Showing posts with label setting. Show all posts
Showing posts with label setting. Show all posts

Wednesday, January 20, 2016

WTF Migrations (and Classes)

I'm a fan of classes describing the setting. In fact, I'm a fan of pretty much all the tables and rules by themselves describing the setting, which is something I'm trying to do with my new WTF blog (and yes, I'll try to migrate more of my content from here to there). However, it's a bit of a slog highlighting a shift like that.

At a rough count, I still need to move ...

  1. the readers
  2. the blog links
  3. the good posts
  4. ... and set up some redirection.
This will take forever. Till then, I'm presenting my version 1.0 alpha simple murderhobo classes for WTF:
  1. The Wizard who's good at spells and occasionally pistols.
  2. The Thief who's good with skills and pistols.
  3. The Fighter who's good with not dying.
-cheers

Tuesday, August 18, 2015

Red Land District - Canto I.

A radical anarcho-magist free enclave squatting the prime coastal real estate of the traditionalist, agrarian Red Lands.

Slogan: "We built this city on rocks and rolls."

Three groups hold power:

  • the merchants — rogues, green clerics, agents and their ilk abroad.
  • the wizards of Chernobyl Campus Ruins — balancing things out with their two major schools: the jet-set lawyers and the harbormaster navigators, and their three minor schools, the brickmancer masons, the necromancer accountants and recorders, and the school of economic and social propaganda.
  • the hexads — self-help associations of like-minded socio-economic activists, secret societies and political groupings. They are sorted by color, from purple to red, as per the schema of the Rainbowlands.
Hexad Generator (roll d6s multiple times).

Color / Power / The Hexads Hustle:
  1. purple / ++ / pharmaceuticals
  2. blue / + / medical equipment and procedures
  3. green / 0 (stable) / agribusiness
  4. yellow / 0 (liable) / show business
  5. orange / - / magitechnology
  6. red / -- / security services
They hate / love / and their guffin is:
  1. magic / magic / ... the mistress is a medusa
  2. combat / combat / ... use troll-cows for regen-juice
  3. chaos / chaos / ... enlarge and reduce spellchemical commodities
  4. law / law / ... use necromancers to blackmail the dead and run a collective government
  5. aristos / proles / ... use treant juice to talk through trees and turn to plants when die
  6. outsiders / insiders / ... use charm spells to turn aristos to the side of the proles

Friday, December 12, 2014

Fuck Yeah Brutalism

I'd like to draw your attention to this spiffy blog:

http://fuckyeahbrutalism.tumblr.com/

an architectural blog dedicated to brutalist architecture. Raw concrete, dissonant cubist shapes, the celebration of form over function. I would never want to live or work in one of these, but boy, are they inspiring in a retro-future alternate, black-and-white reality.

This one's going in my blog roll.

Monday, November 17, 2014

Yellowland Encounters I — Going Camp [Rainbowland 5E]

I fear my D&D setting is verging into very camp very fast ... here's my encounter table of beasties so far. And I haven't even gotten to the Chupacabra, which is the main reason that goats are only kept in close stalls, far from the Northern Wall.

Sorry about the crappy vertical table ...


