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A Rather Fine Collection of Some Nifty Gamey Fluff For Those Who Like to Kill Them & Take All Their Stuff
SECRET 2011 SaNTICORE
concept Zak Smith execution Jez Gordon contributors Dylan Atkinson, R. Baseel, Stuart Burns, Valerio de Camillis, Mike Cummings, Jeremy Duncan, Mike Evans, Sean Fallon, Christian Fischkopp, Jez Gordon, Paolo Greco, Gabriel Harley, Tom Hudson, Erik Jensen, Veronica Jensen, Iain Jones, Ara K., Jason Kielbasa, Reynaldo Madrinan, Michael Moscrip, S. Pate, Danny Peck, Pierce Raats, Jeff Rients, Samuel Roberts, Stuart Robertson, Adrian Ryan, Brendan S., Peter Seckler, S.L. Shirley, Zak Smith, Roger S. G. Sorolla, Telecanter, Adam Thornton, Lance “3llense’g” Toth, Adam Watts, Andy Wise, Chris Weller, Zzarchov, and several secretive folk who have asked to remain nameless layout & design Jez Gordon illustration Jeremy Duncan, Jez Gordon, Stuart Robertson, and Peter Seckler textures Andrew C., Przemyslaw Szczepanski, Kriss Szkurlatowski, Rachael Towne all kindly donated through www.sxc.hu many many thanks Dylan Atkinson, Jeremy Duncan, Mike Evans, Erik Jensen, Iain Jones, Jeff Rients, Stuart Robertson, S. John Ross, Peter Seckler, S.L. Shirley, Telecanter contact firstname.lastname@example.org Copyright
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License unless stated below. The fonts American Scribe™ and Broadsheet™ are Copyright © by Three Islands Press (3IP), All Rights Reserved and used under license. The font “Dead Secretary” is Copyright © by SickCapital, All Rights Reserved and used under license. The runic font “Temphis Brick” is Copyright © 2003 by S. John Ross, All Rights Reserved, and appears here by permission of Cumberland Games & Diversions (www.cumberlandgames.com). American Scribe™, Broadsheet™, Dead Secretary, Temphis Brick are protected under copyright and are not released under Creative Commons as
THE GLOOMY FOREST by Christian Sturke DOWN OUT IN GOTHMAGOG by Jeff Rients page 4 page 8 page 11 page 14 page 16 page 17 page 19 page 22 page 28 page 30 page 36 page 38 page 41 page 44 page 46 page 47 page 48 page 52 page 54 page 56 page 58 page 60 page 61 page 63 page 66 page 68 page 70 page 73 page 76 page 78 page 80 page 82 page 84 page 86 page 88 page 89 page 92 page 94 page 95 page 96 page 97 page 100 page 103
VAT-SPAWN by Jeremy Duncan FIVE PAGES RECOVERED FROM THE LOST SECKLER BESTIARY by Peter Seckler THIRTY GOBLIN MUTATIONS & OTHER WEIRDNESS by Paolo Greco GOBLIN ALCHEMICAL MISHAPS by Telecanter POISON THORN BARB & BLADE by R. Baseel DOOM BY GREEN by Erik and Veronica Jensen and Dylan Atkinson STRANGE & TERRIBLE MONSTER MUTATIONS by Michael Moscrip
TOMB OF THE MOG by Jez Gordon KOBOLD CAVERNS by Tom Hudson THIRTY SECRET DOORS by S. Pate OBSCURE MAGICAL SPELLS FOR TRAPS AND DOORS by Adam Thornton TRANSFORMED, DEFORMED, CORPSED & TRAPPED by Samuel Roberts UNUSUAL TRAPS BOTH MUNDANE & MACABRE by Andy Wise WEIRD THINGS FOUND DOWN A DUNGEON CORRIDOR by Adrian Ryan`
THE ROYAL HALFLING HOUSE OF BRACKENBOUGH by Anon. WEIRD CULTS by Brendan S. BANDITS, RAPSCALLIONS & RIFF-RAFF by Mike Evans WHAT IS WRONG WITH THIS FARM & ITS FARMERS? by S.L. Shirley EXPLORING THE FLOODED VALLEY by Sean Fallon RANDOM PERFORMERS AT THE INN by Reynaldo Madrinan AT SEA IN THE TROPICS by Pierce Raats MERCHANTS OF THE SILK ROAD by Erik Jensen ENCOUNTERS IN A DARK & SPOOKY FOREST by Danny Peck BARBARIAN TRIBES WEIRD & GRIM by Zak Smith STRONGHOLDS IN THE WILDERNESS by Adam Watts MONSTER DUNGEON ADVENTURE GENERATOR by Stuart Burns
SEVEN POISONS OF THE CITY by Dylan Atkinson LEGENDARY ARTIFACTS OF EVENORIA by Valerio De Camillis
FIFTY BIZARRE & ECLECTIC URBAN LOCATIONS by Chris Weller CREEPY WELLS by Jason Kielbasa GATHERING OF PLANTS TO BE USED FOR VARIOUS PURPOSES by Ara K CASTLE SANTICORE by Roger S. G. Sorolla THE ORIENTAL SHRINE by Stuart Robertson THE MOON-EYE CAVES by Erik Jensen SHARDS OF THE WORLD by Gabriel Harley
WILDERNESS HEX MAP GENERATOR by Iain Jones A NEW LOOK AT SKIRMISHES by Lance “3llense’g” Toth
sCIENCE Fiction & MODERN
STANDARD ISSUE PACKS FOR A BUNCH OF MERCS by Telecanter SHADOWRUN : STREET PERPS by Mike Cummings MEET THE NEW GODS, SAME AS THE OLD GODS by Dylan Atkinson and S. L. Shirley MUTANT FUTURE : LAIR OF THE FUNGALOIDS by Zzarchov
Illustrations by Jeremy Duncan Secret santicore 4 ADVENTUrEs . and quite curious oxen. This includes thieves. but he can’t do anything until he has something to prove this. or the cart breaks down after another 1-3 hours of travel and needs a lengthy (2-12 hours) repair. well-read and author of the most plays the family troupe has in its repertoire. he will be absolute in his obedience. THE CART The troupe travels with a cart. AC 8 HP: 4 Sidney. his sons included. The normal time for the cart to go through one of the hexes along the trail is 2 hours. He plans to leave in an opportune moment. AC 8. He will never take part of anything that he deems unlawful. It is a rather smallish. makeup and requisites. They have 72 hours to go through the forest. Prince of Ethelbane. two axis carriage. He normally plays the comical side kicks. inbred degenerates” again. but an intelligence check has to be made. and the messenger he sent was waylaid. slow. The actors BRUNO GIORDANO L human F3. GUIDO GIORDANO N human 0. He knows that Sidney is secretly planning to escape his father’s grasp. the Giordano family.. the eldest brother. or or priest of at least 3rd level is treated as somewhat equal. Bob and Jack AL N. drawn by Bob and Jack. and asked to be allowed to send for his men to show their latest masterpiece The Resurrection of Old Angbart at Lucius’ wedding with the lovely (and rich) comtess Tricia D’Ariganice from above the sea. is a great admirer of the thespian arts. who always plays the heroes. with a small theater troupe and their Thank you! J. 100 gp per head are promised on timely arrival. to Lucius. the Duke’s seneschal. two friendly.they have to cross the gloomy forest. AC 9 HP: 13 believes in hierarchies. THAC0: 17.. This time can be halved. Gregor the Second. if it is necessary to carry him above some obstacle.com TOREMILLO GIORDANO L human 0. AC 9 HP: 5 Toremillo is the middle brother. but whatever a spooky forest could occur while traveling through wagon. is fed up with his father’s attitude. A SHORT LABYRINTH LORD ADVENTURE FOR A HANDFUL OF CHARACTERS LEVEL 1 TO 3 by Christian Sturke rorhhamster. As they can’t go alone on a dangerous trek through the dark and foreboding wilderness. HD 3. They tend to wander off course for inspection if something unusual is to be found at the trails edge. demihumans and “spell-slingers” of any level. that houses their costumes. Only his brother Guido suspects that he has other plans. SV F2. He is full of envy against Sidney. preferably before he has to “dance in a monkey costume for some snobbish.Dear Secret Santicore— s level I would like a brief adventure for character e before that cam 1-3 (general stats for any edition is fine) that 3rd would be great. but he still won’t allow them to give orders to his sons. to indicate if everything’s back in its proper place. LL 66 The cart can be dismantled in 2 hours and reassembled in 3. who wants him to be the next director of the family troupe. a fact that is well known by all other Giordanos. but if confronted with authority above his own. THE GLOOMY FOREST SYNOpsiS The Duke of Frambort. He is quite adamant in this. or be late and risk the wrath of the Duke. but nonethe-less he is the biggest. MV 90’ (30’). ML 6. that he feels superior to. He is a bit of a silent loner. and won’t treat anyone with respect. and in addition he is rather well-fed. is hiring adventurers to lead and protect them and bring them in time to the prince’s court. SIDNEY GIORDANO C human T1. He is quite an actor.wordpress. AC 9 HP: 3 The youngest of the three brothers. XP 50. and while some people believe him therefore to be rather dumb. and sometimes brutish opponents or even monsters. like someone from noble birth or a sheriff. He recommended his own house-troupe. there’s not enough time for the troupe to go the longer and safer route via the coastline . he actually is quite intelligent. Yet as the duke is already at Ethelbane Castle. Guido has to play all the female roles. #AT 1 (horns). Brugand Mansion. DM 1d4. whatsoever.
there are a lot of goblins out travelers anywhere in the forest. bad sight. 2 3 4 6 Don’t stray from the path. Roll 1d6 at rest. This Secret santicore 5 ADVENTUrEs . no winds Foggy. If this encounter is rolled again. (False) Cyclops Mountain is home to a giant with just one eye. light winds If this happens on the slopes of the mountain. The weather is unnaturally bad in the gloomy forest. First one to be encountered will be Karl.. so. (True) There is a dragon living in the cave up on Cyclops Mountain. (see J) 9 10 Bad weather there. There’s a faster. 7 There is a ruined tower. 12 Another cart comes from the opposite direction. there is a clear the path or rebuild it. don’t go there. some sunny weather lightens the spirits and subtracts Really heavy fog springs up suddenly (regardless of the 8 6 Cloudy. see Area B and Area D) Be aware! (False) Random encounters occur on a one on a d6 every 6 hours. See Area J.. But I heard you can bribe him but it could be bribed with at least three days of rations.) 4 An Ogre. hence the name. hidden trail leading around it’s other side (partially True.THE GLOOMY FOREST d10 1 RUMORS: The gloomy forest is one of the places where the veil between this world and the place of the fairies is very thin. or 1d12 on the move. third one Bert.. no winds 7 Realm of the Fairies. see Area G) There’s no way a cart can go through this forest in screwed! (False) 8 harmed. the faerie queen will not be amused. (False) The trail is narrow at the slopes of Cyclops Mountain. there are lot’s of undead and no treasure to be found! (Partially True. Roll for every 4 hours: 1 2 3 Cloudy. second one Gunther. If all three are for her children (Morale is at 12)(See Area I for stats). no winds Light rain. Better get a cape! (True) A bridge troll demands a toll of at least 20 gp per head somewhere half the way..
THE GLOOMY FOREST Map Key area a . If somethings happens that could startle Jack and Bob the cart is in danger of toppling over and going down 1d100 ft.The ford. because they know their oxen very well. If there has been heavy rain or a thunderstorm until the group reaches the ford. so they need area c . It’s somewhat hard to clear away the plants that have grown over it. Secret santicore 6 ADVENTUrEs . area d . witch make the crossing dangerous. Small Characters could drown if they can’t swim. area B . in the middle of it..Cyclops mountain The enormous cave in the side of the mountain.The rangers trail Give every PC the same chance as to detect secret doors to chance if the PC’s heard rumor number 4).The lost bridge There is a reason the seemingly faster trail is almost overgrown: rapid water if there was heavy rain or a thunderstorm in the last 4 hours) and there are the remains of an old and rotten wooden bridge with a gash of 10ft.The slopes of Cyclops Mountain The way is disturbingly narrow at times. The person on the reins has to make a wisdom check. area e .. until it is stopped by some trees. and the party needs to spend 1d6 hours getting the troupes equipment back and dryed enough to continue. that overlooks the southern part of the Gloomy Forest like a giant cyclopean eye by a small predator or internal strife. The Giordanos have to roll under 18. |or the cart will topple. there will be high waters.
HP: 7. 1. they are lost in the faerie realm. 5. when the PCs arrive. 1. AC 7. LL 67 HP: 23. 7. There is only a 1 in 6 chance per son that he is here. SV F1. SV F1. 1. 4. Goblin males (27) AL C. 1. DM 1d6. 3. 1.. 4. Should the group decide to go right nothing interesting happens. Centaur (6) AL N. HP: 7. LL 78. #AT 1. HP: 13. XP 215. 3. area j . 2. MV 60’ (20’). the party will be left off and get’s back to the gloomy forest will be get back 1d100 months after they left. sartyr. THAC0: 18. XP 80. AC 6. THAC0: 19. MV 60’ (20’).. if the GM wants it to be there. Potion of Gaseous form. 6. the whole lot). While the play unfolds more and more faeries (pixies. 2. LL 78. #AT 1 (club).. SV F1. #AT 1 DM 1d3. 10 Skeleton (4) AL C. she will give the PCs an amulet have already murdered or injured one of her sons. 11.The goblin village This tent village has almost 100 inhabitants. HP: 6 area i . 2. 6. THAC0: 19. MV 90’ (30’). and two pet wolves. XP 35. she will know. LL 102. 7. 7. HD 4. 2. big club). SV 0 human. LL 103. SV 0 human. iron kettle (Jewelry: Decanter-500 gp. As will 6 brutish looking centaurs. will shine on the way in front of them and they will hear music up ahead. Potion of Growth). XP 5. 1000 gp) Ogre (4) AL C. HP: 7. one pointing to the left with the inscription “the other way” and the other one to the right saying “the hard way”. LL 95. A necromancer once rested here and ordered some of his servants (4 zombies and 4 skeletons) to guard his treasure chest in the top room of the tower (Filled with three magic potions: Potion of Invulnerability. Secret santicore 7 ADVENTUrEs . 7. 3. HD 2. HP: 6. SV F4. 4000 sp and 4000 ep). THAC0: 17. 3. Bruno will be most glad to do this. 5. DM 1d6. Karl. MV 120’ (40’). The tribe’s chief has a treasure chest in his slightly bigger tent (with 2000 cp. AC 6. 21. #AT 1 (bite).. HD 1 -1. SV 0 human.. the group arrives at an unexpected fork in the trail. if they decide to go further along the trail. 1. nymphs. ML 12. 1. 11 Goblin chief AL C. 6. but if they go left they will leave the mortal world for the realm of faeries. ML 12. 1. ML 7. 1. 1. will appear as from thin air and continue watching. 5. There is a road-sign with two pointers. LL 90. 1. 1. #AT 3 (2 hooves. they will arrive at a glade. HD 1. 3. LL 78. 7. DM 1d10. SV F4. DM 1d6. 5. If they turn around the fork will be nowhere to be seen. In fact all this creatures are at the place the whole time and are just invisible. THAC0: 18. AC 5. HP: 12 (Karl). strangely strong and with a little red tinge. HD 1+1..realm of the fairies (not shown) If this encounter is rolled. Should they attack the 14th level magic-user with the magic of her realm at her disposal. 1. 5. MV 180’ (60’). because they know their oxen very well. He never returned. females (30) only wear skirts and knifes. 3. HD 1 -1.Lowlands If there has been at last three times heavy rain or thunderstorms by and the trail underneath is not much more than a mud-trap for any cart going through. 4.. AC 7.. Triple time to get through. 19 each PC to show his abilities for her. The cart will be almost useless without major repairs after such a fall and everyone falling with him (including the oxen) will get 1d6 points of damage per 20ft. #AT 1. DM 1d6/1d6/1d6. 25 (Mom). ML 7. Suddenly the sun. 2. XP 15. If the ogress is somehow made friendly. DM 1d6. 15 (Gunther).. 5. There could be a dungeon underneath. Should a PC centaurs will appear out of thin air and discipline the offending PC.THE GLOOMY FOREST Whoever is at the reins has to make a wisdom-check with a -2 penalty to avoid this. AC 8. 2.. 2.. 22.The Ogre cave Here lives an ogress (called only “Mom” and has already forgotten her real name) and her three sons. area f . 1. fallen (round up!). where she invites the troupe to play for her. ML 8. #AT 1 . AC 5. MV 60’ (20’).The Tower This tower is all that is left from a ruined castle that once housed the court of a local baron. DM 1d8. ML 8. half of them kids. HD 2+2. Goblet-1000gp. Anklet-40 gp. THAC0: 19. AC 9. 1. Gunther and Bert. 3. 6. THAC0: 15. 6. 1. 4. MV 60’ (20’). and not out hunting (or relaxing without Mom complaining). this adds to any area g . MV 180’ (60’). THAC0: 16. 6. XP 29. ML 10. Diadem-500 gp. brownies. The Giordanos have to roll under 16. 18. 5. 5. XP 5. 7 area h . #AT 1 . 7. Diadem-1400 gp. Should they try to avoid the festivities. Observant PCs can spot that other is nailed to the post with rusty iron spikes.. 10. HD 4+1. XP 13. ML 12. Goblin females (30) AL C. 19 (Bert). Wolf (2) AL N. 15. who have their eyes on the PCs. If she (this means the GM) is amused. 1. 7. 7. Zombies (4) AL C.
can earn top dollars.B. 8 9 Alchemy is big business in Gothmagog. The city walls encircle only a tiny portion of the city.com DOWN aND OUT IN GOTHMagog part 1. Intro The adventure opens in the bedroom of aristocrat Karistos does everyone else present: his lawyer Bennudius. (N. must be a spellcaster (arcane or divine) to activate them. but it was built two centuries ago with no improvements since despite a population boom. The spells available in cheese form come from the druid list. In the event of an invasion the general populace of Gothmagog is pretty well screwed. his youngest son 3 4 Platemail and anything bigger than a sword may not be carried or displayed inside the city walls. A SHORT OSR ADVENTURE FOR 4-6 CHARACTERS LEVEL 1 TO 3 by Jeff Rients jrients@gmail. 17 The city has an elaborate sewer system. with seven competing schools centered on the University. but annual licenses can be obtained for 500gp each at city hall.Dear Secret Santicore— session urban Would you please write me a one-life? l low adventure set among medieva Thank you! Cheers :) R. 20 The Grim Reaper himself is said to visit the city during its annual Festival of the Dead. due to an oddity in the local calendar every Secret santicore 8 ADVENTUrEs . Most of the potion shops Necromancy is technically illegal. Note the legal system leaves over who gets what place in the parade line.
DOWN aND OUT IN GOTHMagog Illustration by Jez Gordon codicil to his will granting the PCs joint ownership of a relatively to a gathering of students. Inevitably involves brawling with 3d6 town guards. monster. Travel to Gothmagog actually true ahead of time. but mostly they’re watching the way she sways her hips when turn ugly. insult or perhaps the student is of mercenary motivation and 3 Toga party! PCs invited to join debauchery already in progress. but enough vampired disinterested in the whole thing now. They might be listening. part 2. Secret santicore 9 ADVENTUrEs . not the amphibian) in the building! It was summoned by another scholar in retaliation for a bad the poorer student types who often have to choose between tuition up being questioned by the cops. The cause of the situation is two different medical professors trying to get out of the city by two different routes. Initial Investigation any moment. Anyone acting too crassly towards her will probably end up the victim of a beating by her brother and 2d6 friends and servants. It seems they have both possess substantive reports of plague in the city and are trying to escape with all their worldly goods before a general panic erupts.
