Sunday, December 2, 2018

20 Reasons it Sucks to be Undead

[1] No sex.

[2] It's hard to tell each other apart- at least at first. Different skeletal undead will start to learn each others tiny differences in skull structure, but it takes many years of careful observation.

[3] Can't close your eyes, nose, or ears. Your senses remain as they were when you were alive as part of the undead magic. You now smell things as though sniffing at all times, even though you don't need to breathe, the disgusting miasma lands on your nose holes.

[4] You cannot be healed by Cleric magic. Negative energy still makes you feel bad, but does restore your wounds.

[5] Without a body and metabolism to repair itself, the damages you sustain build up over time, never being fixed or repaired.

[6] You sink in water. This isn't all bad since you don't have to breathe, but it does mean a long hike back to shore if you fall off a boat.

[7] Getting trapped someplace forever, since you can't die to escape it. Just have to wait for your chance to get free.

[8] If you're a skeletal undead- your bones offer no support. Everything you lay or sit on is super pointy because you have no fat to cushion yourself.

[9] You don't feel your heart beat or your pulse, ever, since you don't have one. You're always cold.

[10] Long hours, no breaks. Since you don't need to sleep or eat, the value of your labor is effectively nil. You may not mind working constantly since you don't get tired, but you don't get paid anything for serving some cause or order.

[11] If you're a ghostly undead- you occassionally run into walls instead of going through them. Without a body you can pass through solid matter, but certain sanctified places or lead-lined chambers will be solid to you, causing you to have a painful full-speed impact with the wall.

[12] You can conserve all your money since you can just rent out a closet and don't need to buy food or medicine. This is one of the positives- but it attracts thieves and bandits. If someone steals from you the crime is just grave robbing, even as you appear in court demanding justice.

[13] No more experience. You can still learn skills and acquire knowledge, but you don't the meta-cosmological ability to gain experience points to become tougher and gain more magical and physical potency. This of course only applies to intelligent undead, even lesser creatures can't learn anything and just repeat the same patterns over and over until the end of time.

[14] If you're a Ghost you probably can't leave your house. You're also forced to watch it rot away and decay, slowly losing even more of your limited territory you can wander for eternity.

[15] Astral cancer. You're undead, so your astral form has none of the same capacities as a normal human. Your astral body is riddled with astral parasites, dark energy vortexes, tumors of negative emotions you've never been able to clear without the clean periods of death and meditation. Essentially, your astral form is disgusting and terrible. Probably why people feel so bad interacting with you, even if you're friendly.

[16] Your fingers are sharp and point, since they are skeletal. You might accidentally stab something or someone by touching them, and have bad grip without skin and flesh to grasp things; they slip right off wet surfaces. Also takes hours to rebuild all the complicated metacarpals bones in your hands when they get blasted or struck apart.

[17] Clothes slip off you too easily. Easier to just go around naked, which still makes you feel a little weird unless you were an exhibitionist in life.

[18] Can't get drunk. Or be affected by any type of drug. If you're not a skeleton anything you try to ingest to get high just rots in your stomach and turns into a nasty cloud of miasma instead.

[19] Living magicians have natural oils in their skin that helps them avoid feedback on spells. You don't; shooting fire from your hands may burn your bones, necrotic energies tend to pool between your ribs and need a good scrub with soap and water to get off. Magic using skeletons have black, warped finger-bones and lose more teeth then regular skeletons from speaking incanations.

[20] Humans psychologically tend to remember negative things more then positive ones. Loss prevention is valued higher then a gain. This doesn't stop, no matter how ancient you get.

Thursday, November 29, 2018

Alien Invasion Generator

How is the invasion carried out? - 1d6
[1] All at once. Massive invasion, no warning.
[2] Slowly, beginning with small exploration vessels and building up.
[3] Subversive. World leaders mind controlled or replaced, military deescalated before arrival.
[4] Eclectic. Aliens prepped invasion by seeding planet with small bits of their life or culture.
[5] Formally. Alien vessels came with ambassadors, gave casus belli.
[6] Great catastrophe. City destroyed, massive natural disaster, etc. Invasion coming soon.

