Fun Races That Are Not Classes

If you read this post without purchasing Faux Pas, you are stealing! That tactic works to get people to buy things, right? Fuck, I just…I really want you to buy it. I think it will make you happy. It’s only $4 and it comes with a free audio book. Please?

Race-as-class is heckin’ lame! Your species shouldn’t determine what you’re able to do, man. Ya know what else is heckin’ lame? : elves and dwarfs and hobbits halflings! Gnomes are tight, but they’ve been done before. Let’s do somethin’  newwwww!

BUBBLE BOI

“Boi” is a misnomer resulting from our patriarchal society’s ideology of gender essentialism and the male default. Bubble Bois are genderless.

Common folk are terrified by Bubble Bois because they look creepy. To mitigate this, BBs often wear baggy clothes and disguise their faces with flesh colored paint, googly eyes, and bushy mustaches that hide their lack of a mouth. This effort generally just makes them even creepier.

Since they are only slightly heavier than air, Bubble Bois are able to jump pretty much as high and as far as they want, though if they overreach they may be blown off course by a gentle breeze. They’re also pretty much immune to falling damage. Both of these benefits are lost if the BB is ever more than lightly encumbered, which is why many choose to be wizards rather than fighters.

Another reason for preferring the back lines of combat is that Bubble Bois have low manual dexterity. They can carry things just fine, and turn the pages of books well enough, but anything that requires expert use of fingers is going to incur a penalty. Also, if they’re ever struck by a piercing weapon, they must make a saving throw versus instant death. So that’s kind of a bummer.

On the upside, their anatomy has no resemblance whatsoever to humans, so they’re immune to most poisons. If anything, injecting a Bubble Boi with poison just gives them a poison touch ability for while.

SHOULDER CONSCIENCE

Not everyone has a shoulder conscience. Most people’s actions just aren’t cosmically important enough for the spirit world to care what they do one way or the other. So, if you’re playing a shoulder conscience, you’re attached to someone goddamned impressive.

The referee ultimately decides how impressive they are, but it should be pretty big. Maybe when they’re rolling ability scores they roll 5d6, take 3 highest, arrange to taste; while the other players have to roll 3d6 down the line. Maybe they get to level up as two different classes simultaneously. Maybe something else.

The player of the shoulder conscience must pick an extremist alignment. They may be absolutely good, absolutely evil, absolutely lawful, absolutely chaotic, or absolutely something else that seems appropriate. They are a cosmic embodiment of these ideals, there are no half measures here. If they ever stray from this alignment, they will lose 1 influence over their ward.

Whatever alignment the player picks for themselves will be directly opposed by another shoulder conscience. When the player wants their ward to do something, this other guy wants the exact opposite.

Much of the time the player of the shoulder conscience may control their ward directly, as though it were their character. The cosmic forces of right and wrong don’t care what you choose to have for breakfast. However, any time the ward might be conflicted about what to do, the referee should call for a roll. 50/50 chance that the ward does what the player wants, or the opposite of what the player wants.

If the player wins 5 decisions in a row, they gain 1 influence. Now, their ward has a 70% chance to do what they want. If they ever win 10 decisions in a row, their influence increases to 80%. This works the same way in reverse: if you lose 5 decisions in a row, your chance of success decreases to 30%. If you lose 10, it decreases to 20%. All influence resets to 50/50 at the start of a new session.

METAL GURL

To a human observer all Metal Gurls are, indeed, female. Our researchers haven’t been able to identify any anatomical or sociological variations. Yet among themselves, Metal Gurls are able to identify 7 entirely distinct sexes. We’ll just have to take their word for it.

The species is easily identified by their naturally colorful hair and markings. Adults will also have metal spikes growing out of their body somewhere. The particular combination of hair color, skin markings, and spike locations is unique to each individual. No two Metal Gurls are alike.

Any action which could be described as “totally metal” comes naturally to Metal Gurls, and they should receive a significant bonus to success. Note that any action which doesn’t result in significant injury to one’s self cannot be described as “totally metal.”

TWISTED METAL ABOMINATION UNTO GOD

Nobody likes these guys. If you play one, just be aware of that. There’s a lot of prejudice against your people, and all of it is entirely justified. The way you bounce around, twisting your body into different shapes and offering unsolicited advice? It’s gross, and you should be ashamed that you were born this way.

Because of their uncanny ability to manipulate their body’s shape, Twisted Metal Abominations Unto God grapple as though they were 4 levels higher than they are. They also cause any party they’re in to suffer a -6 penalty on initial reaction rolls, because people hate them just that much.

The real reason people hate T-MAUGs is their constant, condescending explanations. They have this primal need to hear themselves talk. It doesn’t matter how good you are at something, or how many times the T-MAUG has seen you do that thing: they will explain it to you anyway.

When a T-MAUG explains how to do something to a person who is already doing it, that person must make a saving throw. If they succeed, their anger inspires them to do a way better job than they normally would in an attempt to prove to the T-MAUG that they don’t need any help. (This never works, but the character still gets a significant bonus to whatever they were attempting).

If the saving throw fails, the target’s anger forces them to make an attack against the T-MAUG with the nearest available weapon.

Dan D’s Response to “Clerics as Anti-Magicians”

Way back in January I wrote Clerics as Anti-Magicians. It’s my (latest) attempt to rehabilitate the class; to turn it into something people will actually want to play. Personally, I think it’s one of my better posts, which is why it ended up in my hastily assembled list of “greatest hits” over on the sidebar.

Dan D, the blogger over at Throne of Salt apparently agrees. He’s taken it on himself to tinker with my version of the class to create a cleric for his own game. This is particularly interesting for me, because I’ve actually been working on my own update to that class. It’s nice to get another perspective just around the same time that I’ve decided to reevaluate.

There’s some parallel thinking, and some crossed wires between us. I don’t wanna dig into what I’m planning, but I think both Dan and I saw the problem with the cleric being too reactive. Dan’s cleric is generally more capable of taking assertive action than my original draft of the class.

I also like that Dan’s cleric has some social powers. That’s something I strongly considered doing myself, even in the first draft. “Priest” is an inherent persuasive occupation. The only reasons I didn’t do that myself are firstly that I’d already posted a couple social-focused classes; and secondly that I was aiming for broad appeal with that post. I didn’t want it to be limited to people who use a lot of social rolls in their games.

I will say Dan’s removal of all the anti-magic stuff doesn’t appeal to me. I suspect he may have been trying to prevent the class from becoming overpowered, but I don’t think being overpowered was ever the issue with my cleric. Also, it’s the mechanic that I literally named the class after, so obviously it’s near and dear to my heart.

(July 16th 2018 Edit: Dan has clarified the change was made for flavor reasons, rather than balance. )

I’m also not a fan of making players pick between nine different holy orders when they create their character. for reasons I’ve explained elsewhere. Different strokes for different folks, as they say.

So, my loyal minions, GO FORTH TO THIS PITIFUL BLOG THAT DARES TO UTTER MY NAME. DESTROY THE BLOGGER PEASANT. RETURN TO ME BATHED IN HIS BLOOD, AND I WILL BLESS YOU WITH A +2 TO YOUR NEXT SAVING THROW.


(Note: Please do not destroy Dan. Dan is a good dude. LS is joking about destroying people).

d100 Gobbobilities

With thanks to Justin Stewart of Dragons Gonna Drag for donating his time to proofread this post.

Even in rules-light D&D, players are expected to do a lot of bookkeeping. Tracking skills, spells, and other silly stuff can be tedious, which is why Gobbos exist. Gobbos have no use for books, or for keeping them. Gobbos have no levels, and thus gain no experience. Gobbos do not understand the value of money, and so collect no share of treasure. Think of Gobbos as hyperactive 6 year olds with a slightly greater capacity for murder.

The basic Gobbo has only two numbers to write down: their saving throw is 12. This works for every kind of save, and will never improve. Their armor rating is whatever your system’s base armor rating is. In LotFP, that’s also 12. Gobbos can’t wear any armor. If someone tries to put armor on them, they’ll complain about how heavy or itchy it is, and eventually squirm out of it when no one is looking, leaving bits and pieces of it everywhere.

When attacking, gobbos roll 1d20 without modification, and deal 1d6 damage regardless of the weapon they choose to wield. Exceptions might be made if the gobbos attempt to operate some kind of heavy artillery.

Gobbos have no hit points. Instead, when a gobbo gets hit, roll a d6. If the number rolled is greater than the amount of damage directed at them, they shrug the injury off. The damage is not recorded, it simply bounces off them. If they roll equal to or less than the incoming damage, their feelings are hurt. They will begin to cry, and are uselessly inconsolable until the next session.

If a gobbo falls into a bottomless pit, disintegrates, gets gobbled up by a monster, or is otherwise physically separated from the party, they’ll be gone until the next session. When they come back, they’ll have all sorts of stories about the adventures they went on.

Given their fragility and general ineffectiveness, players may play more than one gobbo simultaneously. Somewhere between 2 and 5 is probably the most fun. Given their general lack of combat effectiveness, there’s no need for every gobbo to act each round unless the player really wants them to. Just assume they’re in the background goofing off.

Each gobbo also has a single special ability, rolled on the table below.

