Wednesday, October 31, 2018

Statue Generator

Roll once for each category.

Statue Base – 1d8
[1] Solid piece of marble, carved into a stepped pyramid. Get up close.
[2] Large platform made of rough stone. Kept out of reach.
[3] Filled with dirt; a carefully managed garden make the scenery of the sculpture.
[4] Unusually incorporated with nearby geographic features. Carved into a cliff face.
[5] Tiny pedestal, gold plaque dedication, precarious. Made for easy transport.
[6] No base. Stands on its own weight. Cleverly balanced.
[7] It's as a gargoyle, combined with the building itself. Can appear in unusual places.
[8] Suspended in the air, floating via a magic crystal array. Break one crystal and it falls.

Statue's Size – 1d6
[1] Very small statuette. Fits on the mantle. Concealed with little difficulty.
[2] Up to your waist. Good for a centerpiece to an altar or bathhouse.
[3] Life size. Everything is just to scale. Concealed with extreme difficulty.
[4] Large scale; Bigger then a horse.
[5] Big. Could fit in a city square as a monument.
[6] Gigantic. Has to have a huge chamber or entire plaza to accommodate it. Landmark.

Statue's Condition 1d6
[1] Unnervingly whole. No scratches or cracks. Subject could be petrified from ages past.
[2] Looks like it was just made, subtle marks where the tools touched the stone.
[3] Few years of damage and erosion. Detail is still in tact. Discolored.
[4] Cracks and chips; minor details may have fallen away. Bird shit.
[5] Major part of the statue is gone; an arm or head has fallen off.
[6] The statue is in pieces. Disembodied face looks up at you.

Statue's Subject – 1d12
[1] Long forgotten ruler, crown and scepter. Face is not recognizable.
[2] A Goddess. The loose dress sculpted on her is an incredible feat of craftsmanship.
[3] A Fort with soldiers fighting an invading army. A wizard stands on top of the tower, staff raised.
[4] Incredibly detailed dragon. Every scale is carved. Breathtaking.
[5] It's a raised pillar detailed the history of something. The bigger it is, the more epic the saga.
[6] Sculpted spiky orb, held up by a curved bit. Metal worked into structure. Abstract.
[7] Female nude, performing some leisure task like writing or playing a board game. Gratuitous.
[8] Personified figure of a nation, concept, group of people, or guild. Carries appropriate tool, which can be slid out of its hands with a bit of grease- solid stone as everything else.
[9] Appears to be some sort of complex machine or siege weapon. A very smart person (Int 17+) can see that this statue is almost meant to be a blueprint, with individual parts sculpted in.
[10] Elderly master with sculpted long beard, meditating, while balancing on one foot. The statue itself is a marvel of balance as well, and looks like it could topple over.
[11] Heroic figure riding on a creature, sword held high. The creature isn't a horse, but it's being ridden like one with a saddle. There's a screaming enemy soldier in its mouth.
[12] Select or roll a Common Animal. The statue is of a beautifully sculpted idealized naked man locked in mortal combat with 1d3 animals of that type.

Statue's Material – 1d10
[1] Some type of brass. The statue is hollow.
[2] Skeleton of iron underneath, plasters slopped on and shaped. It's a bit lumpy.
[3] The statue is made of dust and soot. It's a bit of an illusion, once broken off, pieces become ash.
[4] Sculpted from never melting ice.
[5] Magic Wax. Mostly immune to regular fire and heat, but magic fire will melt it easily.
[6] Coral.
[7] Black marble, carved from a single huge stone.
[8] White marble, carved from a single huge stone.
[9] Melted from iron. Each major part could be detached and transported for reassembly.
[10] Made of solid gold. Jackpot.
[11] Standard light colored stone. It's also painted ; ridiculous colors for clothes, realistic colors for living creatures and humans. The paints are faded with the statue's condition.
[12] Porous gray stone. The hair or fur of the statue is made of moss; specific honeycomb structures are added to that part of the statue to help their growth. Health of the moss = statue's condition.

Monday, October 29, 2018

20 Godly Powers

The powers here are based on this blog post by Goblin Punch. Ambrosia, or item #30 stuck out to me especially; you essentially get very powerful godly abilities for a limited time; after a short period your character will leave the world and become unplayable as the innate cost to using this item. 

However, I thought the linear progression of powers was a little less interesting then making it totally random. Instead; each exploration turn you roll on this table. At turn 5, you don't roll on the table and instead have the universal epiphany, and your Wisdom score becomes essentially infinite (treat Wisdom modifier as +10). At turn 6 and every turn beyond, you must make the save or depart the world. If you make your save, you get to roll on the table again to get another godly power.

20 Godly Powers
[1] You can cast Fireball at will.

[2] Gain the power of flight & levitation at will. You fly as fast as a horse can run.

[3] Become locally omniscient to a range of 50 inches or about 4 feet. You know what everything in that range is thinking, what every item contains, the properties of all magic items, and what has happened in that very spot in the past if you investigate it. Relaying this information in a helpful matter, such as telling your ally how to break the curse on their magic ring, takes a whole turn; there's a lot of atomic mass and stories of every scratch you need to sieve through before you get to the critical details.

[4] You gain an extra 50 maximum hit points.

[5] You become immune to any element or specific spell of your choice. You can also wait until you need this power; such as when you fail your save vs a disintegration spell and then you say “oh actually I'm immune to that.”

[6] If you wave your hand, you can conjure structures or parts of buildings into existence. The complexity and hardness of materials you are selecting change how quickly you can build; if you simply walk through a field and wave you can create half a village worth of mud huts in a single turn. Making a simple stone bridge or a decent wooden house will take an entire turn, where as it would take a turn to just complete a few feet of wall on a heavenly cathedral.

Your buildings both finished and in progress are permanent, but you can only create things out of the normal materials and will need to supply anything more rare or expensive then wood, mud, stone, granite, or simple dyes.

