Tuesday, May 24, 2022

Keosz



Keosz

Keosz is a humble trading post, populated by pilgrims who left populous cities to establish a communitarian  utopian movement, without hierarchy, traditions, religion, or laws. Visitors are welcomed, and those passing through will be able to purchase basic supplies. Many of the pilgrims are artisans and also offer unique items.

What about the pilgrims?

  • They throw their dead into a nearby well.
  • They are fanatics. The colony has collapsed into severe dysfunction. 
  • Many of them are twins.
  • They worship a majestic stone egg and pray it will hatch and transform the world. 
  • They can smell heartbreak on someone’s breath at 6 ft distance.

What do the pilgrims sell? (d12)

  1. Forked stick. Points towards areas with water. Also points to hungry beasts. 
  2. Tobacco. Blows monstrous shapes, taking a life of their own.
  3. Fine azure powder. After snorting, user can identify potions by smell.
  4. White ball. Turns a myriad of colors when touched, before settling on a deep green glow.
  5. Pair of glasses. They show grief.
  6. Miniature planet inside a glass jar. 
  7. Bottle of ink. Never goes dry or runs out.
  8. A crystal. Creates a flame when rubbed, doesn't burn.
  9. Vial of droplets. When added to a pile of excrement, it turn back into what it was before.
  10. Silk gloves. Can find secret doors at +2.
  11. Ear plug. Can read one thought within 10 ft for one minute, once per day.
  12. Cup. Makes an liquid poured into it evaporate instantly.


Resident complications (roll d8 on each of the 4 tables below and combine)
  1. Ex hero
  2. Ex alchemist
  3. Ex witch doctor
  4. Ex glassblower
  5. Ex pickpocket
  6. Ex prisoner
  7. Ex playwright
  8. Ex psychic
  1. Love at first sight with one of the PCs
  2. Awakened from the dead 
  3. Has a magical bloodline
  4. Witnessed  unspeakable atrocities
  5. Certain they are an advanced being
  6. Can recite spell-books, backwards
  7. Was raised by magical beasts
  8. Spends lavishly on donations to cults
  1. ... trusts only ...
  2. ... schemes with ...
  3. ... is a clone of ...
  4. ... owes a favor to ...
  5. ... worried about ...
  6. ... secretly loves ...
  7. ... secretly serves ...
  8. ... parent of ...
  1. Ex zealot
  2. Ex academic
  3. Ex hedonist
  4. Ex gravedigger
  5. Ex torturer
  6. Ex brewer
  7. Ex musician
  8. Ex cartographer

Art by Neo Rauch.

Thursday, May 12, 2022

20 Weird Weather Events


20 Weird Weather Events (d20)

  1. Tangerine fog. Any dead animals or plants temporarily come back to life.
  2. Violet lightning storm. Wherever lightning strikes, objects begin hovering and slowly rising up towards the sky. This effect lasts for 1d10 minutes, after which all the objects slowly descend.
  3. Emerald hail. Huge balls falls from the sky for 2d4 rounds. Seek cover or make DEX check each round, taking 1 damage on fail.
  4. Chrome yellow rain. Turns whatever strikes it invisible for 1d4 hours
  5. Light blue storm. Freezes isolated pockets of space, and transports them backward in time. Also has a minor teleportation effect, which is unsettling.
  6. Disorientation due to brief electrical storm. Magic casters must make a WIS or INT check or forget all spells for the day.
  7. Day inexplicably turns to night with 30 ft visibility. Or the night turn to blinding daylight. Lasts 3d10+10 minutes. -2 on ranged attacks.
  8. Light green ghost rain. It’s raining, but the rain seems to pass right through everything. 
  9. Pink noxious rain. Causes vomiting, fungus grows out of everything not metal.
  10. Blizzard blue ionized storm. Metallic objects randomly release sparks, small lightning bolts.
  11. Amaranth red pollen cloud. PCs cough up blood. CON check once per day, or lose 1 CON. 2 sequential saves over 2 days to recover.
  12. Orange gas. Mood altering, can cause victims to be loving or violent.
  13. Dread silence, lasting 2d6 hours. Spells requiring a verbal component cannot be cast. Roll save vs spells per hour or suffer -2 on all rolls due to terror. 
  14. Cyan acidic rain. Any exposed metal has 30% each round of being corroded. Metal is destroyed if rolls under 30% are made on two consecutive rounds. Lasts 2d8 rounds
  15. Scarlet red mist. Temporarily erases memories and language and makes creatures incapable of speaking, reading or communicating. Lasts 1d4 hours. Affects spells with verbal components
  16. Fragrant wind. Seems to pick up thoughts of those it passes. PCs have a 50% chance to pick out carried thoughts, and identify who a thought came from, even from hundreds of miles away.
  17. Silver rain storm. Creates fog when it strikes the ground, reducing visibility. All ranged attacks at -3, no visibility beyond 1d100+100 feet. Lasts 1d6 hours. 
  18. Lawful or chaotic sun rays. 50/50 chance of either. Glows blue or red, lawful or chaotic creatures in direct sunlight gain +1 bonus to all rolls, the opposite alignment gets -1 penalty. 
  19. Blazing comet. Crosses across the sky, either during the day or at night. Each PC should roll 1d20, highest roller is under a protection from evil spell for 1d12 hours.
  20. Gold dust. A storm of gold dust, but bottling or capturing it makes it dissolve.


Art: Moses the Leader (1926) by Nicholas Roerich