Showing posts with label Locations. Show all posts
Showing posts with label Locations. Show all posts

Thursday, April 13, 2023

The Ostarian Gardens

These delightful gardens are home to a fellowship of tree elementals, who act as representatives of Ostaria’s ecosystem. They are guardians and inheritors to a consciousness stretching back to the origins of life. Some are so ancient, they don't recollect a time they did not exist. The roots of these trees extend deep, mingling with the roots of all plants throughout the region. The gardens are self-maintaining, the grass grows perfectly even, and everything functions as intended. Gardens such as this can be found throughout Aquilus, each with varieties of plant life reflective of the region in which they’re situated.

What's makes the gardens enigmatic?
  • Close observation will reveal the gardens appear to rearrange themselves. They cannot be mapped or remembered. Visitors who return on another occasion will find their recollections of the gardens are useless.
  • Fragments of the trees can be used to create +2 wooden weapons such as clubs, spears, and arrows. Visitors will face wrath if attempts to remove any wood. They will be attacked by leeches who attach themselves, draining hit points and possibly levels from everyone, and additionally, magic itself permanently from casters.
  • Visitors spending time here discover their deeds — both good and bad — are widely known by the elementals.
What else will visitors find here? (d8):
  1. Cave-entrances hidden by illusions which PCs of a lawful alignment can detect. They lead to other places.
  2. Tree elementals attempting to make babies.
  3. Numerous garden mazes, which are highly complex.
  4. A small pool of black water. Visitors looking in will see their reflections showing the deepest darkest evil within each of them. Clerics of lawful alignment feel wrath from their god and must make a WIS check, or lose abilities until they atone.
  5. Hundred or thousands of statues, possi- bly petrified by nature or otherworldly powers.
  6. Enchanting birds weaving new sections of the gardens.
  7. Fruit never falls from trees, but is ripe for picking and eating. Some fruit possesses magical properties, a few varieties are deadly.
  8. Anything which dies immediately turns to dust.

Friday, September 16, 2022

50 Weird-Fantasy Hex Landmarks


Roll (d50): 
  1. A settlement circled by gargantuan winged beasts.
  2. Monolithic columns surrounded by fog at the base.
  3. A 1000 ft diameter shaft of flame rising into the heavens from an enormous pit.
  4. Structures of constantly shifting colors.
  5. Dozens of perfectly preserved statues carved from a precious stone, depicting mythic beings.
  6. A ziggurat with holy people standing at the top.
  7. The bones on an enormous beast, 3d100+300 ft in length.
  8. Hundreds of ornate mausoleums of past rulers.
  9. A large well, overgrown with brush and filled with waste oils.
  10. A carved megalithic block with inscriptions of various laws throughout Aquilus.
  11. A settlement filled with houses made from tanned human skins.
  12. Several tunnels at the perimeter of a pit, they run deep into the earth. 
  13. Fields with corroded metal cylinders on the ground arranged in mathematical patterns.
  14. A settlement of houses built on the backs of large creatures. The town is nomadic.
  15. Dozens of pits. It is impossible to estimate how deep they are. 
  16. Dull-gray rocks with swirling patches of electricity surging through them.
  17. A military training base.
  18. The ruins of a recently burned settlement lying in ashes.
  19. A rotting aqua-duct defaced with holy symbols.
  20. A  lush area filled with savage plants and hidden predators.
  21. A canyon of breathtaking majesty.
  22. Plains of grass with dim dancing lights above.
  23. A settled marsh area with stilt houses.
  24. Amphitheater of statue shrines, dedicated to gods and heroes.
  25. A large grassy field where the grass is perfectly rigid. The grass acts as tiny daggers.
  26. A pond of acidic water. The reflections are not what they should be.
  27. Secluded homes, dense with an unseen population.
  28. A titanic living shadow.
  29. Geysers randomly erupt. They cause strange mutations to those caught in them.
  30. Mounds of revolting garbage and faeces.
  31. The remains of prison, with courthouses, execution facilities and holding cells.
  32. A submerged mystical fountain.
  33. Large, sensuous flowers of all hues grace a meadows. 
  34. The roots of a massive gargantuan dead tree.
  35. Several dozen poles mounted with signs, pointing towards various distant lands.
  36. Carved trio of protruding faces all looking and pointing the same direction.
  37. A small settlement which is a utopia. 
  38. A garden infested by deadly plague.
  39. Billions spheres of water like a sky ocean flying by and forming patterns.
  40. Cracks appear when walking on the ground, but disappear once people have passed.
  41. Town where buildings are created from monster bones, scales, and giant insect carapaces. 
  42. A glorious estate. Everything is strangely pristine. 
  43. Huge cavern system, which is a dead creature's digestive tract.
  44. A drifting garden of floating reflective liquid orbs in various sizes.
  45. A tower with a large network of tunnels created by the former residents.
  46. A tower with a beam of light shooting into the sky, visible both night and day.
  47. A huge necropolis with hundreds of tombs and headstones.
  48. An area filled with giant footprints, foul smelling contaminated water remains in each one.
  49. A pleasure palace. 
  50. The collapsed and eroded blocks of an ancient structure concealing the entrance to a vault.

