Showing posts with label hell. Show all posts
Showing posts with label hell. Show all posts

Sunday, June 23, 2019

Nine Tables of Hell

What is the environment of this section of hell like? - 1d10
[1] Fire, molten rock, burning brimstone. Pretty normal.
[2] Freezing rains and winds, forever-sticking mud in your boots. Swampy.
[3] Clearly designed for punishments; orderly sections, demons on rotation. Artificial barriers.
[4] Steps to a demon lord's palace. Protesters flayed, calmly stand up to protest some more.
[5] Humongous pillar stretching into the black, ashy sky above. Holds up the surface world?
[6] Flying skulls laugh evilly, pushed along by blistering winds over the salt flats.
[7] The floor is moving. Giant beetles are the hills, crawling over and eating anyone who falls down.
[8] Green trees and plants, everything is painted razorblades.
[9] The forest of suicides. Those who kill themselves become trees here in hell. Moaning trees.
[10] Tall bony demons walk on stilts, pluck souls up in their beaks, throw them down off the nearest cliffs. Hilly terrain of sharpened stones and seemingly bottomless ravines.

What is this Damned Soul being punished for? - d10
[1] Lust
[2] Gluttony
[3] Greed
[4] Sloth
[5] Wrath
[6] Envy
[7] Pride
[8] Wearing mixed fabrics, being left handed, etc. Ridiculously unfair orthodox sins.
[9] Being a terrible Father/Mother In-Law. Majority of hell's population.
[10] Evil deeds of a past life- ironic punishments don't work for this incarnation. Has no clown phobia, yet being harried by demon clowns.

What are the Demon's doing on their break? - d8
[1] Smoking.
[2] Gossiping with a giant stone face that is chewing on a sinner; they laugh softly over the screams.
[3] Picking through a stack of beautiful paintings, then smashing them.
[4] Swimming in lava. There is a rope swing made of some lady's innards. She's tied up above.
[5] Affixing black metal armor to themselves, welding it to their skin.
[6] Torturing “for fun”. The damned soul is a volunteer; getting a break from his preordained, much worse torture for this easy and casual finger breaking and anus ripping stuff.
[7] Drawing lines in the sand and discussing hell geopolitics. Eavesdrop for 1d4 rumors.
[8] Torturing, eating, and molesting dogs. Absolutely horrific, but you'll notice the dogs aren't real. They're automatons; everybody knows dogs always go to heaven. They wish they had a real dog.

What's the Hellish Kitchen's Special? - d12
[1] Jellied Baby Souls. It's a rare delicacy, because only a few babies end up here.
[2] Any normal dish, à la mode. The topping is molten lava.
[3] Flail-Snail Escargot. They're still alive, of course.
[4] Evil Jam. Dark purple, flavor tastes like miasma and wasted time. Served on bleeding-bread.
[5] Ale, fermented in a barrel with the heads of several punished brewers.
[6] Pixie dust. Stolen from a paraplegic girl who wanted one chance to fly.
[7] Wizard ganglion, served on his own staff. Slow roasted to get that wood-smoked flavor.
[8] Journal of a youth, read to expose their failed dreams. Laughs of spite are the main course.
[9] Ulcer of the damned. Scratched daily for a few eons, it's perfectly ripe now.
[10] Water. There's basically none of it in hell, save the occasional snowball.
[11] Elf ears.
[12] Looks like a normal tavern special. But cooked, prepared, and made by devils.

What did the Greed Demon just drop on the ground? - d10
[1] Key to one of the Hell vaults. Incredibly valuable, but the guards and traps are still there.
[2] Smaller Greed Demon. It's the first one's compound interest, so it's still growing.
[3] Gold coin wrapped in silver coin wrapped in copper coin wrapped in bear shit.
[4] Stowaway mimic. Small, portable design like jewelry box or medicine flask.
[5] Burning Ruby. It burns for years, even outside of hell. Submerge in ice water for a few months.
[6] Vile wind chime. When shook, worst imaginable smell blows in. Demons will trade for this.
[7] Handful of copper scarabs. They burrow under skin and turn you into an immobile statue; typical punishment for metal workers who cheat their customers.
[8] Soul of a banker. It immediately tries to lend advice and guidance, and charges by the penny. It's charging interest on every word; in a few days will demand ridiculous first payment for the loan.
[9] Bag of Witholding. Anything placed within requires several summoned lawyer demons and days of litigation to get back out. The demon gets to keep anything left in when you die, expect tricks.
[10] Dyed rope with multiple knots from some primitive culture's money system. Demons still trying to find proper exchange rate between it and hell-currency.

How are these Damned Souls planning to escape? - d6
[1] Digging up. Small collection of shovels and a single, rotten 20 ft ladder. It's not going well.
[2] Collecting hell coins and luxuries to trade with a major demon for safe passage out of here.
[3] Being so evil they can be promoted into demons. Very likely to attack you.
[4] Prayers sent to realms above. They travel by post, will take quite a while.
[5] Seeking nirvana to escape the cycle of death and rebirth. Hard to meditate with birds eating your organs all the time.
[6] Growing a garden in a hidden nook, a few blades of grass and a stumpy squash is all they have to show for their “grow a huge vine and climb out” plan.

