Tuesday, February 26, 2013

Night Monumental Evil

Not my favorite record by any stretch, but boy, look at that cover. Shit!

LILITH - Chaotic Evil Magic User, Lvl: 8, Atr: 8/16/11/16/12/10 , AC: 2, HP: 25
Equipment: Banded Mail, Heavy Flail +1, Staff
Spellbook: First (3): Magic Missle, Burning Hands, Scribe, Allure. Second (3): False Gold, Shatter, Amnesia, Detect Invisible, Rope Trick. Third (3): Explosive Runes, Water Breathing, Feign Death, Haste (reversible). Fourth (2): Flame Charm, Fire Shield, Curse (reversible), Fumble. Fifth (1): Stone Shape.

LUCIFERIOUS - Chaotic Evil Fighter, Lvl: 8, Atr: 14/7/9/12/10/12 , AC: 6, HP: 51
Equipment: Studded Leather +1, Long Sword +1, War Hammer +1

BLOODLORD - Lawful Evil Cleric, Lvl: 9, Atr: 11/11/3/9/11/12 , AC: 5, HP: 29
Equipment: Studded Leather +2, Quarterstaff +1, Mace +1
Spellbook: First (4): Protection from Good, Command, Light, Cause Fear. Second (4): Hold Person, Resist Fire, Poison, Silence 15 ft. Radius. Third (3): Hold Person, Spiritual Weapon, Unholy Chant. Fourth (2): Sticks to Snakes, Create Poison. Fifth (1): Raise Dead.

MIDGARD - Chaotic Evil Fighter, Lvl: 9, Atr: 17/13/11/11/15/12 , AC: 0, HP: 42
Equipment: Plate Mail +1, Shield +1, Flail +1

BAALBERITH - Neutral Evil Male Fighter, Lvl: 9, Atr: 17/14/10/10/11/11 , AC: -2, HP: 39
Equipment: Plate Mail +2, Shield +1, Long Sword +1

If found together on their mountaintop lair, Enochian will be without armor (AC 9 yet bonuses apply) and will have the ability to breathe evil fire. 6d6 or 3d6 with successful save vs. breath weapon.




Sunday, February 17, 2013

The Hobgoblin Queen's Birthday - The Jade Consort


Entry for Tenkar Tavern's Grand Original Map Contest - Part Two "The Jade Consort"

THE HOBGOBLIN QUEEN'S BIRTHDAY
or
PARTY TIME ON THE ROSE RIVER

~Part Two~
THE JADE CONSORT


Among the gifts given to Ngorluz the Hobgoblin Queen on her birthday is the legendary "Jade Consort" - The grinning skull of an ancient sorceress queen, her head still bearing a jade crown. 

It was said that the queen was the ritual consort of a powerful demon lord, and he had given her the crown as a gift. When she wore the crown, she could summon her lover from the lower planes at will.

Few have ever acquired it, and fewer have been able to master it's power.

After taking the skull from its intricate box, the user places a kiss upon the skull's hideous grin and one of the following is instantly summoned. 

01-05 Jealous Succubus
06-10 Night Hag
11-15 Quasit
16-20 Githyanki strike team (1d4) in search of the Skull
21-30 Random witch or warlock wandering the planes upon a flying carpet
31-35 Mind Flayers
36-40 Githzerai strike team (1d4) in search of the Skull
41-45 2 Rakshasa Nobles with their court and retainers
46-50 Skull shatters into hundreds of razor sharp bits, causing 1d10 damage to everyone in 50' radius
51-60 1d6 Type V Demons
61-65 Lovesick Lich, former admirer of long-dead sorceress queen
66-70 Murderous Banshee
71-75 1d20 Manes Demons 
76-80 Efreeti
81-85 Black Dragon
86-90 Seriously Jealous Succubus
91-95 Beholder
96-00 Elder Demon Lord

"Justice" by Yana
Given to Ngorluz as a tribute to her power and beauty? Or is this a very unusual assassination attempt?

