl.

Locations

 

East End Outpost- Twenty years ago soldiers from Fairweather sailed from the Port of Ustler to the tip of the Bogwood and built the East End Outpost as a guard against Klind invasions, pirate raids, and to protect their interests in obtaining the lignite from prospectors.  Troops from Fairweather and conscripts from Stilt-town serve at the outpost.

East End Outpost

East End Outpost

Lately the soldiers have been plagued by nightmares and harsh illnesses.  No one is aware that the outpost rests upon the ruins of the tomb of a Grand Priest of the Watchers of the Withered Eye, an ancient and forgotten order that sought to bring about death and famine through the Great Wasting.

 

Rumors/Adventure Hooks

1) A war-band of Vile Gut Clan goblins have been seen in one of their grotesque roving hive fortresses, which rests on the back of a gigantic hermit crab.

2) Several Klind warships have made landfall near the outpost and are setting up camp.

3) Green lights have been seen in the distance of the Sea That Runs Red.  One soldier swears he saw a tattered old ship.

________________________________________________________________________

Slathereth- The petrified remains and shell of the gargantuan turtle, Slathereth the Destroyer, rises out of the Bogwood like a jagged mountain.  While many tribes exist throughout Hubris, it is here that the tribe-nations of Ekrask make their home.  The cunning and vicious Red Skin has ruled his people for twenty years since he led a revolt and chased the Klind enclave out of the Bogwood.  Under his rule clan in-fighting has diminished and the Ekrask have become united in the common goal to free their brethren still enslaved by the Klind.

It is in the belly of Slathereth, in the Arena of Blood, that brave warriors fight to prove their worth and value.  Those who do not fight are mistrusted and often pushed or exiled from the clans.  Often beasts and creatures are pitted against each other for entertainment.

Outside races are permitted to enter Slathereth and trade, but are kept under close watch and punished harshly for any infractions against Ekrask customs or laws.

Rumors/Adventure Hooks

1) The biggest tournament of the year is fast approaching, and Plather, the Blood Master, is looking for more contestants to test their mettle.

2) While in Slathereth, the ground erupts and water and dozens of Deep Ones surge forward and begin attacking all in sight.

3) A human are about to be executed for attempting to steal coin from a Clutch Mother, who watches over unhatched ekrask eggs.  Next to his cage a dead kenku is hung upside down, has been completely plucked of feathers, and had its beak removed.

4) Over the last few weeks a dim thumping could be heard throughout Slathereth at odd times.  Within the last few days it has become a steady beat, as if a giant heart was pumping.

The Arena of Blood

If player(s) is fighting something, roll once.  If not, roll twice.

The Arena of Blood

Roll 1d10 Monster 1 VS Monster 2
1 Captured Klind Giant snake (poisonous)
2 Bogwitch Crocodile, dire
3 Giant centipede 1d3 Frogmen
4 1d4 Vile Gut Clan goblins Criminal (choose race)
5 Troll Giant spider
6 1d3 Deep Ones Leech swarm
7 Exiled Ekrask Green hag
8 Shocker lizard Bogwitch
9 Criminal (choose race) 1d4 zombies
10 Harpy 1d2+1 Diseased wolves

 

________________________________________________________________________

 

Stilt-town- The largely lawless and rough Stilt-town lies in the middle of the Bogwood, providing prospectors and adventurers a place to drink, re-supply, and seek other pleasures.  The entire town rests on stilts to keep it above the murky water level.  Rickety plank walkways and small boats are used to get from one point to another.

Stilt-town

Stilt-town

No one is sure why, but Stilt-town was built around a small ancient obelisk, the Pillar of Transcendent Reality of Time and Space, which is engraved with bizarre runes that glow when people are near.  Sometimes people wake up standing in front of it, not remember how they got there.  While it is a rare occurrence, occasionally people have gone crazy in front of obelisk and offer themselves as a sacrifice.

Rumors/Adventure Hooks

1) The Pillar of Transcendent Reality of Time and Space pulsates with bright light.  After a bright flash, half of the Stilt-town has been transformed into: 1) half man half-fishman; 2) Raging abominations; 3) Opposite gender; 4) A race never encountered before (ie- Dwarves, Elves, etc); 5) a herd animal; 6) bald ape-like creatures with distended bellies.

