Showing posts with label Lovecraftian relics. Show all posts
Showing posts with label Lovecraftian relics. Show all posts

Sunday, February 19, 2023

Assassin War On Old Mars - Seprent's Lair - Old Mars Mini Campaign Set Up - Hyperborea Rpg & Warriors of the Red Planet -Session Report One

 So it looks like Night Owl Workshop has 'defected' to Big Geek Emporium along with a number of other vendors. How does this affect our Assassins War game?! It doesn't and instead our PC's woke up within the lair of a race of Serpent Men's cell. This all takes place within the polar swamps of Mars. The Ancient Worm's worship is still powerful here & the PC's are to be sacrificed as Phobos races across the sky at first light. 
These serpent men are the polar variation & have arms & legs. The PC's were paralyzed with light venom in their veins. The players bonded over thier escape and learnt first hand about the plot to stir the pot of the Assasin War on Old Mars. 
After Meka the red martian mind master got full control of one of the serpent warriors the party was able to escape into the swamps. 


And events went from bad to worse as the serpent men became aware of thier escape from their lair. then gave chase but the party had  a few hours start. The party were able to find some small amount of gear within the serpent men's lair. And for a few hours game time the party wandered the swamp encountering a giant serpent that was an agent of said serpent men. However they shot the serpent and found it's lair within an abandoned palace. They were able to find weapons, ammo, & 'new gear' within. Including an echanted sword belonging to an ancient Martian lord of order. 
Today is a day that I didn't have a lot of time to design or develop the serpent men's lair. So I fudged it a bit with Flying Buffalo's Wilderness Encounters 100 pg Bonus. Here was a ready to go Serpent Men's lair with all of the trimmings ready to go! 





















These serpentmen are mobile, humanoid, and highly dangerous. The majority of the nest that the PC's escaped from are 2nd level fighters with a seventh level Sorcerer of the Black Circle. What terrors does the abandoned palace hold? Tune in next time for more action. 

Wednesday, February 8, 2023

Assassin War On Old Mars - Old Mars Mini Campaign Set Up - Hyperborea Rpg & Warriors of the Red Planet

 The Assassins War is about to heat up on 'Old Mars' as a copy of the infamous the Vulth' russ or its translated title 'the black tongue of knowledge'. One of the branches of the Jrosu'rau has a death contract to get it for one of the serpent men temples deep in the jungles of the Drooth swamp lands near the ice poles. 


The PC's have been contacted by one of the Morlock priests about the where abouts of the book. Old Earth transported thousands of Morlock & Eloi engineers, workers, etc to Mars to help with the underworks on the planet. The Morlocks have an underground nation with an above pleasure city where the colonists can blow off steam with the Eloi pleasure slaves. 
However the Morlocks use their Eloi as spies, and their eyes across 'Old Mars'. 
However the reappearance of the  the Vulth' russ may signal the end of one Martian cycle & the beginning of the reappearance of the 'children of the Old Ones'. The Morlocks fear this will upset the delicate balance of 'Old Mars'. 
And already hundreds of Eloi workers & pleasure slaves have gone missing. They fear that these events are related. And in the shadows of Mars guild assassins have started a Shadow War with 
 the Jrosu'rau. 


Tuesday, August 18, 2020

1d20 Random Encounters With Cosmic Contamination & Debris Table For Your Old School Campaigns

 There are some hazards that adventurers can't fight against or win, things that fall from the sky and infect the land with roiling horror and degeneration that runs deeper then any horror. There is a 60% chance that when these things happen that PC's might become infected themselves with the cosmic debris of an uncaring universe. There is also a 40% chance that the chaotic quasi dimensional affecting horror will not let the dead even rest quietly and 1d20 zombies or worse undead will heed the cosmic siren call of such visitors. Only expensive super science or magical treatments might heal such wounds but the damage goes much deeper into the victims of these events.


“It was just a colour out of space—a frightful messenger from unformed realms of infinity beyond all Nature as we know it; from realms whose mere existence stuns the brain and numbs us with the black extra-cosmic gulfs it throws open before our frenzied eyes.”
― H.P. Lovecraft, The Colour Out of Space and others

There is a 20% chance of any treasure or other artifacts taken from such areas of being infected with the damning radiations and strange magicks that accompany such weird cosmic visitors from beyond. Ancient and expensive magics might be able to take away the horrid taint that comes with these relics or perhaps not. The madness merely spreads.

