Showing posts with label List. Show all posts
Showing posts with label List. Show all posts

Wednesday, October 2, 2019

30 Methods of Bewitchment

30 Methods of Bewitchment
[1] Wooden Nickle. Only works on people who accept coin for goods and services. You must get them to accept a fake coin made of wood and paint, either mixed in with other coins or individually. As long as they have the coin, they are under your spell. They can only get rid of the coin by getting someone else to accept it for trade- the coin always returns if burnt or thrown away.

[2] Elf-Touched. Only works on those who have never met an Elf before, and you must be an Elf or at least Half-Elf. The first time they see you their breath is taken away, a mix of fear and delight, and you must touch them. This spell continues until they are snapped out of it by someone who has killed an Elf, or by someone who is an Elf of an older age.

[3] Razor Stones. The person must cut their feet on your stones, which you then keep. Sometimes, Witches steal their shoes and set up these rocks outside their home to go get them again, other times they are tricked into doing it for a performance. The spell lasts until they have their feet burned on hot coals or get some perfectly fit shoes. The new shoes must be able to last them the rest of their life- the magic untangles if such fine cobblery touches their soles.

[4] The Book of Names. This spell requires a conjured spirit or demon, or the illusion of such, offering the victim to sign their name in the book. If the victim does so, they are promised wealth, power, or eternal life in exchange for their soul. Witches can trick people into signing their name under their control instead of a demon, or demons sometimes loan the names of local or prominent individuals to Witches since they'll collect both souls when they die anyway. As long as you have this person's signature in the book of names they cannot be uncursed, only a powerful Priest can restore the person's soul or slaying the Witch can free them from the Book.

[5] Biting the Cord. This spell only works on babies; the Witch must bite off the umbilical cord from the baby to mother when it is born. Upon that baby's 17th Birthday, they can become entranced at the Witch's will, which lasts as long as the Witch wants. This spell is broken if the mother or anyone present at the birth tells the child that their cord was bitten by the Witch, or if the person has a child of their own.

[6] Envy. The Witch must make the person envious of them. Either through expensive clothes, a beautiful wife or husband, or some other method of creating jealously targeted at the person. Then, the Witch must make eye contact to drill the thoughts into their brain. After doing this three times, the person becomes bewitched. This method of bewitchment creates a feeling of jealousy, defeat, and anger instead of love or fascination, but the mechanical effects are the same.

[7] Sickness. The Witch must intentionally get someone sick, either by transferring a sickness they have, infecting a blanket or potion with sickness and getting the person sick through it, or by some other method that doesn't involve a magic curse. This method of Bewitchment works by the Witch tending to and caring for the person who has magically fallen ill. The fake treatments and sugar pills of the Witch don't help cure the sickness, only making it worse or making the person more bedridden. The person cannot be snapped out of it unless actually cured, or if someone proves the witch was the one who made them sick. In this situation, the Witch's magic will fade and the person will get better instantly, realizing they had been poisoned by the evil witch.

[8] The Magic Well. The Witch must force or trick someone into going down a well, and once they are down there the magic kicks in. The person relies on the Witch to bring them all food or clothing, and starts to respect and even love the Witch for it; Stockholm syndrome meaning they won't even try to escape the well. This power ends the moment the person is dragged up from the well.

[9] The Pet. This method only works for Witches who can turn into animals. If you can turn into an animal, such as a black cat or sheep, you can corrupt the mind of the owner of that animal by making them slowly obsess over and care for it. This spell only works on loners and those who do not have attachments to people as strongly as their animals, and only works as long as the victim doesn't know the Witch is actually their beloved pet.

[10] The Witch makes magic dolls, fashioned after their victims. By taking a lock of their hair, scraps of their clothes, and fashioning them into a doll and writing their name on it they can magically bind the person's will to them, Bewitching them until the doll is destroyed.

