Roll
1d20
[1] You
hear screaming or moaning behind a nearby wall. It sounds creepily
close, as though breaking through this wall will lead to hell itself.
If
players actually crack through the wall they find nothing but a few
skeletons with 1d6 gold teeth. The screaming fades.
[2] 1d8
Lost Souls
huddle around the corpse of a deer, abandoned and killed in this dark
place. They hiss at the party and tell them to leave, enjoying a few
moments of living strength.
The
deer corpse is fresh enough to be edible.
[3]
The party comes across a fragile silver demon statuette on a pillar.
Lore or Demonology roll to determine that it is a Fractidigitator
or
'Finger Bone-Breaker' demon. Touching the statue causes it to break
1d4 random fingers on that hand. This effect penetrates through
gloves and gauntlets, but has no effect on hands that already have
broken fingers or grasping things without bones.
That
statue retains this property outside of the dungeon and is worth
1d6x10 gold. If the statue is destroyed a Fractidigitator
is
summoned on the spot to kill whoever broke it. The statue is fragile
enough that will break if dropped.
Fractidigitator
(3HD,
+2 to hit, 1d6+2 magic mallet, finger breaking hex)
This demon has been sent to kill the breaker of the
statue but its true pleasure lies in breaking fingers. Every round it
will either attack or cast a hex upon a random enemy, breaking 1d4
fingers on their hand. It prioritizes hands grasping weapons and each
broken finger counts as a -1 to hit negative to whoever tries to
fight with broken fingers.
If offered a position in the mortal realm as a torturer
or finger-breaking this demon may actually forgive the statue breaker
as long as whoever offering the position has the authority to do so,
or can supply them with easy victims.
[4]
Hundreds
of stalactites crowd overhead in a cavernous chamber. Roll once for
each party member; 1 in 4 chance a stalactite drops on their head,
save or take 1d6 damage.
[5]
Twisted
stones line the path here. If detect magic is used or active the area
will feel quite bad and negative.
If path is followed party members who cross it will take
1d6 damage to their Strength stat as their muscles twist like the
stones.
[6]
Sulfurous fumes rise from glowing holes in this area. Passing through
here without protection causes a save or go unconscious, if
unconscious for more then a turn save vs death each turn after or
die.
You can also trap some of these fumes and thick yellow
smoke in jars or magical airtight containers, sell for about 5 silver
each on the surface to alchemists and demonologists.
[7]
Screeching
can
be heard from a ways off- the party will be beset by demonic harpies
in a Turn's time. The Harpies mostly just like to drop stones/shit
onto the party and harass them, never getting close enough to be hit
by melee weapons.
They'll lose interest in 1d6 turns, but if any of their
number is hurt by the party (arrows, spells, etc) they'll all
immediately swoop in to attack.
Demonic
Harpies
(1HD, +1 AC and attack, 1d4 talons, flying, 3 of them can pick up a
man)
Appearing; 2d6
The harpies look a bit like a human crossed with a bird,
but with subtle demonic traits like tiny horns, black talons, dark
rotting wings, and so on.
The
Harpies will try to scratch, peck and bite people's eyes first, and
will also try to pick people up and throw them off ledges or into
other hazards. 3 Harpies can pick up a single unarmored man, but
someone wearing heavy armor will require 1 or 2 more harpies.
Additionally, Harpies will sometimes try to fly people to [8].
[8]
Demonic
Harpy nest. Made in stunted trees that look a bit like people who
thought about suicide, but didn't quite have the guts to go through
with it, a lesser layer of ironic hell.
The harpy nest contains another 2d6 Harpies- they
alternate who goes out hunting every other night. Otherwise it is
filled with bones packed inbetween the long dried straw that makes
the nest.
There are 1d6 stunted eggs that take have not hatched in
decades, but a heartbeat can still be heard inside, the loathsome
things clinging to life. Additionally, the Harpy nest has a silver
locket and two golden wedding rings hidden under one egg.
