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d100 Harmful Spells
Need some flavor for cause wounds spells for enemy spellcasters? Well I made a list of 100.
A ball of pink lightning floats towards victim.
A beam of pure moonlight assails victim.
A black glowing hand with terrible claws slams into victim.
A blast of locust swarm the victim.
A blast of sonic energy assails victim.
A blast of spores chokes victim.
A blast of steam cooks victim.
A chain of pure black energy latches on to victim.
A deluge of ghosts flow from the caster’s mouth.
A fiery stone descents from the sky above, striking the victim.
A ghostly dinosaur charges victim.
A ghostly warrior appears and fires arrow into victim.
A giant hand of bubbling fluid grips victim.
A great stone fists batters victim.
A hungry shark appears for a split second, biting the victim.
Air around victim superheats.
A jet of fire bursts from underneath victim.
A jet of water cuts victim.
A lasso of pure lightning wraps around victim.
A massive metal sphere is dropped onto victim.
An ectoplasmic hearts appears in the caster’s hand as they crush it.
An ethereal fishing hook pieces victim.
An ethereal form of the caster appears and strikes victim.
An eye covered wheel appears and blasts victim with lasers from the eyes.
An icicle javelin impales the victim.
An icy wolf charges and bites victim before melting.
An imposition happens directly in front of victim.
A phantasmal elephant tramples victim.
A piece of coral sprouts from the victim’s flesh.
A pool of blood forms and them creates a spear that impales victim.
A portal opens, sucking life from victim, and closing.
A sharp metal disc is flung at victim.
A sickly green yellow haze surrounds victim, before lightning shocks them.
A small storm of bronze fragments impale victim.
A spinning disc of sharpened bones is thrown at the victim.
A star filled cosmos appears around the victim, before all the stars blast into them.
A swarm of embers envelope victim.
A sword made of pure energy slashes victim.
A wave filled with parts of destroyed building rushes the victim.
A wave of bursting speleotherms barrel toward and impale victim.
Black glowing orbs appear and buffet victim.
Blast of sand strips victim’s flesh.
Blood torn out of victim.
Boils grow and burst on victim.
Caster shoots bone quills at victim.
Casters psionically constricts victim.
Caster’s eyes glow bright yellow as they looks at victim.
Caustic gas melts victim.
Crocodile bites appear on victim.
Crystals grow on victim’s bones.
Darts of energy buffet victim, turning flesh to dust.
Extremely cold air freezes victim.
Fire pours out of caster’s mouth.
Ghostly hands tear at victim’s flesh.
Green noxious smoke chokes victim.
Ground below victim turns to biting jaws.
Grubs burrow out from victim.
Hail pounds the victim.
Halo of energy surrounds victim before slamming into them.
Inky black cloud desiccates victim.
Mithril dagger appears and slams victim before disappearing.
Molten iron is flung at victim.
Mosquitoes swarm the victims
Old wounds the victim suffered reopen.
Parts of the victim’s flesh necrose.
Pure white beams shoot from caster’s eyes
Salt crystals grow on victim, desiccating them.
Scarabs emerge from victim’s flesh.
Scorpions swarm the victim, stinging them.
Searing hot manacles appear around the victim.
Skeletal hands emerge from the ground and claw at victim.
Small boulders are heaved at victim.
Small parasitic worms bore into victim’s flesh.
Tentacles appear from many portals and slam victim.
The caster grows poison spewing fangs.
The caster plays a horn and the victim is overwhelmed with pain.
The caster shoots forth a wave of lye water.
The caster speaks a baleful word in a long forgotten elven tongue.
The caster stabs a poppit, harming the victim in the same way.
The caster vomits forth a glob of pure stomach acid.
The caster’s arm turns into an expanding tentacle, choking victim.
The caster’s hand bursts forth terrible biting eels.
The caster’s tongue becomes a giant biting centipede, lashing at victim.
The caster’s tongue grows froglike and saps energy from victim.
The nearest piece of metal arcs lightning at victim.
The victim develops stigmata.
The victim disappears for a second and returns covered in cuts.
The victim is enwreathed in blinding light for a split second.
The victim’s airways fill with black ichor, choking them.
The victim’s own shadow attacks them.
Thorns lash out from the ground below victim.
Thorns wrap around the victim.
Translucent viper bites victim.
Tumors spout all over victim.
