Friday, November 16, 2018

30 Thieves-Guild Plots

The plots are roughly ordered in terms of their difficulty and scope. Roll 1d10 for a simple plot, 1d10+10 for a medium plot, and 1d10+20 for a master plot. 1d6+10 for plots against rival guilds.

30 Thieves-Guild Plots
[1] The local lord is having a ball, and has left some barrels of his wine in an unsecured place. To avoid him coming down on our whole organization; just siphon half of his good wine and cut what's left with cheap stuff. All his guests will think he served them cheap wine; we'll throw a party with whatever we take.

[2] Steal a bag of fresh magical flowers from a local witch. They're not magic, she's not a witch. She has been harassed by several local bandits recently though, and she DOES have a loaded crossbow under her bed and knows how to use it.

[3] There's a “civilized” goblin in the next city over. The guild thinks he's got some of his feral cousins in the basement; let them loose and ruin his reputation for good.

[4] Two groups of mercenaries fight for two squabbling brothers who have endlessly warred over some worthless gravel. Sneak into one of their camps and paint some of their color-coded team equipment the wrong color.

[5] Do the old flip the arrow signpost trick to get travelers to go down the highwayman's path. It's only after you spin it do you remember that the letters don't magically mirror themselves, and now there's people coming.

[6] Local Wizard apprentice misplaces scroll; offers reward to get it back secretly, hopes not to awaken wrath of Wizardly master. Guild wants to replace scroll with a convincing fake and find the real one; random gibberish runes should be enough to fool a dumb apprentice, right?

[7] Hide a bottle of perfume inside a Knight's helmet; when he goes into battle the bottle will open over his head letting the guild's informants know which of the captured nobles in this battle should be smuggled out before they are ransomed. The knight owns many suits of armor, displayed down a long hallway.

[8] Release this extra strong sleeping gas in this rabbit burrow- we'll lie to the groundsmen and say we stole all the rabbits. Hopefully, he pays us to “bring them back” before the rabbits wake up.

[9] You're tasked to deliver a hidden message detailing plans to kidnap and torture a young prince. The plans are fake, and a diversion in the event you are caught, as you are bait for the real heist team working across the city.

[10] Starting a protection racket on the low side of the city- the actual lord that owns the land needs to be kept in the dark about it.

[11] Sneak into the Fighter's guild and grab the magic double blade.

[12] Sneak into the Fighter's guild and copy down the secret runes on the edge of the magic shield that's hanging up on the mantle. The shield is also called “The Shrieking Shield”. Good luck.

[13] Sneak into the Mage's guild and steal a fairy in a bottle.

[14] Poison the garden of one of the top members of the Mage's guild. It's in his backyard, the gargoyle is secretly animated as a protector.

[15] Secretly reveal the names and faces of 1d6 members of the Assassins guild to the public. Obviously, they'll come after anyone who reveals this, which is why it needs to be done secretly.

[16] Magic earrings belonging to a member of the Assassins guild; collect shadows on your frame and grants +1 stealth at night. Grab them. You don't get to keep them if you want to stay in the guild, obviously.

[17] There's a portrait in a nearby castle with gold hidden in the frame. You have to repair and hide any damage you made to the painting to leave no trace of your theft.

[18] Steal the diamond from the Queen's wedding ring. Not the whole ring, just the diamond. The ring is gonna pop out of a fanfare machine when she marries again; we want her humiliated when it comes back with and empty socket.

[19] Mercenaries are coming back from a war, their larder fat with coins. Sneak into the heart of the camp and steal several chests filled with bars of silver; to be dived among the soldiers.

[20] Silver Harp stored in the bard's college. It has magic, and is said to repel werewolves. Anonymous buyer wants it in two weeks before they travel to a werewolf infested forest; maybe you could figure out who it is?

[21] Steal the voice of a famous singer; lock it in this magic box. The tough part will be getting her to sing; maybe she talks in her sleep?

[22] The Thieves guild has managed to procure a key to an underground dwarven treasure vault. The problem? The key weighs a ton and is made of stone, and is bigger then a man. You have to get it down there, but you'll get a large cut.

[23] Steal some golden ankle bracelets from a sultan's palace. Thieves guild did not know that the palace was recently taken over by a cruel dijin and his servants; now it's a dungeon.

[24] There is a dragon being situated in a huge city. It's a surprisingly reasonable beast; part of a campaign to improve relations between the dragons and two legged beings of the world. It's brought 1/50th of its hoard with it in its temporary city lodgings. Steal that; and get out before the dragon burns the city down thanks to you perpetuating an interspecies war.

[25] Steal the silver sword of a legendary swordsman. He's a wandering hermit now, the sword is his only possession and never leaves his side. He's also a 9th level Fighter. Good luck.

[26] There was an arrow with a blue ribbon that was fired from a bow that just barely missed the founder of the thieves guild. He tells you to go find it in the godforsaken jungle where it was fired. It has no magic properties or value beyond what is sentimental, a little piece of history.

[27] A new alchemical reagent and a process for exploiting it has been found; it's a common material that even a layman could form into a simple engine and use to create useful machines. The theives guild has their hand in all current mechanical and energy businesses, so you need to steal that research and destroy it. The inventor himself has already created a few androids filled with the stuff, who can blend in with normal humans with blades hidden in their skin.