2) A wave rises up and rips through the southern tip of Stilt-town, utterly destroying it.  People are screaming for help.

3) A group of Klind refugees wander into town seeking to hide.  They say they have information on an incoming invasion force.

4) Someone, or something, has been murdering the people in Stilt-town and brutally cutting off various parts of the body.

5) An entire prospecting camp has been discovered covered in strange purple moss and vibrant green fungal stalks.  Their faces and the contents of their heads have been removed.

6) Recently an eerie purple fog appeared.  Strange, enticing singing can be heard for miles around, causing people to wander into the swamp.

7) Hulking monstrosities that look like grotesque human men have been seen in the eastern corner of the swamp.  These beasts rage and charge any who get near the perimeter shouting incoherently.

8) The moon has slowly started turning red again.  People fear that the Red Moon of the Calamitous Whisper may be happening again.

Shambling Mound

Shambling Mound


Hubris Session Recap Group 1, Session 2

Here is the recap for events for group 1, session 1 and group 2, session 1 and 2.

 Players:

Fletch- Human cleric of Drallic the Flayer

Omar- Human alchemist

Reece– Human warrior

This session started with group 1 getting out of the sewers after escaping the fire that was ravaging the Skye district (see the above link for last session recap).  The group climbed out of the sewer grate and found themselves in the Craftsmen District.

I used my City District Generator and my Tavern and Inn generator to get a base idea of this district.

Here’s what was generated for the district:

 

The magistrate of the district has been filching from the coffers for years.

People in the district are starting to get sick with the Metalphage and the district constabulary is unable to deal with it.  Several plague doctors of the scarlet veil are in the area.  All the buildings lean together to form an “A” in the district.

When I asked what they wanted to do, Fletch and Omar decided to go to a nearby general goods store to pick up fresh torches, clothes, and sell off a few trinkets they found floating in the nasty murky waters of the sewers.

I described the shopkeeper as a shifty looking man with dark brown skin and a goatee and said, “oh we’ll call him Omar.”  I have to pick on my players as much as possible.

Jafar

Omar the sleezy salesman.

Omar

The real Omar (super sexy)- The resemblance is uncanny!!!

While those two were haggling over goods, Reece went to the nearby pub called the Exiled Noble.   I figured hell with it, I already have one generated and used the example from my blog post.  I described the bar as below, omitting certain info or describing it as it happened:

The Exiled Noble is a well-lit bar with large wooden wagon-wheel chandeliers covered in candles.  The bar smells strangely of cinnamon and the 7 patrons are all engrossed in a pickled rat brain eating contest.  The barkeep is well-mannered and well-dressed and greets the characters as they walk up to the bar, offering them a plate of fried goblin fingers or their specialty drink, the Happiness Trail.  Behind the bar are three large torches with eerie blue fire that are humming a sleepy lullaby. 

 

At the edge of the bar is a horrific looking leper singing songs of love and loss; his amazing voice fills the room.  As the characters explore they begin to get stung by bees that are buzzing around the room.  The bartender informs them that the bees sting the least intoxicated patrons of the bar.

 

The characters with any knowledge of the underground may have heard rumors that this place acts as a safe house for a spy network.  Currently this network is working against the local thane has raised taxes to the breaking point and has imprisoned any who has spoken out against him.  They are eagerly seeking help from anyone willing to give it.

 

Several of the patrons are mumbling about the strange sounds that have been coming from the nearby field at night, and how several herd animals have gone missing or found mutilated. 

 

As the characters are enjoying the evening a woman in the bar begins to tremble and convulse.  Suddenly she begins to puke up pea-green soup and speaks of nasty fortunes that will befall one of the characters.

As Reece was talking to the bartender I realized the local thane plot hook would work perfectly with the one from the district above and just combined the two.  As Reece left the woman at the end of the bar puked pea-green soup all over his back and told him that the next time he used his axe a friend would die.  He shrugged and then went outside to meet up with Fletch and Omar.

As they met up a cart of those who succumbed to the Metalphage and died was wheeled by.  Behind it was another cart with a cage of sick and healthy people.

A Plague Doctor of the Scarlet Veil

A Plague Doctor of the Scarlet Veil

A plague doctor approached the group and said they all looked healthy and able-bodied and offered them money if they would help escort this group to the Red Monastery of the Scarlet Veil up north so they can aid in detecting a cure for the plague.