[11] The Magic Candles. This requires using the person's body parts of oils from their skin to make candles, and then burning those candles. The Bewitchment is more powerful then normal, but only works while the candle is being burned and only lasts a few hours in total time before the candle is melted away to nothing.

[12] Eye Drops. The Witch entrances a person by dripping special eye drops into their eyes, either when their sleeping or when restrained. They “see” the world as the Witch wishes, thus Bewitching them. As an additional effect, this power means the Witch can appear invisible to the person with the drops in their eyes at will. This spell ends if the person is blindfolded and relies on their other senses, or if their eyes are washed out with holy or magic spring water.

[13] The Ritual. This spell requires a powerful magical ritual, but can be done to even the most wily and resistant of foes. The person must be tied down and have their body eviscerated; their intestines are pulled out by magic tongs and replaced with slithering garden snakes. The person is then sown up and the Witch gains power over them. The only way to fix them is to have them swallow alive a snake more powerful and dangerous then the ones they were injected with (it eats them in their guts; takes a few days of painful stomach cramps), or by slaying the Witch.

[14] The Foul Gift. The Witch must not be suspected by the person who receives the gift, nor must they know the Witch has magical powers. The gift must always be a living or once living thing; such as a small pet or a vase of beautiful flowers. Over time, the person becomes more and more bewitched until fully entranced by the Witch as the gift rots and spoils. To them, the pet bird is just as pretty and sings the same, and the flowers are still fresh, but to anyone who enters their home and sees the gift it is rotten and putrid. To break the curse one can prove that the gift is spoiled, or prove that other gifts given by the Witch have also spoiled and been proven as fakes.

[15] The Hidden Idol. This spell only works if the Witch has secretly altered or helped build a house or castle. Within, the Witch must hide a Pagan idol to their forest gods- hidden in a secret room or within a loose brick in the fireplace. The people living in the home can be bewitched by the spellcaster, but the spell ends if the secret is found.

[16] Cursed Quest. This spell involves the Witch intentionally sending someone to get an item that is not useful, or is cursed to begin with. Once the person finds the item such as in a dungeon or monster lair and touches it, they get a save vs magic to realize they had been duped. If they fail the save, they claim the item and become Bewitched, no longer remembering that they had to return the item but simply keep it and obey the Witch's normal powers of Bewitchment. If the item was already cursed and known to the Witch before, then the person may also suffer the effects of the item's curse in addition to be ensorcelled. Once the item is removed or a Remove Curse spell is cast on them, they'll also be freed from the Witch's spell.

[17] The Plot of Land. This spell requires a severed finger from the victim, which cannot be too far decayed. While the victim has lost a finger, they can still be enamored by the Witch if she buries it in her herb garden and cares for it as a newgrown sprout. Each day it must be watered, parasites picked off, compost and fertilizer used, and so on. The finger remains sticking out of the ground in the garden, visible to anyone who is looked around for it. The person whose finger is removed in this way is bound to the Witch until the garden is destroyed or the finger uprooted. It is also said that certain powerful resurrection spells are used along with this method; those Bewitched for long enough may kill themselves in service to the Witch, and the Witch can pull on this finger to raise out the full body of the person, who comes back to life as a garden-grown servitor. It is also said this being is mostly as the original but even more deeply controlled; and will now die if the Witch is killed, but it is the only way to free them from their fate.

[18] Witch Bath. Once again, the Witch must be faking their profession as a bath maid or nurse healer. The victim must willingly lay in the bath and be cleaned by the Witch, and she will sing soothing songs even as she dumps the ice cold water on them over and over. By the time the bath is over, the victim will be chilly and clean and ensorcelled by the Witch, but always have a shiver from the cold magical bath. The way to break them free of this spell is to warm them up by a fire, even by force.