EncounterSizeDetailNumberACHPSpeedActionsTraitsSkillsXPTreasure
Yellowlander Commonersmedium or smallRarely encountered alone, the commoners of the Yellowlander pastoralists are hardy folk, ready to spring to action against the many dangers of the Veld.Day: 1d6, Night: in camp with herders.101d8 (4)30Sling: +2 bludgeoning 1d4. Hand axe: +2 slashing 1d6.Perception 100 (10)1d10 coppers each
Yellowlander HerdersmediumThe armed herders of the Veld always carry axes and flammable oil, in addition to their bows, to scare away Vulcana's evil vegetation. Each herder has 3d20 cows and 1d6 commoners.Day: 1d4, Night: 2d8 (camp)132d8 + 2 (11)30Bow: +3 piercing 1d6+1, range 60/120. Axe: +3 slashing 1d8+1. Burning oil: +3 fire 2d6, range 20/60, burst 5Pack Tactics: advantage if at least one ally is attacking same targetPerception 121/8 (25)1d10 silvers each, herding equipment
Yellowlander HerdmastermediumA larger group of herders will be accompanied by a herdmaster, generally the most experienced warrior and herder of their clan. Each herdmaster is accompanied by 3d10 herders, 5d20 additional cows and 2d6 additional commoners. Herdmaster names: Don Jusco de Velder, Dona Pinta la Guapa, Don Brasco el Viejo, Dona Nuna de la Nina11510d8 + 20 (65)30Multiattack: three melee attacks, two with axe (+5 slashing 1d8 + 3) and one with dagger (+5 piercing 1d4 + 3, range 20/60). Bow: +5 piercing 1d6 + 3, range 60/120.Saves Str +5, Dex +5, Wis +2.Perception 102 (450)2d100 gp, potion of healing, saffron pouch worth 1d100 gp
Yellowlander HuntersmediumThe Yellowlands teem with gazelles, antelope and stripe-horses, which the local hunters will, well, hunt. They are also skilled trackers.Day: 1d2, Night: 1d6 (camp)133d8 + 3 (16)30Multiattack: two melee or ranged attacks. Longbow: +4 piercing 1d8 + 2, range 150/600. Axe: +2 slashing 1d8. Dagger: +4 piercing 1d4 + 2, range 20/60Keen hearing and sightNature +4, Perception 15, Stealth +6, Survival +61/2 (100)2d20 silvers each, hunting equipment, 10% chance of a map
Shooting CactuslargeA pricklier pear cactus, imbued by Vulcana's suspicious possessiveness of the Yellow Goddess, it shoots soporiffic spiked pears at creatures that approach it. Once they are knocked out, it creeps up to them and slowly drains their vital bodily fluids.Day: 1d8, Night: 1d2103d10 + 6 (22)15Multiattack: the pricklier pear makes two ranged attacks (lobbed pear +2 piercing 1d4, burst 5, Con vs. DC 10 or knocked unconscious) or two prickly clubbing melee attacks (+3 bludgeoning 1d6 + 2).Keen tremorsense, has advantage on perception checks against walking targets. Prickly skin: deals 1d4 damage to anyone who attacks it in melee.Perception 131/2 (100)each shooting cactus has 2d20 ripe soporiffic pears, each of which is worth 1d10 gp to tequila makers in towns and inns
Tumbling WeedssmallYellowlanders say the tumbling weeds are awakened by Vulcana's scheming distrust of the Yellow Goddess. During the day they tumble harmlessly, but at night they congregate in large numbers to subdue weakened animals—or humans. They are said to drink water from their victims with bladed root appendages.Day: 1–2, Night: 5d1293d6 (10)20waterdrinking root: +1 piercing 1d4 - 1ulnerable fire, resistant piercingPercept 100 (10)nil
Creeping TreehugeTrees are rare in the Yellowland velds because the Yellowlanders cut them down religiously in the wild, trusting only those they plant themselves and consecrate to the Green god. The native red-leaves are said to be inspired by fiery Vulcana to seek water and life fluids from the walking creatures, gone mad in their desire to keep the Yellow Goddess alone for Vulcana in her land. They move only at night, creeping stealthily and striking with aerial tap roots to drain the vital bodily fluids of living creatures.Day: 1, Night: 2d4137d12+14 (59)20bodily fluid stealing roots: +6 piercing 3d6 + 4, reach 10'vulnerable fire, resistant piercing, bludgeoningPercept 102 (450)a few worn pieces of jewelry embedded in the tree's branches and roots
Vulcana's Sniffing SaffrontinyThe precious sniffing saffron is cultivated around Puerto Safran and used as a spice by many wizards, particularly diviners and necromancers, to increase the potency of their spells—or so they say. It is also used as an inebriant. The wild version is sometimes more potent, if exposed to Vulcana's wiles, and actually boosts caster level by +1d4. Wis vs. DC 12 to avoid hallucinations (act as confusion)Day: 1d8, Night: 0121d4 (2)20suicidal puff of hallucinogens (DC 15), dies after puffing to save it's flower-bed-matesvulnerable to everythingPercept 120 (0)an unpuffed dried saffron is worth 2d20 gp

Wednesday, November 5, 2014

5E - Carousing in the [Rainbowland]

Inspired by Jeff Rients' (http://jrients.blogspot.com/2008/12/party-like-its-999.html) classic carousing table, a companion carousing guide to the Rainbowland XP rules. The major change is the addition of the Serendipity result for lucky characters.

Step 1: Go carousing and spend your gold.

Step 2: Roll them bones and your Charisma.

Roll 1d20 + Charisma modifierCarousing Result
≤ 4Mishap
5–19Rousing good time, no special effects
20+Serendipity

Step 3a: Mishap? Mishap! (this is pretty much Jeff's table)