Victim bleeds from eyes.
Victim’s blood is set on fire.
Victim’s flesh vitrifies.
Victim’s hand turns into a terrible maw, biting at victim, before turning back.
Victim’s soul is partially removed from body, it remains visible for a second before returning.
Whirlwind suffocates victim.
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CAPERS: Critical Part 1
I have been thinking about supers rpgs recently so I started thinking about CAPERS. Then I started thinking about CAPERS: Cyberpunk, and then about getting limbs and stuff replaced. What better time to do this than after losing one after someone with an axe chops it off. It can make the game much more brutal but I like that sort of thing.
I cover the physical sources of damage in this part. Part 2 will have the energy sources (Acid, Electricity, Fire. Force, and Ice).
I'll provide a pdf for download and home printing once I have part 2 done.
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The Hyrule Grand Campaign: Hyrule
I am gonna slowly work on making this more and more of a thing. This was started a while ago before TotK came out and revealed the goat people zonai.
I'm slowly working on creating my own legend of zelda themed hex crawl, and I do mean slowly this map was first created september 2022.
The basic gist is that it takes place during the Hyrulean Civil War in a "Shot and Sorcery" setting.
Matchlock firearms exist
Black powder was not invented, instead blue powder (dried and gentle pulverized bombflowers)
Kingdoms with fertile land farm bombflowers to fuel their plans of domination.
Monsters stalk the hinterlands, making population centers outside of the control of the kingdoms incredibly rare.
Ancient technology and malice dot the landscape, if any one kingdom was able to harness these powers they might be able to upset the delicate balance.
You can download the keys and character creation rules here.
This will slowly be updated with more and more stuff as time goes on.
This map and project predates the goat reveal of the zonai so idk if I am gonna stick with human zonai or not.
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Longshot City: Loose Cannon
Some wires got crossed, or maybe you just drew poorly. Regardless, your powers are always on, despite how convenient it would be to turn them off. Being a constant danger to everyone around you makes you develop a loner attitude fairly quickly.
Origin: Any. If the origin requires equipment you also need that equipment to live or cannot remove it for other reasons.
Advanced Skills
3 Hand to Hand Fighting
2 Stealth
Possessions
A shockingly fragile power inhibitor.
Special:
Activating your powers has no Stamina cost, as they are always active.
Variations:
Life Drainer. Your very touch is anathema to life, gain Absorb Stamina (Power).
Dynamo. Your body is constantly producing blasts of uncontrollable energy, gain Energy Blast (Power 3).
Radiant Energy. You are constantly radiating off intense energy, gain Elemental Form (Power 4).
Uncontrollable Strength. You are strong, too strong, gain Superstrength (Power 4). However you must test your luck every time you need to not destroy something motor scooter sized or smaller.
Jinxer. Can’t help being bad luck, gain Adjust Roll (Power 2). You can only use it to make the roll worse.
Manipulator. People obey your every command, gain Suggestions (Power 3). Very hard to enter into a healthy relationship with this one.
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The 120 Room Megadungeon
No too long ago I made a postmortem on the process of creating half of a megadungeon over the course of a month. Well I have decided to post a super rough draft of the first half of the dungeon. It's entirely unedited, and it will all have to be redone in a lot of spaces because I am not gonna be publishing DCC stuff in any official capacity after the whole judge's guild thing so eventually this will all get retooled for BX instead.
You can find it here.
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Bombast!
I made a spelljammer dungeon for free. You can check it out here.
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Beggars
So there’s a very well founded sentiment amongst a lot of people in the ttrpg space, a sort of disdain for fifth edition dungeons & dragons. I get it, if you are the person who always running the games and but don’t want to be every time you bring it up with your other friends that there is something you want to try so it would be more fun for them and they keep looking you in the eyes and saying no. It feels terrible and on top of it you gotta play a game that's so bad that I will not run it unless payed to. Especially when you get off that train, it can feel electric to hear other people say what you are thinking and hear other disillusioned people.
But what's up with the people who are constantly begging internet randos to play other games? Deploying on the regular “I'm begging you please play another game”.
I'm sure you have encountered this before, if not this exact turn of phrase you might also know them from their other tendencies. The sort of person who gets personally offended by some slop factory website made an article about how to make a cyberpunk edge runner guy in 5e, or that some no name actual play is running a horror game in 5e.
