Stone & Sorcery
Stone & Sorcery
This setting is not a historic work it is a fictional fantasy. All the artwork is not based on current
research. The colour works are pure fantasy. Such artworks in popular media are still being used
to illustrate popular articles to this day. One sign of this is images of blue eyed white cave people
before such people exited in Europe. Cheddar man in the UK was dark skinned at a time when
white people were still uncommon in most of Europe. You can make of this what you want. This is
a fantasy game so your setting you can deal with history as you please. Im just pointing this out
because many popular sources are outright supporting racist ideas so it is good to be aware of
this when researching prehistory for your own games. Good luck, have fun and don’t be a jerk.
This book offers a sandbox hexcrawl
called the Stone Coast and tools for
you to run a short campagn.
2 Amphibian Kingdom
Many types have been wiped out
especially by the great flood covering
most of the world with salt water and
rivalry with reptilians. Newt folk are
the most sophisticated and magical
other surviving servitor races include
axolotl folk, salamander folk, toad folk
and frog folk. Most require fresh water
to breed and thrive. Toad folk are the
most wide ranging in climate territory
dwelling in the underland and deserts.
Many undergo metamorphosis during
phases of their life and may hibernate
for aeons.
3 Icthyian kingdom
Ruled by catfish folk sorcerers in
the past most of the survivors are
hibernating. Common fish folk are
the dominant type now with servitors
including eel folk, shark folk, lamprey
folk, ray folk. many hide under the sea
and wage war on undersea kingdoms
rather than humankind.
4 Reptilians Kingdom
Ruled by serpent folk with many lizard
folk and dinosaur folk kingdoms as
minions. Serpent folk are mostly spent
but some still hidden or asleep. Lizard
The Ages of My Setting built and civilisation grew folk are most common with many
1st age is dawn time when gods variations like iguana folk, komodo
walked the earth and set servants to 5th age of empire when the world was folk, gila folk and many more.
administer universe gripped by great wars and magical Domestic dinosaurs were one of their
disasters. Steel and gunpowder are strengths used as farm beasts, war
2nd age of darkness came when increasingly common in some lands machines and transport. Aquatic and
monster kings served gods of the -currently the third empire is in civil flying types existed also and many
outer dark war reptilians claimed kinship to dragons
-7 monster kingdoms and their slave -pirate kingdom of Exile Island grows instead
abhuman armies ruled with black mightier
magic 5 Cephalapod Kingdom
7 Monster Kingdoms of the Ruled by squid folk who serve great
3rd age of humanity also known as the demon squid and elder kraken
Eldritch Age of Darkness
age of stone or age of ice gods. Nautilus folk,octopi folk and
These were the races who seized the
-began when humans became the ammonite folk once being more
world for chaos and darkness after the
dominant peoples of the earth after common. They have used crustaceans
dawn age ended. Their ruins make
the rebellion such as crab, isopod folk, lobster men
up many of the deep dungeons and
-this ended when great wizards for aeons united by rivalry with fish
fragments of them survive in hidden
adopted necromancy and waged war men. While they compete with fish
places. When man led the revolt
of dead vs living folk they unite against surface and
against them so began the age of
man. worship same demons.
4th age of cities also the age of
bronze. This is era of my Exilon setting
-when the first great monuments were
6 Vulture Kingdom Dragons this age. The orcs and humans bred
Came much later uniting carrion Mostly interesting in breeding to take for war by monsters are not like
eating races under sorcerous vulture over the next age ordinary kin. They think their lesser kin
men various minions including hyena are weak and love nothing more than
men, jackal men, crow men, condor Titans or Jotun to kill wizards and destroy any starting
men and stork men. Many ride terror Who spawned giants, trolls and ogres civilisation.
birds and hyenadon. Many of their while fighting the gods
secrets fell into the hands of humans Various demihumans, mammalian and
creating the first necromancer kings bird folk aided human revolt but never
Trolls begat elves, dwarves and recovered
after the monster empire fell. They gnomes
replaced the ailing Insect faction
who’s remnants mostly became under The good gods (and their bad kin)
the thrall of the arachnids. Elves begat goblinoids and orcs were free to operate natural processes
and the current age began. Humans
7 Chiroptera Kingdom Changelings were related to the and abumands and orcs are thriving
Are lords of the night, bat folk who gods and served them by managing the best.