6 slave girls (personal harem of the Chaos Messiah. swords) can be convinced to accompany the party to Leper Island to property. lose. loincloth. magic missile rushed he will cast disappear so he won’t cast Cobrabolt unless a PC annoys him. pirates. The mission house is a simple one story wood structure with one entrance and a few windows. They reveal that their daughter is missing in with the Chaos Messiah Cult and can be found in the cult’s secret lair on Leper Island. party has a good plan or at least a sleep spell to put some of the part 4. visions of horrors beyond the stars (6 doses). Inside are 20 maniacal cultists (0 level. In his true form the golden statue of the Messiah worth 300gp when melted down. But he started getting real political right before he disappeared. Any character who visited Leper Island has a 5% chance of showing symptoms of the disease during some later adventure. smugglers. tattoos. Note that the cobras don’t magically go away. in Slavegirl Leia style garb). setting off a helluva Turns out the gypsy barges are welcome in Gothmagog because the river family can be easily located. bounty hunters. That’s just some vampire unrelated to the adventure. a leper colony on the middle of the polluted river. but the good clerics administering the place were driven out by the Chaos Messiah and his followers.part 3. If there’s an elf in the party the dwarves automatically start continue their investigation because they’ll have the respect of the patrons. as patrons will run for the town guard or pull out weapons with more and a morningstar behind the bar. plus bonus assassins The clientele includes sailors. of protoplasmic amoeboid horror made of blood and puss. wavy dagger. who will beg to be slain rather island previously provided for their needs. These chumps have no armor. Leper Island too cowardly to commit suicide. Epilogue % is already dead. piercings). corpses. Unless a PC noted that they were carefully studying the portrait. The harem girls completely freak the fuck out at this point. The Drowned Rat. If father and son are successfully reunited. part 5. there’s only a 2 in 6 chance of who will hold the party at bay while a pair of shortbowmen (F1) up on balconies pepper the party with arrows. the . part 6. dwarves % chance they necromancy. they slither out into the city. The Gypsy Barge by the prophetess Teramantha.
until at last the power of The sorcerer-kings were put to the sword. their every feature sculpted in exacting detail. sought to fully assume the mantle of godhood and create life itself.pon awakening and learning something of the world. 1 0 1d8 10 8 12 14 15 Secret santicore 11 CReaTUREs Illustration by Jeremy Duncan . Whole armies of vat-spawn were called up to re-enact legendary battles or duel to the death in elaborately planned and scripted combats. Their makers long since dead.Dear Secret Santicore— specific so I request a new fantasy race. though they are as susceptible to violent death as any other adventurer. Thank you very much! S. recalling ethnicities no longer found among the contemporary population. Whether they possess souls at all is a matter of considerable theological debate. and DESCRIpTION strength from the vats. were bred in the vats to serve at their makers’ grand debauches. often turn to adventuring to satisfy their endless curiosity and challenge their strange abilities. or waiting in stasis in their vats in some hidden laboratory. anemic blood seeping into Each vat-spawn is a hairless humanoid. Harems of pleasureslaves. nor can they reincarnate. heedless century. but are completely sterile. So it went. only to be dissolved again when their masters had tired of their ministrations. Vat-spawn have the following features: • If undisturbed. the sorcererkings whiled away their idle hours by creating immortality-strained appetites. VaT-spaWN ORIgIN The sorcerer-kings of old. but glimpsed on the pitted faces of ancient coins.com While most of their kind were ruthlessly exterminated. As they are inherently unnatural. they set to work. With arcane secrets dredged up from the earth and sea and called down from the stars. having been posted to remote corners of the world. with height and weight in the standard human range. their pale. a tiny minority escaped destruction. HIGHLY-ADAPTABLE MAGICALLY GROWN DAY-GLO FRANKENSTEINS FOR OSR GAMES by Jeremy Duncan jduncan24601@gmail. they cannot be Raised after death. to stand complete before its maker. At the expense of vast wealth. and having grown bored with merely warping and molding nature to their whim. already worshiped as living gods by their subjects. their forbidden knowledge wed to the toil of a thousand slaves. • They possesses functional genitalia. countless lives. century after extravagant. alchemists. not systemble with or are most comforta pick whatever one you go system-less. and in worn bas-reliefs on the columns and pediments of sunken temples. though their features are often somewhat alien to modern observers. these creatures. Vat-spawn are functionally immortal. and sages. and their original purpose unknown. Pleased with their new plaything.
Your skin can temporarily take on the properties of any surface you touch for 2 rounds or more. DEX is halved. black 10 mottled skin /different colored eyes (roll twice) mauve left forearm. You have a functional mouth with teeth. Other applications at GM discretion. the vat-spawn’s memory and personality will reset. One hand can semi-detach & extend + retract 50 ft. Underwater they open up and you can breathe normally. re-rolling in the 1 2 bottle green heliotrope Series Number and /or Function title dyed or embossed on skin. Your body has been indelibly imprinted with (1) an epic poem (2 ) obscene doggerel in an unknown tongue (3) hymn in praise to a forgotten god (5) the formula for your creation. but just use common sense or whatever the GM thinks would be funniest. 3 ocher 4 vermillion 5 turquoise It does damage as usual and you get a +2 to hit. Cannot be surprised from behind unless wearing helmet. in an elaborate code (6) a spell (roll randomly) 7 indigo 8 9 carmine you stylized hair and/or a beard as with a clay sculpture. Mouth does 1d4 damage in combat w/ a +2 to max. This ichor has many alleged magical properties.) transfer to their new owner. Characters attempting to graft on a new part must Save vs. CREaTION • Roll your character’s Ability Scores as usual. eye. here. Every 6 months of game time. Poison + the creatures hit dice – PC’s level. The grafting process requires one hour x ½ the creature’s hit dice of uninterrupted concentration. iridescent scales. Skin embossed with a pattern (1-2) spirals (3-4) deep hatching) (5-6) A “Persian rug” pattern that changes with your mood. There are undoubtedly opportunities for abuse. • All Vat-spawn can graft on and incorporate body parts from Any special abilities or attacks inherent to those parts (a medusa’s eyes. 11 12 charcoal You may perfectly mimic any sound you hear at least Secret santicore 12 CReaTUREs . Can support PC + 2d100 lbs and do any normal hand tasks. • Roll twice (unless otherwise indicated) on Skin/Eye Color chart. that you can go 1 hour of game time without having to breathe. and twice times each on the Variations A & B charts. irregular spirals of a coral-like substance sprout from the top of your head (roll for color). but you can’t really do much else with it. you can easily frighten small children. 6 pearl Silly-putty skin: you pick up shallow impressions of anything pressed against your bare skin. Short. Impression lasts 4 days. withering away to nothing. -3 to reaction rolls when/where applicable. Roll again on color table for your brand new skin! Everything else remains as it was. Someone did a half-assed job sculpting your face. your character molts.) sheer surfaces if gloveless and barefoot. but on the plus side. You do an as a helmet. on your (1-3) pick the palm of one hand (4-6) pick sole of one foot (5-6). which it it is rendered useless. Skin prominently stamped or dyed with personal rune of creator. These are almost imperceptible slits in the side of your neck when outside water.VaT-spaWN • After every 100 years. • Vat-spawn have a vibrantly-colored ichor (roll on color chart) in their veins instead of blood. connected to arm by ropy tendons. Body covered in tiny. and unscrupulous Magic-Users are always on the lookout for experimental subjects. You have d4 eyes in the back of your head. Your facial features are an exact replica of (1-2) Your creator’s own (3-4) their most hated rival (5-6) a legendary hero/ine.. because you’re walking around with your chest puffed out like a bullfrog. etc. Removing one limb. etc. but your eyes glow in the dark. tongue. You retain full You have infravision. returning it to 1st level. Your hands and toes have tiny suction cups on them allowing you to climb up and down (and cling to: max weight= PC+2d100 lbs. You have gills. This also works with anything drawn or written in ink.. Any item stored there is undetectable by mundane means.
VaT-spaWN 13 violet 14 sky blue 15 lime 16 crimson 17 two-toned (roll twice. decide areas of division) 18 puce 19 rust 20 amber Secret santicore 13 CReaTUREs .
FIVE pages RECOVERED FROM The LosT sECKLER BEsTIaRY by Peter Seckler pseckler13@msn.Dear Secret Santicore— e I would really like some drawings of som monsters.com . brand new Thanks! S.
6 Pea green. but might Can breath in a lot and become a goblin balloon.com Illustration by Jez Gordon d30 GOBLIN MUTATION: d30 GOBLIN MUTATION: and beliefs in other goblin minds (save once a day to resist). for a pile of refuse. 28 Really. during periods when food is scarce. Immortal and unable to reproduce. Doesn’t understand it either. 1d6 legs. In combat. in fact. if properly fed). Double hits. After hits are every round of collapsing and dying. photosynthetic goblin can survive on water and sunlight. Secret santicore 16 CReaTUREs . THIRTY GOBLIN MUTATIONs & oTHER WEIRDNEss by Paolo Greco tsojcanth@gmail. a changeling left there by a very. noses. Three eyes. 30 in a range of one mile. Shame that goblins hate sunlight. This goblin might have died hundred of times. Can see radioactivity. in addition to 2d30 offsprings due to more 14 Feels no pain. that can be collected and used for lubricant.Dear Secret Santicore— ic I would like something for a goblin-centr paign. For some reason other goblins 25 11 12 Really big. climb walls. Probably due to goblin pheromones or something. strong and burly. 15 1d6 arms. ands BX or LL cam Keep on the Borderl 0 goblin A PC Goblin class or maybe aor“d3new expanded all mutations” table or an rumor table? Awesome! S. daughters. sadly. often in embarrassing ways. 1d6 heads. 21 effort. ears. can’t run. magic and other normally invisible emissions and auras. Can be heard from far. Until the day this goblin is going to be eaten is going throws objects at three times the normal distance. burning oil and even eaten. Still a single goblin brain to run all of them. really. really loud voice. treat as ogre. This goblin is. The goblin damage when such huge strength is abused. eyes.
the goblin bodypart the line traverses is most affected. Secret santicore 17 CReaTUREs . GOBLIN aLCHEMY MIsHapS DROpCHaRT & TABLE thirty6andrising@yahoo. Find a verb in the outer ring near the start of your line and a noun from the inner ring near the end of it. That’s your goblin mishap.Dear Secret Santicore— I would like a random table of Goblin Alchemical Mishaps.com by Telecanter Drop 2d4 onto the chart. If you want to get fancy. Imagine a line stating from the highest die to the lowest.. Doubles mean something worked! Use the line to determine what the product does. Thanks! A.
it requires blood anyway 33 34 Goblin breath now turns to feathers. waddle in fear! 20 Terrible stench. . as a ghast 25 Frictionless goop. all other properties the same Secret santicore 18 CReaTUREs . things (see Pipa pipa) 11 12 A stone that turns gold to dung Distilled children’s nightmares spilled everywhere. Treat as sleep spell if puddle touched 15 Boiled in blood! Sausage goblins split when hit. .GOBLIN aLCHEMY MIsHapS 3 Goblins with pustules all over their bodies that hatch . but glassware it’s poured into can be eaten for the intended effect 38 Base metals transformed! to a different color. goblins sliding everywhere on their bellies 29 Goblin vampire! well. . . Potion brewed is just water. so that’s why the caves are full of these .
In large doses. membranous spheres that contain a bioluminescent gas. the most poison is found concentrated in the roots. Anyone eating assassin weed or any plant it has rapidly until the victim dies of coronary failure. Secret santicore 19 CReaTUREs . The spheres of the pollen will cause permanent insanity. a creature unfortunate enough to fall into a patch of daggerbrush can sustain serious and often fatal injuries. the wrong time. – while harmless to the other plant – is deadly to anyone who consumes it. In small doses it causes hallucinations and delirium. thorns are not poisonous. giving off a dim light. such as those caused by a creature coming too close to the plant. This can range from delusions and hallucinations to the victim no longer being able to care for his basic bodily functions and survival needs. Baseel rbaseel@gmail. permanent blindness.Dear Secret Santicore— kill PCs. the subject can easily fall into a permanent catatonic state. I would like 50 ways that plants can Thanks! J. They are covered with large. functions and death ensues. TWENTY-FIVE DEADLY PLANTS by R.com POISON THORN BaRb & BLADE the ground and are sensitive to pressure and vibrations.
the heart shuts down entirely. accompanied by headaches and fatigue. and become quite lethal.POISON THORN BaRb & BLADE minutes for the effects to begin. the shoot contracts and tightens on the prey and lifting ti upwards. The effects begin of oleander poisoning begin immediately. and death comes after several hours. Secret santicore 20 CReaTUREs . and include vomiting. crumble to pieces underneath the weight of an unsuspecting traveler. often followed by death. throat will close completely and the creature will suffocate. overdose can shut down the user’s lungs or heart. Mortar root can spread its tendrils deep into the earth and can cause considerable damage to underground construction as well as stone buildings and walls. can cause paralysis. sweating. is stimulated. Roughly once a month. they release small clouds of pollen that can drift about in the air. The shoots are surprisingly strong and it is burned. diarrhea. can lead to complete respiratory failure within minutes or even seconds. a prepared concentrate of the pollen. Or be gradual soreness and swelling of the mucous membranes and respiratory passages.
or other weapons. the victim will fall unconscious within a few minutes.POISON THORN BaRb & BLADE facing spines that can impale and trap anything that ventures inside. are not fatal in themselves. Nevertheless. A dose causes painful tremors and a stiffening of the muscles and joints. Secret santicore 21 CReaTUREs . After the initial paralysis occurs. the jagged ridges on the arrows. creature such as a human being. Most sirenponds are no more than a few feet across. but they are too small to trap a human being. large enough to trap small animals. followed by death within a few minutes. they can cause the victim to drown if he comes into contact with them while swimming.
impostor roams. the victim will happily starve to death the area around the plant for an easy meal. I would like 50 ways that plants can Thanks! J. inculcating in them a great love for the plant and a desire to protect it. FIFTY MORE DEADLY PLANTS by Erik & Veronica Jensen wampuscountry. if consumed. wild beasts while they prance and caper about. Secret santicore 22 CReaTUREs . detected by lycanthropes up to several miles away. The tree feeds on the nitrogen left behind as their corpses decompose. have died in the attempt. by opening hundreds of stoma across its surface.com terriblesorcery. but the leaves can also be brewed into a tea which.com DoOM BY GREeN and Dylan Atkinson on sorcerors.blogspot. can retard spellcasting for hours. the less intelligence it displays. who may then easily hunt and surround the glutton and his companions. gallons of burning acid rain down on the creatures below. In time.Dear Secret Santicore— kill PCs. when it does so.blogspot.
pushing the seeds deep into the alimentary system if reproduces by shedding its berries all at once. children’s laughter. may stretch and rip and bones splinter in the rapidity of the process). the remainder are a few motive tendrils. animals (or humans) and attempt to force a few cherries down their throat. Due to this method. very moral code may have shifted. the ground around the plant the seeds inside. Those with the constitution to survive the transformation can plant is an immense bowl containing digestive juices and acids. and a ring of large.DoOM BY GREeN it is for this reason that cagey vampire hunters plant porcupine trees in strategic locations. when it does so. and not in a pleasant direction. Secret santicore 23 CReaTUREs . several times during the year. stumblebushes are often found in great patches of many square yards. with a dramatic sobbing. and even screams.
they one phase of its growth. or rows of crops. Some victims are driven to suicide. bushes. They are lined with sharp spines around the edge. The Greenlung seeds. drawing upon their own doubts and fears. to murder of their fellows. are adventurers and native creatures. but becoming easy prey for underground monsters. and when an animal treads upon them. The Ice Moss absorbs blood spilled from these injuries.DoOM BY GREeN acts as a paralytic agent and a preservative. This dangerous growth does not come by its name through its preferred temperature. The some sort. however. it releases clouds of seeds on the wind to spread them far and wide. and will often spread Secret santicore 24 CReaTUREs . amidst brush. and its juices are in demand by those familiar with the necromantic arts. others.
or Secret santicore 25 CReaTUREs .DoOM BY GREeN on how many times the victim is hit by the sap. then eventually attempting to insert itself into the body cavity (usually via mouth. blinded. hampered. or completely encased in the instant amber. suffocating to death. they may be merely slowed. against its victim for a time. nose.
they appear much as cattails do until close inspection. attempting to hold or trip it so that the victim falls to the certainly have vivid nightmares. by which point it may be too late. and the results of continued doses become erratic. the potentially do more damage as he returns to ‘normal’. to reach down and scoop up hapless victims. In some cases. The tendrils and clutches at the human or animal passing overhead.DoOM BY GREeN environments. sealing them in a wooden cage which hangs twenty feet in the % smaller % body’s cells are saturated with the active ingredient. is also somewhat and second. intended to discourage animals. in part because the mild poison which graces the cactus’ copious spines. Secret santicore 26 CReaTUREs . in fact.
DoOM BY GREeN sinewy roots of the Stomping Fir burrow deep into the earth and often dangle from the ceilings of subterranean caverns or their enchanting properties. The danger of Secret santicore 27 CReaTUREs Illustration by Jez Gordon . and will go to great lengths to cultivate patches around their homes and lairs.
Birdfeet! 11. Body covered with large horns. I’d say 1d6 normal monster of its type. 4. 15. listing of strange and terrible mutations style game. Prehensile tongue.Dear Secret Santicore— d20 I’d like to ask Secret Santicore for ainclined) on is feeling so (or d100 if the pers on monsters. Gelatinous body. 17. Piercing and blunt damage have no effect. 20. 1d4 feet long.com Not only is this system neutral. Legs where arms go. Arms where legs go. Secret santicore 28 CReaTUREs . 6. STRaNGE & TERRIBLE MONSTER MUTATIONs by Michael Moscrip migellito@gmail. 7. Major organs on outside of body. I generally play more of an old schoolas well. honestly be system neutral but it can Thanks! M. 12. 5% chance one is vampiric. Body covered with biting mouths. it’s entirely statless! If you’re wondering how much damage one of the mutations might do. 6 inch tentacles in place of all teeth.
effect for 1 hour. 1d4 additional arms. 49. 5: hell. atmosphere. 6: deep space. Antlers sprout from every major joint.STRaNGE & TERRIBLE MONSTER MUTATIONs as a single pudding. 41. Illustration by Jeremy Duncan Secret santicore 29 CReaTUREs . 4: astral plane.