It is obvious and self-evident that this massive corporation enacting its a monopoly is just bad for the artform and hobby. But, why are they always begging? Day in day out; it seems to be their bread and butter, this constant begging. What’s begging going to do?
Please I'm begging you play other games is a cry in the face of monopoly to just please vote with your dollars. Like many calls to vote with your dollars it fundamentally comes from a lack of the ability or willingness to analyze the material conditions for our situation.
If you cannot or will not understand that there is a tendency for capital to form monopolies and therefore hurt art, this begging is the only real outlet you have. And I can get it, the idea is comforting isn’t it, the idea that if we just act like this is not a flaw of the system but instead of flaw of individuals who we can preach to? Oh then we can fix that just by posting. If we just all vote correctly with our money like I am begging you to.
Another, albeit more minor, purpose this particular battle cry serves is as a safety blanket for the perpetually aggrieved small business owner. They obviously built the better mouse trap, so why aren’t they reaping the rewards? It cannot be that fame is a lottery, and that we don’t live in a glorious meritocracy. No it is a perversion of the natural order other better games exist and deserve to fill the same role 5e does but alas, the insolent consumer doesn't realize how much money they could be giving to me, the rightful heir of this monopoly. And honestly how dare people not provide me with free marketing more. It’s just not right I am begging you please play other games, like my game.
I think the material lens to analyze the situation is why the beggars tend to act in other strange ways. It's why they latch onto the failed theories (1) of a now over decade long defunct webforum to explain how playing 5e is bad because it’s normalized the idea of house rules. Or make strange claims about how it would be impossible to ever play a heist in 5e because it’s too complex to make plans, so you should learn another game.
They make the same comparison over and over about how games nowadays is like if you had to modify Skyrim to be super mario or something (2), ignoring the fact that the absurdity of that lies in the fact that it would require massive physics overhaul and a completely new set of high fidelity visual assets to be created. Sure it would be absurd to use 5e to model victorian romance novels because you have so much you throw out, but it’s actually entirely dissimilar to anything videogame development related. It is not that much more different to say imagine an airy open garden than it is to say imagine a dank wet dungeon.
The beggar is fundamentally disconnected from reality because it’s a much easier pill to swallow. So, the begging continues. If they just act enough like a missionary for their small business of choice, if they beg and plead to strangers in tones that imply they are better than them surely they will win over the hearts and minds of the people. If people were just smarter material conditions would not be like this.
So I guess that's what's up with the beggars.
Tl;dr shut da fuck up you ain't smart for having read a bunch of posts from the kill six billion demons guy.
1 https://lumpley.games/2025/04/07/revisiting-gns/
2 as videogames are the more important and relevant medium to most people we are forever forsaken to having to understand our own medium through them but that is a blogpost for another day
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I made a 120 Room Dungeon in a Month
So I run an open table D&D game for a youth center. I got myself a notion that I had two months before I was gonna be running a game so I might as well try doing some daily dungeon keying and by the time I had to run a game then I’d have something sizable to run for the folks at the youth center, an d I could keep expanding it until I had a full megadungeon to one day release.
I started brainstorming and decided on a general outline of the dungeon I came to this general premise
The Burrow: heavily overgrown complex that while technically underground is only so by a foot or two of topsoil and has enough cave ins that natural light isn't unheard of
????: more standard dungeon, no strong theme but heavy aesthetic contrast with the barrows above with darkness and no greenery.
The Grand Ossuary: massive catacomb complex teeming with undead.
The caves of prehistory: like cavemen and shit can be found here, decidedly natural as opposed to the two prior levels, heavy focus on ecology just like level 1.
The Flooded City: a city so ancient that it should be impossible, canals and waterways connect desperate areas and hide secrets.
The forgotten caverns: caves so deep and ancient that even a city too old to exist has forgotten about what is down here, truly alien.
A week later I was working on filling it out. I decided I was gonna do things a little differently, I was gonna work from the bottom up, so foreshadowing on earlier floors was easier, and I was going to follow the advice of Sean McCoy and write rooms in pairs. With that I set out with my roughly 2 months hoping to do 2 rooms a day.
However astute readers may notice I said I made a 120 room dungeon in a month, not two, so what happened?
Well mainly the youth center wanted me back sooner than I originally thought and as such I had half the time, I learned this two weeks before the game was to start back up so I had to kick it into high gear and double the rate of key fills per day. This increased speed made me realize a few flaws with my methodology I want to talk about.