1d20 Random Encounters With
Cosmic Contamination & Debris  Table

  1. A fragment of cosmic debris from the body of Outer thing has fallen and reeks with the power cosmic from its former host. All within 40 feet of this thing must save vs death or gain 1d6 mutations. This might be cured with strong magicks. Wizards of course will want this fragment of idiotic god hood and pay 5000 or more gold pieces for it. 
  2. The head of a cosmic god now crystallized has fallen into the landscape and is infecting everything with poisoned alien thoughts and dreams as it has dies and has for thousands of years. There are 1d6 goblinoid things that hatch from the ground around it every 1d4 days. 
  3. From the outer planes has come a spray of incredibly weird prismatic colour infecting everything with a weird other worldly vitality. Add +3 to constitition and strength but in 1d6 days your body will burn itself out as you die spasming and writhing in pain as you explode for 1d8 points of damage unless you get expensive healing.  
  4. Weird radiations have seeped in from a meteor that has fallen changing everyone's flesh to an odd blue and that's it but it has lowered their intelligence by -3 points and their now prone to violence and abnormal fights with all those around them. 
  5. A decaying alien eye ball from a god thing has fallen releasing the spirits of 1d6 alien ghostly souls onto the landscape. They are now turning the locals into wraiths and giving birth to new nation of weird ghostly warriors who stalk the land insearch of souls.. Those who come in contact must save vs death or want to join them. 
  6. A piece of cosmic debris has infected the landscape and now there are giant alien crystals stealing and collecting the souls of those around them. They are dangerous and very deadly. They're agenda and reasons are unknown. 
  7. A sword from the hand of a cosmic giant has fallen, the violence and weird radiations are turning everything with a four mile radius into a murderous monster of alien and strange aspects. Should the artifact be removed then the mutations and effects will remain for years to come. 
  8. A cosmic coffin from beyond the stars has fallen bring with it, the body of its alien occupant who has turned into an alien drug of incredibly potent aspect. There is a 2 mile drug induced haze surrounding those caught in it with a horrid mutating and rotting disease but they don't mind even as they fall apart. 
  9. Weird hallucinogenic crystals have fallen releasing cosmic illusions that create mind shattering visas of reality for those who gaze into their surfaces. They are worth 700 gold pieces to certain mad cults and wizards but those who are exposed must make a save vs death or have their skin infected with the same other worldly qualities. 
  10. 1d6 cosmic demonic hunters are after a meteor that has fallen and is now creating incredible fertility within those around a seven mile radius. The hunters consume the souls of those they encounter to find their quarry but it has taken on the aspect of a local pastor and come to be loved by those under his care. 
  11. A strange cloud has come from the sky and increased the mutations with the local populations within a two mile radius. This strange god like life form is the memory of an ancient god thing that has died off and now is remaking the locals into his worshipers old images. The cloud leaves scriptures and odd messages of salvation on panes of glass and metal. Those enter this area have a 40% chance of being infected with the strange radiations. 
  12. A piece of cosmic debris has become a parasitic lifeform and is infecting as well as mutating the locals in an effort to feed upon their souls. The thing will depart in 1d6 days after eating everything it can. Thing must be stopped. 
  13. A cosmic shape shifter has moved into the area to consume the forms and flesh of the locals for its own purposes but it is actually merely a herd animal for a larger cosmic shepherd  who is coming to cull it from the local scenery in 1d6 days. The must be stopped and banished or the area will be destroyed in a rain of fire. 
  14. A strange organ from some ancient demon from the Outer Darkness has fallen and is now creating 1d10 imps that are dragging off the souls and bodies of those they can into the great beyond for unknown infernal purposes. They must be stopped or the angels will come to destroy this place. 
  15. A piece of alien god projectile vomit is giving birth to 1d6 alien things of 3 hit dice and 9 armor class that are trying to become animals but are consuming things to learn but it isn't working. They will cause untold destruction around them. 
  16. The mating of two gods has created a horrid fluid which is causing the plants and animals it comes in contact to give birth to alien humanoid things that murder anyone they come in contact with in wild abandon glee. They use any weapons or tools they can.
  17. An alien virus has fallen and is trying to take on the role of the gods but has only succeeded in angering the local demons and devils who will go to war with these invaders. The community is caught in the middle, alien radiations are seeping in from Outside as well.
  18. A tendril from some giant alien god has fallen and now 1d8 warrior thralls have been given birth to by its presence. Those caught within a twenty foot radius from them must save vs death or begin to praise their idiotic dark master. The dead have risen to worship it.
  19. 1d10 cosmic dead have come from the sky and the local dead are joining with them to praise a strange and ancient necrotic dark master from the sky. They're cult is growing and they shall leave for the stars in 1d6 days but not before feeding on the flesh of any locals they can to power their cosmic journey.
  20. A colour from outer space has come to tend its young ones and take the souls of those around it to feed them. The alien radiations dance in the morning's light and within six days the whole place will consume itself unless you can stop it.

Monday, October 9, 2017

1d7 Lovecraftian Random Treasures & Relics of R'lyeh Table For Your Old School Campaigns


The two adventurers crawled along the rocky shore. Ran'an The Reckless was still looking for purchase when his partner cried out!
'Look at this!' the small Pict warrior called 'Del of the Hill People' had found a strange crystal that was the size and shape of a human skull.
It glowed with an evil pulsing internal light!
That alone made it weird and more then a small curiosity piece for the tourists and city state posh scum.
'Be careful with that my friend it looks very dangerous!'
And that's when the two friends heard and felt in their mind the aching terror of a primal scream of weird insanity made by an inhuman alien throat!
'Run for your life!'

'If I say that my somewhat extravagant imagination yielded simultaneous pictures of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing. A pulpy, tentacled head surmounted a grotesque and scaly body with rudimentary wings... It represented a monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind. This thing, which seemed instinct with a fearsome and unnatural malignancy, was of a somewhat bloated corpulence...
— H.P. Lovecraft, "The Call of Cthulhu"'

When the stars come right the ancient monster god Kulullu shall rise from his tomb city & stride across the world of men ravening & causing untold destruction upon the face of 'Old Earth'. The corpse city of  R'lyeh has been seen rising and bobbing with the earthquakes & rumbles of pain of this planet. Already many ancient relics have washed up upon the shores of many beaches from the half forgotten city of damned gods.

The Shadow Over Innsmouth - illustration by Hannes Bok



Each day the cult of
Kulullu grows stronger as more people fall under the dream song of the monster god. Men and women wake up screaming in bloody terror or awaken in strange insane dreams of blood, violence, and murder. They are corrupt beings who hear the song and its alien vibrations echoing through the sub space of reality.
"The nightmare corpse-city of R'lyeh…was built in measureless eons behind history by the vast, loathsome shapes that seeped down from the dark stars. There lay great Cthulhu and his hordes, hidden in green slimy vaults.
— H. P. Lovecraft, "The Call of Cthulhu" (1928)"

Now many claim to have found ancient relics & artifacts from the corpse city washing up across the world. Many collectors & men of wealth & taste will pay handsomely for such objects of power. Beware for these relics often seem to attract the attention of the Cult of
Kulullu. The corpse god's cult hordes are nasty, dangerous & murderous in the extreme. They will stop at nothing to revive their god like alien master. Often repeating their mantra or repeating the phrase Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn: "In his house at R'lyeh, dead Cthulhu waits dreaming"With the rise of the Deep One servants of the monster god raising storms and causing ship wrecks the amount of relics & strange artifacts has increased by a thousand fold. There are signs that the lesser star spawn of the great old one are rising!



