The spaces of the Depths of Pleasure and Pain is a seething brawl, orgy, torture chamber, slaughter and holy rite. The majority quickly lose their own concept of self and are absorbed into the essense of the plane.
The particular strong of spirit wind up being shaped into demons.
The Depths has a massive hedge of Desire Thorns, to strip the Salt off any Imago even before they lose themselves in the flesh rfts
The Flesh Rifts splinter out from this central point, an maddeing labrinyth of canyons, ravines, plateus, and obscene rock formations. The top of which is frequencey covered in broiling mists the colour of bruises, so visibilty is extremely limited even if you can find the rare path that does not wind through the Canyons.
If the mist is clear, you can see what appears to be clouds and stars. These are actually the war debris of The Grind.
THe canyon floors vary greatly and indeed change in shape and nature irracticly.
The most common material is a wet stone, extreme hard yet heaving like it breathes. It comes in range of colours, all awful infected shades and mottled bruise purples.
A area of more or less consistent terran is known as a zone.
IT can be nor more than a narrow crack in between towering cliffs or vast plain seemingly without limit. As the terrain itself subtle raises and lowers as well as time and space itself, any sense of if you are at the bottom of vast box canyon or on a flattop plateau raised high above rifts, is quickly lost.
Determining the size of a zone:
(2d6)
2 BAsically a crack in the rock, big enough for 2 people to stand side by side. Continues for 1d1000 feet.
3 As above but 1d4 widenings in ravine where the walls open up to 1d100 feet.
4 3d100 square feet raised plateau, edge looks down 1d100 feet into mists.
5 Dry river bed style, walls visable but 1d6X200 feet between them. Continues for a mile
6-7-8 Is unclear if top of canyon or bottom, and what appear to be walls are actually freestanding rock formations, adobes and mesa and they like. 1d10 miles in diameter
9 Walls close and if continue in this direction meet over head and path slopes down for 1d100 feet before opening up in to a mile wide cavern
10 PAth on canyon floor curves slightly forming a massive spiral, atleast 3d12 miles in length . Centre has cave mouth in ground leading to another zone after a mile of underground passage. Walls in spiral are about 1d4X100 feet from each other.
11Canyon wall rises up like vast wall one side, atleast a mile in height, the other side no boundrys or horizon can been seen through the mist.
12 other than a couple of exits points, edge of zone loops around like a mobias strip. No walls are visable
OKAY SO, WHAT'S IT LIKE?
1. Peaceful. Like a burned out basement full of cold blacken human remains. All organic looking black stone ruins, weird square pits, cold (but not dangerously so) flames and smoke+ash, and deathly quiet. All sounds at half volume.
2. Like someone was making a jungle but ran out of wood and used worms and intestines instead. A variety of colourful insect life seemingly made from syringes, scapels and disused sex organs.
3.A foul bog of lumunios glow with the occausional islands formed of severed hands clasped tight around each other. Ooze in between island is only mildy acid and regular disease ridden. Acid will cause 1 point of damage per minute of exposure and damage leather and metal, (1 point of damage, ignore hardness). Fort save or catch some moderately horrible mundane disease like gonerhha, salemalona, malira menguistius, hep
B etc.
4. A lake of frozen blood with horrible black skull fish the size of horses entombed in it. Fishs leer knowingly at you and prolonged eyecontact means they start whispering in your head. Chipping the fish out of the ice , other than meaning your a fucking idiot, results in the fish suddenly collapsing into putrid goo. The fish will be in whoevers dumb idea it was dreams forever, meaning they must make a will save or that nights sleep does not count. Can be cured with magics. Can being a dumbass be cured? MYSTERY!
5. A desolate landscape of trees made from slender bones, and windchimes made from bird skulls. The ground is half metre deep with suicide notes.
6.A red desert with the occausional field of thin scopain tails waving in the breeze like happy flax bushes. Horse sized Clouds of pink phelm float about at head height.
7. The Canyon walls here are fleshy, inflamed, narrow ,maze like and far too close. Growing out of the wall, cloacha, vents, orfice , mouths and tentrils fondle you when you walk too close.
8.A mirror maze. Noone can see there own reflection, just other peoples.
9.CAvern. Walls texture of thicken slime. Slowly changes colour from brown to blue to green to red to brown again. Kind of pretty if it did not smell like rotting puppys. Walls slightly translucent to about a metre or so, so you can see all kinds of vile worm life lazily tunneling through the slime to eat and or fuck each other. Scarlet globblious strands of spider webs are draped around here as an after thought
10.Looks like someone started carving the (grey here) canyon walls into brutalist archietecitual walls with not quite right angles. Also bas relief of mosaics of oridinary domestic activity that somehow give the impression of foreboading horror.
Lilys grow shyly here and there. They bleed blood flecked semen if picked.
11. Curving ebony spikes like horns of the vilest of goats curl out of the ground like copse of trees. The ground is fuzzy from a fine layer of delicate barbed hairs that irrate the respiratory tract and eyes, as well as cause intense itching when contacting exposed flesh.
12. The terrain is furred panting flesh. Plants , cavarens walls, hills all the same seam mass of rising and falling furryed meat.
13.A maze of cages and arches, rusted, with doors squeaking on neglated hinges, and with barbs glinted redly in the weak light.
14.Purple and obscenely wrinkled rock, some what like limestone. Glistening omniously
15.Salt plains. Sinister flamingos. Caustic lakes.