It’s pretty brutal.com / wampuscountry. he came to the realisation that death (his in particular) was inescapable. he created the Mogramidian. chamber. In (un)reality it was a machine of sorts. an artefact of great power that can fundamentally alter the nature of the trap of some sort. The dome is decorated with numerous on six columns. At the heart of the tomb stands a golden pedestal. stands a dome Secret santicore 30 DUNGEONEERING .blogspot. High overhead. background The Mog is a creature of legend throughout the multiverse. course of his war against death. a symbol of After a lifetime (nine actually) of jaunty adventures across the multiverse.com The Tomb of the Mog is a nasty little encounter that can be plugged into any adventure as the treasure room at the heart of a players will be granted access to the Mogramidian. In the the sTONE Dais the star dome The small circular dias is low. At the base of the polished marble.Dear Secret Santicore— ! I would like a puzzle for a dungeon trap Thanks! P. one that was it manifested a series of devilish traps and contraptions that had to be overcome to activate it. THE TOMB OF THE MOG gibletblizzard. and brief inspection shows a shallow handsized and paddle-shaped depression.com by Jez Gordon ihaveangerissues@gmail. labyrinths and impregnable treasuries across all creation. in between each is an alcove containing a single tapestry. all gold and midnight blue. Aside from the real possibility of character death.blogspot. a powerful artefact that was designed to alter the very laws of nature and spare the Mog his doom. and with Sort of— upon his death the Mog was interred in a tomb of his own design that was really part of the Mogramidian. while easy to push open it shuts behind the characters and cannot be reopened by any means. any adventurer. and The entrance to the tomb is a plain stone door. too ambitious. a transdimensional resting place which could be accessed from anywhere. Whatever rested there is gone. It sought out places that demanded the highest wits and resourcefulness to survive: it nestled into the hearts of great dungeons. it’s best if you have the following: the tomb of the mog • It’s also reccommended that you have all the adventurers’ combat stats handy for some of the foes they will encounter. designed to thresh out fools. In front of the door stands a stone dais. There it lay waiting for the bravest of souls to with their ingenuity. but the device was unstable. it will help speed up the combat. hoping that somewhere in the multiverse there was one with the talents and heart to uncover its true with a little help from Mike Evans & Erik Jensen If you’re concerned about brilliant player strategies coming from Before running this encounter. with a plain urn resting on top. waist high. handled by the players quite a bit. coated in a thin layer of dust. atop six columns as tall as six men. rules of the cosmos that demanded that all living things must die. which are duplicates of the characters.
mount of cardboard. then cut out. Print. Particularly nasty bastard Game Masaters will print a second copy and stick the second Secret santicore 31 DUNGEONEERING .THE TOMB OF THE MOG HeX LOCK pUzZLE This is how the Hex Lock Puzzle should look when successfylly arranged. keeping the central hex (marked by the small hexagon in the center of the tile) in the middle. lay the hex tiles infront of the players in random order. with each adjacent edge bearing the same symbol.
The golden pedestal stands roughly waist height.armed with a dagger . damage from weapons or spells is converted to ability drain: the soul within the earthly realms and delaying their journey to what ever heavenly or infernal enternity awaits them. its contents have been upended covering the top of the pedestal in a layer of ash. anyone who can read lips or can comprehend languages can see they’re yelling at the characters not to touch the urn. but as it is approached subtle details begin to appear.clutches at a small leather sling bag. the golden pedestal the summoning character. the dead bodies Two dessicated skeletons lie crumpled at the base of the pedestal. Touch it directly other characters can still hinder it (e. mirror. tapestry demons summon a writhing mass of human hair that tears away from the haired parody of the character. though it resets to its former location with a thought. under each symbol a phrase written in a mysterious code. til close inspection reveals an elaborate patina of arcane sigils on every surface. their whim. the outer six tiles appear to be movable. AND doing so in a manner that moves the least number of tiles. Close inpsection of the tapestries reveal that they are woven from human hair. Only the top of the pedestal. a metal comb (that matches the shape of the depression on the stone table at the entrance to the tomb). if they ever escape the Tomb under different star charts they will emerge on a world at a time and place that closest matches the the hex lock puzzle Seven hexagonal tiles of an unknown metallic element lie atop the pedestal. hairdressers). about one foot across at the top. the sling bag is a bag of holding (again of appropriate power) that contains: a around the campaign setting and beyond. rags are all that’s left of their clothes. the alcoves & tapestries Each alcove contains a large dark tapestry that depicits scenes from the Mog’s colourful life. Details of each tapestry can be found on the following page. • Is armed in the same fashion as the summoning character.g. The urn is plain. scissors. The urn is completely empty. but they are in a different order on each tile. The Star Dome can even be used to alter the location of the Tomb. It has the following abilities: and otherwise) and equipment of the summoning character. though one bears a rust-caked sword in its hand. From a distance it looked plain and unadorned. Lying across the top is a plain stoneware urn. any hair care product (shampoo. and the other . That they match if the characters linger long enough in the tomb they will notice that the stellar display changes over time as the world turns.THE TOMB OF THE MOG the constellations and correct locations of larger orbs that represent the planets and moons of the setting. Each bears the same six symbols that are found in the alcoves of the tomb. a web spell will still impede it). Both weapons are magical (of a power level to suit the campaign). Secret santicore 32 DUNGEONEERING . They are in great pain.. but staring at it for a minute or more reveals the presence of faces that slowly move about the surface. Under each tapestry an esoteric symbol has been carved.
living his return to strength. ingenuity fear the is the touch key but once “the scraps matter most” lots of pies” “in sanity lies” “to the last breath” “ingenuity is the key” ‘fear the touch but once” Secret santicore 33 DUNGEONEERING . failures and side effects. to the fullest. adventures thru the refuse. i tapestry shows the death of the Mog. his mutation into eight of his nine lives determined to overcome intelligent biped. death itself. a pyramid hovers over him. as a the adventures of Mog to his fear of death and against death. outlast his mortality. interment inside the tomb. tapestry shows tapestry shows tapestry shows tapestry shows the Mog succumb the Mog’s many wars origins of the Mog. alcove tapestry & Inscription handout s the scraps matter most l lots of fingers lots of pies h in sanity lies u to the last breath z tapestry shows the construction of the Mogramidian.THE TOMB OF THE MOG Triangle LOCK pUzZLE with all adjacent edges touching to form the hex shape as shown below. his cat feasting in sorcerer’s the Swordsman. thru old age.
Each triangle is made of the same mysterious metal. Anyone who fails to notice the subtle draft of wind from its depths falls 100 Roll again. use the listed effect as a guideline and replace it with something more satisfying. setting. the Mog left a 11’ wide but 600’ deep pit trap at the base of the stairs. As a parting gift. and bears one of the six symbols from the Hex Lock. ignoring this result. though in its current arrangement it still has no power. leading directly out and up to the surface via winding stair. players very carefully. then a swirling storm engulfs the room as the ash scattered all about coalesces to form into a diminuitive form wish of their choosing. The powers of aftermath Mogramidian are actually very important. There is a hole in middle of right through. Then he bows again and vanishes into The Mogramidian is easy to snatch out of the air. Using the Mogramidian That row contains all the effects the various interactions with the in the Mogramid are somewhat bad. and power to ressurect one creature. THE triangle lock puzzle effects of the mogramidian Table are fairly broad and open to interpretation by the Game otherwise. as soon as four of the triangles have been triangles cannot be seperated by any means. if such an affect is unwelcome. Secret santicore 34 DUNGEONEERING . correctly solving the mogramidian once the players start folding the outer triangles up to form If players have carefully followed all the clues scattered the mogramidian The golden tetrahedron now hums and crackles with power. the effect occurs immediately and permanentally. If the players choose to ressurect the Mog. the multiverse to screw with the course of destiny once more. a doorway suddenly appears on the far side of the tomb from the entrance.THE TOMB OF THE MOG trianglar tiles correctly in order to activate the Mogramidian. these two determine what powers of the Mogramidian has. the effects caused by having Should anyone have survived the encounter with the Mogramidian.
paralysing with fear. born Lightning wants to fuck you sideways & have your babies. No secret can be wilfully withheld from you. Death shares her secrets with you. after every energy attack lil’ shockbabes sprout from your skin. but all forms of artistic The cleverest 10% of people in the world gain shapeshifting powers. and tingles that drives you mad with distraction. You are certain true enlightenment lies with. With a touch you can force someone’s fears to manifest in monstrous form. and emotions of an individual out leaving them a burnt out empty husk. An entire nation becomes obsessed with building a steel megastructure of your design and purpose. With a whisper you can confront someone with their mortality. YOU ARE GOING TO DIE. but remains trapped within. Right now. a bloody path to immortailty awaits you. but can be stymied by replacing your organs with others’. at will it rusts away in your hands. A massive electrical shock severs your soul’s link to your body. Any crit from a blade attack does an added x2 damage. You are certain that the touch of another will steal a portion of your memories. Peace at death is yours to give. Forever. You live in fear of being caught unarmed. Obsess over the mystery of your doom. with no regard for functional Touching metal causes a portion of your body to transmogrify into that metal. You are plagued by the Riddle of Steel. the next time you strike steel with steel. curing the insane with just a whisper in their ear. You pick up a mystical irritation . inncurable. metallurgy and engineering. electricity will ‘wake’ you for a few minutes per jolt You can stave death with your touch. and start secreting blades. You learn the secret of madness and can unravel it at will. Tear their skull apart to seize it. Inside you. Your steely mind hacks through lies and obfuscation to learn the hidden truth to a vital question. You must know them. You can feed off the energy released by death. and weapons of battle. Unbeknown to you. A slow rot sets deep inside your body. Thanataphobia is yours to give. Immediately unleash an all consuming viral meme of your design on the world. You are addicted to the electric pulses of life and must constantly touch the You are able to pull the thoughts. Your soul is ripped from one metallic substance throughout the world. which causes severe reactions. Whenever you hold a steel weapon. you are plagued by spasms and twiches. Death comes to all things. ever touch one. Peace can be brought only by stabbing sentient creatures in the brain. and seeks freedom from your body . Secret santicore 35 DUNGEONEERING . causing the being a new god. You are a lightning rod. til you are completely turned inside out. weapons do electrical damage. The secrets of steel metallurgy are lost forever to this world. You are certain you can use steel instruments to carve out a persons soul to consume and gain their knowledge. magic or not. d10: Metallic discharge: for every metal item you carry. then your brain explodes. The dead hold the secrets of life. when you draw steel. With sweet whsiperss you explain the knowledge of the forbidden. Loudly. of them and must never. You see into the void and realize that all life is futile and an illusion. Death holds no fear for you nor any you chose to touch.GET IT OFF! Curse the lightning! You hate it and fear it. needed to bring electrical technology into the world. You continually build up electrical energy. You can infect others with the madness of secrets. the dead don’t take their secrets with them. and bring back the recently dead. driving permanently insane. All this skin on your body is suffocating you . the shocking energy in your hands can restart hearts. shatter weapons. moving to you. Your arms. Your touch causes neural override. You’re body is devoid of life but keeps going. it can sense little secrets and likes to blurt them out. Only by consuming the freshly dead will you become enlightened. Overwhelmed by the secret intricacies of machinery. Steel weapons veer towards you. A part of your body turns to solid steel.. the energy discharge will electrocute you and your foe. legs.With a touch to the head you can sense them. Immediately reshape the anatomy of an entire species to a form that pleases you. granting you control over a victim’s actions as long as touch is maintained. the souls of those slain by the attacker assail you. twitches. in its presence you can heal injuries and gain nourishment. leaving behind You are certain for every person you kill you gain 10 years of life. When struck by steel weapons. never touch another living being. You know the truth. the dullest 10% melt Immediately turn an entire species of your undead. If there is enough steel lightning bolts blast forth and strike you. or give birth to a new one. FIND IT & CUT IT OUT. as an electrical spasm freezes your awareness in this moment. Nothing happens. Steel in your hands becomes a conduit for electricity. becoming heavy and lifeless. Dick. Any electrical effect within your vicinity always targets you. But you don’t know how. suddenly rust away.itches. memories. the souls of the dead slain by your hands manifest in With a gentle caress you can transform steel into living Energy pulses through you. ever again.. The touch of your bare skin electrocutes. and act accordingly if touched. electrical powers are yours to command. You become dangerously electromagnetic. metal arrows seek you out. Ever. Anything not made of living. Your kiss is necrotic. An innate understanding of electrokenesis is yours. You are the bane of steel. needed to ressurect the death through electrotech invention. the next person you touch will be electrocuted and slain. only by shattering every you learn its secrets. all the time. Thoughts are nothing but electrical pulses. or when. You are cursed to die by a an unknown blade. You are able to escape All your metallic possessions. Have some astraphobia. Death whispers the secrets of mortality in your with decay. Anywhere in the multiverse. Whatever you can think of. The soul of every being slain by you is trapped in your steel weapon. you gain mechanophobia. You gain the ability to sculpt and shape drives others mad Madness is yours to bestow. and who she will take. Every living thing you touch turns ashen and crumbles to dust. You are allergic to the secrets of steel. Fully aware. make them melt. You are certain there is a magic blade hidden in the mind of a fellow PC. All of them. You can sense when she is near. Your inner self is revealed. grab one dice. one peck leads to a rapid rotten death. and scheme over ways to make it stop forever. with a whisper you drive them insane with crippling paranoia. At will you can transform and reshape a limb into a deadly steel weapon. shriveling your brain with dispair. You gain the ability to sculpt and shape steel in ways that drives others mad with horror. No. It’s alive! technological revolution. Your touch is diseased. A psychic tumour grows from your belly. Forever. Even secrets. Unbeknownst to you. Should you wish it. Steel weapons in your hands always deal critical attacks. all mental illnesses are suddenly cured. but you must cut out your own heart and give it to her as a token of adoration. You vomit yourself. You hear every thought on the planet at once. For one brief moment every living thing is psy chically connected. Your touch preserves the Your body bleeds energy. All. All your Your neuromotor signals are broadcast psychically to everyone nearby.THE TOMB OF THE MOG MOGRAMIDIAN COMBINATION: You gain innate understanding of steelworking. You drop into a deathlike trance. You have highly infectious jangles: little mouths form on your hand and sing at the touch of coin. You are certain that by eating the living You gain secret mastery over your Your secret thoughts are betrayed by your nervous system. Death promises you her secrets and love. Every night you dream of dying by the sword. And then you die. you are forever lethargic though electrocution temporarily revives you. their screams are terror to your foes. they are written on the surface of the brain. Roll and total the lot for shock damage. You become obsessed with the secret of frankensteinian ressurection. Only demons use steel and you must slay them all. your stream of thought is written across your skin. Steel items hum and crackle when you are near. reading a person’s surface thoughts. You mind can alter the bonds in steel. items shock. chain lightning erupts from your weapon. You hear the whirring click of some freakish machine that lives inside you. ressurect or slay one single creature of your choice. all can sense your location and your actions. the harmony ushers in a new Across the world. Your nervous system becomes sentient. wounds from steel are slow to heal. but you are doomed to fail. Only steel can free the secret energies trapped within! You stab yourself in the brain trying to prove it. Steel burns through create machines that can harness the power of lightning. only with self mutilaLightning! How can it be!?! You must catch it! Any sign of a storm and you’re outside dancing in the rain.
Along the curving main pathway are 3 further open pits. A concealed pit (cover hinged on the near side. each 25-30’ deep and 6-8’ long. Since the kobolds don’t have access to clean this out. with spikes in the bottom and ringing the edge. it will drain away down the exit in 1-2 hours to a subterranean pool). The true bottom connects to the lower tunnel network. The tribe is relatively treasure-poor. a passageway leads to the lungs. They do have a half-dozen semi-domesticated beasts of some sort. down there are the relatively fresh remains of two troglodytes. two rotted corpses of kobolds (missing feet) are intended to make this look like an abandoned den. broken javelins. caVERNs 1. the tribe’s burrows are all dug high on the sides of the stomach. and light will reveal passageways leaving the bottom. intermittent balcony as well as by a few tunnels dug behind.unc. 2. there is likely (5 in 6 chance) to be debris at the bottom. The uneven ceiling rises a bit higher over each of these pits (10-12’ instead of the typical 6-8’). ed . or other debris. but can also be penned up when the kobolds need to get down there.edu by Tom Hudson KOBOLD CAVERNS THE sQUaTTERs IN ONYX corpse of a huge black dragon. stained black. or the ossuary is unduly disturbed. The bottom of the pit is false (in four sections. and if they cease occurring at least bimonthly. and will stake out captives in the bottom of the stomach. Inspection reveals small handholds running down the side of each until about 8’ above the bottom. but some cunning with stone. hudson@alumni. 20’ long) with a 2’ wide ledge around the side. allowing the of two feet (once per day. the spirit will manifest in a few weeks and be much more trouble than the kobolds ever were.Dear Secret Santicore— s kobold I would like a memorable and ingeniou with . hinged along the sides. the rest of the tribe (male and female) have spear and shields. The 2-5 guards in the braincase have a large gemshorn to blow as alarm. probably need The tribe has a superstitious fear of the dragon’s spirit. preferably in a cavern environment rd or trap Wei many tunnels but limited cultivation. triggered by 75#). which are used as an ossuary for their remains (including any noble metals or gemstones spirit is propitiated only by these offerings.though y is okay . The false den: two dozen piles of old sleeping furs. although most of the teeth are gone. who are still too foul-smelling for the residents to gnaw on. and will attempt to form a shieldwall along the edge of the balcony to keep intruders from escaping the acid. sturdy enough to hold at least 200#. and drops investigators 20’ further. who usually have the run of the lowest tunnels. See upper level #1 for possible noises. In the 10-12’ high ceiling are a half-dozen pairs of murder holes.and metal-work.possibly even encourag funn ironic or macabre is better than silly. but entombed in the dragon’s heart is a humongous opal (fragile. but these spikes are somewhat weakened by repeated exposure to acid. He & his bodyguards use shortswords or daggers made from the dragon’s teeth. triggered by 75#). and possibly (2 in 6 chance) bones. freshly gnawed-on corpses. The chieftain wears bone armor. Inside. it is narrow. Skilled trackers third pit than after. In the bottom are caches of planks long enough to span them. 12’ deep. Thanks! S. a former witchdoctor was able to de-petrify the dragon’s acid-generating glands. in each case this conceals a spyhole. THE OVERBURrOWs A tribe of industrious kobolds without strong allies. 3. 10’ inside the cave mouth is a glaringly obvious pit (20’ deep. and in two cases a secret trap door opening upwards. connected by a narrow. and lined with outward-facing iron spikes to make entry impossible. 4. Secret santicore 36 DUNGEONEERING . longto escape. Emergency exit leads through anus. who have tunneled extensively above and below a set of natural caves. Entry is through the mouth.