How did the aliens know about us? - 1d6
[1] SETI radio signals. Led them right to us.
[2] They came before, and their first ambassadors were slaughtered. Ancient aliens.
[3] Life on Earth is from a comet that came from a planet they genocided. Came to finish the job.
[4] They seeded Earth with life, or uplifted the human species for this exact purpose.
[5] They just kind of stumbled onto us; warfleet was busy doing something else.
[6] Correctly guessing our planet had intelligent life based on the sun and time span.

Aliens look like? (Leader Caste) - 1d12
[1] Lovecraftian. Weird bulbous fleshy shapes, tentacles, totally inhuman.
[2] Little Green Men. 50% chance to actually be robotic bodies for the fungus-like species within.
[3] Huge buff reptilian bipeds. They look like the type of species that invades everyone.
[4] Insectoids. Different evolved castes to perform specialized roles.
[5] Huge birds. Talons are very flexible; but have traditional wings.
[6] Robotic species. Walkers and drones have a roughly tripod shape, hinting at biological origins.
[7] Kangaroo looking things. Head is obviously artificial- enlarged to support large brain.
[8] Abstract. Made up of swirling mists, colors, shapes, made of light, bubbles, etc.
[9] Jellyfish like creatures that float. Grow membranes on invaded surfaces, stunning stingers.
[10] Tall humanoid shapes; solid colors with glowing eyes and no detail. Naked, don't seem to carry tools or move very fast but somehow still terrifying.
[11] Aquatic muscle-like species. Somehow have advanced technology, individuals “grow” in clusters that make up the base unit of their society.
[12] Look like popculture demons. Red skin, horns, spade tails. Probably have a bunch of pentagrams on their technology too. Religious panic. Aliens designed this look a few generations ago for the invasion, so they're a little out of date to strike true fear into most people.

Aliens technological basis? - 1d10
[1] Total biotech. Everything is a living tissue, specialized for their space-fairing roles.
[2] Machine-Biology. Machines that act as organisms. Practical applied concepts.
[3] Clunky. Large plastic and metal boxes, heavy keyboards and levers. Gaudy colors.
[4] Sleek. Touchscreens, holograms, smooth surfaces. Very clean.
[5] Aura. Glowing areas and waves of light, interacted by touch or psychic controls.
[6] Crystal. Crystals in ports, computers are crystal chips arranged in rows.
[7] Direct brain control. Aliens have sockets in their heads to plug in to control ships.
[8] Anachronistic. Medieval or early industrial revolution looking technology. Makes up for it in advanced materials and pragmatism. Didn't develop new designs, just kept making originals better.
[9] Brutalist architecture combined with touch and glowing displays and AI that lives on the “surfaces” that the aliens control. Insignias and buttons engraved on it.
[10] Advanced modular tech. Rooms and items appear as solid gray blocks or pits filled with texture-less beads, but form into advanced structures on command, sliding out parts and reforming.

Alien Signature Weapon? - 1d6
[1] Heat ray. Burns through anything. Laser beam.
[2] Deadly nanites. Swarms of bots that enter targets and cause total organ failure and death.
[3] Death south. Horrible high or low pitched noise. Kills you if you hear it too long.
[4] Killing Gas. Released from on high, targets only a few species. Colorful.
[5] Kinetic weapons- rods from god. These aliens are boring.
[6] Forcefields. Bounce your bullets back, or just cut you in half with invisible force.
[7] Bare hands. Aliens like to kill us with natural weapons and fight face to face. Either very stupid, or absolutely terrifying killing machines. We need power armor to fight them.
[8] Mutated earth life. Animals, plants, and fungus. They like to create killing machines that also destroy Earth's own ecosystems- Invasive species designed to kill mankind.

Optional weird alien quirk? - 1d8
[1] Constant vocalization. Little clicks, hisses, electronic humming sound, etc.
[2] Arrange things by color. Dead humans arranged by color of clothes, buttons are color coded, etc.
[3] Rather gentle with most Earth life besides humans. Dogs are just stunned, humans vaporized.
[4] Bud constantly. Live young are expected to fend for themselves. Don't care if humans kill them.
[5] Give off thunderous alien war-cry after achieving a goal. Almost sing-song.
[6] Plaster everything in art. Insignias, flags, clan tattoos, whatever they are they are over everything.
[7] Have small, cute fluffy pets. Don't seem to interface with technology or sniff out humans- just companion animals. If one of them gets killed the aliens go apeshit.
[8] Once every day at the same time, all activity ceases and they return to ship at a specific sound or signal. Alien mass or communal feeding time.

