Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Wednesday, 15 July 2020

War Against The Dark Lord 3: Gossip & Treasure
























The Dark Lord what a jerk. All that propaganda and teaming up with the biggest a-holes in the multiverse and outside of it makes him even more appealing. Unlike other wars, the dark lord knows what evil lurks in the hearts of men and so he has evil bards to slander and lie and misinform rulers. Also, treasure if you can call it that is frequently cursed and mostly benefits evil people. So if you sell cursed stuff only evil people buy it so mostly it is illegal and most people break it or throw in a volcano or wave it in front of an angry dragon. It would be disappointing to hear about the dark one tracking heroes but not you.

This isn't for authentic middle earth. Its kind of a parody or a way to give your world some dark look shenanigans for a while. It doesn't have to last. There will always be yet another dark lord rising.

d20 New Laws in Face of Evil
- You heard the new crier it's the Law!
-Hang on we are the goodies right?
-Another psyop from the dark lord dream scheme team?

1 Any spies serving the enemy even unknowingly will be executed without trial
2 Anyone with orc, koblin, kobold or ogre slave is to hand them over to the military
3 Anyone knowingly selling cursed devices of evil shall be burned alive as a witch
4 All tainted with illness or mutations is to report to civic authorities
5 None on common land must wear a hood or robes fully covering the body unless part of recognised religious devotions. Any such garbed persons meeting in secret by night are henceforth witches
6 Any villain giving false counsel to their lord's enquiries in this time will be given 100 lashes
7 Anyone about their business who sees any orcs or goblins must report them to the authorities or be blinded and tongue cut out
8 All fit and able-bodied boys and men of 14 or older are to report to local headman and lord for military service, those caught evading service will be flogged and sent to the frontline with penal troops. Those claiming illness will be taken to a healer to be made fit for service
9 A new poll tax of +10% on all goods, new road and bridge tolls and town entry fees,
10 Local authorities will be stockpiling food and weapons in secure locations, ask you local village head man or woman where you will need to flee and what to take in a mass retreat
11 All spellcasters are to report to a local church authority or lords wizard to be briefed on the upcoming crisis and their new role with the crown
12 Those caught hoarding or profiteering off the war shortages, are enemies of the people and will be placed in stocks or pillory for a week
13 For their protection and the common good all halflings are to report to the civic officials where they will be transported to a place saftey
14 Curfew nobody out after 6pm until further notice
15 Flying undead minions of the dark lord have been seen, lights out after dark until further notice for public saftey
16 All newcomers are to report to civic officials for registration and to record their activities 
17 Church officials will be conducting random strip searches looking for evil signs, witch marks or cult tattoos. Only those guilty of espionage or witchcraft need fear
18 All bards are to report to civic officials and must obtain a permit to perform. Suspicious bards sewing dispair will be tarred and feathered those spreading dark lord propaganda will be burned
19 Looters or food thieves will be getting their hands cut off as a warning for the first offence
20 For the duration of the emergency in these troubled times, women may be put to work in jobs normally only allowed for men and may wear trousers. Wives must manage affairs of households and industry until the war effort is over

d100 Gossip
01 The dark lord was wronged long ago and the gods cheated him, he just wants us to be free
02 The dark lord feeds all those who join them and pays in golden treasure and magic gifts
03 The dark lord just wants to smash all hierarchies so people can be free of gods and kings
04 The dark lord gets a bad reputation, it is all lies spread by those against his rightful rule
05 The dark lord is reborn again and again and will conquer all or destroy it all if he cannot
06 The dark lord is just a title despots give themself to recruit idiots to their cause
07 Past dark lords were independently drawing on old relics and legends to claim the name
08 All dark lords were guided by fate by a single malicious spirit that survived from long ago
09 Many have called themselves the dark lord and all failed and underestimated good
10 The first dark lord was cast down by the gods but drew power from the void beyond 
11 I heard the king will just barricade towns and cities and leave the countryside to orc
12 I heard goblins are swarming again, I guess the lords will drive them off then tax us more
13 I heard the goblins were promised their old lands back on the frontier by the evil one
14 I heard the dark lord has spies and magic scrying pools alert to any against him
15 I heard the dark lord is hunting adventurers in the area just to avoid problems later
16 I heard the army is on the verge of collapse with owed wages, old weapons and the clap 
17 I heard the dark lord just wants all the demihuman scum dead then will leave us alone
18 I heard the dark lord has tainted the coin of the realm to inspire madness and greed
19 I heard not all orcs like the dark lord. Many hate him for his hopeless aeons of failure
20 I heard there are old dungeon ruins in the hill we could move into and wait this out 
21  Monsters are on the march, I'm packing my things and fleeing to a castle in the morning
22 The dark lord often preys on weak or mad rulers, perhaps he already has the king in thrall
23 The nobility have already fled by sea taken the dark lords bribes
24 If we kill the leaders and present their heads, our new master will look kindly on us
25 We should probably dust off the militia armoury and post some guards maybe
26 I have never heard so many wolves in my life howling at night
27 I saw a huge swarm of bats that lasted hours and some were gigantic
28 I saw a goblin on a wolf and I hid till it left, I was so lucky I was upwind
29 I've seen these big thorn bushes sprouting up, big things like hedges
30 I saw mushrooms bigger than my head, but they were the poison kind only goblins eat
31 The dark riders of the evil one are hunting key people the dark lord knows are a threat
32 The agents of the dark lord seek certain relics and old artefacts and weapons
33 Hey has anyone seen any writing in rocks around here? Just asking for a wizard friend
34 I heard some adventurers came by with some gems the other day, anyone know them?
35 I found a dead halfling in the river poor thing, look like had been through hell
36 I heard the fishers quit cos of all the body parts found in the river and feeding the fishes
37 Some local mines had to close because of goblins, looks a pretty bad infestation
38 Ive been hearing goblin drums at night wonder what that means
39 If you are hit by poison orc or goblinoid arrows just get away and try to treat your wounds before the venom kills you, cleaning the wounds quickly can help
40 If you find orc blades they look crude but are very practical and worth a try
41 Some of the evil leaders have magic weapons you can turn against the dark lord
42 The dark lord leaves cursed weapons around to cause trouble and spread evil
43 The magic weapons of the evil one's captains are cursed and best destroyed
44 In these troubled times make sure a priest buries the dead properly or burn them
45 I heard cackling goblin witches riding bats around my house last night
46 A goblin took a dump down my chimney fouling our gruel pot and scared the children
47 My kids say a bugbear whispers to them through the window at night how adorable
48 My children had to hide from goblins the other day playing near the creek
49 All my goats disappeared. Don't know if they knew something or got stolen
50 I've seen distant smoke a bit lately, wondering what all the fuss was
51 The age of humans is over, this is the age of the orc!
52 Even though those frontier barbarians and amazons hate us some have come to fight orcs
53 Why don't the gods just stop the dark lord forever? They really do nothing, don't they?
54 I found this cool orc dagger! Pretty nasty looking eh!, Don't touch or I willl shank you!
55 Better look out, all sorts of men of fighting age have being pressganged into the army
56 Lots of men have been volunteering to fight including lots of women in disguise
57 I'm sending my children away, this nice merchant has offered to take them to a relative in the city for only a few pennies
58 I've stuck a broke farmer but the dark lord will let me take what I want when I want
59 The lords oppressing us for years, was it the dark lord or were they bad on their own?
60 I'm sure some divine miracle will save us we must pray away the dark lord
61 I heard an amazon say every dark lord wipes out so many men that women end up being in charge more often after even though the dark lord hates women
62 Plague has broken out recently nearby, watch strangers and travellers for the pox!
63 If you kill any orc they come back as zombies that never die, we have no hope
64 These bigger barbarian orcs seem mostly after the dark lord's wizards for some reason
65 In the early frontier days people enslaved and hoped out goblinoids and orcs, and people wonder what the monsters beef with us is like we didn't get rich off their dead
66 We raid their dungeons and caverns and villages they raid our farms and roads and towns
67 All kinds of monsters were less horrible before the dark lord was around
68 All the gods and powers lording over humans and twisting us with hatred and impossible standards, one day we will kill them all
69 The good gods love the dark lord, he proves why we need to worship or perish
70 The dark lord in the past depended on artefacts, destroy the key ones and we break him again
71 Even when we drive the dark one back we have to finish him and destroy his form and try to stop his essence escape again to be reborn
72 Wouldnt the real dark lord not admit it and accuse someone else of being him?
73 The lords of hell don't really support the dark lord, he does things to souls they don't like
74 The dark lord was long ago imprisoned in hell if only he could be again
75 You know I've never seen a woman orc work for the dark lord, wonder why?
76 The new dark lord has wizards that make orcs from alchemy and vile muck in great pits, the new orcs all men are armed and trained by brutal veterans to kill and fight in a few weeks
77 Lots of barbarian orcs don't like the dark lords or his wizards and how they "make orcs" and brainwash their creations into slavery under a proven failure
78 When I was lost underground in caves for a few years I met orcs that were as human as anyone
79 The dark lord is anti-life, he hates natural procreation and anything that lives without his consent
80 In the coming age of blood and fire best get on board with the dark lord who will control demons and undeath against his enemies
81 We caught a wizard poking around the graveyard last night, got him while trying some spell
82 Someone tampered with the sanctified area of the graveyard with unholy water and faeces. Hope we can get a priest in before zombies eat us
83 Someone painted bloody symbols of evil on the church door last night and naked people were seen running around the place then into the woods, bloody witches
84 The blacksmith just got some of those black metal weapons the orcs use in the shop
85 Orc goods work fine and put up with punishment but they sure are ugly and sometimes have rough edges. But worse of all its cheaper than anything I can buy locally, they would ruin us in a trade war
86 Orcs mostly fight and goblins act as, mostly skirmishers, archers or labourers. Goblin farmers grow fungus and have many useful domestic animals
87 Orcs don't like hobgoblins or bugbears around much and keep their goblins from changing into them by preventing goblin cannibalism that triggers these changes in times of war
88 I heard there is an orc legion in service to the lords of hell fighting the dark lord
89 The dark lord bound many demons to his will and chose them as the most vicious and willing to turn on each other, hell was to organised and united to let this happen to devils
90 The dark lord seriously cuts into hell buying and selling souls which they dislike 
91 I knew a guy who was a dark lord cultist and gee was he a stupid selfish maniac bastard. Who would join a club like that? Glad I told the inquisition 
92 Lots of those dark lord orcs made by wizards have never even seen a woman, confuses hell outa them. The dark lord didn't tell them any facts of life so old orc mercenaries teach em everything which is probably crap poor bastards
93 Goblins are not so bad in their own lands but they often end up bullied and enslaved by elves and orcs. The more hobgoblins and bugbears the more free the goblins are from other races and in conflict with them. But hobgoblins and bugbears often take over or replace goblins and predate on weaker kin. So they trade one master for another quite often
94 Over the ages, each dark lord has been weaker but the world gets more broken and some things are lost to us forever destroyed by the evil fury
95 There are plenty of other ancient evils and wicked gods out there who are far more subtle and don't die again and again and don't risk losing
96 Werewolves are around again, spread by the dark lord amongst us, look out you might know one
97 Has anyone seen any halflings lately, one borrowed my bucket and I was hoping on finding them again, there is a beer in it for you
98 The dark lord is just a shadow of a servant of one of the old gods living beyond his intended purpose by black elder magic he was never meant to wield 
99 Once incarnated in a new host body the evil one begins to diminish in power. He resists fighting directly using greater fire demons and elementals and dragon
100 The dark lord allied to the tainted bloodline of dragons long ago and most dragons hate him and sometimes they destroyed past dark lords. Shame you don't see dragons no more