Friday, August 26, 2022

20 Megastructures



Roll (d20):
  1. A labyrinth of mazes, reaching deep into the earth. It is said that if you can find your way to the centre, you can have any wish granted.
  2. A tower that stretches from the bottom of a very deep pit, all the way to the top of the sky. It is said that if you climb to the top, you will be able to see the future.
  3. A vast desert, stretching as far as the eye can see in all directions. In the centre is a small oasis, and it is said that if you drink from the fountain there, you will be able to see the past.
  4. A giant clock, perpetually resetting itself to zero. All who look upon it fall into a deep sleep, from which they never wake.
  5. An array of enormous mirrors, orbiting the sun, which reflect and magnify its light, making day and night unnaturally bright.
  6. A crystal palace, in the middle of a great desert. It is said that if one breaks even the smallest piece of the structure, the entire palace will shatter.
  7. A city, contained within a single, enormous glass bottle. The citizens are said to be under a powerful curse, dooming them to live out their lives inside.
  8. A staircase, leading up to the sun. Each step is made of a different kind of metal, and no two steps are the same size.
  9. A library that contains every book ever written. It's possible to get lost in here for years and never find the same book twice.
  10. A cathedral made entirely of glass. The stained glass windows show scenes from other worlds.
  11. A vast white city, so beautiful and perfect that it is said to be the work of angels. It has no doors or windows, and no one has ever found a way in.
  12. An island that is the home of a giant tree. The tree is so big that its roots form mountains, and its branches provide shelter for an entire city.
  13. A tree, as big as a mountain, with a trunk made of stone and leaves of metal. It is said to be the first tree, and the source of all metal in the world.
  14. A palace, made of a crystal so clear it is almost invisible, that contains the throne room of the queen of the fairies.
  15. A black pyramid, miles on a side, built on the edge of the world. It grows larger every day, threatening to consume the world.
  16. A thin metal rod, a million miles long, that stands upright. At the top is a small platform where a single person can stand.
  17. A transparent orb the size of a small planet. It is completely empty inside.
  18. A lattice of powerful magical crystals, embedded in the rocks of a mountain. The mountain is slowly growing as the crystals absorb magical energy from the surrounding area.
  19. A flat mirrored plain, a thousand miles across, and perfectly flat. Thought to be created by god, so they could see their reflection.
  20. A city build on the back of a giant turtle, that slowly swims through the planes, stopping at other cities to trade.