[19] Dark Nightmare. This more direct method of Bewitching someone requires a powerful dark magic spell to be cast on them multiple times so they have terrible nightmares that night. The nightmares feel as though they are being tortured, chased, and humiliated for days across the span of a single night. Each night, the victim gets a saving throw vs magic to resist. Once they failed 3 nights total of saving throws, they are ensorcelled. Those targeted by this spell can put up dream catchers, sleep with loved ones, take sedatives, and seek the aide of spirit and dream healers to avoid being taken over by the Witch even if they don't know the source of the Nightmares.

[20] The Charm. This spell requires a ring, amulet, or fanciful charm to be worn by the victim. As long as they keep wearing the charm over the course of one season, their mind slowly becomes warped to serve the Witch. This spell can be broken by stealing the charm from them, but charms gifted from Witches tend to have protective or cursed magic on them that zaps those who try to remove it.

[21] The Black Ivy. Magical ivy and weeds grown around a person's house, which must be planted by the Witch or her familiar. The weeds grow slowly but after a few days if they aren't noticed or warded against they will grow all over the house, budding flowers inside the house and releasing choking spores. As long as the people who live in the house keep breathing the spores and keep living in the ivy they will be corrupted by it, Bewitched by the Sorceress. If they are taken away from the flowers for even a few minutes the fresh air will clear their head and they'll break free of the trance.

[22] Piper's Song. The Witch lures people by the sound of the song. This Bewitchment is temporary, and only lasts for as long as the song does. If the people are lured by the music and become lost in the wilderness or a part of the city they couldn't easily find their way back from, they also gain a -2 to saves vs the Witch's next spell cast upon them.

[23] The Sweetest Ale. This magical method is quite gross, and requires the Witch to consistently pee within the well, pot, or barrels of the target. Over the next few days, the person has to brew and drink ale made with the Witch's pee, and this process is further accelerated by adding in berries or sweeteners grown from bushes that the witch fertilized with their own droppings. Despite the brewing and cooking process destroying all of the sicknesses that could be spread this way, and the feces far removed, the symbolic nature of feeding a being your waste enthralls them to the Witch's will; it places them is a cosmically lower state of being and humiliation. This spell can be countered by forcing the Witch to eat waste of the enthralled beings, which is why it is a common punishment for witchcraft.

[24] Vulture's Circle. This Bewitching method requires the Witch to already have either a functioning broomstick or the ability to fly to begin within. The Witch must spend several days at sundown flying, cackling, or otherwise making themselves noticeable over a victim's house. The victim within will slowly become Bewitched by the Witch, but everyone else who doesn't live there and sees the witch will become suspicious and obviously furious with the display of magic, especially once the victim begins to show signs of being controlled.

[25] Freed From Sin. The Witch must disguise themselves as a priest or nun. During confessional or religious rituals, the Witch pretends to offer religious guidance and spiritual succor, but must slowly corrupt and twist the mind of the person in question. Characters with a high Wisdom (+1 modifier) or who are very well versed in religion may realize that the lessons and advice being given isn't right.

[26] Witch Spit. This method requires the witch to spit in the face of the victim, after the Witch has chewed several herbs and kept them in her mouth for this moment. The victim will not seek retaliation against the spit, and will instead become bound to the Witch. This curse ends if someone else punishes the witch's rude behavior OR if the victim is slapped across the face to 'snap them out of it'.

[27] The Beautiful Dance. The Witch must be wearing an appropriate outfit, such as a veil and jewelry, and has a 1 in 6 chance to entrance anyone watching. This can increase by +1 for having a Dexterity modifier of +1 or better, as well as having a Charisma modifier of +1 or higher. This spell doesn't work if the person watching knows the witch is trying to entice them.

[28] Newly Weds. This requires the Witch to steal the wedding ring from a person, and cast spells and glamours and pretend to be the newly wed bride or husband. Then, the spouse must not be too suspicious; after the first night the married person will become convinced that their spouse is who they are, regardless of any evidence to the contrary, and will become more open to suggestion spells and aggressive if their spouse demands it. The way to break this curse is to steal the wedding ring off the affected person's finger, or rescue the real spouse. In some situations, the real spouse will be dead and replaced by the witch, and returning the remains is enough to break the curse. The person will look over the corpse or skeleton and just 'know'.