Here the group sat and discussed their options and what they wanted to pursue.  The group decided that they wanted to get in with the group that was working to overthrow the local magistrate and then do a double-cross and establish their own protection racket in the power vacuum that they helped to create.  We’ll see how THAT goes.

Next session we’ll start with them talking to the bartender of the Exiled Noble again, attempting to find an in with this group of “freedom fighters.”

I’m excited to see what will happen here and their plan is a good long term goal.  I am going to start building the infrastructure of the district, relationships between the magistrate, NPCs, the freedom fighters, and other local (and maybe not so local) organizations. 


Cannibalization!!! What Happens When You Eat the Flesh of Another Demihuman

I did this awhile back and then never put it up…  Silly rabbit…

 

Here it is.  Enjoy!

 

Cannibalization Chart

Human Eats: Human- Covered in white fur.  Super Speed (x2 movement).  Grows to large size.  Claws that constantly drip blood (1d8 damage).  Immune to cold damage.  Double from fire damage. 
Elf- Become wiry with elongated bones and painful bones spurs erupt all over body (1d4 damage during grapple).  All hair falls off of body.  Claws are long boney hands (1d6 damage).
Dwarf- Skin hardens, cracks (DR 2), and seeps black liquid.  Eyes turn into black pools of tar.  Any who look into the eyes become paralyzed for 1d4 minutes (Wisdom based Save to resist).  Fists are hard (1d6 damage). 
Halfling- Pustules and sores erupt all over body.  Eyes bleed.  Gains the ability to see thermal, even through thick walls.  Increased olfactory abilities (+2 to notice when smelling).  Curved claws (1d6 damage). 
Gnome- Skin becomes necrotic and falls off leaving all internal organs exposed.  Gains chameleon-like ability (-8 to targets making notice rolls). 
Half-Orc- Mouth warps into a cylindrical opening filled with razor sharp, jagged teeth.  Can vomit acidic blood to help soften tissue for consumption (1d8 damage).  Strength and damage resistance increased (+2 strength and DR 4).
Elf Eats: Human- Becomes twitchy and gains super speed (movement x2).  Secretes an oily film on skin that irritates skin of those who touch it.  Target must make Constitution based save or being hallucinating for 1d4 hours. 
Elf- Hair becomes lank and slimy.  Teeth become long and jagged. Mouth overly large for head size.  All joints can twist any which way.  +4 to Dexterity based checks. 
Dwarf- Terrible convulsions cause spine to snap and target to be bend over backwards.  Small paralyzing tentacles erupt over entire body.  Target must make a Constitution based save or become paralyzed for 1d4+1 rounds. 
Halfling- The stomach of the Elf rips open to expose a maw of teeth dripping yellowish mucus (1d10 damage).  The creature prefers to hunt children as it is able to swallow them whole. 
Gnome- The creature cocoons for 1d10 days and when comes out its feet are fused together and it crawls on its front legs.  It’s skin is puffy, infected, and smells of rotting meat.  It has retractable claws (1d6 damage) and can shoot globs of spit (30ft) that can glue a target to the spot (Str based check -2 to break free). 
Half-Orc- Skin dehydrates and becomes brittle.  The creatures eyes burn like fire and is able to make a gaze attack that burns target from inside out (1d10 damage), Wisdom save reduces damage by ½.

The creature is also able to cough up a cloud of dust in a medium area to obscure itself.   