Flaw 1: The Initial Premise
I like the ideas I layed out for each layer, the strong theming was inspired by the videogame The Binding of Isaac where each floor has a very different feel to it. I think this is solid in principle but I now realize that this dungeon idea didn’t really have a backbone. There were implied layers of history, but none of the stuff you need to help really direct the keying.
If I was in the position to start from scratch I’d think of a strong cultural history for this place and then add it more but the way it sits I’m half way through the first draft so I just know in second and third drafts of this I am just gonna need to write some history and change a few keys to reflect this.
Also floor 2 is incredibly weak, I knew it going into it but by the time I reached it I realized just how anemic the idea is, vibes can help a lot but idk generic vibes doesn’t really mean anything. Floor 3 being the one with all the undead made me hesitant to put undead in floor 2 so that was also a limit on the palette of something that probably needed more flavor to it.
Flaw 2: Bottom Up
Is starting from the bottom and working your way up necessarily a bad idea? No not at all I really recommend it if you have the time but fundamentally because I was on far more of a crunch than I initially anticipated it means that I was sitting in a situation where I had 70 rooms done and I was freaking out because I didn’t have anything ready for the table. Knowing what I know now I think I would have certainly started on floor 2 and worked my way up instead of floor 3.
Flaw 3: More Than Keys
A dungeon is more than just keys, it’s also a map and random encounters. By the time I had 120 been 31 days (well more actually because in the beginning I got excited and did a little of floor 4). I still didn’t have nearly enough to run the thing. I hadn’t drawn up the maps for any of the floors and had to rush to get them done. Also I needed encounter tables, now I could have simply used the ones found in a myriad set of games for just running at a youth center.
However I don’t really like using generic monsters at all, and the floors I had were so heavily themed I would have regardless had to rework any tables there. Designing monsters is also a lot of work and getting 15 unique monsters per floor like I originally planned and still plan to do is a lot of work.
It was just more and more confounding layers of work on an already incredibly tight timeframe for something of this size.
Here are a few more things I did wrong, like not really using a dungeon fill procedure for days where I couldn’t come up with ideas at first, but that’s far more minor. The Sean McCoy advice lead to some really good rooms though so that was nice. There aren’t a lot of grand lessons to be learned here but I hope someone reads this postmortem (does it count as a post mortem if I know I am only half done?) is useful for someone else considering working on a megadungeon. Don’t attempt to do 4 months of dungeon23 in 1 lol.
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The Starthorn
I wanted there to be more playable material for spelljammer. So I made this horrific dungeon heavy on cosmic horror metamorphosis that doesn't feature mindflayers.
Here is a pdf if you wanna print it.
And a plain text version.
Edit: I've not cleaned it up and provided versions for mothership and dungeon crawl classics.
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Spelljammer Rules For Dungeon Crawl Classics
I wrote a cleric spell for spelljamming clerics in DCC and technically a spell for wizards but honestly this is just a spelljammer generator alongside a spelljammer randomizer. This document assumes you have access to the spelljammer boxed set already.
If you want to download these as pdfs these can be found here.
Special thanks to Blark and Sean.
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Player facing attack rolls for DCC
Someone in the Goodman games discord server asked about changing DCC to not have monsters roll to attack but instead have player characters roll to defend. Here is how I would do it
Convert player character armor class to descending, this means a +2 agility bonus translates to an unarmored AC 8. Wearing full plate means that you subtract 8 from your AC instead of adding.
When a character is attacked they make an armor roll against an attack's difficulty class. Their armor roll modifier is their armor class.
Each attack has a difficulty class determined by what the traditional attack modifier is. This is calculated by subtracting the attack bonus from 20.
To succeed at an armor roll the player character must roll under the difficulty class, similar to luck. A natural 20 still means a critical hit and a natural 1 still means a fumble.
This system keeps in place ascending monster armor class. If the lack of parity there annoys you you could also convert all armor classes to descending via this method.
Attack rolls are 1d20+attack modifier+monster armor class. If it's above 20 it's a success.
To calculate a monster's armor class take the traditional ascending armor class and subtract it from 20 to get the descending armor class.
I much prefer keeping the disparity. I don't like the idea of being told a foe’s armor class. Also, I think that if people can understand luck then they can understand an armor roll, especially if you frame it as just rolling for the monsters so it's good that they roll low.