16.Blue granite toads stature the size of buildings with rail protruding from their eyes to other blue granite toad stature eyes. Along the rails rattle a procession of hooks with flailed hides skewered on them.
17.Piles of heaped soot and blazing pits
18.Thorny bracken interwoven in bridges, moats and mazes with no other ground visable
19.Tongues. Everthing is made out of tongues
20.A typical medieval city but everything is in the wrong place. And soiled with (even more) feces.
Oh is that all?
well actually
1. Yep. But its raining knives/blood/new born cattle
2.The air has an alchol content. Every 10s minute you spend here is equivelent to a stiff drink.
3.Spores in the breeze. When you next get damp mushrooms will keep sprouting on you. They are vile mushrooms with foul shouty mouths. You will have to scrub everything clean with various expensive herbs to every really get rid of the spores.
4. It's freezing cold, like die of exposure because its the artic cold
5. It's stupid hot, close to 50 degrees.
6. All sound echos excessively here.
7. Gravity is one and half again times as strong or half as strong. Flip a coin
8. Disease ridden , roll a fortitude save every half day or catch a random disease
9. Being here makes you hear voices , whispering in your air, trying to convince you that everyone is out to get you.
10.Rising water (or its equilvent). Will climb up a metre every 5 minutes
11. Landscape is graduelly shifting into another one (roll again) takes a hour.
12. Vast steel boulders (10 storys) roll at a brisk walks pace along the landscape
13.Dead fish drift through the sky.
14. Everything is glowing, and will cause minor radiation poisoning with prolonged exposure
15. The day/night circle takes 24 minutes to complete here.
16. Strong gales , buffeting from various directions
17.Everything tastes opposite here! so fresh stuff tastes rotting, and shit tastes like .. sorbet. Taste only is effected, rotten food is still gonna fuck you up.
18.Dead bodys rise a round later as zombies here. Including fresh cuts of meat and uncured hides.
19.You will keep glimsping people you killed out of the corner of your eye.
20.Everyone and everything is under the effects of a Displacement spell. Displacer beast here can Blink like Blink dogs as well.
SOUNDS GREAT WE SHOULD COME HERE AGAIN. UM..ANYONE AROUND?
50 % chance of yes!
1. A battle!
1 forces arriving
2 In progress
3 Rout
4 Remains, scavengers just arriving (note, there is no result for battle a couple of days ago, coz this redundent , everywhere in the
Flesh Rifts is the site of a battle at some point)
So who's involved? (roll twice)
1-5 Demons
6-9 Devils
10-12 Horrible animal life
13-14 mindless undead
15 Daemon
16 Judicator
17 Celestial
18 Archons
19 Brutes
20. 3 (or more) sided battle, roll three times.
Size of force:
1-4 skirmish 1-3 individuals (hit dice 1-6)
5-6 Lone elite (hit dice 9-13)
7-8 pack 2d6 individuals (hit dice 1-6)
9 Squad 3d10 (hit dice 1-6)
10 Elite squad 1d10 (hit dice 6-10)
11 Grand Lone Marauder (hit dice 11+)
12 1d10x10+ (hit dice 1-4) roll again and combine results. If you get this result again, add another 1d10x10
2. Deathmatch in pit/towers/ blind elephants sewn togther between 2 or more. 20-30 low power demons, yugoloths, and misc vermain roader betting on results. One or more more powerful individuals keep the "peace"
3.Some powerful demon Demon duke or Marqui controls this realm and vistors will be
1. Observed carefully by magically means. Roll again 1d20 seconds/minutes/hours/days later
2.Squad attempts to capture party for.. experiments
3. Used in a bizarre running man style game/hunted for sport personally by the duke
4. Hunted for food
5 Ignored. Roll again 1d20 seconds/minutes/hours/days later
6. Invited for tea/dinner/games/art exhibition. Fuck.
4. Grazing Herd of slightly less agressive than is typical animals. Mostly herbivores but not fussy. 10% of predator near by
5. Viscous plant/fungus/? life (see Horrible Plant or Horrible Fungus table)
6.Predatory animals or lone denizen will more likely than not (unless being all super stealthy) notices and begins stalking party. 1-3. goes for a weak individual to carry off , kill and eat (not nessacryly in that order)4. attempts to kill everyone in the party. If it thinks it can. Because. 5. Bezerk for some reason. At half hitpoints, will fight without consideration of own survival. 6.Not interested.
7. Some kind of fucked up market day/ carnival. Games (all involved pain and/or death), trading, etc. Not immediately dangerous, but assume 1d100 demons and misc vermain roaders present, of various power levels. Everyone has something better to do than kill you but won't take much convincing if you tried.
8 Citadel, see citadel table
9 some kind of seriously creep ritual scarifice
10. Roll twice combine results.
Vile Duke:
size (2d4)
2: child sized
3 stopped hunch or eldery human sized
4 like a human size
5 like a huge meat tree of human sized
6 horse sized
7 the size of 2 horses!