Dwarf Eats: Human- The Dwarf develops a vertical line from navel to top of head that rips open to expose a maw of jagged teeth (1d8 damage) and writhing tentacles.  The tentacles gain +2 on grappling attacks and will hold a target so the mouth can feed. 
Elf- Becomes covered in coarse brown hair.  Creature becomes immune to all forms of damage except cold iron and fire.  The targets hands reshape into jagged bone hooks (1d8 damage). 
Dwarf- Creature looks like a normal dwarf and acts just as it had in life, but a giant worm-like creature erupts out of the head and will attack and bite the target (1d6 damage).  It will try to force its way down the targets mouth (successful grapple check).  Once the target has been grappled for 3 rounds the creature will begin sucking out the vital organs (3d6 damage per round).
Halfling- Neck, arms, and legs elongate.  Creature walks on all fours with incredible speed.  Spines erupt from back and skin hardens.  The front claws are sharp (1d6 damage) and the mouth is full of pin needle teeth (1d4 damage). 
Gnome- Dwarf becomes bloated and full of acidic liquid.  The dwarf is capable of spewing forth a large amount of this acid 3 times per day (3d6 damage).  A hollow tongue comes out of the creatures mouth to suck up melting flesh and meat.
Half-Orc- The Dwarf’s body becomes covered in hard chitinous-like plating that protects him from damage (immune to any weapon with less that +2 rating, magic hurts normally).  The creature is incredibly strong (+4 to Strength based checks) and prefers clobbering targets with huge fists (1d8 damage).
Halfling Eats: Human- The Halfling becomes emaciated and looks brittle.  Its eyes become over-large and gains +4 to any sight based check.  The creature is capable of letting out a high shriek that deafens any creature that hears it permanently, should they fail their Constitution based save.  Failure also means the target is stunned for 1d6 rounds (half for success).
Elf- The Halflings head deflates, leaving the eyes dangling, connected by the optic nerve.  The creature’s hands develop tiny mouths that are full of needle teeth (1d4 damage) and make pitiful mewling sounds.  Any target that hears this must make a Wisdom save or become terrified for 1d6 rounds.
Dwarf- The Halfling’s body bloats and loses all hair.  The Halfling’s legs burst into eight bloody tentacles that writhe and flail (1d4 damage).  Its hands become meaty, purple, and end in black claws (1d6).  The thick skin gives the creature a DR of 2. 
Halfling- The Halflings skin develops necrotic patches and falls off.  A putrid stench sickens any who fail a Constitution based save.  The creature has a second set of arms grow from mid-chest and mid-back.  A second set of legs grow from above groin and buttocks.  The creature gains +2 to any Agility based Check. 
Gnome- The Halfling’s body undergoes a gruesome transformation.  Its body resembles a thick maggot that is still attached to its arms and legs.  Its face is attached to the thick fleshy body.  The creatures eyes jut out of the sockets, connected to thick bluish eyestalks.  These stalks squirt blood at creatures.  If hit the target must make a Wisdom save or be driven mad for 2d4 rounds.
Half-Orc- The Halfling begins to vomit repeatedly until all of its internal organs are ejected from the mouth.  These slimy organs slither on the ground looking for its next meal.  The organs are capable of sensing living heat signatures for one quarter mile.  The mass of entrails are capable of grappling and restraining a target (+6 to grapple checks).  When grappled it will make a check to force its way into a target and then begin eating all of the target’s internal organs.  Only a remove disease will expel the creature.  The target will die in 2d6 minutes.
Gnome Eats: Human- The Gnome’s skin becomes baggy and hangs off of the body like blood filled sacks.  It’s eyes rot out and its empty sockets are filled with teeth.  The creature is immune to magical damage and any spell cast reflects back upon the caster.
Elf- The Gnome’s belly becomes extremely distended; a sloshing sound can be heard as it walks.  Its head shrinks slightly and its eyes bulge in the socket.  Anyone who looks into the eyes of the creature must make a Wisdom save or fall under its control for 2d6 days and will do whatever the creature commands.
Dwarf- The Gnome’s flesh seems to become twisted, as if wrung, and it drips a whitish yellow fluid.  Long thick claws jut out of the creatures hands (1d8 damage).  The creature is immune to all damage except for silver weapons and fire. 
Halfling- The Gnome’s skin becomes scaly and it develops long thin claws (1d4 damage).  A spiked tail protrudes from the back of the creature (1d6 damage).  The creature is nimble and receives +2 to all Agility based checks.  It also gains +4 to jump based rolls.
Gnome- One side of the Gnome’s head bloats and becomes white and puffy.  One arm shrivels and becomes unusable.  The other arm becomes a giant bone spiked flail.  The knees bend backwards giving the creature incredible speed (speed x3).
Half-Orc- The Gnomes body becomes opaque and spongy.  The internal organs look as though they are swimming around in a clear fluid.  The creature gains a DR of 4 and is able to compress itself and squeeze into extremely tight spaces.  It is able to secrete a pheromone that attracts those who fail a Wisdom based save to it.  They are enthralled for 1d6 min or until they take damage.
Half-Orc Eats: Human- Gigantic bulging cysts develop all over the body.  These undulate and burst if struck.  They do 1d8 acid damage to the immediate area.  The creature is heavy and able to charge targets with +2.  Its thick claws do 1d6 damage.
Elf- The Half-Orc’s skin becomes pale blue and red, its bottom jaw juts out aggressively and the tusks grow roughly 6 inches.  The creature feels no pain and can only be harmed by magic.  It is a cold and calculating hunter, often separating groups and picking them off one at a time.
Dwarf- The Half-Orc’s eyes become yellow pin-pricks of light and can see thermal traces, even through thick walls.  The creature thick muscle are almost like steel, giving it a DR of 6 and +4 to all Strength based rolls.  The creature’s putrid nails (1d6 damage) also causes a nasty infections to any target that fails a Constitution based save.
Halfling- This pitiful looking creature looks like a compressed and mangled body.  It moves on the ground by writhing, twitching, and flailing about.  What the creature lacks in physically abilities it makes up with its strange powers.  All living creatures suffer -4 to all rolls while in a 50ft radius of the creature.  Anyone touched by the creature must make a Constitution based save or die instantly.
Gnome- This creature is able to mimic the voice of anyone it hears.  This has allowed the creature to lure many to their death.  The creature is curved in on itself as its spine is extremely bowed.  Its hands have stinging suckers that do 2d4 damage per round that they are attacked (after a successful grapple check).
Half-Orc- The skin becomes angry and red, giving off intense head (1d4 damage if physically touched).  Thick bones jut out all over the body and can be used as a weapon (1d6 damage).  The creatures mouth is large and full of huge sharp teeth (1d6 damage).  The creature is immune to all damage except magic. 

