Showing posts with label Adventure Location. Show all posts
Showing posts with label Adventure Location. Show all posts

Monday, May 25, 2026

Verith Maw is a claustrophobic, vertical slum-district anchoring the lower-industrial rings of a high-gravity Megastructure For 13 Parsecs rpg

 Verith Maw is a claustrophobic, vertical slum-district anchoring the lower-industrial rings of a high-gravity megastructure. In 13 Parsecs, it serves as an ideal "underbelly" hub—a place where players go to disappear, fence stolen cyberware, or pick up high-risk, low-legality corporate sabotage contracts.



The Concept: The Sinking City

Verith Maw is built directly over a massive, unshielded plasma-coolant exhaust column known simply as The Vent. The entire district consists of modular, rust-strewn habitats and catwalks suspended by heavy-duty carbon-tension cables.

Because of the extreme heat and localized gravitational fluctuations from the structure's core, the district is slowly dropping. Every few decades, the lowest layers—the "Sump"—melt or collapse into the plasma exhaust, forcing residents to weld new modules onto the top of the stack.

Atmosphere: Constant low-frequency vibration, neon signs flickering through thick, amber-tinted industrial smog, and the perpetual hiss of hydraulic stabilizers fighting the gravitational drag.

Key Locations

LocationTypeDescription
The Rust GrottoBlack Market HubA chaotic bazaar built inside a hollowed-out cargo freighter that crashed and wedged between two structural pillars. Best place for illegal augmentations and forged transit chips.
Circuit & SpineCantina / SafehouseA multi-level bar wrapped around a primary power conduit. The taproom is heavily shielded from electronic surveillance, making it the premier spot for data-brokers and runners to meet clients.
The Drop-PointIndustrial Crane GridA shifting maze of automated cargo cranes. Local gangs use the blind spots in the crane paths to transfer contraband away from corporate drone patrols.
The SumpToxic WastelandThe absolute bottom of the Maw. The air requires filtration masks, but the discarded corporate tech that falls from the upper rings makes it a goldmine for scavengers and desperate tech-mancers.

Notable Factions & NPCs

The Cable-Born (Street Gang)

A localized syndicate of augmented grease-monkeys and parkour-runners. They treat the tension cables like a highway system, using magnetic grappling rigs to move faster than any corporate security team can track.

  • Key NPC: Jaxx "The Anchor" Peters — A veteran rigger with heavy industrial hydraulic arms. He controls access to the upper transit elevators and charges a steep premium for unmonitored passage.

Apex Sub-Dynamics (Corporate Presence)

Apex is the mid-tier megacorp responsible for maintaining the coolant column. They don't care about the crime, the drugs, or the violence in Verith Maw—they only care if someone tampers with the plasma flow.

  • Key NPC: Director Karenza Leon — A cold, ruthlessly efficient executive with optical cybernetic overlays. She frequently hires external mercenaries (13 Parsecs crews) for off-the-books wetwork to keep local gang leaders from getting too ambitious.

Adventure Hooks for Your Crew

  • The Sump Salvage: An Apex corporate transport carrying an experimental AI-core crashed directly into the Sump. The corp wants it back before it melts; the Cable-Born want it to weaponize their defense grids. The crew is caught in the middle.

  • Blackout Protocol: The power conduit feeding the Circuit & Spine has been tapped by a rival syndicate, threatening to blow the district's stabilizers and drop the entire Maw into the Vent. The barkeep offers a massive stash of military-grade cyberware if the crew eliminates the leeches quietly.



Navigating the shaking, smog-choked catwalks of Verith Maw is dangerous. This d100 random encounter table is split into themes to help you quickly narrate the chaos, environmental hazards, and sudden violence of the district.