[7] You gain total control of the weather. Storms have to be “built up” from calm days and you'd have to “calm down” a raging tornado, but other then that you can make it do whatever you want. You can even start a storm or bring rains across the world if you have a general idea and have visited the place you want to influence.

[8] Ultimate self-polymorphing. You can turn into any creature you can think of; provided its HD is less or equal to your level. You do not lose your powers in this new form, and you get to keep your health total even if you turn into a creature with less HD then you. You always have a 'tell' in every form you have now, including your normal form. such as glowing eyes or your hair's highlights.

[9] Your voice has the innate property of Command and Suggestion spells. Enemies still get their normal saves against you. Additionally; you can “steal” the voice of anyone who tries a similar spell on you for a turn, which renders them mute for their impudence. You can then speak with their voice as well as a perfect duplicate, and you still have your Suggestion and Command powers through it. They will have to either do something for you or “steal” their voice back by killing you or reaching their hand down your throat when you sleep.

[10] By simply looking at someone, you can bestow or cure mental insanity or make people see things that aren't there. You don't have to make eye contact, just watching them. The hallucinations you give to others function as illusion spells that only the target can see or interact with.

[11] As long as you wield no weapons, wear no armor, and do not attack first, nothing normal will willingly attack you. Animals will act mellow and peaceful towards you instead, and even creatures made of magic or conjured will hesitate. This allows you to be the ultimate diplomat, but you could still be jailed. You can also walk on water.

[12] You grow two additional arms. These arms are just as strong and dexterous as your first pair, and you can now hold two two-handed weapons, use two shields, fire two bows, etc. At will, you can conjure a Chakram in each hand, each one tied to a random element, which returns to your hands after you fling them.

[13] Each step you take, little sprigs of grass and flowers rise up at those spots. You bring about the growth and life in a land, and tracing a plot of land lets it produce a bountiful harvest. You can also heal or restore magical plants or treants, and can toss a seed like a grenade that explodes into entangling vines or a mass of flowers that grow on and rapidly decay undead. If you are of a more evil alignment, you can also do the above abilities but with thorny black briers instead and drain the life from a land.

[14] If you are hurt, you heal +1d6 hit points per round. You recover all but one point of damage from each attack, spell, or failed saving throw that was a source of damage. You can only be killed either by being whittled down to nothing, or killed in a few rounds of intense damage. You can transfer your life points to others with a touch, which are not regenerated by this power.

[15] You become as strong as 10 men. Treat your Strength modifier as +10 before magic equipment.

[16] You no longer have daily limits for casting spells; you can still only prepare the maximum number for your spell slots and level, but don't need to rest between then and preparing new spells. If your character cannot cast spells, now you can.

[17] You drain the life force from your foes; every time you slay a foe, you may heal yourself or an ally by the monster's number of HD as Hit Points. As in, when you slay a HD 9 dragon, you can suck its life force and heal 9 hit points.

[18] In your hands materializes the Splendid Sword. It is a highly ornate, divinely crafted blade, with gemstone sockets along the flat of the blade, and an edge that glows and leaves an afterimage of golden magic as it flows through the air. Treat as a +4 magic sword. It has the vorpal property (beheads anything with a head on a natural 20 attack roll) and everything you behead with the sword has its innate powers absorbed by it like The Highlander; you gain the to hit bonus of fighters killed by the sword along with their blade arts, monsters have their magic powers copied into the sword, etc. You can recall the Sword to your hand or sheathe at any time with a thought.

[19] You only make noise, can be seen, be detected by magic, or breathe if you want to.

[20] You can now turn other people into monstrous beasts and creatures; requiring eye contact and a dramatic flourish of your hand. They don't get a save, but the transformation is always slow, maddening, and an ironic twist of fate to represent that person's character flaws and fears. If the person is equal or higher level then you, they get a save. It usually takes 1d4+1 days for the transformation to finish, and there is nothing left of that person's mind and will in the beast by the end of the week.

Monsters retain their level/HD and gain that as their new form's HD (but lose -1d4 HD if they really hated you before you turned them) and obey your commands. Monsters always gain abilities that fit their old personality and twist them for your purposes.

Sunday, October 28, 2018

100 Random Animal Table


Roll 1d6 for Livestock
Roll 1d10 for Domestic Animal
Roll 1d20 for Common Animal
Roll 1d20+40 for Aquatic Animal
Roll 1d50 for Simple Animal
Roll 1d50+50 for Obscure Animal
Roll 1d6+94 for a Dinosaur
Roll 1d100 for Totally Random Animal

Roll
Animal
Roll
Animal
1
Sheep
51
Shrimp
2
Goat
52
Lobster
3
Cattle
53
Swordfish
4
Horse
54
Orca / Killer Whale
5
Donkey
55
Urchin
6
Pig
56
Squid
7
House Cat
57
Hermit Crab
8
Dog
58
Barracuda
9
Pidgeon / Dove
59
Manta Ray
10
Chicken
60
Angler Fish
11
Wolf
61
Dingo
12
Fox
62
Slug
13
Deer
63
Sugar Glider
14
Rat / Mouse
64
Woolly Mammoth
15
Rabbit
65
Sabertooth
16
Songbird
66
Bobcat
17
Eagle
67
Beaver
18
Bear (Brown/Black)
68
Ferret
19
Lizard
69
Ant
20
Snake (Venomous)
70
Beetle
21
Lion
71
Jackal
22
Elephant
72
Mountain Lion / Puma
23
Frog
73
Fruit Bat
24
Scorpion
74
Flamingo
25
Bee / Wasp
75
Panther (Black)
26
Spider
76
Possum
27
Hippopotamus
77
Polar Bear
28
Crocodile
78
Newt
29
Hyena
79
Porcupine
30
Panda
80
Boar / Warthog
31
Giraffe
81
Horny Toad
32
Otter
82
Iguana
33
Snail
83
Tick
34
Badger
84
Maggot / Grub
35
Python
85
Earthworm
36
Kangaroo
86
Tarantula
37
Tiger
87
Stork
38
Jaguar
88
Peacock
39
Owl
89
Sloth
40
Penguin
90
Lemur
41
Fish
91
Dragonfly
42
Eel
92
Shrew
43
Starfish
93
Toad
44
Octopus
94
Preying Mantis
45
Jellyfish
95
Velociraptor
46
Shark
96
Brontosaurus
47
Whale
97
Stegosaurus
48
Crab
98
Pterodactyl
49
Dolphin
99
Triceretops
50
Turtle
100
Tyrannosaurs Rex