[28] Steal the head of a calculator golem from the world's most famous inventor. It's attached to a wooden body with iron gears and pistons, but the head is studded with gems and gold. It's valuable, but the golem is “alive” only as long as its head is connected to the body, meaning it will be killed if you take it. The golem is self aware and doesn't want to die, but the thieves guild didn't consider this job a forbidden assassination.

[29] There is a gallery opening in a city; nobles are coming to bid on the collections of a mad prophet artist, who created beautiful paintings that have all come true. Steal the collection in a grand heist. There is a 1 in 4 chance one of the paintings shows the thief holding it, making away from a busy city with a square object tucked under their arm...

[30] The God of Stars has a high priest who has collected one hundred crystals from the heavens that have fallen down, and is about to give them back up. Steal them first, and create a black spot in the sky where a star should be. The crystals aren't stored on Earth, but in a flying palace in space, with astral guardians and moon beasts as its guards and hounds. How will you get up there?

Wednesday, November 14, 2018

20 Surpries to find in your own Mental Labyrinth

Powerful psionic abilities or high level spells may allow people to access the “mental labyrinth” or mind maze of different creatures. This is a physical manifestation of their mind on the astral plane; a combination of their thoughts, memories, emotions, fantasies, and powers. Normally; entering your own mental labyrinth feels natural and calm. But something is out of place.

20 Surprises
[1] Covert group of psychic vampires, gambling on the outcomes of the fights between creatures in your mind made of your worst fears.

[2] Repressed memory of alien abduction. Strange creatures from another dimensions marked you and cast strange “spells” on you.

[3] Your secret talent, gathering dust in a corner. It's for an activity, game, or field that you never expected or didn't even know about.

[4] Your secret talent, built into the walls and floor of a room; hidden in plain sight. It's not a secret at all, your talent is everything you're already good at and do but don't appreciate yet, dummy.

[5] Brain bugs. They're like little ants crossed with beetles, and go about inside your mind gathering unused memories and neglected thoughts and making them into nest tunnels, food, and shaping them into wings for their next mating flight. Seems alarming, but 90% of people have them. You catch this parasite by watching someone else be forgetful, in which case you start being forgetful too because of these bugs.

[6] Your next major personality shift, gestating in a larva. People change sometimes, and in the same way your body replaces your entire skeleton multiple times over your life, your mind replaces your entire personality as well- except these shifts are much more dramatic.

[7] The location of an item you have forgotten. It's in a jammed lockbox; drawn on a map. It's so obvious now that you see it in front of you.

[8] Dusty old relic, it's a significant item from your past life. You have no idea what it is; but you know it was either used to kill you or you used it to kill someone else.

[9] Your favorite dog that died when you were a kid. It's formed from memories and puppy love. As long as you venture in your own mental labyrinth, the hound will stay faithfully at your side.

[10] Your muse; a crumbling statue of feminine beauty. In its hands is a half written verse, a half drawn picture, or a harp gently humming a half imagined song. Taking close inspection of the muse will grant you artistic inspiration.

[11] The Dreaming fish. It's a fish you have been dreaming of, off and on again, for your whole life. It's been forming in your mind, somehow, and is as close to alive as a not-real thing can be. It harbors no ill will or loyalty towards you, it simply wishes to swim out into the astral plane. The fish itself appears as a colorful tropical fish with supernatural powers crossed with the first thing you imagine when someone says “Fish”.

[12] The spy for the local lord or head of the thieves guild. Sent in this sneaky magician to comb through the minds of the sleeping common folk; to see if rebellious plots are brewing.

[13] Your spirit animal. It can speak, but only too you, and gives you guidance. Whatever type of animal it is; you possess both its good and bad qualities. Spirit animals can also join you on your quest through your mind, as a magical guide capable of casting spells and making a bit more sense in your randomly shifting brain labyrinth.

[14] Repressed childhood truma. The censors and manifestations in your own mind are towering and dark, while you are weak and scared.

[15] Nostalgia room. Some of your favorite things locked up in glass and gold cages. There is not a speck of dust The room has a new coat of paint on it; you liked the old color better. 1 in 6 chance that any missed attack vs mind entities in this room breaks open a case and the object within turns to dust. You lose your appreciation for that thing. Nothing new comes along to replace it either.

[16] Well of experience. Literal stone well. Can pull up a bucket full of shimmering gold water to see images of lessons you've learned and skills you've mastered. Drinking from the well grants +1 level for 1d4 exploration turn to anyone, but causes memory loss and experience decay of the mindscape's owner

[17] An altar to the God your character is most aligned or devoted to. Next to it, is a little cartoonish version of yourself with angel wings and a halo, who is like your guardian angel to help you follow that god's teachings. Can't fight but can turn undead as well as a Cleric equal to your level. Will only do it if you somehow have undead inside your brain for whatever reason.

[18] Spell, visualized as a swirling mass on the end of an arrow on a cocked bow with a tiny scroll attached. The scroll has a magic word that will release the spell when spoken in the real world. Kind Wizard must have stowed that spell inside your head when you were young, but you don't know what the spell is. Look at the energies and the incantation for the best clues.