How are these Damned Souls being tortured? - d12
[1] Giant cat is playing with them, it's claws are frozen ice, chills so they can't run away.
[2] Little dollies go “play with me” while making more of themselves out of people skin.
[3] Crushed flat by huge demon, stacked on burning shelves. Not a punishment, just storage.
[4] Melted by ultra-hot fire. Their bodies pool together, faces and memories start to intermingle.
[5] Giant eyeball watches them from above, criticizing every action.
[6] Lightning bolt strikes person, they get fat and run. As soon as they slim down, struck again.
[7] Great geysers of boiling piss. Also, poop hail.
[8] Huge rolling stone constantly chases them. Also has their mother's face or some shit.
[9] Demons paint their body team colors; throw some limbs around to score points.
[10] Leaky bags of drugs put inside skin; sneak across border to purgatory. Always busted.
[11] Endless waiting room “to be sent to your punishment”. As soon as one gets clever and figures it out, they are put on a bandsaw that slices them from groin to head. Just to spite them.
[12] Bored demons poking at someone in boiling tar with a pitchfork. They'll let you take over if you want, but won't compensate you. They wished they paid more attention in devil school.

What is this Demon's weapon made out of? - d8
[1] Dark Soulstuff. Souls that last hope so many times they lost all semblance of being.
[2] Steel forged in the fiery furnaces of hell itself. Look cruel and dirty but very strong.
[3] Bones and ligaments. It still bleeds.
[4] Demon horn and scales. Acts as an Unholy weapon, turning lawful/angels on a successful strike.
[5] Wood from the roots of the world. Very strong, can be stuck in stone to make rock indestructible.
[6] Dwarf weapon, fallen from an underground kingdom above. Notches mark promises broken.
[7] Stolen angelic weapon. Kept filthy and used as sex toy; its spirit must constantly be broken for the demons to be able to successfully use it.
[8] Soul of a sinful warrior, crushed and molten, made into the shape of a sword. His face is etched onto the flat of the blade, stuck in an endless scream of pain and battle.

The Devil himself flies overhead! What does he decree? - d6
[1] For 10 decades only, super sale at Hell Emporium! It's just an illusion from Mammon.
[2] He screams the name of the most sinful party member. Hell's forces descend on you.
[3] Babbles and pukes green slime, which rains down. If it touches you, holes open up on your flesh.
[4] He doesn't say anything; just draws a giant dick in the sky with his black contrail.
[5] Challenges the demon prince of this level of hell to show who is the boss. He will win.
[6] He's turned over a new leaf, ready to save the damned and make demons good- wishes to rejoin heaven instead of fight. 1 in 10 chance he's actually not joking.

Saturday, March 9, 2019

The Four Elements of the Underworld

The primordial forces of the world are the elements. Elementals are the simplest form of life, naturally. But as things are on the surface, the underworld is a dark mirror to it. In the same way that ghosts are weak, insubstantial, and can barely manipulate the elements of the upper world, living things wilt and die to the elements of the lower world. But elements they are all the same.
[1] Bane Fire
Fire is enlightening. It is the symbol of man's domination over nature, as well as civilization. It is a symbol of the candlelight vigil, the torchlight, and the fires of a forge. Banefire is its opposite. Banefire appears as glowing, sickly green flame that gives off little light. Those burned by the banefire have their minds become enfeebled- the opposite of the enlightenment fire brings. For each dice of Banefire damage dealt, save or take 1d4 damage to Intelligence.

[2] Stygian Water
Water is the tool of the healer, the farmer, and a giver of life. Stygian Water is its opposite. The black water cannot be made pure through any amount of boiling or herbalism. If even a small amount is splashed on your character or their clothing, they must make an immediate save or be subject to a minor disease. If they are partially or fully submerged in a large amount of Stygian water, or have a bucket or greater worth dumped on them, they break out in painful blisters and boils on that area which are permanent without treatment if they fail a save. Finally, drinking Stygian waters can stave off death from thirst, but cause permanent aging by 1d6 years as the water saps their life force.

[3] Hell Wind
The Winds of the world are cool and refreshing, bringing forth fresh air and sending away the miasma of rotting corpses and waste. The winds also bring the rains and storms and seasons- these are the domain of the element of air. Not so in the Underworld. There is no rain here, the wind is a dry and hateful thing, the wind is hot and brings the worst smells and sounds from every corner of the underworld to your location. Even the most steadfast of living beings bend under this wind like saplings; the hot wind peeling their skin and bringing no relief. During the hellstorms of the underworld the wind becomes so strong and putrid that it may just suck the breath from your lungs.