[9]
Death Cultists stand in a
circle of bones and blood. Each holds a goblet of acid hemlock
poison, and they toast to death and damnation. They will invite the
party to join them, and if at least one party member or hireling
agrees to join them, they will tell the party a path leading to [10]
and [11],
and the secrets within both.
They won't give up this information unless somebody
agrees to join them, but you could always fake drinking the poison,
use an antidote after they give up the info, and so on.
Death
Cultists (1HD,
d4 daggers, hemlock poison deals 1d6 if thrown on someone first
round)
Appearing; 1d8
[10]
This room contains a pile of
rubble, as if fallen in from above, but the ceiling is intact.
Searching or moving the debris for 1d6 turns reveals a small box
underneath it.
Desecration Box. Dark cherry wood box with no
ornamentation or markings. Magically enchanted and deeply sinister.
If a holy symbol for any religion (or in a game with alignments;
lawful and neutral religious symbols) is placed within the box and
the lid is closed, the symbol will never again be holy. It cannot be
used to perform Turning spells or be used on Clerical magic ever
again, and the stink of devilry is forever upon it.
Burning the box grants +1 permanent Wisdom.
[11]
Dark cluster of rooms and chambers with strange glowing fungi.
Everything in this area is monochrome- black and white walls. This
effect is magical and even works on spells, torches, and other
colorful spells and powers. Only true sight will reveal the true
colors of everything.
Underneath some of the toadstools in the area the party
members can find remains of human and animal skeletons, as well as a
tin of rations and biscuits. There is a giant toadstool that is
growing out of a large barrel with a tap, once holding a lot of beer.
Some of the floor here is also covered in a grainy,
rough sand with bones sticking out. Occasionally, a mold thing will
hide in the sand to pop out and attack.
Secret; This sand is actually extremely rough and coarse
gold sand- brought under real light it is very shiny and bright as
gold. It would take days to shovel all the sand out and is easily
worth several hundred gold, but is very heavy and labor intensive,
and must be melted into a purer blend of gold to be useful for
coinage or jewelry.
Every turn in this area, there is a ¼th chance that
Mold Things will attack the party. This will keep happening until
either you leave the area, or burn the majority of the fungus.
Mold
Things (1HD,
d4 flabby claws, spores)
Appearing; 1d2
Mold Things appear as roughly square shaped, ambulatory
pieces of mold or fungus. Each 'corner' has a flabby claw-like
protrusion that can be used to claw, but they are quite slow and
weak. They seem to collect from the filth and mold in this area,
suckling on the damp cave moisture to stay alive along with creatures
they kill.
Each time a Mold Thing is killed with a blunt or large
2handed weapon, burnt by fire, or slammed it releases a cloud of
toxic spores. These spores aren't harmful to humans except for
causing a coughing fit. Breathing in spores means you cannot cast
spells for 1d4 rounds.
[12]
Black Shadow clings to the wall
no matter how much light is brought towards it. If inspected closer
is revealed to be a Black
Portal to somewhere
else.
Black
Portal
– Lvl 5 Conjuration
If you physically move through this one-way portal you
appear at its destination, but are forced to travel through the
netherrealm without protection for a split second to get there. You
take 1d6 damage.
If you roll a 6 you are energy drained by one level or
lose 1d4 stat points in 1d6 of your stats. Determined by GM which is
preferred. No save.
Roll for where this Black Portal leads. All who travel
through it end up at the same place. 1d6
- Appear at [3]
- Appear at [6]
- Appear at [8]
- Appear at [11]
- Appear at [13]
- Appear at [18]
[13]
Within
this room lay 1d4+2 corpses, lined head to toe in the shape of a
triangle, square, pentagon, or hexagon depending on the number.
There
is also an invisible spirit that stays here as well, the Reanimation
Spirit.
As soon as the party isn't paying attention the spirit will resurrect
the dead bodies into Undead
Minions.
Even after defeating these minions, the spirit will continue to
follow the party and resurrect any dead corpse they come across into
a minion to fight them.
