Showing posts with label underworld. Show all posts
Showing posts with label underworld. Show all posts

Monday, April 1, 2019

Underdark-Ocean Island Generator

Roll once for each category except intelligent inhabitants. 1 in 6 chance for an island to be inhabited. Here are some examples made by other people. You can also click a button to generate one easy from here. EDIT: This post has gotten very popular. Thanks everyone for the continued interest!

What are the waters surrounding the island like? - 1d8
[1] Unnaturally calm. Feeling of dread. Roll a random encounter.
[2] Stormy, spiked rocks. Ship's pilot makes a save or you take some hull damage.
[3] Filled with dark, spooky seaweed. If you fall overboard, they pull you down and drown you.
[4] Glowing- many deep sea like animals in a black coral reef.
[5] Filled with shipwrecks. Undead pirates of the undersea very likely.
[6] Well developed. Tons of range markers, buoys, shark nets and docks. If the island is inhabited, there is a steep dock fee. If the island is uninhabited, then this place is long abandoned.
[7] Playful pod of bone white, sickly looking dolphins. It's pretty cute, until you see them playing catch with a human skull using their tails.
[8] Getting there is easy- the sea is smooth and silent. But once you try to leave the island, fog rolls in and each time you burst through the fog you're back at the same island. It's cursed.

What is the Island made of? - 1d10
[1] Giant Fallen Stalactite. Very flat top, with tall cliffs to get up.
[2] Giant Stalagmite. Steep, mountainous island.
[3] Island of bones and insect shells; discarded for centuries as flotsam.
[4] Giant, bloated corpse of a leviathan. It will take an eon for it to be eaten away.
[5] Giant, sleeping cave olm. Hope it doesn't wake up.
[6] Frozen glacier. Magic black ice prevents it from melting.
[7] Artificial- stacked black bricks. Must have been a huge project.
[8] Artificial- huge petrified woods and stone columns stacked up. Created by underdark beavers- huge hollow interior chamber/dungeon very likely.
[9] Standard rocky island affair. However, small lake in center reveals eye of huge beast trapped inside the rock; the island is a prison for some primordial thing.
[10] Standard rocky island affair. Mushroom forest and lichen bog; very verdant for a place in the underdark. Elves probably lived here once.

What scary monster lives on this Island? - 1d10
[1] Not on the island, but in a cove with a hidden underwater cave. Aboleth.
[2] Fire Elemental. Lives at the top of a trapped “lighthouse”.
[3] Huge cave boar. Very blind, very angry. Still.
[4] Cave Olm. Has blue tattoos around its face, shoots lightning bolts.
[5] Immortal goblin, lives in his own filth. He's also totally invisible; slits throats with a giggle.
[6] Severed tentacle of some horror-beast. Sprays acid blood out the stub end.
[7] Dark-Elf Spellcaster. Very powerful, but water burns her like acid.
[8] Ogre Zombie, dressed head to toe in very thick armor. There's actually 1d8+1 of them, they're just all identically dressed, so rumors only ever speak of one.
[9] Living spell. Roll a random spell with any duration longer then instant, this spell is alive and permanent. Probably crazy, has abilities and attacks befitting the spell.
[10] Eyeless Beholder. It still has eyes on its stalks and can still see, it just considers itself blind because it lost its central eye. Banished for being a prick.

What other hazards are on the Island? - 1d10
[1] Mold spores. 1 in 4 chance every exploration turn to take a point of Con damage.
[2] Cold winds, enhanced by green-painted stone pillars. Take 1d6 Frost damage if the winds blow.
[3] Island's ground is notoriously unstable. Make a save or you fall through.
[4] Mouse traps, for dire mice. Deal 1d4 damage and take an exploration turn to pry each off.
[5] Poisonous berries and fruits, tainted fresh water. No chance for resupply.
[6] The island sinks every 1d3 days for half an hour; the residents know this. You don't.
[7] Undersea pirates use this place as a treasure stash. You can try to dig up buried treasure, but they've also buried explosive mines and undead-skeletons to attack pillagers.
[8] False Healers. They act as though they are healers, but lace bandages with glass shards and medicines are spiked with poisons. All “healing” they perform deals additional damage a turn later.
[9] There is a fairy grove on this island, unsual mushroom and lichen instead of trees and grass. But the fairies still play tricks on you, steal your map, make time pass faster, etc.
[10] Glass Dog. It's lonely, but every time it jumps or licks you it deals 1 damage cause it's made of glass. If you managed to catch it and bring it to the mage's guild you'll get a hefty reward.