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  1. Has a slightly fishy appearance. Able to breathe underwater, and swim like a mer-gobbo.
  2. Every real-time hour, the gobbo may ask god one dumb question. God is listening, and will answer honestly. However, they answer through the gobbo’s own mouth, in the gobbo’s own voice, so it really just sounds like the gobbo is talking to themselves.
  3. By expressing affection, the gobbo can cause a plant to grow and become healthy. By expressing hatred, the plant will wither and die. The process takes a few minutes. The gobbo cannot control the way in which the plant grows or dies, though other outside means may be employed.
  4. Able to talk to plants. Plants are very honest, but also rude. The gobbo tends to get in a lot of angry shouting arguments with them.
  5. Able to talk to animals. Animals have an animal understanding of the world around them. The gobbo frequently becomes frustrated at dealing with such stupid creatures.
  6. Able to talk to rocks. Rocks have very limited perception of the world around them, and are sooooooo boring to talk to. Ugh!
  7. Sneaky little bastard has the second best stealth skill possible in your game system. (5-in-6 for LotFP)
  8. Attacks with a +8 to their roll, and deals 1d8 damage. That counts regardless of whether they’re using a real weapon or not.
  9. Each night, while sleepwalking, they make grenades. The gobbo has no idea how to make grenades while they’re awake, but they carry around a sack of the things with a d6 exhaustion die. (Each time a grenade is pulled out, roll a d6. If a 1 is rolled, there’s only one grenade left). The grenades deal 2d6 damage in a 5′ radius. No attack roll needed, but targets may make a saving throw versus Breath for half damage.
  10. When attacking from hiding, the gobbo gets a +10 to their attack roll, and multiplies their damage by 5.
  11. Roll a first level clerical spell from the table of your choice, whether or not you allow clerics in your game. The gobbo gains that spell as a natural ability, usable at-will for non-healing spells, or once-per-day if the spell heals something.
  12. Roll a first level magic user spell. The gobbo gains that spell as a natural ability.
  13. When they bite someone, it’s damn near impossible to get them off until they want to be gotten off. No attack roll needed, however the victim may make a saving throw versus paralyzation to avoid. While latched on, the gobbo may hinder any action their victim wishes to take, so long as their victim isn’t super huge or anything. This won’t really work on a godzilla. If their victim is fleeing, the gobbo can remain attached as long as they want, then return next session to tell the party where the person got off to.
  14. Instead of rolling a d6 when the gobbo is hit in combat, roll a d12 + 2.
  15. Runs really fast. Like, heckin’ fast. 10 times as fast as normal characters. No joke.
  16. Their feet are both buoyant, and covered in hardy callouses! They can walk on water, on lava, on acid, on basically any liquid no matter how harmful it would normally be.
  17. Has flaps of skin which allow it to glide down from high places. Or, if there’s enough wind, to fly like a kite.
  18. Cannot be bound. Any bond they are placed in, they can slip out of whenever they wish. It doesn’t matter how impossibly secure their prison is, they will break the laws of physics if need be.
  19. Able to squeeze themselves through any opening, so long as a normal human could fit their pinky finger into it.
  20. Has a seemingly infinite supply of rubber bands and paper airplanes, and is shockingly accurate aim with them.
  21. A particular talent for throwing things. Anything this gobbo can heft, they can throw with nigh-perfect accuracy, up to 30′. (More if they can get up above their target and throw down at it.) To hit an unmoving, man-sized target, roll an attack roll against an armor rating of 5. Modify up or down for smaller or larger targets. Moving targets use whatever their normal armor rating would be, minus 2.
  22. Completely immune to falling damage. Always land on their feet.
  23. For whatever reason, their antics come off as charming. Anytime the party makes a social roll, the gobbo can do some goofy shit to lend them a bonus to that roll.
  24. Instead of having a saving throw of 12, this gobbo has a saving throw of 5. Again, this is good no matter what saving throw is called for.
  25. Completely immune to magic of any kind.
  26. Has a weird knack for tripping people. Whoever they decide to trip must make a saving throw versus paralyzation or fall prone. If the gobbo comes up with something clever, they might even be able to attempt tripping multiple people at once this way.
  27. Can teleport at will to anywhere within their light of sight, leaving a puff of smoke and a “BUMF!” sound behind them.
  28. Can choose to emit any color of light they want from their eyes, at any intensity they desire. Good for creating spooky eyes in the dark, looking for hidden ink, illuminating a room, or even blinding foes.
  29. Has corrosive drool, which quickly rotted away all of their teeth. By gumming on just about anything for a minute or so, they can reduce it to unrecognizable slag.
  30. Able to transform themselves into a bat at will. They tell people their dad was a vampire.
  31. They’re crazy good at eavesdropping. If they’re not supposed to hear something (such as some monsters plotting their doom behind a door), they’ll hear it from a mile away.
  32. Kids are naturally drawn to them. Any kid this gobbo meets will become fast friends, with a whole series of weird games and inside jokes. This even extends to newborn babies, which the gobbo has an uncanny ability to understand.
  33. Parents are naturally drawn to them. Anyone with a child will have their paternal instincts kicked into overdrive by the sight of this gobbo. They’ll want to make sure this lil’ guy is fed and clothed and feels happy and safe.
  34. The gobbo has an uncanny knack for stupid stunts. The more terrible consequences will result from failure, the better. Once the stunt has been described (after a few “make it dumber!” demands from the referee), roll a d6. There’s a 4-in-6 chance the stunt succeeds. On failure, the gobbo injures themselves to the point of crying inconsolably until the next session.
  35. Knows just what to say to turn two people against one another. Any lie told about a person who is not present has a 4-in-6 chance of being believed. If the lie fails, the Gobbo feels chagrined enough that the player must wait 1 real-time hour before they attempt this trick again.
  36. The gobbo’s boogers are sticky. Like, aerospace-grade adhesive. Only the gobbo’s own skin oils are capable of touching one of its boogers without getting stuck.
  37. A long mop of greasy hair grows from the gobbo’s scalp. By wringing the hair out, the gobbo can produce a pungent lubricant that is slippery as hell, and difficult to wash away.
  38. With a twist and a backwards jump, the gobbo is able to instantaneously shed its skin, leaving a translucent statue of itself behind in whatever pose they desire. The skin quickly dries out and becomes rigid enough to support twice the gobbo’s body weight.
  39. Skin is puckered with unnaturally large pores. At will, their body acts like a sponge, absorbing any liquid they’re immersed in. Later, this can be excreted by the gobbo in a single splash from all their pores at once, or in a stream from one of their body’s orifices. Careful not to absorb too much, or you won’t be able to move!
  40. Able to climb any surface, like a spider.
  41. Can burrow through the earth like a mole, with the same movement speed it would have moving on foot. Also works for excavating large spaces at a rate of 10′ cubed per turn.
  42. Forgeries this gobbo makes will fool the first person who examines them, but never anyone else. They’re made with crayons and spit, so it’s a mystery why they fool anyone at all.
  43. The nose of a bloodhound. They can parse smells better than any human, extracting a surprising amount of information just from sniffing the air.
  44. Able to take magic into their body, and redirect it back out again. They have a 3-in-6 chance of success if they want to reflect it back towards the caster, 2-in-6 if they want to direct it elsewhere. On failure, they’re affected by it normally. Ability only works if they know they’re the target of a spell.
  45. This gobbo is a bit of a blank slate. It just follows its companions around, going along with what the other gobbos want. If it is directed to bite someone, that person’s body will go limp, and their mind will be placed in this gobbo’s body. Only willing or immobilized characters can be bitten in this way. The player of the gobbo, and the player of whomever the gobbo bit, must work together to decide what that the new combined character does. The bit character can return to their own body at any time by biting it again.
  46. Snot bubble hot air balloons allow this gobbo to float up into the air and fly around on the breeze.
  47. Dead creatures will obey a single command given by this gobbo. To the gobbo, it seems totally natural and not creepy at all that dead people do favors for him. What is neh-kro-macy?
  48. Has a mighty sneeze attack. On a successful attack, the targeted enemy within 15′ is pushed back 10′, and must make a saving throw versus poison to avoid getting sick. Sick characters spend a few minutes sneezing, a few minutes vomiting, and a few minutes shivering in the fetal position uncontrollably. The whole disease runs its course in about 10 minutes.
  49. Has the stinkiest poops of all. There is no quicker way to clear a room than to put one of this gobbo’s poops in it. No one with a sense of smell can willingly be within smelling distance of this poop. The gobbo only poops once per game day, and after 24 hrs its poops dry out and lose all smelliness. Making jenkems with this gobbo’s poop will FUCK YOU UP.
  50. Has phenomenal artistic talent. Painting, sculpture, music, film, as-yet uninvented media, they have an uncanny knack for just about everything.
  51. A perfect catcher. They can catch anything, without fail. They can catch bullets, intercepting 1 projectile each round. Objects too large for the gobbo to reasonably hold may cause some issue, though they can still technically be caught.
  52. Once per real-time hour, this gobbo can go rummaging in any heap of detritus nearby, and emerge with something useful. The referee is the final arbiter on what is discovered, but everyone at the table is encouraged to make suggestions. It will never be a unique item (such as the key to a door the players wish to bypass), or will it ever be a particularly valuable item. Just something that would help the party at this particular moment.
  53. A weird, lucky, savant. This gobbo has a modest chance to succeed with every skill in the game. (Using LotFP, a modest chance would be 2-in-6).
  54. Able to vomit up a yellowish cement-like substance on command. Enough to form a 2′ by 2′ square in 1 minute.
  55. Has a completely encyclopedic knowledge of bugs. If it’s even vaguely bug related, this Gobbo will have some kind of useful info to share.
  56. Has a completely encyclopedic knowledge of fungus and slime. If it’s even vaguely fungus or slime related, this Gobbo will have some kind of useful info to share.
  57. Has a completely encyclopedic knowledge of pop culture. If it’s even vaguely related to pop culture, this Gobbo will have some kind of useful info to share.
  58. Has an incredible ability to ride things. Any action which can reasonably be described as “riding,” or as an element of riding has a 5-in-6 chance of success.
  59. They’re so good at playing pretend that they create minor illusions of whatever they’re imagining. They must be able to catch the attention of the people they wish to fool, but anything they describe happening will appear to happen: sight, sound, and smell.
  60. Plays a scary version of peek-a-boo. The gobbo picks a person or thing to play with, then covers their eyes. Their target must make a saving throw versus magic. On a failed throw, it will cease to exist for as long as the gobbo keeps its eyes covered with both hands.
  61. The gobbo has a bottomless belly pouch. Like a kangaroo, except they don’t keep babies in there. They keep their junk. The gobbo will only hold on to items which are their own personal property. They won’t carry things for the rest of the party.
  62. Hard headed enough that a good bash can knock in just about any normal door. Heck, give the gobbo 3 minutes and they’ll smash a hole in a stone wall for you.
  63. The gobbo has a superb sense of direction. They always know, even if it seems impossible, what the shortest route to the exit is. They’ll never lead down any dead ends, though they may get sidetracked and lead the party to something only they think would be fun.
  64. When playing hide and seek, there is no better hider than this. One moment you’re looking right at them, then you blink, and suddenly they’re gone. The gobbo must specify where they’re hiding, and it must be within a the same room or at least nearby, but for all intents and purposes they are able to teleport themselves into hiding.
  65. Has an enduring love for playing dress up. Give them a pile of junk and 10 minutes, and they’ll have everyone they know outfitted with a dapper new disguise fit to fool their own mothers.
  66. A skilled whistler, to the point that they annoy everyone with their high-pitched tweeting. If they really try, they can actually perform a sonic attack with their whistling, shattering any glass, ceramic, or crystal within 30′ that they aim their lips at. May require a to-hit roll for particularly small, obscured, or moving targets.
  67. Good at picking pockets, performing magic tricks, wrestling stuff out of people’s hands, and otherwise being digitally dexterous. In LotFP terms, they have a 6-in-6 for Sleight of Hand.
  68. Has a knack for getting doors open or getting machines to work. Essentially a 6-in-6 for Tinkering.
  69. Is absolutely delicious. Any creature with the intent to eat living meat will be instantly attracted to the succulent smells of this gobbo. Even those not normally inclined to such acts may be tempted. Once eaten, the imbiber must make a saving throw versus poison or get food poisoning. They’ll have no time to do anything other than poop their guts out for the next 24 hours. Miraculously, no matter how much they chewed, the gobbo will emerge fully re-formed within a few hours at the most.
  70. Able to vomit voluminously on command. After they vomit, everyone who sees them must make a saving throw versus poison, or they will also barf.
  71. Restorative drool, which can seal up wounds and mend broken limbs. Able to produce enough drool to restore 10 hit points each day.
  72. Has a perfect memory. They’re able to quote anything they’ve heard, without error, in an exact imitation of the voices they heard it in. Moreover, they’re able to draw, with exquisite detail, anything they’ve ever seen. These skills only apply when recalling something. They have no particular talent for voices or for art otherwise.
  73. Nobody throws a tantrum like this goblin. When something is taken from them, or they are denied something they want, they’re able to go absolutely BERSERK. 20 strength! 25 strength! 100 strength! Immune to damage! Punch for 3d12 damage! The state lasts for 1 minute, and can only occur once per session. Be warned: the gobbo’s rage will be directed towards whoever took from them / denied them, so don’t go activating their rage and hoping they’ll turn it against your foes.
  74. Farts lightning bolts which deal 6d6 damage in a 60′ line straight out from their butt. Only has a 1-in-6 chance of being able to fart on command. 2 in 6 if they’ve consumed some bubbly beverage recently.
  75. Has an intuitive understanding of modern technology, enabling them to use it with ease, even if they don’t know how to tie their shoe. Works with whatever technology is “modern” in your setting. Gobbo will refer to anyone who can’t keep up with their technical know-how as a “Grandpa.”
  76. By concentrating and straining really super hard, this gobbo’s body becomes mysteriously heavier, and heavier, and heavier. After about 10 minutes they can get to a max weight of a few tons without any change in their size or shape. No complicated actions may be performed while heavy. Popping back to normal weight is instantaneous when the gobbo stops concentrating.
  77. The gobbo’s farts make such hilarious sounds that everyone who can hear them must make a saving throw versus Magic or be consumed with laughter. -1 to their save if they’re close enough to smell it too. Victims may attempt a new save each round to regain control of themselves, with a cumulative +3 each round.
  78. Anything that relies on pure dumb luck is double-weighted in this gobbo’s favor. For example, if the gobbo calls a coin flip in the air, it has a 75% chance of landing on the side they called. This works only for diegetic randomness like gambling, not for meta game randomness like attack rolls or skill checks.
  79. Once per session this gobbo may declare that someone is lying, and it will be true. If necessary, the referee must bend reality to accommodate the fact of this lie. If they really, really, really want to, the referee may tell the gobbo that they are wrong, and that this person was not lying. However, the gobbo will now be able to use their ability twice this session.
  80. By yelling stuff like “Stop being dumb!” and “Just do it!” the Gobbo has a mysterious ability to actually make people better at whatever they’re doing. Not enough to add any bonuses to rolls, but enough to make failure a little less bad than it would normally be. (None the less, if you fail, the gobbo will probably lambast you for not listening to them when they told you to do it right.) Giving this sort of “encouragement” precludes any other action being taken by the gobbo. (They cannot attack the same round, or “encourage” two people at once).
  81. If the gobbo shouts “GO AWAY! I HATE YOU!” at someone, then that person must make a saving throw. On failure, they must go away, knowing they are hated. The gobbo may only emotionally manipulate one person at a time.
  82. This gobbo carries around hand puppets of various styles. For whatever reason, these puppets are perceived to be real people by anyone who sees the gobbo manipulate them. Not specific real people, mind you. The gobbo cannot make someone believe the puppet is their mother. However, any words said by the puppets, or actions taken by them, will be perceived as the actions of a living individual.
  83. By rubbing its grubby face on stuff, the gobbo can leave an imprint of its face. The gobbo is able to see, smell, hear, and speak through this face. Until a face is erased, the gobbo cannot stop receiving sensory information from it, which is annoying. Leaving more than a few faces out in the world will give the gobbo a serious headache.
  84. Has a big ol’ horn. It’s a foot long, rigid, with a needle-sharp tip and one knife-like edge. At will, the gobbo can retract the horn into its body, and cause it to pop back out anywhere it likes. It can have a horn sprouting from its forehead, or its stomach, its left butt cheek, or from in between two of its toes.
  85. Able to collapse into a puddle of slime, oozing around, moving only across level surfaces or downhill. It takes about 10 minutes to reform.
  86. With innocent-sounding questions and doe eyed looks, this gobbo can force a target to make a saving throw against shame. On failure, the victim must reconsider their behavior, or at least work much harder to hide it. Works only if the target is doing something the average person wouldn’t want a child to know about.
  87. Whenever they want, the gobbo can grow big big BIG! Fifteen feet tall, with speed and power to match! For every minute the gobbo spends being big, they must spend an hour sleeping immediately after to recover their energy.
  88. Through the use of the mighty Double Dog Dare, this gobbo can force people to make a save versus Magic, or obey the gobbo’s command. If they make their save, they may dare the gobbo to do something, which the gobbo must do. No save.
  89. Is a very good goalie. Crazy good. If this gobbo decides they don’t want someone to get past them, they basically function as a 10′ by 10′ invisible wall. Nobody will expect them to be as capable a blocker as they are.
  90. With a parting of their hands, the gobbo can part just about anything as if they were Moses or some junk. Water, bushes, crowds, walls, etc. Every 30 seconds, the gobbo must roll a saving throw to avoid getting distracted. If they get distracted, whatever they parted will collapse.
  91. An endless supply of teeth. Each one yanked out will be replaced by another within a half hour. Teeth can be spit out like bullets, left on the ground like caltrops, and probably used in all sorts of other horrible ways.
  92. When the gobbo yawns, the response is more than contagious. Everyone nearby (including friends) must make a saving throw or fall asleep. The yawning gobbo themselves doesn’t get a save. They always fall asleep, and they’re a heavy gosh dang sleeper.
  93. This gobbo is a tattle tale. They have a sort of divination which allows them to know one bad thing that a person has done. This works only once per person, PC or NPC alike.
  94. Any part of their body can be detached. Though separate from the body, it will communicate sensation, and act according to the gobbo’s thoughts as normal. Detached bits must be recovered and snapped back into place, they cannot grow back.
  95. This gobbo is a picky eater. If they can fit an object in their mouth, they’ll instantly know everything that is wrong with it. Whether it’s cursed, poisoned, whether some evil dude had it once, or wants to claim it, everything. This ability cannot be used to divine any nice information.
  96. Through relentless teasing, this gobbo can force an enemy to focus entirely on them during combat. There is no save against this unless the foe has a strong reason to ignore the gobbo’s taunts, such as a commander shouting at them.
  97. Any trick the player describes which can feasibly be performed without hands has a 4-in-6 chance of success. The gobbo will probably shout at members of the party to look at them while they do whatever they’re doing, and will always boast that they’re not using their hands. Note that picking locks or wielding weapons with one’s feet is not considered “feasible” for the purposes of this ability.
  98. By climbing on top of something, the gobbo instantly makes the floor around whatever they’re standing on as hot as lava. The effect moves along with the gobbo as they climb across chairs and tables to avoid falling in, so that they’re always at risk of falling in. If the gobbo intentionally jumps down, the effect ends.
  99. A gosh danged savant when it comes to setting up practical jokes and home-alone style traps. So long as they have the most important elements, they can set up even the most complex of Rube-Goldbergian contraptions in the space of a minute. Minor elements, like pulleys and bits of string, have a way of simply being around when this gobbo has need of them.
  100. Of all gobbos, this one is the undisputed master of “I’m not touching you.” This gobbo never touches anything it doesn’t wanna touch. Pressure plates? Not happening. Complicated laser grid? No problem. If they want to, they can even walk with their feet an inch off the floor, or swim with a thin layer of air between the water and their skin. They still gotta breathe and be warm, though, so they gotta touch the air.