6. Guardposts above the pits each contain 0-2 kobolds. Bloodstains. depending on where this gets dropped into the world & your view of kobold ecology.quiet parties may hear them through the murderholes. Three suits of small hide armor made from the skins of the basement monsters are nearing completion. 5. The false chief’s burrow: Dressing A heavy stone door is concealed in the ceiling of the entryway. Leatherworker’s burrow. Kobolds use the torch bracket to aid jumping over the two steps. . and probably not potent any more). 2.KOBOLD CAVERNS shadows cast by torches. lever controlling portcullis. True chief’s burrow 5. a knotted coil of rope for climbing. heavy stone covered with brush (only modestly effective concealment) & barred on the inside. Smith’s burrow. and a crude capstan to haul it back up. 20 bats nest here. There are only likely to be enough kobolds here to drop the door if the alarm has been raised. but even a kobold would have trouble squeezing past it. 4. and a rope harness for hauling up loads. and doesn’t perfectly seal the opening when dropped. overlook (#2) clearly visible high on wall. which may in turn be heard by parties. but old. oak portcullis across entry currently open. Live leeches (culled from lower level #5) kept in a clay tureen. and careful observation may reveal wear on it. 3’ tall iron-bound door. Seventh and eighth steps from the bottom trigger a slide trap and then release (3 in 6 chance) to ignite the oil as it falls. an axe could break off the bottom 3-4” easily enough. barred on the inside. Scorch marks mark the up the inside. Short ramp up to sloped external door. dried. Currently-empty iron torch brackets stick out of the outer wall (3’ off the stairs) every 8 steps. Ambush chamber has a basket next to each set of murderholes through ropes to drop the door to #5 below. Dead-end side passages off of the main route into the caverns. Cowardly even for a kobold. and their pile of guano is obvious. Secret santicore 37 DUNGEONEERING Illustration by Peter Seckler 5. sticking an iron spike or similarly strong object in there will keep the trap from triggering. remains of past meals below the overlook. but easier if there’s a constant light source. 2. UppER TUNnEls 1. Witchdoctor’s burrow. 8. Ropes are visible tied through three holes at the top leading up into the shaft it was dropped through. Single kobolds may be inattentive (2 in 6 chance). 7. 6. shallow treads). and they aren’t likely to be silent . Stagnant pool infested with (mundane) leeches. Uppermost torch bracket in the stairwell breaks away if pulled and releases spring-loaded spear (wide blade tainted with kobold scat. 3. Stonecrafter’s burrow. Kennels for beasts. but the mechanism. 3. At the base of the wall on the tenth step up is a small hole which might be spotted by investigators. it can be dropped by observers in #2 above. It is irregular. but in desperation will use thick leather gloves to throw coals from forge at attackers. True dens 4. 1. leads to 40’ spiral stairwell (wide. pairs may be distracted by conversation (2 in 6 chance). Narrow passageway 10’ up stairwell leads to a 2’x2’ window overlooking #3. LOWER LEVEL (CaVERNs OR TUNnELs) The kobolds’ beasts typically have the run of these passages. Fights with mallet & chisel.
Characters searching the area might notice the seams in the wall. roll a d10 and add 20 to the result. Characters searching the area might notice the Secret santicore 38 DUNGEONEERING . with different descript of opening. revealing a secret passage. requiring either an instrument. secre fitting into the dungeon and methods Thanks! D. but the old supplicants did so before entering the secret passage. causing a nearby section of wall to swing open. its arms outstretched. If you want a random magical or fantastical secret door mechanism. roll a d20. Feel free to peruse the table or roll a d30.com by S. The statue and the section of wall swing open. Characters searching the area might notice the seam in the wall.Dear Secret Santicore— table of My request is a 20. Characters searching the area might notice the seams in the wall. 4 This section of stone wall has a switch disguised as a stone. an open doorway. THIRTY sECRET DOORS impcity_st@yahoo. Characters searching the area might notice the seams in the wall.to 30-piece ions. If you just want a random mechanical secret door mechanism. acoustic chamber. and variants with switches placed to simulate area might notice the seams in the wall or the pedestal around the statue’s base. or somehow require interaction with a supernormal creature. This section of wall contains a mechanism with a switch that vibrates at a certain frequency. A fresco depicting a local deity will slide open when on a nearby pipe organ. or they might notice seams around the statue’s arms. 5 6 A nearby message admonishing the faithful to not recessed into the wall. 7 A statue of a local deity of peace. stands in a place of prominence in the room. Characters with supernormal hearing might notice the reverberations in the wall. indicating the presence of some small. Pate 3 that they use mechanical means. a singer with Characters searching the area might notice the seams around this section of wall. Pressing the stone causes the wall to slide open. or they might notice seams around the statue’s arms. A wall of equipment are placed in its arms — roughly the adventurers might not put their weapons in its arms. Astute characters might note scuff slides open when the reliefs of the rulers are pressed in order according to the chronological order of their reigns. the throat. Reaching one’s hand into its 1 This door is hidden behind a statue of a local lust deity recessed into the wall. but they should at least be good inspiration. It will slide open when a certain note is played. however improbable. ways of t doors. when the the statue.
The trapdoor stays must possess their own rope and grapple — or just be able to jump or climb very well — in order to proceed. and has lain that Characters searching the area might feel a slight 18 Some characters might grow suspicious at the rotating statue. the old drills causes the wall to slide open for about through. aquatic passage leading elsewhere. literally ascending into the heavens with the passing of this entity. which can slide aside when pressure is applied. but may instead raise a pedestal in the middle. Characters searching the room might A tangle of rooms was used as a training ground for assassins. The old idea was that a recruit showed a target. This others. As a mechanical feature. This room and the 15 Two statues stand is this room. causing the wall to slide open and allowing the on the foe diagram. 17 Strangely. and only those who recalled the teachings of the order could 16 holds on the walls allow initiates to climb without touching the that a panel in the far wall slowly rotates with the waterwheel. The pedestal has steps so that characters can climb it as a ladder. revealing a spiral staircase leading downward. Characters searching the area might notice the seams in the statue’s base. the statue animates in a mechanical fashion and smashes the wall the statue). 11 An astrological diagram has several recesses where astrological symbol on it. it rotates to face the largest concentration group or the heaviest person in the room. Placing the stones to recreate the birth chart of the Chosen One causes the wall with the diagram to iris open. a sea deity or a legendary seafarer. the same room has another secret door — those who can leap from the wall and twist the statue’s head as cause a trapdoor in the ceiling to open. If their sword arms are lowered. A simple people. If someone scales the statue and depresses its eye. Characters searching the area might notice the seams in the wall where each wedge of the diagram is in place. This escape route was never used. or perhaps a subterranean. the builders of the dungeon just used a prybar to open this wall. holding their swords aloft. Some variants may not rotate the room. Some characters might just wonder what the waterwheel powered. or they might notice the dungeon designers meant this as an escape route or a humanoid resembling a typical member of the town watch. Characters might notice several seams on the cyclops statue. room. Characters might notice the pressure plates or the seams in A large statue of a cyclops dominates one wall of this room. The ship’s wheel on the wall can be pulled from the wall and rotated. a trapdoor will open between them. A ceremonial weapon of the type who originally weapon — in the order they were received — causes the statue to rise on a pedestal into the ceiling. Characters might notice seams may lead to a shrine to the deity in question. so that he would have to cut it open in time of strife. indicating articulation. Secret santicore 39 DUNGEONEERING . particularly if they are unable to detect magic emanating from it. Characters searching the area might notice the seams in the wall.THIRTY sECRET DOORS 9 Astute characters might notice that this wall is hollow when tapped. 12 This emergency escape route was installed by a corrupt tapestry of the region’s founder over the escape route. or that there are seams in the mortar.
the designers felt that most tomb robbers are too about the fact that the treasure chest cannot move. or the subtle arcane iconography in the statue revealing its magic. generating light and heat. 24 This section of wall bears an emblem of a local mage’s 30 Characters might notice the subtle arcane iconography in the wall revealing its magic. whose entire far wall is dominated by a scene from an historical battle. Undead stand silent sentinel in this room. or the subtle arcane iconography in the wall revealing its magic. before the wall. Characters searching the area might notice the seams in the wall. 29 subtle arcane iconography in the wall revealing its magic. A ladder leads down into another section. to the builders of the tomb. it swings open. Secret santicore 40 DUNGEONEERING . but do not to open the wall — possibly by a command word issued elsewhere. 22 This secret passage is activated by a nearby painting of painting for at least a minute causes the nearby section of wall to recess into the ground. might use golems instead. Characters searching the area might notice the seams in the wall. incorporeal ghosts guard a crypt in this room. Spilling blood on the image causes it to open. placed statue of an opposing deity is recessed into the reading a passage wherein the deity defeats the opposing deity causes the enemy deity’s statue to recess into the ground. or the subtle arcane iconography in the wall revealing its magic. and Others might notice the seam at the bottom of the treasure chest. hence the quivers slightly. Characters searching the room might notice seams on the wall. Unscrupulous characters who detect the ghosts might coerce them with pain or magic instead. or that the acoustics in the room aren’t quite right. Astute characters might notice the seams in the far wall. there are undead guarding the room with no apparent purpose. A sundial sits in the center of this room. Following the temple’s when it normally stops. or they might detect the presence of the ghosts. opening the false bottom of the treasure chest.THIRTY sECRET DOORS 20 A treasure chest in the room contains treasure. Characters searching the area might notice the seams in the wall. Shining a light on the sundial to recreate the supposed happened around the fourth watch after midnight. or the subtle arcane iconography in the sundial revealing its magic. chest. or the subtle arcane iconography in the wall revealing its magic. Some magi architects. 25 This section of wall depicts the local deity of slaughter. Strangely. They will open a hidden wall panel to any whom leave goods. Characters searching the area might notice the seams in the wall around the statue. Characters searching the area might notice the seams in the wall. or possibly just by someone commanding them to open the door — they will do so. but 26 Invisible. not wanting to delve into necromancy.
Random Spell Level Level d10 d100 d10 d100 d8 d100 3 Use the tables on the following pages to randomly determine spell based on the Class and Level determined above. may be Tie can cause grief when it’s your shoelaces. Thanks! S.the more bizarre & unusual are the better. cap on either end as necessary *DESL= “Depth-Equivalent Spell Level” – the highest level spell that a party of the appropriate level for the dungeon level is able to cast. straight down.fsf.com A fully automated version of these tables is available at http://santicore. Reroll abjuration spells 1 Cleric Druid Illusionist d4 1 2 4 d20 1–3 4 19 – 20 2 OR roll on the Random Spell Level Table below to determin the Spell Level of the trap. to each Reincarnate Polymorph Other.net Burning Hands. Secret santicore 41 DUNGEONEERING . and Passwall is a problem if it opens up a passage beneath your feet. OBSCURE spELLs FOR MagICaL DOOR TRaPs by Adam Thornton athornton@gmail. I would really love a randused for traps that can be of obscure magical spells the spells on doors .Dear Secret Santicore— om table This year.
OBSCURE spELLs FOR MagICaL DOOR TRaPs 1 Curse Dust Devil Animate Dead Abjure Animate Dead Monsters Aerial Servant Astral Spell 10 Cause Fear Cause Paralysis or Mammal Summoning I Summoning II Temperature Summoning III Forest To Mud To Dust ILLUSIONIST CANTRIPS 2 Change Self Blindness Continual Light Dispel Magic Chaos Death Fog Astral Spell asmal Force 10’ Radius Secret santicore 42 DUNGEONEERING .
OBSCURE spELLs FOR MagICaL DOOR TRaPs 1 Chill 11 Curdle 21 Untie 31 Twitch 41 Spider 6 8 Sprout Tie 16 18 Ravel Spill 26 28 Mute Cough 36 38 Bug Gnats 46 48 Moan Tap 2 3 Normal Fires Glamer Alarm Bind Burning Continual Cloudburst Dispel Monster Confusion Dig Growth Animate Avoidance Shell Bigby’s Chain Bigby’s Cacodemon Bigby’s Clone Bigby’s Crystalbrittle Belabourment Sphere Arrow Missile 16 Nystul’s Image Ray of Meteor Summoning II Summoning III Passwall Transmute Summoning I Resilient Secret Polymorph Laughter Secret santicore 43 DUNGEONEERING .
Wooden. but critical hits against you do additional damage (critical multiplier increases by 1).interesting corpse near said trap table Thank you! R. all racial abilities lost. CORpSED & TRaPpED by Samuel Roberts samashton@gmail. 1 Glinda. the Good Witch. Boneless. Tentacles. You always drop your sword on a natural 1 or a natural 20.com Transformation Trap These two tables can be used separately. The player must be immersed in 7 Bipedal Dog. and suffer a -1 penalty to attacks. Your face in marked by evil. and gains a Unicorn’s natural attacks. You gain a +2 to Dexterity and can squeeze through small openings. saves. S10 D10 C10 I13 W15 C17. Player loses racial abilities. 6 man. 2 Massive Genitalia. DEFORMED. Lose all racial and class abilities. but the pigeon can only wear rings. player gains the ability to breathe underwater. You may take 2 Standard Actions instead of a Move and a Standard. Marked. and you can no longer wield traditional weapons. but are intended to be used together. Otherwise as War Dog. Suggestions e arressing transformation trap tabl bottomless . and you suffer a –4 to Dexterity. 5 Unicorn.emb . You suffer a -2 to Constitution and Charisma. but both actions are at -4. Mucus Layer. Pigeon. All statistics reduced by 2. Your Strength and Constitution increase by 2. Tiny Hands. 8 Secret santicore 44 DUNGEONEERING .Dear Secret Santicore— include: I request 1-3 trap tables. Giant Spider. You take a –4 to Constitution and a –2 to Strength. Your Constitution increases by 2. and Primary weapon changes into Wand of Wonder with unlimited charges that is also a Mace +3. It does not change the other results of the roll. but retains class abilities. Your land speed changes to 10’. Satyr. with a land speed of 20’. Race changes to a race that hates the player’s current race. Two Heads. TRaNSFORMED. Player’s possessions do not change. as well as a hatred of adult males of all kinds. Player becomes a Female Elf. so a player transformed by the trap would roll once on each table to discover what they have become. and skill checks.whats at the bottom of this less then pit table . You receive a -2 to Dexterity and Wisdom. Your skin becomes green and rubbery. Each tentacle does 1d4 + 1/2 Str damage. Each of your limbs becomes two tentacles. and covered in a thin layer of mucus. Good characters in your presence when your face is uncovered automatically dislike you. but you may hold items in your tentacles and strike with them. Small sized. but gain Resist Fire and Electricity 5. You take double damage 3 4 Racial Enemy. and land and swim speeds of 20’.
It will cease to function after 1d100 uses. 2 The son of a local lord who has been missing. which is a ranged touch weapon dealing 3d4 Non-Lethal damage. 6 An ogre’s child. I don’t know how she got here. He wears his signet ring. and his parents will assume he was murdered by anyone wearing it. Secret santicore 45 DUNGEONEERING . 3 4 (DC 18) Fortitude Save or contract leprosy. No. DEFORMED. Any player willing to desecrate the body may harvest the water. A decapitated Angel or other being of spiritual Good. and his now non-magical lamp. Player enters a rage in the next combat encounter. 8 9 A dead genie. and why should't I touch it? 1 A troll at -8 hit points. 10 11 A pointy eared. A player studying the phaser for a day and succeeding on an extremely 12 Your mom. He carries a phaser. A pigeon with an extremely large ruby in its gullet. 5 A wizard’s failed experiment at combining snakes and goats. CORpSED & TRaPpED What is this corpse. he will grant one wish before disappearing. Prayer to evil gods is particularly effective here. A small pool of it sits next to the corpse. Glinda. in an unstoppable rage. Some snakes may still live inside the horror. it will stand at full hp. In 5 minutes. oddly garbed humanoid. If players manage to resurrect the genie. Players waiting for 30 minutes will encounter the ogre. 7 A paladin whose blood has turned into holy water. the Good Witch. Her wand has been cursed. torn into a dozen pieces.TRaNSFORMED.
acid. etc... Ochre Jelly. to the side. destroyed (danger of limb damage). behind.. of nonstan Thanks! Z. UNUSUaL TRaPs BoTH MUNDaNE & MaCaBre email@example.com by Andy Wise d20 TRAP: 3 Pit in center of room. but is counterbalanced to not tip until smelling perfume. (etc. animal pheromones etc. log across pit. Log doesn’t actually reach all the way across.. Secret santicore 46 DUNGEONEERING .) 18 Any standard trap that is activated by one pc and affects another.Dear Secret Santicore— a e For my Secret Santicore I wanttraptabl dard-but-nonmagical s.
Secret santicore 47 DUNGEONEERING . there is the sound of two swords being unsheathed. 16 The surfaces and air are uncomfortably hot and smell of brimstone. don’t tell your players that. Of course. 20 Mushrooms dot the walls.Dear Secret Santicore— could I would like a table of weird things that in any dungeon corridor. of sword on sword echos through the room.com by Adrian M Ryan must be mimed. not described. happen Thanks! M. Upon reaching the end. Regular old edible mushrooms. WEIRD THINgs FOUND IN a DUNGEON CORriDoR 1point618@gmail. 5 Any shadows cast on the wall are not obviously of the objects casting them.
THE ROYaL HALFING HOUsE OF BRaCKENBOUgH by Anon. forbidden lust. toadiescents. royal family. complete with iving extended and treachery. Tha C. prince milo Prince Consort [deceased] Descent Illegitimate Descent Marriage Illicit Relationship BRaCKENBOUgH FaMILY TREE queen myrtle Queen Consort [deceased] queen mimsy ii Queen Regnant [deceased] king milo iii “Mad King Milo” Claim: Regnant countess berylla [deceased] ´ fastolph ne glorthorp [deceased] ´ lucrezia nee hornfoot crown prince odo Heir Apparent Claim: 1st countess euphemia Claim: 6th ´ threadric ne thornhill [deceased] duke "bingo" milo Prince of the Blood Claim: 2nd melinda tosscobble Secret illegitimate child princess "mimsy" mimosa Princess of the Blood Claim: 3rd ´ lord sidcup ne hartleberry largo brackenbough Claim: 4th latitia brackenbough Claim: 7th portia brackenbough Claim: 8th esme brackenbough Claim: 5th Secret santicore 48 ENCOUNTERs . connase tell Ple and a few doomed inno servants the connections and secrets. and please make them halflings. me the players and nk you! Oh.Dear Secret Santicore— for an I would like a description (not stats)scheming.
and refer to it affectionately as “the Hill”. The large royal clan of distant relations. courtiers.THE ROYAL HALFLINg HOUSE OF BRaCKENBOUgH Brackenbough smial by generations of royalty to no consistent plan. Duke Bingo Milo Prince of the Blood Crown prince Odo First Prince of the Blood Secret santicore 49 ENCOUNTERs . dividing the universe into “Under the Hill” and “Outdoors”. Illustrations by Jez Gordon Mad King Milo III Master of Brackenbough Smial Crown princess Lucrezia née Hornfoot reality. atop endless cellars and crypts. hangers on and servants The royal family has great sentimental attachment to this place.
THE ROYAL HALFLINg HOUSE OF BRaCKENBOUgH Illustrations by Jez Gordon princess “Mimsy” Mimosa Princess of the Blood Esme Brackenbough Lord sidcup né Hartleberry Countess Euphemia Largo Brackenbough Secret santicore 50 ENCOUNTERs .