Roll d20Mishap Result
1Make a fool of yourself in public. Gain no XP. Roll Charisma check or gain reputation in this town as a drunken lout.
2Involved in random brawl. Roll Strength check or start adventure d3 hit points per level short.
3Minor misunderstanding with local authorities. Roll Charisma check. Success indicates a fine of 2d6 x 25gp. Failure or (inability to pay fine) indicates d6 days in the pokey.
4Romantic entanglement. Roll Wisdom check to avoid nuptials. Otherwise 1–3 scorned lover, 4–6 angered parents.
5Gambling losses. Roll the dice as if you caroused again to see how much you lose. (No additional XP for the second carousing roll.)
6Gain local reputation as the life of a party. Unless a Charisma check is failed, all future carousing in this burg costs double due to barflies and other parasites.
7Insult local person of rank. A successful Charisma check indicates the personage is amenable to some sort of apology and reparations.
8You couldn’t really see the rash in the candlelight. Roll Constitution check to avoid venereal disease.
9New tattoo. 1–3 it’s actually pretty cool, 4 it’s lame, 5 it could have been badass, but something is goofed up or misspelled, 6 it says something insulting, crude or stupid in an unknown language.
10Beaten and robbed. Lose all your personal effects and reduced to half hit points.
11Gambling binge. Lose all your gold, gems, jewelry. Roll Wisdom check for each magic item in your possession. Failure indicates it’s gone.
12Hangover from hell. First day of adventuring is at -2 to all rolls. Casters must roll Int check with each spell to avoid mishap.
13Target of lewd advances turns out to be a witch. Save versus polymorph or you’re literally a swine.
14One of us! One of us! You’re not sure how it happened, but you’ve been initiated into some sort of secret society or weird cult. Did you really make out with an emu of was that just the drugs? Roll Int check to remember the signs and passes.
15Invest all your spare cash (50% chance all gems and jewelry, too) in some smooth-tongued merchant’s scheme. 1–4 it’s bogus, 5 it’s bogus and Johnny Law thinks you’re in on it, 6 actual money making opportunity returns d% profits in 3d4 months.
16Wake up stark naked in a random local temple. 1–3 the clerics are majorly pissed off 4–6 they smile and thank you for stopping by.
17Major misunderstanding with local authorities. Imprisoned until fines and bribes totaling d6 x 1,000gp paid. All weapons, armor, and magic items confiscated.
18Despite your best efforts, you fall head over heels for your latest dalliance. 75% chance your beloved is already married.
19When in a drunken stupor you asked your god(s) to get you out of some stupid mess. Turns out they heard you! Now as repayment for saving your sorry ass, you’re under the effects of a quest spell.
20The roof! The roof! The roof is on fire! Accidentally start a conflagration. Roll d6 twice, a) 1–2 burn down your favorite inn, 3–4 some other den of ill repute is reduced to ash 5–6 a big chunk of town goes up in smoke; b) 1–2 no one knows it was you, 3–4 your fellow carousers know you did it, 5 someone else knows, perhaps a blackmailer, 6 everybody knows.
Step 3b: Lucky blighter!

Roll d10Good Fortune
1Drank of the Red God's sacred spring. Gain 2 temporary hitpoints per level and incredible fertility for a week. Bonus xp = Con * 20
2Enthralled the spying spirits of the Orange God. Gain advantage on your next 5 dex-based checks. Bonus xp = Dex * 20
3Imbued with the righteous might of the Yellow God. Gain +1 to hit and damage in your next 1d6 combats. Bonus xp = Str * 20
4Gazed into the eye of the Green God of Nature and Greed. Gain advantage on your next 7 charisma-based checks. Bonus xp = Int * 20
5One of us! One of us! A drunken cultist shared secrets of the forgotten Blue God with you. Gain advantage on your next 6 wis-based checks and/or saves. Bonus xp = Wis * 20
6The secret is out there. Hallucinated a bizarre mathematical nightmare that reveals arcane truths to you. Gain advantage on your next 5 int-based checks. And memorize one casting of Identify. Bonus xp = Int * 20
7Sacrifices for the blood gods! You were victorious in an illegal cage fight. You are now notorious in this town. Roll 1d24 to hit with melee attacks in your next 3 combat encounters. Bonus xp = HP * 10
8The world's second greatest lover. Gain a loyal, if secret, contact in the city. Precious memento. Bonus xp = speed+Con * 10
9Protector of the wretched. While blindingly drunk you saved some local scallywags, gain a contact in the local underworld and a reputation as a reliable fellow who stands up for the weak and homeless. Bonus xp = AC * 20
10Impress local person of rank. Gaining a title in this region will be easier. Bonus xp = No. of languages spoken * 100

Step 4: Go adventure for more loot.

Edit: Note to the kindly and patient reader. Editing tables directly in Blogger's HTML is an exercise that will exercise your patience most severely.

Thursday, May 22, 2014

BASS v4.1.1.

I created a thing last year. It's .pdf rendition of the "D&D" rules by which I game - occasionally. It's here:

https://drive.google.com/file/d/0B7Ih4XxlNjj8NmVMdGNhSmhhTFU/edit?usp=sharing

feel free to use it and please do comment on it.

Right now I'm about to embark on a reworking of it to fit with the Sunday game I am setting up and some things I like from DCC.

And here is something with bass to listen to while you peruse the BASS document.