[4] Crumbling Earth
Earth is solid, foundation for the rest of the world and the firmament. Beyond providing the basic elements for living things and material to build; the elemental Earth also patrons the blacksmith and merchant alike with useful and valuable metals and gemstones. The crumbling earth in the underworld is the opposite. It is mostly dust; gray and lifeless, which is the same stuff that the undead must eat each day. For mortals, the crumbling dusty earth in the underworld is no steady foundation; it gives way easily leading to falls or sinking into quicksand in wet places. The Earth is also torturous to equipment made of metal and crystal- even once living materials like wood, leather, and bone are not totally spared its wrath. Even leaving your helmet rest on the dirt for a few hours while you rest will result in you finding it half rusted, crumbling at the bottom, turning gray and becoming the same dust you once slept in. Even the ground here despises the living. Only items made in the underworld are immune to the corrosive powers of the soil itself.

Wednesday, February 14, 2018

My (Dominions-Style) Dragons

I'd like to preface this blogpost by saying that I've never actually gotten far enough in a campaign to have dragons or fight dragons, but I've always had specific opinions on them. I've never been a fan of the ultra-powerful dragons seen in some media, nor have I been a fan of the ALWAYS ancient ALWAYS clever and ALWAYS magically omnipotent dragons you see sometimes. Basically I read this blogpost about dragons and I agreed with everything.

My current game uses Dominions based magic, and the dragons in that are elemental. But there are a limited amount of them in the game, not representing all of the magical Paths. So let's fix that, and show my personal opinions on doing dragons.

I love this fat ass Dragon
Dragons
Dragons are closely tied to a single magical path, and while they do not cast magic as mages do they have some ability to manipulate their power over their path with their age. Dragons have a personality that is usually associated with their path, but all dragons are egotistical, self serving, and somewhat lazy unless very strongly befriended or humiliated to the point of hatred. All dragons have immunity to their elemental type, and magic of their Path is almost impossible to use against them. Dragons have magical power associated with their Path, but instead of casting spells they have innate powers they call “breath”, which is usually associated with their breath weapon along with other innate abilities.

[1] -Fire Dragons-
Color- Red, Rust, or Orange. Rarely Pink.
Breath- Flames. As they age, their breath becomes hotter, capable of exploding or simmering as embers in wait for an enemy to pass over them. Their fire can even move as though it was an animal, seeking to destroy the dragon's sworn enemies. Friendly dragon fire never burns or goes out and can be used to forge weapons and armor of great purity and strength.
Personality- Fire dragons are the quintessential dragon. Quick to anger, passionate, and proud. Red is the kind of dragon everyone thinks of first when you think of “dragon'. Their anger is a seemingly limitless well, and they can be forced into bad decisions or rash action if their enemy is hated enough. But even the most fearsome of Red Dragons could be subdued for a moment with a lavish enough declaration of inferiority and endlessly praising and stroking their ego.
Other- Fire Dragons are great in a fight and have the highest to-hit of all dragons, getting a bonus equal to their level +1. Their claws easily find blood and they go for the throat.

[2] -Air Dragons-
Color- Yellow, Honey, Wheat. They have feathered wings.
Breath- Lightning. They fire great bolts of lightning from their maw, and can control where it lands and how powerful it can become with age. Plus, they can fan their wings to create great gusts of wind, and are known to whisper to create illusions. Powerful Air Dragons can also use their breath like a 'brush' and cast many illusions and glamours across everything it touches for a short time.
Personality- Air Dragons are capricious. Impulsive and sometimes possessing multiple personalities. They are also the most 'cowardly' of all the dragons, though what cowardice means to a dragon is much different then what it means to a human. And calling one a coward is a good way to get a lightning bolt dropped on your head. Air Dragons are also the most likely of all dragons to disguise their true nature and form through illusions, messengers, and are able to throw their voice.
Other- Air Dragons are the best fliers of all dragons, and are extremely agile when flying around. They can outmaneuver almost any other dragon in flight.

[3] -Water Dragons-
Color- Blue, Aqua, Cobalt. They have finned spines and webbing between their claws.
Breath- Water & Frost. The intensity of the cold increases with age, as does the strength of the water jet they can spout. Their water breath can eventually seek out targets to drown, or rush to fill in space and then freeze to kill whoever was caught in the area.
Personality- Water Dragons are known to be distant and flexible. They hide their true emotions well, and many have complex plots and enjoy playing mind and riddle games. Water Dragons, just like water itself, are very diverse and can live in rivers, lakes, the oceans, or in the frozen North and often pick up many different languages and stories to tell.
Other- Water Dragons are naturally the best swimmers in the dragon world and are resistant to both hot and cold water, frost, as well as the pressure from the ocean depths. The older they get the longer they can hold their breath, until eventually they can grow gills and breath underwater.

[4] -Earth Dragons-
Color- Brown, Glossy, Copper or Bronze. Their teeth and claws are metallic.
Breath- Sandstorm. Their breath flies forth like sand that rusts and degrades metal equipment, blasts apart fortifications, and they can slam their fat tails so hard that it creates earthquakes. Extremely powerful Earth Dragons has breath that can petrify living things when it touches them, turning them into stone. Sometimes they can vomit up massive boulders to fling at their foes.
Personality- Conservative and lethargic. Unlike other dragons, Earth Dragons may allow a hated rival to simply pass them by due to being lazy or having other things to worry about. They tend not to change their minds about anything, and befriending one is hard, but once you have you will never lose their favor. Earth Dragons also have impressive memories and can remember seemingly every conversation they have had and every time detail of another being's appearance.
Other- Earth Dragons have the strongest claws and hide of all dragons and they know it. They are also known to eat metallic ores and crystals deep in the Earth to keep their claws and scales strong. They can also eat stones and gravel, which they may be able to gain some energy from but mostly eat it to help grind up their food since it takes months for them to digest whatever they eat. Earth Dragons can dig up some of the most valuable and strongest ores as gifts for mortals.