Reanimation
Spirit (2HD,
invisible, resurrection)
Appearing; 1
This evil spirit can resurrect dead bodies. The bodies
only last in the presence of the spirit and will cease animating the
moment it is killed or exorcised. Can only be seen with True Sight.
Additionally, the spirit is like a curse as it follows
anyone who it firsts contacts to summon undead minions to attack them
over and over. It cannot leave the Underworld, but is a much feared
foe.
Undead
Minions (HD
equal to host body, damage equal to host's basic or natural weapons)
Appearing; Equal to corpses
These incredibly basic undead creatures have similar
powers to when they were alive, but are extremely weak compared to
other more advanced forms of undead and have no intelligence or
preservation beyond attacking the enemy's of a Reanimation Spirit.
Neither quite fast nor slow, neither strong nor weak,
these creatures cannot be killed by poisons or choking on their own.
Once killed again, the corpses of these creatures cannot
again be Reanimated or used for necromancy.
[14]
Limbo
of Virtuous Pagans. This peaceful area of the underworld is filled
with the philosophers, kings and other great and righteous people of
the past who did not accept that teachings of the correct, dominant,
or 'good' religion in this game setting.
Note; If the game setting has no true religion, or has
multiple religions, instead these pagans are people who paid lip
service to one or more gods but didn't believe enough to get anything
but this limbo as their resting place.
The
shades that inhabit this place have stats as Lost
Souls
but do not seek blood unless offered to them and are not aggressive.
If you grant blood to one of the spirits by name you can call upon a
dead one to answer a single question per HD of sacrificed blood or
1d6 damage inflicted upon yourself or a hireling.
If no name is called, instead sacrifices can be made and
questions asked of a generic spirit;
- Natural philosopher
- Historian of a dead empire
- Firsthand witness of an ancient atrocity
- Dead Wizard; Knows (1d4-2) old spells
- The first human (looks like an ape)
- Distant ancestor of questioning PC
[15]
All
light sources start to fade and an eerie sensation of dread and panic
sets in to all party members, no save. Torches start running out and
last only 1d4 minutes, lanterns last 1d6. If the party makes it
through the darkness without submitting to it, or go back from whence
they came, nothing happens.
But if the party is covered in total darkness without spell or light to guide them, a Chthonian Lightbringer appears and attacks.
But if the party is covered in total darkness without spell or light to guide them, a Chthonian Lightbringer appears and attacks.
Chthonian
Lightbringer (1d4+1
HD, two d6 flailing attacks, totally absorbs the first few hits-
number of times equal to HD of creature)
Winged mass of flesh and limbs which glows with an
unearthly phosphorescence. It becomes the only source of light nearby
and blocks out all others with its malice. Fights until the death.
Despite not carrying anything its Ichor is well known
for alchemical uses and is worth 1d6x10 gold for each vial brought
back. This ichor turns to water if exposed to any light source.
[16]
The
distant sound of wood on stone soon reveals the sight of a Hobbled
Demon
on stilts, picking at tiny screaming men crawling on the rough stone
cliffs and shelf of the wall and ceiling.
Eating a tiny person restores 1d4 health or stat points,
and the Demon will tell you this, but it will also damn your soul a
little more each time.
If you are in any way polite or kind to the Hobbled
Demon, who knows no kindness, he will be a dedicated and grateful
follower, far beyond the point of annoyance and embarrassment.
As long as the Hobbled Demon follows you (and he will,
if he's friendly) his peg stilts and incessant praise will make
random encounters x2 as likely.
Hobbled
Demon (1HD,
d4 peg attack, pathetic)
Appearing as a lumpy red toad-like demon wrapped in
tattered cloth and high on pegs. The pegs are attached to his skin
somewhat, so knocking him off his stilts requires attacks.
[17]
Hellish branding station. Here are many souls that are destined for a
respectable afterlife, but first must receive silly or humiliating
tattoos for sins in their life or great shame brought upon their
families. There are four Brander
Demons,
who take great delight in shaming people.