SECRETS: • Controls web of blackmail and regularly extorts victims for favours. intends to use him as blunt instrument in her schemes for the throne. Secretly grooming Prince Odo’s illegitimate daughter for use as a weapon once the Prince takes the throne. orders treatments such as fasting. the perfect daily order of palace life. pipe-smoking hobbit of letters. political party opposed to integration with Big Folk. ingratiating politician. plots to get him thrown out or killed non-royal servants and hangers on: Chancellor Fosco Chubb Current chancellor and a frequent guest and supplicant at the Hill. CONNECTIONS: • Provides steady supply of victims to Countess Euphemia & cleans up mess afterwards • Delivers hush money to Prince Odo’s illegitimate daughter and her mother • Despises Duke Milo as a disruption. beaming. but is totally sociopathic and devoid of conscience.THE ROYAL HALFLINg HOUSE OF BRaCKENBOUgH Illustrations by Jez Gordon Latitia “Lettuce” Brackenbough Simpering airheaded imbecile. sometimes impersonated by sister Portia Warton Crag Distinguished. Too dimwitted to play active role in intrigues. maintains sharp ear for gossip. beats servants for slight failings. political party supportive of friendly relations with Big Folk. recently. manipulates sister Latitia • Seduces. chief physician to the King. including murdering her way up the family tree. Secret santicore 51 ENCOUNTERs . CONNECTIONS: • Resents. Member of Redcaps. recently returned with complement of useful worldly skills. Big Folk. ice-packing. Leader of the Tommyknockers. via slight variations in table setting. affecting social pecking order. believes life was better invisible to the world. Regularly attends cult meetings. Ultraconservative. Spends as much time as possible at the Hill seeking to build connections. CONNECTIONS: • Romantically courted by Largo and. overseeing army of liveried footmen organising royal family’s daily morning and afternoon tea parties. serving order etc. etc • Political opponent of Fosco Chubb and political ally of Largo Mistress perla Tallowfeather Mistress of the Tea Ceremonies. Utterly determined to scheme way into power at all costs. position of enormous responsibility. Childlike egocentricity and inability to empathise with others. manipulates sister’s lover Largo homes from “outsiders”. Born into wealthy towards all royalty. SECRETS: • Member of radical revolutionary group that intends to take advantage of king’s establish republic of wealthy landowners. CONNECTIONS: • Physician to the king. SECRETS: • Member of sinister. Spherical. SECRETS: • Frequently impersonates her twin sister Latitia in order to seduce and manipulate Largo. despises Big Folk. Harsh taskmistress. Fosco Chubb • Manipulated. intelligent twin sister of Latitia. Convincingly fakes social conventions. twin sister of Portia. Responds to all romantic approaches with SECRETS: • Inherited latent cannibalistic tendencies of mother – thus far only a strong desire for red meat. Popular at dances and CONNECTIONS: • Political opponent of Warton Crag • Toadies furiously to Lucrezia in hope that her husband take the throne • Recently courting Latitia in attempt to gain knowledge of royal secrets disorders endearing and consider her a “perfect wife”. rather silly ancient earth religion centring around use of portia Brackenbough Serious.
Santicore— ear Secret D bles for or set of ta e a table s. fae. the land of sleep and hallucination possible must be in this hue 9 The end of warfare 10 Reuniting two sundered worlds 8 The new prophet 9 Overlord of a rival state 10 An ancient machine 2 Demon. Illustration by Jeremy Duncan WEIRD CULTS untimately. forgotten god of the chosen people Prince of animals (roll on animal table) The lord of Nod. lik I would g weird cult eneratin g Thanks! E. 1 2 3 4 5 The idea of progress A demon lord The jealous. you will learn one of their secrets Dead cultists must be ritually separated in buried in 6 different locations 2 as possible Accumulate souls for their account in hell monsters above Prepare the world for the ancient masters from the stars other out 9 Must not lie 4 Secret santicore 52 ENCOUNTERs . allowed to tarnish Glass eye Green blood Nictitating eyelid Sharp teeth (either sharpened or naturally sharp) 6 7 8 9 10 are true Ancient underground machine Prince of animals (roll on animal table for type) One of the PCs in a past life or before the amnesia An animate painting A telepathic idol of the ancients 1 3 5 Must not eat vegetables If you meet their eyes. or otherworldly being in human guise 2 4 6 7 8 Fine silver ring.com by Brendan S.blogspot.
WEIRD CULT GENERATOR 2 4 5 6 None. though they believe they can summon demons Rust metal by touch 6 Ancient stone circle Ancient unearthed vessel The home of a ritually slain family 8 By running water to protect from hostile spirits 9 Another religion’s holy sanctum 10 In the northeast of any habitation 2 Full armor with helm (antiques valued) of a dungeon by PCs During the founding of the current dynasty (or political order) 5 The previous dynasty (cult is all that remains) 6 Cult is a cyclical plague unleashed to punish decadent societies 7 Originally founded by a demigod during the creation wars 8 Older than written history (all cult records are oral) 9 It was born with the leader and will die with the leader 10 Founded based on some past innocuous PC action 4 5 Finely scented loin cloth 9 Paramilitary uniforms 2 3 4 Recitation of ancient sutras Silent meditation Ritual combat 1 2 3 Mantis Turtle Ram 6 8 Riddles 9 Summoning 10 Believer suicides 8 Peryton Cat 10 Centipede Secret santicore 53 ENCOUNTERs .
I don’and that ’s game. flav that generates interesting and t use these bandits.Bardek took a knife to the face which has scarred him with a permanent sneer. Old Barty Quints . Tha E. and highwaymen. Mad Sylvia . A group of rival adventurer’s begin to hound the PC’s to beat them to treasure. Despite his visage Bardek tends to be a reasonable rogue who lives by a loose code of honor. A cocky band of brigands try to extort money from the PC’s for their protection in town. He Vynar the Deathbringer . Mercer Baltus . Mercer loves information and uses it to blackmail those he can. Gut Martin bullies those in the lower districts. A roar is heard from inside the cave.Stumpy had his arms and legs cut off as a punishment for his crimes in the past. Something terrible has woken up. Derek von Michaels . Bardek “The Sneer” . The leader of a rogue group approaches the players and asks to help free his compatriots from prison. Mercer loves to gain the upper hand against his opponents.Looking for any treasure that could help extend his already unnaturally long life. player I have been a good GM and naughty nks! this year. 3 Reckless Bunch Bandits emerge from a cave screaming and running.Lil Bonnie is a cunning and the outlying areas and defends those who can’t defend themselves at a very low price. Stumpy . Slavers wearing all natural armor and weapons attack the players by setting metal eating creatures at them. Lil Bonnie Babbton .com Illustration by Jeremy Duncan by Mike Evans 1 2 Bloody Claws The Nefarious Seven Raiders are attacking the village and setting it ablaze. 10 The Rabid Dogs Secret santicore 54 ENCOUNTERs . He rides on the back of his brother and plans attacks.Derek fancies himself a the better man.These twin siblings are known for are seeking to resurrect their dead sorceress mother. Later that session the group is attacked by a band of bandits with a leader with a shiny gold tooth. He seeks any knowledge on the forbidden arts. jobs. He saves the bodies of fallen. guys nearly enough in my got to stop. Kain and Tory .Dear Secret Santicore— serie thereof) I would like a random table (or orfuls brigands.Cocky and quick witted. She mashes any mirror she comes across.A truly ugly woman who went mad after the man she loved for years rejected her and ran away after a one night affair. A ragtag group of rogues are being attacked by a troll just off the road. BANDITs RapsCaLlIONs & riFf-RafF ihaveangerissues@gmail. 4 Anointed Ones 5 6 The Crows The Bloody Eyes 7 Feasters of the Flesh 8 Mountain Men 9 Servitors of Death A group of sorcerers are attacking the trade routes and capturing people to use in dangerous and evil rituals.This necromancer rules his group through fear and intimidation. Some are bloody and frightened. etc. Bardek steals and plunders to get by. A prophet warns a PC about gold that glitters in the sun. A group of grave robbers attack the and fresher parts.
“Stop them from reaching X location at all costs. 17 The Silent Five of Death Bandits have set traps all along the path and attack PC’s when most vulnerable.Corbin’s bad disposition started long before he contracted leprosy. RapSCaLlIONs & riFf-RafF 11 Deadly Sins A group of raiders come charging recklessly at the PC’s while they travel a rocky pass. 12 The Wasteland Scavengers 13 Diseased Mongrels 15 Broken Blades 16 The Putrid Damsels Fighting spills out onto the streets as tensions between two rival bandit groups turns to all out war. and loves to attack and rob those that show their support for any form of government.Wonton is more of an undiscovered. Billy the Lech . He will try to woo them however. Thought to be dead she was taken to the cemetery where she woke up screaming. Completely deranged bandits ambush the characters screaming about taking back what is theirs. big or small.Samuel has been plundering for years and hopes to do one or two more jobs and get enough to retire. If he can con them out of a few coin he will. Neet the Battle Wench . however he knows it takes money and supplies to do this. If not his boys are waiting in the alley to make things extremely unpleasant. Now Billy runs a group of brigands out of the forest and preys on those who happen across his path. Alice Harding . Billy eventually crossed the wrong man when he slept with his wife and got her pregnant. Since she was pronounced dead she cannot be tried in court. The players emerge from a cave/dungeon A note is nailed to a tree.” Samuel Gains . Nicholas has been a slaver for 15 years Corbin the Vile . The caretaker let her go. He will not attack women under any circumstance though. 18 Shadow Clan The leader of the local town/area/nation has hired several groups of bandits to terrorize the countryside so he can thwart them to look like a hero. In the pocket of one of the victims is a note describing what one/all of the PC’s look like and simply. Much of his robs in an attempt to make them as ugly as him.BANDITs. Thanks for the stuff!” . He says it lets him see his prey better. He attacks the trade lanes and takes from those who can afford it. Percus steals simply for the thrill of it. Dirty Puck . Nicholas “Beady-eyed” Withers .One of Nicholas’s eyes was shrivelled by a necrotic spell in his early years. A group of mutilated bodies are found along the road.Alice is a young and brash woman who took to the crime to bring down the government after she was hung for stealing bread for her family.The myth of Neets birth is that she was created in the explosion If combat breaks out she doesn’t stop till all enemies are dead. A famous raiding guild is advertising that it is looking for new recruits.Dirty Puck frequents pubs and taverns and looks for easy marks.Percus fancies himself a gentle1) Bandits are winning. Percus Debbins . but for double the price they will leave them alone and give them the name of the employer. 14 The Brigands of the Wild A group of bandits approach the PC’s and tell them that they have been hired to attack/ halt/kill them. “Fools leave things unguarded. Wonton McReady .Billy loves women and it’s gotten him into a fair amount of debt and trouble.The Reckless Bunch. 2) Defenders are winning. etiquette. 19 Gnarled Fangs 20 The Trail Blazers Secret santicore 55 ENCOUNTERs .
2 animal that looks like that! And. Males captured by crones. But. maybe they are also mutants. Cruel Tax Collector. Raided by Bandits. perhaps not.. Wolves. Not zombies. Either way. Even: females.. Odd: males. Maybe they communicate by analogy. not day walking vampires..a drink to drown our sorrows then! Changelings. and metaphor exclusively.good for you . The gods damned tax collector is almost preferable. Some peculiar form of undead. Dark things that the Church would most certainly not approve of have crept from forgotten corners of the All the require for a bountiful harvest is a little loyalty. The ladies taken by centaurs. The stockades and all are there for livestock. or Orcs. Not locals. good luck. bacon wrapped Speaking in a bizarre manner. is that roast pork you smell? Cultists. Do the local powers that be know they are there? Freaks. this isn’t the hospitality that you were led to believe you could expect here. Something oddly familiar about the bones in the compost.” Depending on the campaign’s level of weird. or. No festival? Well. but they don’t breathe and their blood. late at night they ravage the herds and the occasional drunken and wayward hand. these lot have decided to try to live the life of the “other half”. As in “sideshow. Tired of the persecution and the human-eating. Oh. very drunk. Gnolls. misery of medieva peas the poverty and Thanks! P. They are immigrants or refugees from a neighboring kingdom. WHaT's wRONG WITH thiS FaRM & ITs FaRMERs? doctor. Cannibals. Goblins.. Just now. The local ne’er-do-well population has adopted the farm as its own personal larder. A peculiar dialect or dead language. On a seven . Shirley 1 Is it a curse? A more mundane blight? Perhaps the farmers are getting what they deserve. 7 Missing a gender. lfocus ants. only to be hassled by the neighbours (roll again).it is a friendly and helpful spirit.. 4 5 6 8 Secret santicore 56 ENCOUNTERs ... Every last one of them is a fetch and the faerie-folk have taken the real farmers away. Maybe Werewolves. Can’t Or.. something more dreadful. and they will be your slaves. Roll again. or something equally (in)appropriate to the campaign. Speaking of.. campaign. too. and no one wants to buy their stock. they’re all mute and communicate in sign.L. perhaps the farmers can be persuaded to apprehend those nuisance adventurers on behalf of the Tax Man so that the bastard might take credit for that. 9 rebel cousin is hiding out in the storm cellar or barn. very. but please help our spouses and children! Outsiders are welcome. And. Love them. simile. just forget about milk or 3 Haunted! A spirit haunts the farm. look! Adventures! We don’t have much. Stalked by Predators. Orcs..checkmate@gmail.Dear Secret Santicore— out I would like a d20 table for working its Farmers? with This Farm and What’s Wrong on It’ s for a gritty medieval setting. Everyone has to eat. Or. Those deep fried. Roll again.com by S. but there is no sign that there has been any in some time. The taxes have been raised. Are these outsiders agents of the law? 10 turned to banditry in desperation or perhaps the original farmers are tucked away in that odd mound in the garden. but they really don’t get a lot of visitors. Anything else? Well. that’s just awful . Festival? What festival? There’s a festival? This calls for another drink. Or. They may or may nor know how they got this way.
that cat? Oh gods. now that you think about it. Their generosity has colored the locals expectations of the want to keep it to themselves. Sure. 15 Treasure Hunters are digging up crops and disturbing the run out of town by the locals or the hunters.WHaT's wRONG WITH thiS FaRM & ITs FaRMERs? 11 Missing an age group. 17 Strange Elders. They seem too perfect. Perhaps you crone is not happy about last seasons attempt to substitute 14 for the right catalyst. Roll again. 16 Strange Visitors from a far off land have preceded the party. you are now. Or. the family wants to be whole again. now there is a dragon taking people and livestock one at a time in broad day light and the local lord is doing nothing about it. you can roll a few more times and mix and match the results. Either way. Polymorphed to livestock and the livestock polymorphed to farmers. enough. On a 13. Whether or not this hides something still more sinister? Well. dying. A peculiar local villain (the lord’s estranged son back from Wizards college. and the werewolves need to appease it. Which. but don’t trust anyone over the age of thirty. material. Take what you want. Now. explains the dancing bear and the elephant. Roll again. And.. They all seem to know something the party does not. or the elders have wandered off to wrestle the death bear. then they took over the farm. Tainted Well. First the strange body snatchers made their way out of the underground hiding amongst a caravan of gnomes. or a new form of gorgon) has converted all the farmers to statues of an uncanny. Missing Livestock. Perhaps the children have been replaced by changlings. A carnival or circus on their off season. everyone and everything is dead. Perfectly normal peasants. wanderers! We’re leaving! All blind or deaf. Animated statues. They have a plan and they’re going places! Dopplegangers. add 10. Those goats? They ain’t right.. or too cruel. Odd: everyone under that age. What are they made of? Is the process reversible? 13 18 19 Secret santicore 57 ENCOUNTERs Illustration by Jez Gordon . odds they will be welcomed are long.. Either way. that water skin of yours is more valuable than gold. No one is sure where they’re going. Strange Livestock. Curses! They are cursed! Or. only your Diabolical Monster knows for sure. Tax Collector be damned. Wait! Are these vagabonds responsible? Don’t trust outsiders! Something in the Water. but if the disappearances aren’t stopped soon the tax collector’s next visit is going to end in blood and tears. are they an obstacle or a potential advantage? 12 in the woods that is to werewolves what werewolves are to other dirt farmers.. Even: everyone over that age. Wait! That damn monkey stole my coins! Illusions. The kids are alright. these adventurers have arrived. OK. it was not being playful. Suddenly. not quite life like. What did this to them? Is there some to have a little rustic get away when the local tavern is full. The pigs-turned-farmers seem perfectly happy with this arrangement and will violently oppose a change in the status quo. Anything else. it has human eyes! 20 Strange Children. Are they hiding from an arranged marriage? Or want to take that beautiful peasant maiden away from all this? This farm is only temporary. The whole thing is an elaborate and powerful illusion.
not as conventional ‘shops. 2nd kitchen. Access to these long houses fuel as wood is too scarce to simply burn. living & trade area.’ % chance of swampy vermin infestation: rats.com Each longhouse is raised on or the drained ground by Sean Fallon EXPLORINg THE FLoODEd ValLEY dock or the marshy rocks and has a 50% chance of being attached by ‘decks’ to d6 other longhouses in a ‘block.’ but more like hobbyists who are really into their thing. he is a performing midget who entertained in the the monarch granted him these lands. The Lord never uses his Longhouse Best to think of these places. present monarch. 3rd sleeping apartments Secret santicore 58 ENCOUNTERs . bullywugs 2d10 children 6 Non – Standard Building Table delicious if it is prepared correctly. The valley inhabitants also favor the worship of their own Local Spirits – such as The Great holding a greatsword) over the more widely worshipped pantheon.Dear Secret Santicore— particular I would like to know what is in this in the flooded valley? village building Thanks! Z. timber long houses raised on heavy stilts at least artistic pretentions. of thatch roofed. is divided into sleeping apartments. Each longhouse has 3 stories: 1st storage. sevenelves@gmail.
if successful there is a 50% chance he will complain that they were not conducted properly. varieties of magical mushrooms on hand: Roll on a Random acids from their bodies. he will cajole them into conducting services. The family is attempting to breed these 17 TAP ROOM: not so much an Inn as a place where the local this building houses the priestesses of the local fertility spirit an appropriate Cleric your party. the local – and fearful – inhabitants. Although he can a considerable percentage.EXPLORINg THE FLoOdEd ValLey 4 mushrooms which sprout throughout the marsh after the regular healing time. The following should be autumn large forays into the alpine borders of the valley for game. The place is run by the greediest 10 mile radius to other squirrels – but he can not receive messages it that the Psychic Squirrel has amassed a small fortune by using his entourage to escape the distractions of the city while he mind the noise of late night parties since the poet hands out until you have repented or s Secret santicore 59 ENCOUNTERs . One variety produces an acid that effects plant matter. They also serve as the closest thing to a militia or effects of a permanent polymorph curse which forces him to live out his days in the form of a grey squirrel.