LotFP Class: Warlock

People act as though making deals with devils is so damned dangerous. Devils are an embodiment of cosmic law. They’re constitutionally incapable of breaking their word. So long as you don’t agree to something stupid, you’re fine. Making deals with demons is a whole other thing. It takes a particularly self destructive kind of crazy to become a warlock.

Warlocks use the same experience track as the elf, with the saves and hit dice of a magic user.

Becoming a warlock requires the ritual breaking of a sacred oath: the dissolution of a marriage, stealing from one’s host, etcetera. Once this ritual is complete the supplicant may never again bind themselves by their word. If a warlock keeps an oath against their best interests they will not only lose their powers, but must make a saving throw or die. This does not mean a warlock can never make or keep agreements, merely that they can never consider those agreements binding. If a farmer offers 10 coins to rescue their child, the Warlock may do so. However, if the ogre makes a counter offer of 15 coins to let them eat the child in peace, the Warlock should take that deal.

In exchange for making themselves  an embodiment of treachery warlocks receive three demonic boons: the Baleful Whisper the service of a Warlockin, and the ability to bestow Breefs & Feckets.

By giving voice to their many hatreds, warlocks can create a breeze of cursed air called a Baleful Whisper. This functions like a ranged attack with increments of 20’/50’/80′. Only unsuspecting targets, those which could be sneak attacked, are vulnerable. On a successful hit the target takes 1d6 damage. This increases to 2d6 at level 3, with an additional d6 on every third level thereafter.

Warlockin are minor demons that take the form of ugly, 18-inch tall humans. Against their will they are bound to obey the warlock in all things. They are hostile creatures who will attempt to subvert their master’s will whenever possible. Instructions must be phrased clearly, and even then the creature is liable to “forget” certain aspects of their orders if left unsupervised.

Warlockin share their master’s saving throws, and have 1 hit point for each level of the warlock they serve. Due to their size and agility their armor rating is equivalent to plate and shield. In most respects a warlockin has all the abilities and limitations you would imagine an 18 inch person would have, with a single exception the player rolls during character creation:

  1. Wings, and the ability to fly with them.
  2. At will, their touch can set fire to anything flammable.
  3. Able to impersonate any voice they hear with perfect accuracy.
  4. Can turn invisible at will.
  5. Able to communicate telepathically, though they cannot pull any information from a person’s mind that is not intentionally directed towards them.
  6. They have perfect dark vision.
  7. Can create illusions at will. Images only, no sound or touch, and covering no more than a 10 foot square area. The illusion must be actively maintained and controlled while it exists.
  8. Despite their diminutive size, they have the strength of an average adult human. Their size relative to the world should still be taken into account.
  9. Able to poison any food by licking it.
  10. Whenever their master wills it, the warlockin’s vitality can be sapped away. Hit points extracted from the warlockin may be used to heal the warlock themselves, or anyone they are touching when they use this power.
  11. By burrowing into the body of an animal, the warlockin is able to control it. This only works on creatures large enough for the warlockin to fit inside of.
  12. By blowing a kiss, the warlockin can inflict a sour disposition on a person, putting them in a foul mood for a few hours. A saving throw versus magic resists.