Sunday, March 23, 2014

The Tower of Down

Perhaps something that lies beneath the Endless Necropolis of Ebet? The Tower of Down continues deep below the verdant earth, a beckoning, luring worm of a dungeon that feeds on the reckless fools drawn into its depths. Perhaps the Tower itself produces gold and gems to lure in its food. Perhaps the more souls it consumes, the stronger it grows.

17 20 levels and counting :) - get the hi-res version here.


The Tower Exploration Table:

1 - all is as it should be. This chamber is clean.
2 - a faint miasma of something off lingers.
3 - no, you're just hearing things.
4 - it sounds and feels moist and expectant.
5 - it's just your imagination. There are no rats in the walls.
6 - something is definitely squeaking and smacking it's lips.
7 - did that wall just fart? it definitely smells bad.
8 - no, it's all ok, your hair is standing on end because of static electricity, that's all.
9 - that looks like an empty eye socket in the wall.
10 - something is whispering and those look like mouths in the wall.
11 - that's an eye. I'm telling you, there's an eye in the wall.
12 - An Eye of the Tower watches this chamber.
13 - 50% Ears of the Tower listen here / 50% Noses of the Tower smell here.
14 - Orifices of the Tower expel foul liquids and vapours here.
15 - A Mouth of the Tower smacks its lips in appreciation.
16 - A Tongue of the Tower licks about this chamber.
17 - 1d4 Eyes of the Tower watch this chamber 18 - 1d4 Ears and Tongues of the Tower lash the chamber 19 - 1d4 Noses and Mouths of the Tower bite and gnash.
20 - 1d8 Eyes of the Tower blink and stare and roll.
21 - 1d4 Eyes of the Tower and 1d4 Orifices of the Tower.
22 - 1d3 Eyes of the Tower and a Monsterwomb of the Tower.
23 - 1d4 Tentacles of the Tower and 1d4 Mouths of the Tower.
24 - An exposed Stomach of the Tower and 1d8 Orifices of the Tower.
25 - 3d6 Eyes of the Tower and a Crushing Hand of the Tower.
26 - 1d12 Laughing Mouths of the Tower and one Oozing Bladder of the Tower.
27 - it is all ok, there is no chaos here, the tower is safe, the treasure chest is safe, there are no curses.
28 - 1d20 Eyes of the Tower and 1d20 Ears of the Tower.
29 - 1d6 Caco-orifices and 1d6 Mouths of the Tower.
30 - 1 Great Mind's Eye of the Tower and 1d4 Bones of the Tower.
31 - 1d6 Eggs of the Tower and 1d4 Phalluses of the Tower.
32 - a Stomach of the Tower and 1d6-2 Eyes of the Tower.
33 - truly, there is no chaos, the water is safe to drink, sleep here, rest a while.
34 - do you not trust the tower? the whispering mouths are your friends. rest upon the soft Bosoms of the Tower, suckle the Milk of the Tower.
35 - 1d6 Feet of the Tower and 1 Vomiting Orifice of the Tower.
36 - a Heart of the Tower and sense of peace.
37 - the Dead Soul of the Tower and the Mental Womb of Destruction of the Tower

The work in progress version.



Friday, January 3, 2014

Dungeon in a Table (DiaT) I: Ebet Necropolis Areas

The Ixian Liberation (Setting Story):


"Ebet of the Hundred Gates, Mistress of the River of Life, City of the Living God, has fallen to the hordes of Ix the Ninth, Ruler of the River of Death from Across the Poison Sea. Where are the heroes who can save this city and its inhabitants? Oh, woe!" -words scrawled on the Lime Wall of the Temple of the Everliving Cat by a nameless Ebeteen oppressor-priest in his own blood.

The PCs are soldiers or mercenaries in the army of Ix the Ninth. The conquest is done. Now it's open season on the thousand years old necropolis of Ebet.


"The charonic reed boats ply the River of Life, crossing from Ebet on the fertile east bank to the imposing limestone bluffs of the desert west bank. The carved visages of the ancient Naga King and the Minotaur Queen flank the Gash of Life and Death, a chasm in the cliffs through which the white steps built of the bones of the Ebetian ancestors lead to the City of the Dead, the Necropolis of Ebet." - Approaching the Necropolis, Holy Pilgrim Shortbook Guide to Ebet and its Fabulous Necropolis, 12th Edition, Year of the Dappled Plover of the Endless Reign of the 32nd Living God Amnesis.

Beyond the Gate of the Endless Circle the necropolis stretches to the west, centuries upon centuries of the death-worshipping dogs' tombs. Gold, precious stones, silks, oils, incenses, parchments, ivories, carvings, armours and weapons consigned to dry decay in this parched desert upland. Scum and vermin eked out their lives here before, the refuse of the slave-owning imperialists' cities. Now they have been joined by the opium peddling Ebeteen priests, their cowardly soldiers and the revolting refugees who would rather continue to resist the Glorious Evolution of Ix than accept the reason and order brought by the Red Army of Liberation.