[5] -Astral Dragons-
Color- Prismatic, Chrome, Crystal. Stars and galaxies are visible beneath their scales.
Breath- Light. Intense light from the sun that can burn undead, or ultra-bright light that can blind anyone caught in it. They can also fire out astral light that saps the strength from those it touches, making them fall to the floor exhausted with several levels drained. Old Astral Dragons are also capable of speaking a decree to the universe and their words make reality change to make it so, if even only for a short period of time.
Personality- Indifferent, arcane, and cosmic. They are obsessed with the bigger picture and always seem to have an ulterior motive. You will never meet one by chance. Astral dragons are one of the strangest and most magical kinds of dragon and they take that in stride. Astral Dragons are also the only kind of dragon known to be able to talk telepathically, and seem to know what you think before you even speak it aloud.
Other- Astral Dragons can appear as comets when they fly, and it is unknown if all comets are Astral Dragons in flight or if they merely appear that way to hide their movements. They are highly resistant to enemy spells. Every Astral Dragon has a secret 'calendar' dictating their 'tide'; where they grow or weaken in strength, size, and magical power from the rotations of the cosmic bodies.

[6] -Death Dragons-
Color- Black, Purple, Dark Gray. They live even in death and may appear as skeletal.
Breath- Death. They exhale black darkness that kills all but the most stalwart. They can also breath out great miasma that spreads disease and terror. By tapping their claw against the ground, they can force nearby corpses to rise as zombie or skeleton servants. Powerful Death Dragons may be able to use breath weapons that copy other dragons but from the realms of the dead; such as Banefire which makes those burned by it feebleminded or black stygian water that inflicts rapid aging. Flapping their wings sends locusts to spread pestilence.
Personality- Nihilistic. Beyond being fatalist, most black dragons know the secrets of death as soon as they are hatched and actually retain their personalities long after the die. They see little value in life and view most mortals as being pawns instead of individual beings. Still; powerful necromancers and mages of other Paths can occasionally attract a black dragon as a bodyguard or lover; though being a black dragon's object of affection can be just as dangerous as its enemy.
Other- Unlike other dragons who become corpses when they die and may be able to be raised by powerful necromancers, death dragons become one with the realms of the dead and act as its guardians and servants. These skeletal dragons are sometimes called reaper dragons and are responsible for forcibly retrieving the most powerful of beings who escaped the tartarian realms.

[7] -Nature Dragons-
Color- Green, Emerald, Chameleon. They tend to have tusks or antlers and have fur.
Breath- Toxic clouds. Nature Dragons breathe out clouds of poison gas that kills those who breath it. They can also breathe out a great amount of leaves that entangles and ensnares those caught in it with vines and foliage. Nature Dragons can speak to every animal and powerful Nature Dragons can even transform beings into other animals by locking eyes with them and exerting their will.
Personality- Nature Dragons are the oldest and often physically largest dragons. They understand better then all other dragons the struggle of mortal beings and the circle of life. This does not necessarily mean they are kind, as Nature Dragons may very well direct a lost child towards a hungry predator to keep the balance in the woods as they would to send them back to their village. Despite seeming calm and rational Nature Dragons also have very sharp senses and instincts and may pounce on anyone who runs from them, triggering some kind of prey drive.
Other- Nature Dragons have some of the most diversity in their body type of all dragons; some Nature Dragons are fat and huge, others are slender like a snake. Many don't even have wings, but they are known to be able to regenerate body parts over time if gravely injured. All dragons sleep for long periods, but Nature Dragons can hibernate for centuries, and many still lie dormant in the wilds.

[8] -Blood Dragons-
Color- Fleshy, Scaleless, Crimson. Always distorted and mutated.
Breath- Vile Blood. Anyone struck by their bloody breath is tainted and will have demons flock to them and the victim will have a desire to sin and murder innocent virgins unless they give a confession and are baptized by a high-ranking priest. Powerful Helldrakes have breath that is known to subvert the will of lesser beings, making them into murderous psychopaths or even changing them into lesser demons upon a touch. If weapons are used against them the blood they spill has a similar effect to their breath, corrupting everything around them. Even in death, parts of the Blood Dragon's body will slough off and transform into demons who will seek to revive their original form.
Personality- Pure evil and insanity. There is no reasoning with a hell dragon, as they are not of this world and seek only the destruction of everything good and pure. Blood Dragons are among the most powerful of all kinds of demons, and having even one of them in existence is a threat to all existence.
Other- Blood Dragons are among the most powerful lords of hell, and the only way to summon one into the world is to partake in a massive torturous sacrifice of many hundreds of virgins. The only way to learn these blood rites is through many powerful and manipulative demons; needless to say only a master blood mage has even a chance of summoning one even with the necessary sacrifices.