1d7 Lovecraftian Random Treasures & Relics of R'lyeh Table
  1.  A silvery green golden crown like object seventy feet in diameter the thing is wrought with strange & disturbing artwork that hurts the human eye to look at of strange fish like squid beings making war on what look like weird star like humanoid creatures. The thing has over thirty two alien designs on them that with 1d20 hours of study will confer 1d6 black magick spells sacred to the cult of Kulullu but the owner must save vs device or suffer the effects of the weird alien radiation for 1d6 points of mutation inducing damage. Studying this artifact can reduce the owner to sheer madness in 20 days unless two wisdom checks are made as the horrid alien cosmic truths of human existence become clear. The thing is worth 60,000 gold pieces to the right collector. The cult of Kulullu will send sacred assassins after the fool who finds this piece of sacred horrid made real.
  2.  A small basket ball sized crystal shot through with the most amazing colours which will level drain anyone picking up this object. Those that make a save vs death can use this object and access the alien life essences within for 1d8 questions per day of all kinds of forbidden knowledge. The crystal can also project a strange beam of non light that does 1d10 points of mutating damage to anything it hits. It will chew & melt its way through 20 feet of solid concrete like or rock material in seconds. Worth 200,000 thousand gold pieces to any king or nation.
  3. A small insect squid like alien statue seven feet high that has a jewel within its strange mouth parts. The jewel has hundreds of facets capable of opening forbidden vistas of reality. Those standing before it must make a save vs wands or be randomly teleported away to another horrid reality never to return. Distant screaming would be  heard. The thing is covered with incredibly nasty looking hieroglyphs of a non human hand these are actually spells of power and will grant the owner 1d6 black magick spells per day. The thing is worth 100,000 gold pieces and is the property of a major Lovecraftian demonic entity. Anyone standing with this thing will be murdered by it overnight in a ritualistic fashion. 
  4. A delicate ribbon of white green golden circlet that is covered by millions of intricate alien writing. Anyone exposed to the alien radiations of this thing must save vs device or become twisted and damaged. The thing will change anyone exposed to it for 1d4 hours. The victim will turn into a mutated monster dedicated to Kulullu. Anyone changed thus will become incredibly brilliant genius follower with a 20% chance of being possessed by the soul of an alien priest from R'lyeh with an agenda of spreading the worship, chaos, and insanity of the corpse god.Worth 50,000 gold pieces to the cult of Kulullu but it must be sealed in lead for transport.
  5. A five foot tall ivory like  wand of a stone like material that contains strange angles that can be used as a gate to other forbidden realities. The thing casts strange shadows that will consume anyone standing within one. Monsters and horrors from other realities will enter ours in 1d4 minutes when this relic is exposed to a light source. Worth 20,000 gold pieces to a wizard dedicated to Yog Sothoth who knows the secrets of the keys and gates. 
  6. A solid piece of emerald that contains a held spirit of Kulullu's star spawn over 50 foot around. The thing is a weapon of incredible potency but only a true being of
    Kulullu can unlock it. The thing will randomly project a ray of destruction every new moon for 1d100 points of damage.  Any magic items present when this occurs must make a save or randomly explode with 1d10 points of magical energy within a twenty foot radius.
    The real power of it is that anyone within a 100 mile radius of it will be driven mad when its occupant begins stalking the dreams of its victims and consuming souls. The victim must save vs death each night to avoid its monstrous prisoner. A hit team of the cult will be dispatched to retrieve this item. Priceless to the cult of

    Kulullu.
  7.  A seven foot tall silvery grey statue of a humanoid being blank and without true form. This horrid artifact will begin reciting and singing songs of the insane stars if exposed to moonlight. Anyone within a 20 foot radius of the thing must save vs wands or begin to join in the song. They will be slowly changed into a blank faced being themselves and over 60 hours their skin will become metallic. They also whisper insane insights and forbidden secrets in darkness.
    The thing seems to move within a 10 foot radius when no one is looking at it. It also cast's no shadow at all when exposed to sunlight. Any items left in its presence for 1d20 +4 hours will be turned to pure gold. These items are sought by kings for their forbidden reputation and weird powers. 

Saturday, September 9, 2017

1d15 Random Mid Tier Ascended Transcomic Encounters Table For Your Old School Campaigns

" In our veins was the chill of the ancient night of Time, with a premonition of the lentor of Lethe: over us, like invisible vampires, brooded the innumerous hours on their sable and unremoving pinions: the very skies were fraught with oppression, and we breathed beneath them as in a sepulcher, forever sealed with all its stagnancies of corruption and of darkness."
Ogu a dangerous alien entity from Space Adventures #11 (May-June 1954)
There are those trans cosmic entities that trade with the lesser beings of the 'Old Solar' system for amusement, profit, & see their role as cosmic jesters of the highest degrees. The humans & Hyperboreans around them see them as monsters or demons of the highest order. They wander across the face of the system causing mayhem and horror where they go.
These are the ultimate foreigners & visitors to our reality. These are strange, dangerous beings who are corrupt in every sense of the word want nothing more then to murder your PC's or worse. 
These are the 'ascended ones', beings high up on the ladder of transcosmic existence who could be considered demons or worse in the grand scheme of the dimensional & planar underworld.

Dr.Skull Pocket Comics #2 (1941)

 Many of these entities were once or are wizards of the highest orders who use a variety of magic and relic technologies to ascend to the higher realms. They often have access or have been corrupted by alien gods of the lowest orders. They often feel that they have passed beyond the norm of their species ruling over star systems or small other worldly demi Hell planes. Many have the minor powers of demons or other entities. They are immune to electricity, & poison. They take half damage from acid, cold, & fire never realizing that in actuality they have become vulnerable to clerics abilities of turning or rebuking. The elder sign can bar these beings entrance into our curved space time but only if done within a round or two of their teleporting into normal space time realm. Many are telepathic & have many demonic or chaotic traits including the ability to gate or summon demons. Many trans cosmic entities can only summon the most minor or common demons.Trans cosmic entities are often reluctant to use this power until in obvious peril or extreme circumstances.
 Many of these entities often use humans or beings of our normal space time continuum as a part of their wares or  as parts of forbidden demonic technologies.