What treasures are on the Island? - 1d12
[1] Skull of the last cave elephant. Regular elephants find it sacred.
[2] Magical, unbreakable elf rope. It's turned black over time, shouldn't be this strong.
[3] Corpse of a dwarf. Fell from the “sky” after digging too deep. Has chunks of platinum ore.
[4] Waterproof spellbook written in braille.
[5] Glow in the dark warhammer. Made of a marble-like stone. Would sink instantly in the sea.
[6] Pearl & Diamond Earring. The matching pair is lost at sea. Worth a few thousand gold.
[7] Magic Crossbow bolts, 1d4 of them in a sack. They light up as they fly, can be used as flares.
[8] Heart of a Lion. Wrapped up in eighteen layers of fabric. Useful magic reagent.
[9] A replacement sail. It has a pirate design; two mugs of ale smashing together with froth flying.
[10] Bag of a hundred silver coins. If you spend an exploration turn tapping coins, you have a 1 in 6 chance to find a fake coin that's actually gold underneath a silver paint. About 20 of them are fake.
[11] Magic warning sign. If a creature can read any language, then reading this sign forces them to make a morale check to proceed if they aren't in combat or chasing you or something.
[12] Water Nymph, trapped in a glass jar. She'll give you a kiss that will cure any disease if you bring her to a body of water on the surface. The underground sea is too dark and scary for her.

If inhabited; Who lives on the Island? - 1d6
[1] Dark Elves. They won't let you see them unless they know they can win a fight. Even to trade.
[2] Dwarf prospectors. They're marooned, and will pay for someone to ferry all 2d12 of them.
[3] Blue kobolds. Floppy ears. They're much smarter then your average kobold, and more sociable. One of them is going to stowaway on your ship for adventure.
[4] Medium sized town of Orcs, ~50 members of fighting age and skill. They hate it here and would much rather trade then fight any more annoying invaders.
[5] Almost-Humans. They are cave dwelling troglodyte creatures, who are slowly evolving to become human beings. Will pay handsomely for any corpses or human culture you can trade to them. They almost worship humans, but are clearly just an imitation working backwards.
[6] Underdark sea seal-people. They bask in the dark on the beaches here, never explored the interior. Only the alpha male has authority. He doesn't want anything you can offer, unless you can kill the bastard roving male that keeps trying to sneak onto my beach, please and thanks.

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.

Friday, July 20, 2018

Monster Family- The Slaugh (Dark Elves)

From left to right: Slaugh, Spindlelimb, Boggart Box, Lumpus. White outline is human for scale.
Slaugh (1-2 HD, +2 to hit, +4 AC, 1d6+1 cruel weapons, magic armor & magic resistance, 1 in 6 chance to know a random 1st or 2nd Circle Spell- can cast once in combat)
Morale- 14
Numbers- 1d4+1 Scouts, 2d6 Tunnel Guards, 4d10 Detachment

The Slaugh are the twisted, dark spawn of Elves and the Red God, banished deep below the Earth. While physically small and weak, the Slaugh are ageless and live for centuries- and they spend much of that time perfecting the art of death and torture. Despite their weakness, they are very skilled and highly trained warriors, well drilled, and with high morale and loyalty to their companions. The Slaugh are totally blind, but make up for this with an almost 6th sense for living things and their other senses honed to perfection in the years lurking in the darkness.