Friday, October 26, 2018

Switch Weapons

Switch or “trick” weapons are special forms of weapons and equipment that can swap between two or more modes. Each mode a switch weapon is in counts as a separate weapon for the purposes of to-hit bonuses against armors, enemy resistances, and weapon specializations if you use them.

Switch Weapons do not have an Ego score; but they are complex devices and require skill to use. Your character must have a to-hit bonus equal or higher to the weapons difficulty, else the weapons will be ineffectual in their hands and deal a damage die smaller size in damage. Characters who can't properly use the switch weapons will also find it swapping to the least useful form just when they need it most whenever they roll a 5 or lower on an attack roll d20, before modifiers. Alternate methods to meet a Switch weapon's difficulty include ½ of level for Fighting classes and 1/3rd level for semi-fighting classes, or allowing characters to train; costs 500 gold x difficulty.

Switching
Switching takes 1 combat round. If you roll at least a 6+ on your initiative roll, you can switch modes for free. On the round you switch, you get +1 to hit vs foes actively fencing and defending against your attack; the new mode of attack being different enough to mess them up. If you rolled a 10+ on your initiative roll, you can make both your attacks the same mode, or switch it up and make your two attacks with two separate modes.

Roll 1d10 for a Random Switch Weapon

[1] Clickbasher
Difficulty- 1
Forms- d4 Mini Axe / d4 Club

This small, short, one headed axe has a lever on the handle. With a satisfying click, the axe head spins downwards letting the thick butt of the axe be used as a club. This weapon is easy to use, but lacks more powerful forms.

[2] Rounded Lancer
Difficulty- 1
Forms- d4 lance / +1 AC Buckler

The lance is a short, metal contraption with several stacked circular lairs of metal to create the point. When pulled in and the handle twisted, it folds like an umbrella and the segments of the lance flatten to become a simple, small buckler granting +1 AC. This weapon is easy to use due to its intention of being used on horseback; make a quick attack, then switch to shield mode for defense.

[3] Hatchetfist
Difficulty- 2
Forms- d6 Axe / d4 Bladed Fist

The weapon appears as a small hatchet with a strangely shaped handle connected to the head. The head is far forward; enough that it juts out past where the wielder holds their fingers along the grip. When a button is pressed, the hatchet head slides down and locks into place just in front of the wielder's fingers; making it a fist-like weapon using the axe's head as the blade for punching force.

[4] Clinkshield
Difficulty- 2
Forms- d8 Great Maul / +2 AC Tower Shield

This is both a weapon and a shield. The bumps on the top of the tower shield wrap around in a spiral pattern around the head of the great maul, as the splints of the shield itself arrange themselves in a cylinder to become a long shaft to grasp the weapon form. Takes both hands or incredible strength in one hand to snap the shield into the weapon, so most use it for cover vs ranged attacks while moving.

[5] Fluid Dagger
Difficulty- 2
Forms- d4 Dagger / d4 Cudgel

This dagger's blade is made of some kind of weird hardened fabric, in the shape of a dagger, with a metallic frame just underneath it. The handle and fat pommel contain a fluid that can be drained into or out of the blade. When inflated with the fluid, the blade swells up to become a small club that's as hard as any metal. When drained, it shrinks back into a dagger shape, the excess fluid going back into the handle and pommel for storage. The liquid itself bleeds through the fabric a tiny bit, and feels like a mix between oil and sap, and seems to harden the fabric to make it into a weapon.

[6] Twinblade Claymore
Difficulty- 3
Forms- d8 Two-handed sword / d6 Double blade staff

The weapon has a central handle that has two equal length blades on each end. By sliding the blade inwards, either with a quick motion and turning the blade or by pressing one blade against a hard surface and pressing it all the way in; the blade on one end extends fully and the handle is now at the base of the large two handed sword. Skilled users can make two attacks with the double blade staff; slashing with each end as they move, but doing so lowers your AC by -2 from fighting carelessly.

[7] Threaded Bow Poker
Difficulty- 3
Forms- d6 Shortbow / d6 Spear

This weapon has a long, unbreakable silver thread attached to it at both ends. By flipping the weapon, you can string this thread between both ends, and it bends the bow into shape. By unhooking the string, the metal body of the bow returns to its normal shape as a long straight spear with a pointed tip, the thread becoming a tassel for the spearhead.

[8] Axecrash
Difficulty- 3
Forms- d8 Great Axe / d4+1 Unusual Quarterstaff

In its main form, it is a long handled great axe with a wide and powerful double head, used with both hands. By turning the shaft in the correct way, the axe head slides down to the center of the quarterstaff as a mid guard for the fingers and a pushing/grappling sharp end for the fingers. In its quarterstaff form, the weapon grants +1 AC to skilled users who can use the flat of the axe head to deflect strikes too powerful to be blocked by the mere wooden handle and to catch blades in their grooves.