Warlockin cannot die. If they are reduced to 0 hit points, their body is completely destroyed in some suitably dramatic fashion. Perhaps they disintegrate and blow away in the wind, or burst into flames, or collapse into a puddle of slime. Whatever feels right to the referee in the moment. D6 hours after they are destroyed, the warlockin will emerge, fully restored, from their master’s body. The means by which they emerge is entirely up to the warlockin, and is often used as a means of getting back at their master for allowing them to die. They may emerge through vomit, painful excretions, or even by bursting through the skin in a bloody gory mess. The process requires 10 minutes, and cannot be delayed by the warlock. When it happens, it happens. Fortunately, any damage suffered during the warlockin’s rebirth will quickly heal itself within that same time.

Warlocks do not cast spells. Instead they bestow Feckets on themselves, and Breefs on their foes. Unlike spells these magics may be employed both stealthily and instantaneously. They require no preparation, no spoken words, and only the most subtle gestures. In combat using them is a free action, though only a single attempt may be made each round. The downside is that only one fecket or breef may be active at a time. Bestowing a new one causes any previously bestowed magic to unravel.

At character creation the player chooses whether to start off knowing a fecket or a breef, then rolls on the appropriate table. Each time they gain a level they learn a new magic by rolling on alternating tables. So: if the player opts to roll a breef at first level, they will roll a fecket at second level, and all even-numbered levels thereafter, while breefs will be learned at odd-numbered levels.

Breefs
Bestowed upon foes to weaken and befuddle them. The warlock may target a number of foes equal to their level, so long as all their targets are within their field of view simultaneously. A successful saving throw versus Magic resists the effect.

  1. Tanglefoot Targets become prone to tripping. Any time they move more than 5′ in a round, there is a 4-in-6 chance they fall prone. If they move more than half their movement speed, the chance is 5-in-6.
  2. Noodlelimbs Targets’ strength is reduced to the equivalent of a 7 year old child. Anything which would be difficult to push or lift or carry becomes completely impossible for them. They also suffer a -3 on melee attacks.
  3. Sloppymouth Causes words to be flubbed to the point of incomprehensibility. Makes spellcasting very difficult.
  4. DitzyWitzy Targets forget their motivation for whatever their current goal is. If they are searching, they will forget what they’re looking for. If they’re attacking, they’ll forget what brought them to that point. It doesn’t necessarily mean they’ll stop, though.
  5. Passionbound Emotions become difficult or impossible to suppress. If the target is angry, they will become violent; if they are frightened they will flee; if they are sad they will weep, and so forth.
  6. Fumblehands There is a 1-in-6 chance that the target will drop anything they’re carrying each increment of the current timescale. (In combat, rounds; in exploration, turns; etc). This chance is modified up for any activity the target undertakes which is not standing still and focusing on holding the item. Walking with it shifts the chance up to 2-in-6, running to 3-in-6, climbing or acting to 4-in-6, etc.
  7. Cowardheart The target becomes easily intimidated by anything that seems threatening. They may flee, or cower, or bargain, according to their disposition.
  8. Blindwander The victim loses any sense of direction. If they walk into a dungeon room that only has a single other door, unless the doors look dramatically different, they will not be able to tell which of the two they came in through.
  9. Recallnot Victims will not remember anything that happens while under this effect. They retain their ability to think and act normally, but later they’ll discover a gap in their recollections.
  10. Obeisance It will seem impossible to disobey any authority which appears legitimate to the victim. If there is a sign which reads “keep off the grass,” then the grass cannot be walked on. A police badge doesn’t become a magic talisman that allows them to be mind controlled, however. They must really believe the person with the badge is an officer, and that the officer is acting within their legal authority.
  11. Thundersubtle The affected thump around wherever they walk, muttering out loud about whatever is going through their mind. They’re bad at lying, sneaking, or generally doing anything without telegraphing it to everyone around them.
  12. Friendfaced The victim is predisposed to like the warlock. They’ll generally interpret the warlock’s behavior positively, though only within reason. Treat it like running into a guy wearing a T-shirt of your favorite obscure band that nobody else likes.

Feckets

  1. Farstride Each step the warlock takes covers a vast swath of ground. It takes about 10 minutes to walk 6 miles, which can be fairly disorienting. You never quite stop where you want to. Roll 1d6 – 1 to determine how many miles from your desired stopping point your are. Dangerous to attempt indoors.
  2. Greatmight The warlock gains incredible physical strength, enabling them to lift castle gates or toss their foes about like fukkin’ Conan. For melee combat purposes, treat as max strength.
  3. Airstroke Enables the warlock to swim through the air as though it were water. It is not a particularly fast process, but does allow the warlock to position themselves wherever they like in vertical space.
  4. Blankspace The warlock becomes a magical void. Spells cannot affect them, and any magic items they touch cannot be activated.
  5. Noticemenot The warlock becomes more difficult to notice. In addition to being simply better at stealth and sleight of hand checks (bonus of 3, up to max skill), people will just find their attention drifting away from the warlock. Other things will just seem more important.
  6. Feelingfine While active the warlock will not get any hungrier, thirstier, or sleepier than they already are. Furthermore, they do not need to breathe, and will feel comfortable in both extreme heat and extreme cold, so long as the temperatures are within a range that some natural animal could live in. Tardigrades don’t count.
  7. Falseface The warlock is able to modify their appearance however they like, so long as they still appear to be a human of roughly the same size.
  8. Venomteeth The warlock gains a poisonous bite, causing sleep or death as they prefer. Note that biting people is generally not an easy thing to do.
  9. Luckyloo While active, the warlock gains a +3 to all of their saving throws.
  10. Locoscient While active, the warlock’s senses are heightened. Their mind is able to process visual information more rapidly, such that if they were looking for a particular person in a crowd, a single glance would be sufficient to pick them out. They can smell and hear with the acuity of a dog, detect vibrations like a blind guy in a bad kung fu movie, and taste the way wine snobs pretend to.
  11. Bething The warlock merges with any inanimate object large enough to contain them (even if they would not typically fit into its shape). Stuff like trees, walls, statues, etc. While merged, they retain access to their senses.
  12. Unphysicality The warlock becomes incorporeal. Their appearance does not change (they do not become transluscent), but they cannot interact with the physical world. Whenever an object passes through them, or they pass through an object, it makes a loud “b’zorp” sound.


This is a photograph of my old whiteboards. I’d guess it was taken between October 24th and October 26th of 2011. If you look at the to-do list on the upper board, one line reads: “Warlock upgrade for Pathfinder + WoW ‘Lock. They can be the same project.” So, in October of 2011 I’d already been thinking about writing a Warlock class long enough to decide I wanted to merge it with another project.

You may be thinking the class described above doesn’t justify 7 years of buildup. Which…yeah, duh. When you leave something on the back burner for too long, it burns. The right time to do this was in 2011, but sometimes projects fall the wayside. Unlike most of the stuff I never got around to in 2011, however, the desire to make a warlock class has stuck with me.

I was 17 in 2004 when WotC published “Complete Arcane.” Amidst all the typical splatbook junk was a new class that appealed to me: the Warlock. I named mine Zalekios, and he would eventually become my longest running D&D character. A record which stands to this day. The Zalekios campaign inspired many of my early D&D tinkerings.

In 2007 my friends tricked me into playing World of Warcraft. I rolled a human warlock named Sentaigresk. Playing this character would lead to me doing the first serious writing of my life, which in turn got me my first paid writing gig. It’s also while playing Sentai that I met the lady I’m getting married to later this year.

The choices were made trivially at the time: just a D&D character, just a video game class. Now I’m 30 and a ton of my personal history is tied up with warlocks of one flavor or another. In 2011 all I wanted was to update the 3.5 class so I could convince Zalekios’ referee to switch to Pathfinder. I did all sorts of research into folklore, which is where terms like “breef,” “fecket,” and “warlockin” come from.

Unfortunately, in 2011 I was writing 5 blog posts a week, and I was rushing to put them together in the hours between work and sleep. There wasn’t room for a project as large as creating a Pathfinder class. By the time I could handle that sort of project, the Zalekios campaign was long dead.

I recently set myself the task of clearing out some of the older stuff in my drafts folder, and the oldest post by far was this one. Almost nothing of my original work remains, but I’m glad to finally get my version of the Warlock out there. Or at least, some version of my version.

Blogging is fun.

The Duchy of the Damned Dancing Duke – Row F

Hex F-1: Ser Chalres, a knight who served in the court of the Duke’s father. He’s only 4 years older than the duke himself. His serious minded devotion to duty endeared him to the old duke, who regarded him as a better son than the one he had been cursed with. For his part, Ser Chalres was devoted to the old duke, and has struggled to remain loyal to his mentor’s son. The current duke resents Ser Charles, and has sent him on endless mundane “Quests,” which has caused the knight to gradually fall into a deep malaise.

After completing his most recent task (to enumerate the ducks on all the ponds in the duchy), he just…didn’t return to the duke’s court. He carries a ledger on which his final count is completed, and he cares for it dutifully, but rides aimlessly. Afraid to return to the Duke, or to return to his home. Occasionally, when the Duke’s men run into him, they bully him with all the class of a guy wearing a letterman jacket in an ‘80s movie. He insists to them that he’s still working on the count.

Ser Charles is contemplating suicide, but does not want to go to hell. Nor does he want to betray his lord by seeking peace with the papacy.

Hex F-2: Some ruins sit between hills, nestled in a little valley and nearly overgrown with grass. Almost nothing here is left but the foundations. The only thing that is intact is a marble tiled floor, patterned with many colors.

Far beneath this floor is a creature. It would appear bestial to us, but it is an older and wiser creature than all of mankind. A creature in whose mind lives entire worlds of lesser consciousness, all serving the greater whole.

This creature does not hate or love us anymore than we love or hate a bumblebee or a parrot. Once, it amused itself by making itself our god, but we bored it.

One thing it does enjoy is a dance it taught us in times too old to be called ancient. A thing of cosmic humor beyond our understanding. To us it’s just an incredibly complex ritual. If performed properly on this dance floor, the creature will grant a wish. If performed improperly, it will brush us aside in annoyance. Those subject to this must make a save versus Magic. On failure, they are sent flying miles into the sky. When they land, half of their body will have been crushed flat. If they succeed, they fly just high enough and are crushed enough to reduce you to 1 hit point.