[19] Dead bodies of people you've imagined killing- subconscious projections. Your guild master, fat local lord, annoying village drunkard, etc. They're stinking up the place.

[20] A philosophical epiphany that you aren't supposed to have yet. If you grasp it and understand it, 1d4 Erasure Angels will appear within 1d4 days to fight you. If they beat you they'll just wipe the memory away instead of killing you, and they are dangerous foes in combat. The epiphany is supposed to be whispered to your child on your death bed; then they will spread its message and cause a great upheaval that you are not destined to live to see.

Tuesday, November 13, 2018

Mana Crystal Generator

Color-
Roll a “Full” Color or 1d12 on the Random Color Table. All Crystals glow in the dark. Black crystals make things darker instead.

Crystal Shape- 1d6
[1] Wild, jagged. Like a geode. Heavy.
[2] Ruppee shape from Zelda.
[3] Cube. Power level of crystal determines how straight and flawless it is.
[4] Diamond cut. Found just laying there like forgotten treasure.
[5] Long, pointed pillars from where they are found like spikes.
[6] Tiny pearls. One “crystal” is a large handful.

Shine- 1d6
[1] Dull, none. Looks like colored glass.
[2] Translucent
[3] Sparkles when hit by a natural light source.
[4] Prismatic.
[5] Mirror like.
[6] Energy inside; trapped lightning bolts or roiling ethereal flames.

Source- 1d6
[1] Natural. Found in natural areas that share its color and aspects. Flaming red crystals found after a forest fire, dark black crystals at the heart of caves, etc.
[2] Cultivated. Grown in beds of painted sand, exposed to different magical winds. Collected and solidified by fractal beehives, lived in by unseen ethereal insects as a waste product.
[3] Otherworldly. Mana crystals not natural to this plane, must open portals and gateways to other dimensions for short collection trips. Releases monsters into our world. Everyone hates Wizards.
[4] Necrotic. Found in long standing graveyards, the sweat of the dead. Found in the bones of ancient beasts and in the tombs of the old gods. Old bodyparts take on new life.
[5] Monsters. The energies of monsters and dungeons create these crystals, self forming around their alignment to chaos, grows from the rock and refuse. Grows on the back of golems.
[6] Domestic. Found in city gutters or farms. Farmer kids pick them when they weed the crops and trade them in for sweets to local Wizard academy.

Stability & Phenomenon- 1d6
[1] Crystal is very stable. Could be used as a desk ornament.
[2] Moving it through the air makes a light ringing or whooshing sound.
[3] You can hear the crackle of arcane energy if you hold it to your ear.
[4] Gives off some heat or ambient energy feeling, glow is bright enough to penetrate bags.
[5] Electrically charged; touching it releases bolts of energy of its color. Handled with tools.
[6] Hisses, pops, gives off colorful smoke. Minor haunting occurrences nearby.

Power Level- 1d6
[1] Very weak. Must be massed to power an arcane device or cast even a cantrip. Plentiful.
[2] Minor- used as spell components for minor spells or to power trinkets.
[3] Average. Useful to power serious arcane contraptions or hooked up to help with spellcraft.
[4] Above average. Can be worn as a powerful talisman, or destroyed to release energy surge.
[5] Powerful. Centerpiece of an arcane laboratory. Not consumed to cast regular spells.
[6] Extremely powerful. Capable of many great feats of magic without depletion. One of a kind.

Monday, November 12, 2018

Voltaxic Sulphite

Voltaxic Sulphite is a special material used to power machines and create forms of light that can penetrate supernatural darkness. Anyone can harvest a vein of it, but it causes insanity and madness the more you interact with it. Special gear can reduce the damage it causes you, but the Sulphite will eventually erode away your senses.

Every load unit, or a lump of ore, can be used to power a machine for 1d6+4 exploration turns or sulphite torch. If the machine gives off light, the light created by the machine can beat back supernatural darkness, and can destroy creatures made of or partially dependent on darkness to survive. Storing or harvesting each load of ore will force the user to make a save- fail the save and gain 1d4 points. You get +1 to the save for wearing thick gloves, boots, and a gasmask each. If you're wearing all the protections and are skilled with the sulphite and mining operations, you only get 1 point maximum from a failed save.

Voltaxic Sulphite Madness
Every time you fail a save with the sulphite, you gain a point. The more points you acquire, the worse your symptoms get. You get all negative symptoms of lesser levels as well as the one on your current level, added together.