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Spells from Imaro
I recently got done reading the first of the Imaro book by Charles R Saunders. Wonderful book, you should read it. I wrote up two of the spells I saw in the book for use in Dungeon Crawl Classics
If you want a PDF of this it can be found here.
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The Saga of Helane of Thross
I recently did a solo hexcrawl of The Wilderlands of High fantasy using Dungeon Crawl Classics. I ran the game one in game day per real life day. I didn't use any special solo rules, I just used standard Basic Expert encounter procedures and a set of playing cards called into the weird. Let me tell you how things went down.
Day 1
Helane wakes in the middle of the woods. Her head pounds, she doesn't know where she is or what she was doing before hand. Unwilling to die in the woods she begins heading north, finding her way into a grasslands with a river heading east. She sets up camp, 4 rations left.
Day 2
As the night went on she noticed light's and smoke from a town directly north of her. Not wishing to ford the river she follows it upstream into the hills. There she finds an adventuring party of 7 or so huddled around a wounded beastman. With uncertainty wracking her she makes contact. Realizing she is a wizard they ask her if she is come from the order of the extinguished flame and if she is here to finish the job. She answers truthfully she is not, she asks why they are tending to a wounded beastman. They answer this was their leader Loden the Marine, they had attempted to steal magic scrolls from a band of wizards but in their escape he had been struck low, he was not a beastman but he has been mutating at a rapid pace, and dying alongside that.
Getting a good luck at him his sabertoothed raven head reveals no emotion, a large ant seems to be in the process of emerging from his torso, it's clear that's what's killing him. In his hand is still clutched a magic scroll. Helane takes pity on a fellow sailor. She offers to help take this man to the sea in hopes of of giving him a proper burial. The group seems the group is divided on weather or not to trust her. In particular Akurion the Slaver, a thief and lover of Loden, doesn't want her to tag along, citing the foul sorceries that got them here in the first place. The group however in the end agrees to let her tag along. They were heading in the same direction she was attempting to head anyways. As the sun set the group make their way to the village of Elf-burn.
Day 3
The night passes uneventfully, with the group finding a small inn named the the Drunken Chimera, her fellow travelers pay a gold piece to house them all. Loden is kept under a heavy cloak as to not reveal his mutated state. Upon waking up in the morning the city comes alive, the small town of only about a gross elves is out in force. The market that typically has traders from all around the local area is hardly attended. The town is holding a feast, recently the village elder died, and his son Ermidon has taken up his place. The feast features no meat but vegtables baked into the bread are delicious enough for Helane. Come noon the feast is over, a more private ceremony is happening with just the family. Outsiders, especially non elven outsiders would not be allowed in so the group discusses their options.
Obviously Loden has maybe a few days left. No one in the group has the heart to kill him because they are not sure they can do it painlessly. Helane using magic to kill him off but decides against it, there is no way Akurion would allow it. Helane does pass arround one idea, sell the scroll off to someone in town and then use the money to buy a small boat and haul it back to the river in order to get to the sea. Akurion snaps at her screaming "Who died and put you in charge? No one! Loden is still alive he makes the choices then it's me next in command." For a few seconds the silence is unbearable, right before it has to beak she storms off.
While exchanging a few looks with the other party members Helane wonders how much giving a fellow sailor a proper burial at sea is worth, and decide's it's not worth dealing with someone like Akurion. She find anyone willing to help her make her way south to the river, she finds a squirrely fellow named Kordofo. Heading south with a small raft the sun sets as she follows the river downstream.
Day 4
Night passes on the River Alderock, Kordofo guiding her through the night, sleep evades him as it does all elves. When the sun rises they are at the Estuary of Roglaroon. Kordofo posses a question "do you plan on going to the wine dark sea sea or further inland or further inland to Modron or the City State of the invincible overlord?"
"Have you ever heard of Thross?"
"Not once."
"Then let us go to the sea."
After some time floating northward in the brackish water Helane speaks up, "How long do you plan on escorting me"
"... I'll take you to Seasteadholm, you can follow the path north to Warwik and find a good boat there"
"Why are you helping me?"
"Needed space, needed time to clear my head."
Without the flow of the river to help them along the pace to the sea slows down considerably. Twilight turns the waters gold, and Helane feels at peace.