[29] The Twisted Machine. In this scenario, the Witch must be a technician or assistant to an inventor or noble who owns a machine set for a specific purpose. The Witch will slowly warp the machine, changing its function, making it all about control instead. Once the machine is on and changed, the victim will be ensorcelled by the Witch and unable to see their true colors- the machine can even be made useless but will always be twisted in some way, such as requiring human blood as lubricant or giving off a deathly shriek every night but the victim simply ignoring it and hearing it as music instead. If the machine is destroyed and dismantled, this will break the curse.

[30] The Black Spot. This is a magical spot that appears on a person's hand when they are cursed; the Witch does not have to cause the curse. Anyone with a black spot tends to seek magical aide to have it cured, as it is a serious bad omen and having a black spot often invites others to shun or violently beat anyone with the spot. Witches who take those with the black spot under their wing can find among them wealthy patrons, new apprentices, and sometimes hapless fools that are easily swayed by magic; forcing them to obey the Witch's commands in the hopes of being treated.

Tuesday, November 27, 2018

20 Magic Camera Powers (besides catching ghosts)

[1] Take a shot of a crystal. It is bigger in the photograph, and grows bigger in real life to match it as soon as it is not being watched.

[2] Once you take a picture of someone, they don't react to you in any way, unless you physically attack them, for the rest of the day. If you took a picture of a guard, you could walk right past them and they wouldn't notice you at all, you could even push them out of the way and they would just think the place was haunted, as long as you don't cause them any serious injury. Officials are starting to become aware of this camera and are making sure to keep their peace keepers and guards separated by thin sheets of paper or wood at compromising angles, making it less likely for thieves to get multiple targets in a single snap.

[3] Take a picture of a page, a note, graffiti, etc. The writing is translated into the language of the manufacturer of the camera in the photograph; retaining as much of the voice of the author and style as possible.

[4] Take a picture of anyone in armor, a robot, or some other strongpoint. The developed photograph has a colored spot on the weak points.

[5] Take a picture of anything. After the photograph is developed, the first person to see the picture will be so shocked and absolutely terrified of the subject that they will develop a phobia of whatever the subject of the picture was.

[6] Take a picture of something magnetic. The object reverse polarity over the next 1d4 days.

[7] Take a picture of an animal. Anyone who sees the developed picture besides the photographer will think it's adorable and not be scared of it, even if it's dangerous or wild.

[8] Evil cursed camera; take a picture, and in the developed photograph you'll appear somewhere in the frame. You're trapped inside the picture. The only way to be freed is someone takes a picture of that picture with the same camera.

[9] Take a picture of someone. In the developed photograph, it shows them with a ridiculous, huge, multi-colored, and accessorized hairstyle. This is the “hair of their true self”. They wouldn't be caught dead actually trying to do that; but if you make a wig that tries to copy that hairstyle you can wear it and act as a magical proxy or clone of that person as far as the cosmic order is concerned.

[10] Take a picture of a wall. The camera develops photos that reveal what is on the other side. Blocked by lead, magic, or walls over a foot thick.

[11] This camera can see the invisible; photos taken of invisible objects and beings are revealed in the developed photographs. It takes a long ass time to develop them though.

[12] Take a picture of coins or dollar bills. In the photograph, they appear as a much higher denomination. You could trick someone into thinking you have a lot of money.

[13] Take a picture. The 'flash' of the camera lingers for 1d6 minutes, all objects hit by the flash glow as though they were still being hit by it, and people get red eyes that were hit in the face and can see in the dark until it expires.

[14] Take a picture. The camera has an attached vial that is filled with “imaging liquid”. This liquid can be poured into a pool of water and the images that are contained within slowly fade in and out of the water's reflection, with each image getting an equal amount of time appearing and at random intervals. Once two or more images are mixed together by mixing the water, there is no way to separate this “album”. If you drink some of this water you have some really weird dream.

