Thursday, April 28, 2011

X - eXperiments. Evil Experiments.

Abominations, failed experiments, disgusting monsters - who needs more to be happy? Here is a new random table with some gross and unpleasant stuff:

Creatures and monstrosities (roll 1d8):
  1. Grozhoth - evil wizard with tentacles instead of arms and legs, his face is upside-down. Robed in purple tatters, he travels in black palanquin carried by six albino, headless lizardmen.
  2. Writhing Mass of Primal Chaos – hard to describe ever-changing mass of pulsing tissue, raw power and utter madness. Combination of gibbering mouther, black pudding and nuclear explosion. Toxic, necrotic, dangerous and unpredictable.
  3. Skinless Mutant – huge, monstrous conglomerate of deformed bones, hardened tendons and bulging muscles. Capable of tearing warhose in two, it has a philosopher’s nature. However, usually it’s very hungry.
  4. The Worm Priest – leech-like mutant with some magical abilities. His mouth is transformed into a sucker, body is covered with thick, rubbery, dark-green skin and lower part of the body have form of maggot-like tail.
  5. Bird Men of the Forgotten Darkness – eyeless, pale-skinned, feathered mutants. Their arms are transformed into a Archeopteryx-style wings, heads have long, pointy beaks. They are somewhat intelligent, but unable to communicate otherwise than shrieking. They can “feel” the light sources in a similar manner to cockroaches.
  6. Ungarr-Thaan, the Slug Prophet. Disgusting psychopath that loves to shout about forthcoming doom (his second love is to kidnap children and devour them alive). He have protruding, yellow eyes and his skin is brown, wrinkled and covered with thick layer of horribly stinking, sticky mucus.
  7. Cthonic Malformation – deformed conglomerate of at least four creatures, melted into one horrible being. Filled with madness and pain, it dwells in a deepest caves, where it stalk and hunt its prey.
  8. The Spider Bride – failed genetic experiment, which was intended to create a spider-human hybrid. Unfortunately, its effect is multi-limbed, disfigured abomination. Able to climb walls, spit poison and produce web to entangle its victims, it’s highly intelligent, agile and dangerous monster.

Wednesday, April 27, 2011

W - Wyrms of the Underworld

I planned to post detailed info about dragon rulers of the Underworld, but I'm really sick, so everything I can do is post their names with a brief description.

Grax Bloodfang - the Old Black Dragon - most cunning and evil of all dragons. He lives on the island located in the middle of the great underground lake;

Thrax Emberfire - the Red Beast - furious and insane monster, lord of the deepest parts of the Lava Caves;

Vrax / Morax - previously mentioned here, but I've changed my vision of the game since then, so I decided to dethrone him :D Lord of the Galroth Spire;

Tanax the Silver-winged - also known as the Great Traitor. Outcast hiding himself in the Megastructure; also it's possible that he is trapped there.

Forgive me the general shittyness of this post - as I mentioned before I don't feel good today.

Tuesday, April 26, 2011

V - Void Swords

These jet-black longswords are magical weapons, made in ancient times by mysterious and long gone caste of the Worshippers of the Eternal Darkness (maybe they worshiped Nyogtha). There are at least six Black Swords, but its current location remains unknown.

Each Void Sword is a +1 weapon, but if it’s used against any sapient opponent, treat it as +3 sword. It deals +2 damage against sentient beings and any victim of 1 HD or less must make an successful save vs death or is killed outright. However, use of this weapon affects its bearer – as time passes he (or she) becomes increasingly cold and inhuman, as if the chill of Eternal Darkness passed to the holder of the Void Sword. Every time a sentient being will be killed with this weapon, roll d6. On a score of 1 reduce wielder’s Charisma score by one point. This loss is permanent.

Monday, April 25, 2011

U - Universal Builder Enitites

These huge, sentient automatons were designed to expand, repair and modify the Megastructure. Unfortunately, something went wrong and the Builders went mad. They began to expand the whole level in an uncontrolled way or reshape already existing places, sometimes making them bizarre and / or utterly useless.

Typical Builder is a colossal, spider-like machine (although some of them have reshaped themselves into other forms), equipped with very advanced matter converters, allowing them to transmute one substance to another. In addition, the have a variety of claws, drills and blowtorches, usable during less-complex tasks.

Builders absorbed in their lunatic “plan”, rarely attack any living beings, but if they do so, they are capable of attacking 1d6 opponents per round. Their weapons cause 2d6 or more damage. Self-repair modules and nanotech swarms reduce any damage caused by non-magical weapons by one point, also they regenerate 10 HP per round. UBE are immune to poison, charm (other than cyber-brain hacking spells and similar effect, such as i.e. Control Robot), sleep, polymorph, electrical damage and death rays. However, fire and acid damage is not reduced by one point, but can be regenerated, as can every other attack.

Some builders are worshipped as gods by the Megastructure’s savage tribesmen.