Ikzip from Nature Boy # 5  February 1957


It seems to me that I have lived alone—
Alone, as one that liveth in a dream:
As light on coldest marble, or the gleam
Of moons eternal on a land of stone,
The days have been to me. I have but known
The silence of Thulean lands extreme—
A silence all-attending and supreme
As is the sea's enormous monotone.
Upon the waste no palmed mirages are,
But strange chimeras roam the steely light,
And cold parhelia hang on hilt and scaur
Where flowers of frost alone have bloomed. . . . I crave
The friendly clasp of finite arms, to save
My spirit from the ravening Infinite.

 
 1d20 Random Mid Tier Ascended
Transcomic Encounters Table
  1. Duroronarora considers itself a trader in lives, souls, & lesser entities beneath its contempt. Originally from the universe before ours, this entity deals in the brains, biological systems, & modifications to organs of life forms for others. It considers humans utterly beneath its contempt. It wears a variety of bodies from android to little boy nothing is beyond its approach to get its hands on new material. A calm, methodical psychopath of the highest order.
  2. Melcom Crowne - An A.I. born from the mind of an alien wizard, this being wanders the cosmos stealing the dreams & souls of those it can to capture the moments of existence that it sells back to the victim's races as entertainments. A monster of the lowest order that uses android bodies for its work. 
  3. Azgogorm alien whore & wizard this thing steals the dreams of innocents & clothes itself in them to experience and gain profit over others. It delights in the gore of foulness and murders wantonly. It often body switches using Yithian technology that it builds on the fly. 
  4. Werargroririma a mercenary artist  and visitor to our time space continuum it controls two star systems on a demi plane and it loves to toy with the lesser beings of our universe to create weird biological art works from our bodies. These it takes off to alien market places in weird hellish dimensions. It especially loves to use families in show pieces. 
  5. Thatula Vangllrg former succubus/incubus who now wanders infinity taking the kind energies of the old to use as a youth formula for those of evil bent. The stuff will ease the skin, wrinkles, etc by restoring 1d30 years but the victims themselves then become the next product's harvest as they are forced to do 'good' deeds. The wizard harvests their essence after 1d6 month or years.This wizard observes as a pet or companion to its victims selecting the right moment to harvest the 'product'.
  6. Olamegoroglaeg a insect traveler in the further reaches of biological experimentation. She specializes in nerves, brains, other cells of its victims which she harvests at the highest points of pleasure. This is done in the most spectacular fashion as she considers herself an artist and her clients pay for the experience of the murder as much as for the wares. She controls three bio processing facilities in the greater asteroid fields. 
  7. Ugrogot Ulingog an android seller of children's souls & innocents essences that moves with the speed of death and loves necrotic magic. This thing loves to wander from human to human colonies using biological dummies. 
  8. Ldrng the worm magus is a brain super intelligent  parasite that plays chess using people's souls as it pawns against a demonic essence. These things specialize in selling their experiences to higher trans cosmic entities. Many colonies have gone down in flames from their 'games'
  9. Halrothakordo a humble collector and seller of souls who switches bodies and controls three star systems. He also happens to control elemental magick and loves to wreck colonies for sick fun! He often freezes colonies to sell as disaster artwork to jaded demon gods. 
  10. Enturormethil Egorinca a Yithian essence that loves to murder and kill entire generations of families one victim at a time and sell the souls to the highest bidder at the moment of torture and pain. An alien body switcher and shape shifting monster 
  11. Farnarod a dealer in just brains that's all this alien insect demon takes and all it will sell. The more product it moves the better often using Mi Go brain cylinders & great old preserve it fluid. A common sight in back alley magick market. The more victims and horrors it can turn into product the better it loves it. The things claws are +3 surgical swords of the most delicate type. 
  12. Margliaunglk collector of souls and experience that body swaps its clients with its victims for the ultimate experience and pleasure but leaves them in their new bodies. That is if it happened at all because demons can often pass themselves off as wizards. 
  13. Motuguil this entity steals the precious things of families to sell back to them a generation later. A being of low caliber and demeanor it wanders from colony to colony. 
  14. Ongoturira is a wizard specializing genetic racial memories and forbidden knowledge that often offers to take a client back down the evolutionary track to moments of 'great revelation', 'incredible magick power, & 'the glory of the Great Old Ones'. A tiny part of the victim's brain is then sold on the black demonic market place for thousands of credits. It controls seven alien star systems. 
  15. Balau alien demonic wizard specializing in the dark souls of evil beings that it sells to other wizards to fuel their own twisted magics and forbidden technologies.

Monday, August 21, 2017

1d8 Random Dangerous Lovecraftian Demonic Patrons Encounter Table For Your Old School Campaigns

Rel 'The Strong' the red Martian mercenary checked his gun for the seventh time and nothing had changed with the ammo, the mechanisms, or the gun itself.  'Why are we in this part of the frelling wastelands?'
'We are tracking a mad man whose trying to get a hold of one of the lost talismans of Woe.' , Hashic Vro Tholian occultist's  answer was polite & straight to the point as usual.
'Do we have to be out in this heat & in the mid day?'
'Friend Rel, we will lose the element of surprise & the wizard will have our souls  if we don't'
And that's when the air shimmered & the first of the Lovecraftian demons appeared!
'I knew this was going to be a bad day' Rel managed to say in the shadow of the Martian ruins as the screams of the damned started!

There are  demons out in the void of space between the planets that dwell in the darkness of the asteroids. Foul & slippery things that no sane man likes to talk about. Wizards don't even think their names. There are whispers of course, there are always whispers in the back alley canteens & bars among the red sand haunted deserts of Mars. Tales,rites, & snippets of wisdom are told over strong brew & gold coins are exchanged in back alley temples.
These are demons that sometimes haunt the red sands of Mars in men dreams as well as  the weird reality of the here & now. They glide through  the ruins, the old dead sea bottom lost cities, and anyplace where the hand of man has been. Wizards often come to them for advice or worse. Many fools summon these horrors for the possible insights into dangerous relics or lost spells. More of the fool who takes them on as a demonic patron or foul master.


These beings are only half 'real' with a good portion of their bodies being made of the non corporeal substance of the Outer Void. Many of these horrors have the standard abilities of a higher ranking demon via the Advanced Dungeons and Dragons Monster Manual or Dungeon Master's Guide. They love nothing more then  to slip between the cracks of reality to cause mayhem on the mortal planes & sup on the souls of men & near men.