As with normal Elves, Slaugh have the power to craft magic items and are skilled at artifice. They wield black iron daggers and hooks forged from metal mined in pits where no light is allowed to enter and combine them with their dark magic. The average Slaugh is armed with magic weapons, and can strike anything a normal weapon could not. Their lightweight black armor is made in the same way and has some immunities that normal armor does not, including resistance to magic. As long as their armor and masks remain intact; all Slaugh treat their HD as +2 for the purposes of resisting magic and spell saves. If you use Cleave rules for Fighters, the Slaugh are too ornery for that too, and you cannot gain the additional attacks vs 1 HD targets against Slaugh as you could against other 1 HD monsters. Their equipment is not magic in the hands of anyone but a Slaugh or Elf.

Slaugh organize themselves into clans and wear masks. Their masks have no paints or distinguishing features, beyond the unique textures, bumps, and ripples each mask have; they tell each other apart by touch. The Slaugh wear these masks as a parody of the faces of sighted beings. The smooth black metal they use is easily shaped by their hands like clay, and that is how they craft their visage. The size and shape of the mask is based on their clan, where as the texture is unique the individual. Slaugh extend their hands at different heights to invite the other to press the mask against it; outstretched for equals, lower to the ground for superiors to their inferiors. This forces the lesser Slaugh to kneel in order for his mask to be felt, and his or her place to be known.

Splindlelimb Slaugh (2-3 HD, +3 to hit, +4 AC, 1d6+1 cruel weapons, 1d8+1 cruel javelins, magic armor & magic resistance, pickpocket, climbs up walls and ceilings)
Morale- 14
Numbers- 1d6 Stalkers, +1d4 accompanying a Slaugh group

The Spindlelimb or Spindleslaugh are a Slaugh that have long, extended hands, fingers, and legs. Uncommon, but sometimes found with groups of Slaugh as fire support. Throws black metal javelins, as wood to create bows is almost unheard of in the underrealm, also fights up close with knives. Can move almost silently and their long limbs make them experts at stealing; target supply items like rations from a pack to starve you out, or better yet steal your map to keep you lost in their realm. Tiny expert knife punctures to leak out your oil or water flask is another common tactic if they don't think they can slit your throat successfully. Expert grapplers and know many holds and throws that work even on larger opponents like humans.

Spindlelimb Slaugh are only chosen from the physically largest and most imposing of the Slaugh. Beyond receiving extra food and training, they are also tortured every day by being put on the rack and have their arms, legs, spine, and fingers extended. This is a willing process, and brings great honor to the Slaugh's clan to become a Spindlelimb. Despite not being much heavier or larger then your average Slaugh, they have the general profile and reach of a human man. This leverage and special status means they are used as either specialized troops; throwing javelins or as assassins that climb and stalk the underrealm and kill its trespassers.

Due to the difficulty of climbing and squeezing through tight caverns that they frequent, Spindlelimb Slaugh are not given masks, and are not allowed to participate in communal raising of children in clans. Any genetic traits of the Spinelimbs to be larger then other Slaugh just increases the risk of death in childbirth by female Slaugh. This makes them outcasts of their own kind; their stalking and murdering of trespassers often done in small groups of their own kind or they join warbands in progress once they leave their clan's chambers. This does not mean Spindleslaugh are treated poorly or thought of as lessers, they are simply bared from the familiar aspects of their race and as such are even more cruel and driven against their adversaries.

Fetal Mandragora (1 HD, scream if light falls on them, cursed scream deals 1d4 stat damage to a random stat vs nearest party member per round)
Morale- N/A
Numbers- 1d4 Tunnel Alarms, occasionally carried by Slaugh magicians or warbands

This horrible thing is the remnants of 1d4 stillborn Slaugh infants; tied to a metal post and frame built in the shape of its clan and animated with dark magic. They are used as alarms for areas nearby where Slaugh are posted, as their screams can be heard from quite a distance. It can be hacked apart quite easily, but if your system uses sanity mechanics it reduces your sanity/conviction by -1 on kill.