The Hobgoblin Queen's Birthday - The Bruggler

Entry for Tenkar Tavern's Grand Original Map Contest - Part One "New Creature - THE BRUGGLER"


THE HOBGOBLIN QUEEN'S BIRTHDAY
or
PARTY TIME ON THE ROSE RIVER

~Part One~

THE BRUGGLER


BRUGGLER
Armor Class: 4
Hit Dice: 8+1
Move: 120' (40')
No. of Attacks: 1
Damage: 2d8 or by weapon (+1d8)
No. Appearing: 1d4
Save as: F8
Morale: 10

The loathsome offspring of a greater hobgoblin witch and a bugbear chieftain, a bruggler stands 8-10' tall, has the mottled orange and gray skin associated with a hobgoblin, but with coarse, black hair like their bugbear lineage. 

They are found in dark forests and ruins, often acting as bodyguards for goblinoid chieftains and kings. Some small packs of brugglers will also lurk beneath bridges or near bodies of water. They are fond of raiding boats and drowning the passengers. 

In addition to using their immense strength to choke the life out of their victims, brugglers use various weapons including scimitars, scythes, hammers, and large two-handed swords. Brugglers use their claws for 2d8 damage and recieve a +1d8 bonus to damage when using a weapon. They can also throw large rocks for 2d6 damage with a range of 20 feet.

Two-headed brugglers are rare, but they are always revered as divine. A two-headed bruggler will almost always be a spell caster at the 10-12th level. When a bruggler pack is encountered, there is a 5% chance that a two-headed "Great One" will be among them. They can cast spells, but can also wield any weapon, favoring curved serrated blades. 

On the Rose River, a pack of brugglers lie in wait in the Sandy Grotto to the north east. They will ambush any watercraft on the river that approaches the Hobgoblin Queen's lair. 

Also guarding the river will be - 

1d6 river dwarf berserkers
1d6 bugbear river commandos 
1d8 hobgoblin sentinels armed with blowguns
1d10 goblin archers with flaming arrows
1d10 feral jackals

Saturday, February 16, 2013

Daazelbazan - City of the Anti-Hero Bards

"To rage in sound this valiant despair
Doom and gloom as each a splendid pair..."

Field Guide to the Shadowdrift
Hex #247


Daazelbazan is a walled city in an ash-gray landscape. Far from the legendary splendors of Celephais or the sandstone walls and brass towers of Piety, Daazelbazan is only gray stone and black smoke. A tight cluster of narrow streets, halls of drunkenness, alleys of murder and dens of corruption and perversions of every sort. It is also rumored that behind the facades of the pleasure palaces and houses of ill repute, one will find temples and sanctuaries devoted to monstrous deities of unspeakable aspect.


But the city became known for something else entirely; the strange music created by a small collective of bards and performers who had taken refuge in the derelict quarters of the city. It was rumored that the music was of an intensity and sound unlike anything heard outside of the city's walls. Some said it was used to summon demonic beings or to inspire extra-dimensional trances. Others said it was merely a reaction to  the oppressive surroundings.

Scrolls and books of Daazelbazan songs became highly sought-after and fetched high prices in lands far away. But the serious enthusiasts traveled to the forbidden city to learn from the originators of the sound. They learned to down-tune their lutes and citoles to a grim discord  They affixed their hurdy gurdies with extra strings to create unearthly drones. The strings of harps were cut and re-adjusted so to make a high-pitched scraping sounds. A psaltery was played with a metal chip very quickly, creating a sound like the clang of swords. Horns were fashioned from tree limbs harvested from haunted forests or from troll bones. Drums were made from similar ghostly trees and beast hides.

Alternate Bard Templates:


DOOMSKALD
Scribe and lyricist of grim lore. Can recite and chant accounts and sagas of the most baneful of histories. Will play a haunting and sorrowful melody which can cause feelings of crushing guilt, grief, and hopelessness.



DRONE WITCH
Can use a stringed instrument or horn to create an oppressive drone that can cause madness, energy drain and fear.


LUNGSMEN
Carry long pipes which are used for the ritualistic smoking of mystic herbs as well as for creating a loud meditative resonance that can produce a slow, soporific effect.


Other favorite Anti Hero Bards~









Friday, January 11, 2013

Cloud Valley of the Ogre Flowers


Field Guide to the Shadowdrift
Hex #117
Cloud Valley of the Ogre Flowers

Buried in a lush, tropical mountain range, the Cloud Valley  is the crater of an inactive shield volcano.