This can what he or she is doin s. a short sentence about the perf Thanks! S. It mentions the it is midnight outside. and the moon is full. who is in desperate need of help a group of gypsy preformers. who has taken on a disguise for the evening a story of a great relic. with an appropriate number of members for the show a good looking but tragically talentless noble a skilled magic user. and possibly reference to musical or peformaormance itself. who enhances thier preformance with sorcery a small god of the establishment. or provide a room is and N PC fill in detail for random world or an adventure. The table should include PCs interfere or get involved nce style.Dear Secret Santicore— an inn or common I would love a table of performers gatthere. buried under this very inn! a dirge for heroes fallen in a great battle fought just north of here. RANDOM PERFORMERS aT THE INN by Reynaldo 1 2 3 4 5 6 7 8 9 a jolly animated corpse a talented goblin Trio a wandering elf bard a swarm of violet bees that act in unison a sad human who reeks of liqour a comedic dwarf and gnome duo a perfectly sculpted golem the local entertainer. 10 11 12 Illustration by Stuart Robertson Secret santicore 60 ENCOUNTERs . if the starting point for an encounter.
snared by something huge ship will have drifted free. the constellations are all be a problem while this effect is in place. Less combat-driven ! that one would be even more desirable Thanks! D. 5 An ancient watchtower sits atop the cliff here. 4 The sand here is stained red with blood and the dead and 5 Something golden gleams far off above the jungle trees. they startling cunning. 7 A huge stone face is carved into this cliff but is that interest in a few days if no food becomes available. does the d10 coastal cliff. 5 The ship suddenly stops. familiar or companion. 6 On a sandy beach nearby many sea turtles are either laying mad dash for the water. 6 An enormous coral reef spread throughout the area. it drums start beating. RANDOM heads hang in the trees.Dear Secret Santicore— with at least I would greatly enjoy a random tablge in between!) of ns(d20. hieroglyphics cover every surface. .com by Pierce Raats d10 CLIFFS 1 A mysterious and ancient shrine is carved into this cliff side. 2 The stars don’t seem right. does it lead into a treasure trove or the lair of a horrible are on and no one calls out or signals. d100 or anythin 20 optio eling on a ship in interesting encounters at sea while travencounters than a tropical region. 3 Something is giving off an eerie green glow from the seabed. A beautiful siren or hideous sea witch might live here. in this warm climate. There might be a stair 8 A pod of friendly dolphins start to follow the ship. AT sEa IN THE TROpICS rocky_14_me@hotmail.
primitive but successful methods. Rusting arms and armor lay strewn about. 3 The rats seem to develop a strange attraction to a certain person aboard the ship. he has nothing particularly shipmates and is now an insane and enthusiastic cannibal. It is the son or daughter of somebody very important at the last port the ship visited. 8 Monster Island! The only living creatures on this hot climate and will pay handsomely for alcohol. They are out of food and so are willing to trade slaves for large quantities of food or whales will travel great distances to die here. sometimes they appear to be watching the crew. They try to convert anyone they come in contact 7 Large mechanical insects are scattered all across this island. dangerous predators. they lie dormant. 6 This whole island is a pirate port and trading post. 4 One day all the rats are suddenly and mysteriously gone. Secret santicore 62 ENCOUNTERs . it is becoming a serious problem. 1 Too many rats aboard the ship. 2 The rats seem oddly intelligent. taverns and warehouses cover every square foot tell who or what was on the ship. No 7 A nameless street urchin stowed away in the last port. or lethal poisons anywhere on the island. 5 A slave ship wants to trade. 9 This island seems perfect.At seA IN THE TROPICs d10 ISLANDS hunting and capturing large and dangerous jungle beasts. as if waiting for a signal. measures. It is a primarily agricultural and crops is noticeable well out to sea. 10 This is actually a archipelago chain which has been formed into an island nation. Small random items start going missing. seemingly coming from outside the hull and well below the water line. 4 This barren island is crisscrossed with trenches and battlements. Lots of fruit and palm trees and beautiful beaches. for a day or two and then drifts away and dissipates. No hostile natives. They demand gold and supplies as payment for their Paladin. 6 A corpse is found stashed somewhere aboard the ship. that seems too good to be true. with no apparent order or function. 2 A small merchant trader. Brothels. 8 A stowaway is discovered. 4 A small and barely seaworthy raft crewed by a handful of goblins will report to their nearby goblin pirate warship.
with a lengthy beard a collector of fantastic tales. and has advice for you. and two small children a comely widow and her disrespectful son 1 2 3 4 plump and jovial a gaunt. ideas for goods the merchant(s) may be carrying. and countless children who get into everything everywhere and seen everything pregnant wife 7 9 a creepy lecher a teller of unbelievable tales with money 12 afraid of his own shadow at numbers 14 an old acquaintance of a PC’s father or strange scar Secret santicore 63 ENCOUNTERs . fantastic elements (of the are located at the high end. In both tables.com Below are two d100 tables for generating and caravans which might be encountered sorcery equivalent. wife. Thanks! T.blogspot. and willing to pay to hear them impossible to separate from suffering from debilitating halitosis strains can be heard quite a distance away 29 infested with lice and other at all times 31 32 33 34 35 36 convinced he is cursed by the gods a really bad haggler a student of the occult interested only in barter for unusual items a secret cultist being pursued by an assassin adults in sight 51 milquetoast merchant berated by harridan wife interested in each other than their customers 45 46 41 42 very friendly husband. convinced he can slap a coat of paint on mundane crap and sell it Illustration by Jeremy Duncan by Erik Jensen shouting angrily all the time merchant groups. a plump one. MERCHANTs OF THE sILK ROAD 16 17 a robber in disguise a muttering madman unusual faith 19 pretender to a distant throne 39 37 wampuscountry. sneering liar a vain popinjay wanted by the authorities 26 27 distinguishable wives (a thin one. to him groomed beard. too aphorisms 23 25 ridiculously tall. the second.Dear Secret Santicore— a paign set Please give me something useful toion camthe Silk tastic?) vers of along a fantasy (fan Road. wife. etc) a young brother and sister along husband.
TRANSPORT is of note 86 unusual stallion or camel. devils. mahjong. earth elementals) 61 group of amateur but eager carvers) pelts. dressed as though from a previous era. materials. old ruins) 81 merchant’s party all wear strange woman) to the legendary spring which can return it to life 97 merchant. certain mushrooms. ghul. anachronistic unicycle. talons. cards) to negotiate price merchant will only display his 99 100 carried by a servant (or mildly disobedient animal) merchant has been transformed merchant’s body and voice are actually puppeted by (demon. unusual brew) with predictable results 89 56 enclosed carts. avalanche) near here 95 merchant is a powerful sorceror with a penchant for transforming those who displease him 63 80 94 66 67 for an escaped criminal group are all slaves freed on their master’s deathbed ‘mercantile ambassadors’ from in espionage small group of travelling prostitutes and one or more ‘guards’ entire caravan composed of brigands.or perhaps not in disguise the entire caravan are ghosts. pathways. will play 76 88 merchant refuses to touch anything handled by someone of a different merchant constantly consumes (hashish. claims to have recently tell how to get there.. or devil in disguise. oni. for a price 82 68 69 merchant will not sell or buy until he has had tea with potential customer 84 85 merchant’s party all wear matching livery in bright colors or strange patterns merchant’s long robes (or long one or more servants. ridiculously tall platform shoes) 93 merchant is a genie. boldly decorated and strung with bells 57 overladen porters. swarm of rats tied to a cart with colored yarn) merchant is ‘on foot’. so that they might not touch the ground merchant will gladly play (chess.. borne aloft by large creatures men. dried meats monastics on pilgrimage. selling 78 caravan includes dangerous animals 92 merchant rides something fantastic in a mundane shape (a prince horse full of serpents) their shells. the most spectacular specimen the PCs have ever seen 87 remote) Secret santicore 64 ENCOUNTERs . on foot. disguised for ambush scholars searching for (animals. who he 59 (immense greasy haunch of meat in cart is loaded with multiple active 91 or to seal the deal 60 merchant rides a stately palanquin.MERCHANTs OF THE sILK ROAD 54 55 conjoined twins who can never agree on a price family of merchants who compete ruthlessly against one another wife trying to sell her husband’s goods so she can buy his way out of prison polyandrous woman with several husbands master artisan father and the son who can never live up to family band of musicians. but with stilts. plants.
slaves (fantastic: fairies. mundane tool or instrument which acts on its own on thread. nightengale. in beautiful calligraphy. javelins armor and shields salt tapestries religious icons and devotional notions seeds and agricultural goods coal tin tallow copper lead hemp whalebone mercury cotton songbirds. from people and things from all 88 87 food or thing (chocolate. aqualung) jars of colored glass fairyland trade goods (vest woven 95 94 shards of colored glass which.MERCHANTs OF THE sILK ROAD 43 1 3 5 6 7 9 10 11 13 141 16 17 19 21 22 23 24 25 linen satin porcelain amber glassware honey gold silver sandlewood camphor sugar horses cattle ebony mahogany jade carpets perfumes 45 46 47 48 50 51 53 54 55 56 57 58 59 60 62 63 64 65 66 68 69 28 29 30 31 32 33 35 36 38 39 40 41 42 slaves (pleasure) slaves (war) wines beers or liquors ivory medicinal plants furs lumber paper or vellum tea grains rubber dyes products 82 salted or dried meats 100 a child’s tears) abandoned dreams (‘previous owner no longer interested. alpacas.’) 73 74 75 76 77 78 79 70 71 pigments and paints resin or lacquer pearls or shells gems jewelry breads and pastries clothing.. arrows. demons. cat’s egg) 92 93 90 seeds which grow overnight animals (mouse.. harp) sealed glass spheres containing 84 85 musical instruments camels Secret santicore 65 ENCOUNTERs . gerbils) naphtha indigo iron brocade rhubarb taffeta ambergris 99 gun. show very strange things mementos from fantastic creatures dragon’s scale) impossible things (serpent’s footfall. darts. when peered through. strange IOUs payable to the bearer. hats cutlery weaponry bows.
and they don’ t have to be combat enco could be e is up to you.Dear Secret Santicore— table for a Could I get a d6d6 random encounter any stats est? I don’ t need Spooky Dark For unters.com by Danny Peck in a nearby inn or tavern. or the last words of those now deceased. can continue an important journey. Secret santicore 66 ENCOUNTERs . or hamlets. mountains last winter. it Setting and game typ se or Gothic horror or modern zombie apocalyp bunch! whatever. RaNDOM ENCOUNTERs IN a SPOOKY DARK FOREST keylord16@gmail. Thanks a P. or perhaps its own herd. ran out of food. and fell to cannibalism. is the main course. The carriage is actually full of bandits staging an overly complicated ambush.
RANDOM ENCOUNTERs IN a SPOOKY DARK FOREST and the faculty will be very friendly. the character will reappear. Perhaps a little too friendly. winter causing reduced visibility due to the steam. to have quite a temper. believing him or herself to be a member of the village. Secret santicore 67 ENCOUNTERs Illustration by Jez Gordon .
or sacred and vile obje the tribe’s most nks! the twisted shamans that guide them. Their equipment. They do believe fate are true and righteous altogether. homes. evolution. They believe that if they are seen by anyone older than them they’ll be owned by them in the afterlife. phases of the 4 They believe the soul is contained in the right foot and will evince an unhealthy obsession with severing a foe’s They wear a big shoe. They believe it is blasphemous to use anything that is not stolen. 2 grow all fat in his dotage so that his son may wear a suit 3 somewhere. birth control or social justice. 5 They believe that emissaries of alien gods are an abomination and will concentrate all their energy on destroying your party cleric. their sava you feel like the tribe’s leader. BArBaRiaN TRiBEs WEIRD & GRim dndwithpornstars. If beliefs. They don’t believe in global warming. They hate food and the eating of food. Publicly. going all out then include their vicioct of reverence. racial equality. 9 10 teeth and the boiling and the drilling and the sewing isn’t They believe animals are wiser than men and swarm They believe that heaven is contained inside an 6 the honeys and spices of their fragrant land and are thus wise in eternity are then surrounded by a halo of stinging and crawling things. Tha J. In company they pretend they don’t. details on us bestial totems. They sharpen their teeth. Notes on habits of local fauna. It’s weird.com by Zak Smith involved in their Barbarous Adornments (above) are considered to all be bastards. 7 Secret santicore 68 ENCOUNTERs .Dear Secret Santicore— d and grim I would love a table for generating weir arous ways listing the cruel and barb barbarian tribes ge and ignorant which they dress themselves.blogspot. mounts and mates are all stolen.
BArBaRiaN TRiBEs WEIRD & GRim
1 A powder with unusual properties.
A sacred bastard named Choard. The clothes once worn by earless elves.
for a thousand moons. 8 shapes of the 32 symbols of The Divine. The night, silence, quiet, stillness and stone. in beets.
1 2 4
Their totem is the locust. They gibber and swarm Their totem is the maggot. They revel in ignorance. Their totem is the crocodile. They are patient, they are swift.
Atavistic, armed with acid, aided by asps.
Their totem is the hog. They wallow and they wail. Their totem is the serpent. They are old. bruise and boast. 9 An idiot and an incunabulist.
10 11 12 14
Their totem is the scorpion. They live in solitude. Their totem is the toad. Their lives are moist and dull. Their totem is the centipede. They form a long lean line. Their totem is a pterodactyl. They come from out of time. lower caste.
Illustration by Jeremy Duncan
Their totem is the wolf. They harry and howl. Their totem is the salamander, They will burn you. among them.
Dear Secret Santicore— olds to Alternative randomly generated strongh setting erness hexcrawls (or for encounter in wild to determine e design). This would require somss way ster type), old ruler is (cla or mon who the strongh n or allies are, who or what their primary henchmethey can call on, soldiers or resources and what other Thanks! and what kind of stronghold they have. B.
STRONGHOLDs IN THE WILDERNEsS
by Adam Watts
There is a 20% chance that the stronghold is still under construction or being added to in some way. Most people in a stronghold in the middle of the wilderness will demand a toll for passing 90% of strongholds will demand such a toll (if the 90% is rolled and a clerical type is in charge, the toll will instead be a tithe of 10% 3 whatever. Former adventurer, high level, settling down to rule his tiny domain (Roll 1d4: 1 Fighter, 2 Rogue, 3 Cleric, 4 Class of the last character you played)
that cross their lands with geas spells and the
the reagent is.
11 12 13
Lich. Abbott or other head of a militant religious order based in the stronghold. Mercenary commander. This is the headquarters of his private army. god by all who live in the area.
Illustration by Jeremy Duncan
Necromancer. King of Ogres.
visible ruler of the stronghold, who is secretly controlled situation.
STRONGHOLDs IN THE WILDERNEsS
by a wooden palisade and a ditch. Nothing special. 2 Lonely tower. 1 maybe a small town surrounding it. 3 concentric castle is the two sets of walls. The inner wall is inner wall can still hit people approaching the outer wall, so you’ve got two sets of archers shooting at everyone. God Suffused with an unearthly light. All who view the by the light. logic rather than physics. everyone else. is the opposite of how it should be (heavy defenses are is actually a decent guy, that sort of thing). something. Due to the walls and cliffs, the only way to 8 9 Stronghold is conscious. Mobile. Made out of some incongruous material–ice, coral, glass, 10% of the time; for a weirder setting, maybe 80% of the time.
13 13 Naturally defensible; cliff, pass through the mountains, as shelter; it’s hard to improve on a natural position this good. 14 Simple wooden palisade, with temporary shelter set up inside. allow different walls to cover each other and prevent enemy during the age of gunpowder, and were designed for that sort of warfare; thus, if your world has gunpowder, the guys 16 Cathedral. Most defenses are of the holy variety–things to drive 20 17
Someone here believes that the approach of the party even, hostility, odd, welcome.
Surrounded by perpetual storm.
haunting people. Cursed. All who step within shall come to a deeply disturbing end.
feature (forest, mountain, country, etc).
threatened will reveal they are actually automatons. goblins. location of an ascension to godhood. golems. Monsters! Stronghold constructed as a bastion against the staging ground to plan its invasion of everywhere. 13 14 15 1 Mines. Intelligent animals. 2 Secret santicore 72 ENCOUNTERs . Caravans come through here all the time. a greater demon appears in this spot and will truthfully answer one question posed to it. Use 4 Trade route. hobgoblins. but no one cares about it anymore. Animated furniture. whatever).STRONGHOLDs IN THE WILDERNEsS not be the only type of minion that the ruler of the stronghold minions lying around. with all the criminal shenanigans that implies. whatever) emerged from this location to assault the world of light. is still here. but could be coal or iron or some other resource. though. satyrs. 6 8 9 10 Fanatically devoted cultists. 15 16 17 18 19 20 Knights. even if that is not rolled on this table. Samurai. and chose the nearest spot with a decent view. Large transitory population around the castle. Roll 1d4. Incongruously advanced troops–arquebusiers. 19 20 Stronghold is an obvious ruin. and other beastmen. The ruler of the stronghold is determined to be that questioner. 2 Completely overgrown. Cannibalistic mutants. giant spiders. Minotaurs. Gold. controlled by him directly. and other living statuary. The most fertile land in a hundred miles can be found in the shadow of this stronghold. or some other sort of generic evil humanoid. No particular reason why the stronghold is here–the guy who built it just wanted a place to settle down. rebuilt by the current occupants. given local terrain. Lots of guys in heavy plate. 4 A blasted wasteland. 7 of a martyr or saint. goblins. 12 Some menace from underground (drow. demons. with huge weapons. 12 Orcs. Identical copies of the fortress ruler. instead of somewhere important. Dunno why anyone would build a castle in the middle of the goddamn wilderness for anything less than gold. Fortress was built to control the land. Prophet had a dream that told him to build the stronghold here. land is 1 Still being farmed. Stronghold was originally built Stronghold was built in the shape of an enormous magical Miscommunication led to the stronghold being built here. special forces. 3 Still farmed but maltreated and lifeless. probably. 2 Gargoyles. Ghosts.
Dear Secret Santicore— chart of oneI would like a three column, d20 (soyou can either ideas. monster dungeon/adventure e times to roll it once and read across, or roll thre further randomize, Thanks! A.
MONSTER DUNGEON aDVENTURE gENERaTOR
by Stuart Burns
of adventure; sometimes you want to search for a mysterious some choice over this should help you generate the adventure when applied across adventure types.) The four adventure types I roughly divided them into are items involving some other person), Locations (journeys to or in a other categories). If you don’t want to decide and want to maintain the random aspect of the adventure generator, use the Adventure Table:
so you can roll on the Adventure Table and generate your to decide your monster and then continue generating your In addition, the monsters and creatures which form the beginning of the adventure have been divided into four categories. your adventure, and if so you can roll on the Monster Table below. They have been divided into; intelligent creatures, also a Swarm Table that is used a few times: which columns to use based on personal preference. I hope I have thought of everything, but if not it should be fairly easy to modify it to your own personal preferences. appeal to you.
MONsTER DUNGEON aDVENTURE gENeRaTOR
1 2 Golem Imp Powered by Stealing Blood red ruby Indestructible tea pot
11 12 13 15 16 17
Kobold Ghoul Demon Satyr Dryad Drow
Luring adventurers with Fleeing from Summoned with Singing about Magically bound to Cursing
Bird cage Large steel symbol Magic circle Beech whistle Jewelled potted plant Leather Bound Tome
Sentient Swarm of (roll swarm)
MONsTER DUNGEON aDVENTURE gENeRaTOR
1 Swarm of (roll swarm) Infesting Castle ruins
4 5 7 9
Friendly Dog Giant Rat Lost Goat Tree Squid
Sleeping in Guarding Roaming Guarding
Squat cottage Slave pits Moors Tropical rainforest
Roll on the Int. Creature
Mysterious Fog Manticore with festive headgear
Signs of life Gifts
It’s can be made by substituting human organs or slightly less than fresh per day).Bill Hicks COST: 2 silver per use the divine. the answer should pertain to something the user has new and permanent body. actual medieva Thanks! A. scarier) religion. The beings contacted are not always friendly or helpful. leaving the member so swollen and sensitive that wearing armour or tight 1 2 4 5 6 7 8 face eyes arms legs torso tail (if applicable. COST: 1d10 copper per use DURATION: half an hour of twitchy insectoid aggression ‘Oid gradually transforms you into another humanoid creature. Secret santicore 76 ITEMs . this substance leaves little room for doubt. roll a transformation: or poisoning will hamper his bedroom performance. but this is a great way to usher in an alignment change. or a random page of the monstrous (or not.Jessie Ventura.com Illustration by Jeremy Duncan NOTE: most of these don’t get a save because they’re self-administered . the case. It also increases his aggression and regardless of the consequences later (the high priestess of the local temple. otherwise torso) genitalia WaTER OF COMMUNION “What are you. an idiot? God was fucking with you!” .” .the character is literally “drinking the kool-aid”.Dear Secret Santicore— s I would like a list (at least five) of drug not) of dnd-esque fantasy city (magical or for (more vornheim less historically accurate l Europe). etc). the princess you rescued. which I hear is all the rage in Russia these days. The side effects of Dominator last for 24 hours after use. SEVEN pOIsONs OF THE CITY by Dylan Atkinson DOMINaTOR “Buncha slack-jawed faggots around here! This stuff’ll make you a goddamn sexual ty-rannosaurus! Just like me. region’s random encounter table. depending on your game’s level of cruelty and weirdness). Exceptions are discussed ‘OID This one’s inspired by “krokodil”. I probably don’t have to say it. Predator COST: 2d20 copper per use DURATION: 1 hour of testosterone rage and hormonal lust pimmelmann@gmail. regardless of advanced age or other factors.