01–25: Environmental & Industrial Hazards

d100Encounter
01–05Vent Flare: A sudden spike in the plasma exhaust below causes the floor plating to rapidly heat up. Everyone must find high ground or take thermal damage.
06–10Cable Snap: A high-tension structural cable snaps with a thunderous crack, whipping through a nearby catwalk and severing a chunk of the sector.
11–15Coolant Rain: A burst pipe overhead showers the alleyway in scalding, chemically toxic emerald fluid. Neon signs short-circuit and explode in showers of sparks.
16–20Gravity Pocket: The localized gravity stabilizers flicker. For 1d4 minutes, gravity shifts 45 degrees to the left, or drops to zero entirely, sending unsecured cargo flying.
21–25Smog Blind: A thick, amber wave of industrial sulfur rolls out of a ventilation shaft. Visibility drops to zero; filtering breathing apparatuses are required to avoid choking.

26–50: Street Life, Tech, & Scavengers

d100Encounter
26–30The Glitch-Preacher: A cyber-fanatic with a jury-rigged loudspeaker implant stands on a shipping crate, screaming that the Sinking City is a divine sign to purge all organic flesh.
31–35Scavenger Turf War: Two rival packs of Sump-scavengers are violently fighting over a crate of discarded cybernetic limbs that fell from the upper rings.
36–40Cyber-Psychosis: A heavily augmented heavy-labor drone operator has snapped. They are tearing through a storefront with industrial hydraulic claws, screaming at hallucinations.
41–45Data Leak: A malfunctioning advertising kiosk begins broadcasting encrypted corporate data instead of holograms. Local data-brokers are converging on it with extraction decks.
46–50The Juiced Doc: A back-alley Ripperdoc, visibly vibrating from too many neural stimulants, approaches the crew offering a "buy-one-get-one" discount on black-market optical rigs.

51–75: Law, Corporate, & Criminal Elements

d100Encounter
51–55Apex Sweeper Drone: An automated Apex Sub-Dynamics security drone descends, scanning the crowd. It locks its red spotlight onto a crew member whose forged IDs are being aggressively pinged.
56–60Cable-Born Toll: A trio of Cable-Born gangers drop down from the overhead structural beams on magnetic mag-lines, demanding a "transit fee" to cross their bridge.
61–65Corpse Shakedown: A corporate clean-up crew is executing a local resident in an alley for "intellectual property theft" (having unlicensed corporate software running in their neural implant).
66–70The Runaway Synth: A highly advanced synthetic humanoid, shivering and wrapped in a tattered tarp, begs the crew to hide them from a pair of silent, trench-coated corporate trackers.
71–75Bounty Trap: A localized EMP mine trips in the alleyway, disabling all cyberware and electronics for 1d6 rounds. Bounty hunters step out of the shadows with flash-batons.

76–100: Anomalies, Strangers, & Opportunities

d100Encounter
76–80Ghost in the Wire: Every crew member’s neural interface suddenly receives a static-heavy audio ping: a desperate voice giving coordinates deeper in the Sump, followed by a scream.
81–85The Blind Fencer: A completely unaugmented, blind old man sits at a folding table selling incredibly rare, pristine pre-collapse military hardware. He only accepts untraceable hard currency.
86–90Stray Combat Drone: A heavily damaged, rogue military drone is wandering the streets like a stray dog. Its targeting matrix is glitched, alternating between whimpering noises and spinning up its minigun.
91–95The High-Ring Tourist: A wealthy corporate heir from the top spires has overdosed on designer street drugs and is passed out in a gutter, wearing a chrono-watch worth more than the entire city block.
96–100The Maw Shivers: A massive structural shift occurs. The entire district drops six inches down the tension lines in a split second. Everyone is knocked prone, and alarms go off across the sector.

GM Tip: If the crew is moving fast or using stealth, roll once. If they are causing a scene or staying in one place too long, roll twice and combine the results (e.g., an Apex Sweeper Drone tracking a criminal right into a sudden Gravity Pocket).

When a crew takes a high-risk dive into the depths of Verith Maw—especially down into the scorching, toxic junk-heaps of The Sump—they aren't just looking for scrap metal. They’re hunting for lost corporate data, forgotten tech prototypes, and rare street commodities.

Here is a d100 random table of artifacts, oddities, and treasures your players can pull from the depths of the Maw.