8 the size of elephant
form: roll at least twice and combine
1goatish and leering
2flaming
3frozen
4skinless and glistening
5stretched very thin
6cored and hollow
7 armour plates nailed into the skin
8 something like a t-rex but made of human bodies
9 a delicate poleclin doll
10 conjoined twins joined forming a centaur like grostequity
11 Wearing brightly coloured clothing of skinned human faces sewn togther, still moving in the imatation of laughter
12 Has a great rusty snail shell with pipes potruding release smoke and oil
13 shifts back and forth from the form of a swarm of insects
14 Unto a womb, inverting itself over and over
15 face is spiraling jaw of teeth jaringly akimbo
16 big horns, its height again, festooned with hanging children and gutted snakes
17 Low torso or random limb is a long python body
18 bathed in a soft golden light
19 a stunning speciemen of humanity. 1-2 male 3-4 female 5 hemidophrine 6 shifts back and forth
20 has wings 1.swans 2. bat (but with paryrus instead of skin, and writing of drooling idiocy 3 Butterfly , violent garish colours 4 1000 of delicate blades like feathers 5 dragon fly 6 fans , scralet and barbed
21 Floating window looking unto a scene of beauty from the viewers life, with the duke standing in the middle
22 Half ornate bronce cannon
23 nailed to somekind of toture wheel , rack or cross
24 sewed togther, stuffed with bugs
25 fringed with fingers moving in peristatic waves
26 boneless
27 unatural detailed, eye can see more detail than it should, gives feeling that you are too close to the duke at all times
28 bloated to balloonish propations
29 like a childs drawing of a half buried memoary of being eaten alive by the family dog
30 roll twice more on this table
immediately observable personality
1. roll again every minute
2. simpering
3. leering
4. ravenous
5. near beserk with rage
6. cold, detached
7. Pleasent, polite
8. screeching , maniac, paranoid
9. Solemn like graveyard tuba
10. Pompous, pontificating
11. Jovial, likable
12. Just slight off.
13. giggling, near hysterical
14. Drunk, slurring and nasty
15. whispering and threatening
16. singing delciately, serene
17. Still, then manaic and accustatory then still
18. Smug , argrogent, condescenting
19. snarling , absusive, hateful
20. apogetic, mournful
quirks
1. wigs. Big fuck off wigs
2. is carried everywhere by headless musclemen
3. flowers grow where ever they step
4. constantly eating own body
5. Knowledgable about vast range of topics, chatty, asking how things are at home. Any kids? It loves kids.
6. floats slightly off the ground
7. Winds and rain follow it
8. moves like cheap stop motion
9. Has a pet (1.human baby 2. minime version of itself 3. dog 4 cat 5 hamster 6 weasel python 7 mink 8 jumping spider 9 jellyfish 10 centipede) with a smirk and cruel eyes.
10. voices is hear inside characters head
11. Collects things
12. follows fashions
13. Sees itself as 1 painter 2 sculptor 3 poet 4 writer
14. music and a party encumbs it. Party is mostly barely alive magically compelled intelligent beings
15. seated on a throne which is motile from its 1.wheels 2. pile of squirming babys 3 tentacules 4 one giant hand 5 insect/bird/mammal/reptile legs 6 innate leviation
16. Trophy necklaces (eyes, ears, teeth, limbs , skulls etc)
17. consults a red leather note book all the time
18. smokes a ornate spiralling pipe of bronce and bone
19. smells very much like 1 the best thing ever 2 the worst thing ever 3 something you can't quite remember but makes you happy and sad at the same time 4 constantly changing depending on mood
20. roll twice
hit dice
10+1d10
basic power
1. warrior, fighter powers of a fighter = hit dice
2. wizard spells = level in hit dice
3. cleric abilitys = level in hit dice
4. half level in hit dice warrior/wizard/cleric half in different class
5. a particular potent magic item or weapon
6. as 5 but roll a d4 and combine one of the first 4 results
weird gimmick powers.
1 breathe weapon
2 vermin swarm
3 magic redirection
4 sense stealing
5 mummy rot
6 insanity gaze
7 can shrink and climb inside people to possess them
8 bites/tears off limbs and can stick them to its own body, getting an extra attack with half your attack bonus
9. curse. once on each person can name something that will happen to them no matter once in the next year. Takes a round to announce
10. Can gush forth sweat/blood/semen/tears/menses/pus and turn the ground into horrible sucking quicksand
11. Immune to whatever type of damage it was attacked with last round , for this round
12. Staying in its precence for atleast a minute makes you permenently barren/sterile
13. Uses a giants arm as a club. Arms still alive and can grab and crush people
14. bones burst forth like cross bolts, 1d4-1 heavy cross bow attacks each round on random enemy targets using the dukes attack bonus
15. if successfully grapples, assimilate you into its flesh.
16. regenerates like a troll as long as it inflicts pain
17. pertification as a kiss. Stoned character will be animated under its control
18. All liquids not in living creature become poisonous within 5 seconds of being in its precense
19.Healing magics always heal the lowest die result and inflict pain with 30 feet of the duke
20 roll twice
Key to demons (can substiate any other monster for "demon")
Least:
1-4 hitdice
Lesser:
4-6 hit dice
minor
7-8
Greater
9-11
Arch
12+
Random demon: Roll on this table if cidatel does not spefiey numbers.
Roll a d100
1-49: 1d4 Least, explode 4s.
50-59: solo lesser
60-69: 1d4 lesser
70-79:Solo minor
80-85:1d4 minor
86:solo greater
87 Arch solo
88+ roll twice
Whats it doing?
1. patrol, will question any strangers, not a good explanation will attack
2. Bored , will attempt to kill strangers unlessed bribed or presented with something more fun
3.Delivering a message or parcel. Will not dilly dally. If parcel, has 10% chance of being valuble
4.Looking to join up with other demons for reasons. 50% its urgent, so no time for casual murders.