DiaT Ia-c: Ebet Necropolis Areas, Outdoor Encounters & Terrain


Roll either d100 or d20 as preferred, the d100 roll will generally give a low chance of anything particularly interesting happening or being found and an approximately 20% chance of more interesting finds. The d20 is for when you're just feeling lucky. The table is a work in progress, I will modify this post as I add content.

Roll d100Roll d20AreaOutdoor EncountersTerrain
11Monumental ruin (+50*)Vengeful shades, ominous poltergeists or grim dust devilsWater features, lush, lillies
2-52Looted tomb (-20tr)Necroplis scum, long-term dwellers in the necropolis, persecuted by the Ebeteen, gypsies, tricksters and thievesDry, cracked earth
6-353Dirty, poor area (-20tr, -10*)Feral rats, cats, dogs, beetles or other verminScrubby grass
36-754Common tombs (-10tr, -10*)Desert Scum, come to the Necropolis seeking loot that rightfully belongs to IxBroken stones and rubble
76-785The Barracks of Necropolis MaintenanceIxian soldiers, mercenaries, commissars or overseersAshes and burnt buildings
79-816The Temple of the AdministratorsEbeteen priests and their opium addled coteries and guardsScrawny desert trees
82-847The Ducal TombsEbeteen terrorist fanatics, partisans or cutthroatsBrambles, tangled thorn bushes
85-868The Tombs of the ScribesEffete refugees, imperialists, scribes or administratorsSalted wasteland
87-889The Princely TombsCommon Ebeteen refugee trash, children, women or old menSand and dust choked
89-9010The Catacombs of the Hundred Worthies (€)Hyenas, desert wolves, vultures, or other scavengersLush, maintained grass
9111The Tomb of the Saviour General (€)Unlicensed looters, cannibals, bandits or body snatchersPaved, stony
9212The Tomb of the Glorious ArchitectPlague bearers, infected refugees, lepers or other filthDried up, dead vegetation, dust
9313The Tombs of the Viziers (€)Lions, sand dragons, thorn crawlers or other predatorsIvy, marble ruins, trees
9414The Tomb of the Forgotten KingNecromancers, warlocks, witches or other soul-burned refuseRainforest, choking vegetation
9515The Temple of the Watching CatWorms, leeches, poisonous plants, beetles, grubs or other parasitesDate palms and ponds
9616The Tombs of the High Priests (€)Skeletons, mummies, walkers or other mindless undeadBlood-soaked ground, withering vegetation
9717The Temple of the SonFakirs, juicers, dreamers and other living deadWinding paths and plazas
9818The Queen's Mortuary TempleArchaic constructs, golems, clockworks or other never-living abominationsLarge dead trees
9919The King's Father's Mortuary TempleEaters of sorrow, drinkers of pain or other void monstrositiesThick with gravestones
10020Temple of the Dead God (+20tr, €)False god manifestations, risen false gods and other horrors of the Ebeteen mummified disaster of an afterlifeLich field strewn with mummies and skeletons given up by the ground

As the 'heroes' wander the quarters (hexes) of the Necropolis, most of it is covered common graves with little treasure (penalties to treasure rolls). Some of the areas contain entrances (€) to the Catacombs where, rumour has it, the richest treasures of the older God Kings are still hidden. Encounters list common creatures, terrain adds some flavour to the area.

DiaT Id-e: Ebet Necropolis Difficulties and Strangenesses


This table presents some difficulties, traps, weird tricks and, well, weirdnesses the righteous Ixian warriors will find in the Ebet Necropolis.