[9] -Holy Dragons-
Color- White, with golden claws and armor. Adorned with jewels and a heavenly choir follows them.
Breath- Golden light that restores the wounds of the good and fills the people with hope. Destroys evil utterly and causes the unrighteous to grovel in guilt and lay down their weapons. The wings of a holy dragon can be brought down to their sides and used as impenetrable shields to protect scores of innocents. The glare of an Arch-Angel Dragon can burn a wicked person into dust. Anyone who strikes a holy dragon must make a save or have their own attack turn back against themselves.
Personality- Benevolent and ferocious protectors of the righteous. They do not usually speak except to chant prayers and condemn evil, and to reassure the meek of their protection. Holy Dragons do not exist in this world for very long and only relentlessly seek out their objective before disappearing back into the heavens again. Mighty heroes may occasionally be allowed to ride a Holy Dragon to reach a place of utmost important on a righteous quest.
Other- All Holy Dragons are Arch-Angels sent from heaven, and only in moments of cataclysmic need to they ever appear in this world, usually to face a Blood Dragon or other powerful demonic force. Like all Angels, Holy Dragons are shapeshifters and may appear as a white robed woman to give warnings or prophecies before taking on dragon form to fight. To even see a Holy Dragon is said to be a good omen.

Friday, October 13, 2017

Lesser Underworld Encounters

 Lesser Underworld Encounters
Roll 1d20

[1] You hear screaming or moaning behind a nearby wall. It sounds creepily close, as though breaking through this wall will lead to hell itself.

If players actually crack through the wall they find nothing but a few skeletons with 1d6 gold teeth. The screaming fades.

[2] 1d8 Lost Souls huddle around the corpse of a deer, abandoned and killed in this dark place. They hiss at the party and tell them to leave, enjoying a few moments of living strength.
The deer corpse is fresh enough to be edible.

[3] The party comes across a fragile silver demon statuette on a pillar. Lore or Demonology roll to determine that it is a Fractidigitator or 'Finger Bone-Breaker' demon. Touching the statue causes it to break 1d4 random fingers on that hand. This effect penetrates through gloves and gauntlets, but has no effect on hands that already have broken fingers or grasping things without bones.

That statue retains this property outside of the dungeon and is worth 1d6x10 gold. If the statue is destroyed a Fractidigitator is summoned on the spot to kill whoever broke it. The statue is fragile enough that will break if dropped.

Fractidigitator (3HD, +2 to hit, 1d6+2 magic mallet, finger breaking hex)

This demon has been sent to kill the breaker of the statue but its true pleasure lies in breaking fingers. Every round it will either attack or cast a hex upon a random enemy, breaking 1d4 fingers on their hand. It prioritizes hands grasping weapons and each broken finger counts as a -1 to hit negative to whoever tries to fight with broken fingers.

If offered a position in the mortal realm as a torturer or finger-breaking this demon may actually forgive the statue breaker as long as whoever offering the position has the authority to do so, or can supply them with easy victims.

[4] Hundreds of stalactites crowd overhead in a cavernous chamber. Roll once for each party member; 1 in 4 chance a stalactite drops on their head, save or take 1d6 damage.

[5] Twisted stones line the path here. If detect magic is used or active the area will feel quite bad and negative.

If path is followed party members who cross it will take 1d6 damage to their Strength stat as their muscles twist like the stones.

[6] Sulfurous fumes rise from glowing holes in this area. Passing through here without protection causes a save or go unconscious, if unconscious for more then a turn save vs death each turn after or die.

You can also trap some of these fumes and thick yellow smoke in jars or magical airtight containers, sell for about 5 silver each on the surface to alchemists and demonologists.

[7] Screeching can be heard from a ways off- the party will be beset by demonic harpies in a Turn's time. The Harpies mostly just like to drop stones/shit onto the party and harass them, never getting close enough to be hit by melee weapons.

They'll lose interest in 1d6 turns, but if any of their number is hurt by the party (arrows, spells, etc) they'll all immediately swoop in to attack.

Demonic Harpies (1HD, +1 AC and attack, 1d4 talons, flying, 3 of them can pick up a man)
Appearing; 2d6

The harpies look a bit like a human crossed with a bird, but with subtle demonic traits like tiny horns, black talons, dark rotting wings, and so on.

The Harpies will try to scratch, peck and bite people's eyes first, and will also try to pick people up and throw them off ledges or into other hazards. 3 Harpies can pick up a single unarmored man, but someone wearing heavy armor will require 1 or 2 more harpies. Additionally, Harpies will sometimes try to fly people to [8].

[8] Demonic Harpy nest. Made in stunted trees that look a bit like people who thought about suicide, but didn't quite have the guts to go through with it, a lesser layer of ironic hell.

The harpy nest contains another 2d6 Harpies- they alternate who goes out hunting every other night. Otherwise it is filled with bones packed inbetween the long dried straw that makes the nest.