5.Search and destroy: will attack anyone it sees that it does not know
6.Travelling, because of personal reasons. 25 % chance will apporach the party for extortation and/or murders
Random citadel of the Flesh Rifts
Size/purpose roll 2d4
2: Is the size of a doll house. Is actually a doll house. Mostly likely unhabitanted. Or roll again and it's solid all the way through.
3: Cidatel is 1d4 storys high and locked with horrible devices and magic. Inside is imprisoned something approiately horrible (12 hit dice at least) its layout is
(1d4)1 one big room.
2 a maze in 3 dimensions, 2d20 rooms 2d4-1 doors each, 1d6 (up , down, north south east west to determine placement of door)
3.a maze in 4 dimensions (as above, but when you enter a room, 50/50 chance of entered a old version of the room, ie everything is undecayed)
4.One big room and prisoner is attached to torture machine of unusual size
4: 1d4 storys, 1d4 rooms a story. 30 % of inhabitanted. Is a resupply point for demonic travelers. Door opens to password.
5:1d4 storys , 2d4 rooms a story, 50 % chance of inhabitanted, roll on demon table +2d12 servants, Purpose is some kind of "summerhouse" for a duke or powerful
6: A small tower, like a light house. 1d10 storys high, one room per story. 70% of being inhabitanted by one minor or 1d6 lesser demons.
Will have mounted on top a (roll a d6 )
1:signalling device
((d8)1bell
2signal fire,
3 undead roc head with bellows or lungs,
4 huge tuning fork,
5 light emitting giant eyeball,
6 cannon firing flares
7 Big spiralling tuba
8 Church organ of vast and sinster scale
2:Roll on the previous entry but it's also a weapon
3:Guard tower, ( add another 2d6 demons , least)
1 armed with 6 arbalests with bolts that explode into scarabs swarms,
2. cannons pointed in 8 directions
3. Cauldroons of boiling acid/ravenous flesh eating worms/freezy liquid/molten metal
4 a trebuchet firing 1 stones
2 Bestial elementals
3: Spiked bouncing ball
4.roll on the cauldroon entry, previously
4. A buzz saw launcher
5. Spinning tops the size of horses that shoot fire as they spin around and then explode
6.Roll twice
4:Roll twice combine results.
7:A fort. 1d6 storys, 1d10 rooms per story. roll 4 times on the demon encounter table +1d20 least demons. Assume 4 guard towers as 6.
8: A fortress. 1d10 Dukes in residence, and 10% chance of a demon prince visiting plus an army or 2 of demons. 6d6 storys each story has 1d10 rooms. Assume 2d6 guard towers (as result 3 ) as part of its construction
Citadels General shape:
1Rectanglur , like a upright brick
2A spiney ball like a diatom or a urchin
3Pyramidal
4Like a cheese cake vampire castle
5Egg shaped
6Like Chewing Gum and broken Glass
7Hexaganol
8Columalr (like a pipe organ
9Short and squat
10In the shape of a demon princes face
Unsuasal propertys (1d20)?
1-6:nah
7: Hovers a couple of feet above ground
8: Can flys( d100 -20, minimum of zero, explode results above 70(before subtracting 20) above ground)
because (d6)
1. Wings (pair) bats/bird/dragonfly/fans/butterfly
2.Wings, absurb amount bats/birs/dragonfly/fans/butterfly
3.Balloon/balloons, 1% chance gas is flammable (hey there's chaotic and thens there's just plain stupid)
4.Chains disspearing off to point of non-existence in sky
5. Sitting atop a evil black cloud
6. Just can. Magic. 50/50 chance of big red heart/brain/wired up child inside
that if destroyed cancels the magic. Otherwise flight ability is built into t walls itself
9: Dying captives Imapaled on spikes and hooks on the walls.
10: River of blood/oil/ooze/meat slurry/ mercury runs through it, powering a water wheel. If cidatel is currently in air, river is a waterfall
11:Rotating on the spot
12: Gravity is orientated to nearest surface around and in citadel. Outside walls effected with grease spell and razor sharp gut hooks
13: Vast clouds of vultures/bats/flys/stirges/moths/crows above it
14: Vile industrys present so big chimenys and pipes discharges smoke and goo
15: Currently under siege , by roll on Who's involved table above
16: Having a huge party!
17: Pulsing glowing lights slither around. Discharges wyrd magics. 10% chance per round if within 100 feet of being affected by random 1-3 level spell
18: Living , Sessile
(d6 strong but not complete resemcences to a
1 banarcle,
2 sea anemone
3 mushroom
4 orchid
5 human/wolf/snake/toad/spider head
6 Misc. Hairy/scale/slimy/squalid thing
19: Living, Motile ( d6 1.coz legs(pair of giant)(1d4 1.bird 2.insect. 3. Human 4. reptielain 5 Tentacular 6 mammal)
2. as 1. but like a vast amount of regular sized)
3. coz is nailed to a hunched over giant human/gorilla/cow/Beetle
4. coz is one big amemboa
5. Coz is sculpted into a huge hog/fish/toad/snail/
6. Coz is mounted on a tongue carpet
20:Roll twice.
Horrible animals!:
1: Skinless 4 headed bear with eyes on stalks, Abombibear! (solo)
2: Flagantelope, an antelope with cat o nine tails hanging off its horns (2d6-1 appearing)
3: Toad with horse legs . Size of elephant. Solo. Attacks with shooting out tongue . Know as a Vile-strider
4:Hook goose. A goose that attacks wounded with its hooked beak and vomits up stomach acid when sorely pressed. Number appearing 1d6
5:Fistbeast, its like a rhino with fist for a face. Solo. Blind but absurdly senstive hairs on it give it radar.Attacks with charging and grapping a crushing. Delicate mouth and sex parts located in palm of hand.