Slaugh raise their children as a clan. Due to the constant darkness and difficulty to attribute identify to a non-masked individual, as well as common death in childbirth and child rearing; young Slaugh can be raised by and taught by multiple 'mother' Slaugh, and may never know the true identify of their biological mother and father. Instead, they are raised with the group and taught loyalty and arts of war and magic by all members of the clan. Status is earned by merit and age instead of bloodline. The remains of stillborn Slaugh are still given one last place among their people; as the fetal mandragora.

Sometimes, the Mandragora are carried by Slaugh magicians into combat and used as a form of staff to focus dark magic. When carried like this increases damage and saving throw difficulty of spells by +2 until the mandragora is killed or disarmed. It can also be used as a battle standard. As long as it is being carried into a battle by any Slaugh it grants them +1 morale.

Boggart Box (1 HD, +3 AC, mindless construct that stands still once opened)
Morale- N/A
Numbers- 1 to 2 with Slaugh detachment, 1d4 in Slaugh Clan Grounds

This is a simple animated construct that releases a Greater Boggart. As with pure elves, Slaugh have innate magic when it comes to craftsmenship and this spider-like contraption is created through that magic. If the Boggart Box is destroyed, any Boggarts who flee the combat or are turned via magic will flee into the dark crevices of the caverns and go deeper into the Earth instead of returning to the box.

If a Boggart is forced to flee, as it itself is a cowardly creature, it will always return to its box first unless cut off or the box is destroyed. Once returned to the box, the boggart will regain its courage in a number of rounds equal to its HD. If the Slaugh group are being lead by a powerful Slaugh sorcerer or someone wielding a Fetal Mandragora, it takes one less turn to return.

Despite being a mindless construct with a very specific purpose; the spider-like movements of the box are incredibly fluid and it can take great evasive action as long as it holds a boggart, being able to jump over small chasms and avoid weapon attacks. It can only do this as long as it holds a boggart, as the moment it is released to fight the box simply stands still, losing its dark motion until reunited.

Greater Boggart (2-4 HD, +0-2 HD for party condition, save modified by Wisdom on appearance, nightmare powers based on feared creature, add HD to damage against shaken opponent, possess and hold characters of lower level then Boggart HD)
Morale- 8; returns to box on flee, else flees permanently into caverns
Numbers- As Boggart Box

The Boggart is a fearsome and infamous creature. It's “true” form is little more then a dark mist, but the Boggart is a shapeshifter and it transforms into the creature the person facing it fears most. Normal, “lesser” Boggarts exist on the surface world in haunted houses and scary old antiques as a form of harmless house spirit, using its fear abilities to scare people when its hiding place is uncovered and giving it enough time to flee to safety- only appearing as one creature for but a moment. Greater Boggarts are much more powerful and appear as a swirling mass of many creatures, dominated by the form of the closest engaging opponent but with common phobias appearing in the fog.

Boggarts become more powerful depending on the fear and stress of the party. On the first round of combat when they appear, the engaging player must make a save modified by Wisdom modifier or feel shaken. If this is appplied to a hireling, they lose 1 loyalty permanently and must also make a morale check to avoid fleeing. Whatever creature the engaging character fears most the Boggart becomes and gains the attacks, AC, and basic abilities of. These abilities are “lesser” then the creatures true abilities or are partially illusion based. For example, a Gorgon could not truly petrify someone, but it could make them stiff and drop their Dex mod to -2 temporarily and think their skin has a stone-like texture. These types of over time effects last until the Boggart switches to a new form.

The Boggart, when injured or threatened by a character with level under its HD, will invade and 'possess' this character. They invade them through the nose or mouth, and trap them in their mind within a nightmare, and they fall to the floor. The nightmare they are trapped within deals the monster's HD in damage per round the trapped character fails a hard save modified by Wisdom, and forces them to live out their worst fears and horrible, soul crushing fantasies. While under this effect, the Boggart cannot be hurt by physical attacks without harming the person they are possessing, as they are within their body. By succeeding three hard saves in a row or receiving help from the outside they can break the Boggart's control and expel it from their body. The Boggart will retreat once forced out.