Hex F-3: On the hill is a fine manse of noble quality. This was the duke’s country home, but is now surrounded by tangled bushes of razorwire. The duke’s men, with spotlights shining from open mouths,m wander the grounds at night.

Here is where the duchess Maria Josehpine—the Duke’s wife—is held. She & Rodrigo were married X years ago, at the insistence of the previous duke. They never got along well, but as a devout catholic, she submitted to her husband…at least until devotion to her husband would have required her to deny her god. She would not, and so she is here. Kept in a gilded cage, away from her priest, her sacraments. Forced to attend a satanic mass each day.

She is never given the opportunity to be a martyr; she is merely forced into a life that makes her wish for death. Fed the poorest food, housed in the poorest accommodations, treated with nothing but cruelty. Yet always beside these tribulations is the offer of an easier, damning path. Sumptuously prepared human meat is offered alongside her barley gruel. The cold stone cell she sleeps in is within sight of the warm feather bed that could be hers if only she fornicate with the men and women who wait for her there. Always a child is present for her beatings, and all she need do is give the order to have her punishment taken out on the child instead.

Maria holds firm her faith, but no human’s strength is infinite.

Hex F-4: The party comes across a group of 23 men equipped with shovels. They’re standing around a hole & one has a map clutched tightly in his hand. In the hole they’ve uncovered an old Roman treasure cache, including:

  • A statue of Terminus
  • A statue of Antoninus
  • A statue of Hadrian
  • A chest with 5,000 danerii, worth 3,462 modern silver pieces.
  • 10 Gladius
  • 10 Sets of legionary armor.
  • A crate of bronzeworks. Nice cups, jewelry, etc.

Their eyes got a little bigger than their heads, and now that they’re standing around their treasure haul they realize they really don’t know what to do next. How to move it? How to defend it? How do they turn it into cash they can use? They’ve got no wagon, no weapons, nobody to sell it to. They’re amenable to sharing the loot with someone who can help them defend, transport, and fence their discovery. They’re good folk, and will prefer to split 30/70, but can be negotiated down to a 50/50 split.

However, they’re not going to let anyone cheat them. They’ve got daggers and shovels, and they probably have numbers over the party. They will fight to protect this treasure if any foreign vagabonds try to take their hard won loot. (They don’t want to kill people, though).

Hex F-5: A trading port town, currently under naval blockade by a small fleet of Papist ships. There are four boats on the docks which arrived some time ago to drop off their goods, and pick up new ones. Unfortunately they’re unable to leave due to the blockade, and unable to return to shore because by the laws of the devils their business is done.

The folks on the ships are close to death. They’re clinging to their religion, but angry that the papist fleet would leave them to die like this. Each evening the devils lay out large banquets on the docks to tempt the sailors into defecting. It would take only a nudge to make that happen.

Hex F-6: A young man is struggling in the water, and will clearly drown if he is not helped quickly. This is William the bastard, future duke of another Duchy on the coast. He says he passed out on a couch after a night of drinking with his men, and woke (still on the couch) in the middle of the sea, out of sight of the shore. He was planning to wait until sunrise, then try to spot shore and paddle that way with his arms. But his couch was capsized in the current, and he lost sight of it. He’s been trying to tread water and swim towards shore, but it is far, and he grows tired.

On being rescued, he will swear an oath unto god never to set foot in the water again, and will hold to that oath unless the PCs convince him otherwise. He is susceptible to sleights directed towards his honor.

Hex F-7: A man in a small boat, weighed down with a heavier load than it should be carrying. he’s anchored in a precise spot marked by a buoy. He throws buckets of dirt into the water. When his boat is empty, he will return to the land and load it up with more dirt. Each cartload must come from a different acre of the duchy.

The unfortunate man accepted a contract working a farm from a devil. He’s not as skilled at manipulating contracts as the duke, and now he’s got to make the farmland himself by dumping dirt directly into the water. He’s deeply depressed, but there’s not much he can do. It seems the devils are taking particular pleasure in what horrid contracts they can assert, as a sort of displaced vengeance against the Duke.

Closing Note: Thanks for reading this series of weird hex posts. I’m glad to finally have them out in the wild.

These were the first draft for a project that grew wildly out of control until it was a complete friggin’ book. The writing for the book is done, and we’re just waiting on art, editing, and layout before we figure out how to best get the thing into your hands. Look forward to it!

The Duchy of the Damned Dancing Duke – Row E

Hex E-1: This is the highest peak in the area, pretty cold. The players find a cave. The first chamber, shallow, holds a hibernating bear. Beyond the bear, however, is a steep passage covered in ice. It will require a climbing check to descend safely. About 70% of the way down the cavern opens up into a larger chamber. There is no safe place to stand in this chamber, and it is both dark and covered in ice, but if the players take the time to look around they will discover the most beautiful cave paintings on the wall. About 2/3rds of which describe the sort of hunter/gatherer life that we now associate with prehistoric man. The remainder of which show records of war, brutality, and fear of an unknown and unstoppable calamity from above.

As the shaft reaches its bottom, it suddenly opens out, with a final 30’ drop to the frozen ground below. There is no way to climb down this without a secured rope of some kind.

Within this chamber are the Ur-Men. 173 men, women, and children frozen solid. Huddled together for long lost warmth. They are huge, burly, hairy things. They are the men who came before men. Better, in many ways. No less clever than us, they are only less studied than we are. And a great deal more powerful. Even a child of 7 or 10 might have as much as 2 or 4 hit dice. The adults range from 7 to 12 each.

The frost here is deep, and will not melt without interference. If they are thawed, they will be revived fully within only a few days. Their recuperative abilities are well beyond those of humans. It is unlikely that any means of complex communication can be found, but the referee should know: they are the Peoples of the Red Hills. They retreated here to escape what they believe was “The God of Cold, consuming the heavens as he descended with ice and fire.” They are not unnecessarily violent, but they are territorial, and believe in the fundamental truth that might makes right. They will never subject themselves to the tiny, weak modern humans. No matter how impressive their science and magic have made them.

The Ur-Men are also prolific breeders. Their women bear young in litters of 4-8, and all take the work of creating and raising children as a grave duty that must be pursued with vigor. In as little as a generation, these unfrozen peoples could become a small nation, ready to sack the modern world and draw it back into an era of darkness.

Hex E-2: Vedast the mountain man. Roll 1d6: on a 1 the players stumble onto Vedast’s humble home, otherwise they meet him out about the mountain. Perhaps he is cooking a meal, fishing, hunting, wrestling with a bear, chopping down a tree, gathering clay to make some pots, weaving a basket, or whatever else a man of the mountain might do. Vedast is capable, and he does it all.

He’s a large man, nearly 7’, with shoulders broad enough to dwarf two smaller men. He wears the skins and furs of animals he hunted himself, and carries equipment for whatever task he’s currently pursuing—most of which he also made himself. Vedast has lived in the mountains most of his life, and until recently he only came down to make his biannual trips to the nearest church to receive the holy sacraments. Since the devils came, and the practice of the Christian faith was banned, he has remained on his mountain, spending a great deal of time in prayer for his soul, and the souls of his countreymen who have fallen beneath the wretched influence of the Duke.

Vedast is devout in his faith, with the complete sincerity of a saint. He stays away from the devil’s affairs, and suggests that you do as well. Nothing good can come from being among them.

Vedast is an expert in anything within this hex, and both of the contiguous mountain hexes (E1 & D3). He’s been everywhere, and seen everything, even if he won’t tell you all that he knows. He prefers to keep his distance from anything unnatural. He also has a 4-in-6 chance of being aware of anything in the hexes adjacent to his mountains.

Vedast and Jay the Blue are aware of one another, and Jay is quite fond of the gruff, simple, and kindhearted Vedast. Vedast, in turn, holds some affection for Jay in his heart of hearts, but also regards him as a simonist and a sinner. In times past, the two would occasionally share a quiet smoke, or a meal around the campfire. Jay respectfully chooses not to exercise magic of any kind within sight of the mountains, though he does have brief exchanges with birds. (A practice Vedast is not uncomfortable with, as he himself often speaks with the animals. Though for him, they do not speak back).

Unfortunately, since the devils came, Vedast has become hyper-vigilant about the purity of his soul, and has cut all contact with Jay. Something which makes both of them very sad.

Vedast has a trio of dogs named Alexander, Maximus, and Barrigan. He has names for every significant creature on the mountains, and a cordial relationship with each.

Hex E-3: An odd mound of tangled plants, with a glint of dull metal visible through it. If the overgrowth is cleared away, there is a front loading cannon beneath. 9’ long, with a 6” barrel. One of the wooden wheels broken, while the whole rest of the wooden structure has become rotted and brittle. It’ll fly apart dangerously if the weapon is fired in this condition. There are no gunpowder or balls nearby.

If loaded properly, the cannon will deal 3d6 SHP of damage on a successful hit. Attack rolls take a -10 penalty if attempting to target individual people. When attacking structures, each miss grants a cumulative +2 to hit to subsequent shots against the same target, as you’re able to narrow in your shot.

Hex E-4: A desk by the side of an idyllic little pond, where an obese man with a pimply face and unkempt hair juggles scraps of balled up paper next to a writing desk. If he notices someone approach he will drop the balls in embarrassment and busy himself with quill and ink. If the intruders speak to him, he will bluster about how rude they are for interrupting his very busy creative process. He insists he is a writer, but if asked to share his work, he will make excuses. He’s never been able to finish anything, he claims, because of his constant interruptions and the excessive demands on his time. The stacks of paper around him are filled with incomplete To Do lists.

Hex E-5: There is a field of deep, overgrown grass. When a path of movement cuts through the grass, the unusually long and complex roots pulse, and the movement is indicated on a map within the small hut at the center of the field.

The hut has two doors, one to the right, and one to the left. The door on the left is locked. The door on the right leads into the false hut, which appears just as it should. A small wooden space with windows, the map of the surrounding area on a table at the center, a few supplies, and a guard with a key to the left door.

When the left door is opened, it reveals the true interior. A hellchamber of red stone, much larger on the inside than the hut is on the outside. The multi-tiered chamber contains three regiments of devils, all drilling together in preparation for war. Near the back is a large summoning circle where diabolists summon ever more devils to join these ranks.

This place is not hell, nor is it earth. It is a place between the two, placed as closely to earth as can possibly be managed. It is a struggle, moving from one world to another. It takes time and energy. Here, the hard work of summoning an army of devils can be done in advance of any need to deploy them on earth. And when they are needed, all it will require is walking out the door. This is the staging area, the buffer of the diabolic invasion that will come at the earliest opportunity.

Hex E-6: A dank little swamp. Roughly 200’-300’ across at its widest points. Bit of a clearing, bushy plants growing next to murky pools of standing water. A haven for small buzzing things, and the slightly larger slimy things that eat them.