Art by Neil Blevins

Sunday, June 19, 2022

50 Planets & Astronomical Objects



Roll (d50):
  1. Star, our own sun, going supernova; 4 billion people evacuated to other solar systems.
  2. Terra, Earth-like planet inhabited by war-like humans with no technology beyond Bronze Age.
  3. Twilight, red dwarf star with a planet in a permanent eclipse; unique crystal life.
  4. Union, planet-sized space habitat with 1,000s of microclimates, cultures, & languages.
  5. Vacca, planet with 90% ocean coverage; home to giant space whales & other mysteries.
  6. Zero, nameless, dark world; all matter pulled into a single point in space-time.
  7. New Terra, birthplace of humanity, now a Marian world with several moons, including New Earth.
  8. Trappist-1, star with 7 Earth-like planets, 6 of which may support life; huge research focus.
  9. Vega, blue-white star, 2nd-brightest in night sky, with 50 billion planets in “Goldilocks” zones.
  10. The Watchers, advanced AI that observe and study all other civilizations in the galaxy.
  11. Zara Prime, jungle world inhabited by six-limbed felines on primitive level of technology.
  12. 4 Vesta, large asteroid, heavily mined for rare- earth metals by major corporations.
  13. Hebe, small, rocky world, heavily cratered, with a single research outpost.
  14. 8942 Edna, cold ice giant, home to a settlement of exiles and criminals.
  15. Charon, largest of Pluto’s moons, site of a shadowy industrial base with unknown purpose.
  16. Terra Alta, mountain-sized chunks of stone and metal orbiting a white dwarf sun.
  17. Terranova, post-terraformed world with superdiverse fauna and flora, but high volcanic activity.
  18. Tethys, giant ice asteroid with a single moon, mining colony for H2O and N2.
  19. Titania, settlers on largest of Uranus’s moons must deal with extreme cold and constant night.
  20. Uploaded, post-singularity world where everyone is a digital intelligence, inhabit virtual reality.
  21. 5H-1V4D.06, post-apocalyptic world where only the strong survive in a lawless land.
  22. Valdoran, first contact mission goes wrong when huge, carnivorous plants overwhelm ship.
  23. Tomoe, tiny water world; heated by volcanic vents, teams race to exploit it.
  24. 3X-T4ND.02, agrarian world with long winter nights & short summer days.
  25. Vanduul, home system of space pirates, 3 habitable worlds, raids common.
  26. Vega Prime, thought to be first extra-solar human colony, disappeared mysteriously.
  27. 12I-U2.01, planet with a night side & a day side, but they are slowly converging.
  28. Kula-gul, black market system, also known as the “wheel of fortune”.
  29. Illium, luxury resort world, base of operations for merc groups and corporations.
  30. Rannoch, Quarian homeworld, under siege by the Geth.
  31. 4T-3R0N.07, once-thriving mining colony now haunted by the ghosts of the dead.
  32. Thessia, ancient and beautiful home to many of the galaxy’s schools.
  33. Feros, human colony, abandoned by the Alliance, now overrun by feral geth.
  34. Vegas, populated by immortals who can reset their age, appearance, and memories at will.
  35. Xur, presence of this dark energy field kills all organic matter, but not machines.
  36. 9G-L0NG.15, abandoned research station orbiting a black hole; external time dilation.
  37. Starfish, mobile sun-sized organism consumes energy & resources of entire systems.
  38. Taiki, research station on edge of star with debilitating psychosis-inducing light.
  39. UK-L853.02, corporate state where work is product & vacation is slavery; the poor riot.
  40. Vafar, desert world whose sun is dying, making it a popular gladiatorial arena.
  41. Zuni, home to homicidal AI that wiped out its creators; might do same to others.
  42. 7O-GLE.03, tourist destination with recorded incidents of people going mad & disappearing.
  43. Omega-4, a.k.a. “The Great Trash Heap”, used by corporations to get rid of waste.
  44. Nirvana, rebel base world, heavily defended and well-hidden.
  45. Zhang Fei, Agricultural world, known for the best food in the galaxy.
  46. Babylon 5, Earth’s space station, site of major peace talks and the Babylon Project.
  47. The Island, a.k.a. “The Lost City”, a planet that was once home to a great civilization.
  48. Arvuna, desert world home to a sapient race of plant people.
  49. Mira, jungle world. Site of a secret government laboratory.
  50. New Earth, second human colony, thought to be lost but recently re-discovered.