If the Brander Demons see the party, they will demand
one of them take their rightful brand, the most sinful party member.
Otherwise, they will apply them by force by attacking them.
On willing targets, the brand deals no damage and is put
upon the upper chest. Enough to be concealed by a shirt or armor, as
all lesser sins can be hidden, but always a reminder to oneself and
the closest people to you that cannot go away.
The Brand wound automatically shapes itself into a word
to fit to the person's greatest sin. If you deny the demons the
pleasure of branding you they will simply swing the brands at you as
weapons, which can mean the marks appear anywhere. The especially
love the face and hands.
If no notable sin is present for a party member struck
by a brand, roll on this table for the word.
- Sodomite
- Flatterer
- Abuser
- Drunkard
- Weakling
- Unclean
Brander
Demon (2HD,
hot brand d8)
Scraggly green demon with black delicate hands. Perverse
flicks a forked tongue to smell a warm forge and delights staring
into flames.
Attacks with a hot brand that morphs burn marks into a sinful word. The first brand is always the person's worst sin, and each injury after is the next worse one going down the list.
If the brand ever hits someone who has no more sins to
mark, or a great hero despite their sins, the brand instantly cools
to ice and the Brander Demon falls on their knees and begs for
forgiveness from such a righteous soul.
[18]
Abandoned
set of shiny armor, desecrated and vandalized with pornographic
doodles. The entire armor is blackened and ruined except for the
helmet, which shines in the darkness.
The helmet, which burns evil to the touch, is a full closed
helm with a slight glow and silver wings along the sides. The helmet
is magic, anyone wearing it gets +2 AC additional AC against demons
and dark spirits, and +1 to all saves.
[19]
Corpse
of a man laying down in a circle of salt. Sticking out of the corpse
are several ancient but still salvageable arrow heads.
Salt can be used in the Underworld which creates an
impassable barrier for spirits, ghosts, and Lost Souls of all kinds.
However ranged attacks and spells can be cast over them, and if the
line is broken by a physical being it becomes worthless. Demons can
freely cross a line of salt or destroy it, but they take 1d4 damage
if they do.
The corpse has 2d6 bags of salt. Each bag can be used to
trace one large line or circle (enough to block an entrance or
encapsulate the entire party), or could be sold on the surface.
[20]
Covered
Wagon pulled by a captive Devil
Horse, home
to an ancient blacksmith and wife. Surprisingly friendly, only people
capable of traveling around here unmolested. They seem to have a
special deal repairing the metal brands, chains, and thrones of hell
and have no fear of damnation or trickery from the devils and demons;
Satan himself is friends with them.
They
will also offer party members to nail their special horseshoes into
your foot, which will let you cross [5]
and
[6]
without
harm, additionally it improves your base running speed up to that of
a horse. However if a demon jumps on your back you are forced to
become their loyal steed until they dismount you, letting them use
your body to travel the mortal world.
Releasing
the Devil
Horse makes
it aggressive, first towards the Blacksmith and Wife, and then it
harasses the party for no good reason.
Wandering Monsters
Roll 1d8
(1) Lost
Souls (1HD,
d6 rusted weapons, gain +1 HD, to hit, AC, and damage if they drink
blood)
Appearing; 2d4+1
These souls of the dead and damned wander in a pallor of
half life and false strength. They are extremely weak and seem to
phase in and out of being every few seconds. They also sound weak and
feeble, and even shake when they raise up their weapons.
All they desire is to drink blood and absorb some life
force from it, becoming more powerful and whole for a short time.
They will do almost anything for the promise of blood, even attack
each other, fight demonic tormentors or act as a poltergeist; but the
promise of the reward has to be near and too the future, plus they
cannot leave this place as the real world cannot support them.
If they hurt anything alive and with blood they'll take
a round to drink the blood off their weapon.