1-4 Points- No Effect
5-8 Points- Reduced saving throws vs mental effects and spells by -1
9-12 Points- Reduced all saving throws -1
13-16 Points- Per day 1 in 20 chance to have a minor hallucination, hear a voice, or seize up for one exploration turn. Lose -1 Charisma.
17-20 Points- Per day +1 in 20 chance to have a minor hallucination. Reduce all saving throws by -2
21-24 Points- Obsessive compulsions towards gathering or studying Azurite ore. Lose -1 Charisma.
25-28 Points- When you take more then 6 damage at once from an arcane or magical source; you have a major hallucination. Causes panic or unhelpful behavior.
29-32 Points- Per day +2 in 20 chance to have a minor hallucination. Can happen multiple times per day; roll again after each hallucination.
33-36 Points- Lose -3 Charisma. Impossible to have normal conversations without someone noticing your madness and awkward behavior.
37-40 Points- When you take 2 or more damage from any source you have a major hallucination. Compulsion for Azurite becomes more severe, and you must restructure your life around acquiring more of it, such as tricking or bribing others into helping you.
41+ Points- Every time you gain another point of madness, lose -1 maximum HP and roll to have an episode where you go insane for 1d6 days. If you die from Sulphite madness or during an episode, you do not die normally and instead become a totally insane madman, haunting the Azurite mine.

Saturday, November 10, 2018

20 Methods of Asexual Divine Reproduction

Ancient Elf Myth- Infertile Godess overjoyed to find baby deity born from her hair
[1] The Goddesses hair twists and ties itself into knots. Eventually, it formed a baby tangled up in the hair, who had to cut its way free before it was strangled.

[2] This God was busy digging an entire valley into the rocky earth. He wiped the sweat from his brow, and the droplets from his labor formed into a newly formed deity.

[3] The Gods decided that they needed a new God- this one specially formed by committee. They drew straws to see which God or Goddess would be burdened by the creation process.

[4] This Goddess was looking through her jewelry box, and found a particularly shiny stone. She rubbed it, and it split open. It was actually an egg, holding another deity!

[5] This God was writing a play for the heavenly theater- and one of their characters was so well written they came to life. The rest of the play doesn't really work without them.

[6] The divine treasury is on fire! After rescuing most of the valuables; the molten precious metals pooled together and a young godling sprung from the mess.

[7] A few angels have worked their way up the celestial ladder into minor deities and greater spirits of nature; but one proved themselves so much that they earned the right to reincarnate into a high God.

[8] This Goddess had a pet shark who she overfed again and again with her human sacrifices offered to her by her subjects in the mortal realms. The shark got so fat it burst open, and a young godling emerged from the gore and viscera.

[9] Once, one of the divines was constipated for 101 years. You get the rest.

[10] The God was thirsty, so he drank. And yet he was still thirsty, so he swallowed an ocean. Then he was STILL thirsty, so he sat at the edge of the world to gulp down the firmament. Right before he did, he realized there was someone in his throat drinking all of the water before he could; the baby body of a newborn Godling!

[11] This Goddess misplaced her tools one day, while helping create the world. This tool built itself a body, and became one of the Gods.

[12] This God was cut from the foot of another; he was once a blister formed after taking their usual patrols around the edge of infinity. Despite being newborn, knows everywhere like the back of his hand, because he's been there before.

[13] Around the pillars of creation, there was a voice that would echo. The voice got lonely, as only rarely would the Gods come to talk to it, so eventually it gave itself legs so it could come and join them. This became the new Godling.

[14] This Goddess had three breasts. She was uncomfortable, so she had one removed. This was a new Godling, budded from her bosom.

[15] The first magic spell cast by a powerful God wasn't successful. It's effects were bundled up in a little divine child entity, which was now one of the Gods.

[16] Ancient beasts tried to learn and talk as men, even more so then now, and as such they formed a pygmy being from straw and mud. This God-child was taken under the wing of one of the Gods in secret, to raise as a true divine instead of a flawed creation of ambitious beasts.

[17] This God cut off a finger and ate it. A few months later, they gave birth to a new God, the finger became a divine entity inside them.

[18] This Goddess trained her muscles to become stronger. When she got so muscular, the males Gods started to get jealous, and sliced off her muscles in her sleep to make her slim and lady like again. The severed muscles formed into a new and angry little Godling.

[19] This God was supposed to be born as twins, but ate its rival sibling in the womb. Now, many years later, it returns by exiting the God's body as a newborn infant, though it's technically the same age and position in the divine hierarchy as its “sibling”.

[20] An entity once went fishing and needed some bait. It took a hunk of its own flesh to try and catch a fish, but the hunk of skin turned into a being all its own and had to fight off several hungry monsters and hold its breath before anyone knew it was one of the Gods.

Thursday, November 8, 2018

Master of 23 Men

Master of 23 Men - 4th level spell
This spell requires a small platoon of 23 men. The caster does not necessarily need to be a man, but having short hair, masculine dress, and being referred to as “sir” by the men is important to keep the spell from backfiring. All the men cast in the spell must be willing or coerced into serving, chain gangs and threats count, but outright resistance or owning a slave in chains doesn't.

When cast, this spell grants a magical connection and power shared between the group of 23 men. These individuals become able to sense when the at least two or three others are in danger at the same time from the same source, so a single sailor drowning in the ocean may go unnoticed, but a small squad getting attacked by sharks would be felt by all the men. This sense gives them a location sense as well as +1 to all attack and skill rolls to aid the men in danger. All healing spells cast by any man of the group by any other, or especially by the master, grant +1 to HP healed. Fate constantly intervenes to keep the group together, and working towards the goal of the 'Master'.