No. appearing: 1
Armor Class: 2
Move in Inches: 18
Hit Dice: 18
% in Lair: Nil
Treasure: Nil

Sunday, April 24, 2011

Megastructure - inspirations (by ExileHazard)

No text this time - only graphical inspirations about how the Megastructure's inhabitants may look like (not tribesmen but rather... the other ones). If you want some more, check out ExileHazard's deviantART profile. Unfortunately, I have no money to ask him for some commisions...







Saturday, April 23, 2011

T - Trap

Bored with common pits, spears and stone blocks? Here you go!

Roll 1d12:

1-2) Gravity trap A: victim is crushed by a sudden gravity growth. 2d6 damage with great possibility of breaking some bones during the fall. Victim must roll equal of less than his Strength on d100 to set free (anybody that helps him may add his STR).
3-4) Gravity trap B: victim is literally launched 2d6 meters up. when he falls he receives 1d6 damage per each five meters (or its fraction). If victim hits the ceiling, well… he receives 2 points of damage per one meter “beyond” the height of the ceiling.
5) Red’s Cage: big, rusty and animated cage. It have two limbs able to grab victim and push inside itself. AC 2, HD 6, it don’t cause any damage, but there is a 25% chance that it have something already caught (typical wandering monster for this region, but only one of them), so anybody pushed inside it may be in trouble. Cage is capable to contain 5 human-sized victims.
6-7) Click!: one of the party members steps on something… clicky (it may be a loose floor tile, stone or something else). Nothing happens until he raise his leg. If he does… nothing happens, except one thing – as long the trap button is pushed (and party members are thinking how they may save their friend) time in the dungeon passes twice as fast (especially for purpose of wandering monsters, random events, poison etc.).
8-9) Gong: another seemingly non-lethal trap. Activation of it causes the ringing of bell or gong located somewhere in the wall or ceiling of the room. It’s obvious that any inhabitant of the dungeon will hear it and probably will go to find out what happened.
10-11) Food contaminator: victim of this trap may now forget about all his food and water reserve. Any non-magical liquid he has is now transformed into urine and any food transforms into a disgusting and horribly stinking goo.
12) Spell sucker: it have no effect on characters unable to cast spells, but any spellcaster (cleric, magic user and so on) must save vs. spells. If he passes, he loses one randomly determined spell. If he fails, he loses all his prepared spells. Nice, eh?

Friday, April 22, 2011

S - Spire Cities of Khaal

The Spire Cities of Khaal are large rock formations in the north of the desert called the “Sands of the Past”. These rock spires, each several dozen meters high, are riddled with corridors and rooms, almost none of which are accessible from the ground level. Currently, some of them are inhabited by humans, but chambers in the highest spires are very hard to reach from the ground, so they remain unoccupied (or even unexplored).

On some ancient bas-reliefs from the Spire Cities region can be found images of strange, moth-like creatures, flying in and out of the spires. Some believe that these creatures had created the whole complex, but as it has been impossible to find any trace of these beings, it’s not possible to confirm (or deny) this theory.

In some of the spires have been found vertical channels or tunnels leading deeper into the structures (or maybe even into the underworld), but they have never been explored.

Thursday, April 21, 2011

Resources!

To be honest - I have no idea what to write for a letter R. Rats? Boring. Reshaping of the Underworld? Already done. Rivers? Who cares about rivers? Rome? Good idea! But wait... there is no fucking Rome down here!

So it's time for some sort of master index of all Underworld Kingdom resources. At the moment it's not very big list, but it will be expanded with time. Note: I will not include here any posts about "useless stuff" such as notes about geography, history etc. - unless you want it to be included.

2012-10-09 note: Charon Prime resources are not included.

A
Acid Fungi
Additional abilities
Advanced weaponry
Appearance of magical weapons
Appearance of Underworld forests
Armageddon Clock 
Armor Class and active defense
Ash'kari

B
Bandits
Bandits & Basilisks!
Behemoth freighters
Black Fungi 
Black Tower Gate

C
Captcha-inspired names
Character sheet
Classless Old School RPG
Combat abilities of gods
Cockroach King
Corpse Boar
Crow Sword 
Curse the Weak
Cursed dungeon rooms
Cursed potions 

D
Daggers of Traa'shkaa'vassl
Dead Ones (new class)
Death experience
Devastator torpedoes
Disturbing standards
Dragon additional abilities
Dragons of the Underworld
Drunkards
Dusts

E
Elasmotherium

F

Fate of NPC adventurers
Fractal gun

G
Gate of the Iron Skull
Ghatanothoa statue
Giant slugs
Gods of Ortix

H
Hellcrawler
Ho-ru

I
Immolator Missile
Incense
Inhabitants of the Underworld

J
Jade Shambler
Jewel of Pain

K
Keys

L
Lesser demons
Links between Ortix and other worlds
Lost Haven - rumors and legends 
Lovecraftian deitis in my game
Lovecraftian names

M
Memory Crystals
Morbid Lantern 
Mutations (list)
Mutations (how many of them - old stuff)

N
Names (Alarri / alien style)
Names (dwarvish style)
Names (general fantasy style)
Names (generator and guidelines)
Names (beginning with X)
Necrotic Phlegm
Nicknames of the kings