Monday, June 13, 2022

50 Encounters in the Underworld


Roll (d50):
  1. The Whispering Graveyard, full of restless spirits.
  2. The Eternal Prison, said to hold an immortal foe.
  3. The City of Shadows, a place of dark secrets and lies.
  4. The Forest of the Shade, the trees are alive and watchful.
  5. The Ivory Tower, built of human bones.
  6. The Palace of Rust, home to the Iron Duke.
  7. The Library of the Damned, where knowledge is a curse.
  8. The Maze of Madness, where the walls are alive and hungry.
  9. The Garden of Dreams, where reality is an illusion.
  10. The Domain of the Doppelgängers, where all is not as it seems.
  11. The Fortress of the Faceless, home to the nameless creatures of the night.
  12. The Tower of the Titans, where giants walk the earth once more.
  13. The Lost city of the Seers, drowned in time.
  14. The Coliseum of the Damned, where undead beasts fight.
  15. The Arena of the Lost, where gladiators battle to the death.
  16. The School of the Necromancers, teaching the dark arts.
  17. The Blackest Mountain, cover in ash.
  18. The Devil's Playground, where toys never break.
  19. The City That Dreams, where all nightmares come true.
  20. The keep of forgotten truths, now madness.
  21. The Harrowed fields, where the air screams.
  22. The Court of the Black Queen, where all kneel.
  23. The Mausoleum of Lost Souls, where none can rest.
  24. The Arena of Blood, where only the strong survive.
  25. The Forge of the Damned, where all are tortured.
  26. The Palace of Mirrors, where all truths are lies.
  27. The Abino Queen, who only sees in black.
  28. Maggot-Ridden Corpses, piled high in heaps.
  29. Gnawing Hounds, led by a skeletal master.
  30. The Lich Lord's Treasure, guarded by a skeletal dragon.
  31. A Slumbering Beholder, dreaming of domination.
  32. A City of Shadows, where the sun is never seen.
  33. A Forgotten King, entombed in a dreaming coma.
  34. A Mad Wizard, babbling in a cell of his own making.
  35. An Ancient Green Dragon, slumbering on a hoard of treasure.
  36. Angelic Custodians, cleaning the Eternal Archives.
  37. The Architects, designing universes from blueprints.
  38. The Infinite Darkness, brimming with stars.
  39. The Celestial Bureaucracy, filing away hours.
  40. The Great Wheel, spinning through time.
  41. The Gates of Horn and Ivory, leading to dreams.
  42. The Underworld Express, speeding through the darkness.
  43. The City of the Dead, home to the departed.
  44. The Lost Library, searching for any who remember.
  45. The Academy of the Artificers, rivalrous and dangerous.
  46. The Court of the Thousand Fools, a jester's paradise.
  47. The Palace of a Thousand Doors, forever shut.
  48. The Void Between the Worlds, choked with souls.
  49. The Gloom, a place of endless night.
  50. The Observatory of the Gods, said to see all.