[15] Take a picture of the sky. You see giant hands, tentacles, and magical strings controlling everything in the world. Sanity check.

[16] Take a picture of someone performing a skilled task. Anyone who views the developed photograph gains a rudimentary grasp of the task or skill required for it.

[17] Take a picture of something green. “Green” does not exist in the developed photograph; all Green objects are combinations of blue and yellow dots or stripes. If you take a picture of any green plants or vegetables, you will see runic symbols in their leaves and foliage of these colors that act as the ritual symbols for these plants in magical research and spells.

[18] Take a picture of yourself in a mirror. Your reflection is contained within the developed picture and you have no reflection in normal life. This will confuse many people into thinking you are a vampire. This lasts until the photograph of your reflection is destroyed.

[19] Take a picture of a closed door or window. If you develop the photograph, blow it up to a big enough size, and embed it with plenty of magical crystals and paint it with magical ink, the door-picture could be entered as a portal to enter the closed door exactly once, with no easy return.

[20] Roll again. The camera can do whatever you rolled and catch ghosts.

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.

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.

Thursday, September 6, 2018

Magic Mansion Soiree Encounters

[1] Room that is 5ft longer on one side then it physically should be. There's a red line painted on the floor that shows this; it's just bragging rights, as even she couldn't afford a spell that made her house much larger on the inside then the outside magically. If wall is broken there will cause a sucking sound and the room will crack to snap back to where it 'should' be in 3d space.

[2] Room with an aquarium of rare fish. There's a sad little seal in a little wooden pool in the corner. He's trained to feed all the fish and take one for himself whenever the bell rings, and it's tied a magic hourglass in the adjacent room via cord.

[3] Doll room, filled with hundreds of dolls. Many in the center are life sized as big as children, and match descriptions of missing orphans.

[4] Spiral staircase leading up to the next floor, crafted by a dwarf. It's made of sawdust, cobwebs, and glass. It's far too fragile and delicate for anyone to walk on it while wearing armor.

[5] Urn of a long dead patriarch on a mantle. If knocked over the ash will animate into an angry ash wraith.

Cremated Ash Wraith (2 HD, ethereal, touch causes 1d6 damage. On 6 save or take 1 level of level drain of your primary class)
Morale: N/A

The Ash Wraith is angry of being disturbed, but does not attack those belonging to its family. Can be turned by a Sage or by someone waving around a flaming object.

[6] Crawlspace between all the walls in the house for young servant boys to use to carry around packages without actually using the immaculate hallways. Little sliding doors hidden into the walls allow dirty little hands to give you letters. Might be incorporated into some kind of fancy "fake" murder mystery the noblewoman has set up for the guests.

[7] Study with a magical chess set, which plays by itself when nobody is touching it. The chess pieces have become very cruel and cunning after dying and fighting for hundreds of battles, and can defeat almost any human opponent. The horses on the knight pieces nip at your fingers when you touch them, and the pieces cry out for blood.

If you manage to simulate a battle or army on the chess board out of chess mechanics they may just reveal the secret strategy to defeating them.

[8] Rainbow washbucket, by tossing in a garment and declaring a color it will both wash and magically change the color of the garment. Still not gentle enough to work on high quality clothing, the lady of the manor still has several washing servants.

The water will splash on a random party member and the first color shouted out will be what color their armor or robe becomes permanently.

[9] Hallway with a gargoyles head carver into the banister above it. It will stop you and demand you answer a riddle to pass. The lady of the house knows all of its riddles and their answers, but you can just pass under it without answering by making a save.

If you teach the gargoyle a new riddle, it gains the power to deal 1d6 damage to anyone who fails to answer it. Until the lady of the house knows that riddle as well, the gargoyle can wreck havoc.