[9] Sword Segmenti
Difficulty- 4
Forms- d6 One-Handed Sword / d6+1 Bladed whip w/long handle

This is a standard one handed sword with unusual groves on the side of the blade and a secret trick. By unlocking the guard and hilt; the sword becomes a whip instead. Each piece of the blade and the cross guard are carried along a long internal cord that can whip outwards with each piece acting as a dangerous shard along the whip's path. This weapon is quite dangerous in this form but is prone to getting grabbed or catching on things, as well as being difficult to switch back to standard sword form, requiring two rounds to return it to a whole sword instead of just one.

[10] Great Trident Poleaxe
Difficulty- 4
Forms- d6+1 Trident-Spear / d10 Triple Great Pickaxe

In its normal form, it is a standard trident. The three prongs make it do a little more damage then a normal spear, as multiple stab wounds appear on its victims. This weapon requires more build up; either a round of preparing it, after getting a kill, or if you roll maximum initiative for your turn. This makes the three prongs snap downwards in a line and shifts a hidden weight to the end of the poleaxe for a single powerful strike; a triple pronged pickaxe that deals heavy damage, but the weight must reset back to the middle of the shaft and the prongs reset to regain the weapon's balance.

Tuesday, October 23, 2018

Sapphire Mountains Encounters

The blue in the sky is not the true sky you see at night. The blue is the sapphire mountains; blue mountains above the world. The dirt is bright blue, with stones of deeper dark blue. The stones are not sapphires, but their dark color makes them more valuable then marble for the rich and for temples; each cart full is worth a thousand coins.

[1] The cloud above you gets curious about your little group traveling through the mountains. It slowly floats lower, which covers the entire ridge and makes it hard for you to see, meaning all wandering monsters have a 5 in 6 chance to surprise you. 
If you attack the cloud with a magic weapon, a spell, or insult it in a way it can understand it will become black, stormy, and aggressive, with stats as (1).

The Cloud loses interest in 2d6 days.

[2] Red Faced Nobles. They appear as typical young, slightly pudgy nobles with facial features common throughout the world attributed to nobility. However, their faces look dark red as though caked in clay mud. They wear expensive outfits with white stripes flawlessly stitched along the side; as they are nobles from the outer realm. They are all young men, and if an attractive female party members offers to marry one (or all) of them; treat reaction check as good result.

Red Faced Nobles (2 HD, +4 to-hit and AC, 1d6+2 magic shortswords, +2 bonus AC vs swords, +4 to all saving throws, lesser spells, whisper spells)
Morale: 17
Number: 1d6+2

On a reaction roll;
Good Result- The Red Faced Nobles feel curious about where the party is from and sponsoring their little expedition; each offers a platinum trinket worth 2,000 coins in return for draining a single level from the character's head worth of experience from their world and culture. They are disappointed if you refuse the offer.

Neutral Result- Red Faced Nobles lord status over common “adventurers”, profiteers in their mountainous other realm. They will hurl insults, demand you relinquish a few weapons, or cast lesser curses on you to giggle at your misfortune. Don't attack unless you resist.

Bad Result- Red Faced Nobles pretend to be supportive, but while one speaks two begin to whisper spell incantations. All but one gets to cast a spell as a surprise round from their whisper casting ability.

The otherworldly Nobles have lesser spells, each one knows a single first level spell and can cast it once, either as a surprise round from whisper casting or in normal combat in place of an attack.

The Noble boys use magic swords and have metal slits underneath their clothes; the metal is magic and counts as +2 for weapons and +4 for armors but degrades the lower in elevation it gets. In the highest mountains in the setting they will only act as +1 or +2, and if brought to sea level will corrode into slag dust.

[3] Frothy white masses move across the landscape like animals in a migration, but are simply a kind of unliving strange phenomena. The frothy liquid smells and looks like spit and is heavily acidic, breaking down anything in its path. If you roll this encounter while the characters are asleep or camping, then make a save or one of the tents and all its occupants get swept up in the mass. Save each round to escape, else take 2d8 acidic damage and burn away leather and wood equipment and objects. These are not living things at all, and are simply a naturally moving mass that exists here, driven by invisible ethereal winds.

[4] Reverse avalanche. In areas where there is great noise such as from a river or arguing (2), too much silence could cause a sudden reverse avalanche. The avalanche sweeps everything up the mountain to its peak, in which case it will flow right into the sky and never come back down, like a cold, slow motion volcanic eruption.

You can avoid the avalanche by making enough noise. Characters in the area get a sense that too much silence will cause the event, and will need to make a lot of noise either through shouting, spells, banging pots and pans together, etc. These will trigger a wandering encounter check.

[5] You find a Smallstone on the ground. The Smallstone is a smooth, black, tablet shaped piece of stone with magical properties that is nearly impossible to snap or reshape. Only a character of demigod levels of strength, incredible magic, or an intricate and expensive machine could break the stone. The moment it is broken, the magic user could cast a single spell of any level without its normal physical component, as the stone substitutes for it.

Once the stone is broken, or if it is broken and a spell is not cast immediately after, it dissolves into black dust and floats back into the heavens to be reformed once again, the magical spent energies of the world coalescing into this shape.

[6] This peak has a five hour year, with each season taking one hour. All the life here grows, wilts, sleeps, and dies within the span of five hours, as though living through a year. They do not move or act any faster then normal animals and creatures, but simply go as though the year ends every five hours. Some animals may live for a real time day or two, growing old by those years.

The effect is constant and never ends. When first encountered, roll what season the peak is beginning on and every hour it changes. The seasons here are abnormal and don't really apply to regular seasons. Races or spells that have specific advantages or abilities for certain times of the year get roughly 50% of the bonus or penalty if the season of the peak is close enough to the season of the peak.