Remove Curse or more powerful SOULSIGHT “Your denial is beneath you. of otherworldly entities. the side effects cause paranoia and fear.” . This is a concoction made from grave dirt. redshirt types should only get one. users can see into the astral plane with the stopping to eat or rest until collapsing. Knows the answer and lies. or none. and thanks to the use of hallucinogenic drugs. It’s clear to any observer that an • Morale 12 effect wears off. as the Know Alignment damage every round until death at negative CON maybe evil and out to get them. the subject’s personality has been so degraded administered the powder. when only plants covered the world and animals hadn’t yet crawled out of the the material plane by an outsider composed of pure language) causes their own languages to the same level.SEVEN pOIsONs OF THE CITY ERASURE 2 but in images and metaphors. not respond. but their assessments of their neighbours’ character will only disappear over long periods of time. The user believes that they can see other beings’ alignments. THE ORIgINaL WILD GaRLIC MEMORY COST: 5 gold per use to successfully save. The possibilites are endless. the side effects are even scarier. KEY 17 Distilled by the Academy of Fruit from various rare herbs that DURAION: 1d4 hours smelling tincture grants its user visions of ancient times. another saving throw is possible. If ordered to do something obviously suicidal. the blood of a human to create ready helpers for the blasphemous activities they indulge in. but it could quite easily swing your game into hallucinogenic visionquests or terrible powergaming. and are reinforced with subsequent uses of the drug. Secret santicore 77 ITEMs . so use it wisely.Bill Hicks COST: 1d6 silver per use jawed fear For thirty minutes. I see through you.
CaRD OF THE THIeF Khloantya. and treasure or could play into the rum oria? That adventure plots in my world of Even would be really groovy. a new coating of gold will need to be applied for every weapon it sharpens. behind a stone as small as a pebble or the handle of a broomstick. Mercenaries will be loyal until treated badly. The stone work its magic. round up). Every time this card is used. behind a door. and so on. everything will give complete cover as long as the user remains still. and proportionately more to creatures with longer life spans. grant the power of seeing the invisible. Happy Crisp-mits! G. anything broken into brand new. giving the user as long as s/he wants to wait for the perfect time to come out of hiding (the guard patrol walk past. and is otherwise unlimited. a window in a room etc) being can look at it for the entire night. will be able to cut through heavy armor like butter (halve armor bonus to defense. Note that he or she does not become older. These changes are subject to the normal law of physics (scalding hot water in the middle of an icy lake will soon cool off) and are tied to the cycle of the seasons. It can add centuries to a dragon! Any effect of aging must be checked immediately. friendship or love in any creature stuck by an any other creature present at that moment including the wielder mind. Of course there is the risk of the card being stolen while left in the open like this. Weapon sharpened with this grindstone will always keep the edge (+20% damage. Under a table or a carpet. whatevercool crowns. old living creatures into their young selves. since it is effectively out of sight of anyone looking for him/her. rings. The hiding place can be something that will never have worked without the magic of the card. It must be left directly under the open sky. The effect is cancelled as soon as the user starts walking again. must simply save as if s/he were. but not dexterity or agility related ones). the secret meeting he’s eavesEvery use of the card drains one charge and it can store a maximum of ten. Could you dream up some unique yarn.Dear Secret Santicore— artifacts--weapons. LEGENDaRY aRTIFaCTS OF EVeNORIa by Valerio De Camillis worthstream@gmail. even to spells and magic items that Secret santicore 78 ITEMs . to allow the discovery of hidden knowledge in a quite unusual way. Thrice per day the wielder may instill a strong loyalty.com MORaNYa’s sILVER BOW This silver bow is made in the image of the one carried by the goddess of change and love.and so on. the goddess of magic. as if the card itself wants to be stolen. friendship will last until betrayed. can create bright daylight in pitch black cave . events. bits of really by the PCs as -that could either be hunted for ors. If the card is left under the sky and unseen for an entire night of full moon it will recharge seven uses. BLaCKHORsEMaN’s ICE sWORD This sword is made from an icicle sharpened to a cutting edge then blessed with a fragment of the essence of the black great damage bonus for the extreme coldness. by touching it and wishing for its powers. and will revert in the next equinox or solstice. Any target stuck that is not slain from the damage or the cold immediately save as if aged to three times its natural age. S/he will be completely undetectable. The other major power of the bow can be used once on the last any prominent feature of anyone or anything. and it looks like the chances of this happening are higher than they should be. Twice per day sword may be used to actually and permanently This effect instantly adds ten year to any human in the area of effect. PEREUN’s GOLDEN gRINDsTONE In the heart of the vast underground kingdom of the dwarves it is rumored that a few of these grindstones are kept. It can change a man in a woman. an human sized creature can hide everywhere. the moon and hidden knowledge bestowed this gift to the mankind. It can only change major characteristics but there’s almost no limit otherwise.
The tablet can show anyone holding or looking at it an image of a location. with a cumulative -1). Examples are a to-hit or damage roll against any creatures that is destroying forests or polluting rivers. absolutely no one can reach the ship without the captain’s Kelos. it can create a surprisingly accurate model of everything that has ever been in sensor range. It will reassemble muscles and skin. Every creature stuck by this chains must save or be bound and constricted as if stuck by the RED FLaG OF FLeEINg TYpHUs MONSTER MaTRIX will speed up its ship to be faster. The mass of creatures absorbed this way is stored in the matrix and can not be retrieved in any way. Anyone in possession of the orb. the pit will create new monsters using what it drained in the previous month. loyalty checks for followers when facing the hardship of building a “green” outpost that does not destroy the surrounding land. even if not actually touching it gains three reroll per day on any check that is in any way related to the improvement of the wilderness. FLaIL Of THE CHaIN DEMON be bound by chains and constricted for some continuous damage. while it has access to all of this informations it can only communicate with the outside via a very limited form of telepathy. While it can not predict the future. but usually friendly to whoever did feed the pit (cultist or evil heroes?) aNCIENT taBLET This tablet is one of the last relics of the ancient civilization intelligent. This mental map. with no resemblance to the corpses used in the process. It emits a faint green light from within. as if it is showing a map with a red X. On the other hand. The purpose of the tablet is the rebuilding of the ancient civilization that built it. Any creature or group of creatures can be created according to the will of Typhus (that is indistinguishable from pure random for mere mortals. so roll on your favorite encounter table) The only limitation is that the sum of the weights of the creatures created can never be higher that the weight that was absorbed. This room sized pit is made of a black metal engraved with several multi-headed hydras. as all the new spawn are made from willed. then once the owners are used to follow its advises it will show ancient ruins than need rebuilding. sacred to Typhus. convincing a city leader to plant new forest to replace the one the lumberjacks are cutting down. the nearest the intended destination is to the tablet’s current location. Once per combat the wielder wielder can summon an eruption of tentacle-like chains that whirl around target square (or hex). Even bones and scales are dissolved by the powerful magic of the pit and disappear in the walls. It will help anyone that is working to this goal. attacking everyone in the adjacent squares (or hexes) as a creature of the same level as the caster. and the means of rebuilding them (stone quarries. thus avoiding any contact. and so on). The pit will decompose and absorb every corpse thrown in it in a matter of minutes. scales and organs in seemingly random monsters. Living being that fall inside are slowly drained of life and will die within a day (save vs. While it is not clairvoyant it can extrapolate general and use them to infer what the rest of the layout could be and where treasure and creatures will most probably be. even if the natural tendency of adventurers to follow every clue that points location of interesting treasure caches.LEGENDaRY aRTIFaCTS OF EVeNORIa NaTURE’s ORB An orb that appear as a ball of wrapped leaves that can never be successfully unwrapped. will be more accurate the smaller area it covers. In the nights of full moon. repairable automatons programmed with the rebuilding task. The Father of All Monsters. like real ones. and so on. death every hour. Secret santicore 79 ITEMs . the symbol of Typhus. but it can accurately model the psychology of anyone in its sensor range. guarded by a crew of olive-skinned and dark-haired sailors. and can perceive anything in a 20 meter sphere around not read minds. and determine the most probable outcome of future events.
They and the illusions to enact their customer’s deepest fantasies.000 or more) no matter how far away.Dear Secret Santicore— and Eclectic I would like a table of 50 Bizarre each is enough. Local produce of average quality but impeccable ‘magical’ provenance cost in platinum d100 LOCATION players were on.com their servants to shop. Gonzo is fine. FIFTY BIZarRE & ECLECTIC URBaN LOCaTIONS by Chris Weller chris@rolang. Time stands still here. Prudhella relies on tourists for business. The congregation are reanimated dead (though you’d hardly notice unless close). (idea stolen from China Mieville) where trials are held and harsh sentences passed by magistrates no older than 12. really. and oppressed can turn to them for food or medical grappling games. there are no puppeteers change). Secret santicore 80 LOCaTIONs . One sentence for Urban or simulationary Fantasy genre.do. he is allowed to pay one secret whispered into your ear. creditor into the Public Garden. All soldiers who have died defending the city go to hell. shore. For business. points toward the nearest horde of gold (10. for generations. over the congregation’s peels of laughter. It weighs ten tons. in the middle of a main thoroughfare. portraiture competitions. capital crime. Previous champs revert to their previous gender after twelve hours. but they are completely warm. If investigated. Alley’ is chosen nightly and the oil is poured at sunset. please. Locations. They or whatever my Santicore wants toin any way. don’ t have to fit together or relate Thanks! S. can sit around it.
and optimistic about one’s future. It hangs over the side of the megadungeon. created a ‘Flight Club’ where they test various contraptions manservants operate some of the more dangerous ones.FIFTY BIZZaRE & ECLECTIC URBaN LOCaTIONS d20 people believe anything you say for d10 minutes. no one may attempt to impede another’s efforts to get to the base of the tree on sunrise that day. so the public may humiliate their occupants. They draw many admirers not because they are have a charisma under 7). every night and enter the crypt. manor. The budding is so regular that it By custom. Charnel Grubhouse sends a wagon here every morning to clean up. never to leave. more than a hundred men have entered. as a believer of any religion for a day after consuming an ounce of the cheese. No one ever sees them leave. meaning those willing and able to stomach it will never starve. Secret santicore 81 LOCaTIONs . male regardless of race or age. The Thorite Church wants it destroyed. you must assume its place. bears fruit year round. guarantee that the dead will stay dead and the remains will migrate about your body. while it gets to live again. top level are covered by iron grates. burn or uproot the tree have proven fruitless. local Seelie neighborhood is a giant wasp hive purchased from an eastern merchant. hundreds of feet below the city (none have returned). servants hold ostrich feathers.
Thanks! S. The dog will do whatever is in his powers to get their attention and follow him.com by Jason Kielbasa 1. nobility is trapped in a well. That Cabbath the Mad imprisoned her and that she wishes to return to the sea. NpCs understands commands. py Well. Mermaid in a well. CREepY WELls jasonmkielbasa@gmail. If the players can get him out soon was set up by a rival of his father. has a captured mermaid living in the well in the NpCs will plead that the PCs rescue her from the well. b) Cabbath the Mad is a former adventurer. They will be a rival of the boy’s father they were attempting assassinate his eye contact with a PC.Dear Secret Santicore— location with I would like a couple-of-encounterssystem. c) 2 3rd level thieves or similar themed NPC. setting Maps by Jez Gordon Secret santicore 82 LOCaTIONs . If she does she will cast Charm out of the well. If he notices setting in the well unwilling to submit to his advances. with one of the PCs as her mate. 2 THE MERMaID close to him at all time acting on edge. If this fails and they are close enough she will then try and get the PCs to come closer and drag them into the well with her to eat. Rumors are that an eccentric former adventurer. She or why he would do such a thing to a defenseless mermaid. Fauntleroy’s in the Well PC’s come upon a dog a ways away from a well. genre. Not picky about a Cree or setting. living in town.
bubble up from the depths up to you but I would advise Secret santicore 83 LOCaTIONs Illustration by Stuart Robertson . does not have to be 3 THE GoOD oIL NpCs cured him of his problems and that he is someone who can tremors. If viewed up close he appears to be in his passes off as potions of strength. every night. No one who has interrupted her Silence is observed at all times surrounding this well by the locals for fear of upsetting this disturbed spirit. intelligence or wisdom. On March 13th or whatever your equivalent is she is silent until 12:15 when she has done this for centuries. The setting. • The PCs meet up with a bumbling magic user who accidentally spills an animate the dead potion into a well. itself. Dave will pass a note with a map showing the 4.CREepY WELls The PCs happen meet an NPC in the local tavern who tells them of an elderly man who happens to be an alchemist and for them at a farm house just outside of town meet them at the NPC is in on the con. It is said that in this world and go to the after world. for revenge. a ghost can be heard counting and then goes into complete silence. It answers of the night. OTHER WElLs • There is a well has the ability to answer on question about thrown into the well and one year of your life. setting • for it is said that this is the place which Trolls and other At midnight.
There is nothing in this land. 6 BEYOND THE MOUNTaINs aREa 1. and will hunt the living. and perhaps gaining ghashsnaga@gmail. at night and grow on the Paths of the Dead. Secret santicore 84 LOCaTIONs . into the soft stone to the tops. returning with plants. Deep blue water bubbles out from the opening in the top. d6 1 RUMORS: This valley has been cursed long ago. The main rewards would be surviving. and language of its own. water. Pieces of a dead god are scattered about and should not be brought she can see very far. 5 Several of plants native to this area have different properties depending on which parts you use and how you prepare them. from that time remain. highly valued for their player characters crossed over the Revolving Mountains and dropped into this valley. This section of land had a name. people. and a vast landscape hunted by unnatural creatures.Dear Secret Santicore— might use I would like 20 interesting poisons pcs on them. The only life in this area followed by a slow decline in mental functions. or death. Be will equipped with food. Many species of plants. GaTHERINg OF pLaNTs TO BE UsED FOR VaRIOUs pURpOsES There is little in the way of typically treasure scattered about. and light.com INTRODUCTION by Ara K. Surrounding each opening are long blades of grass encrusted with a white powder. or have used Thanks T.
aREa 3. aREa 5. aREa 9. aREa 8. Secret santicore 85 LOCATIONS . aREa 4. aREa 10. aREa 2 aREa 7.GaTHERINg OF pLaNTs TO BE UsED FOR VaRIOUs pURpOsES aREa 6.
with a conical roof and access through curving staircases that leads up to an attic.Dear Secret Santicore— I am looking for I would like a map of a ruined castle. or item ded. L2. Secret santicore 86 LOCaTIONs . lower areas entering through dual doors heavily secured with bars anchored in the stone of the wall. G. puzzles. but there describe traps.com CaSTLE SaNTICORE Based on the upper keep of Spis Castle in Slovakia. by Roger S. Feel free to add and worthy areas or room of any note s.Thanks! it with whatever monsters and R. by battlements which can be reached from the tower. The GM ures inclu shouldn’ t be any enemies or creatand the descriptions and use should be able to take this mapN PCs he chooses. Four imposing statues greet the visitor. an / early something in the late Rom key with brief descriptions Please include an accompanying s. hazards. medieval style. Sorolla rogersebastian@gmail. and the roof.
CaSTLE SaNTICORE main castle After the sloping courtyards. Secret santicore 87 LOCaTIONs . and is where the lord and his closest retinue are seated. Straight stairs lead between stories and the roof. and guards. this room is now the quarters of the castellan.2. The steps rise up some 5 feet to this higher level. ladder and observation platform. of a minority religion. who is forced to share the room with the gardener. entry hall of the gatehouse. to the top. The fountain and its pool are the castle’s source of water. 15: GRAND FOUNTAIN. acolytes associated with the Great Chapel. in the past. On top there is a wooden superstructure rising another 30 feet. a staircase spiraling around the inside. they are separated by the chapel (16) and the gatehouse (1. with a roof. dais. his family. one in the east and south and one in the north. These battlements celebrant of the Lesser Chapel. The roof of this hall is battlemented towers (2 and 31). the castle beyond the main gate the castle’s seneschal and family. Troops are usually quartered here. the usual tools there is a forge and chimney. the builder of the castle. and 31). chaperoned maidens. castle lord. The outer walls are topped with long battlements. has two squat stories and is topped with a battlemented roof. or noble hostages.
ap ng me a m 10’ a Please brishrine laid out onyself. a SHINTO sHRINE firstname.lastname@example.org— val ret Santico sized medie Dear Sec of a decengtraph paper.com by Stuart Robertson . I just need n. apanese lad to stock it m nted Shinto actio J I ’ll be g map for some hau dungeon Thanks! J.
Much of the time these groups try desperately to ignore one another. smearing now and again. Moon Eye's Chamber Secret santicore 89 LOCaTIONs . but this cavern does contain a nice deposit of garnet which could be 2. or whateve druidess lion companion and some evil adventurers. Raiding factions Goblins familiar with sympathetic magic and the brewing of poisons and potions. doting Legged Goddess sword and shield KEYED RoOMs happily replace them should a better offer come along. but when they do leaving this ‘amateur stuff’ behind as soon as possible. not I would like a sublevel for a mega dun and kobolds for a combined tribe of goblins goblin too big. an evil led by a somewhat shaky union of ress) with a dire (or shamaness. 1.com by Erik Jensen Evil adventurers engaged in banditry and other crimes. The goblins of her ‘family’ are quite savage in attitude.blogspot. goblin warren Kobolds Most of the goblins have little in the way of possessions. She rules her goblins in a maternal fashion. Thanks! C. THE MoON-EYE CAVES wampuscountry.Dear Secret Santicore— geon.
Spare weapons. lengths of rope and string. Moments later. tapestries. or whoever. moss. 6 of vision and hearing d3 goblins gathering mushrooms d3 giant cave spiders trying to stumble home from the bar goblins ‘inspecting’ or on business 8. and fungus cultivated by quite poisonous. The goblin entrepreneur’s popularity leadership and has to ‘deal with him’. and it has grown into whatever. In one alcove the deviant priest Cagrant has set up a shrine to his goddess which includes 5. or both. and trade goods lean against the walls. Kobold trap: The Hogpit with lattice and furs and hay. waiting to be used or fenced. Scattered stone tools. The Witch's Garden This smaller cave is full of lichen. 5 crotch level. whetstones. Their bedrolls lie atop piles of the room. Toenail tries to be a truly 4. with their gear and accrued treasures strewn about. All manner of crates. and they have occasionally obliged by rolling a stolen tun of wine down the corridor to him. Kobold warren rely on numbers rather than traps and guerilla tactics. are several sheets of parchment detailing the group’s observations 6. oddments of wood and 9. Kobold trap: The Makeover and vigilant) yammering away) 7. and other gear of utility are also present. Kobold trap: Lumberjack games. rolling a few battered logs down the corridor at interlopers.THE MoON-EYE CAVES 3. The Ol'swap'n'puke The central location of this cave made it a natural place for the Secret santicore 90 LOCaTIONs . including several hooded lanterns. but they fed the piglet well on mushrooms and scraps of meat and offal. falls into the pit. carnivorous. golden Hart living cave The cruel adventurers reside in this cavern. the second part of the trap triggers.