d100 Treasure
01 Manbane poison, coats one melee weapon or ten arrows for the first hit, hour later victim saves or takes a d3 poison from septic wounds per wound. Made by goblins 25gp dose 
02 Goblinbread a type of tasty spongy fungus used as rations and keeps fresh or can be dried 1sp a day
03 Berseker potion starts a d4 rounds after drinking lasts one turn, addictive 25gp 
04 Wellbane, pollutes a well with a dose,
 lasts d4 days if water source replenished, drinkers save vs poison+2 or d4 days diarrhoea and vomiting and dose a d3 HP per day 25gp
05 Siege mine 8d6 (-1d6 per yard from centre, save halves) to breach wall or gate by berserk suicide bomber 30lb 300gp
06 Orcsalve heals 1HP but stings enough to make children cry for hours, comes in a wooden box with d6 doses 30gp
07 Firecrackers make lots of noise come in strings 
of 25 and goblins love them for 12gp
08 Blackbriar seed, grows a thick 3m tall and wide bush over a d4 days, experts groom them as they grow to shape into fortifications for 25gp
09 Horsebane seed, planted by goblins to kill horses painfully over a d3 days if they fail a save, a handful of seeds can plant 2d3 patches, 5gp but most people destroy it
10 Catnip is loved by every pussy in the land but also bugbears and it makes them, mellow playful and then sleepy. An ounce of catnip is only one sp
11 Goblin dagger, curved black iron foot long blade +1 on hands of chaotic evil user 250gp
12 Goblin small sword, curved black iron two foot long +1 on hands of chaotic evil user 350gp
13 Goblin shaman sickle all plants and mushrooms cut remain fresh a week 1000gp
14 Goblin Arrows, dozen in a bundle all treated with Manbane (see 01) 25gp
15 Goblin Shortbow +1 on hands of chaotic evil user 600gp
16 Spore grenade 2d4 over 1 area save or choke a rounds 40gp
17 Potted alarm fungus, screams if disturbed by noise or movement for d4 rounds 40gp
18 Goblin lords helmet, a finer than most silver inlay 
with boars tusks small pot helm for small races or a child, +1 Protection and improves reaction with wild boar or pigs by +2
19 Great Goblin Clever, 2d4 damage, hacks off a random limb on a natural 20 roll and causes  1HP per round blood loss until dead or treated, bugbears love these 
20  Goblin spider web net, can only be thrown once over 1 area and all within make a STR save to resist or trapped for a turn or freed with a blade or burned off causing 2d4 fire damage to all trapped 40gp
21 Bats in a box, 3d4 messenger bats in a box can be trained to home in a new location or fly to the dark lord command post, a d4 scrolls are usually with it 40gp
22 Bat swarm in a box, a 1 yard square wood crate containing a swarm of blood thirsty vampire bats who attack anyone in area when released, good for traps or dropping on victims 90gp
23 Giant bat and riding harness, AC+3 HD 2 D6 bite Mov 3 or 18 flying for a small humanoid 150gp
24 Wolf puppy, only a month old with 
1HP and misses mum 12gp
25 Warg wolf puppy, already has a d4 HP 150gp
26 Goblin hound, AC+3 HD 1 d4 bite Mov 15 has night vision and eats bugs and slugs
27 Baby giant spider in a cage, will grow bigger and it is already starting to talk 60gp
28 Orc horses are fierce war horses bred with orcish blood and cruelty, fearless but hard to control and it will eat meat and drink blood if it can or really wants any. Ugly as sin and mange covered AC+5 HD3 Bite & Hoofx2 d6 each 90gp
29 Zombie pony, not very fast, smelly and revolting but obey instructions without fear just half speed. Stats as a zombie just a quadruped and it tramples for a d8 120gp
30 Bone golem horse, used as mounts for heroes of necromancy and undead, AC+5 HD 6 Hoofx2 2d6 obeys first intelligent non-living evil one to mount it once old master killed 4000gp
31 Orc dagger, iron black bladed, serrated and saw-toothed wickedly, over a foot long, +1 +2 vs elves, if wielder not evil save or turn evil once blood spilt 300gp
32 Orc black scimitar, iron curved sword, with vile runes, three foot long +1 +2 vs humans, the wielder becomes paranoid when humans near with a failed saving throw 600gp
33 Orc iron blade, a straight sword over three foot, brittle and shatter on a natural 1 vs metal armour, +1 vs elves, faerie brings or demons 200gp
34 Orc Morningstar as mace but 2d4 +1 vs elves, faerie brings or demons, more durable from the dark lords iron orc blades 300gp
35 Orc black spear, with a black iron head and corrupted wood from an evil tree, d8 +1 vs elves, all wounded by it save vs poison and take a d3 one hour later. Wielder of these die much younger 600gp 
36 Orc Lord Blade, ingenious hight quality and brutal design, praise to the orc gods in old orc runes, grey steel d8+1 all with simple mean names like 
gutbiter, foesplitter, orphankiller  1200gp 
37 Orc Lord Spear, grey steel on a ash haft, dedicated to the orc lord, +1 plus when an elf withing 1 range head ignites with screaming hatred and does a extra d3 fire damage as long as a living elf is near. Only Lawful Evil can weild it or the touch burns for a d3. Some orcs kept a live elf on a chain to keep the spear angry 3000gp
38 Bow of the Orc Lord, a great twisted composite bow that can three times a day turn an arrow to a 2d6 magic flaming arrows 1200gp
39 Mace of the orc lord, a great flanged mace +1 +2 vs elves and demons, on a natural 20 a struck living victim must save or is blinded for a d4 rounds their eyes shrouded in magic darkness, only a lawful evil user gets the benefit of the blindness power dedicated to a orc night goddess 1600gp
40 Shield of the Orc Lord, +2AC and provides +1 to all saving throws, runes evoke a treasure hoarding burrowing orc ancestral demon, 2000gp
41 Silver Star Ring, given to elves as a trick long ago, can cast cure light wounds and light once a day, each use the wielder save or a wizard of the dark lord will begin spythem and inform local minions of the dark lord where the ring is 3000gp (1000gp if dark lord active and curse known)
42 Bronze Heart Ring, 
given to dwarves as a trick long ago, three times a day for ten minutes the ring can detect gold of over 100gp value withing 3 range or only 1 through rock. If over a 1000gp is detected the dark lords wizard minions know where the gold is too now and the wielder must save or develop a mad craving for the gold 2000gp (1000gp if dark lord active and curse known) 
43 The Golden Crown Ring, given to human nobles long ago to curse their lines and a few turn up occasionally and none know the true purpose. The wielder gains +1 CHA while wearing it but if left on the finger of a deadman they arise as a wight and seek to murder their families for the dark lord. 3000gp (1000gp if dark lord active and curse known) 
44 The White Gold Ring, was made to tempt wizards to the dark lord, it can store one 1st level spell and acts as a ring of protection +1, but at the next full moon, the wielder must save or is cursed to turn evil. Each month they get a new save
45 The Red Gold Ring, was given to border lords to ruin frontier defences. The wielder has +1 damage on all melee attacks on foes that bleed. But at the next solstice
, the wielder must save or is cursed to turn evil. Each quarter solstice they get a new save 2500gp (1000gp if someone knows about curse)
46 Cloak of the Wolf, with this pelt made from a dead werewolf in golf from the curse, can be given to a new victim. The cloak and cowl look mighty but anyone claiming it must save at the next full moon vs curse or they will put it on and become a lycanthrope. When a werewolf dies his brothers make a cloak and dark priests curse it and the items sold or left out for unwary to find 200gp (1500gp to a maniac who wants to be a werewolf)
47 Wyvern Rod, iron sceptre with a wyvern design coiled around and a green or violet crystal on top, the wielder can speak to wyverns in their tongue and has 2d6 charges of a charm wyvern ability for a day. Any wyvern once affected is immune the same charm effect rod
 which can get a tamer in trouble if they don't earn the beasts trust in a day 15000gp
48 Violet Wand holds 3d10 magic missiles but if a non-evil person fires at an evil person the missiles strike the wielder instead. When charges expire crystal cracks and a wizards soul escapes 1500gp (1000gp if properties understood)
49 Viridian Staff holds 2d10 charges one charge can cast burning hands and two charges can cast fireball. When the staff expires the gem cracks and a wraith escapes to attack the wielder and the dark lord gets a glimpse of them, If the staff is deliberately broken the wraith is free also 6000gp (or 3000gp if properties realised) 
50 Iron Crown worn by ancient rulers of men who served past dark lords. The wearer gets +1 INT and can cast comprehend languages three times a day. Anyone reading forbidden lore even mentioning the dark lord attract his gaze and he will arrange for them to find more corrupting lore at least once a month requiring a save to resist reading and turning evil 3000gp to most (1000gp if curse known)
51 Manpiercer is a great juggernaut with a magical balistia able to fire a 4d6 bolt +12 to hit every three rounds 20/40/60. The Juggernaut is AC +5 HD 10 and can also run over enemies for 2d10 damage with wooden roller wheels. The machine is filled with the spirit of malice and acts as a shrine to darkness used by evil priests. Anyone selling one who claims they can be controlled is a liar. When the dark lord slumbers they gather dust in hiding. 10000gp would be fair if it was under control, and they are smart enough to lie