                                                                        Thursday, June 2, 2022

                                                                        50 Cities, Citadels & Other Weird Structures



                                                                        Roll (d50)
                                                                        1. Gigantic creature made entirely of volcanic glass, eternally frozen in the act of birthing an even more massive offspring.
                                                                        2. Sprawling city made of the corpses of dead gods, still twitching and moaning in their eternal damnation.
                                                                        3. A cathedral that is also a living creature, its stone walls writhing and its gargoyles howling.
                                                                        4. A city within a city, each building a smaller replica of the one it surrounds, until the very centre where a single miniature building resides.
                                                                        5. A school of thought manifested as a physical structure, where great minds can be found debating with one another in the halls and classrooms.
                                                                        6. A floating palace made of cloud and rainbows, where the sun and moon converge in the sky to form a third light.
                                                                        7. A building that is also a mirror, reflecting back whatever is placed before it, no matter the size or nature.
                                                                        8. Flailing mass of tentacles, bony plates and vestigial mouths, seemingly carved from the stone of an ancient city buried beneath the earth.
                                                                        9. City block sized creature, composed entirely of eyes, wailing eternally in tongues unknown.
                                                                        10. A single tree, bearing fruit of an unknown kind, hanging in the middle of an infinite black void.
                                                                        11. Great chain-beacon, a fiery mountain-top citadel surrounded by a constantly smoking sea of lava.
                                                                        12. A city in the clouds, accessed by towers of crystal and metal rainbows.
                                                                        13. A palace made of inverted glass pyramids, their points planted in the earth.
                                                                        14. A colossal tree with a city in its canopy, its trunk a spiraling stair leading to the heavens.
                                                                        15. A school forcity in which all the lessons and academic buildings are suspended by a single massive ballast stone.
                                                                        16. A seemingly abandoned city, with every door and window boarded up. But if one looks close enough, they can see thousands of pairs of eyes staring back at them from the cracks.
                                                                        17. A colossal tree, with a city living in its branches, its roots tearing through the ground below like grasping fingers.
                                                                        18. A transparent fortress, made entirely of diamond, in which everything and everyone can be seen as if under a microscope.
                                                                        19. A city in the shape of a cage, with great spires reaching up to the sky, meant to keep something in, or keep something out.
                                                                        20. A living mountain, whose every step shakes the ground, and whose breath is a storm.
                                                                        21. Great redwood palace, riddled with tiny holes, like a honeycomb, through which an eerie green light shines.
                                                                        22. Mountain top arena, where two teams of magi face off in a grand game of capture the flag, using summoned creatures as their pawns.
                                                                        23. A city within a city, an entire metropolis contained within a single building, each district separated by walls, bridges, and streets.
                                                                        24. Floating fortress composed of a patchwork of salvaged ships, lashed together with chains and sails billowing in an otherworldly wind.
                                                                        25. A building that is alight with a raging inferno, but does not burn.
                                                                        26. A giant sundial, where the hours are told not by the sun's progress, but by the whim of the winds, which can speed up or reverse time at their leisure.
                                                                        27. A palace made entirely of crystal, where every voice echoes a thousand-fold, and every footstep shatters a thousand shards.
                                                                        28. A city in the clouds, where the buildings are held aloft by massive balloons, and the only way to travel between them is by flapping great wings of feathers and wax.
                                                                        29. Great birdcage of living metal, wires sparking with electricity, holding aloft a single white feather.
                                                                        30. Drum-shaped keep, every surface a different musical instrument, eternally playing a discordant melody.
                                                                        31. Castle in the form of a many-eyed, many-mouthed woman, screaming in silent terror.
                                                                        32. Transparent fortress of unbreakable glass, full of identical clones of a single inhabitant.
                                                                        33. A house of cards the size of a city, constantly rebuilding and collapsing in on itself.
                                                                        34. A cathedral in which the pews and rafters are carved with the howls and agonies of the damned, while the floor is a single great stained glass mural of the final judgment.
                                                                        35. A manor house with a great sundial in the front yard, with each hour represented by a different season, and each season by a different climate.
                                                                        36. A city of fortress-sized blacksmith's forges, with billowing smoke day and night, and the incessant sound of a thousand anvils being hammered.
                                                                        37. A floating palace of opalescent crystal, illuminated from within by a thousand candles, each representing a different star.
                                                                        38. A temple whose ceilings and walls are alive with constellations, and whose floor is a great map of the cosmos.
                                                                        39. A mix of every material known to exist all thrown together to create a single jumbled mess of a temple.
                                                                        40. A city sized mill with mountains for grinding stones, valleys for chutes, and a stream of lava for a flowing river.
                                                                        41. A school where everyone is both student and teacher, and the only lessons are those learned in dreams.
                                                                        42. A single tower that extends up and down through all planes of existence, with an infinite number of rooms, each containing something different.
                                                                        43. Dormant volcano sporting a great cathedral grafted to its side, belching lava-encrusted bells.
                                                                        44. Great obsidian ziggurat, gears and cogs turning eternally to some unknown purpose.
                                                                        45. Vast city made completely of gold, all evidence of industry or habitation hidden behind opulent facades.
                                                                        46. A palace made completely of wax, slowly melting in the heat of twin suns.
                                                                        47. Sprawling fortress partially submerged in a murky green swamp, its towers and parapets adorned with weeping gargoyles.
                                                                        48. Enormous beehive made of petrified wood and obsidian, swarming with crystalline bees the size of mammoths.
                                                                        49. Gigantic geodesic dome over a great city, the interior a pristine crystalline environment, completely sealed from the outside world.
                                                                        50. A city on the back of a living, moving creature the size of a mountain, its countless spires and bridges draped in cascading vines.

                                                                        Art by Tim White.