 


Hubris- Die Drop Generator for Taverns and Inns

Tavern

I will have several tables and charts in the Hubris book.  I’ve already posted one for the planes of Hubris on the Hubris Campaign Page.

All you need to do is roll a d24 twice to generate the name and then drop the following dice: d3, d4, d5, d6, d7, d8, d10, d10 (%), d12, d14, d16, d20, d24, d30 and consult the tables below. There is an example at the end of the post.

Taverns and Inns

Roll Name 1 Name 2

1

Barmy Stone

2

Salty Urn

3

Hacked Bear

4

Bleeding Orc

5

Cursed Hammer

6

Hanged Corpse

7

Sleepy Noble

8

Bloated Cat

9

Exiled Wolf

10

Shadowed Maiden

11

Demonic Serf

12

Singing Fox

13

Angelic Hag

14

Lucky Axe

15

Haggard King

16

Crass Dragon

17

Dead Goblet

18

Rusted Bard

19

Angry Horse

20

Talking Priest

21

Gutted Goblin

22

Squished Rat

23

Rabid Princess

24

Salty Virgin

 

D3- Lighting

1)      Candles only

2)      Several torches

3)      Large chandeliers

 

D4- Number of Patrons

1)      5-10

2)      20-30

3)      30-50

4)      51+

D5- Place Smells Like

1)      Cinnamon

2)      Curry

3)      Sweat and blood

4)      Citrusy

5)      Vomit

D6- Games/Music

1)      Lone minstrel

2)      Bones/card game

3)      Hootenanny

4)      Brain maggot fighting

5)      Band of bards

6)      Pickled rat brain eating contest

D7- Barkeep

1)      Bald, angry and surly

2)      Obese with acne and red hair

3)      Thin, extremely tall, nervous

4)      Well-mannered and well-dressed

5)      Missing one eye and all teeth

6)      Extremely old and quite mad

7)      Young and naïve

D8- Interesting Features

1)      Singing moose head

2)      Rickety self-playing piano that starts playing a tune known to the player

3)      Pit in middle of bar that people throw food and drink down

4)      Zombie fighting pit

5)      Hot spring of crimson water

6)      Long feast table loaded with rotten food.