The 'Master' of the 23 men is in a dominant position over the others and must be the captain, commander, or leader of the group. Whatever 'purpose' they are seeking when this spell is cast, the group as a whole must move to accomplish that goal. The Master gains more power over his charges then the reverse; they can force individuals of the group to tell the truth, to resist the urge to run away, and can somewhat alter causality to force wayward or rebellious members to be returned to their posts or punished by fate in some way until they comply. The Master also gains the power to absorb 1 hit point from any given member of the group per day to heal themselves, or to power some arcane spell. In normal play when 1 hit point is recovered per day, then the victim of this spell is kept in an endless state of injury without bedrest or the master ending their draining effect. The Master can also force any of the men to fight for him or defend him, even stepping in the way of arrows or a charging beast to take the blow, which the men can only resist the urge with a successful hard saving throw.

This spell is also necrotic, and the need to finish the goal of the Master's aims goes beyond death. The men who die during this expedition or march will rise from the dead in 1d4 days as ghoulish undead- most of their personality intact, but with a horrible sense of unease and a slowly decaying body and spirit. They are indebted to and must labor until the job is done. Once the job is done, all the men who died will die for good when the spell ends, their bodies finally returning to dust.

The spell can end in three ways. If the Master ever intentionally kills one of the men, if at least 12 (majority) men agree to kill the Master in a mutiny, or if the entire group finishes the Master's goal. Rarely, the master may also die to end the spell early, but is unlikely to do so without a Mutiny due to the Master having a small army of men and magic to keep themselves alive. Due to the nature of this spell, there are times when the Master may keep the group together longer then necessary to keep his power over the group, inviting mutiny and disaster, and there are times when the men force the Master to continue his mission long after it is done, to keep them from falling apart in undeath. This spell is the source of most cursed pirate vessels and eternal legions within the Earth, still fighting a campaign in the underworld that will never cease.

Monday, November 5, 2018

50 Unfathomable God Appearances & Forms

[1] Select a random animal. The Elder God appears as a seemingly endless series of back ends of that animal, connected together like a massive centipede, going up a spiral staircase that extends deep into the sea and going up beyond the stars.

[2] The God appears as a vertically stacked cube and cylinder, always projected on a flat surface. The cube and cylinder constantly rotate in random angles and pivots despite being a flat picture, giving a too-real sensation of the 3rd dimension, and anyone who touches that surface “falls in” behind it, never to be seen again.

[3] The God doesn't appear directly, but instead appears on the afterimages in your mind, as though you just stared at its magnificent light. Each afterimages changes after you blink, and all hint at some kind of massive hidden complexity behind the abstract blurry forms you can “see”.

[4] Massive hairy beetle. The beetle is invisible. You “see” it in negative space, based on the dust that swirls around it, snow that crunches under it, and fog that refuses to touch it.

[5] When this God manifests, tiny spheres of material are gouged out of nearby nonliving physical matter, usually stone, wood planks for houses, corpses, etc. These tiny spheres gather in the thousands and arrange themselves in a large “field” of debris, with each sphere floating nearby and around others, and some larger orbs ignite themselves into boiling balls, while other larger orbs seem to “draw” other orbs downwards in position in the otherwise flat field of orbs. This is a model of the universe and space-time, to which no fantasy character could or would understand.

[6] This God only appears at dawn or dusk, or in imagination which manifests at dawn or dusk. The entire ground shifts to a 45 degree angle towards the sun, and up from it rolls a massive gray translucent orb, with a black mist within. The black mist only allows a pinhole of light from the setting or rising sun towards you, and speaks with the inevitability of the coming winter.

If you anger this God while it manifests like this, it will tilt the Earth further to a full 90 Angle to force you to fall into the horizon.

[7] There is a man strapped in a large operating chair. The doctor has split his skull open to deal with a problem in his head. The man's brain is bright red and swollen to about double its normal size. The folds on his brain are extremely complicated and fine, some of which make up symbols of words or even draw geometric spiraling patterns. The God is in this brain, or takes over a brain, to manifest and speak.

[8] There is a man in a market. He has a massive pile of gold coins and jewels, and is on his knees. He pathetically clutches out the heels of nearby merchants and townsfolk; offering all of his treasure for a single grain of rice to feed his starving daughter. Everyone is laughing at him, or passes by quickly and ignores him. The God speaks through a toothy mouth inscribed on a coin, with no other features or details.

[9] There is a man who is dead. You killed him. The God can speak through any dead man, but you need to pull out the corpse's organs first, put in a neat little pile on the body's chest, making room for the voice from behind him.

[10] Long haired creature from the a far away desolate place. It has a face like a flat-faced cat, with two glowing glows, curled horns, and hair that flows without letting you glimpse the legs. It's tail is chitinous and stumpy. Every minute, the eyes glow brighter and conjure tiny versions of the creature as big as mealworms on whatever surfaces the light illuminates, the creatures flee for cover as soon as they are spawned.

[11] This God appears or projects in a room. The room looks like a normal room of a low ranking noble; with a bed, a few luxury items, makeup, books, and perhaps a child's toy. But everything in the room on closer inspection is made of hair; tightly woven and colored to match whatever object it is copying.