6: Battleflys. Butterflys with grim scenes of wall on their wings. About the size of your hand. Scavenge spilled blood at battle fields. If there's atleast 7 of them can collectively cast a hold person 3 times a day by sprinkling dust from their wings. 3 of them can easily pick a human up. THey will fly as high as they can before the hold person wears off and then they drop them. No other attacks. 1d20 appearing.
7: Direcow. A cow that looks like it was twice as big and then got shrunk but its skin did not. Not amazingly hostile but if appoarched will defend itself by shooting black milk from its teats. As acid arrow by a 3rd level caster. Has enough milk for 12 squirts. Then will run away. Number appearing 2d10. Bulls are the size of puppys and graft themselves unto the cows, ala angler fish.
8:Wolves but with permenent haste spell. Known as wlvzzs. Also far more blood thirsty. number appearing as wolves (2d4? sure)
9: PantherShark, combines all the danger of a shark and a panther. Also the boneless of a slug for some reason. So imagine a panther with a furry sharks face , longer, and with a sharks tail. That can squeeze through a hole no bigger than a half a horses head. Absurdly silent and stealthy hunters. Numbering solo
10:Ripperaroos. Kangaroos with the killer claw of a velicoraptor. Predator. Attack with leap attacks. Numbering appearing 1d6
11:Bloat-Whale: A whale, looking beached, dead and bloated by rot. If food (anything moving really) approaches with 30 feet it can suck them towards it with a powerful suction mouth. Actually capable of short bursts of flight (up to a 1d10 minutes) by rocketing around from noxious gases from its arsehole. Counts as stinking cloud for the round after a bloat whale has passed through that area. Solo.
12: Tunneling Weasel. A pack hunting weasel that can tunnel through the ground like it was a fish in a PRETTY stream/brook/pond/loch. Attacks inflict bleeding (1 hit point per round)unless fort safe. Fond of hit and run attacks. Number Appearing 1d4.
Horrible Plants!
1. Roses! Roses are stupid! Smelling these particular roses effects you as a feeblemind spell. THe are known as StupidRoses
2. Knifegrass. 6 feet tall slender grey grass sharp as a obsedian eye surgery scapel. Pushing through it inflicts a d20 (-defection armour class modifer, minimum of zero) damage per 10 feet of movement.
3.FalloverAndKillYouTree: Its a tree that when you get near it , it will fall over and try and kill you. Can right itself in 1d4 rounds. Having a tree fall on you does 3d6 damage, ref sav for half.
4. Gourds of Woe: Looks like a punpkin patch with screaming face pumpkins. Breaking open a Woe-gourd will affect the surrounded 10 feet with a Bane spell. Woe-Gourds if slow cooked with lamb blood are delcious. OTherwise they taste like rotten tyres.
5.SpitInYourEye Daisy. Daisys that spit in your eye. Ranged (10feet) Touch attack at +1, if hit you are blind for that round. No biggie. Oh wait, except just wiping away the saliva does not remove the microscopic seeds that have latched there (also if you failed the fort save. Over the next week make a wisdom check to notice the vast increase in Phosphenes (also -1 to searching roll or spotting rolls). At the end of the week your eyes explode dandylion style seeds everywhere in a horrible fluffy fountain! You are now no-eyed. SpitInYOurEyeDaisys grow in patchs of an exploding d4.
6.Burning kisses: little red jasmine like flowers. oil from crushed petals is caustic, inflicting 1d4 damage for 20 flowers worth of oil (about a table spoon of oil). Alchemical skills + equipment required to make the oil last longer than a day Smell real nice though, like jasmine but with a spicey cimmimon edge to it. Occuring in exploding d4 shrubs in shadey places, a shrub of them will have an exploding d8 flowers on it. Worth alot as a alchemical ingredient and spice. Like 100 g a flower. Don't keep long though. Like a day. After that worth a g.p a flower.
7. Skull orchid , a orchid looking like a skull. Attempts controls to control undead within 20 feet as a 10th level cleric. If gets contol of undead will make them destroy each other and pound themselves to mulch in the soil surrounding the skull orchid. Appears singularly
9.Obilivax , moss that eats memorarys, as seen in d&d book
10. LadyDownTheStairs, a droopy foxglove like flower. Grows in groups of a d20. Being in its present for a minute acts like a confusion spell from its pollen. Effective abortive agent.
11. Dancing Tree, also know as a MerrySkinner: A willow tree with barbed thorns on its slender drooping branchs. Movement by warm blooded things with in its reach causes it to fratically "dance" catching everyone in reach (unless ref save) on its hooks and jiggling them up and down. Inflicts 1d6 damage a round , until you make the save. Everytime you fail the save the next one gets a -1 penalty. Grows either soltairy (50%) or in rows along rivers or roads (number appearing exploding d6)
12.Gliding Lily, a collection of lily flowers gliding on a razor sharp disc, hovers about 2 feet above the ground and inflicts a 1d8 damage if you get in the way of it. Travels about 20 feet a round. 50 % a parked group of 1d6, or 50% a vast migrating herd of 1d100.
Horrible Fungus!