                                                                        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, April 14, 2022

                                                                        The City of Sphäre


                                                                        With a populace of just over a million, the majority living in slums, Sphäre is a notorious hub for Aquilus' most sophisticated marketplaces for predictions. Patrons can stroll streets and side alleys, finding fortune-tellers who desperately pitch information and visions of a potential future.

                                                                        Prophets and seers are not born with gifts however. They are addicted to stardust, each speck containing a part of the collective memory and potential of the universe. This allows the addict to enter cosmic consciousness, experiencing everything as a whole, rather than a chain of separate events. The raw dust is transformed into an ingestible narcotic in Sphäre's underworld by the nefarious elite, a dark and twisted experiment in how the future can be defined by those who stand to profit from it. 

                                                                        There is no cure for stardust addiction, which causes irreparable mental and physical trauma, loss of purpose and meaning, and eventual descent into self-destruction.

                                                                        Roll on each table below and combine results:

                                                                        Discoveries

                                                                        You come across... (d12)

                                                                        1. A city quarter where bio-mechanical humanoids reside, shunned by the populace. Some are former prophets. They spend their days churning complex clockwork machinery for no known purpose.
                                                                        2. A building where dead, celebrated prophets can be visited. They are entombed in clear, solid black glass. They appear to sometimes move inside if closely inspected. 
                                                                        3. Shops that sell crystal balls and divination cards. Some offer unusual items, such as luminescent superconducting ceramics and liquid crystal gel.
                                                                        4. A desolate necropolis where dead prophets are buried. It is decorate by enormous stone carvings resembling children's toys. Sphäre's children have carved these.
                                                                        5. Walled section of the city covered with obscene murals. There are hundreds of intricately carves marbled staircase that lead to nowhere.
                                                                        6. Garden overgrown with weird fungi and lichen. Here stand statues depicting Sphäre's greatest prophets. Each day their poses magically change. 
                                                                        7. An ancient golden barge which can fly, ready to take travelers to exotic destinations. It's very expensive.
                                                                        8. A building adorned with millions of valuable gemstones. Nobody seems to ever try to steal them. It is illuminated within by oil lamps which are rumored to burn for eternity.
                                                                        9. An park where statues of false idols stand. They have all been decapitated. Plants rarely grow here.
                                                                        10. A river of pure milk that that glows by night. Mothers come in the mornings with buckets, to collect sustenance for their children.
                                                                        11. A quarter on the outskirts of Sphäre, where a project has been continuing for hundreds of years to dig an endless hole to reach to the other side of the world. 
                                                                        12. Huge monoliths believed to have been designed by an ancient species. Some say they are inhabited by souls of Sphäre's original prophets.

                                                                        Encounters

                                                                        You meet...(d12)
                                                                        1. 2d4 children of prophets
                                                                        2. A suspicious hypnotist
                                                                        3. A fanatical cartographer
                                                                        4. A scared writer of riddles
                                                                        5. 1d3 feared elites
                                                                        6. A traveling show of mutants 
                                                                        7. An enigmatic wealthy outsider
                                                                        8. 1d3 merry priests
                                                                        9. Sphäre's oldest sage
                                                                        10. 1d4 disaffected plague victims
                                                                        11. 1d4 decadent court jesters 
                                                                        12. A bio-mechanical human
                                                                        ...and they are (d12)
                                                                        1. ...standing in front of a young oracle and being entertained  by amusing cantrips.
                                                                        2. ...bickering they paid too many gold coins for a prophetic reading. 
                                                                        3. ...demanding the players make a payment to the city.
                                                                        4. ...holding a basket of fresh, bloodied, human ears and eyes. These belong to prophets.
                                                                        5. ...attempting to crack open some very large unhatched eggs.
                                                                        6. ....kneeling in tribute to what they claim to be a demon summoned from another plane. There is nothing there.
                                                                        7. ...mercilessly beating a beggar, whilst laughing the entire time.
                                                                        8. ...bizarrely-deformed, running out of a palm reader's shop and screaming.
                                                                        9. ...picked up suddenly by a dark-winged shape that swooped from the sky.
                                                                        10. ...attempting to trade potions for armaments with the PCs.
                                                                        11. ...fending off a swarm of biological horrors.
                                                                        12. ...loudly predicting doom. 