After leaving the room or the projection ends; you will find your hair styled differently, tied into a knot, or brushed and cleaned. You also seem to have lost a few hairs or a small clipping, which the God keeps for its own collection.

[12] While the God manifests, the colors of all objects begin to “grow” and extend beyond the surface of the object. Each color goes in a different direction, and while the growths are not physical they can still block your vision. Black terminates inward, while ever other color has a direction, with similar colors having similar directions. When the god speaks, the colors fluctuate wildly, and only when it leaves do they return to their objects fully and simply stay where they are supposed to.

[13] The God appears as a small bright floating orb, and as it speaks its shape changes to mimic the shape of whatever it is mentioning. It moves very much as a train of thought, and if inbetween topics the form will be some kind of thoughtless chimera between the two subjects.

[14] Massive sea cucumber like beast, expels forth a castle and knights from its vent, made and tethered to its fleshy form. Among them is a high priest of the beast, which is just a physical manifestation of the God itself, that lives in the bowels of eternity.

[15] In it's presence, all verbal communication ceases. Instead, the surface level thoughts and emotions of all present manifest as a swirling mist with images, sounds, lights, and other sensations within each. The thoughts of each person and how they view the being make up what it is, a bubbling mass that changes as the viewer interprets it. It always has a aura of power around it however, and the mass is backlit by a glowing light.

[16] It's inside a gourd or large fruit, but the gourd is spinning. On the inside of it, is another spinning gourd and so on and so on. Every few seconds the gourds rotate into alignment, allowing the rough cut hole of each to peer all the way into the center, which is millions of layers deeper then it should be, like at the heart of everything, a deep pink light spills out from within the labyrinth, a hidden depth in all things.

[17] The God appears as two beings, round stunted blue creatures with long hands and short legs. They have lidless eyes that stare wetly, and the space between them is filled with dark lines. Their image is blurry and unstable, as though this mere illusion is a close approximation of their form, but not what they actually look like. They can project their appearances anywhere in the world at the same time, but are physically on opposite ends of the universe, and the projected images can never cross paths or touch. If the two physical forms of this thing ever touched, it's full power would be able to enter this universe and rend it apart.

[18] Entities appear in a ring that floats out an angle, towards the listener, away and up, and then back down again to the closest projection. They spin slowly, and the entity appears as a naked woman who begins as a baby on the farthest point, ages to a fully figured adult, then becomes a crone and becomes dust before the dust reforms as a baby again. Each copy of the entity is in one stage and changing as they rotate, meaning as soon as the adult one speaks it moves along and becomes old, while the younger one comes close to speak again before continuing the cycle. If anyone in the party has magical vision or clerical spell, they can tell the woman is actually being born, grows, ages, and dies as normal, and every few seconds this entity releases a wave of energy from both the death equivalent to necromantic abilities that requires the death of a being to be used.

[19] The entity appears as a black sinuous mass floating in the air, roughly diamond in shape, it's ending tendrils gently twisting and untwisting from top to bottom again. Nearby, all dead things blossom open like flowers on their appendages; the skin on hands and feet rip open to reveal flesh, then sinew, then bone, then the bones split open to reveal marrow, and then the marrow splits to reveal some new substances going in a random order; a glass crystal, a leafy parasite, a skin like paper, black granite, and then the black sinuous material the mass is made of, which will connect via long strands towards the unraveler entity to join it in endless twisting.

[20] The entity appears a bipedal shimmering light, with no other features appearing beyond a suggestion of wings and a tail. Within a 10ft radius of the being, no movement is possible. Dust motes stop in midair, the tips of weapons cannot be moved, and people are unable to move, speak, or do anything at all. Their perception of time is the same, they just cannot move even a single atom. Everytime it flies through the air on its magic wings, it causes a great split through the clouds and skies, and brings great storms from its disruption and thunderclaps when it lands.

[21] An aggressive collection of hand-shaped leaves cover this area, blown by a strong and focused wind. The leaves grasp and fondle everything in reach, and hold down living creatures with a tight grip, as though keeping them from trodding on even a single one.

As the wind blowns onwards, the leaves fly away along with it, the wind itself perhaps being the entity's manifestation into our world, or merely a herald of something greater. Sometimes, the leaves pick up a small object in their hands and take it.

[22] This God appears as a wind up doll, small and insignificant, that you are supposed to carry with you as you trod it's domain. It's domain is a huge storehouse, filled with hundreds of shelves of gleaming treasures and oddities. Everything here is polished and cleaned without a speck of dust- winding up the doll will let it give you a message that sounds prerecorded about the oddity, but always tailored towards your party in such a way to evoke jealousy or envy.

The shelves have golden walkways suspended between them, as the actual floor of the place is covered totally with the bones of slaves, which can occasionally be seen swimming among those bones, worked without food or break until they are undead, and then worked as undead until the joints between their bones rot and burn away from overuse and fall useless to the floor.

[23] Chorus of songs drawn in and out of this vibrating thing; each sound adding to its bulk as though an unliving frequency pulsates within. This Elder God is of such a magnitude in weight that you almost feel the ground itself sinking towards the unliving statue of red marble. All the sounds and songs it gives off feel like they're sinking.