01–25: Black-Market Cyberware & Bioware

These components are highly illegal, heavily modified, or pulled directly from corporate test subjects.

d100Artifact / TreasureEstimated Street Value
01–05"Sump-Eye" Thermal Rig: A heavily jury-rigged optical implant that bypasses thick industrial smog and heavy plasma smoke, granting perfect thermal vision but leaving the user with a permanent twitch.1,200 Credits
06–10Overclocked Reflex Booster: A jagged, military-surplus neural spine implant. When activated, it doubles reaction speed for 3 rounds, but forces a grueling physical system shock immediately after.3,500 Credits
11–15Apex "Chameleon" Subdermal Mesh: A rare patch of active-camouflage skin netting salvaged from a black-ops corpse. When grafted, it allows the user to blend seamlessly into rusted metal and industrial shadows.5,000 Credits
16–20Hydraulic "Breaker" Fist: An oversized, rust-pitted cybernetic forearm built for heavy demolition. It ignores structural armor thresholds but drains battery cells at three times the normal rate.2,800 Credits
21–25Unlicensed Splicer Kit: A sealed, bioluminescent vial containing synthetic, highly illegal gene-therapy sequencing designed to temporarily rewrite muscle density for high-G environments.4,000 Credits

26–50: Datashards, Intel, & Encrypted Code

The most valuable currency in Verith Maw isn't physical—it's the data that corporations killed to hide.

d100Artifact / TreasureEstimated Street Value
26–30The Thorne Dossier: A corrupted datashard containing blackmail material on Apex Director Karenza Thorne, including off-the-books wetwork contracts and shell company financial routings.6,000 Credits (or a massive target on your back)
31–35Glitch-Preacher Source Code: An unencrypted memory chip containing the core linguistic algorithm used by the local cyber-cultists. A clever decker could use it to manipulate or disperse street crowds.800 Credits
36–40Corporate Transit Decryptor: A sleek, matte-black hardware key that continuously cycles through Apex Sub-Dynamics security codes, granting unmonitored access to high-ring cargo elevators.3,200 Credits
41–45Ghost-Grid Coordinates: A hand-etched data drive revealing the location of a stable, unmonitored tap into the megastructure’s primary power grid, perfect for setting up a permanent hidden safehouse.2,500 Credits
46–50AI Fragment "Vandal": A rogue, highly aggressive piece of ICE-breaking software trapped on a secure quantum drive. It speaks in erratic, fragmented poetry but can shred basic corporate firewalls in seconds.4,500 Credits

51–75: Exotic Tech, Weapons, & Industrial Gear

Hardware designed to survive the brutal gravity shifts, high heat, and corrosive atmosphere of the lower rings.

d100Artifact / TreasureEstimated Street Value
51–55Mag-Grip Grapple Rifle: A heavy-duty, pneumatic line-launcher modified by the Cable-Born gang. It can fire a carbon-tension line up to 100 meters and lock onto any metallic surface with massive magnetic force.1,500 Credits
56–60Plasma Torch Carbine: An industrial plasma-cutter weaponized into a short-range rifle. It easily melts through heavy blast doors and corporate armor, but a critical failure risks catastrophic backfire.3,800 Credits
61–65Gravity Anchor Belt: A bulky, harness-style generator that creates a personal localized gravity field, completely neutralizing the Maw's random gravity fluctuations for its wearer.2,200 Credits
66–70Prototype EMP Grenades (x3): Experimental tactical ordinance stamped with a redacted corporate logo. They completely disable all cyberware and non-shielded electronics within a 15-meter radius.1,800 Credits (set)
71–75"Sump-Stalker" Hazard Suit: A battered, heavy-layered environmental suit coated in anti-corrosive sealant. It completely protects the wearer from boiling coolant leaks, acid smog, and ambient radiation.2,000 Credits

76–100: Oddities, Curios, & High-Value Luxury Salvage

In a place as miserable as Verith Maw, rare organic items or pure luxury goods from the upper rings fetch astronomical prices.