On hot days, when the swamp gas is thick in the air, a feathered beast appears. You and I would recognize it as a dinosaur. Specifically, a Hadrosaur. The creatures corpse rests deep beneath the swamp, and the heat in this region only recently rose high enough for its decomposing vapors to rise to the surface.

The creature is not intelligent as we think of it, but it is aware enough to be angry. Angry that it is alone, and that it is trapped in this swamp. Angry that it has not been able to mate.

If it can mate with a female of your group by merging with her, then 4 months later she will birth an egg, which will hatch into a child of the creature. She may then opt either to pass the spirit on to another, or immediately become pregnant again.

Hex E-7: A large barrel—a Hogshead size—floating in the water. Once fished out, players will notice a mark branded into the top of the barrel. Any well traveled player will at least be able to recognize that it’s a mark of Venetian origins, while players with greater familiarity with the seat trade may be able to track it to a particular merchant house. Regardless of where it came from, it’s here now, without anyone to claim it.

The barrel is full of black pepper. 470 pounds of it, to be exact. At a common rate of roughly 18 silver per pound, this is quite the find! A valuable sell at nearly any port the party may call in at.

A young man named Stiles received 15 lashes for knocking the barrel overboard in the night, and was dismissed from his post without pay at the nearest port. His anger over this injustice has been left to fester, and he’s become obsessed with finding the barrel. He figured it will show up in some port eventually, and so he picked one at random and spends his days watching the docks. Because Stiles is kinda stupid. But lady luck sometimes takes pity on the stupid and the determined, and so there is a fully 1 in 6 chance that Stiles just happens to be waiting in whatever port the players try to unload the pepper into.

The Duchy of the Damned Dancing Duke – Row D

Hex D-1: The party stumbles on a suspicious older gentlemen named Firmin, who is perhaps in his late 50s. He acts nervously, and will try to excuse himself from any social encounters quickly. He is covered in dirt, and carries a shovel. Players who examine him will notice blood mixed with the dirt.

The man lives in a nearby village, and is a serial murderer. Each new moon (when God’s eye is closed), he kills someone. Usually a child. If Firmin is caught, and believes any chance of escape is lost to him, he will reveal that he is proud of what he has done. He will offer to show the players the graves of 53 people. If the players examine the bodies there, they may find that each has a gold coin, worth 50 silver pieces, in their mouth.

Firmin assures you that there are more bodies, and he will tell you how to find 53 more of them, if you leave him unmolested for 2 years. The others (and there truly are many) are clustered in groups of 53 (which is the true number of the beast, Firmin will explain. 666 was a ruse to throw people off the scent.) (This is not true. He’s nuts.)

How he gets all of this gold is unclear, but he never seems to have any unless he’s burying somebody. In truth, he is wearing pants of human skin purchased from Hette the flesh cobbler. A gold coin appears in the scrotum each time he kills an innocent. Maximum of one coin per moon cycle.

Hex D -2: Jay the Blue wanders here. He’s an older man with blue robes, a black & white hat of soft down, large pauldrons of meticulously groomed feathers, and a hanging chestpiece of small black bird beaks, arranged like scale mail.

Jay is a very sane man, often taken for a complete nutter. He is a friend to brids, is always accompanied by some, and calls every bird he encounters by name. He often has extended, complex conversations with them.

In point of fact; any bird which comes within 100’ of him develops distinct, intelligent personalities. They speak a bird language that only Jay speaks. He is open about this reality, but there is no way for anyone to verify that.

Jay’s Pauldrons are magic items that grow out into wings, on which he can fly at will. His beak mail is magic armor which attracts all projectiles. He takes 1d3 damage from them regardless of their potency (assuming they hit him).

High in the air is a massive sparrow, on whose back is an expansive palatial estate on which Jay lives. He flies up and down using his magic pauldrons, but if they are taken from him he can just call his sparrow friend down.

Jay the Blue’s spells are all bird themed, and his spellbook is kept in a nest, protected by an eagle who flies it to him any time he calls for it.

Hex D-3: A tribe of mountain women who wear treated bark armor on their arms and legs resides here. Their large, muscular breasts are never covered. Most also carry a bow, a quiver of arrows, and a flint blade whose length rests somewhere between a long dagger and a short sword. By flexing their mighty tits, they can spray streams of acidic milk with pinpoint accuracy, dealing 2d4 damage. Their acid attack receives a +4 to hit.

The tribe is not very territorial, as they have only the vaguest sense of land being “owned.” They welcome outsiders, but expect outsiders to work. Few outsiders can keep up with their rigorous labors. Men may be invited to participate in “The Work of the Night,” which they refer to as “Searching for a Baby.” These women are always open to pregnancy, which is a shorter and much less painful process for them than for most women. However, even here, only the rarest outsiders will be able to keep up with their vigorous pace. They often expect to spend the whole of the night completing the act a dozen times or more. And no outsiders can really match the physical standards set by these women’s usual partners, the speardick men.

Contrary to what one might think, there is nothing peculiar about the genetics of these women. Their powerful physical characteristics and easy childbearing are the result of their lifestyles and their unique regional diet. Any women living with them for more than a few months would begin to develop these traits.

Hex D-4: A stone bridge of demonic origins, crossing the river. At both ends a person must pass through the gaping mouth of a demon in order to set foot on the bridge, and along both sides are stone railings made to look like licking flames. For every character who crosses the bridge, there is a 1 in 6 chance (repeated each time they cross) that the center of the bridge will open up and drop them into a shallow hellpit, filled with the red-boned arms of diabolic skeletons. The character must make a successful climb check to escape this hole, as the arms will fight against any attempt he makes to escape. Each round they tear away a chunk of the characters soul. Roll 1d6 to determine an ability score, and the character loses 1 point from that score. This continues until the character escapes. If the opening the character fell into is ever examined, the characters will note that it resembles a crude depiction of a vagina.

One week after the character falls in, the hole will open again, giving birth to a creature that looks a little bit like the character who fell in, and a whole lot like a devil. This devil has double the devoured character’s hit dice, and for each ability point that was devoured, the devil has a power that is appropriate to the type of point. For example, if a point of Intelligence was devoured, the devil might have some spells or psionic talents. For a point of Constitition, the devil’s hit dice might be a better die type.

In order to become a whole creature, the devil must find and devour its parent. It will attempt to do this with all cleverness, preferring to stalk its parent and attack while they are alone if possible. If the devil is slain, and if the parent eats their diabolic child, then they will regain their lost ability points. Further, for each ability point regained, there is a 20% chance that the character gets 2 points back instead of just 1.

Note that if a character in the middle of the party’s marching order triggers this trap, and the rest of the party does not want to risk themselves, then the party may find themselves separated by a river. The water here is particularly deep and swift. Carrying any amount of supplies across would be impossible without some cleverness on the player’s part. Finding an easier crossing would require the players to travel quite a ways, and risk a second encounter check.

Hex D-5: A village operating under a confluence of laws which makes gay marriage mandatory. Anyone over 16 entering the village must promptly be either married to someone of the same sex, or put to death. The only exception is if there is no one of the same gender available for them to marry, in which case they are free to remain unwed until such a person becomes available. There is currently one unmarried man and one unmarried womn in the village, they are very much in love with one another.

Hex D-6: Atop a hill are the blackened stones of an abandoned structure. It looks like the fire happened some years ago now, and the scattered arrows you can still find here and there suggest the burning was an intentional act of aggression. However, the weaponry shows none of the improvements made since the coming of the devils. It likely predates their appearance.

The grounds of this old cloister are not lavish. It was a small place for men of god to get away from the world. A chapel, a garden, a dormitory, a dining hall, and a small study. Anything of value has already been carted off. The place is desolate, and the players must explore its empty, burned out chambers one by one if they wish to find the one thing of value here.

It is in the study that the fires were the most intense. There is a pyre here, on which books are piled. Those books are black and charred. Most fall to pieces if you pick them up. There is nothing left here to burn.

Save one.

Deep in the pile is a book that is completely untouched. The binding is a brightly colorful depiction of dancing peoples during festival time.

This is a book of dance. It depicts a floor with multicolored tiles in a taemple. It shows a great beast sleeping beneath. It describes a complex dance. If performed correctly, the beast will grant one wish (and only ever one wish) to the dancer. If performed incorrectly, it will consume them. Learning the dance from this book creates the dance skill. It costs no money to train the dance skill, only time. (same amount of time required by the skill training.)

Hex D-7: In these woods is a clearing where the ground is soft, and the scent is sickly sweet. Pungent with fermentation. A rainbow of appetizing-colored mushrooms sprout all throughout the clearing, and 4’ beneath the surface are 16 children.

16 children. Each 16 seasons old. Each with 16 punctures in their bellies. Each left hanging to drain for 16 days, then buried 16 palms beneath the earth.

1. Sky blue with cloudy white speckles. Makes you so thirsty you could drink a pond dry in a single turn.

2. Violet with a gradient swirl. Grows you 2’ taller.

3. Dull yellow with red speckles. You piss fire. The stream deals 2d6 @ 10’ up to 3 times a day. More if you encumber yourself with enough water to drink constantly. Fire pee burns and is deeply unpleasant.

4. White with a pale blue latticework running through it. Makes your teeth wiggle themselves out of your gums, forming tiny tooth-sized men. They will never return to your mouth, but they will follow you. Each is bound to perform 1 task for you. Once it is complete, they are free, and will be on their way with a polite thank you for giving birth to them.

5. White with gold speckles. Save versus Paralyzation or turn into a statue of fool’s gold.

6. Turns your skin a verdent shade of magenta. You convulse and vomit chunks of iron from your body until you die.

7. Your eyes become a swirling vortex. You have tiny black holes instead of eyes. You see nothing, but once per day can attempt to compress one foe into a singularity. They get a save versus Magic. On a fail, they die, and you gain health equal to their HD.

8. The next time the player uses any profanity, the referee determines the object of their profanity. (“Fuck this!” begs the question, what is “this?”). Once the subject is determined, a fireball goes off centered on that location. 6D6 damage. The player doesn’t get to know about this, and will be in trouble if they make it a habit of saying “fuck me.”

If the children beneath the mushrooms are discovered and given propar burials, they will grant a wish to each of their rescuers who did not eat any mushrooms.
 

The Duchy of the Damned Dancing Duke – Row C

Hex C-1: The ducal hunting grounds. There are many small game trails, and if the party remain here for very long they may find the Duke’s hunting lodge, which is currently locked and unattended. The game in the Duke’s hunting grounds is unnaturally plentiful, plump, and easily killed even by clumsy attacks.