THE MoON-EYE CAVES Secret santicore 91 LOCaTIONs Map by Jez Gordon .
now stands empty.com by Gabriel Harley 1. giant ropes. Halls of Llabst city of limestone halls. by ancient cosmic beings for completely unfathomable purposes.. which have been or are currently being driven mad. Oneirius The Dreamswamp A vast mire which has the odd feature of attracting and trapping the dreams of those who pass through. The Chaos Orb hallucination. dormitories. on the moon. Instead. armada warships was on its way to invade a foreign port. The Ice Once a polar glacier.Dear Secret Santicore— for players I would like a list of interesting places tered by has been shat to explore on a world that er god awakening/crazy some kind of explosion/eld in pieces. they are dangerous all the same because the fetid 3. 5.. Bastion Bastion is a grim iron fortress... platforms. Armada (the name of the settlement) is ruled by The Admiral who is. libraries. a Admiral is also a woman and not entirely sane. now The Ice is essentially a giant. Travelers don’t often come across their own dreams in the swamp (unless they frequent the area). cataclysm that tore the land enough to How big are the pieces? Always big contain something interesting. but they do encounter the dreams of than illusions. In truth. etc. it is inhabited by countless 8. SHARDs OF THE WORLD gabriel@gabrielharley. 4. It appears at by an uneasy alliance of vampires and liches who have built a is chaos as undead and other photophobic creatures struggle for sparse resources. The portal if one can uncover them. Secret santicore 92 LOCaTIONs . or nearly so. Nytesyde 2. swallowing whatever it happens to contact and sending it to any number of random places in the multiverse. pulleys. vessels. Thanks! V. and paranoia. they have become the basis for a city of naval descendants. it is always on the move. etc. 6. It’s not really 7. in fact.
long-dead wizard while others insist that. In fact. however. albino. the subterranean mountain kingdom was split almost perfectly in half! In the ensuing years. Instead. darkened cliffs... Every few minutes. and gales that surround and pelt them. 10. The Spindle is perhaps the center of the broken world. or just out-do each other. rocky mountain range full of steep cliffs. 14. all stone. the Easterners and the Westerners. the Brotherhood of Karrin. It is said that this ancient order offers free wisdom and healing to any who knock at their door. Except that these statues constantly whisper and murmur to each other in an unknown language. Wormwood The tower itself appears to be abandoned. The whole place is crawling with bugs. Tel Quar Tel’Quar is a vast forest of stunning beauty. the two sides do not do well with sharing and are always seeking to outgrow.. 15. The landscape is a maze of terror and confusion. including the vast majority of livestock and good soil. up and out of sight and that every Essentially an asteroid-sized chunk of the old world’s crust. dragons. wherein the sages of old are interred. this area is riddled with caves and twisting tunnels. the dwarves of the onceunited mountain have reorganized themselves into two factions. the small handful of beings who have made it inside report that it contains a single staircase that spirals up.SHARDs OF THE WORLD Illustration by Jez Gordon 9. or death. outmine. if the language could be learned. At the summit of the stairs is the temple itself. each leads to another part of the broken world. forever frozen in their moments of triumph. but also because of the harpies who nest on the cliffs. Kingdom of Roth A human kingdom tucked away in a small. Travelers here end up as hosts for the “domesticated” wasps’ larvae more often than not. Some say it is just the trick of a crazed. up. and perhaps the secret to its remaking. but rumor has it their ruler is anything but. Men. Voices of stone In the center of this barren plain sits a ring of statues similar to those on Easter Island. Dwarves being dwarves. The Thuisand stair Set into the side of towering. It also is constantly spinning.. The Easterners control the better gold veins while the Westerners retained most of the food sources. rain. 13. three-mile long stone bridge now connects the possible invasion from the other. These doors do not lead to the outside of the tower. built by forgotten all around it are the crumbling remains of armies who seem to have been turned to stone in the midst of an epic battle. and maybe even to places far stranger. which means that “up”. However. cannibalistic elves who worship and protect them. dwarves. not only because of the fog. A single. 11. Roth is most noted for its red-armored knights who patrol the land astride giant wasps. and more. 12. kaidia I and Kaidia II When the world was broken. eternal warmth. cowardice. the stairs are treacherous. and perpetual sunlight. It houses many wild creatures but is most known for the herds of unicorns who reside there as well as the wild. few feet a door is set into the exterior wall (the center of the Spindle is hollow). this stone staircase base is an entrance to the subterranean catacombs of the ancient Temple of Karrin. The Spindle of Doors A lonely tower sitting in the middle of a plain of death and destruction.. “down” and other directions tend to change every few hours. BIG bugs. horses.. The Spindle is hundreds of feet high. which is still guarded by its ever-dwindling order of monks. The people of Roth are poor and simple. the statues’ words would reveal the cause of the Shattering of the World. Secret santicore 93 LOCaTIONs . elves. so was this dwarven stronghold.
make it that idea work. L. WILDERNEss HEX MaP GENERaTOR talidaar@gmail. Roll 2d6 to Climate column to determine the Climate of the island. Coastline. so no pressure.. Mountain Range.com by Iain Jones 2 Location Location Location Location Location Location Location Location 9 10 11 12 Plains Swamp Desert Settlement Desert Desert Mountain Settlement Swamp Scrub Plains Settlement Desert Scrub Plains Settlement Forest Forest Plains Settlement Forest Forest Scrub Settlement Scrub Scrub Plains Settlement Tundra Scrub Plains Settlement adjacent to that. River.g. Love. matching your result with the Terrain column on the table 1 choose the terrain you want to predominate. using the Climate’s column (above). (e. erwise. Roll the contents of the island from that point. Oth generating as fast to use as possible (maybe even several hexes at the same time). I’d but I failed making surrounding hexes into account. etc) 3 4 5 6 7 8 9 10 Island Ocean Ocean Ocean Ocean Ocean Ocean Ocean 3 4 5 6 7 8 9 10 Plains Plains Plains Mountain Forest Forest Swamp Swamp For Determining a River For Determining the Contents of an Ocean Roll through the ocean until an island is encountered. Secret santicore 94 RULEs .Dear Secret Santicore— generator I always wanted a random hex map it to take the love for of the one-page variety. or use the most common Left Left 6 Right Right For Determining DIRECTION a Line This direction becomes forwards. Road.
damage even on a miss. I recently had a largekskirhalf of the with the players keeping trac of to complete. you have two armies of organised soldiers with the same training and standard equipment in each. • Secret santicore 95 RULEs Illustration by Jez Gordon . Mass combat ( 100 soldiers) someone new enters the fray (reinforcements). Large scale combat ( 100 soldiers) • Say.ca by Lance “3llense’g” Toth The main concept is to abstract groups of combatants (or even whole platoons) into a single NPC with appropriate abilities.Dear Secret Santicore— ws me I’d like a simple sub. because the PCs’ position might matter). not a PC. and to run mish combatants.system that aallo le dozen a skirmish-type battle with coup . Their equipment is the equipment shared by every soldier in the group. for a group. even stuff. Their health is the number of people present. it still took an hour and a half Thanks! I. a NEW LOOK aT SKIRMIsHEs interstellar_deity@yahoo.
for a bunch of contemporary mercena No firearms. small hand Tactical Knife Secret santicore 96 SCIENCE FICTION & MODERN . windproof Multitool Parachute Cord. disposable Money in local currencies Phone Jammer Reversible Clothes Tactical Knife Zip Ties Recon Binoculars Compass Flare Gun GPS Maps. enough to fit ries. single Thread. solar GPS Mirror. Thanks! M. 200’ Plastic Trash Bags. 50 gal Prybar Zip Ties by Telecanter assault Tactical Knife COMms Battery Charger. sTaNDaRd IsSUE EQUIpMENT FOR MODERN DaY MERCs thirty6andrising@yahoo. micro. Rubber Scissors Tactical Knife Tent. pack.com Mechanic Bolt Cutters Duct Tape Lighter. signaling Satellite Phone Smart Phone Medic Adrenalin Shots Anesthetic Shots Bandages Flares Gloves.Dear Secret Santicore— e equipment I would like three to five standard issu le or back into a large duff lists please. local Mirror. surgical Covert Listening Devices.
A RANDOM ENCOUNTER GENERATOR FOR SHADOWRUN by Mike Cummings mike_cummings@rocketmail.Dear Secret Santicore— and their I would like a random table for people run.com sTREET pERPs security team). Thanks! M. Secret santicore 97 SCIENCE FICTION & MODERN . in Shadow personalities one might find 36 If this could be done on a 2d6 roll with results that would be ideal. of substance.
If they are not winning though. man was noticed by talent scouts early in his sporting career and it earned him scholarships to a varsity that he would never have of the family and is earning an easy living as a consultant for a family of La Costa Nostra. and he is capable of cyberware repair. Trusted for the most part she handles unusual situations with speed and discretion. he is prone to violent temper tantrums. Secret santicore 98 SCIENCE FICTION & MODERN .sTREET pERPs gene bomb that the mega corp created and the highly moral troll tripped over. as well as low level augmentation. is only too happy to gossip as long as you’re buying his wares and he sees everything that happens on the street. happy with his lot in life as long as his team is winning.
has contacts within media and is well schooled on every major event and its implications in this region. and even appreciates the irony of his own actions. Initially rigged for team. Tonight they beat the top of the table in the last astute. everyone in the area and will trade information for any sort of scraps he can get. maybe he’s a source of information.sTREET pERPs useful item he uses he plugs into rather than has them installed his time in jail he has become more tolerant of hate groups. but that is a ploy to get close enough to Secret santicore 99 SCIENCE FICTION & MODERN . maybe he’s a thorn in the players collective sides. They hit hard and fast and have substantial corporate sponsorship.
These are sacred relics and are treated with the world along the King’s pathways and preaching of his return. Many night by the cult. and great corridors believe in antique days he possessed magic which allowed him to During the apocalypse many of his statues were destroyed.Dear Secret Santicore— n: I would like a Post-apocalyptic Pantheoge from emer survivors of all-out devastation ted. their temples. and why? wasteland. What gods to they Thanks! J.” . L. believing that King will return to us in our time of need. in quiet contemplation. go towards the reconstruction effort.com by Dylan Atkinson and S. fools and Secret santicore 100 SCIENCE FICTION & MODERN .com the black disk cult “There’s also no medical proof that if you hear any collection of vowels and consonants. The new caretakers of the earth will wonder if these pylons were built to mark highways of unknown and forgotten power. priests will huddle under his statues for protection during thunderstorms. All clerics and lay worshippers are every few years. repairmen. mutated The blas their hiding places and roam theworship.blogspot. like the old stones are to us. PORTFOLIO: treasure hunters. The Invisibles The ancients loved this god so much that before the apocalypse buildings were permitted near these statues.Tom O’Bedlam. and they will usually pay handsomely for scrap. power stations being the most preferable. MEeT THE NEW gODS saME as THE OLD GoDs terriblesorcery.Frank Zappa A treasure hunter once came upon a crate full of LPs and a the six armed king “Think how mysterious they’ll appear. wanderers. that the hearing of that collection is going |to send you to Hell. Shirley doctor.” . and reinstate him by copying the statues that still stand.checkmate@gmail.
No one has ever assembled all of them in one place. Some starved.MEeT THE NEW gODS saME as THE OLD GoDs Illustration by Jez Gordon the donald aka the magnate. his devotees (called “Donaldiers”. A hair out of place may sour them on a otherwise sweet deal. conquerors. Many a group of gamblers have run afoul of this religion by using it in an inappropriate context. but rarely to their faces) have a few things in common. and anyone addressed in such a way should prepare for trouble. These “death bunkers” became anathema. usually an outcast or orphan child disliked by the rest of the settlement. politicians. it is rumored there are 20 holy Books of Donald to be found. Imagine your parents. “Trump” is a holy word. why would you ever go back? underground bunkers.” Their god is The Donald. we’re going to tax you 25 percent. the new Gods of the bomb shelter and the priesthood which placates them. and that returning to them would bring an age of long-lost innocence. he who fires “Listen motherfucker. Some went mad. they discovered that not everyone who hid in other bunkers survived. There are those who use the hair clippings of really successful “Donaldiers” for augury. breathe clean air instead of recycled. for no profane foot may tread those halls. His written word is extensive. barbers A DONALDIER HERESY: There is a small group who believe The Donald to have been a duck and that the true source of wealth is an Uncle that swims in seas of gold coins! This group has an unfortunate tendency to forgo pants for some reason arcane to all but themselves. some make their living by barter and trade. see the sky. They all want to be rich.. Only he knows the proper ceremonies and phrases to keep the King’s wrath in check . He guards the vault from the greedy and the curious. If you could get out. Most believe that if the entire written Word of Donald were correctly interpreted. Whether roaming freely or working in one town. but that doesn’t stop some from trying. called “Feeding the Vault”.” . Hair and appearance are very important to those who follow The Word of The Donald. and their parents all lived their whole lives without seeing the sun. usually concerning “the deal. beggars. and their parents. PORTFOLIO: the dead. painting himself ceremonies. PORTFOLIO: traders. The Kings’ devotees are happy to let Secret santicore 101 SCIENCE FICTION & MODERN . Some ran out of water. for good reason. the reader would obtain the key to unlimited riches.. eat real food. Each priest selects one successor. Each vault has its own King. The priests of the Vault Kings are shunned by most folk. This began the cult of the Vault Kings. after which the priest carries the deceased into the vault and seals it inside.Donald Trump Across the wasteland.” One phrase familiar to most is “You’re Fired!” It is only uttered by Donaldiers in the direst circumstances. They have a special language of code phrases learned from the Holy Books. madmen. and its own priest. miners A VAULTED HERESY: Some believe the Vaults are the birthplace of humanity. or fell victim to some systems malfunction. they live only for “the deal. They want others to accept The Donald into their lives and will read morals and slogans from their books to any who will listen. Each one lives near the vault that he guards.to prevent the world outside the vaults from sliding into madness and depravity. whose many holy texts they carry with them and read for inspiration. the vault kings Imagine being trapped underground for your whole life. No one was allowed inside. killing each other before turning their weapons on themselves. Although The Donald has no formal clergy. in case the madness or plague were catching.
Often a young sister will set out on what they call the and properly duplicate the ancient ceremonial vestments of those enlightenment to all. PORTFOLIO: strategists and strategems. orchard tenders. and lovingly strung up with the Mothers of the order. sisterhood of the cloth tree During the apocalypse there were many revolutions. corpses in regalia the color of the setting sun! and giving shelter to all manner of refugees from all manner of storms. shelter at night from a rather vicious and sudden hail storm. many. After death. elaborate shadows cast by the prophet’s followers in his radiance. In remembrance for what they believe The Garden once was. hangmen enough of their own trees. Thousands of injected. For martyrs or saints of the Sisterhood. treatment for the aches and pains one tends to accumulate in the quest for the fabled Cup of Lord Stanley. following the wrong rules will give misleading results! The ancient nature of their paraphernalia echoes into the present. Some were hung. And in the case of the Sisterhood. the Sister in question is preserved using certain secret rites. knights of the garden In the center of one of the many ruined cities that dots the be made ice and warriors from around the world would battle with sisters interpret the sounds and swaying of to predict the weather or your fate. but none return. they the pawnsmen losing had nothing to do with the harvests or the safety of a bunch Secret santicore 102 SCIENCE FICTION & MODERN . the greatest honor of all is to become part of the Cloth Tree. dressed in her robe and chimes.. generals and orphans.. have strayed from the faith and begun collecting and destroying the idols. They believe that only when all the idols are destroyed will of this splinter group are particularly dreary places of labor. they came across a strange structure of wood and metal wherein they crawled and huddled together for warmth through the night. Ritualistic strangulation is common. majordomos in charge of resource management. PORTFOLIO: tailors.MEeT THE NEW gODS saME as THE OLD GoDs them inside the vaults.
with a healthy dose of clay globbed on to boot. Heart of the tree. B. a random pile of shiny junk and piles of gold and silver jewellery. the occasional patching being phosphorescent. The walls are covered in a think layer of fungal slime that acts as Novocaine with a slight to avoid being paralysed for three hours after removal from the slime. If anyone brings light into the room. The slime mould will head to E if the players open the gate. A gate blocks access to E. Anyone dying or recently dead that gets some in or on their body will become a fungal “zombie” and burrow walls and ceiling already. several skeletons and large puffballs. else it seals permanently). covered in the transparent slime. the eco-terrorists also had a tonne of old tech weapons they scavenged. (intelligence check or in doing so you cause a cave in for 2d12 damage).” Map by Jez Gordon If that isn’t a draw.Dear Secret Santicore— for I would like a lair or set of encounters ant tant Future that feature only mut Mu plant monsters. It is covered in toadstools and mould. Cleaning it and splashing fresh blood on the heart gets it pumping again. This sealed room is full of salt lines and burnt out torches. failure triggering a cloud of spores. It moves fast and will arrive in 3 rounds. The well and similar sorts of things. Radiation levels are high near the glowing fungus. Of course entering this room summons the slimemould from the well in F. laying on top of a giant puffball. The tunnel forms a ring around the oak tree up top. It will reinfect the tree heart if the can Secret santicore 103 SCIENCE FICTION & MODERN . E. In between the salt lines are several random weapons. long rotted roots sprawling across the ground... This is the entry.me.. The tree will fungus (2d20 rounds). I wonder if that hole in the ground would lead to their secret cache of stolen valuables and ray guns. The grove it dominates is covered in rotten logs covered in fungus. F. Small mushrooms of all shapes and sizes. pouring into any opening. A pile of valuable and shiny looking material is at the back of this long. This region has a cobblestone well in an otherwise bare area.. The walls of this spherical room (meaning walls an d ceiling as well) are made of spongy fungus. The Oak Tree itself has a wheezing face peering out and occasionally whispering “help. The eco-terrorists seem to have been undone by mother nature. The walls are covered with scorch marks. The area is an earthen tunnel. Accidentally stepping on one releases a cloud of deadly spores (1d4 damage to all present). D. If the puffball is touched too suddenly it will explode in a cloud of corrosive enzymes for 3d6 damage. narrow and cramped tunnel (about two feet wide). Two rubbery and dissolving skeletons are also present. a beating heart (the size of an ox heart) that is grey and nearly dead. At the bottom of the well are literally buckets full of shiny metal trinkets and 3d4 metal weapons. C. blocked off by two cobblestone and scrap metal walls. At the end are 3 random metal weapons. digs into and attempt to spread their contagion. litter the area. Make a dex check for each thing a person wants to check out. the gate is controlled by a terminal/puzzle box (PC’s must win a game of “MASTERMIND” to open it. Thanks! K.com SYNOpsIs A cult of ecoterrorists worshiping a mutant tree! the giant oak tree up top however is covered in tree fungus and lichens. a. LAIR OF THE FUNGaLOIDs A SHORT ENCOUNTER FOR MUTANT FUTURE by Zzarchov liberinterdico@gmail.
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