1. KickYouInTheBalls Mushrooms. A mushroom about 3 feet high. If approached it will kill you in the crotch (attack at +5, if hits inflicts 1 damage stuns 1 round plus if balled fort save or stunned for addtional 1d4 round, then nausea for 1d10) Grow in rings of an exploding d6.
2.Flayed Lady: Draping lichen appearing like flayed skin. Bits of it flake off and drift seemingly on the wind but really self guided. Will burrow under skin if has a chance to alight. Patiently waits for host to be excuted by flaying. Any court sentence for the host in The Flesh Rifts will be 50% likely to be death by flaying. (if judge strongly prefers some other option, they can get a will save), and a 10% chance else where.
3.Carcass Fruit. Grows on sides on things. Looks like hunks of freshly dismembered carcass. Looks delicious.
4. Delicate blue mushroom known as Sorrow. Heals all hitpoints when first eaten, but you incapable of love for ever after
5.BadBrains: Grows in corpse heads, replacing brain. Explodes if movement with 3 feet (unless movement is painstakely slow) inflicted 2d6 damage and infected people will 1d4 random diseases, fort save for each disease.
6.Destorying Bastard: like destroying angel but worse. If eaten acts as a disgrate spell
7.Amythest Deciever, looks like glowing purple bells. Grows in small patchs. No-one can tell the truth with 10 feet of it.
8.BurnForEver , bright blue frilled toadstill. If squashed with and the resulting oil makes contact with water, bursts into blue flame which cannot be put out except with a dispel magic by a 9th level caster or submerging it in rotten blood. Will inflict 2d6 damage per round, and will start regular fires as per being on fire can normally do. However it will not reduce you less than 1 hitpoint. It will still be hurting like being on fire though, ie a lot.
9.JoyBells. Rainbow coloured floating puff balls. Approaching them at anything other than a carefully pace will cause everything other than the JoyBells to be flung away from them in random direction like a reverse gravity spell.
10. Asshat. Looks like a butt. Stinking cloud in effect around 10 feet of it at all times.
11.WeeHorribleMan: tiny whispy skeleton shaped fungus, grows in shade. IF approached will hop rapidly away in an amusing fashion. Then stalk just out of sight until you are asleep and climb into your mouth and turn your organs to green slime.
12.ThunderBall: puff balls of vast size, 20 feet across. Colour of bruises and air drowned fish. A.C 5 and has 15 hitpoints. Reducing it to zero cause it to explode inflicting 4d6 (ref for half) concussive damage to everything within 300 feet. Grow in close groups of 1d8. Explosions most likely will trigger other puff balls.
A TABLE OF A BUNCH OF STUFF HAPPENING RIGHT NOW
1 escaped captives fleeing
2 Cidatel being sacked (roll on whos involved and cidatel table)
3 Wander to be admist a brutally violent ball game or hunt
4 A pilgrimidge has just ended. The overseer demon has declared only one cult maybe entering the "Bloody and Toothsome Rose" (A stone entrance way looking like it was sculpted by someone who is terrifed of vulva. Sublime bliss and agony awaits within) Furious cultist vs cultist brawl has started. Surving cult will be told only 4 cultists can enter. Then after that melee demon will tell cultists that the have to kill the party if the party is detected by the demon.
5 demons attempted to relocate plant/animal/fungus. Its not going well with the relocatee nearly escaping or causing trouble. If it escapes, the demons will blame anyone near by.
6. Animal! Roll on horrible animals
7.Plant! Roll on horrible plants
8.Fungus! roll on horrible fungus
9.demon! roll on demon table
10. Roll on Anyone around? table
11.Rogue escaped experiment. Escaped experiment could be (d6)(1)1d4 random animals/plants/fungus sewn togther,(2) humanoid with brain swaped with animal (or vice versea),(3) a humanoid with 1d6 random mutations, (4)suffering random magical effects. (5) infected with 1d6 random diseases (6) seemingly fine
and is (d10) 1)animal intelligence and docile 2) animal intelligence and wary 3)animal intelligence and beserk 4)bat shit crazy but harmless and incoherent 5)bat shit crazy and beserk 6) traumatized , terriefeid but coherent 7) blubbering wreck 8)seeminngly okay but will betray at first oppuntity 9) wits together 10)roll twice alternates between these stats.
12.Testing site of loathsome war weapons. Size of (d6) 1-2 horse 3-4 4 horses 5 elephant 6 large house and resembles mostly( 1d6 -->)1 cannons 2 balloons 3 catapults 4 vomiting frogs 5 rotating intenstines 6 eyeball on hook 7 giant bell 8 drum with screaming hide 9 church organ 10 Ballista but with a touch of (1d10) 1-2 roll on first chart again (3) bloody skeletons 4)candlbara 5) mammoth 6) 12 piece brass band with musicians 7) rose garden 8)stone monotiths 9) printing press/typewriter 10)wind up monkey with cymbals
anyone in the firing range (which is about 1000 square feet) has a 1 in 10 chance per round of being subject to the weapon. For the effects of the weapon combine the effects of 3 random spells from levels 1 to 4. Firing range has assortment of tied up prisoners of war, exstatic imagos, wooden targets, crude replica buildings, and animals.
13.imagos(1d12) unarmed and zero level charge the party , attempting to rip them apart raw with nail and tooth. Seem delighted with pain
14.A flashfire is coming! Vile smoke on the distance, moves at (1d4) walk/run/horsecanter/gallop and inflicts 1d10 damage per round for the slowest then 1d8 d6 d4. Effects 10 feet deep 30 feet high and by 500 feet wide.