How do they Oppress humans? - 1d6
[1] Traditional slave drivers. Prisons, ball and chain, hard labor, plasma whips, etc.
[2] Horrific executions for captured soldiers, torture for fun, cruel experiments.
[3] Mind control devices, pheromones, implants, etc.
[4] Children are teleported away, out of their parents arms. Don't know if killed or brainwashed.
[5] Eugenic programs and forced modifications. Tracking chips, ear tags, humans are experiments. People can roam but any weapon or fortress being built is just blasted down.
[6] Dystopia. Control people through bureaucracy. Calm rebellions through bread and circuses. Give false gifts of virtual-reality entertainment to keep people sedated and ignorant.

Why are they invading us? - 1d8
[1] It's a planet that can sustain life. That's value in and of itself. Humans unimportant.
[2] Might makes right. Subjugate and destroy all threats before they can threaten us.
[3] We have a common ancestor. Humans were the favorite. This is revenge.
[4] Total nonsensical. Their logic and reasoning is beyond anything we can understand.
[5] Integration. Want our DNA, or forcibly “advance” humans to join intergalactic community.
[6] Accident. We look like their demons, human probe acted aggressively or accidentally rammed a colony and killed one of their own, our radio signals sound like threats to them, etc.
[7] Sex. Humans to become alien sex slaves, male and female. Possibly many earth animals too. Gross, but you'll be too drugged up and controlled to have a say.
[8] Food. Humans taste good to aliens, babies are a delicacy- Farmed and sold to intergalactic markets. Could be cooked, drained of fluids, eaten whole, etc. Aliens may keep it a secret.

What is Humanity's last hope? - 1d10
[1] There isn't one.
[2] The Underground resistance movement after the aliens occupy our planet.
[3] Gifted human, destined to be a hero. May have special powers, or may just be really lucky.
[4] Another, benevolent, group of aliens. Feed information, may grant technology to fight back.
[5] Secret vault of ancient technology. Atlantis rises.
[6] The world supply of nuclear weapons. Blow them to hell.
[7] Empathy. Aliens never experienced it, seem bewildered by kindness. Could be shown love.
[8] Hidden bunkers and vaults, aliens can't find it through lead. Wait until this blows over.
[9] Secret multinational organization. Best and brightest. X-Com.
[10] Mother Nature. Storms pick up, animals attack alien invaders, lighting shoots upwards. Could be coincidental or something overtly supernatural is going on. Planetary consciousness?

Wednesday, November 28, 2018

Sunrise Amulet & Diadem of Second Chances

Sunrise Amulet – Magic Amulet
Ego- 1

Amulet of magic invoking the powers and purity of sunlight. It has a very weak ego, and its Ego requirements can be fit by a first level Cleric or another character of 2nd level. Those who try to use the amulet without meeting these requirements, or those creatures of the night (like vampires, werewolves, shadow beings, etc.) can still use the amulet, but it burns their skin like the sun and deals 1 damage per day being worn.

The main power of the sunrise amulet is to, once per adventure, create an illusionary sunrise over a level edge or surface. For example, over the lip of a table or the foot of a bed. The sunrise is clearly fake, but creates a huge amount of light akin to a sunrise would and can blind foes. Additionally, it causes a morale check among vampires or other creatures of the night. Clerics who use this amulet in conjunction with turn undead get +1d6 to their roll of total HD turned, as the terrifying light rebukes the undead creatures.

Finally; anyone wearing the amulet who casts a magic spells to create light can expend it's use charge to increase the duration of the light spell by +1 exploration turn.


Diadem of Second Chances
Ego- None/2

This silvery crown glows with a pale white energy. It has a weak ego, but its secondary ability requires a character to be second level to use it. The secondary ability of the Diadem is a feeling of peace and safety when being worn, and grants +1 to morale and to saving throws versus fear.