d100Artifact / TreasureEstimated Street Value
76–80A Living Bonsai Tree: Found perfectly preserved inside an airtight, automated hydroponic stasis pod that slipped out of an upper-ring luxury garden. A staggering rarity in the smog-choked slums.7,500 Credits to the right collector
81–85Pre-Collapse Whiskey: A pristine, unopened bottle of authentic, organic earth-style whiskey, discovered hidden away in a dead captain's personal safe within the Rust Grotto.3,000 Credits
86–90Pure Gold Bullion (2kg): A solid brick of heavy raw gold, stamped with an ancient planetary federation seal. Completely useless for modern tech, but highly valued by old-school black market fences.5,000 Credits
91–95High-Ring Chrono-Watch: A sleek, diamond-coated timepiece recovered from an overdosed corporate heir. It is biometric-locked, but the raw materials alone are worth a fortune.4,200 Credits
96–100The Omega Drive: A pristine, gold-plated master data drive containing the complete architectural blueprints of the megastructure's stabilizing core. Holding this means every faction in the city is actively hunting you.Priceless (Destroys the campaign balance if sold carelessly)

GM Rule of Thumb: When players salvage a physical item from the hazardous zones shown in the art—such as the broken catwalks near the boiling coolant leaks or structural collapses—have them make an Agility or Tech-use check. Success ensures the item is fully functional; a failure means the item is damaged, requiring a costly repair from a local Ripperdoc or grease-monkey before it can be used or sold for full value.

Here is a fully detailed black-market fence NPC designed specifically for 13 Parsecs. She is perfectly positioned to serve as a recurring patron, a source of dangerous jobs, or a buyer for the strange artifacts pulled from the depths of Verith Maw.

NPC Profile: "Tinker" Smith (Anatila Smothers)

"You bring me scrap, you get scrap-weight credits. You bring me an un-wiped Apex mainframe core that’s still warm? Well... then we’re having a real conversation."

 


  • Species: Remoni (A lanky, multi-limbed, or sharp-featured alien lineage known for calculating intellect) or Augmented Human.

  • Archetype Alignment: Underworld Slicer / Tech-Broker

  • Operation Base: Deep inside The Rust Grotto, operating out of a heavily shielded, triple-locked repair bay disguised as a junked starship engine manifold.

Description

"Tinker" Smith (Anatila Smothers)  is a master of asymmetric salvage. She has two pairs of cybernetic auxiliary arms mounted to her upper torso—each tipped with micro-soldering tools, optical scanners, and interface leads—allowing her to strip a corporate datashard or a piece of military cyberware in seconds. Her left eye is a spinning, multi-lens mechanical array that continuously evaluates the structural integrity and monetary value of whatever is placed in front of her.

Unlike the chaotic street gangs of the Maw, Tinker is entirely professional. She doesn't take sides in gang wars, and she doesn't care whose corporate emblem is stamped on the gear you bring her—as long as the tracking signals are thoroughly scrubbed before you cross her threshold.

Mechanical Interface (For the GM)

Tinker is an invaluable asset for a 13 Parsecs crew, but dealing with her requires navigating her strict codes of business.

The Valuation Check

When the crew brings a salvaged artifact or data drive to Tinker, she uses her advanced tech-broker skills to evaluate the gear.

  • Pristine Gear: She pays 60% of standard street value in hard, untraceable credits.

  • Damaged / Corrupted Gear: She pays 20% of the value as-is, OR she offers to repair/decrypt it using her Career Training as a tech-broker. The crew must wait 1d4 days and pay a flat 30% service fee, after which the item is fully functional for their own use or open for a higher-value resale.

The Rule of 2 (Complications)

Tinker’s shop is safe, but getting to and from it with high-value contraband is not. Whenever the crew completes a transaction with her involving an item worth more than 3,000 Credits, roll a d6. On a result of 1 or 2, a complication occurs:

  1. The Tail: An Apex Sub-Dynamics tracker drone or a Cable-Born scout spotted the transaction and is waiting in ambush outside her manifold doors.

  2. The Hot Data: The drive the crew just sold her triggered a silent, localized network ping before she could finish shielding it. The sector's corporate security is adjusting their patrol vectors directly toward the block.