If any of said game is killed by a weapon which does not bear the unique mark of the Duke’s hunting party, then a moment after it falls dead, the animal will rise as an undead creature. With ability it never possessed in life it will begin running with all haste towards the nearest legal official in the Duke’s service, and all the way it will be screaming a physical description of the character who dealt a killing blow to it.

Hunting in the Duke’s forest is a serious crime, punishable by death. Arrest warrants and wanted posters will begin to circulate within a few days, and there will be a significant reward for the perpetrator’s capture. The testimony of undead game is irrefutable under the laws of the duchy, so long as it is able to identify its murderer in court.

Hex C-2: A large Gothic cathedral for which the Duchy was once famous. When the Duke first made contact with Hell, it was offered to the devils as a diabolic embassy, which has been its function for some years now. The Cathedral and its gardens are the sovereign ground of hell, unbound by any of the laws which govern the rest of the duchy. The small village and farmlands surrounding the cathedral have been abandoned. Even the Duke’s most loyal subjects would find it difficult to be within sight of the embassy. To hear the sounds that come from its grounds.

The Cathedral has of course been completely rebranded, with all of its Christian symbols either destroyed or desecrated. Notably in the deepest basements of the building is a massive stone vat—almost a pool. The cathedral’s relics made of precious metals have been embeded into the interior of the vat, and coated in years of diabolic excretions. Papists who fall under the devils powers are often brought here to be drowned. The presence of these precious objects has since been disguised by a foul sludge, but if they were recovered the church would be immensely grateful. (Of course, it would be a great indignity for you to expect payment for returning them. So you may want to find someone else to hand them over to.)

Throughout the interior of the cathedral grows a red, mossy fungus, peppered with black mushrooms. This fungus is alive, and is always listening and watching to everything that goes on within the Cathedral. Intruders are often allowed to think it is merely an inanimate thing, so that a trap can best be set for them wherever they plan to go. The old archbishop’s vestry holds the Fungus’ head, resembling a cow’s skull with crusty yellow eyeballs.

Hex C-3: The party comes upon a large riverboat, about 600 yards from the river. Two weeks ago, during a period of one hour and sixteen minutes when the devils had the legal authority to toll the river, they diverted this ship out of the water, and cursed the crew to experience a shared hallucination that they were all still traveling to their destination. The ship is fully manned by an able crew, and well protected by a number of deck mounted cannons, and a cohort of the Duke’s men. The people on the ship are literally incapable of believing that they are not on the river en route to the port city of Charluir, and they are starting to wonder why it’s taking so long to get there.

What the crew does understand is that for some reason, they are delayed. This is a huge problem, because they’re carrying the pay for the soldiers garrisoning Charluir. In their hold are chests containing 22,530 pieces of silver. The captain will gladly reward anyone who can get them back on course from his own personal funds, as he is worried any delay may cost him his life. However, due to their hallucination, neither he nor his men are willing to leave the ship.

Of course, piracy will be met with all due force.

Hex C-4: The Raison family are small hold subsistence farmers who grow a variety of vegetables on their plot. There are sweet potatoes, green beans, cabbage, carrots, broccoli, and even a pair of peach trees. They usually get on well enough, but the last few harvests have been poor for them. Last season they even needed to beg some alms from the duke’s ministers to make it. This year they were relieved to see their yield coming in strong.

But something isn’t right. Their sweet potatoes have literal eyes, which glare with absolute loathing at the family. The green beans taste like vomit, and if you manage to choke one down, your excretions will become animate and run off in the night. The cabbage leaves are razor sharp, and the carrots are too hot to touch. The peaches are the worst, sprouting toothy, oversiezd mouths. They shout insults and obscenities at anyone near them, and seem to know things that they cannot know.

The Broccoli is unchanged.

If left alone, the green bean poops will come to take the peaches around to all the other vegetables, which they will eat. Once all are eaten, the peach and poop become a monster.

Hex C-5: Goats are the lowest order of Devils. They live among us as informants, subtle temptors, and occasional saboteurs. They chafe under their restrictive existence of living as mere animals among mankind, but laws must be obeyed. At least until you find a loophole. And the rats nest of laws in the duchy has created nothing if not an endlessly exploitable number of loopholes.

So long as they act unanimously in groups of 10 or more, Goats in the duchy are free to speak and act of their own accord. (So, of course, this bunch has elected a leader, and all agree with her without any dissent, lest they lose this opportunity). Votes are frequent, but never is a dissenting voice heard.
Their plan is to win as many souls for the minor devil Xulmaruk as they can. Xulmaruk is among the weakest of the demon lords, but if they can win enough souls for him for him to take notice, then perhaps he will regard them as useful servants and take them into his direct employ, serving in a greater capacity than goats are normally allowed. In this pursuit this herd will do whatever they have to, so long as it does not disrupt the many loopholes they are currently exploiting.

All goats speak with the voice of James Earl Jones.

Hex C-6: A crudely built castle, nestled near the base of a mountain. The residents built this in imitation of the castles they’d seen in the valleys, without any of the expertise that would normally be required. Behind the castle wall is the entrance to a deep cave complex, which served as the original home of the residents. A number of wattle and daub huts have begin to spread outside the castle walls as well, as this population expands.

The residents here are men who wear paint and furs. Their dicks swing down freely between their knees. This might seem unwieldly to some, but it doesn’t bother them any more than a tail bothers a fox. When these men become agitated, they become erect, and their erect phallus is a truly a thing to behold.

It’s an average of six feet long, with the toughness of a sturdy birch shaft. The head of the penis, already unusually angled, becomes dangerously sharp when fully engorged. The speardick men use their tallywhackers as thrusting spears, dealing 1d8 damage on a successful hit. Once battle is ended, they put away their weapons by vigorously fucking the last wound they put into their foe.

The speardick men are disdainful towards sex. They view it as “The joy of battle, without the honor.” But they do recognize it as a necessary evil. Something to be undertaken as a duty, with a proper amount of stoic lamentation before and after. The tribe has a treaty with the Acidtit women which goes back as long as anyone can remember. The speardick men travel to the acidtit women in small groups to mate, and when they leave they take any newborn Speardick boys with them.

The mating of these two groups used to be an annual affair, which frustrated the Acidtit women’s desire to bear ever more children. Through a bit of coordinated bedroom talk they’ve gradually convinced the Speardick men that more frequent meetings will only strengthen both tribes, as their numbers continue to swell.

Hex C-7: The Grove of Anti-Eden. A verdant paradise surrounded by a wrought iron fence that glows red with heat. Only the gate can be touched without harm, and anyone who wishes may pass through the gate freely in either direction.

While within the grove, people lose all concept of good, evil, morality, or good judgement of any kind. It is a den of decadence and sin: indiscriminate orgies, endless feasts, gambling, no work, no worship, no obligations. It is a hedonistic paradise. A devil standing near the gate (in the closet thing to friendly looking human form that a devil can manage) makes sure everyone is fully informed that those who enter will lose their sense of right and wrong in exchange for unfettered access to all the pleasures they can imagine. Most folks don’t care. They convince themselves they’ll leave before they die, but few people can muster the willpower to do so. Think of the grove as a sort of “sell your soul to the devil” area effect.

Players who enter do not control their characters. They must describe their objective, and upon entering they must make a saving throw versus Magic. On failure they will want to spend the rest of their days engaging in the pleasures here and won’t leave of their own volition. If they succeed on their saving throw, then they manage to muster the willpower to leave. However, what they accomplish is determined by rolling a d6.

1. You really just forget about your goal and engage with the sin for awhile. Pick one of the 7 deadly sins that fits, or randomly determine one. You spend 1d8 days doing that before you manage to wander your way back out. Something good comes of it. (You come out with something cool, you’ve got some new friends, etc)

2. You spend 1d4 days wallowing n sin, and you manage to half complete your goal. If you go in again, and manage to escape a second time, you get to roll on this table with a cumulative +1.

3. You spend 1d4 days wallowing in sin, but escape with your goal mostly completed. However, you did forget one little thing. It’s something that’s not really worth going back for, but damn it’s going to be annoying without it.

4. You spend 1d5 days wallowing in sin, but escape with your goal entirely completed. However, something bad happened to you in there. Maybe you lost an item, or took an injury, or just have a really nasty hangover. Determine a 7 deadly sin, and fiat some consequence based on that.

5. You spend 1d12 hours wallowing in sin, but you escape with your goal totally completed.

6. You zip in, zip out, goal complete. No fuss, no muss.

Regardless of the result, the referee is at full liberty to describe the manner in which the PC comported themselves within the grove.

The Duchy of the Damned Dancing Duke – Row B

Hex B-1: A palatial estate with impressive gardens, and a constant flow of people coming and going with deliveries and shipments. A sign over the path leading to the main house identifies the place as “Hugo’s Haberdashery.”

Hugo himself was, until a few years ago, just a shoemaker. To be sure, he was the finest shoemaker in all the land, convinced to reside in this Duchy at no small expense by the Duke. He had risen to the greatest heights a shoemaker might expect, but he was still a shoemaker. With the coming of the devils, however, the importance of the Duke’s shoes became more than a fashion statement. They became the tools with which legal and cosmic policy was forged. They became the weapons of war.

Being a shrewd man, Hugo maneuvered himself not only to supply the Duke’s footwear, but to oversee the small army of craftspeople required to keep the Duke looking fabulous at all times. His fine country estate functions like a cross between a factory and an artistic commune, where the most avant garde in both fashion and function are produced, and become passe before anyone outside the estate has even seen them.

Hex B-2:  Borges Castle, where the Duke lives, was a dour, functional structure of stone. It was notably out of keeping with the Duke’s character, until he ordered that each stone of the castle’s wall be painted a different color than those adjacent to it. Now the castle is a riot of color. No less functional, but more ridiculous than dour.

Anyone who enters the castle must be attended by one of the Duke’s many friendly, diligent guides. Without one they will find it nearly impossible to get where they intend to go, no matter how many times they have visited the castle before. Even with a guide, visitors may notice that doors do not always lead to the same room each time they are opened.

Around Borges Castle is a respectably sized city of ~7,250 inhabitants. It has grown rapidly in recent years, its population swelled first by the bureaucrats needed to administer the duchy as an independent realm, then by dilettantish diabolists, and the wastrel youth of European nobility eager for a front row seat to whatever madness is happening here. And of course, there are the armies of merchants, servants, and craftspeople needed to serve the former two groups.

An outflow of the river cuts through the middle of town, then rejoins the main a few miles South.

Hex B-3:  On a minor outflow of the river is a water mill and a small cottage. The miller is a 13 year old boy who lives here with his beleaguered wife and their infant son.

One of the first laws passed in the duchy made it illegal for boys who lived in mills, and who do not have the surname “Miller” to grow any older. In point of fact, the young man here is 22 years of age, but is trapped in this young body. His childhood sweetheart had boldly insisted they could make marriage work despite his condition, and they did for a time. But as young married couples are wont to do, they produced a child. A beautiful baby boy.