7)      Large exquisite portrait of the bar.  Painting moves.  It shows things 5 seconds in the future

8)      Strange blue torches that hum a lullaby

D10- Interesting Patrons

1)      Exiled Prince/Princess

2)      Leper with amazing voice

3)      Decorated war hero

4)      Spirit of old patron

5)      Hunted man seeking refuge

6)      Soldier who deserted

7)      Famous pretty bard

8)      Grizzled monster hunter

9)      The perfect mime- very annoying and can’t die

10)  High priestess of Yelsa

D10 (%)- Jobs

1)      Harvest the dreams of sleeping patrons

2)      Farm nearby hasn’t been heard from in awhile

3)      Barmaid fainted and is having violent night terrors

4)      Beast is stalking those who venture into the woods

5)      Story: Speaks of a wandering giant fire worm

6)      A strange creature played a flute and wandered off with all the children

7)      Strange sounds in a field at night, several herd animals have gone missing or found mutilated

8)      Story: The mists whisper secrets at midnight if you venture into them alone and naked

9)      Story: Woman who committed suicide after spurned lover

10)  Story: Goldie Locks type story but about players and drinking

 

D12- Random and Strange Food

1)      Maggot Paste Pasta

2)      Zombie Eyeball Stew

3)      Bear Liver Pâté

4)      Ooze Jello

5)      Pickled Rust Monster Eggs

6)      Bone Marrow Suckles

7)      Goblin Fried Fingers

8)      Horse Hooves Flambé

9)      Succulent Spider Sacks

10)  Orc Kidney Stones

11)  Owlbear Afterbirth Pudding

12)  Ghoul-ash

D14-Interesting Feature 2

1)      Floor is rubbery and bouncy

2)      Tables are warm to the touch and heat up food and drinks

3)      The beds are hammocks and made of weaved giant back hair

4)      Exquisitely painting showing horrific scenes of torture

5)      The bar is built from the ivory tusks of wooly mammoths

6)      All the drinking glasses are made of crystal from Wrath, the Crystalline Forest and shock the drinkers

7)      Fireplace shaped like a screaming mouth

8)      A hive of angry bees fly and swarm around the rum stinging the least intoxicated patrons

9)      The animated corpses of bears and lions dance obscenely in iron cages

10)  The tables are sculptures of humans on all fours with soppy expressions

11)  Steam issues up from holes in the ground creating a relaxing sauna

12)  Bar is built on stilts over a disgusting smelling stream

13)  The illumination in the bar is from large glow worms that move around the building

14)  The bar rotates like a carousel

D16- Side Business

1)      Sells people into slavery

2)      Gladiatorial games

3)      Loan shark operation

4)      Scam fortune teller

5)      Sells black market drugs

6)      Apothecary

7)      Whorehouse

8)      Information broker

9)      Spy network safe house

10)  Front for assassins guild

11)  Kidnapping and ransoming children

12)  Front for church of the Heathen Below

13)  Sells forbidden objects

14)  Junk collector

15)  Collector of rare books and manuscripts

16)  Insect breeder

D20- Random Event

1)      Summer Solstice!  Time for the blood letting in hope of safety!

2)      Oktoberfest!

3)      Food poisoned at feast, several dead.  Unknown perpetrator

4)      Has Death Beds! The Beds that eat people!

5)      Singer suddenly loses her voice.  Then dies

6)      Baby left on door step

7)      Druids gather around the inn.  Why?

8)      Woman comes in covered in scratches and scared.  Says forest attacked her

9)      Carnival is nearby

10)  Noble demands tribute

11)  The King or a high noble rides by, causes ruckus

12)  Thick fog appears for days, when lifts a graveyard surrounds inn

13)  Young prince gets in a fight and wets his pants.  Accuses other of trickery

14)  Cook is serving meat pies that are really made of people

15)  Man burned at stake as party approaches.  Villagers roast marshmallows

16)  Woman pukes up pea-green soup, speaks of nasty prophecy

17)  Fighting match to the death

18)  Were-creature hunting those foolish enough to stray into the woods

19)  Ancient hero, long dead, stumbles in alive.  Doesn’t know where or how

20)  Family member arrives at inn, they are in way over their head in trouble

D24- Second Job

1)      A dilapidated keep has appeared out of an ominous fog

2)      The children of the nearby village have all been turned to stone

3)      Ever since the wizard went into the forest two days ago, the sky has been blood red

4)      The dead have risen up from the grave and are slowly wandering towards the inn.