52 Doomhammer a great juggernaut battering ram worshipped by orcs as a petty god with its own priesthood. The great engine is fueled with blood and it has been abandoned but not destroyed. Most gates cannot hold against the machine beasts great iron beak. The Juggernaut is AC +10 HD 30 and tramples victims with its rollers for 3d10 but moves only 3. 10000gp was promised to any who could rid the world of it by a past king (I'm sure the heirs will honour this happily)
53 Battle cart is a small wagon with six black powder barrels all fired at once on a 30-degree arc, good for mass combat and defence or could be wheeled into a dungeon. AC+5 HD 6 Mov 6 with men pulling or 12 with ponies or oxen. Within 30 yards everyone takes 3d6 damage save for half, 31-60 yards everyone takes 3d6 damage save for half and 61-100 save or take a d6. The device usually has a 4-6 man crew and takes 15 minutes for four loaders to ready for a shot.  6000gp with 120gp per volley of shot and powder
54 War mine a black spiked metal sphere used to destroy fortifications or natural features. A suicidal operator lights the short fuse and is killed in use. 8d6 reducing 1 dice per yard save for half. 1200gp operator not included  
55 Iron Hand grenade 2d4 
+1 damage vs elves or demons over 1 area save for half, throw after lighting the fuse and run, on a roll of one to hit explodes in the user's hand 100gp
56 Great Gun of Spite, a swivel-mounted gun attached to a waggon or settlement or ship or wall, fires a 3d6 ball once every 10 minutes with a crew of 2 to fire or move it, 10/20/30 range. Goblins like them but need double the crew and blow up on a 1 to hit roll. Good orc crews don't fumble and fire twice as often 2000gp for the gun 10gp a shot, 
57 Brass Beast Cannon, an ancient weapon shaped like a great bellowing beast, requires 6 oxen to pull it and a crew of 12 to operate. Once per hour the great gun fires a 10d6 cannonball mostly at walls rather than troops 20/40/60 range. It can only fire 12 shots a day or risks exploding. 20,000gp 200gp a shot 
58 War mortar, these crude indirect fire artillery pieces that a spotter can see incoming and a save can avoid the 6d6 damage with poor accuracy over half a mile, each require a wagon to move and another for stone balls fired and a care 6 to operate and 6 more to help move and act as spotters. More effective for buildings, than living targets, orcs working on explosive and gas shells bur maybe next dark lord. For now most crews poorly trained (-4 to hit usually), slow (fire ones per 10 minutes) and have fatal accidents on a roll of 1 to hit. 4000gp for weapon and 50gp a shot not including transport wagons or crew
59 Thunder shouter iron cannon, a older crude siege cannon requiring a waggon to move and a team of six to operate. It does 4d6 damage 10/20/30 once per hour and explodes on a roll of 1 to hit. Once assembles of the wagon aiming and adjusting it is very awkward so mostly iyt is used on gates and walls not live foes. 3000gp for weapon and 50gp a shot
60 Trebuchet the ultimate long range war weapon, often built on site by siege engineers it can hurl an ox or a half ton of rubble damaging walls and harming panicked victims, Burning missiles or plague corpses are alternate ammo. a 40 tonne wooden monstrosity requiring a crew of 70 to move it or half that to fire. 10/20/300 range 10d6 damage indirect fire every 20 minutes. 1500gp and half the crew gather missiles. Smaller ones are more common with range 30/60/100 4d6 damage only and a crew of 10 firings once every 10 minutes for 600gp
61 Necromancers sacrificial dagger +1, a victim murdered in a ritual has soul taken by the dark lord, immediately after the necromancers, next undead making or summoning spell calls undead with a minimum of 5HP per HD 1000gp 2000gp to necromancer
62 Necromancers wand each use in a un sanctified burial place revives a skeleton warrior that will serve the maker as long as they serve the dark lord. Otherwise the skeleton attacks. d100 charges  1500gp +10gp per charge
63 Necromancers rod each use in a un sanctified burial place revives a zombie warrior that will serve the maker as long as they serve the dark lord. Otherwise the zombie attacks. d100 charges  2000gp +20gp per charge
64 Necromancers ebon ring from serpent folk in the ancient times before humans, the ring can conjure a dozen 1HD spectral minion once a week for one hour that obey your mental commands. The ring bearer the night after saves and if they fail they are contacted by the elder wizard got Tsath-Thogg-Ark who will visit the user in their dreams. The demon is a second save is failed inflicts a greater curse turning the dreamer turning them Lawful Evil alignment 4000gp 10000gp to a serpent folk wizard or cult
65 The Book of Damned Souls, a primer for necromancers with a spell collection of a 5th level wizards that can be decoded from the poison pages. Every night read save or lose a Point od CON for a month. Full of theory and notes on friendly demons and dragon allies to the necromancer cause in the days of ancient Exilon. The dark lord has been printing copies and helping a ncromantic college thrive under his tutorledge 2000gp but banned by church
66 Necromancers orb used to communicate with a network of evil wizards that were gifts from the dark lord who spies on them all. If touched the dark lord sees you but mostly he won't care. With a turn handling the orb they may message other wizards through their orbs to see who is in. A normal person touching it sees hypnotic lights and if they fail a save stare at the ball for a d6 hours when they get s second save or are cursed with becoming chaotic evil 10000gp to any necromancer or undeath cult and quite a lot of evil customers want it. If the crystal is shattered it releases a hungry wraith bound inside by the dark lord and linked to his will
67 Necromancers staff, made from undead treeant wood with iron strips which meet at the top and hold a violet or green crystal. The staff is +2 and an evil user has protection from good 3 times/day. Once a day it can raise a dozen zombies from available corpses without proper burial by sacrificing a 1HD animal or person. Any touch necromatic spell can be channelled through the staff and added to damage from a successful hit. 3000gp to most people, 4500 to evil people
68 Death Knight Blade, wielded by greatest warrior undead heroes of evil, these +3+6 vs good blades have the following powers: darkness 3 times/day, call lightning once per day, invisible to undead at will, charm undead once per day, ice storm once per week. Each has a name like Soulcutter, Woundmaker, Heartpiercer, Braindasher, Foemaimer. Each belongs to a great deathknight hero who have habit or returning and always know where their blades are. The weapon works for anyone but if a good person draws blood they must save or they are become violent berserker who never let sword leave them and grow to delight in killing with the sword. For an evil user the blade LE spirit advises the user and is in fact a bound devil who escapes if the sword is broken by dragon fire or wizards ray, the demon is free. 10000gp but most sane people would avoid it if they knew what it was, a timebomb
69 Black Iron Crown of The Lich King, allows the wearer to mindlink and see through the eyes of any undead they create while wearing the crown. Enables them to give instructions by remote to minions. For living users it is addictive and the wearer must save each hour of use or suffer the curse of necromancers, obsession with death, immortality and repulsion from life a cancerous weakness. 10000gp to any necromancer or undeath cult and quite a lot of evil customers want it unfortunately and dragonfire is said to destroy it
70 Lich Kings Mace, more like a +4 two-handed d10 maul for a human, +d4 damage on good-aligned victims, on a natural 20 to hit a pulse of ebon energy arcs strike all living in 1 range radius. All victims save or be stunned, under 1HD beings die of shock. Any good person holding takes a d4 damage a round from ebon sparks. Any evil person holding it must save or will devote their life to lichdom as a priest tor wizard and they will kill anyone in their way 10000gp to any necromancer or undeath cult and quite a lot of evil customers want it unfortunately and sending it back to the underworld almost succeeded once
71 Iron ring of the master, +1 ring of protection that drains 1HP each time that single plus makes a difference in success. Older dark lords could reach the minds of luitenants through these but his essence is too diminished to do anymore than sense them in 100 miles now 1500gp to evil or those who don't see problems or 800gp to those who know the risks
72 Dark crystal of the Master, a fragment of a past incarnation of the evil one now a jagged black-violet stone on a black steel chain. The gen can be used to commune with the master once a day at night for ten minutes but you better have something. The master can cast one 1-3rd level spell through the wielder during the communion session. Anyone wearing the gem becomes tainted and gets a save per day or is cursed with becoming evil
73 Curse Arrow of the Dark Lord, +2 arrow if hits victim saves or loses 1HP per ten minutes  for a d12 hours of fevers and halucinations of dark shadows grasping at the victims soul. The victim gets another save after death or becomes a wight. 400gp have a nasty reputation as cruel so assassins all want them. 