[10] Animated portraits line across a dining hall. The figures are usually in parades or noble attire, and freely swap between paintings to meet with each other.

A few doodles from the children and graffiti from the servants have managed to sneak their way into the paintings and hide in the background making the painting a poor juxtaposition. If you spend more then a few minutes examining the paintings you take 1d4 Charisma damage, unless if you have a bottle of paint thinner and blot out the offensive creatures from existence.

[11] There is a waiter carrying a silver chalice filled to the brim very carefully, but isn't watching where he is going. Make a save or you bump into him and he drops it; the liquid forms into a minor water elemental and attacks.

Minor Water Elemental (4 HD, +4 AC, 3 water whip attacks 1d4, Immune to ice damage, Ice spells that deal at least 6 damage stun for 1 round instead)
Morale: N/A

[12] Mask Party. Several nobles are sitting on chairs in a circle, given spooky masks and told that their “true selves” will be revealed. All the nobles will turn into a semi-monsterous version of the creature on their mask- they are much lesser then the creature itself, just having some of its abilities at a weakened state and having their normal hit die per character. Some of them will lose themselves to this new form, while others will accidentally harm others, and some may accuse anyone nearby of being in on the curse.

One chair and mask stands vacant, in which case a character who wore it will need to make a save or lose their free will as a monsterous form. The mask can only be removed via a wish or if the character lives virtuously for a year.

Mask Monsters – 1d8
  1. Basilisk
  2. Lich
  3. Golem
  4. Beholder
  5. Troll
  6. Devil/Oni
  7. Owlbear
  8. Werewolf

[13] The Fool's Shoes. Placed in a decorated wardrobe, they're a magical pair of shoes that make anyone who wears them tumble, fall, twist, jump, and look like a total fool of themselves.

Wearing the shoes makes your Dexterity modifier treated as +2, unless it was already +2, in which case it is now +3. The shoes could be very valuable and useful if stolen from the manor.

[14] Room contains several young men dressed in full body, skin tight suits made of a semi-magical substance called latex. Each man is wearing a painted outfit the corresponds to one of the fruit on the endless fruit & juice fountains in the room. They are tasked with offering guests fruits, and will brutally beat and strangle each other for the amusement of the guests.

The one who gets the most guests to eat the most of their fruit will win a prize; the Panacea Pineapple. It is said to be able to cure most earthly diseases or cause a painless and merciful death to those with terminal illness. All of them will turn on anyone who tries to take it for themselves, as all of the young men have dying grand parents or siblings and they need to win, and will do anything it takes to claim the prize. It's nearly priceless if you managed to find the secret hidden chest in the hidden room it's locked in.

[15] 'Lil Genie Room. This room is done up in a not!Arabian style and has several throw cushions, phantasmal veiled belly dancers, and a big hookah in the center with a smokey genie hovering over it. The genie has been imprisoned and must grant “unlimited wishes”, but its wishes are stretched so thin as to only apply to within this room.

The genie could, for example, grant you untold riches. But the moment you tried to take any of the gold outside of the room, it would disappear. Injuries you wished to heal would reappear, age you wished away would return. You could wish to be King of the world, and all would respect your authority and it would be true, but only in that room. Two guards stand outside the room with bows; to stop anyone from casting any truly destructive or wishes that go against their lady's best interests. There is a young servant girl hiding away in this room; she'd asked the genie for food for so long that she would starve to death the moment she left the room.

[16] Nap tablets. Within this darkened room full of beds and curshions are little pink tablets that, when swallowed or mixed with a drink and drunk, make the user feel very tired and fall asleep. They fall asleep for two exploration turns, and then wake up as refreshed as though they had slept a full 8. These tablets are used by the guests so they can sleep and continue to enjoy the festivities after many, many hours, but each could be sold on the black market for 2d6x30 coins.