It's name is spoken in a sing-song voice, and you cannot pronounce without singing the name yourself, and losing your voice for 1d4 hours as it takes it away. If you touch the statue, a pulse goes through you and makes you weigh an uncountable burdening heaviness; you instantly sink into the earth and die hundreds of feet below the surface.

[24] The sky within a sky. Out to the ends of the horizon, you see another horizon beyond that, with strange colors and clouds and a twin pair of setting suns. It is only night once every twenty thousand years there, and only at that time does this God leave its nest to prowl that world. It has learned that our world has night for half the time, and it is very interested in coming over to gain freedom.

[25] There is a splitting and rumbling of thunder as a humongous beast appears, larger then anything you've ever seen. It is as tall as a mountain, and has an almost spherical head with pointy fangs jutting from the bottom, a neck that looks impossible thin and flexible, with a black hunched over body with joints closer to a man. Around its neck is a bit of blood red leather, and a bit of it extends upwards into the sky. This is not the God, this is it's pet.

[26] This God is a yellowish pale figure, with 18 arms atop a stick thin frame, with 18 eyes along its otherwise featureless pointed, wedge shaped head. Every moment it breathes a cloud of mist beneath its hands, and a scene appears copying a moment from before rendered in clay. The PCs will almost certainly see copies of themselves among them.

The God nervously fumbles with the figures and terrain, moving each by fractions of an inch and barely changing postures and pulling weapons just out of the reach of foes and opening backpack folds and so on, as though changing the past retroactively for some subtle manipulations towards the future.

[27] While it speaks to you, this entity casually reaches into the sky to pull out stars, swallowing them whole with a satisfied slurp.

[28] You will only ever see it in a hallway. It appears like a calcified Minotaur, constantly crumbling with each step. It's head and horns shift between different horrified expressions, and occasionally its body changes to something totally different as the old one crumbles away. It has never reached the end of this cosmic hallway, and if allowed to, it will willingly trap you in the hallway as well.

[29] It wishes to be known as a healer, and has white wings that outstretch to comfort and hold close the suffering ones of the world. It performs surgery with a crooked clawed finger, and while it does heal, it never does so without alterations and leaving behind parasites and foreign objects in the wounds it binds.

[30] There is a pair of scaly, thorned legs. The point where they meet is topped with an iron spike, similar to a juicer, with 19 slopes down the side. This spike is adorned with a severed human head, which speaks as the envoy of the God itself, but the heads are disposable and quickly lose all their liquids, shriveling and becoming the useless gray deflated sacs littering the floor.

[31] Massive, wriggling pile of snakes at the bottom of a pit or lake. They crawl on top of each other, but a giant bump or hill forms from beneath them, the God itself, also very serpentine. It's mass hints at something truly gargantuan.

[32] Generate a Statue. The God appears not as a statue, but as a glowing aura of light with random effects, symbols, glows, pulses, and spectral beings and creatures appearing around the statue, trying to find the perfect combination. Every few minutes, it destroys a statue in anger before moving on to the next one, trying to make a masterpiece.

[33] Glass window of an unusual pentagon like shape. Tapping on the glass causes a heavily distorted humanoid face to appear in the window, a random but equally terrifying expression each time it appears. The face is an eldritch being taking a peak into our realm, trying its best to create a facsimile of something we'd recognize.

[34] Everything in the room feels heavy and pressed downwards, including yourself. Fabrics cling low as though soaked with moisture, moths cannot fly, and simply stretch out on the ground hoping for reprieve. The God itself is a fat and repulsive thing, its faces hidden under the rolls of its fat it must lift with anemic fingers. The majority of its weight isn't in this dimension, it's above, pressing down on everything nearby, using our world as a seat.

[35] It is a battlefield. Millions of lives lost, endlessly fighting in a pointless war. The weapons are alien and horrible; cruel executions and torturous deaths await those killed by the weapons, and prisoners of war have even worse horrors to endure before they will also be slain. The mangled bodies on the ground cry out for help and family as they suffer and drown in the sea of blood. The God pulls a lever, and a tiny red grain of sand falls out. They sit on a pile of sand. They demand more, as they pull the lever again, and a new war begins.

[36] It looks like a corpse, dead for a long time. From each hole and long bloodied wound, a multitude of arms reach out to feel around it's body, crab like claws extending impossibly far from the creature's mouth to snip off these arms who get too rebellious and reach outside of a blue circle, drawn around the god in chalk. Each severed arm becomes as a mist, which makes your breath heavy, as though you're infected with something but no symptoms come.

[37] This god appears as an aura, the same that appears around the soul of a living creature. The aura is roughly ovoid in shape, but invisible to the naked eye. If slain through magic or a magic weapon, the aura fades and dies with the exact same wave of deathly energy as killing a person would. The God can immediately replace the aura; it has unlimited souls and feels no remorse or pain as they are destroyed.

[38] Every inch of this thing is covered in different colored paints. Some of the paint drips from the ceiling, some is splashed on it from buckets and jars nearby, others from seemingly endless paintbrushes the god holds in their graspers. Every time a new layer of paint is applied to part of the thing, it changes its shape. When one arm is dunked in blue paint, it becomes as an elephant's trunk. When a red drop of paint drips on a “shoulder” from the ceiling, a spike grows there, as though just revealing another feature of the creature that was invisible without that paint. It's true form is impossible to determine as each color changes its physical nature as though just painting over what was already there.