  1. Season of the Floods- Water comes down in great rivers from the peak, sweeping away the dead. Water is easily followed to [7]
  2. Season of the Gatherers- All animals here gather seeds, plants, fruits, and corpses from their hunts. Plants gather piles of dirt nearby them slow grasping roots.
  3. Season of Growth- Animals and plants rapidly grow, and babies become adults. They eat from their stockpiles, predator and prey sitting back to back ignoring each other for this short time of year.
  4. Season of the Witch- Spells have double duration, effect, or enhanced qualities. All animals and plants glow with ambient mana from their transformations, and begin to fight with each other with magically enhanced and charged bodies.
  5. Season of Stillness- Almost all creatures and plants lie dead now, murdered from the magical war. It is very quiet until the floods come, to begin the cycle again.

[7] Village of moldy shrews. They look like shrew people, stained green with mold in their fur, with long necks and fingers to pick through garbage. They live directly underneath [6] and harvest what floods downwards to live; but do a poor job of it. Everything from above degrades within mere minutes, sometimes so fast you can watch it go away, so the shrews spend almost all their time eating the debris and getting soaked by the flood, hence the growth of mold on their bodies, with almost no time to groom themselves.

They speak common and can only throw the blue rocks as weapons, at 1d3, treat morale as 8 if you fight them. If you try to trade with one or get information out of them, roll a reaction check.

Good Result- The chief of the tribe will request the party members grant them any useful item that will stand the test of time (as in, won't degrade to nothingness overnight like everything else they have). Weapons, clothes, a tool, etc. If you grant him this, it will be considered a powerful relic among their people and he will offer you his daughter's hand in marriage; the most beautiful and least moldy shrew girl in the village. She has flower seeds tied in her fur, so they constantly bud, bloom, and fall away as you look at her.

Neutral Result- Party members are ignored, caloric intake too pressing, even a moment of hesitation could lead to starvation.

Bad Result- The shrews assume, like almost everything else they've known, that the party members are escaped animals from the upper peak. As such, they'll lock them in cages made of rapidly decomposing materials in the hope that the party will become old and die of natural causes. The cage falls apart once the shrews have gone to sleep, letting you easily escape. If you choose to be “captured” you'll only be locked up for 2d6 hours. Easy roll to pick the lock.

[8] Massive stone faced chiseled into the side of this mountain incline. Steep angle, required to climb further up. The face is shaped like an oval lengthwise, with a cracked mustache and close lidded heavy eyes. Stepping on the face at any point makes the character bleed, usually from feet, or from the feet of their mount they are riding. Deals 1d4 damage if you cross the face.
Only floating methods of travel avoid this damage.

The face will “suck” up blood spilled upon it into its mouth, either from battle or walking across it, and will be awoken if it is damaged. The face has a name and personality; it is named Barnaboros. Since waking it up means damaging it, it is already hostile and attacks once awake.

Barnaboros (6+4 HD, cannot dodge, made of stone, boiling blood spew deals 2d8 damage- save for half, casts greater spells)
Morale- N/A

The great stone face vomits out pools of boiling blood from within its mountain; collected from all creatures who dared trod upon its face. The stone face speaks cruel and harshly upon all who step upon it, and demands their deaths in its name. There is a 1 in 4 chance that this attracts (3) to the party during the fight with Barnaboros. Within this mountain is a huge reservoir of hot blood, with room for much more, pooled for the end times.

The stone face is so large that it requires no to-hit roll, since it is literally the mountain you are climbing on, but can only be hurt by magic weapons of +2 or better, or something that can actually damage its stone; like a spell, siege weapon, or sledgehammer.

Barnaboros knows and casts several greater spells, of 3rd level and above, which quake the mountains around him when he incants. One such spell is Enlarge Visage which lets him spread his face across the entire mountain, dealing 1d4 bleeding damage to all who are forced to stand on it for that round. Magic users could copy and learn this spell, allowing them to project their face on surfaces or across the rest of their body.

[9] You reach the top of a mountain, and find a breathtaking vista. Restore all retainer loyalty to normal levels, and every character injured restores 1d6 Hit points from the beauty and peace of this location, but only the first time it is visited. This peak is quite high up and can see [6], [8], and [14] from its position.

[10] Between two of the blue mountains, you find a secret red chasm. It goes deeper down then you'd think possible in the sapphire mountains; and the stone here of any kind is worth double the blue stone from the other mountains.

Within the chasm are several obvious skeletal remains and their possessions; bags of gold coins, a few weapons and armor shards, and a well painted shield that glows in the dark and grants +1 AC vs orcs and creatures of the caverns. Each of these items is separated and must be precariously lifted up or explored through slow rappelling down into the chasm on ropes or spells.

If you spend more then three turns in the chasm, then you attract the attention of the Ruby Whippers, monsters native to this place and makers of those skeletons.

Ruby Whippers (1 HD, +3 to hit, 1d6+1 red whips, fraying damage, camouflage)
Morale- 11
Number- 1d10

The Ruby Whippers appear as odd imp-like creatures with red skin and horns that appear exactly as the red chasm where they live. This camouflage means they are very likely to get a surprise attack round against the party, and if they stand still for a round they can blend in and easily escape. These creatures use magic red whips that always deal 1 damage, even on a miss, as the red energy from the whip's crack penetrates armor.

Every wandering monster encounter roll in the red chasm after the ruby whippers have been encountered is treated as a chance to encounter more of the whippers again.

[11] Silver Stream. It's water with a silvery color, flowing down the mountain in a clean stream. Tastes very fresh and clean, and can be used to refill your flasks, water your animals, to bathe and clean wounds, etc.

Over the course of 1d4 days, any of this water stored for later slowly turns into puffy gray cloud mist. These streams in the sapphire mountains flow out into the sky of the normal world, becoming rain clouds. Any of the stream-water you've stored do the same, becoming miniature rainclouds that either release much more water then what you gathered when let out from their container, or floating away and bringing the rains to that land in a few days. Rain clouds gathered this way will only have a minimal impact on drought stricken lands.

[12] High in the mountains; an elf village. They live in small squat white trees, twisted into boxy houses from their elf songs and elf magic. Roll a reaction check on your approach.