                                                                        Saturday, November 14, 2020

                                                                        The Settlement of Protu


                                                                        Here's a preview of a hexcrawl location from Aquilus issue #2, coming soon. Proto is located in a region of Aquilus called Ostaria, which the forthcoming issue will focus on.

                                                                        Protu
                                                                        Standing within a clearing of saturated swamplands is a settlement that has invented a thanatotic compound, which allows users to get a glimpse at life after death. The highly valuable, sought-after substance is supplied as an extremely addictive opiate to the very wealthy. It is extracted from highly poisonous fungal growth that is scraped from tree trunks in the surrounding areas. This area is pervaded by vicious predators, and teeming with disease. It smells putrid, like decayed animals and boiled urine.

                                                                        What about the residents? 

                                                                        • They have photosynthetic skin which allows them to produce their own food in sunlight. 
                                                                        • They do not permit laughter or singing. Punishments for violations are severe. 
                                                                        • A family of three lives here, with flesh that looks like translucent gelatin. The residents are secretive about them. 
                                                                        • They can instantaneously eject ink from the pores of the skin, which envelops them in a mist and protects them from spells. 
                                                                        • They make saving throws vs all magic at +2. 
                                                                        • The children spend their days stroking dead animals with thigh bones of the dead. The stroking produces miniature lightning storms of static. They store the electrical discharges in jars, which are then used to illuminate the home interiors at night.
                                                                        • They communicate with deadly insects that guard their settlement at night.

                                                                        Wednesday, April 3, 2019

                                                                        Whoever Eats my Flesh


                                                                        The PCs enter a damp, room with a thick fog covering the floor. The walls and ceiling are covered with plants. From the dense foliage at the furthest part of the entrance, a figure will walk forward towards the PCs. He is human in scale and is completely made of vegetation and looks to have long hair and a beard. He appears old, messianic, wise, joyous and friendly. The plant man is a former wizard that experimented with travelling between planes. Something went awry and now he is here. He will stop at least 30’ from the PCs. If the PCs speak, the plant-man will answer back. He tells them he has a gift for all journeymen entering their structure. The gift is a part of his body which needs to be ingested. He answers no questions and insists that investing his body will provide the answers the PCs need. If the PCs agree, he will move a small part from his body that looks like a yam and hand it to each PC. This vegetative matter is a hallucinogen which will cause various effects. Roll d12:
                                                                        1. PC hallucinates and remembers their childhood. Begins to mindlessly sing lullabies. Is overcome by feelings of compassion and will be unable to attack another living being for 1d4+4 turns. 
                                                                        2. PC falls to the ground and goes into embryonic position. Has intense hallucination which is ecstatic, with numerous profound insights into their own life. Hallucination lasts 1d4 turns. Add 1 permanent point to Intelligence. 
                                                                        3. PC takes off all their clothes and begins rubbing themselves into sexual ecstasy. Add 1d3+1 temporary luck
                                                                        4. PC sees time and space vibrating simultaneously. Judge can randomly determine 1d3 rooms in the dungeons which PC can have prior knowledge before entering.
                                                                        5. PC develops telekinesis and can read thoughts of all living things. Lasts 1d10 + 2 turns. 
                                                                        6. PC becomes disembodied and turns to spores. They regenerats in the garden and are now part plant for the next 1d10+10 hours. The plants will fall off their body after that time. Add 1 to Intelligence. 
                                                                        7. Hallucinogen is poisonous to their system. Fortitude save (DC12), or 1d4 damage to HP and permanent loss of 1 to Stamina. If save is successful, then PC is so terrified and will suffer a -1d8 on all DC checks, initiative and attack rolls for the next 1d10 +2 hours.  
                                                                        8. The plant man will answer 1 question in great detail the PC asks. 
                                                                        9. The PC develops a third eye in the middle of their forehead. Add permanent 1d4 to Luck. 
                                                                        10. The PC communicates with a greater god and switches to the opposite alignment. If they are neutral, they have a 50% chance of becoming Chaotic or Good. Effect is permanent. 
                                                                        11. The PC sees such incredible and overwhelming visions. Will save (DC13) or they begin to poke one of their eyes out with either their fingers or an implement they have on them. Take 1d3+2 damage. 
                                                                        12. The PC becomes ecstatic and splits into two. They now have a doppelgänger with exactly the same stats which they can control for 1d3 days, after which time the doppelgänger dies. It can be kept alive by dark sorcery. 
                                                                        The plant-man will not attack the PCs. He is a wise guide. If he is attacked, whatever is cut by an implement will regenerate in 1d4 rounds. If he is burned, he will regenerate in random part of the room. If the entire room is burned, he will regenerate from a microscopic piece of vegetation in the room. He is impossible to eliminate completely and will always be friendly if he regenerates.