The main power of the Diadem and its legendary characteristic is that, when first placed on the head after a great disaster, its user can turn back time. Time reverts for 1d6+1 exploration turns, with only the wearer remembering the past. The same events play out in different ways, as random chance and free will step in, but this allows the user to literally change the future by preventing the past mistakes. Dead friends are revived, resources unspent, things go back to how they were.

Anyone can theoretically use the diadem, and it simply fades from existence after being used, making it a short lived artifact. It is said the diadem forms from the would-have wishes and desire to change the past that builds up every a few centuries in the minds of all mortal creatures; slowly coalescing into the penultimate artifact of time manipulation. If a TPK occurs, the last party member killed may with their dying breath place the diadem on their head to activate its powers, twisting fate.

Tuesday, November 27, 2018

20 Magic Camera Powers (besides catching ghosts)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Saturday, November 24, 2018

[Class] Minotaur Warrior-Slave

Art @ Tunacarp
Minotaur Warrior-Slave
HD- d10
AC- Base 12, Max 16

You are a Minotaur Warrior-Slave. You were born into slavery, much the same way a calf is born owned by a farmer, you too are born as property. However unlike cattle, you can fight for your freedom, and be freed; as long as you offer your first born to your owner. And as such, minotaur slaves are kept both capable of freedom as well as a sensible investment for slave owning families. It not wise to take hope away from something so big and strong and driven.

Most Minotaur slaves end up in gladiator pits or as personal guards, but some are loaned out or allowed to venture to enrich their owner. You begin play at level 1 owned by another party member of at least 5th level, or from a local power such as a lord or archmage. All of the treasure you earn does not belong to you, but you gain experience for returning it the same as other classes do.

As with all minotaur slaves, you have a septum ring-piercing. It begins as made of iron or bone, but is replaced by a silver ring at 5th level and then by gold at 10th level. Once a Minotaur is freed, they may remove the piercing, but many keep it in anyway for comfort, or even replace them with magic rings. Any magic ring power that effects “the hand” the ring is placed on instead applies to your head if you're wearing the septum piercing. Also if your nose ring is grabbed or tied with a rope, you get -2 AC and enemies get +2 to rolls to grapple you, by using it as leverage.

You can seek to free yourself from slavery at any point, such as by killing your master and/or running away. However, doing so will make you an outcast among free and bound minotaur, as only those Minotaurs who earned freedom from toil are respected. This is lifted if your master had especially cruel treatment of you or plotted to keep you indentured forever. Your master may also free you at any point, such as when you deliver them a very valuable piece of treasure or perform some great feat.

Minotaurs are strong. Add +5 to your Strength rolled on character creation. If you're over 20, your modifier to hit and carrying capacity is counted as +3.
Your minimum HP is 8.

At level 3, 6, 9, and 10 you get +1 to hit with all weapons and attacks.

At level 4, 8, and 10 you get +1 damage with all attacks.

At level 5, you get an extra attack by goring your horns per combat round. You can only hit one target with it per round, and you can only attack things that you could feasible reach- you can't use your gore attack on giant rats unless they were truly gargantuan. The horn attack does 1d4 damage without equipment bonuses from horn caps.

At 10th level, you become a Herd-Lord. Your master is obligated to free you from slavery immediately, and you gain the respect and adoration of fellow minotaurs, both in slavery and freed. You are invited to lead and be the lord of a nomadic group of freed minotaurs out on the great plains.  As is traditional; each Minotaur family is endebted to the Herd-Lord and must give you their first born to sell into slavery, even if they were born free. Each minotaur baby or 'family line' you sell into bondage grants you a one time payment of 2000 coins.

You may also borrow 2d6 enslaved minotaurs at any time by pressuring their owners, though you will have to pay back the costs of the lost labor those minotaurs could have provided. You are also free to kill minotaur slave owners as you wish, though this will put a price on your head. Doing this will allow you to invoke a slave rebellion in the city or area where you started the uprising.

Additionally, you gain thick skin and ignore all injury that deals 1 point of damage.

Thursday, November 22, 2018

20 Megadungeon Concepts

[1] The dwarves didn't dig deep enough. Something came down after them.