Adventure & Job Hooks

Tinker doesn't just buy loot; she actively hires 13 Parsecs crews for high-risk data extraction and retrieval missions.

  • The Sump Extraction: Tinker has localized the signal of a crashed high-ring transport deep in the boiling coolant zones of The Sump. She needs a crew with a solid Augmented frontliner or a heavy hazard suit to dive into the toxic zone and retrieve an experimental gravity-anchor blueprint before the hull melts completely.

  • The Frame-Up: She has a buyers' market for a corrupted piece of Apex corporate blackmail data (The Thorne Dossier). She will provide the crew with forged security credentials and an encrypted system-override spike; they just need to sneak a Slicer into a mid-ring sub-station to upload it.

  • A Debt in Blood: A rival fence in the Circuit & Spine cantina tried to pass off a brick of counterfeit gold bullion to one of Tinker’s premium off-world clients. She wants the crew to track down the counterfeiter, shut down their operation, and "secure" their genuine inventory as compensation.

Wednesday, January 4, 2017

Crawling Under A Broken Moon Issue 17 - Actual DCC Play Event! Into the Ruins of Seattle!


I received Crawling Under A Broken Moon Issue #17 via email about two days ago & haven't had a chance to review it. So when I got together with some friends this morning instead it was suggested that I actually run it. So I grabbed my copy of Dungeon Crawl Classics & headed over to a friend's house about six.
Bearing in mind that these folks are all experienced DCC players & dungeon masters.


I had just enough time to actually read through issue #17 which has at its core the theme of necromancy, the undead, and Seattle. Its an odd combination to say the least and so we decided to stick with the traditional DCC fantasy types for PC's to save on time. We rolled up any number of PC's and then ran them through a very quick fantasy funnel PC. A patron gathers the PC's for a favor to recover an artifact from the ruins of Seattle and we were off and running.
I had six players with the traditional mix of a fighter, a thief, a wizard, an elf, a cleric & a dwarf all ported into down town ruins. The theme of the crawl was survival, recovery, & dealing with the mutated & undead menace. This is some of what's in this issue:

  • >The Necromancers of the Space Needle and the Land of the Reanimatronic Dead
  • >NecroTech - wondrous items brought to you by cutting edge necromancy
  • >The Wikinomicon - containing a pair of spells to die for
  • >And a slew of new undead beasties to kill your players with

    This explanation from the Crawling Under The Broken Moon blog doesn't really do this issue justice for the sheer weirdness of the material presented as the PC's had to deal with another Seattle theme,coffee. There's a ton of weird references to the stuff & its entirely scattered throughout.
The PC's entered the ruins & ran smack into a trading post in the ruins of an old bus station, an active & very dangerous trading post run by necromancers & full of undead. In fact everything in this issue is support for the ruins of Seattle along with its history, residences, undead, necromancers you might end up doing jobs for and more. The PC almost ended up running afoul of the Grand Synod of the Astroliches, but retreated into the Skullbucks coffee shop run  by Gary the Skeletal Warrior & Krissie his ward. They picked up valuable information nearly bought when a necromancer took a dislike to them. So they headed over to the Undergrunge speak with a  Grunge Mummy artifact dealer. Several minor run ins with undead around the place meant some minor artifacts & alerted the locals that there were strangers in their midst. 