There are 1d6 stunted eggs that take have not hatched in decades, but a heartbeat can still be heard inside, the loathsome things clinging to life. Additionally, the Harpy nest has a silver locket and two golden wedding rings hidden under one egg.

[9] Death Cultists stand in a circle of bones and blood. Each holds a goblet of acid hemlock poison, and they toast to death and damnation. They will invite the party to join them, and if at least one party member or hireling agrees to join them, they will tell the party a path leading to [10] and [11], and the secrets within both.

They won't give up this information unless somebody agrees to join them, but you could always fake drinking the poison, use an antidote after they give up the info, and so on.

Death Cultists (1HD, d4 daggers, hemlock poison deals 1d6 if thrown on someone first round)
Appearing; 1d8

[10] This room contains a pile of rubble, as if fallen in from above, but the ceiling is intact. Searching or moving the debris for 1d6 turns reveals a small box underneath it.

Desecration Box. Dark cherry wood box with no ornamentation or markings. Magically enchanted and deeply sinister. If a holy symbol for any religion (or in a game with alignments; lawful and neutral religious symbols) is placed within the box and the lid is closed, the symbol will never again be holy. It cannot be used to perform Turning spells or be used on Clerical magic ever again, and the stink of devilry is forever upon it.

Burning the box grants +1 permanent Wisdom.

[11] Dark cluster of rooms and chambers with strange glowing fungi. Everything in this area is monochrome- black and white walls. This effect is magical and even works on spells, torches, and other colorful spells and powers. Only true sight will reveal the true colors of everything.

Underneath some of the toadstools in the area the party members can find remains of human and animal skeletons, as well as a tin of rations and biscuits. There is a giant toadstool that is growing out of a large barrel with a tap, once holding a lot of beer.

Some of the floor here is also covered in a grainy, rough sand with bones sticking out. Occasionally, a mold thing will hide in the sand to pop out and attack.

Secret; This sand is actually extremely rough and coarse gold sand- brought under real light it is very shiny and bright as gold. It would take days to shovel all the sand out and is easily worth several hundred gold, but is very heavy and labor intensive, and must be melted into a purer blend of gold to be useful for coinage or jewelry.

Every turn in this area, there is a ¼th chance that Mold Things will attack the party. This will keep happening until either you leave the area, or burn the majority of the fungus.

Mold Things (1HD, d4 flabby claws, spores)
Appearing; 1d2

Mold Things appear as roughly square shaped, ambulatory pieces of mold or fungus. Each 'corner' has a flabby claw-like protrusion that can be used to claw, but they are quite slow and weak. They seem to collect from the filth and mold in this area, suckling on the damp cave moisture to stay alive along with creatures they kill.

Each time a Mold Thing is killed with a blunt or large 2handed weapon, burnt by fire, or slammed it releases a cloud of toxic spores. These spores aren't harmful to humans except for causing a coughing fit. Breathing in spores means you cannot cast spells for 1d4 rounds.

[12] Black Shadow clings to the wall no matter how much light is brought towards it. If inspected closer is revealed to be a Black Portal to somewhere else.

Black Portal – Lvl 5 Conjuration
If you physically move through this one-way portal you appear at its destination, but are forced to travel through the netherrealm without protection for a split second to get there. You take 1d6 damage.
If you roll a 6 you are energy drained by one level or lose 1d4 stat points in 1d6 of your stats. Determined by GM which is preferred. No save.

Roll for where this Black Portal leads. All who travel through it end up at the same place. 1d6
  1. Appear at [3]
  2. Appear at [6]
  3. Appear at [8]
  4. Appear at [11]
  5. Appear at [13]
  6. Appear at [18]

[13] Within this room lay 1d4+2 corpses, lined head to toe in the shape of a triangle, square, pentagon, or hexagon depending on the number.

There is also an invisible spirit that stays here as well, the Reanimation Spirit. As soon as the party isn't paying attention the spirit will resurrect the dead bodies into Undead Minions. Even after defeating these minions, the spirit will continue to follow the party and resurrect any dead corpse they come across into a minion to fight them.

Reanimation Spirit (2HD, invisible, resurrection)
Appearing; 1

This evil spirit can resurrect dead bodies. The bodies only last in the presence of the spirit and will cease animating the moment it is killed or exorcised. Can only be seen with True Sight.

Additionally, the spirit is like a curse as it follows anyone who it firsts contacts to summon undead minions to attack them over and over. It cannot leave the Underworld, but is a much feared foe.

Undead Minions (HD equal to host body, damage equal to host's basic or natural weapons)
Appearing; Equal to corpses

These incredibly basic undead creatures have similar powers to when they were alive, but are extremely weak compared to other more advanced forms of undead and have no intelligence or preservation beyond attacking the enemy's of a Reanimation Spirit.

Neither quite fast nor slow, neither strong nor weak, these creatures cannot be killed by poisons or choking on their own.

Once killed again, the corpses of these creatures cannot again be Reanimated or used for necromancy.

[14] Limbo of Virtuous Pagans. This peaceful area of the underworld is filled with the philosophers, kings and other great and righteous people of the past who did not accept that teachings of the correct, dominant, or 'good' religion in this game setting.