The Ogre Flower, for which the valley is named, refers to an ancient legend about the wedding of the Ogre King and Queen. The Ogre King had his subjects plant enormous, foul-smelling, purple flowers throughout his kingdom in celebration of the event.

Very few of the flowers still exist in the valley, and they are highly sought after by perfumers and alchemists.

Of greater interest to adventurers are rumors of the labyrinths of antediluvian lava tubes hidden throughout the valley. Some say they lead to a system of caverns far beneath the earth that leads to a mysterious domed city. Also the ruins of the Ogre King's castle are still nestled in a hillside, choked by vines and obscured by overgrowth.


In the center of the valley is a deep lake. On opposite ends of the lake are two warring tribes of Goblins. They are extremely secretive and stay hidden in the canopies of trees. Like gibbering Ewoks, their villages consist of crudely built platforms and huts around the trunks and teetering in branches. No one remembers what started their feud, but in recent weeks, several members of both tribes have gone missing...

A Lamia Noble by the name of Yrich has taken residence in an underground lair nearby the lake. She sends her minions (Shambling Mounds, Ogres, Orcs) to enslave goblins or whoever else she can find in the valley to serve her purposes. Her slaves are hard at work trying to dig into the ancient tunnels so that she can find the mysterious domed city and prepare it for her rule.

Illustration by H.B. used with permission

Other Rumors, Suppositions and Hooks:

At the Bottom - 
At the bottom of the lake is the burial place of an ancient race of mega-dragons. The last of their kind was sealed in cyclopean tomb by a powerful wizard, who then filled the deep shaft with water.

The Cult of Rirakath -
A secret order of Ogre Maji from the east are performing unspeakable rites and rituals to invoke the material form of Rirakath the Gorger - Mother of Ogre-Kind. They have been abducting young women from a nearby village to satiate Rirakath's blood lust.

Rixis the Hobgoblin Lord -
A local Hobgoblin chieftain has set up a garrison in the hills. He and his band of brigands are exploiting the goblin feud for their own benefit.

Friday, January 4, 2013

Poison Elves

A few nights ago, the topic of Poison Elves came up on G+. A gritty and grotty indie comic that began as the self-published I, Lusiphur in the early 1990s. The first one I picked up was issue #10, "Sex & Violence" and yes, I bought it solely because of this cover.
Inside, the story was wordless. Just the protagonist, Lusiphur Malache and his girlfriend Cassy in bed together, intercut with scenes of their assassin jobs. It was unlike anything I had seen before. It reminded me of the great black & white fantasy indies I loved as a kid - Elfquest of course (which had the distinction of being sold alongside Dragon magazine at my local hobby shop) and also Barry Blair's original Elflord series (especially his Windblade one-shot). But it was dark and gritty and felt more like Savage Sword of Conan than the pastoral tales of the Wolf Riders or Hawk Erickson.

After that, I picked up every issue of Poison Elves I could get my hands on. I became obsessed with the characters and the world that Drew Hayes had created. The stories were unlike anything I had read in comics before or since, and the art was amazing. The earliest issues looked like they had been drawn by a frenetic hand at 4 a.m. assisted by Marlboro reds and Samhain's "November Coming Fire". The lines were shaky and scratchy. Every inch of the page was filled in with details. It brought the gritty and lusty world of Amrahly'nn to life.


I stopped reading around issue 70, when I read that Drew had been sick. I sent him a card. The next 9 issues came out very sporadically, and by then I was too busy holding down two jobs and going to school to set foot into a comic book store. 

In March of 2007, Drew Hayes passed away. It was a shock. Drew was only a couple years older than me. We were heavyset guys who favored black work shirts, we smoked, we liked girls with lots of eyeliner and fishnet stockings. We liked beer and punk rock and Bettie Page. I never wrote him a fan letter (of which his responses to were famously published in each issue), we never corresponded, but still, losing Drew was like losing a friend.

During the height of d20 mania someone asked him in a letter if had ever thought of writing a Poison Elves RPG. Drew declined, but said that if there was going to be one, he'd want it to run on the old Runequest system - intricate and sketchy. Still, during a 3rd Edition Living Greyhawk campaign, I ran an elf fighter who shared more than a little similarity to Luse.