15.Flash flood! 1 freezing water 2 warm dirty sewage 3 boiling blood 4 mercury 5 pus + other unidefible body fluids 6 mercury 7 maggots 8 oil
16.Earthquake with chasms that try and digest and/or "know" you
17. Rock slide or rains boulders if no walls near. Does 1d20 damage, reflexe safe for half.
18.LAnd tumours swell and burst. IF anyone is near (assume tumour swells for 2 rounds and bursts on 3rd. Size of a horse)(d6) 1 is just gross, 2 is just gross and save or get random disease 3 is just gross but you think you secretly like it 4 acid! 1d6 damage the 1d4 then 1. 5 explosive 6d6 damage as fireball 6 save or get random mutation. IF fail save you get a to make another 2 over the next 2 days. IF you fail those as well, well then it's permenent.
19.Horrible insect! roll on table
20.Mutating rain! Con save per round of exposure, each time you fail, you get one point. When it gets up to half your int, roll on the 1d100 mutation table.
A TABLE OF THINGS TO DESCRIBE TO PLAYERS SO THEY KNOW THEY ARE SOMEWHERE GROSS
1.souls pushing themselves in thorns of desire
2.a 1000 mouths emerge from the walls to sing a song sensually and depraved
3.Recent repairs and/or tortures seemingly done to the landscape itself. Rock banks with infected stitschs, trees banadaged to rocks, patchwork terrain with pins holding it togther.
4. Indisinct orifices wetly openly around the p.cs, some with pulsing red folds, others barbed thorn or obsedian teeth , or cooey sweetly , or flicking long forked tongues.
5.Herds of crab cows grazing ferciously on a bleeding whimpering soil plain
6.Cidatel underconstruction
7.Army doing training exercise
8.Execution in progress
9. vile acts of forniciation and bestiality in a lake of blood
10. Scupture/torture garden
11. horrible animal being eaten by another horrible animal which then gets eaten by a plant. Which then bursts into flames from the landscape
12.sounds of extasy or agony seem to come from every where but nowhere
13.a trench full of people fucking and devouring each other
14.the landscapes quivers in response to every foot fall in uncomfortably suggesitve way
15. Everyone spontaneous bleeds from the eyes
16.Flys buzz around the characters singing horrid songs or shouting we know ! we know!
17. clouds roil like burning blood across the sky
18 the sun appears to eat itself
19.Bizarre pieces of some war and or torture and or pleasure maching scattered around
20.A big slab has carved on it the polcamtions of demonprince/god/random obscenite/obselute cosmology
A TABLE OF THINGS TO TELL PLAYERS ABOUT SO THEY GO HERE
1.weapons: Anything from looting poorly guarded supply depots , to stealing experiment seige engines. Can be hired to steal something particualar (possible as espoindige by devils or daemons) or just motivated by own greed. See list below of some examples of Flesh Rift weapons
2.plants/fungus: They are horrible. But someone might want them , you know alchemeists, sages, the usual suspects. The flora here is generally 100 % weird ingredients for curse curing, potion creation or custom poisons for any situation.
3.animals: Also horrible. Potential profit in capturing young to raise your own elite battle steads, or just hunting down the animals here for the parts you like. Mostly easier than killing demons, and potential similar pay off from the body parts. Or just releasing the animals as a form of bio-terrosism in a kingdom you hate.
4.Tribute Cavaren: This place is full of despot, demon kings, crazed gods,and debauched dukes and a constantly shifting web of power relationships means excessive bribes and tributes. If you can find out about when and where a caveren loaded down with treasure for some foul thing or another , is going to be, you could get very rich. Noteworthy is the fact that these cavarens are not always as well guarded as they should be, being that being any sort of messager or diplomat in plane of chaotic evil is not a desired vocation, so the job has a tentacy to get kick down the ranks.
5. Attentting tourment and or market: Prizes, heidous challenges and games, vile things on sticks, vile fried things on sticks. The best bit about attending a tournement or market here is that everyone is being entertained already and are far less likely to shove you up their ass for something to do.
6. PArty/ball:
A party is actually still pretty dangerous but presumely it's in someones honour who likes the idea of a party right now, so it's unlikely to descent into a hunt or a free for all. OTher possiblitys fucked up on the most twisted drugs ever , making new friends that are complete untrustworthy and pickpocketing. A ball basically is this plus excessively depraved amusements, and formal invites needed. You are more likely to make some useful contacts here, as the class of demon that intends a ball is capable of long term planning. Well more so than a rutterkin doing a kegstand anyway.
7. Obsedian for armour or weapons
While demons generally make the best stuff from it, it could be good to cut out the middleman and get your own. Veins of the stuff are staked pretty quickly, you never know, someone might have a hot tip on a unstaked claim.
8. Poisons or diseases:
Overlapping with plants somewhat, someone could pay you to get a sample of something particualr virulent for studing a cure or advancing the art of medicine. Altertively the more common practise of "prevantive medicine" via germ or posion warfare creates a lucrative sellers market.
9. Stealing from the trophy mueseums of the gods/demon princes. Possibly an insanely stupid idea, but most of them are crazy and crazy old, so who knows what kind of junk they got stuck in an old estate somewhere. You might be want to be sure they are not in attendence though. OR, you know, just go off a tip some drunk gave you in Vermin Road tavern. What could go wrong?