Roll d100Roll d20DifficultiesStrangeness
11Death ward on tomb protected by the Dead GodThe remains of a giant foot, only the letters OZ can be read
2-52An area cursed by the Ebeteen priests causing blindness, incontinence, hirsuteness, bloody flux or disfiguring boils and toads.A crucified and manacled headless corpse cradles its head and points to glory (35%) or ruin (65%)
6-353Shattered glass or masonry shards as caltropsThe writing's on the wall, in burnt blood letters 10 feet high.
36-754Loose rubble slips and slides underfootThe scent of orchids lies heavy in the air, disappearing when danger threatens.
76-785Dust swirls and obscures visionThe water does not reflect and heals any undead immersed in it as a cure light wounds potion each round.
79-816Monuments amplify sounds and echoesThe stone is friable to the touch, crumbling at the breath of the living.
82-847Vile stench of death and burning cause nauseaBlood red mists hang in the air, obscuring visibility and raising tempers.
85-868Fragile masonry columns and arches collapse easilyThe laughter of long-dead children echoes among the graves.
87-889Pit traps laid by the terrorist EbeteenCreatures slain in this area rise again as cowardly zombies after 1d4 rounds and attempt to flee.
89-9010Landslide traps in the ruins laid by terroristsWounds in the area simply will not bleed or heal.
9111A lair of venomous vermin or hungry flesh-beetlesDolls. Many, many heretical ceramic dolls.
9212A poisoned spike trap laid by some scum or otherA shrine to the demons of lust of the Ebeteen, including a trove of clockwork phalluses.
9313Gluttinous mud, pretty much quicksandAn astrolabe that plays ethereal music when the spheres align.
9414Surprisingly deep water may drown the unwaryA box of poisoned chocolates that cause rapid tooth decay.
9515Weak floor breaks under impact or weight, opening into Catacombs far belowA wall of wondrous glyphs that restore life to a withered limb when lamb's blood is poured on them.
9616Cursed ground where the dead wake when trod uponA magical fountain of waters azure that restores mana or spells.
9717A slide, Indiana Jones style, through the ruinA slab of preservation that draws the juices from a corpse, preserving it for later.
9818Level-draining ward on a tomb, clearly markedA clockwork goblin toy designed to amuse a dead princeling.
9919Electro-magnetic field wards with lightningA rock crystal obelisk that removes the heart of he who touches it, letting them fight to -13hp, but become unable to heal naturally.
10020The head of a medusa in a box is a petrifying experienceA skull carved with a map leading to the Sunken Chamber of the Purple Sand Octopus God


DiaT If-h: Ebet Necropolis Treasure Values, Scrolls and Wondrous Things


This table presents the treasure values present in a hex (in approximate % of xp required to level - adjust value to taste), the scrolls column represents spells that could be found, the wondrous things column presents a list of generally useless but beautiful and valuable mortuary goods that may be found.

Roll d100Roll d20Treasure Values (% to level)ScrollsWondrous Things
111d20%Akaula's Drinking of the Blood of the DeadAn eversinging bird of gold and clockwork.
2-521d6-1%Akaula's Control of the Pestilential VerminA silver teapot that boils itself and glitters in the sun.
6-3531d4%Shallit's Staunching of Wounds and Curing of FatigueA helm of bronze and crystal and ancient glyphs.
36-7541d8%Obat's Curing of WoundsA shimmering armor of blue scales and gilded tassles.
76-7853d10%Lakhim's Curing of the Diseases of the BodyA cup of clay filled that ever refills with strong, sweet wine.
79-8163d10%Shallit's Setting of the Bones and Purification of the TeethA flute of bone that sets the dead to sleep.
82-8473d10%Obat's Burning of the UncleanA lion steed of leather and steel and clockwork.
85-8683d12%Esbeen's Expulsion of Spirits and Curing of the SoulA mechanical hand that reproduces whatever is written with a magical pen.
87-8893d12%Akaula's Pestilential TransformationA glamorous crown that protects from sun and heat.
89-90103d12%Uzud's Servant of SandAn intricate clockwork eye that grants infravision.
91113d20%Vorhad's Reduction of the Living CursesA music box that plays the tunes of paradise.
92123d20%Esbeen's Words With the DeadAn axe of jade and ivory and electrum that destroys the unquiet dead and their nemeses.
93133d20%Uzud's Servant of StoneA book of glistening, wet parchment that can be erased and rewritten upon as often as desired.
94143d20%Akaula's Turning of the DeadA disembodied preserved hand that can play the strings of a harp.
95153d20%Lakhim's Restoration of the Petrified CorpseA pair of silk and silver wings that allow one to glide like a vulture bird.
96163d20%Esbeen's Animation of the Mummified DeadA marvelous toolkit of enchanted ivory, steel and stones.
97173d20%Uzud's Weapon of the Source of LifeA set of painted ceramic tablets of poetry.
98183d20%Akaula's Destruction of the DeadA translucent alabaster canopic jar of eternal preservation carved with cats and moons.
99193d20%Uzud's Exploding Flower of StoneA shield of stone and gold that is incredibly light to hold.
100205d20%Esbeen's Recalling of the Lost Soul and Reanimation of the CorpseA clockwork and ruby necklace that summons imps and tells the time.


DiaT Ii-k: Ebet Necropolis Curses, Diseases and Monstrosities


This table gives three lists of more horrible things to inflict on characters.