Poison Elves carries on, in trade paperbacks and various spin-off series, and a newly restarted series from APE comics, but it's too different. It doesn't feel the same at all and I just can't get into it. When a band loses a member, someone can usually fill that hole in the line-up, (drummers and bassists mostly) but Drew Hayes was lead guitars and vocals of Poison Elves, without him, it's just a different band playing the old songs.

Thursday, January 3, 2013

The Hunt for Red John

The dapper ("Springheeled") Jack Shear over at Tales of the Grotesque & Dungeonesque, ran a contest recently. I chose the title "The Hunt For Red John" as my contribution to Jack's Penny Dreadful cavalcade and it is submitted here for your approval...


THE HUNT FOR RED JOHN

When you're a child, adults are quite fond of telling you about the will o wisps, or the wicked whispers in the larch grove, or Posey Mathers who stole naughty children from their beds and sold them to trolls for soup. I knew such stories were only told as a way to goad my sisters and I into drinking our beet tea and making tidy Mother's parlor.

However, my half-mad Uncle Vincent's tales were something else altogether. His stories weren't cautionary fables for us to abide, they were tales of the wondrous and horrible things he had seen during his wanderings.

When he would come to stay with us, Uncle Vincent would drink an entire kilderkin of strong ale with supper and sit before the fire. The thick clouds of cinnamon-scented smoke from his pipe would bring us from all corners of the house. We would sit while he regaled us with stories of gypsies and wizards and blind women who could fly like birds.

But it was after my sisters were made to go to bed, that my uncle would tell me great bloody tales of the mad kings of Rictus or the Thing in the Vault of Caronos, or the terrible story of Red John.
Red John was a young man who lived in a village called Sparrow's Point. John was wrongly accused of a terrible crime. He was hung by his wrists in a dungeon for years and years, and in the darkness, John cursed his accusers and wished for revenge.

Finally, a demon heard John's wish and released him from his prison. John's arms had been stretched grotesquely long and his body was nothing more than bone under a thin sheath of pale yellow skin. His hair had fallen from his head. His eyes, perhaps most ghastly of all, had turned red as blood.

In return for his freedom and his chance at vengeance, Red John agreed to serve the demon for the rest of eternity.

Red John strangled the life out of every last man, woman and child in Sparrow's Point, and the ones who managed to escape his bony clutch, were stricken dead by the very sight of his nightmarish visage. 

When there was nothing left alive in Sparrow's Point, Red John told the demon that his vengeance was not complete, for there was one family who had escaped.

Red John roamed the land, searching for all the living descendants to the missing family from Sparrow's Point. Pulling them from their beds, choking the life out of them and then finally, devouring their warm spleens.

The demon followed, waiting for the day when he could finally take possession of Red John's soul. But his lonesome demon worried that somehow he himself would wind up facing Red John's wrath.
RED JOHN
Movement: 40'
Armor Class: 2
Hit Dice: 8 (68 hp)
No. of Attacks: 2 claws/bite
Damage: 1d6 / 1d6
Morale: n/a
Save As: 8th level Fighter

Special Abilities:
Red Eyes: Players must make a saving throw vs. paralysis when first seeing Red John or be frozen in fear for 1d4 rounds.

Strangle: If Red John successfully attacks with his claws he can strangle for 1d6 damage per round until a successful attack is made against him.

Red John is between 7 and 8 feet tall. His arms are long and his knuckles rest on the ground. His movements make no sound and he is extremely quick.
He is extremely vulnerable to light and only appears after dark. Anyone holding a lantern or torch will be the first to be attacked.

Whenever Red John is near, the Lonesome Demon will be found drinking in a local bar room. He appears as a tall man in a long black coat, hat, and gloves. As soon as Red John's task is complete, the Lonesome Demon will settle his bill and quietly vanish into the night.
If the Lonesome Demon is offered a bottle of whiskey, he will gladly offer Red John's fate for another soul that he deems suitable. If a bargain is struck, Red John will then return to his shackles in the dungeon beneath Sparrow’s Point. 

Later, when I lay in bed and thought about my submission, I realized that I had created an origin story for Slender Man by way of the Croglin Grange legend.