10.Cavaren guard dutys/raids. The trade of vermin road has to come along here , and as much it trys to skirt around it on route from Bedlam to Iron heart, it still has to pass through here , so there's a job for you. EIther guarding or raiding.
11.Salt mines:
THe plane itself generates or extracts Salt from absorbed emotions and Imagos. It is mined from bloody rents that look worse than they smell (for once). Salt is precious and these will be heavily guarded, but a thing such as a mine lends itself to having backdoors and secret enterences. Alternatively you could be wanting to free the slaves who work here. You know, altrulsm and shit.
12.battleground looting:
The armies are always tearing each other apart here and if you are in quick there could be some profit here. One particular reliable way to know when a battle is going to happen is to cause it yourself. A couple of intercepted diplomatic messages between demon Dukes and voila, one small scale war to pick the leavings from.
13.scouting stable routes for cash.
Not all the terrain here is as mercurian as the rest. IF you can find a partcular stable and safe stretch, Vermin Road trade caverns will pay big.
14. bounty hunting!
Just because someone is dead does not mean people stop hating them. Sometimes people will over a post mortem bounty, for people to go to the desceaseds plane of residence, kidnap them and drag the back for more punishment or feed them to a consumer.
15.Finishing off an enemy:
It's not a bad insurene policy actually , if you have some powerful enemy in the dead book, to go and make sure they are not getting fast tracked up the demon ranks to come back and ruin you or your grand kids day. If you don't have the means to strike at them directly, poisoning their relationships with their sponser could be a good way to see they spend the next millerium in a salt mine or as a dretch.
16.Mercenarys:
SOmeones always hiring here.
17.Abadanndoned estates of forgotten cosmologys:
Estates of dispated demon dukes and forgotten gods can be found here, and more than likely to have its resident guards and wards, atleast you don't have to worry about busting in on demogorgon having some me time. Also if you picked up some nasty curse from graverobbery in lost ancient empires, the cure could be here in the reminents of their gods.
18.The most fucked up drugs ever. Seriously, with things you've seen you think ale is going to cut it anymore?
19.someone is trying to bring something horrible to the world, so why not cut out the the middle man and kill it on its own plane?
Imagine the look on those cultists face when they complete the profane ritual and the Babe Of Razored Wombs falls out of the circle with a blessed ballista bolt in its stupid head.
20.Castles. Eventally you are going to want somewhere awesome to keep all stuff. And renting a room above the tavern is so 10 levels ago. Castles take ages to built though, so why not steal one? Trouble is , if you steal a castle, everyone knows exactly where it is still if they want to get it back. Steal a flying fortress from the Flesh rifts, and that's not a problem you'll have (the luxcery) to worry about.
Some Weapons of The Flesh Rifts:
Obsidian, specifically weeping obsidian. Is absurdly sharp, and is always wet with tears, which actually mend cracks and nicks in the obsidian, making it always keep its edge.
Weapons made from Weeping Obsidian get +2 to damage if edged or piercing and suffer non of the draw packs of obsidian. As well as the common swords, knives, and Glusiarmes, those aztec sword things are made, but using a diseased thigh bone as the shaft and tongue of it.
Emetic Whip: A emetic whip is a cured semi living stomach inverted around a section of its large intestine. The other other end of the intestine is held and as the whip is snapped the stomach turns back inward the contents of it spray in 1-10 foot arc (depending on size of stomach) . The contents in addition to virulent acid can include poisons , diseases, and dire tapeworms
The stomach will reload its acid load in about a hour if "feed"
Hornets nest crossbow. Half crossbow and half hornets nest, when fired it shoots 1d8 quarrel headed wasps, each doing 1d2 damage, resolve each attack separately, ignoring any concealment or cover modifiers. It has 30 shots at most, and grows new wasps (which generally don't survive the impact) at 10 a day. As well if you speak someones true name when you fire it, the wasps will home in them and each roll gets +3 to hit. If someone says your true name before you do, then the wasps will turn on you, and the crossbow will keep disgorging 1d8 wasps at you until empty.
Pain Tree. This is more or less a small tree with steel hard short branches used as a club. It's also an effective disarming weapons and provides 50% cover from missile weapons
Ruinous Hooks: This is pair of big black iron hooks joined with a chain. Entangle or disarm maneuvers with them inflict the weapons normally damage as well and require a ref save or the hook is embedded in you and a strength check is needed (as a free action) to remove it, inflicting a d8 damage, or a dex check (as a full round action) with no damage. The dex check can only be done if someone is not trying to pull your around by the hook. If you have a hook in someone you can inflict a d8+str damage with a standard action and beating them in a strength check.
Black IRon: IT has the appearance of badly rusted iron, with flakes of rust forming a scab like covering. It is black and glistening like it has been dipped in oil and has something of its appearance reminiscent of wood burned to a fragile charcoal skeleton.
It is heavy however and strong. Weapons made from use the next size up for dice, but get -1 to hit. Armour made from black iron is 150% as heavy but add +2 to its protection abilitys.
Holy water acts as acid on Black iron btw.
Envious Sallet: this is a specially treated skinned face of someone who hated you. The hate for you has infused it and if it sees anyone appearing to attack you it will involuntary alert you with the feelings of envy that pulse out of it, for it longs to be the one to kill you.
Worm Spear: These are spears with the shaft that of a more or less rigid worm. By squeezing the worm, the spear with thin and lengthen and become a pike. By pulling the shaft together it will shorten and fatten and so become a short spear.