Roll d100Roll d20CursesMonstrositiesDiseases
11BlindnessA scarab with gold and lapiz armor and a petrifying bite.Leprosy, tzaraath, eczema or a mild skin condition.
2-52DeafnessA large rat with emeralds for eyes and dripping fangs.Rotting pustules, warts or boils.
6-353DumbnessA huge dog with a tail of stone and spiked steel.Sunstroke or severe dehydration.
36-754ImpotenceA mummy with bones of silver and sinews of red gold.Lice. The regular or the crotchety kind.
76-785Evercrawling LiceA sarcophagus with thirteen scarlet giant arachnid legs.Sand itch, particularly afflicts wearers of metal armors
79-816Delusions of Beautious ColoursA ghoul with the head of a lion and the arms of a minotaur.Pneumonia or dragonbreath throat
82-847BaldnessAn Ebeteen terrorist with a dagger for a tongue and lizard claws.Visitor gut (diarrhoea) or the bloody flux or dysentery
85-868Castration of the ImpudentA vile heretic priest with the tail of a snake.Dropsy or fluid buildup
87-889Eversinging Desert Spirits of SholothA desert dweller with no face and an obsidian blade.Liver, gut or heartworms
89-9010Tightening and Drying of the SkinA corpse of a woman who cannot die and calls all rats her babes and suckles them upon her bony ribcage.Consumption or tuberculosis
9111Rotting of the TeethA giant lizard all hollow and filled with gold rings and copper charms.Withering of the limbs, partial paralysis or meningitis
9212Evershivering Cold of the Dusty GraveThe front half of a fair-haired angel with the whole back of his body missing and hollow.Sandtoad or Fleshbeetle, eggs and larvae
9313Withering of the LimbsA statue with bleeding red eyes that always follow the shortest character in the vicinityGangrene or blood poisoning
9414Vomiting of BeetlesA headless horseman who whistles through his windpipe and rides a bone horse.Blindness or deafness or dumbness
9515Repeated Passing of the Stones of ContritionA dwarf with no beard.Demonic posession, epilepsy or other madness
9616Inversion of the FeetA bull with a human head that stalks the night, offering forgiveness and peace.Virulent inflammation or high fever
9717Kasub's Declaration "Thine Head Shalt Be Up Side Down"A cat with no fur and a human mouth growing on its belly.Indigestion or bloody terminal haemorrhage
9818Sloughing of the FleshA large dead tree that drips blood and flesh from it's drooping grey dead branches.The Slow Petrification
9919The Pillar of Salt Shalt Be Thine NemesisA pit filled with the chattering skulls of condemned Ebeteen prisoners condemned to stay chained to this world until their sentence is up.Dirteating plague
10020The Everfollowing Flame of HellA giant rough stone pot filled with crawling clattering hands with eyeballs in their palms.Deathwalker rabies


DiaT Il-n: Ebet Necropolis Armours, Weapons and Potions


This table gives three lists of nice-ish loot the "heroes" may find.

Roll d100Roll d20ArmoursWeaponsPotions
11Red chainmail of the Cult of Everflowing Life of EbetThe Eating Flame Unguent of ObatThe Weakening Bile of Clear Vision
2-52Crocodile skin and antler shieldThe Alchemical Grenade or Vial of PoisonThe Strength of the Divine Battle Frenzy
6-353Light linen and leather armour studded with brassThe Spear or DaggerKiller of Fatigue
36-754Light chainmail and boiled leather guardsThe Bow or SlingStopper of Wounds and Healer of Scratches
76-785Ebeteen ringmail with silver traceryThe Sword, straight or curvedThe Tremor Inducing Concoction Against Poisons
79-816Heavy banded and scaled armour with lacquered guardsThe AxeCorrect Unguent Against Parasites
82-847Heavy brass and clockwork armour with ceramic guardsThe MacePungent Sovereign Glue For the Reattachment of Severed Limbs
85-868Light armour of silk and spiderfish leatherThe Noble Hafted Axe or HalberdGlittering Drink of Heat Resistance
87-889Heavy tapered brazen shield of the Solar Guards of EbetThe Great SwordSustaining Drops of Liquid Ambrosia Against Dehydration
89-9010Ostrich plumed helm of the Midnight and Midday WatchThe Executioner's Great AxeDisease Curing Waters Diluted With Seeds Of Soluble Mercury
9111Porcelain armour of the Doll Throne GuardThe Snake Priests' StaffPaste of Tooth Restoration and Hair Strengthening
9212Spunwire electrum armourThe Golden Hollow Dagger of VenomTonic of Strength or Mind or Dexterity
9313Heavy coldsteel chain of heat resistanceThe Silver Bow of Burning PainSalve of Protection Against Draining
9414Glowing green shield of the Oasis Knights ResplendentThe Sword of Severing of the AccursedRed Wine of Protection Against Sorrow
9515A glass and ivory helm of the Clear Mind and Watchful EyeThe Axe of Glorious DecapitationAccursed Ebeteen Beer of Drunkenness and Villainy
9616Glyphed heavy tile and bronze armourThe Heat Wand of UrnumuBlue Jelly of Vital Restoration
9717Sand Octopus leather armour.The Thundering Rod of UrnumuGreen Jelly of the Virulent Toxic Kiss
9818Silver plate armour.The Searing Staff of UrnumuBlack Lotus Juice of Forgetfulness and Joyous Slumber
9919Golden chainmail.The Gleaming Brazen and Black Iron Maw of Shrapnel and DoomKingsblood Potion of Curse Cleansing
10020Jewel studded dragonleather armour.The Polearm of Divine Fire and Cutting of the Dead GodSolution of the Ashes of the Honoured Ancestors Providing Invisibility to the Dead