74 The Dark Lords Creed, a book of the past dark lords and powers useful to predict him, or find his relics or weaknesses. Sought by his many enemies 1in6 are actually cursed copies that anyone reading for 8 hours must save or is cursed to turn evil, seduced by the evil ones service 2000gp
75 Shadowlords Helmet, summons a d6 shadow mastifs by night once a week who will obey an evil person or just attack any living beings they can catch. One hero would call them shadow hounds then lead them on horseback towards enemies then flee. The wearer can see in nightlight and ignores magical darkness or silence. Silver engraved helm pointy full helm providing +1 protection. Many past wielders died using it a gift for enemies long ago 4000gp breaking it releases a d6 bound shadow masiffs
76 Nightblade, a former gift to mortals from the dark lord, fine silvered steel +2 +3 vs devils and lycanthropes. Drawing blood with the blade awakens a deceitful spirit and the wielder must save of come to love the blade as an extension of their own body. On death the wielder becomes a wight in the service of evil and the sword becomes unholy black metal +3 +d3 damage vs good beings and detects living within 3. The weapons fetch a good price of 4000gp on sight of basic properties but no decent person would knowingly own one
77 Dark Lords Mantle, a suit of evil black plate with a spiked crown, battered and etched in ancient orc runes. Seemingly just a +1 suit, when worn complete the wearer must save, on a success they can pull it off in time with a struggle, with a failure the victim is turned into an orc and cursed with evil alignment 1800gp but orc will pay a bit more
78 Flowers of Malor, jewelled hair piece of ancient elves, corrupted to trick and taint elves. Elves seeing it save or will kill anyone to obtain it for their own elf clan. They will take it home and present it to their leaders to spread the dark lords corruption. Anyone wearing it has +2 CHA and can cast charm person three times a day. 10000gp to elves 5000gp to others
79 Chest of Teeth, a stout chest with 75+d100 necklaces inside made from from teeth, many unidentifiable and some with runes or human hair woven cord. Each necklace seems of approximate same value and in the past many such chests have been found. Chests of ears or finger necklaces was found before. Wearing one gives wearer +1 CHA to evil beings and -1 to good beings. The dark lord gave these to barbarian warlords who divided them amongst their kin and aid in their corruption. The chests mysteriously vanish a few days after being emptied. Each necklace sells for 100gp or more
80 Sceptre of Wrath a +2 Mace that an evil user can cast hold person three time a day, used by evil wight priests who ride undead wyverns. Wielder saves or his whispers of the dark lord and when life near death the dark lord will reach out to them offering aid which includes severing the wielders relation to their god 4000gp
81 Halfling Marsh Weed, comes in pouches for 4+d8 days, induces mild euphoria making user quiet and happy and eat only half as much and march a full day 30gp with a clay pipe
82 Entwater, fluid collected in hollows inside of a treeant for months, drinking it ads +1 Con +1 Str and d3+1 inches. It also makes you +2 save vs any dark lord items or relics, only usable once per person, and needs to be consumed in a d6 months with treants in a ritual if they like you. How any got to market was probably by theft 3000gp potion
83 Elfblade, shortsword glows if orc or goblin within 3 range and +1 2000gp
84 Moon Arrows, +1 silver arrows +d4 vs undead and lycanthropes, made by the elves come in quiver with a dozen 1000gp
85 Light of Vulnavia, bottle of liquid light usable as hole water and protection from evil 1 radius as long as light can touch. Light overcomes all magical darkness in area and shadow or darkness beings or undead take a d3 per round in it's light. Crystal bottle may smash bathing all in 3 radius the effects of the light for a final round as the light is lost to the world forever. 3000gp
86 Iron talisman made from a nail, belt buckle or horseshoe provides protection from evil to the wearer for an hour a day when rubbed and worried. 1500gp
87 Mithril elvish chain, +3 and no encumbrance, 7000gp
88 Curse Eater Fetish, made by wild folk, the idol tricks a curse or evil relic to transferring the evil magic to the idol. Then the idol should be burned or buried or thrown in the sea tied to stones. Ugly wooden idols with hair and stone inserts 600gp
89 Circlet of Sirilon, simple white gold circlet gifted to humans that aided and served elves in ancient wars with the dark lord. Some have resurfaced.+2 protection and a good character can cast light three times/day and cure light woulds three times/day. Each full moon the wearer saves or becomes cursed with good alignment 6000gp  
90 Wolfbane, a silver +2 battleaxe, +4 vs werewolves and detects werewolves in even in human form within 1 range. No effect vs other lycanthropes. 3500gp
91 Starlight Medalion, belonged to a star in the dawn age and only usable by a lawful good being. An evil or chaos touching it takes a d4 per round. Under a full moon once a month you may commune with the star spirit. Each has a separate name written in the angelic LG language on their medalion. The wearer can cast Invisibility to undead three times/day, Create Food and water three times/day. 6000gp
92 Heartstone, shining jewel kept in a lead box that magically hides it from detection. It casts a light 3 radius when opened and all in sight are cursed if they fail a save to more obsessed with alignment and impossible standards of planar perfection. If they are nuetral or non aligned they can roll a random new alignment. The light dims after this effect, the lid closes and the box vanishes. This was created by the spirit of malice to create more conflict in the cosmos 2000gp to those who know what it is, usually some idiot opens it, becomes more fanatic and the stone and box move on
93 Angels Trumpet, a 2 metre long trumpet of brass with runes of law and good. When called it summons a minor fiery cherebim to smite all who are not living to the impossible standards of heaven.If LG you are spread, if evil you are slain, if any other alignment save to think pure thoughs or be destryed. The angel may scan those bowing with ESP for impure thoughts and the mortal may make a save to think pure enough. After it takes the trumpet, 3000gp evil people would destroy but it takes dragonfire
94 Harp of Calmoron, silver harp of the star spirits left on the world as the gift of music. Play the music the owner most desires which often depends on alignment. If Lawful Good or a bard you can cast Comprehend Languages 
three times/day. 10000gp but even divine beings want this thing that all beings find pleasurable 
95 Splinter of Woe, a broken adamantium spike that is shaped like a crude shortsword +4. The blade once tasted blood for the first time in a day screams for a round and animals or normal creatures under 1d8 HD save or flee for a d4 rounds. If it slays the material form of a outer planar being it cannot reform for 30 years 10000gp
96 Sickle of Chaos, adamantium sickle +2 or +4 if a mutant and chaotic. If the mutant wielder kills a mutant they may swap a mutation with the corpse if it fails a saving throw. Mutations must be of same type minor or major. A mutant hero can use this to purge weak mutations and get better ones. Non mutant wielders make a saving throw a month or get a minor mutation a month and if they get more than their level they morph into a mindless shoggoth 10000gp to a mutant ("haha will never happen" sez a merchant) or 2000gp to most people
97 Seed of Alloril, from the first oak tree blessed by old gods and faeries, if planted becomes a full grown oak tree overnight 60 foot tall. Each night a patch of younger 30 foot high trees will grow and over seven days becomes a circular forest a furlong wide (600 yards or metres). Faeiries used these to plant forests in the dawn age. Killing the first tree at any time stops the process. Animals and possibly faeries or a treant will occupy the woods. Druids will sanctify this wood promptly. 5000gp  
98 Stone Witchblade, +2 stone dagger, a splinter of stone broken from a holy place by a prehistoric witch and bathed in blood of a demon. If a 1HD talking being is sacrificed in a ten minute ritual a minor demon is summoned. The first demon is a quasit that offer to make a soul pact and if rejected seeks revenge. Later demons are more stupid more agressive types that the summoner must bargain with. The demons desire permission to be released into the world to do as they please after one service. The dark lord would have witches summon demons all day long 10000gp 
99 Stormkettle, a five gallon cauldron with a lid for cooking if a sheep wool, a bat and a newt are placed in and it is boiled on a fire in a 3 hour ritual the local sky spirit must save or unleash a dangerous storm till dawn. The knowledge of the kettle is a secret of witches and requires three to operate the procedure 5000gp
100 Bone Whistle, if blown near navigable water, at nightfall a ferryman in robes in a small one passenger skiff and offer a ride. Anyone placed in the skiff is feried away to another world as determined by the boatman, often fairyland or hell or whatever. The ferryman demands a coin and the whistle. 10000gp