Note; If the game setting has no true religion, or has multiple religions, instead these pagans are people who paid lip service to one or more gods but didn't believe enough to get anything but this limbo as their resting place.

The shades that inhabit this place have stats as Lost Souls but do not seek blood unless offered to them and are not aggressive. If you grant blood to one of the spirits by name you can call upon a dead one to answer a single question per HD of sacrificed blood or 1d6 damage inflicted upon yourself or a hireling.

If no name is called, instead sacrifices can be made and questions asked of a generic spirit;
  1. Natural philosopher
  2. Historian of a dead empire
  3. Firsthand witness of an ancient atrocity
  4. Dead Wizard; Knows (1d4-2) old spells
  5. The first human (looks like an ape)
  6. Distant ancestor of questioning PC

[15] All light sources start to fade and an eerie sensation of dread and panic sets in to all party members, no save. Torches start running out and last only 1d4 minutes, lanterns last 1d6. If the party makes it through the darkness without submitting to it, or go back from whence they came, nothing happens.

But if the party is covered in total darkness without spell or light to guide them, a
Chthonian Lightbringer appears and attacks.

Chthonian Lightbringer (1d4+1 HD, two d6 flailing attacks, totally absorbs the first few hits- number of times equal to HD of creature)

Winged mass of flesh and limbs which glows with an unearthly phosphorescence. It becomes the only source of light nearby and blocks out all others with its malice. Fights until the death.

Despite not carrying anything its Ichor is well known for alchemical uses and is worth 1d6x10 gold for each vial brought back. This ichor turns to water if exposed to any light source.

[16] The distant sound of wood on stone soon reveals the sight of a Hobbled Demon on stilts, picking at tiny screaming men crawling on the rough stone cliffs and shelf of the wall and ceiling.

Eating a tiny person restores 1d4 health or stat points, and the Demon will tell you this, but it will also damn your soul a little more each time.

If you are in any way polite or kind to the Hobbled Demon, who knows no kindness, he will be a dedicated and grateful follower, far beyond the point of annoyance and embarrassment.

As long as the Hobbled Demon follows you (and he will, if he's friendly) his peg stilts and incessant praise will make random encounters x2 as likely.

Hobbled Demon (1HD, d4 peg attack, pathetic)
Appearing as a lumpy red toad-like demon wrapped in tattered cloth and high on pegs. The pegs are attached to his skin somewhat, so knocking him off his stilts requires attacks.

[17] Hellish branding station. Here are many souls that are destined for a respectable afterlife, but first must receive silly or humiliating tattoos for sins in their life or great shame brought upon their families. There are four Brander Demons, who take great delight in shaming people.

If the Brander Demons see the party, they will demand one of them take their rightful brand, the most sinful party member. Otherwise, they will apply them by force by attacking them.

On willing targets, the brand deals no damage and is put upon the upper chest. Enough to be concealed by a shirt or armor, as all lesser sins can be hidden, but always a reminder to oneself and the closest people to you that cannot go away.

The Brand wound automatically shapes itself into a word to fit to the person's greatest sin. If you deny the demons the pleasure of branding you they will simply swing the brands at you as weapons, which can mean the marks appear anywhere. The especially love the face and hands.

If no notable sin is present for a party member struck by a brand, roll on this table for the word.
  1. Sodomite
  2. Flatterer
  3. Abuser
  4. Drunkard
  5. Weakling
  6. Unclean
Brander Demon (2HD, hot brand d8)
Scraggly green demon with black delicate hands. Perverse flicks a forked tongue to smell a warm forge and delights staring into flames.

Attacks with a hot brand that morphs burn marks into a sinful word. The first brand is always the person's worst sin, and each injury after is the next worse one going down the list.

If the brand ever hits someone who has no more sins to mark, or a great hero despite their sins, the brand instantly cools to ice and the Brander Demon falls on their knees and begs for forgiveness from such a righteous soul.

[18] Abandoned set of shiny armor, desecrated and vandalized with pornographic doodles. The entire armor is blackened and ruined except for the helmet, which shines in the darkness.

The helmet, which burns evil to the touch, is a full closed helm with a slight glow and silver wings along the sides. The helmet is magic, anyone wearing it gets +2 AC additional AC against demons and dark spirits, and +1 to all saves.

[19] Corpse of a man laying down in a circle of salt. Sticking out of the corpse are several ancient but still salvageable arrow heads.

Salt can be used in the Underworld which creates an impassable barrier for spirits, ghosts, and Lost Souls of all kinds. However ranged attacks and spells can be cast over them, and if the line is broken by a physical being it becomes worthless. Demons can freely cross a line of salt or destroy it, but they take 1d4 damage if they do.

The corpse has 2d6 bags of salt. Each bag can be used to trace one large line or circle (enough to block an entrance or encapsulate the entire party), or could be sold on the surface.

[20] Covered Wagon pulled by a captive Devil Horse, home to an ancient blacksmith and wife. Surprisingly friendly, only people capable of traveling around here unmolested. They seem to have a special deal repairing the metal brands, chains, and thrones of hell and have no fear of damnation or trickery from the devils and demons; Satan himself is friends with them.