[39] The God exists in another realm, through an ice coated window. Even with the constant flow of ice, the window feels hot and heat is billowing out. Hundreds of miles away, you can see a burning star melting from the intense heat of being nearby the God.

[40] There is an empty throne made of suspended lights. Each elegant crevice is stuffed and overflowing with diamonds, and a quiet murmur of angelic singing can be heard in the background. This God knows everything you have ever done, and you feel the pure, bottomless terror realizing that you have been judged unworthy, and nothing you can do can ever change your sentence.

[41] The God takes the form of a taunting and teasing child. It holds a golden cord in its hand, which reaches far into the air. It's connected to the sun. If the God pulls the cord hard enough, the sun will go out forever, condemning everything to a slow and freezing death. The child teases you about it, giving fake tugs to the cord, and laughs at your reaction. This is all just a game to it.

[42] This entity only communicates by tampering with memories. It folds and separates your memories in your head without thought; just to communicate its messages. They stay this way, even after it leaves. Your childhood memories mix with your training days and that mixes with yesterday's breakfast which you cannot forget as though it is one of your oldest and most cherished memories. You take 1d6 Wisdom damage from this; or make a Sanity check.

[43] Cuneiform glyphs within glyphs; a massive runic display of common language text like a huge word search puzzle. Each time you examine it, your eyes are drawn to a new word that fits what the God is thinking of you at that moment, and you can converse with it by learning what is written down. None of the text changes, and it has to be copied by hand to create another manifestation of the God in the form of that same rune; men can go mad and spend decades learning every secret and blessing from that script.

[44] It is frozen in Arctic ice. Every second, you see an eon pass from its perspective. Thawing; moving a single step, freezing again. The passage of time and entire civilizations, races, rising and falling before the ancestor of your ancestor ever walked the world. It fills your head with an endless patience, stretches your mortal and short lived existence out, you see yourself as a single grain of sand in a desert of hundreds of deserts; a blip of nothing among the cosmic eternity of this creature's perception.

[45] It looks like an orb on four spindly legs in its center, moving diagonally. It's body is fuzzy and black, with a green pupil-less eye in the center of its mass, two more eyes are stacked vertically, which shift their dull yellow irises back and forth, scanning every room they enter. If it sees you, you instantly become an exact copy of it, and it will speak to you openly and freely through telepathic signals like an old friend. If you see anyone in this form, they become the new form too.

These orb like forms are a true terror to become; you remember your past self and have hints at your personality and skills, but you have also been assimilated and refuse to take any direct action against it, nor be upset by the change. Your green eye sees visitas of reality you were unable to see as your normal self. You are innately aware that the God being exists in you too, and sees everything you see, and will not let you make any attempt to avoid spying on others to turn them into more spying eyes for itself. Once the God leaves our plane, you all reset to normally, scared for life at the ease and carelessness of the God towards your individuality and identity.

[46] There is a nine sided shape floating here; it is slightly transparent. Each angle shrinks to allow the forward facing 'face' of the shape to grow larger, projecting images on it that spill out onto the room like paint running from a canvas. With each side comes a different illusion; akin to the spells that conjure illusionary terrain, weather, plants and animals and even beings which communicate on their master's behalf. Everything produced by this being is half real, having half HD and effects but still threatening all the same. If the God is challenged in any way or attacked; it splits open like an orange rind and reveals hundreds of more shapes and angles within its frame; each angle shrinking to a pin prick and inflating a new face of the multifaceted shape outwards; a new illusion coats the room as monsters and spells rip from nothing in half existence.

[47] Thorny spikes protrude from the ground, being pushed upward. Each one feels like the tip of something incredibly deep within the Earth, like the very top of a massive slender mountain. The God walks atop these; its skin is as easy to tear as a babe's and its legs are spindly things, resting on the sharpened tips of the spikes without injury. Like a spider, it strides around, occasionally plucking up an item of prey and flicking them down onto the ground spikes like a shrike; impaling them, their blood trickling down to feed whatever exists to push up those shards of ground from deep within the Earth.

[48] Faceless giant peers at you from beyond the sky. It flicks its finger when you notice it, and it spins out of view with a nauseating speed that is wholly impossible for something that size. It doesn't actually seem like it moved; it spun your planet instead.

[49] Four long metallic bars rest in a disorganized pile on the ground. Each second, they raise up a cloud of splotchy gray dust. These things seem so stable and so horrid, nobody wishes to get any closer, as though it is the waste of the universe itself. Any voice it speaks with screeches in your ear, and tells you ways to end all things, as though to end itself in the process is a positive result.

[50] You see a cord, milky white, that stretches across buildings, buildings, and beings frozen in place by some magic. On closer inspection, you notice the cords have colorful spots, which on even closer inspection are irises, shifting slightly in their place to see you. The cord is like a massive lidless eye, with hundreds of visual spots along its length and everywhere it stretches, a rudimentary sensory organ for the God before it enters the world properly, in all its glory.