[2] There is a parasite called the expanding wurm. Its body parts are used, in safe quantities, to create potions of growth and giant size. However in its natural state, the worm infects creatures to grow many times their own size, becoming more food for the worm's offspring. The worm managed to infect a badger, which tunneled deeper and deeper to make up for its massive bulk until it died. Now its bones and chambers have become a slowly rotting dungeon; deep under the hills.

[3] Remember your childhood home. The more you think on it, the more you invent and add to the memory. Sometimes, Wizards do this, and sometimes, Wizards go mad. Her memory was placed in the real world; converting everything nearby into a sprawling dreamscape of half remembered truths.

[4] There was a hammer left over from when the Gods made the world. They left it on a mountain somewhere, forgotten. Then, a goblin got their hands on it, and made a dungeon as if a child's drawing of a house and summer day could manifest as a real thing.

[5] It's a magical palace, built to harbor it's residents as they traveled through different planes. It accidentally crash landed here. The crew is all dead now, their machines and spells running rampant all on their own.

[6] Castle of the blinded king. It has no windows, and was built intended to be pitch black. The King who lived their remains so in undeath, his fingers guided along the castle's walls, still trying to rule over a kingdom that no longer exists.

[7] The treants once had a city too, made of their spare limbs, old friends, failed children. The wood was magic, and all was partially alive, as old trees never really die. The city walks.

[8] The most ancient of Gods was a collector. Taking everything beautiful and shiny along with it, and creating a great gray-skinned beast with tusks of ivory to carry them. The elephants broke free from the chains of the God's collection they were once made to drag around, and became a creature on its own, but the collection remains there, wheels long rusted stalled.

[9] The last emperor had an impressive menagerie. Beasts of all sorts and kinds from all over the world were gathered here. One creature, a Ephemeral Bat, was so rare and special that the emperor ventured to get a mate for it. The resulting disaster caused the entire zoo to sink into the ground and be abandoned. Some of the animals have adapted to the darkness, and live in their new little ecosystem down there behind broken bars.

[10] In the blue bayou there is a massive gator that doesn't die. It just gets older, and bigger, and only the upper half of its body is ever seen, peaking from the water to gobble up boaters, fishermen, rafts, and beasts alike. It's bottom half is buried underneath the depths of the swamp in its massive, bloated tail. Within that fatty tissue lay a collection of all the hard matter its ever ate; gangplanks of wood jut out into the black pit that goes deeper into its digestive system, innocent rafters contend with swamp cannibals alike; warping into mutants and monsters within the monster's body forever. Don't try to damage the walls, else the alligator swallows down a huge amount of water; washing away anyone who fails a saving throw.

[11] The lust addled minds of the scrimshaw sorcerers bound themselves in the finest silks, dashing madly through mountain canyons with knives outstretched. The grooves they made lead deeper and deeper in, and entire ecosystem now lives in those dark crevices and cracks, and the narrowest points seem almost purposefully carved to make it uncomfortable, but always possible, for a man to pass through with a tight squeeze.

[12] Portal to another world opens. To prevent the invasion of ours from theirs; a magic barrier was erected. Now that chunk of their world was cut off, separated, and became a dungeon in its own pocket dimension. If the emitter within is destroyed, the other world shard may join with outs, or theirs, or may just be destroyed ending everything within the shard in an instant.

[13] The master painter of the Guild has created his magnum opus; a painting featuring a dusty hill with a ruined fort in the background, a gentle stream besides, and a curious cloud. His skill is so great however, that he didn't realize he painted the fort in the background to become real, a dungeon with blurred and painted monsters within; you can enter the paining like a doorway. Paint thinner burns here like the strongest acids; so use it against the painted monstrosities.

[14] It is not a dungeon, but a tower. They tried to build their way up to God. Something else met them, above the clouds.

[15] Every night, cats go out on the town. But if you follow a drunken cat and are just stealthy enough; you will find its secret path to the city of cats, which is a secret realm behind every city. The city of cats is cast in night, and while the cats themselves are safe, the various creatures of the city don't take kindly to intruders. Ancient treasures of the not!Egyptians are stored here; given as offerings to the cats as living gods.

[16] In the center of the hottest desert in the world lies a palace of never melting ice behind an unassuming sand dune. Red sand, converted from the air and water of the desert, pours out from the windows and doors, mix with the yellow and white sands of the desert, spreading the influence of the palace's cruel master.