O
Occupations: criminals | entertainers | sci-fi | | science/mystical
Opening the Door Leading to the Yellow City of the Empty Mountain
Orb of Torment
Ossuary random finds

P
Pale Giants
Plague carriers

Q
Quartz Fungi
Quests 
Quirks

R
Raven's Gate
Reasons to leave city right now
Red Vengeance
Replicant NPCs 

S
Sci-fi locations
Sci-fi traps 
Skills
Space bar patrons
Space brothel mishaps 
Spell list - MU lvl 1
Spiny Armadillo
Storm Autocannon
Supernatural Horror in Old School RPG

T
TANK DOG
Things in the lake
Things in the mirror
Tombs
Torches
Toxic blood
Traitor King
Traits of the hirelings
Traps
Tribes of the Megastructure 

U
Umber Tome
Universal Builder Entities
Underworld forests 
Useless items
Useless weapons
Useless tomes 

V
Venomous bites
Void Swords

W
Weapon restrictions
Weapon upgrades
Weird items 
Weird places
WFRP hacks
Why they abandoned it?
Words of Disgust
Words of the Oracle

X

Y
Yeti staff

Z
Zsakrn

Wednesday, April 20, 2011

Q - Quartz Fungi (new monster)

Two to three-feet tall crystalline mushrooms. They are immobile and unable to attack. However, if touched or otherwise harmed, they can emit strange, nauseating, humming sound. Every person that hears this “Wail of the Mushrooms” (name given to it by underworld goblins) must save vs magic or fall asleep for 1-6 hours.

Quartz fungi are unable to attack or defend itself, but when they HP are reduced to zero, they explode with cloud of shrapnel-like spores, causing 2d6 damage.

Ho-ru (and maybe some alchemists) are able to extract hallucinogenic substances from the thallus of the Quartz Fungi.

No. appearing: 2-12
Armor Class: 5
Move in Inches: -
Hit Dice: 2+2
% in Lair: Nil
Treasure: Nil

Tuesday, April 19, 2011

P - Pale Giants (new monster)

Sometimes called the Ghast Giants, they are degenerated descendants of the once proud race, who disappeared from the surface world a long time ago. Perhaps they were slaves of the Shapers, which took them into the underworld. Pale giants have skin that is almost white and often no body hair. They have completely black eyes, and are very thin (almost skeletal).. They never attack in bright or well-illuminated places, where their ambush could be easily detected.

No. appearing: 2-12
Armor Class: 5
Move in Inches: 12
Hit Dice: 6 – 10+1
% in Lair: 45%
Treasure: 2500 gp + Type E

Monday, April 18, 2011

You CAN do it!

A little photostory about yesterday CoC game session. First - some rubbish generated during the game:


And some mysterious can people caught by our photographer:

First: Szal, a man who was inspiration for the Cockroach King. Character: Henry Nowak, former archeologist who have seen too much. Participant of many shootouts, now working in tabloid newspaper called Sensation and Mystery:

Second: Piotr, current Terminal Space translator and proofreader for B&B. His head is not compatible with a can. Character: Mysterio the Magnificent, performer and prestidigitator, he claims that he came from Providence, but in fact he is a redneck descendant from Ohio's hellhole named Pigwash. Relatively fresh (and sane) PC.

Next is Gogles the Potato-faced. His forhead was created to bear this can. PC: Doctor Faller, once world-renowned doctor and medical consultant, now deranged drunk and vagabond. Currently the oldest PC that is still active (however, his schizophrenia can be really nasty complication :D).

And finally, myself! My pointy head was unable to carry the burden of a can, so I was forced to hold it. Character: many cultists, Mi-go, one gug, one star vampire, one dark young, three sorcerers and one yithian - the vicious GM!

Note: three other players (including two ladies) and the photographer were not stupid enough to put the can on their heads. Too bad for them as they weren't immortalized on this blog!

O is for the Old Ones

Despite the fact that Ortix has its own gods (and there are more of them than just thirteen main deities), many more powerful forces seek opportunities to gain mortal souls for itself.

Thirteen Gods usually remains in opposition to the most of the Great Old Ones – not because of caring for the well-being and safety of the mortals, but just because they are jealous and hostile to all who wanted to interfere with their powerbase.
Here is a list of the most active Great Old Ones:
  • Shub Niggurath – it have cultists among degenerated inhabitants of the Jungle Caves, also some tribes of the Red Moon worship her;
  • Nyarlathotep – worshiped by cultists of many forbidden, apocalyptic cults;
  • Atlach-Nacha – Spider-god is worshiped by some of the inhabitants of the Underworld Kingdom, both Neanderthal, goblin, ghoul and human;
  • Hastur – it’s said that some of the cannibalistic mutant tribes roaming through the desert worships Hastur. Maybe they have some hidden sacrificial site somewhere amidst the wasteland;
  • Chaungar Faugn – some well hidden followers;
  • Eihort – some believe that members of the long lost Architects Guild, builders of the Maze of Torment, were worshippers of Eihort. Now it seems that he have no followers
  • Yibb-Tsill – worshiped by deranged hermits, fallen priests and madmen dreaming about the Dark Side of the Grey Moon.