A boy who shared his father’s surname, and had nowhere to live but a mill. Nearly 3 years of caring for the same newborn child has just about driven the poor woman insane. She’s just one bad day away from snapping and murdering the both of them. Once she’s standing over their bodies she’ll probably do something like wrap her naked body in their skin and claim to be a little girl who couldn’t possibly have done any of the terrible things she’s being accused of.

Hex B-4: Eight years ago, an army of crusading papists camped here. They anticipated a difficult river crossing on their way to lay seige to the Duke’s castle in the coming days. What they didn’t expect was for a detachment of the Duke’s forces to cross the river in the night, storm the camp, and lay waste to the disorganized crusaders.

A great pillar of victory was commissioned for the site. An edifice of marble, 20′ high, depicting the battle and the events leading up to it. Aside from this, the Duke ordered that the camp be left untouched. The bodies still lie where they fell, picked clean to the bone by carrion. The tents have mostly been blown over or rotted away, and what few remain have become vermin nests.

The Duke himself carried off the cache of silver held for the soldier’s pay, and peasants bold enough to defy the duke’s command have robbed the place of many other of its valuables. Even to this day, however, none have found The Sword of Saint Ambros of Milan, a singular weapon that belongs to the Pope, and is sometimes lent to those who wage wars in the Pope’s name.

The sword grants the wielder the benefits of a Protection from Evil spell, but only if it was properly lent to them by the pontiff. The sword is not otherwise magical, but is richly appointed and easily recognized by many people. It would be difficult to sell, as it is a well known papal possession and anyone but the pope who claimed to own it would be considered a thief.

Hex B-5: A massively obese woman who is so large she serves as part of the landscape, with grass growing patchily on her hill-like body, and critters burrowing in her folds. Her many ailments make her a light sleeper, and she will awaken at the slightest provocation. She reacts to each intruder differently. Roll 1d4.

1. Who are you? Why are you at my home!? GET OUT! IT’S MY HOME!

2. Absolutely enraged by something specific about the character. The color of their clothing, the style of their hair, their attitude, whatever. It infuriates her. She doesn’t want you to leave, she just wants you to take the abuse she will heap upon you.

3. Demands you get / prepare food for her. Something horridly unhealthy, and probably very difficult.

4. Demands you get rid of someone / something she hates.

If you don’t appease this hateful, impatient child of a creature, she will howl and scream at the one who displeased her. Such obscenities will fly from her mouth. Stuff you feel scared to say. Race stuff.

The piercing sound deals 1 damage every 10 minutes to everyone within the hex. The party has a 5 in 6 chance to be accosted by the Duke’s men before they leave the hex. These will know exactly what is happening, and will have wax in their ears to protect themselves. They will attempt to force the party to go satisfy the monster, under pain of death.

Hex B-6: Plump, 2’ long slugs. Dull yellow, with bright glittering speckles to their skin. These are Gilded Slugs, and anyone with regional knowledge will recognize them as delicacies; once a popular export before the region was embargoed. They’re valuable within the duchy, and phenomenally valuable (and illegal) outside of it. They’re worth even more alive, though they cannot be bred outside of these mountains. They eat lichen & small insects, and spend most of the day sleeping in tight rock crevices.

Their mucen dries skin intensely, sucking the moisture out of a body. If touched, save versus Poison. On success, take 1d6 damage. On failure, hands become crumbly. Take 1d6 damage, and the surface of your hands becomes painful and unusable. You can’t use your hands for 1d4 weeks. Bandage them, or you might get an infection.

The group you find is 1d12 slugs, all within 2 rounds of movement from a narrow crevice of rock. They’re munchin’ on lichen. You’re quite lucky! Dedicated hunters have a number of elaborate crevice-fishing methods. To come across them in the open is a rare treat.

Hex B-7: A cavern leading to a mirrored maze. If a PC attempts an attack roll here, they have a 1-in-3 chance of attacking the mirror rather than their target.

This is the lair of Solkor the Yellow, and it holds all the treasures one might expect to find in a dragon’s lair. The area is protected by chitinous yellow goblins who grew out of Solkor’s shed scales. (These have no chance to strike the mirrors by accident.) Solkor does not spend much time in his lair of late, but if any of the mirrors here are broken, Solkor will hear it, no matter how far away he is.

The Duchy of the Damned Dancing Duke – Row A

Hex A-1: Undesirables are brought to these plains to be executed. Priests, papists, bad singers, and the unattractive are common, but there are plenty of folks who simply ran afoul of whoever has power over them in the increasingly complicated hierarchy of the duchy.

The condemned are paired with an innocent loved one, and taken far from anywhere they might find help. The location is known only by the executioner, and even the occasional spectators are brought to the execution grounds while blindfolded. Using steel that has been twisted into unbreakable cords by infernal techniques, the victims are bound together. Back-to-back, they are connected at the neck, wrists, ankles, and waist.

Restrained in this manner, they are dropped into a 15′ deep pit. The walls of the pit are lined with metal blades. Enough food and water is thrown into the pit each day to sustain one pair. When there’s more than one pair, they must awkwardly fight each other to survive. If any pair survives long enough, the predicament will wear away at any love that existed between them, until they die hating one another.

Rarely, someone manages to climb out of the pit by breaking all of their partner’s bones, giving them enough mobility to escape. Some half-dozen of these roam the plains, driven mad by the horror of their existence.

Hex A-2: A  village of ~700 along the river’s edge, with a pair of small river boats moored at its dock. Until a few years ago, the people here would take goods from passing trading ships and move them inland. It was a small operation even during a busy year, but now the traders don’t even bother to stop anymore.

The townsfolk have all been infested with diabolic tumors in their brains. The cancer grows ever outward, causing bulging clusters of horns to grow from their heads. Large portions of their brains have been eaten up by this disease, and what remains is under immense and painful pressure. They exhibit a childlike intelligence, without any of a child’s charms. They suffer constant pain and anger, and are guided by the vile influence of the growths in their brains. They don’t understand anything but instant gratification. Their mood swings are violent, and can be triggered by the most innocuous things. They lack any impulse control, are unabashedly narcissistic, and have a cruel sense of humor.

Hex A-3: Auscezal, the traveling bureaucrat. She has blue skin, curling goats horns, and a short fat body that would be about 3′ tall if not for her 7′ long bird’s legs. She was assigned to the duchy both because of her incredible speed (up to 50 miles an hour), and because she knows a ritual that allows her to communicate with her superiors using only a single human sacrifice. This allows her to learn of new laws, and rush to wherever they need to be applied, before they end up rewritten the next day. The next time she needs to report to her superiors is in 1d6 -3 hours. (So she may be overdue, and in dire need of a human to sacrifice).

Auscezal: AC 15, HD 7, Movement 360′(120′), Kick 1d6, Morale 9
Immune to any weapon that could be reasonably classified as a sword.

If Auscezal’s kick rolls in the upper half of its range, the target must save versus Paralyzation or be grabbed by her. When grabbing a target Auscezal cannot attack other targets, but may move at half speed by hopping on one leg. The grabbed target takes 1d8 crushing damage per round.

Hex A-4: A small hut of a type which has not been common in centuries. Around it is a garden, a coop of chickens, and a well for water. An hermit lives here alone, peacefully meditating on her long life, and writing a book describing her philosophy. In exchange for a day’s worth of chores, she will offer any peaceful traveler two hot meals, a dry place to sleep, and the benefit of her wisdom.

Any group who takes her up on this offer may ask her three questions. Two of these she will answer to the best of her ability–and her abilities are great, aided by her wide travels and keen observational skills. However, one of the questions will be answered with an evil lie.

She will warn the travelers up front about this fact, and will apologize to them for the necessity. She is frail, and could never have resisted the devils. They agreed to let her live out the rest of her life in peace in exchange for this small concession from her. She will do her very best to fool the party, but when all three questions have been answered she will wish them luck in identifying which one was the lie.

If the players somehow trick her into revealing the truth, devils will instantly appear. They will effortlessly tear her to pieces and burn her hut to the ground, taking extra care to destroy her book. They will leave the party unharmed, and may even thank them for their help in getting this woman to breach her agreement.

Hex A-5: There is an angel here. suspended from the trees around him by a thousand tiny hooks in his skin and wings. Ten devils, no more than two feet tall, dance around him in glee, mocking him, spitting on him, and occasionally yanking at one of the strings to tear a hook from his body. As the players approach, he loses an eye.

If the players make their presence known, the devils will all turn into snakes and disappear into the underbrush. Their work was already done before the players got here. The angel has renounced God. Soon his wings will wither and fall from his body. He is doomed now to live out a mortal life knowing he is condemned by god. His existence will be miserable, and it will be made all the more so by the absolute certainty that it will be worse when his life ends.

When he does eventually die he will become a devil of the lowest order. A thing of slime and pain that will never know another moment of joy.

Hex A-6: This neck of the woods is filled with dogs. Even if these dogs are never encountered, anyone passing through will hear barking all around them while they travel here.

The dogs move in groups of exactly 6, and each group is chasing a naked person. These people wear heavy chains around their neck, which have been bolted to large stones that they carry in their arms. It’s only a matter of time before the dogs catch them, and they are devoured by the beasts. But even then the torture is not over. After a night spent in hell, these poor souls will awaken covered in the dog’s shit, and the chase will begin again.

Dogs: AC 13, HD 1, Movement 150 (50′), Bite 1d6, Morale 12

The only way to free these people is to slay all 6 of the dogs chasing them. If even one dog remains alive, the others will be revived the next morning. The people being chased probably do not know this.

Hex A-7: Hidden high in the mountains is an army of human soldiers, 600 strong. They’re encamped in a small valley amidst the mountains, impossible to see until you’re standing only a few hundred feet away from it. The encampment seems well established, with row after row of tents that appear dirty and weather worn. Yet no sound comes from the camp, no smoke from cooking fires, or even dust from marching. It appears to be abandoned.

If the players approach, they will find every tent filled with sleeping soldiers. They cannot be awakened, and their bodies are cold to the touch, but they are still breathing and their hearts still beat. The animals of the camp are found in a similar condition.

The players are free to loot the camp, though there are no items of particular value here, there’s certainly enough basic armament to outfit a similarly sized army.

There is no means here by which the players might learn this, but this army exists as a remnant of an earlier version of the diabolic contract. Three years ago there was a brief moment which allowed the devils to assume control of this army from the duke. That right was quickly revoked in a later version of the contract, but the devils made use of a loophole that allowed them to remain responsible for the army so long as it was incapacitated. So here the army waits, legally under the command of the devils so long as they are kept in stasis, waiting for an opportunity to prove useful.