Suddenly emerging from the water is a great sea serpant with a glossy dark brown hide. Before she even has time to react it shoots a stream of bright magenta fluid directly at her face, before he brain even understands what is happening she ducks down, the venom just barely missing her. It then quickly lunges at Kordofo dragging them down to the waters below, the mouth of the estuary turning dark with blood.
Unleashing arcane energy her finger start jetting white hot arcane fire, the searing hot plumes slam into the sea serpent. It hisses in pain and dropping Kordofo's corpse. She had hoped to scare it off with the fire, she only angered it. In the final moments of her life she thought of the hills of Thross.
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Upon the Northern Isthmus: somewhere deep in the woods there is a hole in the ground, and so far neither man nor magician knows what lies below.
The first adventure for the upon the northern isthmus campaign setting has been released. I don't post about it much but it does exist a quite extensively in my brain. You can find it as a free blogpost on my itch.io with downloads of a pdf version being available for purchase. https://500poundsofnothing.itch.io/whatliesbelow
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DCC Month of Horror
Day 1: Chains of Hell
Wide-eyed peasants tell tales of horrible chain encrusted creatures, their flesh bleeding as the metal digs deeper and deeper into them.. Chain devils, they chant. They are not entirely wrong. However the bound is not the denizen of hell, the bound in their victim.
The chains themselves are what puppet these corpses. Their purpose is inscrutable but their means are simple, kill and puppet a moral victim, kill as many other mortals as they can and drag them back into the pits of hell.
When not puppeting a corpse the chains of hell take on the form of a great serpent.
Chains of Hell, Serpent Form (Type II Demon): Init +3; Atk Bladed Bite +10 Melee (1d12+5) or Tearing Tail +6 Melee (1d8+Bleed), Grapple +5 Melee (Bleed); Crit Dn / d6; AC 18 (Metal Nature); HD 5d14; MV 40’; Act 1d30 + 1d16; SP Demonc Traits, Demonic Combatants, Bleed, Variable Nature, Puppeting; SV Fort +6, Ref +6, Will +2; AL C.
Demonic Traits: As a Type II Demon a chain of hell can speak, read minds, Has infravision, can cast Darkness at +8, and may teleport back to it’s home plane if not bound.
Demonic Combatant: A chain of hell is immune to mundan attacks of creatures of 3HD or less. They suffer half damage from fire, acid, cold, electricity, and gas. They crit on 19-20.
Bleed: For every successful tail attack the victim suffers a cumulative 2 damage per round until they are bandaged up. It takes 1 HD of lay on hands healing to stop 2 points of bleeding damage.
Variable Nature: Roll 1d4 to determine chain makeup: (1) Abyssal Metal, the chains are a deep navy metal covered in rust, any creatures it grapples suffers a -5d penalty to any swimming checks; (2) Hellfire, the chains glow a bright red, any creature coming in contact with the chains has a 45% chance of catching fire; (3) Chthonic Void, the chains are a shadow in the world where something visible should be, the chains of hell are undetectable by both visual and auditory means when in darkness; (4) Chitinous Vermin, the chains are links of venomous bugs that skitter and pulse, the bite attack inflicts paralysis on the victim for 1d5 days (DC 19 Fort save to avoid).
Puppeting: If the chains of hell gets ahold of a corpse it may spend an action die to begin to puppet it. The creature gains +4HD, an additional +3 to all attacks and saves, and their crit range is increased by 2. Armed humanoids and generic monsters begin using the demon critical hit table, while all other creatures have a 50/50 chance of using their original or the demonic critical hit table.
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In the Tomb
Opening the door they are greeted to a dark staircase leading down to a pool of water below.Yulia lights her lantern as the go into the inky and rotting depths, calling upon her gods to warn her of evil to come they inspect the room. Far above them are sleeping bats, below them a pool of water. The proceed quietly
Heading deeper and deeper down the stairs is a door bearing bronze carvings of a tall gaunt figure, typical of the long dead Lilituan empire that built these tombs.
Pushing the door open the group is greeted by a massive stone statue of yet another tall figure, carved in grey stone with two red gemstone eyes. Licorice feels the engraving on the base of the statue can just tell on a level she cannot fully explain, she reads aloud “Bow down your timorous worms, bow down before the emperor”
Giancarlo heeds this warning, taking a look up and down the statue before attempting to bow, however as his head goes up his eyes lock with the gemstones and he feels himself become paralyzed, tears stream down his face.