Slaugh Immortal (3-5 HD, +2 to hit, +2 AC, 1d4+1 cruel staff or Fetal Mandragora, magic armor & magic resistance, command darkness, +2 leadership, cast spells, “returns” from death)
Morale- 14, 16 when on clan grounds
Numbers- Always 1, may lead Detachment

The rulers of the Slaugh clans are the immortals. Immortals, like all Slaugh, are truly long lived and have large and ornate clan-masks. Much of their time has been dedicated to mastering dark magic instead of combat skills, but the continue the Slaugh martial traditional and wear magic armor. These Slaugh are so named immortal as they are said to return from death; as the mask they wear holds a portion of each of their line, and the next to wear it will receive some of their knowledge.

Slaugh Immortals are so closely entwined with the powers of the underrealm that they can command darkness. Around them, they can cast an inky black shell that grants +2 AC from ranged weapons and spells that require an attack roll. They can also hound a formidable, hazy darkness that can cause terror and confusion in the weak willed; making an easy save to avoid being confused for a round and making a morale check. They can also use darkness to choke out a source of light the party is using, such as supernatural light from a Sage or spell, or from torches and lanterns. Using these abilities takes up their combat round, unless if they wield a still animate Fetal Mandragora, in which case they can use them in addition to attacking or using a spell.

Slaugh Immortals are very powerful dark sorcerers. Regardless of their HD or spell progression for monsters, they are capable of casting a single 3rd Circle spell. They can also add their +2 HD bonus, while wearing their arcane version of the black armor, to magic for the purpose of determine opposing saves or counter spell viability. If you're using the one-spell-per-level method of spell slots and spell circle system; treat their HD is +2 from this bonus for their total spell slots. All Slaugh spells are focused on offensive and cursing capabilities; they do not learn defensive or healing magic. Additionally; the Immortal is a leader and adds +2 morale to all creatures it is commanding. When the Immortal is killed, this bonus is lost and creatures make a morale check.

Lumpus (6-8 HD, +1 to hit, two 1d8 flabby claw attacks, extra 1d6 “darkness” attacks AND bonus AC equal to HD-X, where as X is the number of torches party is carrying/light level)
Morale- 11
Numbers- 1 or 2

The Lumpus is a very strong creature of darkness. It is said to be closely related to the Grue, but isn't as powerful and is less negatively impacted by light. Like many creatures of the utterdarkness beneath the world, the Lumpus appears unearthly and treats surface dwelling beings with extreme prejudice, as if merely being here is violating some sort of natural law. Unlike most creatures and beings the Slaugh command; the Lumpus has eyes. Very large, bright eyes that it uses to see even in darkness. It is also strangely attached to color, and will sometimes just stare at the hair or colorful outfit of a corpse, long after it had finished tearing them to shreds.

The Lumpus gains bonus attacks and AC equal to the monster's HD-X, where as X is the number of torches or different torch-level sources of light the party has. The “darkness” attacks deal 1d6 damage, and just appear as gnawing black marks or scratches along the skin. These attacks happen against those the Lumpus is closest too, so even if the claws are blocked, the sheer malevolent darkness will hurt or kill you instead. If a Lumpus is exposed to direct sunlight, or a spell that mimics sunlight, they will fall to the ground and be stunned for 1d6 rounds.

Slaugh society has the highest and most successful clans being the most powerful, and having the best access to creatures. The Lumpus is one of the most highly prized monsters of the underdark, due to its strength and connection to elemental darkness. The Lumpus seem willing to serve the clans and patriarchs; but they are more intelligent then they seem. If one could find a way to communicate with a Lumpus, you could potentially turn them against the Slaugh or find an ally in the pitch black.

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.