. "Like Atal in distant Ulthar, he strongly advised against any attempts to see them; declaring that they are testy and capricious, and subject to strange protection from the mindless Other Gods from Outside, whose soul and messenger is the crawling chaos Nyarlathotep. Their jealous hiding of the marvellous sunset city shewed clearly that they did not wish Carter to reach it, and it was doubtful how they would regard a guest whose object was to see them and plead before them. No man had ever found Kadath in the past, and it might be just as well if none ever found it in the future. Such rumours as were told about that onyx castle of the Great Ones were not by any means reassuring."
The Dream-Quest of Unknown Kadath  (1943)  by H.P. Lovecraft


 1d8 Random Dangerous Lovecraftian Demonic Patrons  Encounter table 
  1. Jubrsuth The Wise - This minor demon lord loves to eat his victims eyes out by the score. He's got 1d7 specters waiting for the souls of  adventurers and outlaws. This demon has type G treasure taken from the lowest vaults of the Underworld.
  2. Shimorg- A minor demon lord who was created from a fallen Elder God, this demon is a mercenary hunting for the souls of wizards & dreamers who have tried to gaze at the be beginning of all creation. He moves from one mind to another possessing the bodies and liquefying the flesh of his victims after 1d8 months.
  3. Thitha - A succubus lady who was once a goddess of Carthage but fell from favor after it was discovered that her mystery cult used the inner contents of intestines for prophecy. She fled to the Outer Darkness where she has been feed on the corpses of the banished Outer Gods. Through their flesh she has great knowledge of black rites & forbidden knowledge. She will grant 2 levels of black magick in exchange for the mistress of the wizard. She hooks her fools with promises of new levels of forbidden pleasure & realities.
  4.  Grcheth Gutu- None is sure what this horror's appearance is but he is the illegitimate off spring of an Outer God & a monster. He can cloak himself in reality shattering illusions borne from the dreams of mad wizards & fools. His true appearance is an insane blob of rolling roiling flesh. He can grant three spells per day but will want strange and horrid favors from his magi.
  5. The Wretched Otha Sanglaz -This demon is all that remains of an angel that fought one of the last battles against the Outer Gods. He has become a horror beyond compare and changes from his true form to that of a nuclear horror every three turns. His mastery over magical energies is beyond compare and he will teach the wizard the secrets of black alchemy in exchange for 1d8 dreams, memories, and songs.
  6. The Undying Bethazgo- A horror who regenerates again and again because it exists at the beginning of the universe and at its end. The thing is a sort of wretched patron of time travelers & is made up of an infinite level of mini universes as its tortured flesh. The thing can grant three time stops per day but will add the PC to its 'flesh' after 1d8 years. It also has a cache or three of beloved type F treasure. The treasured remains of past 'friends' and souls.
  7. That Which Is Unspeakable Imangothelarin - The patron of forgotten technologies & horrors beyond compare. This being is all that remains of a god who existence was broken in the war of the Threshold. Once summoned it will grant 1d10 minor relics of technologies that will wreck and ruin the lives of its wizard. It is served by 1d6 succubi of the lowest common denominator who will come to share bits and pieces of forbidden black magick with the wizard.
  8.  Auirmela The Father of Ghasts & Patron of Lost Necromancers - This being is made up of hundreds of souls of black wizards who served in the wars that created the underworld of the dreamland thousands of years ago. Its fouls stench haunts the lowest parts of the planes spawning ghasts through its oozing flesh spreading ghoul plague in its wake. That being said its necrotic magick knowledge is beyond compare and it will grant 1d6 spells of necrotic might to its summoner. It is a being that craves the company of wizards  but whose revelations are horrid. The thing will be accompanied by 1d10 ghoulish wizards who are also its servants. It may grant 1 level of necromancy in exchange for some horrid deed or action on the part of the wizard. The sign of Koth will banish it back to the Underworld of the Dreamlands.

"That place is deader than an Egyptian morgue," observed Harper.
"Certainly it is far more ancient," Octave assented. "According to the most reliable legends, the Yorhis, who built Yoh-Vombis, were wiped out by the present ruling race at least forty thousand years ago."
"There's a story, isn't there," said Harper, "that the last remnant of the Yorhis was destroyed by some unknown agency—something too horrible and outré to be mentioned even in a myth?"

Thursday, July 20, 2017

1d15 Random Finds Inside The Astronaut's Skull Table For Your Old School Campaigns

Sometimes adventurers & outlaws run across some surprising finds out in the wastelands of Old Earth & Mars. There are the unfortunate souls who cross times, dimensions, & spaces as they venture into space & the Outer Void. The corpses of these 'victims of circumstance' often have fallen afield of disaster or misadventure having sometimes very surprising items or finds inside their skulls.


Capsules, space craft, weird astral ether craft and more can all be found out in the wastelands of old Earth or even in wild back country of old Mars. Adventurers are advised to use extreme caution when searching these finds.

1d15 Random Finds Inside The Astronaut's Skull Table 
  1. 1d10 emeralds worth over 60,000 gold pieces wrapped around with a preserved alien worm. The corpse is perfectly preserved & there is a 60% that its an undead zombie horror. 
  2. The astronaut is actually an android from the Delos corporation 1979 model from an alternative universe worth 6000 gold pieces to the right collector. 
  3. A small stone table with a fetish image of Cthulhu and his star spawn. Not worth anything except a 100 gold pieces to a wizard 
  4. Small miniature tape recorder containing the  last message to the Earth from the last president of the United States. Worth 70,000 pieces to the right collectors. 
  5. A face hugger waiting to spring on some unsuspecting fool! Worth 60,000 gold pieces to the right wizard or corporate weapons division. 
  6. A flawless diamond containing a miniature human brain with lots of weird bio wire coming from the bottom of the diamond. Worth about 90,000 gold pieces to a necromancer or black wizard. 
  7. A sentinel sphere monster! Run or it will slice you up! 
  8. Weird miniature spell book of black magick only can be read of a certain blood lines. 
  9. Miniature model of Three Mile Island nuclear facility
  10. The  declaration of independence; worth 900 gold pieces to the right collectors of historical documents 
  11. A single disk of ivory with all the known works of William Shakespeare, this piece is worth about 9000 gold pieces because of the rarity of this item. 
  12. A small ivory statue of the Great Old One   Tsathoggua whose image is worth 1000 gold pieces to the right worshiper/ collector 
  13. A gatherx worm surrounding the back brain tissue that loves to make his victims sing its praises
  14. A small +2 folding pocket knife that has strange glyph worked into the blade. The thing is worth 800 gold pieces to a wizard. 
  15.  A map of a nearby but undiscovered ruin and the cache of stuff of the Ancients hid away. The map is clear and concise