[17] The Catacomb. Every one of any worth who has died has had their remains brought here; a procedure close to the God of death. Even those who lived nowhere near have their bodies pulled through the Earth. Every surface is decorated and covered with bones, and the old powers and magic of these bones is great. Undead walk its own halls, animated by nothing more then a desire to guard their own eternal resting place.

[18] There was once a council of dragons, the only time dragons got along at all, and they carved out a communal hoard. It was never used, and not a single copper piece was ever given freely by any of dragon kind. But the slaves of the dragons set up within the hoard, bringing along their own treasures as offerings, and their warriors and slaves await the day a dragon will come to master them.

[19] There is a tower on a lake, with one bridge. The bridge is guarded by three challenges; a watchmen who sees beyond the horizon, a sea serpent that can sweep anyone off the bridge, and flying stones from the tower's own battlements, that shatter all resistance. It's only once you get inside the tower that you realize it goes all the way down into a cave, the tower's original treasure stolen away and taken by the under world.

[20] The sewer under Sariia is a vast and efficient thing, with each new rain sweeps them clean. But the outflow goes down a tunnel into a dark, dark place. An entire lost world exists down there, the sewer their main food source, a feculent kingdom of crabs, rats, and flies. It is ruled by the maggot king, who gorges himself daily and believes that if he gets big enough before he molts, he'll become a God over all things that die and rot away.

Tuesday, November 20, 2018

12 Undead Kingdoms

[1] Within the ever-burning sulphur pits. The nobles have lacquered their bones black, and newcomers with flesh slowly melting off them are mocked until they become fully skeletal.

[2] Within the belly of a gargantuan gravel-worm. It can't digest them, and being eaten by it causes no real issues. The creatures cartilages have been shaped and carved into homes for the elites of the kingdom, where as the commoners muck through the stomachs of the beast to sift for inedible materials to pay their tithes.

[3] On the great white mountain top. No need for clothing or shelter; they simply weigh down their goods under the rocks and stones to keep them from blowing away. Getting shoved off the cliff is a minor punishment for minor crimes; takes days to climb back up again and pick up all your pieces.

[4] Within the less-intense realms of the negative energy plane. Feels great to be down for the undead; they feel more dead then when they were alive! They glow with undeath energies.

[5] Colonizing the realms of hell. Their souls are already gone; very little to fear from the demons and their pitchforks. Imps and lesser demons hate them for stealing work; undead torture damned souls for pennies on the eon.

[6] Underwater kingdoms. Live among abyssal fish, skeleton workers slave under oppressive ocean pressures. Create vortexes of water to suck down ships to get their wood and treasure and new recruits from the dead crewmen. Trained fish and shark watch dogs. Black dolphins slap Cleric holy symbols from their hands with their tails, etc.

[7] The ruins of any human kingdom destroyed by a lingering lethal plague. Most people took up their same professions, healers are still made fun of to this day.

[8] Just underneath a graveyard. Dig up to have new members fall from “the sky”. Sneak to the surface world through a mausoleum.

[9] Rickey wooden city built over black lake of horrible leeches. Falling in just means picking them out of your ribs for a few hours. Leeches get lethargic after drinking congealed zombie or vampire blood; trade them away to unscrupulous MUs and assassians.

[10] Flotilla on the open oceans. Don't have to worry about fresh water, scurvy, or fires since none of them need a fire to cook or get warmed up. Recruit cursed mariners and ancient pirate skeletons on old beaches after they get bored of endless centuries guarding some shitty buried treasure.

[11] In the ancient cursed temple complex. The advanced magitech constructs and guards only target living things, so the place is extremely well defended. The bazaar is open once again after thousands of years of nothing but dust. Old mummies only let out of sarcophagi if they agree to forget about their old titles and to not to cast apocalyptic locust swarm spells.

[12] The eye of the endless hurricane. Even if you weight yourself down so you don't blow away, the storm sucks the air right out of your lungs. The undead don't care, obviously, and join guilds where they chain themselves together. Bribing and stealing members from other guilds is how you assassinate their leaders; they get too light and fly away.