Everything seemed to be going well until one of the PC's pissed off a group of four Nexoskeletons which  are powered armor suits made with un-dead parts and this melee took a good portion of the evening as the PC's dodged, weaved and ran the hell away from these things making their way to Queequeg's Quoffee where they met with their artifact seller. All of this was after a tip from a necrotech dealer in  various weird necrotech artifacts which included Undead grafts,Necro-batteries, and Jaw bolters which one of the PC's was tempted by. 
Their artifact seller didn't have the item but he knew where it was and for a fee he'd tell em. Well they coughed up the dough and found out the orb of Isemy was located inside a former record store turned temple. The thing was guarded by  four Power Wights who fed on the energies of the orb. The dwarf and fighter bit the dust with some unlucky dice rolls against the power wights.
They had the orb but now they had to get to their exit point which was in the
Dead Woods.What they next had to deal with was the Parts Piles which are bunches of undead parts and body pieces scattered around. The cleric came in very handy here then they came across a undead R.A.T. which is a rodent of abnormal talent & size which had been attracted to the other dimensional portal's energies. An undead rat wasn't really all that interesting to the palettes of jaded dungeon masters turned players right? Well when this bastard breathed fire they sat up and took notice!
They fought the undead horror and then dived for the portal and ran home as fast as they could. The players weren't happy with this issue at all or some of the crazy necrotic mutational horrors of Seattle. Crawling Under A Broken Moon Issue #18  was the topic of the smoke break, the meal, and after play conference.
I strongly recommend that you grab this issue if your at all into undead in a post apocalyptic setting.
Get It Here!

Monday, October 31, 2016

The Rite of 'F'rau' ri- to Ra' Of Atlantandria & The Relics of The Haunted Shores For Your Old School Campaigns

Wizards who are members of certain fraternal orders in the wastelands of Atlantandria know of ancient pathways to the sea marshes and hidden coves. Those who see men carrying their own coffins & death shrouds by night know better then to disturb them. They are 'F'rau' ri- to Ra (translated from high Atlantean as 'Those Who Return'). Wizards whose power & magick grow far too strong for the mortal world. They make what is known as the Rite Of The Long Trek Into The Sea.



They carve out their own coffins which they carry  upon their backs to return to the Primal Chaos seas that churn endlessly just outside of the reality of Atlantandrias' Port City. These wizardly orders wish to return their own power to the unreality of the ever changing  Hells of Primal Chaos. They're own shadow wars with various undead monsters, ghoul cults keeps their arcane knowledge & deadly spells from the hands of these foul things & from mere mortals.  They wander into the final god eye's sun set to become one with the ever changing seas of power.



Few make it for a plethora of demons wait in the shoals, shallows, wrecks, & hidden rocks that line the shores of the Fr'ta. Vrocks, Dimensional Shamblers, and a thousand nameless horrors call these unreality seas home and hunting grounds. Many wizards prepare their own 'Lirau' (small books of powerful forbidden spells) that they wear around their neck for their last rite. Many bands of mutants and other worshipers of foul god things try to way lay or scavenge these ancient occultists. They are often killed  by paladins and knights of Urizen who guard these hidden pathways as the 'Rite Of The Long Trek Into The Sea' is carried out. Few if any possessions remain after the the bodies of the wizard returns to the chaos that spawned its power. But some treasures are carried by the currents of chaos and seas.



Special sister hoods comb the shores of Atlantandrias port city's  shores for such treasures to be sold in their market stalls but beware for many of these objects carry both the heavy chaotic energies of the Primal Sea and the foulness of the owner at times. Special Amazon sisters,  inquisitors, and knights deal with such foulness in their own ways. But the price they charge for such services is high but worth it. They also deal with the demons and foul nameless things that find their ways to the shores of  Atlantandria from time to time including putting down the ancient ghosts of wizards who escape their fate in the ever changing seas of unreality.
1d10 Random Magical Treasures
Table From the Shores of