Good Result- The elves don't get many villagers and invite you within. They say they will brew you special tea by singing to the plants, but it will take a day of rest to accomplish it. If you wait, they'll brew the tea and everyone in the party who drinks it will restore 2d6 hit points and the same amount to any damaged ability scores they have.

Neutral Result- The village is open to you, but you are asked to keep your weapons sheathed, and your magic users take a vow of silence. Shops that sell elf goods have normal expensive prices, slightly inflated even moreso for visitors. Elves mostly sell rations, lamp oil, rope, and other useful items with slightly enhanced or magic properties.

Bad Result- The elves close their doors to you and tell you to leave, as you are attracting the various predators and dangers of the mountains with your conspicuous noise and travel companions. If you refuse to leave they'll pelt you with spells and arrows, or call a group of (6) to attack you; the archers have guarded the village for centuries.

[13] The Emerald Sapling. Tiny green tree, appears to be made of some kind of crystal. Once every century, the elves from [12] visit the tree and drip a single drop of purest water on its soul. The Tree is grown in the blue soil of the mountains, the rocks around it forming a small circle.

If dug up, the tree would die, but could be sold as a single piece worth 20,000 coins, or if broken into pieces that could be sold as 3d6 individual gemstones worth 1,000 coins each. The person carrying the tree will cause it to shatter into pieces if they drop it, are attacked in melee by a blunt weapon, or fall off a cliff.

[14] The corpse of a massive sky whale, tethered to a nearby mountain peak. The sky whale has spiraling marks of bright yellow on its nose and face. The whale is tied by a collar around its neck, implying it was someone's pet. There is no writing on the collar, and its faded from age.

The whale itself is crawling with parasites and decomposers trying to eat its flesh; a large hole in the side of its flank opens to the inside of the whale. The whale's corpse is a small dungeon, filled with giant maggots and lice as monsters. The whale has a magic crystal worth a ton of money growing on its heart; its as big as your head.

[15] Huge black iguana sunning itself on the blue stones. It's as long as two horses put nose to tail and has a fat face and lazy eyes. Roll a reaction check, and add +1 if your group is especially large or noisy on approach.

Good Result- The iguana runs off, believing the party is more then a match for it.

Neutral Result- The iguana hisses and flicks its tail in irritation, it doesn't want to be disturbed. It will only attack if attacked or anyone gets close enough to touch it.

Bad Result- The iguana turns and starts attacking immediately, sensing easy prey. +1 Morale.

Regardless of what happens; the iguana was revealed to have been laying on a nice warm pile of copper sand. It's a very fine sandy material made of pure copper, worth its weight in pure copper coinage, and easy to carry and store. The pile is enough to smelt 5,000 copper coins.

Great Black Iguana (4 HD, +8 AC, 1d8 bite, 1d4 tail whip, terrifying hiss, spell absorption)
Morale- 12 or 13

The Great Black Iguana is a simple creature with tough hide, strong jaws, and an innate resistance to magic. Anyone killed by its bite attack has part or all of their body greedily swallowed, and anyone killed by the tail whip is jutted off a cliff instead.

The Iguana's hiss is so loud and penetrates into your bones that it causes morale checks among retainers and hirelings. The creature's reptile hunger and driven nature make it quite scary.

The Iguana is also resistant to spells; treat it as an 8 HD creature for the purposes of monster HD for spells and spell saving throws, and it takes half damage from all magic spells.

[16] Rings of Ice. Suspended by tiny, almost invisible pillars of frozen ice high in the air, these rings are clear. Mountain birds fly through the rings to attract mates. A single attack or shove could cause any ring to fall down and shatter.

If Wandering Monster number (8) is encountered here, the blue wind travels through the rings of ice and makes it even more bitingly cold. Characters also take -1d6 Con damage without taking cover.

[17] You find the old shepard woman's hut. The hut lies on a lonely peak with short shaggy grasses criss crossing the blue mountain, and a few neglected long haired white alpacas roam around eating their fill. The hut is abandoned and the shepard woman can be found somewhere down the slope, mummified from the cold with bright blue knuckles and knees. The alpaca could serve as mounts or a source of food in this desolate place.

Within the hut is a small bag of silver coins hidden inside a large urn; a life's savings for her. Plus, a single large pajama like suit made of alpaca fur. The suit has a 1 in 6 chance to fit anyone who tries it on; even beast races or ogre people or very small creatures as well; and once the person who it fits is found it will always only fit them. The suit is white with yellow stripes and little purple balls in place of buttons; forced through loops to connect the outfit loosely together.

The suit counts as magic leather armor, reduces all damage taken from cold elemental spells or attacks by -2, and a total resistance to (8)'s effects. The suit is also self cleaning and self repairing.

[18] Doing a full split between two almost touching mountains is a Disciple of Many Ways; a master of martial arts. For his arrogance and thirst for combat; his master cursed him with an animal tail. Roll on the table to determine the tail.
  1. Lobster
  2. Pig
  3. Lynx
  4. Lion
  5. Horse
  6. Dog

He is deep in meditation, which means he will not notice you unless you speak to him. Roll reaction.

Good Result- The Disciple ignores you, but if anyone in the party is close to reaching their physical prime in a physical stat (17 in Strength, Dexterity, or Constitution) he will give them some pointers and a dieting plan to reach the peak (18) in that stat over the course of two seasons. Treat as +1 to a stat, but only if the character follows the advice and pays an expensive budget for special food and training.

Neutral Result- The Disciple looks over the party and will ask the most imposing warrior to a duel. The conditions of the duel are simple; to the brink of death, and no armor. If accepted, the Disciple will stop his final strike right before the lethal damage is rolled, but has a 1 in 4 chance to kill the character instead on accident from his overzealous nature. If refused, the Disciple simply mocks your weakness and lets you pass.