Sunday, 24 May 2020

Token Quick Megadungeon



Ok im interested in megadungeons again so here is an 80s style faction filled wonderland. I have another one based on a more open plan I like more but this was fun even if a bit slow.....let me know if any big errors with numbers of if this is any good.

This is in a ridge of rock dividing separate wilderness areas
NW entrance through an ancient graveyard with stone age and ancient tombs
NE entrance is ancient brick-built by kobolds over time and now worn smooth
SW entrance is in a hidden rock-carved temple of the fire devil cult
SE entrance is a series of cliffs with rock art and caves

As many rooms are close monsters will support each other if they hear fights or scream or will retreat to a position they can gather in force. As monsters gather if alerted and encounters should increase in fame dungeon area.

I'm mean with magic and treasure but feel free to add more and pocket money on all intelligent beings.

d20 Rumours

1 Hunters say there are cliff caves with rock markings in woods to the SE
2 Some sort of fire cult who wear hoods have a secret temple in the area
3 Some old haunted graveyard of the old ways is to th NW
4 Kobolds live in a damp brick cave and come to steal sheep and chickens
5 Dark elves and goblins used to live in these parts leaving rock ravings
6 Goblins sometimes sell "goblin food" and magic mushrooms out behind tavern at night
7 Another house burned down killing a whole family
8 A pack of ancient ghouls in furs with tusk necklaces that locals fear
9 The last witchfinder declared this town was a common cult pilgrimage
10 Wizards come to these parts looking for ruins and old stone carvings
11 Giant toadstools have sprung up near the creek 
12 I have seen giant flies up in the hills and one stole a baby once
13 Soldiers once killed a coven of cultists in the village and their bodies were burned
14 The local village idiot was an adventurer but now he eats bugs and likes flowers
15 Two were gangs fighting on the crossroads by night, both wearing strange robes
16 They say cultists and witches are common in these parts but nobody knows why
17 I saw a drunk talking to a campfire, I guess he was a madman
18 Keep away from the cliff caves there are lots of grumpy bears up there
19 Lots of wandering priests pass through looking for evil and some will help you
20 Lots of men have fled the hidden caves some had nightmares and all lost friends

d12 Cultists

1-6 Fire Devil Cult - devil worshippers allied to LE fire elemental lords. Their priests are actually sorcerers and they thrive off vice and charging other evil pilgrims visiting the Old One's temple areas. AC clothes HD d4 Dagger attack many know a 1st Lv wizard spell
7 Sons of the Old Ones - want to wake the old ones temple to help end the world. This evil priesthood find other evils here trite and simplistic but possible pawns. 
AC clothes HD d4 Dagger attack many know a 1st Lv spell
8 Brothers of Braxus - worship a goat demon who teaches evil wizards, a group will have a goat folk warrior with them with a huge flail to scourge enemies. AC clothes HD d4 Dagger attack many know a 1st Lv spell and goatmen AC leather and 2HD jump extra ten foot
9  Blackbriar Coven - witches here to study elder lore and find evil relics to get revenge on witch hunters in the region. Most leaders are women wizards and all have cat familiars. Men act as cult assassins often magically enhanced by the coven. 
AC clothes HD d4 Dagger attack many know a 1st Lv spell
10 Daughters of Darkness - sisterhood of evil priestesses want to unite dungeon to terrorise region with undead and darkness. AC chain HD d8 Mace attack many know a 1st Lv priest spell
11 Brotherhood of Bones - necromancers and priests of darkness united to restore ancient empire of evil. AC clothes HD d4 Dagger attack many know a 1st Lv spell wizard or priest
12 Black Lotus Monks - sent by mysterious international drug cartel to recover relics for the secret masters of the order who rule kingdoms by spies, blackmail and addiction. AC as leather HD d8 Two unarmed attacks d6 armour actually agility based

Encounters

d12 Ancient Graveyard
1 Skeletons with spears D6 
2 Warrior Zombies d4
3 Giant Rats 2d4
4 Stirges d4
5 Shadows D3
6 Wight 
7 Spectral minion of angry barbarian
8 Spectral minion of a weeping mourner
9 Spectral minion of a child with doll watching
10 Giant owl tries to snatch a small person or pet by surprise
11 Jackals digging for dead 2d6
12 Ghouls d6

d12 Ancient Catacombs
1 Carrion worm

2 Lone limping zombie
3 Giant rats 2d4
4 Kobold scouts d4 with darts
5 Shadows D3
6 Giant spider
7 Giant tiger beetle
8 Constrictor snake
9 Skeletons with spears d6
10 Warrior zombies d4
11 Wight
12 Ghouls d6

d12 Ancient Tombs

1 Cultist on way to meeting 2d4 commoners with daggers
2 Grave robber gang of bandits 2d4
3 Zombie centaur warrior with huge club
4 Zombie gladiators d4
5 Skeleton hoplites with spear shield and fancy helmets
6 Living stone statue
7 Gargoyle will pretend to be architecture if senses intruders 
8 Evil priest or necromancer looking for undead to enthrall
9 Spectral minion of gladiators fighting each other
10 Spectral minion of old man in toga bleeding
11 Medusa doing her rounds
12 Raging mummy furious with intruders

d12 Kobold Brick Caves

1 Kobold child looking for pet or toy
2 Kobold carrying chamber pot to empty, will hurl t foes and flee
3 Kobold eating a turnip or rat on a stick
4 Kobold elder with walking stick limping 
slowly
5 Kobold doggies having a run attack intruders and bark d4
6 Kobolds armed and searching 2d4
7 Kobold suicide bomber with grenaide and lit fuse
8 Kobold wizard Lvd4 visiting with a d4 guards
9 Kobold priest or shaman Lvd4 visiting with a d4 guards
10 Mimic here to eat kobolds pretending to be a treasure chest
11 Spectral minion of eyeless adventurer sobs to go home
12 Spectral minion of adventurer torn apart by dogs


d12 Fungus Caves
1 Fungus pygmies d6 curious and vewy fwendly and poison to eat
2 Kobolds gathering food d4 with sickles, 1in6 have a d4 Lv kobold druid with them
3 Cultists exploring d4
4 Fungus coated zombies d4
5 Fungus coated skeletons with axes d6
6 Giant carnivorous beetle
7 Giant gekko hiding up high
8 Carrion worm dragging a kobold will drop for more victims
9 Madman as thief Lvd4 with mushrooms growing from skull 
10 Gas spore bobbing in breeze could go off any moment
11Giant crickets will chirp noisily attracting a d10 reroll on this table
12 Shrieking fungus d4 will scream noisily attracting a d10 reroll on this table, kobolds and cultists will flee for reinforcements 

d12 Secret Temple
1 Cultist pilgrims with souvenirs often assume strangers must be ok in the dungeon 2d6
2 Fire cult warriors (1st Lv) with naginata and chain alert for intruders
3 Senior fire cult sorcerer 4th Lv with favourite 1st lv student
4 Invisible imp will report to masters then return to harras party
5 Cultists eating fried chicken and mushrooms d4+1
6 Cultists d6+2 escorting d3 sacrifice
7 Pet fire-lizard hunting temple for kobolds that sometimes sneak in
8 Kobold spy sells drugs to cultist while keeping eye on cult
9 Cult assassins all thieves, 4th level master and three 1st Lv students sneaking about 
10 Cult eunuchs and love slaves strutting about 2d4
11 Cult slaves doing chores keen to escape d4
12 Visiting 4th lv evil priest and d4 cultists

d12 Old One's Temple

1 Gelatinous cube
2 Grey ooze
3 Green slime
4 Cultist 2d4 looking about in wonder
5 Artistic cultist here to d4 1=draw 2=write poem 3=documenting temple features 4=making rubbings from relief wall art
6 Gibbering mouther
7 Giant toad 
8 Faceless gargoyle
9 Carnivorous ape
10 Shadows d4
11 Ghouls 2d4
12 Alien humanoid wizard formed of worms 4th Lv

Locations

Ancient Graveyard
A blasted cliffside area with dead grass and bone fragments. Harmless grass snakes and huge spiderwebs are common but harmless. It is also windy here and misty in mornings 

01 Old barrow with stone slab sealed door. Magical darkness inside and three wights guarding a silver hoard and some magic items in their crypts
02 Old barrow with stone slab sealed door, with six separate sealed cells each with some undead d4 1=mummy 2=wight 3=d4 ghouls 4=2d6 skeletons with spears. Each holds a d6 copper metal grave goods worth 40gp each and gold torc worth 120gp
03 Local ghouls drag their meals hear to eat and six average ghouls live for an ancient clan mother who is double normal HD and regenerates as long as not in sunlight or fire or holy damage. When clan attacked her cried call a d6 reinforcements in a d6 rounds 
04 Ancient headstones carved with sophistication unknown in these parts
05 Ancient monoliths with symbols of the elder clans and gods and beasts

Ancient Catacombs
Local tribes used stone-lined tunnels as a burial place, putting skeletal or cremated bones under the stones. SOme wall niches contain human skulls, The chambers were reserved for leaders and great magicians of old and are all sealed with stone slabs and clay
06 Dark openings into stone-lined tunnels
07 Sealed tomb of the mummified queen in a crypt with +1 spear and zombie dire wolf pet, gold torc worth With +1 protection
08 Sealed tomb who is closest when seal broke takes 4d4+4 to save for half from a fire ward, Inside a wight with a burning spear +1+d4 flame damage and a silver torc worth 350gp
09 Breaking seal awakens a spectral minion youth warrior demands to fight to the death for his +2 shortsword that makes user resistant to acid and poison gas laying with his bones
10 Two ancient jack-o-lantern golems guard remains of an earth priestess with a +2 stone sickle and four 2d4 healing potions
11 Disturbing awakens a vindictive revenant who will reform each full moon to hunt and kill those who robbed it and if ongoing may call on demons for aid using ancient relics it can locate. in grave Is a +2 ivory boomerang and four javelins of lightning
12 Bone room an open doorway. Thousands of bones some huge with a 300gp broken mammoth tusk near the top. Disturbing bones awakens a skeleton plus as long as one is standing at the end of the round a new one forms ready to fight next round a d6 boat tusks worth 10gp are buried deeper and perhaps more 
13 Dozens of niches in walls have skulls in them. A black altar stone has an empty niche. By placing skull in hole cast speak with dead with the owner of the skull but works once per day
14 Megolceros giant elk skull with huge antlers arranged as part of a hunters shrine with some flint tools left as offerings
15 Baby mammoth mummified on floor with offerings of grain and a d6 ivory trinkets worth 30gp each 
16 Stone chamber of prehistoric art depicting men with horns fighting tentacle horrors
17 Dead zombie humans and torn apart kobolds and their pet dogs lay scattered from a battle once here
18 A pile of ancient funeral urns smashed and mummy bodies smashed up and searched here, several dead kobold vandals lay twisted and a neat pile of stacked linen-wrapped kobold corpses all died from wounds with undead or disease from mummies. There is a secret door to the kobold kingdom in the brick tunnels at the back of the room