Atlantandria

  1.  Wand of fear and frost - 1d8 random charges 800 silver pieces and the naming of your first born.
  2. Wand of oak and steel able to store 1d4 spells within it 10,000 silver pieces 
  3. Ring of Fire Balls with a wizard's finger still attached might be cursed? 9,000 silver pieces. 
  4. Green glass orb with a demon's eye within able to seek out a dimensional or planar doorway with 300 yards of it. Once a day the thing might curse. It is recharged with the tears of the innocent. 900 silver pieces
  5.  Staff of Three demons - Three bound demons are held within this staff and fight constantly but will cast minor illusions, a wall of darkness and a dispel magic once per day but they whisper foul secrets at night. 8,000 silver pieces and a small donation to the orphans fund. 
  6. Ball of Technology - A mechanical ball with 1d10 weird appendages that will repair any minor relic placed by it each new moon. The thing must have the fuel of lamp oil three times per week and must be sung a song once per night for proper function. 10,000 silver pieces and a minor task for the order. 
  7. Shroud of T'rsu - This shroud enables a speak with the dead spell once per new moon rise as long as some blood is fed to it. The thing will also speak in whispers to it owner when danger is near by. 8,000 silver pieces and a minor favor. 
  8. Ring of The Weird - This ring enables the wearer to perceive the supernatural world of near by dimensions within a 60 foot radius. 9000 gold pieces because of its creator. Highly collectable. 
  9. Glass of The Magi - This item allows the owner to call forth a minor spirit of the air once per day. The owner can see into any nearby spirit limbos or prisons in the near Astral. 8000 silver pieces and a minor favor to the order. 
  10. A Gall Stone of The Magus - This stomach stone enables the owner to cast 1d6 3rd level spells but the owner will have phantom pains and be at a -1 on all actions as long as the stone is held in their hands. 4000 silver pieces. 

Sunday, October 30, 2016

Ruins & Relics of The Fallen City State of Oghug-ugolo For Your Old School Campaigns

Among the desert wastelands of the hills of Oghug-ugolo are the resting places of the ape princes of Maboalogog.The Maboalogog were White ape royalty & warriors of renowned who ruled the ape kind of Accursed Atlantis both sorcerous power & forbidden knowledge of ancient god things. This of course was thousands of years ago. They made war upon the near by human city state of Alatu. But the city state of Oghug-ugolo's big break came when a space craft's faster then light time distillation drive malfunctioned & it crashed into the local foot hills. The white apes clans sent their gorilla warriors to claim the wreck before the humans even knew what had dimensionally fazed into the landscape.



The evolved machine intelligences of the Harororotuli studied the minds, souls, & worldly aspects of the Maboalogog and found them to be pliable, wanting, and open to the weird secrets of transient cosmic technological occult knowledge. The secrets that the Harororotuli possessed must be passed on since their partner race & other worldly benefactors had been killed in the crash. Their partner's biological uniqueness was used to fuel the ship as it began to broadcast their message to their new partners.


Within a few decades only a blink of time to the evolved intelligences, the city state of Oghug-ugolo had progressed far beyond the nearby human city state of Alatu. The white ape kings, their armies of Gorilla warriors, the chimpanzee scientists, and even the orangutan philosophers & law givers all heard the song of the  Harororotuli. Finally they began to call upon the forbidden occult knowledge clouds of the Harororotuli mega intelligences. Once again they had made incredible advances in the forbidden sciences, the realms of technologies, biological applications, they did great things & terrible things.


Artwork by John Ogilbycreated by the Welcome Images Trust



Finally the Oghug-ugolo sorcerer kings called down demon god Arioch to claim the souls of the human city state of Alatu. The terrible god being appeared, and destroyed every human dwelling within a thousand miles but the humans of Alatu had also heard the song of Harororotuli. They knew them for what they were & fed forbidden knowledge but adapted themselves to the energies of the demon god. They tunneled far below the surface of the Earth prayed for the day of reckoning when their god king would visit a holy purifying curse of divine power upon them. It came and they were changed beyond words and now dwell under the Earth in vast weird cities, their powers of mind greatly expanded. Arioch claimed the lands of the Oghug-ugolo as well.


The wares of a million worlds are traded here and the seas are alight with the sails from ancient and decedent kingdoms in Atlantandria Port City to the stars but in the foot hills of Oghug-ugolo many settlements of gorilla warriors and others of ape kind are still ruled by clerics of the Harororotuli. They make war on the the mutated humans of Alatu who dwell under the glass sands where the skeletons of ruined cities can still be seen. Ape and human are eternally locked in the dance of the Harororotuli.As Arioch feasts upon the souls of all who come under the demon god's purview.



Meanwhile ape adventurers, human underworld mutates, and even white ape sorcerers all scour the ruins of the fallen city states, settlements, for lost world technology, scraps of the song of
Harororotuli and even the occasion weapon of the Oghug-ugolo. Often times mixed parties of mutates, apes, and human adventurers venture into the ruins. Gorilla warriors take special pride in destroying such mixed adventurer types.