5)      A rich noble desires help transporting several valuable pieces of art

6)      A man has somehow gained control over all the women in the village and now the men need help

7)      The entire town has taken sick and are in desperate need of a rare herb that only grows on the bluffs

8)      Worms the size of a dog have burrowed through the ground destroying nearly all the crops

9)      The town’s famous pit fighter was found murdered in his cabin.  The town needs someone to take his place and to find his murderer

10)  A demon manifests in the center of the inn and threatens to kill all if he isn’t given 3 virgins and a golden apple by the time the sun sets again

11)  Everyone who drank a health tonic sold by traveling elixir salesman have turned into donkeys

12)  Several of the children in town have been replaced by fae

13)  A drake that bleeds smoke has been terrorizing the town

14)  Two nights ago the moon turned pale blue for only a minute, but all those who were asleep at the time have remained in their slumber

15)  The local thane has raised taxes to the breaking point and has imprisoned any who has spoken out against him

16)  Several bodies have been found in alleys, mutilated and their organs ripped out

17)  Several prominent members of the local thieves guild have been arrested.  They need to be sprung before they hang

18)  A demon has ripped out the Nardknock the Wizard’s eyes.  He wants someone to help him retrieve them

19)  Sinkholes keep appearing around town, several people have disappeared down them and have not returned

20)  A marauding force of goblins led by a bugbear are causing havoc on the trails just outside of town

21)  A lonely hag seeks 15 souls of the guilty to make her young and beautiful again.

22)  A band of Eisenbar paladins approach the inn and demand that the unworthy and unclean present themselves for purification

23)  A lone avarian seeks to enter the treasure room of the local magistrate

24)  A green flash of light around the town has caused all to become extremely apathetic and complacent.  Many have even stopped eating and are just lying around doing nothing

D30 Specialty Drink

1)      Pureed Bloody Toes

2)      Fermented Fly Spit

3)      Boiled Egg and Whisky

4)      Burning Orcs Blood

5)      The Happiness Trail

6)      The Ancient Alchemist

7)      Honey, Sap, and Sapphire

8)      Curdled Yaks Milk

9)      Aged Baby Mucus

10)  Bloated Gut Bourbon

11)  Fire Ant Piss

12)  Oatmeal Curdle Stout

13)  Bees Wax and Gin

14)  Not Thirsty Enough to Drink it

15)  Chilled Babies Breath

16)  Frog, Newt, and Leper

17)  Harpy Cream

18)  Ankheg Goo

19)  The Backstabbing Bastard

20)  Minotaur Rush

21)  The Hot Zombie Flu

22)  Black Smoke and Oil

23)  The Not-so-Virgin Virgin Shot

24)  Tilted Raspberry Wizard

25)  Gut-Wrenching Whirlwind

26)  Pimple Pus Mead

27)  Ekrask Mulled Wine

28)  Avarian Deliverance

29)  Mutated Mystery Drink

30)  The Druid’s Toenails and Shrubbery

 

Example: The Exiled Noble is a well-lit bar with large wooden wagon-wheel chandeliers covered in candles.  The bar smells strangely of cinnamon and the 7 patrons are all engrossed in a pickled rat brain eating contest.  The barkeep is well-mannered and well-dressed and greets the characters as they walk up to the bar, offering them a plate of fried goblin fingers or their specialty drink, the Happiness Trail.  Behind the bar are three large torches with eerie blue fire that are humming a sleepy lullaby.

At the edge of the bar is a horrific looking leper singing songs of love and loss; his amazing voice fills the room.  As the characters explore they begin to get stung by bees that are buzzing around the room.  The bartender informs them that the bees sting the least intoxicated patrons of the bar.

The characters with any knowledge of the underground may have heard rumors that this place acts as a safe house for a spy network.  Currently this network is working against the local thane has raised taxes to the breaking point and has imprisoned any who has spoken out against him.  They are eagerly seeking help from anyone willing to give it.

Several of the patrons are mumbling about the strange sounds that have been coming from the nearby field at night, and how several herd animals have gone missing or found mutilated.

As the characters are enjoying the evening a woman in the bar begins to tremble and convulse.  Suddenly she begins to puke up pea-green soup and speaks of nasty fortunes that will befall one of the characters.