1d7 Random Treasures & Relics of Old Satan For Your Old School Campaigns


At the edge of a valley on Mars two figures edge along kicking up dust and a cloud of sand upon the back of their lizard horses. They stopped when of the riders nearly broke his mount's leg on a metal object sticking out of the sands. 'Easy girl' was the half voiced & telepathic response as the rider got off & eased his mount. The two riders had gotten turned around in a violent Martian sand storm & found a path into this lesser known Martian  valley.
'Rel The Strong' the red Martian mercenary took his googles and sand gear off to examine the object that almost sheared off his mount's leg, 'She's very lucky, it only took off a bit of hair and scales. But who the hell leaves a brass bladed sword like this out here?' I've never seen a blade like this in twenty years of the trade'.
That's when he uncovered the alien skeleton with dozens upon dozens of cuts through the corpse's chitin exoskeleton & armor. 
"Don't touch that sword friend Rel' the hiss of
Hashic Vro Tholian occultist was like the crack of the man eater whip vines they had faced on 'Old' Venus. Rel got his swords out just as the first warrior covered from head to toe in whirling signs & glowing infernal symbols attacked!
'Where the Jeddak's dagger did he come from!?' the question was answered by the dozens of trap doors in the valley's floor opening letting more warriors pour in on the two adventurers. The lizard horses the first things to go down under the exceedingly sharp brass swords of the warriors. Their cries were unearthly things that chilled mind & soul.



That's when the singing & chanting started along the walls of the valley. The alien signs & symbols etched into the swords began to glow with the cold fires of ancient & dead Hells.
'We've got to leave this valley my friend!' The cuts in the exoskeleton were pulsing with sickly light  in time to the chanting in the valley above them.
The sigil of Satan for all to see was visible to all to see!

On the lonely sands of  future Zothique there stand ancient & abandon temples to the old
"enemy" or "adversary" of creation. The old devil Satan more malevolent entity opposed to the Gods, also called the devil, who possesses abhorrent qualities. He has become even more twisted by time & now is an insane and utterly evil power of chaos. Alone and infecting others with his might, he is a disease on the face of Old Earth & the solar system. He has become an insane devil god of old. Making pacts & feasting on the souls of his followers. He relieves in the violence & power he grants to his followers. Wizards & black priests think of him as a  a symbol of virtuous characteristics & liberty but these have long been shed for the horror beneath. It has become a god of essence reveling in the violence of excess & horrors long past a beast of the wastelands.



The 'Vulth' russ' tells a vastly different story about the bright star & scholar of warriors. This being came from the stars battle scarred & with swords broken. He tempted the  warriors of the old plains with promises of  knowledge & the glories of warfare. Those who serve him serve him in his valley throughout eternity, their pledges of eternal war are etched on their swords & their skin. They are cursed with undeath, damnation, and eternal service. There are those among the wastelands who still spread the word of his cult. Adventurers & outlaws from time to time come across his valley and temples  on Mars, out in the Asteroid belt, & even out in the ancient wastelands & ruined cities on Old Earth.
1d7 Random Treasures & Relics of Old Satan
  1. Lvriel Bracers - These bracers have row after row of inscribed etchings and runes of power that draw from the black blood of the planet. They give the owner a +2 on all melee damage and they're able to hit contra temporal beings. These bracers also give the owner the ability to see 1d4 minor nearby planes but also may 20% drive the owner mad with dangerous visions of insanity. They are inscribed with the runes of violence & excess disguised as a rune of liberty. 
  2. Claws of S'arna - These +2 claws were created using the metal bones of an ancient Martian demon. They still bare the feriousity and violence of that creature scared to Satan. These claws were used to murder many an ancient Jeddak or prince. These claws may be used to slay certain types of minor undead or minor semi demonic kind/. They've been lost to the Martian sands for many centuries. 
  3. Daggers of The Twelve Betrayed Kings - These +2 daggers of Martian design were created by twelve Jeddaks as symbols of their unity and brotherhood but were used by all in a coup for an ancient political assassination. They will warn if anyone close by is planning a murder except if the murderer is a close blood relative. These daggers may once every century be used to summon the beastly prince aspect of Satan. 
  4. The Crown of Knowledge - This crown is actually a repository for the lost knowledge of the scientist king Crusr the Second. The crown contains all his knowledge as the king sold his soul to save his dying father. He himself always had the answer but the old devil took his soul anyway. It will turn its owner into a lich with vast mad science knowledge after 1d8 years of use but this relic has been lost to the old solar system for many centuries. 
  5. The Swords of the Beast  - These are the brass swords of +2 that are forged using the heart blood of the follower who must make a pact with the old devil for their eternal service and black honor. They are seldom seen as those who do are murdered by them. These swords can be used to cut through most mortal substances and the blood of their victims is absorbed by the sword adding their to their terrible power. The owner heals damage quite quickly but begins to take on the characteristics of undeath.
  6. Wands of Brill - These metal wands are created by the blind wizard smiths from the iron of the valley of the lost. They enable one to see any and all of the works of the infernal . Once per day they can cast 1d6 magic missile spells & glow with the power of the Satan. Those who see this light of damnation must make a save vs fear or flee from its power and might. 
  7. Fangs of the Beast - The preserved fangs in metal and Martian ivory of the Martian banth that enables its owner to take on the aspects of the monster. The owner becomes a beast like horror subject to lycanthropy rules and able to track enemies across the wastelands easily. The owner is able to gain a +2 attack against any supernatural horror but is subject to a murderous rage once per day. They are far more prone to the influence and horror of the old devil. At the end of their life their souls are forfeit to the cold hells of the old beast aspect of the devil. 