Bad Result- The Disciple believes you are phantasms conjured by his master that he must defeat, which has happened to him before, and attacks. He rolls morale the first time he kills someone, not sure if its real or an illusion. He keeps failing his training because he's not supposed to fight the phantasms at all, and work things out peacefully.

Disciple of Many Ways (4 HD, +3 to hit, +3 AC, 1d4 Bo Staff, 1d6+1 magic unarmed punch, combat tail, +4 to saves, deflecting strike)
Morale- 12

The Disciple is a combat expert and knows who to single out first in combat; he will intentionally try to attack or throw his Bo Staff at any magic users about to chant a spell. He can also give up his unarmed punch to deflect a single melee attack coming his way each round.

The Disciple can use his tail to spring up and leap very high, or as a prehensile third arm to pick up a dropped or disarmed weapon and use it as an extra attack. If you cut off his tail, it magically grows back and the attack only does 1 damage. He's tried cutting it off before, but his Master won't let him get out of his trail that easily.

[19] The Empowered platform. Cube made of dark blue stone, darker then the normal color of the mountains. It draws in energies from the mountains themselves and brings it to whoever is standing on the platform. If only one person is on the platform, they feel a rush of euphoria and have any spells they cast be treated as though they were one caster level higher. If multiple people occupy the platform, then they all feel a buzz but are not benefited. The platform can be used once per 1d6 days before it needs to recharge.

Near the platform is a mummified person with bright blue joints, killed by the winds. They have on them surveying equipment and an insignia from the empire ruled by mages in the setting; they have a vested interest in this platform.

[20] White trees, low to the ground and very young, dot this area. The trees are protected by white wasps, which blend in perfectly and live on the tree as a symbiotic relationship to protect them and provide the wasps with shelter. The trees themselves can have their bark scraped to collect the jelly amber just underneath their bark; the jelly amber is a dark purple color and can be sold like a semiprecious gemstone at 1d10x100 from each tree scrapped.

Any noise louder then a whisper or fast movements, such as drawing a sword, will alert the wasps and make them attack the source of the disturbance. Scrapping a tree will alert only the swarm of that tree, as long as the fight with them is kept quiet.

White Wasp Swarm (2 HD, 1d8 brutal stingers, white aura, swarm rules)
Morale- 17
Number- 1d4

White Wasps are little white insects that have extremely powerful stingers. As a swarm, you can only deal 1 damage to them through melee attacks without a special weapon; AoE spells deal full damage against a swarm.

The White Wasps also have a special magical aura, which blocks out any abilities using truesight or magical wizard vision as big clouds of white as the swarm moves its spirit in unison. Studying the corpses of these wasps along with 4,000 coins of research would allow a magic user to make a new spell; White Aura Fog.

White Aura Fog - 2nd level
Obscures magical vision over a person or small area, equal to a single room. Blocks all aura sight, true sight, wizard vision, scrying & divination, etc. The area or person will appear as a white featureless fog, and the spell lasts for 1d4 days. If a corpse of a White Wasp is used with the spell casting, then the spell lasts for 1d4 weeks instead.

Wandering Monsters
Roll 1d8
(1) Malevolent Stormcloud (4 HD, ethereal, 1d8+2 lightning damage bolts, flight)
Morale- 9
Numbers- 1 or 2

Small black stormcloud, possesses intelligence, wishes to harm and destroy. Has to fly close to deal damage by shooting lightning bolts.

Characters wearing heavy metal armor are always attacked first by this ability. Because it's just a magic cloud, can only be hurt by magic weapons or spells, or by more powerful blasts of air or weather effects.

(2) Gravelthroats (5 HD, +2 AC, 1d10 stone bags, thunderous voices)
Morale- 14
Numbers- 1d4+1

Gravelthroats are large, gray, ogre like creatures with a hole in their throats, revealing spinning and tumbling stones and gravel. Whenever they speak, the stones move and crash against each other, giving the creature a loud and booming voice. The noise is so tremendous that there is no chance for you to be surprised by these creatures, and you can trivially sneak up or past them as they speak to each other. The gravelthroats constantly argue with each other about nonsense, like the number of wings a bird has (none of them have ever seen a bird), or how long you'd have to stand on a mountain until your weight would press it flat against the ground.

The gravelthroats carry large bags full of stones they gather, their favorites, along with stones that fell out of their throat when they burped or hiccuped. The bags are also used as weapons, and are simply so heavy and burdened with stones they are very dangerous.

The gravelthroats will shout over any spell incantations they hear, and the noise is so great that it will chase its way into the magic user's throat, cutting off their spell as it is cast and causing it to fail. The gravelthroats can only do this if they aren't in melee, or as long as they keep stones in their throats.

(3) Barnaboros Cultists (2 HD, +2 AC, +6 AC from chainmail armor, 2 attacks with 1d4 bleeding knives, blood parasite jars)
Morale- 13
Number- 1d10 + Neophytes

The cultists seek blood to feed to their God; Barnaboros, the great blue stone face. The cultists wield knives with channels within; where the blood flows down into the hollow hilt for collection.

The cultists also carry an extra jar filled with spoiled blood and a spiked worm parasite; the blood parasite can be thrown as a weapon and upon the jar being broken the creature skitters to the nearest source of warm blood; usually within a creature. Save or the creature starts to dig its way into your body dealing 1d6 damage per turn. Those with poisonous or acidic blood, or no blood, will simply kill the creature when it tries to feed on them.

The Barnaboros cultists also have the power to Turn Bloodless. This ability functions exactly as turn undead, but it works on bloodless beings instead.

When you encounter the cultists, they are chastising the Neophytes. Roll a reaction check.

Good Result- The cultists demand the party fill a jar of blood for their God, and will bandage and cure the wound for free in return. The jar only needs 6 points of hit point damage to fill, and can be done collectively among any party members. They will also accept the location of [7] as payment, as the shrews are easy prey, but will not accept [12] because the elves are too dangerous for them to assault.