The room also always contains 3d6 sleeping noble party-goers, wealthy merchants with treasure tucked under their pillows, and powerful wizards resting to restore their spells. Most of them have guards, who will probably notice you trying to steal or murder their boss, or steal the tablets. The tablets are located within three crystal chalices floating around the room.

[17] The Wondrous Wall. Small “spots” of glowing light travel along the wall's surface, and anyone who touches the spot feels the sensation of the color and texture of the spot. So the spot may appear as rushing water, and touching it will cause your fingers to feel wet and cold from the spring. There is a spot that appears as a hot flame, and the moment it touches your fingers you will pull them back from the heat, but if your hand was forced to stay you'd take 1d4 fire damage.

The spots slowly drift around the wall, and a few nobles crowd around it and daring each other to touch the different spots.

Each spot can be removed with a paint scraper and a little bit of patience. After slapping it on another surface, it will start to “explore” its environment, but cannot leave its new wall. By rolling up the spot like a scroll and “invoking” it, a magic user can conjure a tiny amount of whatever the spot represented; a bucket's worth of river water, 1d4 jet of flame, a small fox for the spot that appeared as a soft animal's fur, a stingray for the bumpy gray skin spot on the wall, etc.

[18] Dragon egg in a glass case. The case has a lair of frost on it, hinting at the fact that anyone who touches it will take 2d8 ice damage and a loud banshee scream will alert the nearby guards.

Wealthy merchants crowd around the dragon's egg, as if amazed at the sight of a dragon up so close. The dragon egg is worth 2d4x5000 coins.

[19] The Season clock. Up in a taller tower room of the mansion; by turning the key on this huge magic clock, the room and viewing windows change entire seasons. The trees outside bloom, and butterflies go by in spring, before cold icy winds come and the trees lose their leaves for winter if you turn the key two more times, etc. The temperature of the room also changes depending on the season, and the servants here have magic outfits that change color and theme to fit whatever period of time of the “year” it is in the room. The key of the clock is magic and could be used to operate many different magical devices.

The time distortion is kept contained within this room, and your ears pop would you leave it. If any of the reinforced windows are broken, it causes a magic backlash that hits everyone in the room. Make a save to simply grow a beard or have some of your wrinkles disappear. If you fail the save you turn 1d8x10 years old.

[20] The Wine Cellar. Down carpeted steps into a small dark cellar, filled with many open caskets of wines and alcoholic drinks. There is a siren suspended into a magical bubble half filled with ocean water floating above the room, taking song requests. The wines include regular, vintage, and magical drinks. The siren's music is muffled so she cannot control people, but she will try to get the party to fire arrows or throw things at her so she can pop the bubble and start eating or controlling the house guests below.

Wandering Monsters
Roll 1d6

[1] Plucky Thieves (1 HD, +2 AC, 1d4 knives, blending in as servants, +1 to saves)
Morale- 9
Numbers- 1d6+1

[2] Fed-Up Summon (3 HD, +1 AC, 1d8 sledgehammer, scary gargoyle face -1 hireling morale, scares away other house guests and guards, smashing holes in wall)
Morale- 12, 14 when damaged from rage
Numbers- 1

[3] Sleeping Magus Dream-Projection (2 HD, casts 1st and 2nd level spells, ghostly and must be harmed with magic spells or weapons)
Morale- 10, gets bored instead of retreating
Numbers- 1 or 2

[4] Revolting Guards (2 HD, +2 to hit, +4 AC from armor, want your money not your life)
Morale- 7
Numbers- 2d4

[5] Loose Oven-Bound Fire Elementals (1 HD, 3 HD, +4 AC, 3 flame spark attacks at 1d4 fire damage, immune to fire damage, splashing water on it kills it)
Morale- N/A
Numbers- 1d4

[6] High Noble Duelists (2 HD, +2 to hit, +3 AC, 1d8+1 magic rapiers, wearing jewlery worth 1d8x100 coins, drugs make them ignore mind-effecting spells)
Morale- 12
Numbers- 1d6