They will also offer party members to nail their special horseshoes into your foot, which will let you cross [5] and [6] without harm, additionally it improves your base running speed up to that of a horse. However if a demon jumps on your back you are forced to become their loyal steed until they dismount you, letting them use your body to travel the mortal world.

Releasing the Devil Horse makes it aggressive, first towards the Blacksmith and Wife, and then it harasses the party for no good reason.

Wandering Monsters
Roll 1d8

(1) Lost Souls (1HD, d6 rusted weapons, gain +1 HD, to hit, AC, and damage if they drink blood)
Appearing; 2d4+1

These souls of the dead and damned wander in a pallor of half life and false strength. They are extremely weak and seem to phase in and out of being every few seconds. They also sound weak and feeble, and even shake when they raise up their weapons.

All they desire is to drink blood and absorb some life force from it, becoming more powerful and whole for a short time. They will do almost anything for the promise of blood, even attack each other, fight demonic tormentors or act as a poltergeist; but the promise of the reward has to be near and too the future, plus they cannot leave this place as the real world cannot support them.

If they hurt anything alive and with blood they'll take a round to drink the blood off their weapon.

(2) Devil Horses (2HD, great speed)
Appearing; 1d6+1

Small herd of devil horses. They look like horses but have bright red skin, horns, pitchfork tails and very prolific and obvious genitals.

Devil horses like to smash up campsites, piss acid in sources of water, whinny to attract other monsters and so forth but don't engage in fights unless forced to. They prefer to torment people.

(3) Ghostly Liege (2HD, d10 grand ghost sword, +2 AC, absorbs first spell to hit him)
Appearing; 1 + 1d6 Lost Souls

Powerful ancient King, demands a blood tribute from the party; 1d6 health points each. Ruthless about gathering blood and refusing to share it to his fellow shades, insisting if he gets enough he'll become alive again.
This is false, the curse of being a Lost Soul can only be lifted temporarily.

(4) Phantasmagore (3 HD, 1d4 attacks each round, d6 damage each, can create half-real hazards)
Appearing; 1

The Phantasmagore appears at a distance like several bubbles with moving pictures within as well as several flickering figures acting things out as if in a play or a memory. The phantasmagore is created from composite memories of many people and is constantly forgetting bits of itself, forcing it to consume more souls and rip apart living creatures to absorb their memories as well.

Each round before attacking, the phantasmagore has a 2 in 6 chance of shifting the surrounding area into a half-real illusion of a hazard. This hazard will still deal minor damage, harm stats, or stun a party member for a few rounds. The Phantasmagore does not attack if he conjured a Hazard.

Hazards are built from memories and fears, for instance the ground becomes thin ice and people slip into cold water below or the ceiling turns into an open sky where a dragon breathes down fire upon everyone.

Hazards require a random save.

(5) Eager Demonologists (1HD, d4 knife, incredible agility, demon possessed)
Appearing; 1d4

Demonologists way in over their head. They are pale men in black robes with evil red symbols, possessed and frothing at the mouth from demons inside their bodies.

Despite only being armed with small ritual knives they are capable of incredible feats of agility like climbing up walls, crawling on ceilings to lay an ambush, bending over backwards, attacking people behind them without turning around, etc.

If hit on the head with a blunt weapon or a mind-affecting spell is cast upon them, 1 in 6 chance of breaking demonic possession. Turning works too.
The men will mumble false gratitude if saved, and will offer their body to the next demon they see.

(6) Demon Tormentors (2HD, gain damage when hit, d6 torture tools)
Appearing; 1d4

Yellow demons with curly horns and long red noses with crooked bumps and lumps. Each one of them looks gaunt and haunted, as if stretched out on a rack. They are armed with with torture devices, always on the lookout for fresh meat.

They absolutely love pain, even when they endure it, and after taking damage in a round the next time they attack they deal double damage.

The demons offer to spare the party's life if they are allowed to torture one of their party members, hirelings, or animals. They are true to their word, but the sufferer loses -1d6 points in a random stat.
Those who offer themselves for torture require a save to do it a second time, no matter how heroic or selfless they are; these demons are master at their craft.

(7) Animated Fire (1HD, can only be hurt by things that douse flames or magic weapons, deals d6 damage per round)
Appearing; 1 or 2

Animated flames that bend and follow anyone they can, in a perverse effort to burn living things to a crisp. The flame possess an animal intelligence, and though it can move like a ooze across surfaces that can't normally be aflame it does require fuel constantly or it simmers out. If no victims are nearby, it will go dormant as embers.

The easiest way to kill the fire is to throw water on it, but that will use up your precious water rations in this otherwise dry hole.

(8) Rotter (2HD, d6 bite, necrotic aura deals 1 damage per round nearby)
Appearing; 1 or 2

Rotten man or woman, psychotic. Undead but fast and clever. Long exposure to hellish fumes and tortures has made them this way. Their stench and unhealthy aura is enough to hurt nearby people; 1 damage per round as long as it lives.