Today apes and humans will guide parties into the ruins of the Oghug-ugolo for 80 gold pieces but often leave them for one of the many varieties of demonic horrors of Arioch that still stalk these places.
1d20 Random Relics of Power From
the Fallen City State of The
Oghug-ugolo
  1.  Irca's Wand of Human Subjugation - This plain bronze wand can cast a charm spell like effect  on any human or near human three times per day. Worth 600 gold pieces to the right collector.
  2. Ircan Milugo - This strange crystal ball style object may detect any dimensional or planar gate within a 50 foot radius of its many orange facets. 900 gold pieces to a wizard or witch.
  3. Moglael - This strange puppet like fetish will come to life being held in the hands of a wizard and act as a translator unit and go between for the owner and certain divine or extra planar beings.
  4. Mogulli - A strange forbidden metal book that is actually a living piece of the machine soul brain of one of the machine god intelligences of the area. The thing can answer cryptically three questions per day or cast a legend lore spell like ability twice per day. Worth 1600 gold pieces but this thing whispers forbidden secrets to its owner.
  5. Sarca - A strange god like intelligence that is actually soul mirror capable of reading the thoughts of its owner and creating life like illusions within a 30 foot radius of its owner. Powered by the owner's soul and heat. Worth 700 gold pieces.
  6. Thelaul Ancient crystal wand that can detect any poison or demonic activity within a 90 ft radius of the owner. Worth 600 gold pieces,a good one may sell for 800 gold pieces in the far providences.
  7. Urithu - A foot wand capable of destroying 5 feet of inorganic matter per round. The thing is used in certain industrial applications. Worth 900 gold pieces.
  8.  Unilothanala An ape crystal skull capable of open other dimensional doors and gates. This one has certain forbidden writing etched into it's surface. The thing can cast magic missile twice per day. Worth 700 gold pieces.
  9. Urmorg - This piece of crystal work is capable of opening wizard locks, banishing certain ancient demonic pack animals. The thing is worth 400 gold pieces.
  10. Ururo's ring - This robbin red ring is capable of opening any wizard locked chest or object as well as banishing certain types of demons of logic.
  11. Welauri 's maps, these crystal map displays are the collected knowledge and wisdom of a city of the ancients of  Accursed Atlantis. Twice per day this map is capable of teleporting 1d6 persons per day without error.
  12. Canamilo Hilori - this android is actually a former sex slave android whose been reprogrammed to be an assassin. It hates all organic life forms and will quietly murder anyone  it comes across. It acts as a 5th level assassin and is armed with poison spikes in its hands.
  13. Ildrur - A strange wand of wonder which malfunctions and will send a party to another dimension of horrid and forbidden vistas. The thing can only work 1d6 times per day. Worth 100 gold pieces because of its status.
  14. Lagoglla- A silver statue of a god thing that can act as a contact other plane three times per day. Worth about 1000 gold pieces.
  15. Lorglar's Folly- A demonic toy like statue that is capable of demonically mimicking the owner with an android like projection of magical force. Worth about 800 gold pieces.
  16. Caelangingot A metal torc capable of summoning a minor demonic horror three times per day. Worth about a 1000 gold pieces.
  17. Candutur - ring of cold steel capable of sending its owner to one of the alien cold hells outside of time and space. The ring is capable of banishing one human sized target to these far and horrid hells outside of time and space. Worth about 9000 gold pieces.
  18. Lkaugon's scroll is a piece of bound human flesh capable of summoning a spawn of Cthulhu which will eat the summoner. Worth about 800 pieces of silver. 
  19. Mavae's torc is a a magical arm band created to protect the owner in a force field of highly concentrated energy. Worth about 800
  20. Ngwethe's statues a pair of Chimpanzee's statues that is actually highly focused magical energy detectors. Capable of detecting any hint of chaos within 80 feet of the owner. Worth 890 gold pieces.