                                                                        Sunday, October 14, 2018

                                                                        As Eternity Opens

                                                                        The PCs are in a dungeon and enter a room with no ceiling. Looking up, they observe an ominous black sky filled with countless bright stars. It’s odd because they're certain they are several levels underground. If they climb out of the room, they find themselves on a completely flat, featureless landscape. The sky continues to the horizon in all directions, there is dead silence and it is lifeless.

                                                                        If the PCs travel more than 1d100+500 feet from the exit, they become bewildered and lost. Irrespective of which direction they travel in, they periodically stumble upon another hole in the ground, the exact room from where they exited. They discover a hole every d100: (1–90) 1d20+20 minutes. (91–95) 1d10+1 hours (96–98) 1d100 miles. (99) 1d100 years. (00) 1d100 centuries. The PCs can climb back inside and continue the adventure, otherwise they inexplicably discover the same hole, again and again, for all eternity. The PCs will never hunger, thirst or age and the night will never become day.

                                                                        The PCs gradually suffer stat loss if they chose to stay outside, as they begin to lose their minds. Each PC makes a Will save (DC10) every 1d3 days spent above the dungeon. If the roll fails, the PC suffers 1d3 Personality loss, which recovers at 1 point every 1d3 days. If Personality reduces to 0, the PC becomes insane.

                                                                        Friday, October 5, 2018

                                                                        The World is Made of Words

                                                                        The PCs enter a room where humanoid entities called Language Miners are operating some kind of free-standing machine full of knobs, dials, levels and chimneys of various widths and heights. The machine is made of an unknown material. The design looks like it could have come from the Victorian-era Industrial Age of the 19th century.

                                                                        The Miners are using the machine to create language, the substance that builds the world. Letters of the alphabet rise from the chimney which initially appear solid, but slowly become a smokey, translucent substance and melt into air.

                                                                        If the PCs ask the Language Miners any questions, they answer back with the following. Roll (d7):
                                                                        1. “It’s been a long time since we’ve seen you...we’ve been expecting you. We believe you have many questions for us”
                                                                        2. “A mystery solved loses all luster...let us preserve the wonder of this event by leaving it unexplained”
                                                                        3. “In this circumstance, I can think of no useful magic.”
                                                                        4. “It’s creator would be proud to see such an inventive use for this device.”
                                                                        5. “Your lives hang in the balance. What is your choice?”
                                                                        6. “You have picked such an inconvenient time to arrive....I’m afraid we can’t attend to you at present. We are unable to take any questions at this time”
                                                                        7. “We have some very, very bad news for you...what you are searching for is very far away from here. And by the way....you are all doomed.
                                                                        Language Miners: (4 or more): Init +1; Atk language blast +1 ranged (60’ range, 1d8) or paralyzing scream (special); AC 16; HD 4d4+4; hp 15; MV 30’; Act 1d20; SP undead traits; immune to non-magical weapons; paralyzing scream (affects 1 target, DC 8 Fort save or immobilized for 1d4 rounds); SV Fort +2, Ref +3, Will +10; AL C.

                                                                        Language Miners are about 4’ high and look like a cross between a Halfling and Dwarf. They are plump, have tangerine skin, bright green hair, wear glowing white overalls as a uniform with brown long-sleeve shirts underneath, and polished brown boots. When describing them, use the Oompa Loompa men from the 1971 film Charlie and the Chocolate Factory as a comparison. 

                                                                        Stats provided are for DCC RPG.