(2)
Devil
Horses (2HD,
great speed)
Appearing; 1d6+1
Small herd of devil horses. They look like horses but
have bright red skin, horns, pitchfork tails and very prolific and
obvious genitals.
Devil horses like to smash up campsites, piss acid in
sources of water, whinny to attract other monsters and so forth but
don't engage in fights unless forced to. They prefer to torment
people.
(3) Ghostly
Liege (2HD,
d10 grand ghost sword, +2 AC, absorbs first spell to hit him)
Appearing; 1 + 1d6
Lost
Souls
Powerful ancient King, demands a blood tribute from the
party; 1d6 health points each. Ruthless about gathering blood and
refusing to share it to his fellow shades, insisting if he gets
enough he'll become alive again.
This is false, the curse of being a Lost Soul can only
be lifted temporarily.
(4) Phantasmagore (3 HD, 1d4 attacks each round, d6 damage each, can create half-real hazards)
Appearing; 1
The Phantasmagore appears at a distance like several
bubbles with moving pictures within as well as several flickering
figures acting things out as if in a play or a memory. The
phantasmagore is created from composite memories of many people and
is constantly forgetting bits of itself, forcing it to consume more
souls and rip apart living creatures to absorb their memories as
well.
Each round before attacking, the phantasmagore has a 2
in 6 chance of shifting the surrounding area into a half-real
illusion of a hazard. This hazard will still deal minor damage, harm
stats, or stun a party member for a few rounds. The Phantasmagore
does not attack if he conjured a Hazard.
Hazards are built from memories and fears, for instance
the ground becomes thin ice and people slip into cold water below or
the ceiling turns into an open sky where a dragon breathes down fire
upon everyone.
Hazards require a random save.
(5) Eager
Demonologists (1HD,
d4 knife, incredible agility, demon possessed)
Appearing; 1d4
Demonologists way in over their head. They are pale men
in black robes with evil red symbols, possessed and frothing at the
mouth from demons inside their bodies.
Despite only being armed with small ritual knives they
are capable of incredible feats of agility like climbing up walls,
crawling on ceilings to lay an ambush, bending over backwards,
attacking people behind them without turning around, etc.
If hit on the head with a blunt weapon or a
mind-affecting spell is cast upon them, 1 in 6 chance of breaking
demonic possession. Turning works too.
The men will mumble false gratitude if saved, and will offer
their body to the next demon they see.
(6) Demon Tormentors (2HD, gain damage when hit, d6 torture tools)
Appearing; 1d4
Yellow demons with curly horns and long red noses with
crooked bumps and lumps. Each one of them looks gaunt and haunted, as
if stretched out on a rack. They are armed with with torture devices,
always on the lookout for fresh meat.
They absolutely love pain, even when they endure it, and
after taking damage in a round the next time they attack they deal
double damage.
The demons offer to spare the party's life if they are
allowed to torture one of their party members, hirelings, or animals.
They are true to their word, but the sufferer loses -1d6 points in a
random stat.
Those who offer themselves for torture require a save to
do it a second time, no matter how heroic or selfless they are; these
demons are master at their craft.
(7)
Animated
Fire (1HD,
can only be hurt by things that douse flames or magic weapons, deals
d6 damage per round)
Appearing; 1 or 2
Animated flames that bend and follow anyone they can, in
a perverse effort to burn living things to a crisp. The flame possess
an animal intelligence, and though it can move like a ooze across
surfaces that can't normally be aflame it does require fuel
constantly or it simmers out. If no victims are nearby, it will go
dormant as embers.
The easiest way to kill the fire is to throw water on
it, but that will use up your precious water rations in this
otherwise dry hole.
(8) Rotter
(2HD,
d6 bite, necrotic aura deals 1 damage per round nearby)
Appearing; 1 or 2
Rotten man or woman, psychotic. Undead but fast and
clever. Long exposure to hellish fumes and tortures has made them
this way. Their stench and unhealthy aura is enough to hurt nearby
people; 1 damage per round as long as it lives.
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