A crownless king who reigns alone,
I live within this ashen land,
Where winds rebuild from wandering sand
My columns and my crumbled throne.

My sway is on the men that were,
And wan sweet women, dear and dead;
Beside a marble queen, my bed
Is made within this sepulcher.

In gardens desolate to the sun,
Faring alone, I sigh to find
The dusty closes, dim and blind,
Where winter and the spring are one.

My shadowy visage, grey with grief,
In sunken waters walled with sand,
I see- where all mine ancient land
Lies yellow like an autumn leaf.

My silver lutes of subtle string,
Are rust- but on the grievous breeze
I hear what sobbing memories,
And muted sorrows murmuring!

Across the broken monuments,
Memorial of the dreams of old,
The sunset flings a ghostly gold
To mock mine ancient affluence.

About the tombs of stone and brass,
The silver lights of evening flee;
And slowly now, and solemnly,
I see the pomp of shadows pass.

Often, beneath some fervid moon,
With splendid spells I vainly strive
Dead loves imperial to revive,
And speak a heart-remembered rune-

But, ah, the lovely phantoms fail,
The faces fade to mist and light,
The vermeil lips of my delight
Are dim, the eyes are ashen-pale.

A crownless king who reigns alone,
I live within this ashen land,
Where winds rebuild from wandering sand
My columns and my crumbled throne.


Saturday, July 15, 2017

Relic Living Metallic Tissue Armor For Your Old School Campaigns

One of the rarest relics created by the ancient Hyperboreans was  nanite skin weave mesh armor of the gods. This living metallic tissue armor was created using a vril power source when the Hyperborean super science was at its highest. The armor is made of an alien metallic living lattice that most would mistake for mold or fungus growing on rocks & whatnot in forbidden & dangerous parts of the Underworld. This stuff flourishes under the transcomic blue lights of N'Kai & other places where the strange radiations of the underworld exist. It is said that the presence of Tsathoggua and his other worldly god thing ilk carry with them the necessary transcosmic radiations to allow this stuff to grow and flourish.


Photo to by 
SecretDisc

Once it is harvested by the blind priests of Abhoth, Tsathoggua, or Yululun this material is given over to the tender mercies of the witches of the spider goddess Nacha. They weave in the vril powder rich webbing that powers this material & allows it to taken on the twenty two nights of magick & enchantment's rites. These rites awaken the naturally occurring sigils of power & magick built into the structure of the living metal fabric. This grants the material the following spell like abilities:
  1. Nanite skin weave mesh armor bonds with and becomes a part of the living flesh of its owner granting the owner a natural armor class of 6. This protection can not be stacked with any other armor. 
  2. The owner is immune to any mind affecting spells or spell like abilities when wearing the armor as the head piece that grows over the owner's head protects from these types of mind effecting attacks. 
  3. Nanite skin weave mesh armor acts a ring of fire resistance and adaption allowing its owner to survive in space or on other planes of existence. The owner becomes immune to gas attacks or lack of a breathable atmosphere. 
  4. Each week the owner of the armor is able to generate 1d10 tiny mini magic missile like spell effects to attack a target. 
  5. The owner of the armor can instantly command it to cover a body part or other orifice with a good solid thought or command word. 
Many collectors of esoteric items  will give their eye teeth to possess a set of this armor. It often comes in strange aerosol cans of the stuff with a strong and very weird magnetic holding the armor in place. After opening it. The stuff will escape the confines of its container and crawl across its new home namely your PC's flesh. 


After 1d8 days the stuff will have bonded with the flesh of the owner and become a living extension of their body's systems. Unopened cans of this stuff  is worth 700,00 to 900,000  gold  piece per can. Once open the stuff will begin drawing arcane vril energies from the local channels powering the armor with a strange quasi mystic power source good for 1d8 years.. The stuff may give off unusual radiations and strange displays of power causing those in the area to make a wisdom check to see if they notice this strange energy  creeping out of it. The secret to creating this armor through the forbidden twisted rites of the Underworld are said to have been collected in the proto Martian rites contained in the
The 'Vulth' russ'

Friday, July 14, 2017

1d7 Random Relics & Treasures of Beelzebul Table For Your Old School Campaigns


Hashic Vro Tholian occultist looked on the swampland with concern & more then a little fear. Positioned all around the vast & seeming infinity swamp were the wrecks of a thousand flyers from hundred alien cultures.
'What's up with all of the flyers Hashic?' 
'Rel The Strong' the red Martian mercenary spit the words out with a sort of vindictive Martian curse.
'I've seen this type of place before so keep your eyes peeled friend Rel's Hashic Vro occultist and devotee of
Vulthoom was very worried and this worried Rel in turn.
They had ditched the legion forces about one hundred miles back when they found themselves in one of the largest fresh water swamps they had encountered on 'Old Venus'. The water was only ankle high so far but they had encountered Venusian blood words the size of small Martian tharp ponies & throat leeches which made creating fresh drinking water an interesting affair to say the least. 'Com'n on friend Rel we have to make the temple by night fall!!' the occultist's voice was a wee bit panicked as they double timed their movement.
'What do you know that I don't'
Hashic Vro was about to tell his friend about spotting the inscribed  sigil of the old Earth Arch devil Beelzebul.
But his words died in the sound of buzzing wings, wings that only came from giant flies the size of Martian troop transports.
'We have to make the temple!'
'So you have told me but not why?!' words were croaked out of the ragged throat of
'Rel The Strong'.
'They can't cross over their master's unholy symbols & sigils of protection for his worshipers.'
'Well they don't know if we are or are not friend Rel'

That when they spotted the temple with the giant brass fly with a giant humanoid skull for the head of the fly.
'Oh I have a very bad feeling about this Hashic' upon which Rel shoved a new cell into his blaster carbine.