Ancient Tombs
Built-in a style of an unknown high civilisation thousands of years ago. Stone precision-cut bricks with painted plaster over some sections. Wall art and relief carvings often depicting the coming of the end times and the grim reaper harvesting the dead in hundreds (Kronos). Also, depict strange ancient people feasting and bulls
19 This carved rock tomb was once sealed but has long been broken open (from the inside). Inside is rubble, dirt, bones and occasional bugs and grubs and rats
20 These tomb chambers all feature the art of occupants life and a sarcophagus for one or two persons. d6 1=looted full of rubbish 2=d6 ghouls eating here 3=d3 spectral minions 4=hellhound appears in a flash of sulphurous smoke 5=wight 6=d4 shadows also each has a treasure and d12x1000cp d4x1000sp d6 1=silver torc worth 350gp 2=+1spear 3=+1 bronze shortsword 4=copper armband of protection +1 5=silver protection from evil torc 6=copper shield+1 
21 Scene of gloomy underworld full of miserable shades eating dust and dung while various monsters roaming murder them
22 Shrine to Nergal the death god here commemorating a death knight hero slaughtering city of innocents. Undead wounded in area come in here heal as once a day the filthy unholy water fountain heals them d6 per day (d6 to any living touch it once). Anyone breaking or defiling shrine release a insect swarm as spell for 2d4 rounds in chamber
23 Scenes of a mural depicting heroes and great ones who are among the few who join the gods as their slaves forever. Depicts gods known and forgotten
24 Great tomb chamber with statues of shedu and columns where a sphynx lives. It will insist you trade or play chess or drink with it to pass its a pretty relaxed sphynx that knows lots of ancient lore
25 Tomb here long empty and looted but depicts king kero smiting enemies with piles of severed heads. Under the altar which would take at least 8 men to move is a panel with 3333gp a golden goat fleece (includes skin and head and horns) that can cure disease once per week and can be worn like a cloak with a hat. While worn wearer immune to disease

Kobold Brick Caves

Build into rock and lined with red clay bricks but the kobolds did so long ago that now the walkways are worn smooth and water has covered some areas with slime and worn into the brickworks. The kobolds harvest this slime for soup. The kobolds follow a king and these keep pet dogs and bats. Bats warn kobolds and this process is hard to notice while kobolds get flaming oil and set their traps. Kobolds use rusty iron arrows dipped in urine, save if any damage left untreated or instead of healing overnight lose a d3 plus repeat the save each day until succeed or die. Kobolds here are eaten monsters and hate cultists so they might make a deal or tax you for free passage. If feeling high alert they put traps about. Their children have big eyes and ears and look adorable
26 Worn ancient red bricks go into the dark with green slime and red stains where water has flowed for generations. Crickets and chittering bats within can be heard and smells of burned flesh

27 Dozen kobold guards, some form a line while others will throw darts from behind while one rings a brass bell alerting every kobold in area. The snarl at unescorted visitors and point to room 39. Cooks in 28 might help
28 Kobold kitchen where six kobold cooks with huge knives and cleavers chopping up a cultist they caught following a diagram in kobold recipe book, "how to serve man". They are going for a mushroom and man stew with leftovers in pies if you ask. The cooks if they hear guards fight will try to escape to rest of tribe or might throw pots and pans a bit first
29 Kobold sweatshop making evil medallions and idols to sell to all the cult pilgrims who visit. Other goods include fake potions and fake evil saint relics 8 kobolds in desks but they are arthritic and chained to their desks so other kobold tribes cannot steal them. There are brick moulds here they fight to protect as sacred to the tribe
30 The common room where kobolds eat and relax as a family with children. Depending on the time of day. d6 Kobold adults are armed, d6 dogs, d6 elderly and 2d6 children. They are chewing on bones together or playing knucklebones often  
31 Four kobold heroes (double HP) and their d4 children and d4 dogs. If they hear a fight they come running
32 Kobold hero one of the seven sons of a kobold god incarnate lives here when not adventuring and is the tribal champion. He is 4HD with a ball and chain and +1 damage bonus. He wears boots of spider climbing and can shoot three d4 darts per round and does double damage +4 to hit like a thief backstab.  At zero HP he teleports away thanks to the heroes god to fight again another day
33 Courtyard with a fountain where kobolds fetch water and wash clothes dumping wastewater in a drain. A d6 kobolds are here working but if they hear a fight will flee. A d4 kids play in the drain and wells too big for humans or kobolds
34 Brick storage room with stacks of lumber for repairs and building jobs for human cults. Their is a large cold kiln and a pottery wheel and a collection of clap pots and figurines
35 Jars of pickled vegetables, dried meat and beer are stored and prepared here
36 Boxes of turnips, parsnips, acorns and cabbages are stored here for winter supplies
37 Raised wooden beds with mushrooms the kobolds farm, very delicious
38 Two cages in here, one with frozen human carcases without heads or limbs on hooks and the other is a frost salamander keeping the room frosty. If a secret lever is not set opening the meat store cell opens the salamander cage. If you deliberately set it free it goes looking for kobolds to eat
39  Dozen kobold guards, some form a line while others will throw darts from behind while one rings a brass bell alerting every kobold in area. 
40 Kobold Temple with a great statue of the kobold great grandfather who stole the gods gold and meat and taunted the other gods. Valuable fragile kobold urns with heroic painting on them are worth 300gp each and there are a dozen of them. The idols eyes look exotic but are bottles of green acid with light spells. If they break 2d4 acid sprays everywhere 
41 Kobold priest room where he makes potions usually at any time has a 2d4 healing potion, poison to make a well bad, berserk potion save or die from heart failure makes drinker insane killer. The priest id 4th Lv and has two pet dogs. There is a secret door to the kobold elite escape corridor leading west
42 Kobold workshop for traps mostly for animals and fish. Mantraps are set to snap a human weight victim and do a d4 + save or trapped or use a light crossbow to fire a bolt with 2d4 poison tip or pendulums with swinging spiked poles. If there is a battle in the entry of the dungeon others come here and plant traps around the dungeon 
43 Kobolds here watch the corridor from niches with hand axes and the main room has a cart with four light crossbows operated by a crew of four kobolds that can fire once every second round. They watch the corridors leading away from the kobold dungeon. They also guard the throne and hold the throne room doors. These kobolds have tin pot helms with brushes and adorable lil chainmail shirts and iron shields
44 Throne room where 4HD kobold King with a +1 war hammer, his bugbear champion and four 1HD kobold elite guards. In a crisis, many kobolds come here and barricade the room with furniture. There are 3 400gp tapestries of kobold history here and a cut-glass chandelier worth 800gp hangs over an ogre skin rug. The kings crown is worth 500gp
45 Kings office where does paperwork with two scribes and an accountant each with a desk. Leaders meet here to plan how to trick cultists with sham relics and how to eat them without being noticed and blame disappearances on other cults 
46 The royal nursery where 2d6 privileged kobold children play with nanny and granny 
47 King's bed-chamber where he sleeps with most of family and major servants. There is a secret door out of the room for emergencies. The bead has treasure stash under the goose-feather mattress with 4 chests including 800gp, 3000sp, four scrolls and four potions 
48 This room has the escape room with 4 holy water potions, bedrolls, rations and water plus 12gp ready for when the kobold elites flee hopefully with their loot until things cool down
49 Dogs cave with a stick fence with locked gates into other rooms. Four dog houses and six dogs live here trained to hunt and kill humans. 1in6 chance of a kobold with a bucket picking up poop with tongs
50 Kobolds play stickball here sort of cricket with more violence and screaming. Children play if adults not, a few dogs hang around too
51 Kobold alchemist here has three cast-iron black powder grenades with fuses and a bottle of acid and several child assistants. There is an exit to the fungus caves has bars with a gate and the key is kept by the alchemist a 4th level wizard and book includes alchemical secrets
52 Kobold alchemist has been working on improved animals in four cages. A four-legged dog, a two-headed kobold (one evil one good), exploding bat, and a human peasant with mole features (alchemists plan to breed a warrior abhuman race)
53 Owlbear on a chain is kept by kobolds as a guard. It really hates kobolds but screams hungrily at any strangers it sees