DiaT Io-q: Ebet Necropolis Tabular Grab Bag: Random Hazards, Crossing the River, Trying to Buy Stuff


This table is a poorly sorted set of almost random stuff dealing with the Necropolis of Ebet and Ransacked Ebet under the Just and Popularly Ordainer Rule of Ix the Ninth.

Roll d100Roll d20HazardsCrossing the River of LifeIs What You Want to Buy Available in Ransacked Ebet?
11Shade Marked - drawing blood will darken the sky and draw hungry ghosts.The God of Death drowns the handler's reason and he will try to drown all his passengers in a whirlpoolNo, and it might be illegal and you may be wanted by the authorities now.
2-52Noxious - disturbing the soil will unleash noxious fumes in the area.Boat handler is an Ebeteen terrorist and will try to mislead his passengers, increasing Necropolis dangerNo, and you attract the attention of some nasty cutpurses.
6-353Flammable - wood and refuse in the area may catch fire.Boat handler is grumpy and charges a princely 10 silvers a head.Nope.
36-754Crumbling - buildings, tombs and death pillars may start collapsing.Boat handler is kindly and charges only 10 silvers a head.Yes, but it's of shoddy quality or ridiculously expensive.
76-785Dust Bedevilled - raising dust clouds will summon dust devils.The boat springs a leak and must be bailed constantly to make it acrossYes.
79-816Hungry Waters - blood in the waters will summon Gorks.A small but valuable item is stolen by the boat handler's innocent looking daughterYes.
82-847Rumour Tainted - rumours of gold incite great greed in this areaThe boat handler tries to sell his brother's "handsome" wife to buy food.Yes.
85-868Melancholy - strenuous activity in the area provokes a melancholy miasmaUnless given a tip, the handler will alert Ebeteen cutthroats to the PCs location.Yes.
87-889Malarial - staying too long weakens the body and poisons the mindA voluble handler will chat and talk of treasure and offer rumours. All false.Yes.
89-9010Watchful Stones - motion will alert the Watchers of the DeadThe boat is stopped by Ixian inspectors, the PCs must show their Authorization of Reappropriation of Treasures Stolen From the People of the Two Rivers or pay a steep fine.Yes.
9111Vulture Marked - sleeping creatures will attack soul eaters and gold thievesThe handler has a lead on high quality alcohol in an Ebet taphouse ... And high quality wenches to hollow out the any purse.Yes, a superior version is also available.
9212Echoing - any noise in the area will echo and reecho for several minutesThe handler will sell his house out of desperation.Yes, a superior version is also available.
9313Weeping - any loss in the area will provoke inconsolable weeping and anguishThe handler is an Ebeteen nobleman in disguise.Yes, a superior version is also available.
9414Gaze Removing - memorizing or noting down what is seen in the area will turn the eyeballs into water.The boat is attacked by a riverine Sand OctopusYes, a superior version is also available.
9515Forgettable - staying too long in this area will begin eating away memories.The boat stinks of rot and decay, there is an Ixian body in the ballast hold.Yes, a superior version also available at the same price.
9616Great Magnetic Field - clashing metal weapons will activate a great magnetic field which will begin to turn living flesh into steel.The handler has fine fish to sell, though they may cause a worm infection or the yellow flux.Yes, a superior version also available at the same price.
9717Withering - fast movement or exuberance will activate an ageing and withering curse.The handler is dead when the opposite bank is reached.Yes, a superior version also available at the same price.
9818Blood Jungle - any blood spilled will bring forth blooming thorn vines and bushes to choke the ground.The handler jumps overboard in the middle of the current and is swallowed up by the waves.Yes, a superior version is available for a lower price.
9919Hazard of the Beasts - food left in the open will attract the Eater of the Hearts of the Unclean and the Evil.The handler can take the PCs directly to a Catacomb entrance.Yes, a superior version is available for a lower price.
10020Truth - attempting to pray in this area will result in the vile abominations of the Ebeteen gods revealing themselves to the character and corrupting his mind with lies.The boat sails through a shimmering veil into the Realm of the Dead, the Ferryman demands a tithe to release the PCs.Yes, and a friendly stranger offers you a magical version for free, no strings attached.
I will keep adding tables to this ... I mean, we're only up to Q ... there's still r-t, u-w and x-z to go at least.