Far into the future of Zothique  Beelzebul the old arch devil had lost his bid for the throne of Earth. The old devil was formerly a leading heavenly angel who was (6.7) associated with the star Hesperus (which is the normal Greek name for the planet Venus (Αφροδíτη) as evening star). He took himself and his followers with him back onto the ancient swamp world of Venus. He had temples built to hit to honor himself in ages past. These temples have fallen into disrepair but usually covered in the wreckage are ancient forbidden technologies and secrets. These sites are guarded by vicious and hideous life forms that are just waiting for adventurers.


The 'Vulth' russ' tells a tale of betray, surrender, and horrid loss on the 'Lord of Flies' part in the great war of Heaven's past. The old enemy of mankind stood his ground even as his lieutenants betrayed him during the final hours of the war causing for him to a series of defeats. First he retired to Mars and secreted many of his most valuable of treasures on 'Old Venus'. Many black sorcerers & wizards come to the planet in the hopes of finding his cult to create a pact with the old arch devil. Adventurers & outlaws from time to time come across his vaults on Mars, out in the Asteroid belt, & On Old Venus

1d7  Random Relics & Treasures of
Beelzebul Table 
  1.  The rod of Beelzebul which enables its owner to summon 1d1o giant flies and also 1d6 giant fly kind monsters. The rod really responds to its master's call and will not produce any monsters to attack him at all. Once per day the thing can act as a contact other plane or speak with the dead as per the spell. 
  2. Statue of the Assassin bug - This strange humanoid statue once per day can summon 1d8 assassin bugs who are members of the local swarm guilds. The statue allows the owner to speak to or through any of the monsters. 
  3. The Tablet of the Buzzing - This table contains over 143 characters and is able to act as a summon monster spell but this tablet contains 1d20 +5 black magic spells which can be used once per day. 
  4. Crystal Shard of the Fly - This strange crystal looks like an alien  seascape in a miniature . This piece of the crystal is actually the spoiled remains of one of the arch devil's eyes from a fallen avatar. The eye allows the owner to contact other plane, cast wizard's eye three times per day and be immune to any gaze attacks. 
  5. Sting of the Lord of Flies - This strangely wrought piece of twisted metal is actually a weapon belonging to one of the devils in the ranks of the Lord of flies himelf. The weapon is a +3 spear. It can be used to pin a human shadow with easy and it act as a weapon against the invisible and those who would harm the masters plans. 
  6. Vase of the Swarm - This strangely wrought vase made of molded reality is actually the resting place for two dozen swarms which can be released in tandem. The vase holds a dangerous flesh stripping swarm of deadly insectoids three times three per day.
  7.  Wrist mounted fly thrower - This device holds six insectoids in sequence and this device will launch them one at a time over twenty feet. These things will make anyone that gets hit by a fly make a save vs wands or be polymorphed into a giant fly under the control of the owner for 1d8 hours. The thrower is cursed however and after 1d6 weeks the owner of the device.




    Against my heart your heart is closed; you bid me go:
    What ways are left in all the world for love to know ?
    Desolate oceans, and the light of lonely plains,
    Dead moons that wander in the wastes of ice and snow—

    These, these I fain would see, and find the splendid bourn
    Of sunset, or the Brazen deserts of the morn,
    That I might lose this ever-aching loneliness
    In vaster solitude; and love be less forlorn,

    Faring to seek with alien sun and alien star
    The strange, the veiled horizons infinite and far;
    Spaces of fire and night, the skies of steel and gold,
    Or sunset-haunted seas where foamless islands are.
    The Exile  (1922) by Clark Ashton Smith

Skulls of the Demonic Outer God Thasaidon For Your Old School Campaigns

Two figures walked along the dead sea bottom & the fine sand kicked up around them. Their heels moved in time to their hearts they walked along the unfamiliar landscape of the wasteland.
'Where the hell are we by the nine jeddaks are we?' Rel The Strong' the red Martian mercenary was growling through his teeth & kicking the strange sand at his feet. Hashic Vro Tholian occultist of Vulthoom smiled through thin lips & looked at the pile of skulls before him & his companion.
'Right where we are needed I should say'
He smiled & confidently strode toward the pile of strangely wrought skulls plied by wind & other far stranger hands.
'Oh no you are not going to fiddle with those things are you?'
Rel The Strong' voice dipped low so that no one could hear him. Something made him glance over his shoulder.
'That is precisely what I intend to do my friend' the occultist's voice was even & had more then a slightly inhuman quality to it.
'Oh No'



In the wastelands of certain outer void asteroids there are stacks of alien skulls which are sometimes also found among the sands of Old Earth. These skulls belonged to the damned often plague victims, soldiers of unnamed wars, etc. they have been enchanted by witches, shamans, sorcerers, & the blackest hearted wizards to hold the summoned remains of demons of outer void that have displeased their overlords & masters. The forces of decay & entropy continue to have their way with these skulls as the demonic forces inside experience each & every minute of every day. These life forces are often trapped within them by binding spells of the blackest type. There are rare rumors of pieces of arch devil's souls that become bound to such things. It is said that in the
The 'Vulth' russ'. the rites to create these things are held &  that the  demonic Outer God Thasaidon teaches such rites to the making of such objects.
Witches & wizards who possess such objects may use the following demonic abilities and have these traits when holding such magickal objects. Casters  will  possess the following traits (unless otherwise noted in a caster's entry).
  • Immunity to electricity and poison.
  • Resistance to acid , cold , & fire 
  • Telepathy as per the spell.
Except where otherwise noted,the  owner can  speak Abyssal, Celestial, and Draconic.

Once per week the owner of a skull can call upon the demonic essence to advise and add him or her. The demonic horror may impart 1d4 additional black magic spells of 1st,2nd, or 3rd level depending upon circumstance or if it feels like it
.



The demonic horror will try to twist or trick the owner down the path further in damnation until it basically owns the soul of the owner at which point the owner of the skull will disappear in a puff or giant black cloud of brimstone. This will be in 1d30 years and a day from the time when the fool takes possession of the skull. The owner's face will join the previous owner's souls as a slightly distended piece of insane artwork parody of themselves on some part of the skull. Regardless of where the maker of such an object of the damned learns their art these objects are collectively known as skulls of the demonic Outer God Thasaidon. There are legends that these things were first fashioned in the red sands of Old Mars.