Fungus Caves

These caves are damp and smell of compost and spores. Large beetles and grubs crawl about and the areas have edible and poisonous fungus everywhere. Dim violet luminescent fungus has the caves dimly lit. The walls and air are moist and dripping with moisture. Nine out of ten fungi are poison if eaten d4 1=d4 2=2d4 3=2d6 4=4d6. The remaining ones are d4 1=delicious 2=heal d4 3=allow you to speak to dead as spell 4=have a prophetic vision then save or throw up and pass out for a d6 hours. Fungus pygmies are fearless, adorable and smile and babble and dribble. They taste terrible and are poison to eat. hey just want to have fun and make friends  
54 These forks have a d6 screaming toadstools here that quiver in fear alerting monsters in the area attracting encounter in a d4 rounds
55 Colony of 30 fungus pygmies having a party eating worms, bugs and poison fungus that looks like delicious cakes
56 Huge cavern full of multicoloured fungus, flowing spore tainted creeks and several dead bodies, human and giant bug and kobold half-eaten and mouldy. A cave fisher lives in roof as lots of creatures come to graze here. Large bugs and lizards size of babies and a few giant centipedes live here too. Dark elf in 57 might try and charm someone or call a warning to hide in her cave from the beast
57 Dark elf harlot lives here who has been charming cultists to visit her plying her with blasphemous scrolls and a pile of coins 678gp. She tries to charm anyone from afar and will act friendly even warning them about the monster in 56. She has a cave iguana familiar and a pet Imp who aid her. She also has a wand of sleep with 2d10 charges left   
58 A cave dryad allied to fungus and lives in trunk of a giant mushroom guards several adjacent caves with magic fungus. She has placed the traps in these rooms. She welcomes strangers but warns them to behave. She dislikes cults and likes the kobolds and will trade with those killing evil humans. A d6 cultists she has charmed now but she is bored with them. They came to steal the special fungus she keeps for her favourites. Any acting badly will have her lovers attack and she will charm newcomers (of any gender). Fungus pygmies 3d6 are here to worship her. They are immune to mould and will fetch shrooms the dryad asks for from 59
59 Cave has a d6 good mushrooms (in section header) and is guarded by yellow moulds and a shrieking fungus
60 Enchanted brain-like fungus has a sweet odour that makes all who save sit on the floor and wait to die so fungus can eat them. Anyone affected can be slapped or splashed with water and taken out to recover. A d6 cultists and a d6 kobold corpses are already jellified
61 A sparkling magic pool with fungus pygmies wallowing and playing in it. Any who drink it have protection from evil for an hour but it only works once per person. Taken from the pool it is just delicious water
62 A goblin camping here eating a fungus pygmy with a bottle of mushroom beer and a fishing rod and a pot with worms. Tiny fire frying slices of fungi head 
63 Cultists of several types in masked robes are drinking and comparing notes on their evil religions. The six surrenders promptly and will tell you anything they know but are recent arrivals. The fire cult is the biggest cult that charges other cults to come here
64 An old witch (4th Lv Wizard) with a d4 kobold helpers is here to make potions. She and the Dryad in 58 dont get along and she would love some shrooms from the Dryad. She will give a d8 healing potion per special shroom she get brought after an hour of cooking
65 Fungus here produces mass of froth which idiotic fungi pigmies like to frolic in. Humans touching it save or choke to death over a d10 rounds unless treated by a healer
66 Idol to the fungus mother goddess where kobolds have left some dead as offerings now ripe and blooming with colourful fungus. Bowls of mouldy barley grains are in a bowl. A squishy living rod can cast charm fungus once per day
67 A fungal creature from the void was wounded here and has fused into the local fungus. The winged horror is utterly alien and might not even seem intelligent, Requires magic to understand it's luminous glowing brain colony and clipping of its damaged nippers. Some cultists visit it for blasphemous wisdom of the outer void
68 Blue ropey fungus here has a cloud of spores, all exposed save or when you die arise as a fungi covered zombie. A stone symbol over the door covered by fungus stops planar beings passing this barrier
69 A glistening eyed crowd of fungi pygmies here will begin to worship any strangers who enter
70 A dozen mixed cultists lounge here eating and smoking mushrooms when off duty, a few fungi pygmies like to play with cultists when they are unconscious
71 Druid here tends shrine of the mushroom cult playing with fungi pigmies. She will protect them from harm and will always parley. She has a pet violet fungi guard
72 Ascomoid rolling around the room with clapping fungi pygmies, hostile to anything threatening fungi beings otherwise just stays near pygmies 
73 Colony of ochre slime with four ochre slime zombies, a rotting chest spills out 3000sp from a cult payroll that nobody is willing to risk recovering
74 Several crippled old senile cultists have been left here disappointed by the temple retirement home scheme they have paid a fortune for. One sure adventurer are nurses
75 An ogre has camped here to eat kobolds and cultists and is saving the old people of 74 for later because they taste and smell bad. Bones of kobolds and humans scattered around and a pot of soup is on fire
76 Nervous fire cultists here 2d4 making sure no monsters come out, all reading holy scripture of the fire cult (meaningless drivel). Will drop scrolls cast spells and flee if anyone unauthorised tries to enter the temple area
77 Filthy old feather mattresses here and some mouldy erotic parchments where slack cultists goof off from sacred duties. A d6-2 are here at any time
78 Psychomoid fungus here erupted from a kobold corpse and will attack any in the room. A +1 spear is in the rotting hand of a dead adventurer mostly decayed
79 A d4 gas spores floating here with small fungi pygmy child throwing rocks at them badly. The child would be unharmed if a spore explodes
80 
A dead cultist holding a strange green metal sphere found in old one's area. This will teach you a spell in return for an attribute point which can be transcribed into a spellbook. The spells are often old and strange but each one you learn need a save or will use again requiring a save again. Repeated till you resist or die to arise as a revenant. If the object is taken from the body it awakes wanting its precious back and will arise again to get it. The Sphere of Yoth is mentioned in ancient texts as were spells that first called beings from beyond that helped to ruin the world

Secret Temple

The decadent fire cult control this ancient fire elemental temple they found. Now they are a cult of sorcerers dedicated to evil fire elementals and devils. Most members are sorcerors often with a fire spell or magic missile. The fire devil cult mostly get high and have sex with the master but they make good business acting as an inn for other cults come to see the old one ruins in the heart of the dungeon. Cult leaders find kobolds pests for selling junior cultists cheap copied cult idols and texts undercutting the temple. Kobolds also sell drugs to the cult making them more hopeless and disorganised and addicted. Possibly cult masters might pay to have kobolds killed.
81 Four cult warriors with bows and two more on horseback with lances guard secret temple from normal people not dressed in cult robes
82 Great courtyard with elaborate temple carved into the rock with devils and fire-themed art. A 4th Lv sorcerer and four 1st level apprentices guard here with two wolves
83 An old blind fire priest sits here chanting. Has not stopped even to eat for decades
84 Guest room with a dozen packs in a pile and 2d6 sleeping cultists
85 A cultist here cooking a roast kobold with lizard stew and turnip chips. Cultists come here at meal times which are mostly porridge or mushrooms
86 Two secret doors are here. Four cultists greet newcomers here with necklaces of flowers and a bag of bread, cheese, garlic and a bottle of opium laced wine. One such gift bag is for all guest cultists and 20 in a box. If strangers come in one rings a bell and one runs for help. The welcome team also sell unholy scripture scrolls d10gp (12 different ones) or popular blasphemous books for 100gp (12 different books) or evil holy symbols 30gp and evil bronze figurines 10gp (12 to collect the set with sixty in a box but not one full set). A sign in common wars of inferior kobold made drugs and cult items  
87 Lovely garden open to the sky with a pool, feathered birds, scented trees and flowers. An old servant here hands out hookas, pipes or bottles of grog to any coming here to contemplate. She can arrange cult sex slaves ane eunuchs for a fee. One d4 cultists are here indulging and one cultist is having sex with a slave. After they complain it costs more if they cry. One cultist is unconscious the others barely able to stand or scream
88 Harem & Enach room where a d6 sex slaves and a d4 eunuchs are presently gossiping and drinking. Eunachs will grab 2-handed scimitars from the wall and they have 17 STR
89 Fire cultist room with four beds and footlockers and a mural depicting infernal gates of hell. A d4 cultists are resting at any time 
90 A great hall with a mural depicting elemental planes of fire and beings from there. Tables and chairs and empty wine bottles are here where a d6 cultists relax drinking
91 A 4th level priest and four 1st level acolytes have stocks and a-frames where they restain and flog cultists caught buying kobold trash or drugs instead of from the fire cult. Strangers or sounds from 90 will make these men spell up and attack
92 Cult Library guarded by an invisible imp will ring a bell for help and menace intruders to waste their time or lure away from here. There are thirty evil lore scrolls and twenty blasphemous books. Some are missing so remaining books are chained and locked. One is a 4th Lv wizard spellbook, one has names of devils and fire elementals to summon another detail another dungeon hiding an evil artifact from an ancient war. Four copy stands are here where cultists occasionally make tourist copies. Librarian notes indicate missing books and scrolls and name past masters who had these books
93 Lecture hall where 3d4 cultists listen to a 4th Lv master with two warrior guards
94 Collection of elder god clay idols found and restored on display
95 Mural showing cults celebrating as sun blackens and stars fall while void demons plunge to earth to devour souls of fleeing masses. A desk for the grandmaster is here a 7th level sorcerer with a 3rd level assistant performing morning paperwork running their cult bed and breakfast. Also work on occult research and a hooka with opium, hash and black lotus resin
96 Collection of ancient fossils found digging the temple of prehistoric plants, ammonites and trilobites. Stone to the flesh will restore these to life as they were petrified by outre gods long ago. One plinth has a huge footprint and a case displays huge teeth 97 Visitors books where guest cults leave cult pamphlets, initiate booklets and other mostly worthless trash books for future guests to read. Centuries of names are scrawled here on walls