Neutral Result- The cultists demand a person or large animal to sacrifice to their god via lethal exsanguination. They will also accept the location of [7] as payment, but not [12] as above.

Bad Result- The cultists immediately attack; sending the Neophytes in first as they draw the blood parasite jars from their bags.

Barnaboros Neophyte (1 HD, -2 AC, 1d8 penance stone)
Morale- Does not retreat until Cultists do
Numbers- 1d4+1

The Barnaboros Neophytes are initiates to the cult; and are forced to carry very large heavy blue stones with Barnaboros's face carved upon them. These are called penance stones, and the neophytes are made to walk laps around the carved face of Barnaboros.

(4) Vochomp (2-3 HD, +2 to hit and AC, 2d10 ambush bite, 1d6 normal bite, leaps)
Morale- 7
Number- Always 1

The Vochomp is an ambush predator that lives on the slopes of the sapphire mountains. It appears as a furry crocodile with no hind legs and a long, spiraling paddle tail. The Vochomp aims itself for its prey across mountain ranges and valleys using its incredible eyesight, then leaps across the vast distance. It can seemingly know where the prey is going to be in a few minutes after it leaps, even if the prey stops or slows their walking speed. This ability is not supernatural, and is just a talent the creature seems to possess. The creature has a 1 in 6 chance to have 3 HD instead, which is a more territorial male that will continue to leap and return again and again against the same party to slowly kill and dismember them; the 2 HD females are more passive and will only take a limb to feed themselves, preferring not to attack prey a second time to avoid retailiation.

On its first bite, the Vochomp attempts to sever a limb or kill a creature; before picking up the limb in its jaw or the greater part of its corpse and jumping back across the mountain range to safely gnaw on the limb over the course of several hours to feed. It's first bite always deals 2d10 damage from the surprise and great speed it travels, characters only get a hard save to avoid this if they're already on edge, otherwise it happens no matter what they do because of the Vochomp's planned jump & bite attack. Once it leaps away, it's basically impossible to see where the Vochomp is headed, as its blue fur helps it blend in with the mountains flawlessly, as well hide it's approach.

The Vochomp's fur is bright blue and very valuable; worth 600 coins if in good condition, or 400 coins if its tattered up. Male Vochomp fur is worth 1.5x the females from his enhanced size.

(5) Fallen Star (9 HD, -2 to hit, cannot dodge, 3 lightburst attacks at 1d4, causes blindness)
Morale- N/A
Number- Always 1

This fallen star rolls slowly along the ground, either having left or been kicked out of the night sky. It's a huge ball of light, twinkling its own light-based body to move and exist. Every attack aimed against it automatically hits; you merely must swing at the light to harm it. You can also easily escape the star, simply reaching out of its range of light means it can no longer sense or harm you.

The Fallen Star can only roll very slowly, and is bright as to never surprise anything with eyes. It can only attack by attempting to spear you with clumsy shafts of light, and gets 3 of these attacks each turn. Anyone who enters the center mass of this star can see its face; a cartoon-esque look of either apathy, despair, or anger. Anyone who sees this face must make a save or be stuck totally blind for the rest of their life. The Star may attempt to roll into people to force them to see its face.

(6) Lapis Archer (2 HD, +10 to hit, +1 AC, 1d10 Great Blue Bow, breaking bolt, camouflage)
Morale- N/A
Number- 1d4

Huge, sleek, statuesque being that appears as a naked man or woman with equal frequency. They have no visible genitalia and their hair is made out of the same rubbery flesh as their body is, which is always neatly styled on their head. The archers are very similar in color to the mountains, making them hard to see, and they often pose in silence for very long periods of time, making them seem or appear as statues.

As long as the party has not “disturbed” the mountains; such as by hunting its wildlife (except in self defense), taking tools to the stones, disturbed corpses or graves on the mountain, dug up [13], or messed with the elves at [12], then the Lapis Archers simply stay still and do not interact.

Once active, the archers aim to kill trespassers in the mountains by using their huge blue bows and arrows. The archers do not miss regular shots; their only chance to miss their target comes from the armor and footwork of the character, and they always hit unarmored average people.

Each carries a breaking bolt; a large arrow with a pyramid shaped head; the flat base of the pyramid on the end of the arrow with it tapering to the shaft. This bolt can smash through shields, armor, spell barriers, even barricaded walls not also made of stone. There is a 1 in 20 chance after fighting the Lapis Archers that you will find a small square depressions of the bolts hitting the mountains themselves from so bygone ancient battle.

(7) Dark Flier (2 HD, +4 AC, 1d6 black talons, flight, casts spells in form of sky runes)
Morale- 14
Number- 1d4

The Dark Flier is a black shadow in the rough shape of an eagle that flies across the sky. It leaves a black streak that persists for several seconds wherever it flies, and appears as little more then a shadow. Due its speed and the black streak, it is difficult to hit.

As it flies, the dark fliers make patterns in the shape of spell runes that glow with dark energy. Looking at these runes for more then a second causes them to cast a 2nd or 3rd level spell upon the character who accidentally looked at the rune. You have to make a saving throw when looking into the sky at the fliers or to make a range attack; if you fail the save, then you've glanced at a rune on accident and the spell is cast upon you. The Dark Flier swoops in to attack with its talons at targets who refuse to look skyward as a backup, and they prefer to target people close to ledges or climbing as to knock them off.

(8) Instead of a creature, a magical blue wind blows your way. The sapphire mountains are cold all over; but this wind is magic and especially bad. If you do not immediately take cover, either by making camp or ducking inside something, the wind deals 1d6 damage to your Dexterity score. The more damage it deals, the more blue your joints turn from the biting cold. Even if you warm up your fingers and knees right after by a fire, the damage remains and your joint still appear tinted blue from the magical harm of the wind.