Showing posts with label death. Show all posts
Showing posts with label death. Show all posts

Sunday, 26 March 2017

10 Islands

*Go Away Sunday Players*

Part of a larger sea-based encounter table.

d10
Island
1
A pathetic spit of land, where the survivors of a shipwreck squat, miserable. They have enough rations to last another d12 days. 3d8 of them remain. They were :
1.       Nilfenbergian Navy
2.       Angmarrian Privateers
3.       Merchants
4.       Whalers
5.       Unaffiliated pirates.
6.       Colonists set for the new world.
2
3
A witch-prison colony, run by the Nilfenbergians before the war. They are running out of supplies. Some of the soldiers think they should wake the wizards up, see if they can summon supplies. The priest threatens to throw them to the sharks. 3d12 wizards, drugged brainless. 3d20 guards, with 1d10 cannons. 1 priest.
4
A larger island, dotted with huge stone heads. Each contains an aborted embryonic god, killed by their jealous parents. The culture who built them destroyed themselves in the process, and so their gods died with them.
5
Kidknap crab spawning ground (See Broken System #0)
6
The final degenerate remnants of an island forced to cannibalism. 5d20 remain, squatting in rotten huts or else hunting one another. Each has 2HD, and fights with bone weapons.
7
The Cage (See Broken System #0)
8
A pirate king and her fortress. All are welcome, if they pay her extortionate docking fees (100sp a night). It is still filled with pirates and slavers. Her captive sea-priests destroy any ship causing ruckus in the waters surrounding.
9
A thin lip surrounding a huge yawning bit, many ship-lengths across. The pit is lined with:
1.       Fresh/Aged stone brick.
2.       Perfect/cracked glass.
3.       Living/dead flesh.
4.       Bones.
5.       Shimmering metal.
6.       Light - blinding white.
0
The Funeral Isle, a grave for a civilization long dead. Six black granite pillars ring a central point, each encrusted with the achievements of this dead people. The central point contains grave goods. Disturbing the goods awakens the Guardian. The island is pockmarked with craters from the weapons of the Guardian.
Achievements :
1.       Creation of the Humans.
2.       Puncturing the womb of sky.
3.       Creation of concept-driven war machines.
4.       Taming the soul itself.
5.       Capturing the senses with their art.
6.       Their own destruction.
There are three items of value to loot :
1.       Painting of Blinding Beauty. Alien suns and stars above a landscape barren. Utterly beautiful and haunting. Studying it for over a minute causes a choice : either destroy your eyes, and never behold a pretender to the beauty of the painting, or else dedicate yourself to the destruction of all beauty bar the painting. Worth 50000sp.
2.       The control panel for their flying vessels, all long departed or destroyed. It could be used like a shield, intricate, complex yet sturdy. Worth 8000sp.
3.       A miniature version of the concept-bombs, containing the concept of the perception of time. It has two settings - compress, causing the target to experience a thousand years in a single second, or elongate, making a second seem like a thousand years. It is good for one use, and does not give immortality. Worth 50000sp.
The Guardian.
A colossal titan of brass, emerging some miles off the coast of the Funeral Isle, kicking up huge waves (potentially destroying any ship too close to the isle). Three large spheres make up the body, from which sprout seven legs, shimmering in the sun. The largest of the spheres is the brain, and is filled with conceptual killing. Given enough time, the killing would evolve into violent, chaotic art. The other two spheres are Spelltrap Arrays, which absorb up to 50 spell levels worth of spells each. If overloaded, they explode, killing the Guardian. It can use the arrays to fire beams, which deal 1d8 per spell level expended, and requiring a save vs paralysis to dodge. A kick or stomp from its legs could easily destroy any ship. If one were able to clamber up the leg, the conceptual killing could be tamed with a truthful oath of pacifism, leaving the entire machine inert. It has 50 Ship HP. Replacing the grave goods satisfies it, but it will watch until the intruders leave.

Sunday, 7 August 2016

The Dead of the Depths, Primal Necromancers

Buried deeper than memory, crushed beneath the weight of years and the endless blackness, empires of deaths forgotten. Amidst the ancient stone, corpses twitch. In blackened vaults, necromancies from ages consumed are practiced by minds incomprehensible to any who know death or the sun. They never lived, born dead in a cold stone womb. The legions of these things are unending, unspeakable. The time-forgotten dead swell their ranks, gathering in the pit of the world, material for the black acts of deathless minds. The have not torn the sun down and destroyed the living yet, because they are ignorant of them. They do not know of a surface realm, knowing only their blackness and stone. The Primal Necromancers are filled with hate for one another, and battle without breath in their caverns.

If they were to unite, and to learn of sunlight realms, all hope would be extinguished.

Generating A Primal Necromancer


d10
The Form
I
An ancient dead reptile, bedecked in robes of scales, stolen from its kin.
II
A worm of bones, undulating and clacking, covered in jawbones all speaking tongues.
III
Many metallic legs sprout from ancient paper, covered in forbidden knowledge.
IV
The remains of a queen atop her throne. She does not move.
V
An emaciated human figure, eternally disintegrating, the motes drifting upwards.
VI
A corroded metal disc, slightly curved. It could be worn as a mask.
VII
From the front, an angelic being of beauty and grace. From behind, the glamour fades – a child-corpse, rotten.
VIII
A pool of mercury, shifting and dancing.
IX
A word. Where-ever it is carved, written or marked, it has power.
X
The shadows cast from an iron lamp, crude and worn.

d10
The Realm
I
A chemical sea, unseen and unknown, seething and fuming beneath stone ceiling.
II
A fortress suspended on bone-chains above an endless chasm.
III
A Wound in the earth, its hot thick blood running free.
IV
A warren of impossible tombs and crypts, carved by the dead themselves.
V
A metal spike, hollow, plunging ever downwards into the stone.
VI
A cavern lit by a sickly false-sun, radioactive, mutants and cancers growing amidst the dead.
VII
A necropolis built betwixt the ribcage of a Forgotten Beast, unknown even to the Primal Necromancers.
VIII
A hollowed out comet, filled with the crushed remnants of a surface civilisation.
IX
A great Stone-Worm, killed and reanimated, burrowing still in its deathless state.
X
This Primal Necromancer has no realm, travelling alone or with a horde of terrible creations.
In timeless aeons, the Primal Necromancers have developed their own magics besides their peerless mastery of unknown necromancy.

d8
The School
I
School of Flame: The Primal Hunger, Destruction, Heat, Light
II
School of Stone: Entombment, Solidity, The Crushing
III
School of Darkness: Concealment, Omnipresence, Obfuscation
IV
School of Chaos: Entropy, Decay, Growth, Flow
V
School of Rendings: Summoning, Transport, Corruption, Sundering
VI
School of Sight: Divination, Knowledge, Blindness, Piercing
VII
School of Stasis: Endlessness, Delay, Preservation, Determination
VIII
School of Beguilement: The Taking of Slaves, The Will, The Mind, Removal of Thoughts