Old One's Temple

Green luminous walls seemingly carved from jade, smoothed without any hard angles. Strange patterns are engraved in the walls and where you touch the walls remains brighter for a few seconds after. The air pressure in here seems higher, cold and misty air reduces visibility and makes fog comes from your mouth as you breathe. Everything here is magical. Sound is muffled almost like being underwater and sense of time is distorted. The floor is covered in compresses dead black and green organic matter that smell of rotting fish and eggs
98 Any passing this chamber save or lose 1hp from the nose bleed as pressure increases. A secret door here goes to the secret temple

99 Marine theme mosaics show fish folk with human thralls worshipping them while squid demons look on approvingly from the sea
100 A collection of broken ceramic fragments dug up from the gunge on floors have been assembled into shapes on several tables. One wall has drawings of patterns on walls trying to understand the lost language
101 Fallen broken statue, last person leaving room sees eyes blink (give them a note)

102 Clay cuniform marked cones in here some are stacked some broken. On a table, someone has been decoding language using spells revealing litanies of priests from ancients who found this ruin
103 Anyone stepping in feels heavier, STR feels half while in the gravity field. A broken abstract looking statue bleeds black liquid into a drain like syrup
104 Stacks of metal discs with grooves in them. The cultist was trying to make a box that could play them with failed prototypes and diagrams. If work completed play recordings of old ones ultratellurian voices that is brain damaging to listen too for long, save or alignment change 1in6 chance a grumpy lesser demon summoned if played
105 Row of twelve stone plinths supporting reptilian mummies of some unknown breed. Cultists fear them but if you risk a save vs mummy rot a 2d4x100gp. One mummy has a crown worth 1200gp that lets you commune with a prehuman snake god once a week
106 Room has a strange grandfather clock with many strange hands, various random chimes and has a puzzle-based lock touching it causes confusion if you fail a save. Inside the box is a gate to a primordial continent long ago with primitive plants and mostly giant scorpions and fish, air is difficult to breathe for long. Manipulating clock hands opens door to other strange places. If door closes with any inside they are lost in time and space
107 Strange rotting corpse in the metal suit with an unbreakable glass helmet. If disturbed insect swarm erupts from it and any killed will hatch a new swarm. The suit is like full plate with no weight, has 2 hour air supply, radio, diagnostic HUD. Sidearm is an advanced laser pistol with d10 shots for 5d6 damage beam. Each shot discards a spent molten power cell Recorded message on suit in alien language is last words of space explorer discovering alien relic
108 Shelves with 4d4 strange copper sealed jars with glowing brains inside. Prehuman writing on the jars. If ESP used brains are dreaming of flying in the void with winged alien fungi
109 Stone idol of a horrible toad demon
110 Stone idol of a tentacled cone-shaped being
111 Two sealed stone pits each with common scrawled note do not open. Inside each is a gibbering mouther that awakes from hibernation. They take a d3 rounds to escape a pit once awake. Each has a d4 strange alien jewellery worth a d4x100gp each 
112 Great temple with six cultists and a 4th Lv master worshipping a squid demon lord from the void. Anyone sleeping here has strange dreams of swimming under the sea. Behind the statue and altar area is an area priests would get ready to perform. Shelf with a bottle of rum, evil holy symbol, 4th level wizard spellbook, an amulet with a devils name on it
113 Several priests once lived in here, now broken boxes, old field stove, and some human skulls
114 A carrion worm nesting with five paralysed cultists carrying her eggs
115 Cultist meditating in the chamber, mind has gone and body starving
116 Collapsed shelves scattering green tablets breaking and mixing them up. Lost blasphemous tex among all this but a few years work. Useful for spell research. After lots of digging there is a green broach that can shoot a magic missile if sacrifice a d3 HP to the god of the gem
117 A repeating illusion of robed priests fleeing something, turning and screaming. A d4 real cultists are watching with great interest while eating magic mushrooms
118 A brazier here is cold but smouldering strange odour comes out. Next to the brazier is a stone capped pit long sealed. Any overcome by odour with failed save has visions of a frog cult orgy while their body tries to open the pit. Inside the pit, a living thing of darkness comes forth (wraith). Cults don't let pilgrims past here and several priests with spells can drive it back
119 Walking through here is like walking through syrup. Party don't notice but an hour has passed for rest of world, repeats each time room passed 
120 Piles of broken stone tablets thrown here in some past occupation
121 Stone device looks like sarcophagi. Anybody placed in it is dedicated and any life force is drained and increases the luminosity in the complex. With more souls other machines wake and more monsters appear through wormholes
122 Altar with gemstones and four tribal lizardfolk on a plinth frozen in stasis. If the control altar settings are manipulated d4 1=awaken and attack 2=devolve into eggs 3=die turn to skeletons then dust 4=evolve into giant lizards that attack
123 Strange crystal apparatus aimed at plinth. If altar stones manipulated ray shrinks anyone down to microscopic size where thay can battle microscopic fauna. If settings reversed giant spores and bacteria (and any adventurers shrunk) grow up and possibly attack. Ochre jellies quite common
124 Shelves with glass jars of monsters to be enlarged in room 123. Some monsters are plagues and dangerous. A bad wizard could use this to make many monsters
125 Room surrounded by statues of horrible outre forgotten gods most are alien and hideous
126 Jars in shelf here have firefly like light motes inside. They hold human souls processed to feed outer gods. Level draining undead are attracted to them. Wizards and evil cults will pay for them but if opened you feel rush of soul memories as it departs to the next life. 2d4+4 such jars. Each jar makes as much as light as a candle
127 Mirror here if looked in shows scenes of space moving behind the viewer
128 Magic sigils on the floor were used for summonings here long ago. There are four sealed pits each with a d6 zombies from failed resurrection attempts
129 Cylinders from floor to ceiling with bubbling green fluid inside and horrible mutants growing inside. Six tubes each with a bejewelled altar that can complete and decant the monster
130 Antechamber to temple guarded by a hideous reptile headed mummy wearing 800gp of gold
131 Great temple complex save or feel nausea like (stinking cloud). Two stone statues of lobster headed and armed naked women either side of the altar, awaken to attract defilers. The altar holds a crystal holding an imprisoned demon, holding it the demon will mentally offer one service if released. Once performed the task the demon is free to stay as it pleases. Wizards will desire this
132 Skeleton of a mad prophet here died inscribing a cursed scroll
133 A bejewelled glass lantern worth 1200gp on looks sits on a desk. If lit the lamp projects monstrous visions of titanic Kraken in the void devouring stars and battling gods. If fail saving throw will look away and forever lack curiosity at things humans were not meant to know
134 Crystal sarcophagi with a squid headed prehuman wizard inside like amber. A control altar if manipulated will revive the 9th level wizard who thinks naked apes are revolting pests. Holds a staff with spell charm crab three times a day (giant crabs or crab folk)
135 A altar has a hole in it with some flickering light coming out. If you look inside you can see your own childhood by tinkering with controls you can swap souls with your younger self
136 The great chamber with a seven-pointed star used to open a gate through to the outer void long ago to call beings from beyond. Summoned beings here cannot pass the diagrams in the room and have -2 to resist spells to banish or control them
137 This tall toom has a tall statue of a humanoid god in jade. If touched you can talk telepathically to the being trapped here aeons ago and longs to be destroyed. It will offer elder lore if you swear to destroy the statue releasing the soul 
138 If you enter the circle on floor of this room a luminous phantasm of the night sky appears. Using the control altar you can change the night sky time period and may learn some knowledge unseen. The machine highlights when certain stars are right or almost right for wizards to call on the void
139 If control altar is manipulated the room summons a monster, most of the slime or ooze type or alien demons from beyond
140 If Contol altar is manipulated an opposite alignment angry clone of everyone in the room appears in the circle in the floor of the room which is a great way to get extra treasure
141 Crossroads chamber with a well. Any drinking the well get a minor cosmetic mutation and the kobolds all know how to purify it. Water has a dim glow in a strange colour you can't quite name
142 A fungoid alien is partially dissected in a frame that maintains its life despite it's organs being outside the body. Only magic lets you comprehend the alien language using coloured lights on its brain cluster and nipping pincers to talk. It will beg to be killed which is easily done.It may share some exotic black lore if tormented or offered death
143 Chamber with glass shelves with green stone pots with exotic fleshy plants and crystals
144 Chamber wall art depicts squid demons from beyond batling crinoid alien plant things with strange wands and spells. As you enter first-person sure they saw something slimy ooze down a vent leaving some slime trail
145 A giant slug with a crystalline apparatus inserted in tits head with a human brain inside. This horror comes out to eat fungus and lives here sobbing to itself. If seen it attacks out of shame and hunger for flesh. Poor immortal mad human brain longs for death
146 This room has hanging from the ceiling 12 sheets of glass-steel each sandwiching a slice of a dinosaur so you can walk around and see all its insides. It is a very old extinct breed. This could be sold for valuable artwork if you could move it
147 Gateway mirror here activated with gems on control altar. If activated opens a gate to a top of a pyramid in a dinosaur-filled jungle far away
148 Mirror on wall lets you talk to alternate universe version of self but everything sounds and looks in reverse

149 Wall in incantation in an alien script. If somehow translated with magic and spoken by a wizard a phantasmal face of an elder squid demon will appear and establish a telepathic link to all who see it exhorting them all to prepare for the end of the world when the mad shall rejoice and dark gods awaken, after a d4 minutes vision stutters and stops this only works once a day and a d4 cultist are hanging here trying it out and chatting

Outside Caves
Cliff face with some rock carvings and bear claw marks. Game is good in area and bears common. Many caves in area have bears. Honey works well for distracting them

150 A plain cave in the cliff with bear scratches on the walls. The rich smell of mushrooms waft out