The group panics, Holly suggests snapping him out of it by punching him in the liver, Licorice puts her hands over his eyes and he is suddenly able to move once more.
They begin concocting a plan.
Having access to paralytic gemstones would be useful, so Licorice climbs up the slender form. Eventually she makes her way up to the top and carefully with her dagger, making sure to not make contact with the gems and places them into her bag.
As they exit westward, Yulia begins to feel something dangerous ahead.
They slow to a crawl.
Ear pressed to the door they hear nothing.
Upon opening the door they see a barricade made of fresh wood to the south, a central back stone obelisk with a green heatless flame atop it and an upside down white skull, and a heavy set stone coffin.
Yulia warns the others, there is something dangerous inside the coffin, with her holy symbol in hand she knows.
Electing to ignore the sarcophagus, Licorice begins toying with the upside- down skull, twisting it right side up. The green light goes out but nothing more seems to happen.
Soon the group begins tearing down the barricade. After some time Yulia begins to detect something on the other side of the door and as the final plank is torn down they ready themselves.
A man in right red robes wearing a mask like a mosquito rushes in, Richard pries open the coffin.
A massive rush of noxious gas floods the room as red ooze begins seeping out the coffin. Yulia takes the brunt of the gas, feeling herself grow weaker from a deep breath. The man in the mosquito mask begins coughing uncontrollably.
Two more figures run in soon after and the first hardly manages to stop from coughing as he covers his mouth under his mask, but Giancarlo warps the fabric of this world, turning Holly into a 7 and a half foot hulk. She rushes into the entering figure and knocks him out cold, throwing him into the other two.
Licorice heads into the corner, hoping to hide behind the obelisk in hopes of getting the drop on someone.
Yulia begins to change, the smell of brimstone rushes forth from her as a swarm of demonic rats materialize around one of the remaining red robed men. He cries out as they begin to strip his flesh.
The slimes takes a swipe at Richard with its blood red pseudopod but he is just barely able to dodge out of the way. Richard stabs at the thing with his pitchfork but sees the holes he pieced quickly seal back up. Gianacarlo’s hands begin to glow a blazing red as flames shoot forth, searing the slime. Another blast of noxious gas escapes the thing, Giancarlo being so close inhales the most.
For a second he feels everything go black, but then a wave washes over him. Something has happened.
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Hit and Run
Heading back to the Wildling’s Head Inn the crew connected a plan. Licorice and Giancarlo use their combined skills to create a document bearing the official marks of Mr. Radoslav Neville in hopes of bringing it to Adolfo to let them gather more information.
Forged documents in hand they make their way back to the Munce Shipyard. Calmly, Adolfo takes out some miniscule reading glasses from his breast pocket, and quickly reads the documents. He puts his glasses back into the pocket.
“I know that this isn’t Mr. Neville’s signature.”
Giancarlo panics
“Of course not, he is a busy man he just had someone else sign in his place”
“We don’t take kindly to liars here”
Yulia mutters under her breath attempting to call upon her animist gods, hoping to unleash a potent paralysis, but in the city the spirits are weakened, and is unable to do much of anything.
“Get your hands off me” Adolfo Snarls.
Holly she’s her chance and decks him, hitting him right in the temple, knocking him out cold.
Using some rope and a sack from Licorice and Richard they tie him up and blind him. Licorice steals his nice work shoes and 8 kopeks from his body.
Heading into a room behind the entranceway they find shelves of manifest and documents, but as they begin to search someone from a room even more interior tries to open the door.
Richard as quick as he can puts a chair in front of it to block it off.
“Adolfo what’s the meaning of his the door is blocked”
“Oh let me deal with that” Richard stutters out in a poor impression of Adolfo.
“Who the hell are you? What are you doing here?”
Holly grabs the documents related to the saint Demezla and the group makes a mad dash out of the building.
Snaking their way through the spiderweb canals of Piskaro the crew finds themselves lost, but they see it. A small crack in the stonework next to the canal, wishing to remain hidden they enter in. It’s dark and they can hear the flowing of water but they see it, buried under silt and mud a small hatch with the shape of a grail.
Licorice realizes they have stumbled upon a grail tomb. And judging by how new the collapsed stone is they may be the only ones to know about it.
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