are found in winged and flightless forests, mountains and animals who
varieties. They serve a great begat many hybrid races such as Leftover crap from the age of night
vampire bat goddess and created fauns, sphynxes, chimera, centaurs, ages are found in deeper parts
vampirism extending the powers of abhumans, beastmen and other of many caves and glaciers. Many
necromancers. They and the Vulture hybrids isolated places still have ruins or tribal
were the new blood monster factions remnants of the dark times. Humans
replacing former great factions. Humans and halflings were the have rediscoverered wizardry and they
Chiroptera replaced the minions last races who ended the dawn age of seek lost arts of the monster kings
of the worm king faction who had creation knowledge especially necromancy.
become idiots. Vulture and Chiroptera Unchecked necromancers will arise
engaged in such savage feasting Dawn age of rule by the gods was brining a new age of terror.
and blood lust that the slave races ended when the monster gods
rebelled and the old dawn age gods ushered in a age of darkness aided Some humans and reptilians are
returned as demon worship was by outer gods of darkness. Internal calling upon Tiamat and worshiping
shunned by the slave races who had fueds and the revolt of human and orc dragons preparing for the next age.
come to outnumber their masters. slaves bred for war revolted ending
Lost Factions
Insect men were broken into feuding
tribes long ago and now often
subjects and food of arachnids. Ant
folk, mantis folk and various beetle
folk are among more independent
tribes once ruled by Dragonfly folk.
the Worm faction also was broken and
subsumed by other houses as food or
slaves to many other houses during in
fighting. Worms were in fact the first
faction but were too delicious and
were betrayed by other factions. Bat
and Vulture kings dominated only the
last few years of the age of darkness.
Older Races
Many of these either worked with the
monster empire, or were enslaved
or hibernated or hid. Many blame
humans for the end of the first golden
age and the invention of time and
death. Which is not completely true.
Many of these factions waged war on
the gods long ago.
Stone Coast d6 Frozen Swamp Hexes
1 Crabs or Trilobites or Giant Isopods
Hills & Mountains
Cold and windy, rough terrain with
scuttling on shore for food lichen and mossy rocks, grassy
Sandbox Tools 2 Pools of young fish and sharks
3 Good lumps of wood
sloping valleys, streams, pools, lakes
and waterfalls. Areas seperated by
The following is a bunch of tools 4 Wild pig tracks 1in6 chance cave rough icy rocks and a maze of routes
for running the Stone Coast as a pigs in area through the mountains.
sandbox. Encounter Tables tell you 5 Mosquitoes in area carry sickness
what kinds of monsters to expect and 6 Worm riddled wood in mangrove Animals, plants and fungi to eat, not
what kinds of things might be found trees good eating as many yummy bugs to eat as other
in a hex when exploring. There are places.
several additional tables for caves, d12 Common Encounters
generating valleys and tribes to 1 Flock of terror birds on patrol d6 Hill Country Hexes
encounter. 2 Sealion colony 1 Stone carvings
3 Penguin colony 2 Stone monolithic site
Seasons 4 Puffin colony 3 Campsite with fire pit
There is a dark and a light season. 5 Large gull colony 4 Ugly tribal wooden fetish
In the light season there 16 hours of 6 Jackal prowling for food 5 Mineral d4 1=flint 2=obsidian
light 4 hours of twilight and 4 hours 7 Family of sea otters 3=ochre 4=copper
of darkness. Thisis the warmer season 8 Walrus colony 6 Cave
and the tundra is grassy and game 9 Wild dog pack prowling for food
is plentiful and breeding. In the dark 10 Hellpig family prowling for food d6 Valley Hexes
season there is 4 hours a day of light (Entelodont) 1 Camp site
12 hours of twilight and 8 hours of 11 Marine crocodile 2 Large herd of game animals in area
darkness. This season is cold, travel 12 Sea eagle or use rare table 3 Lots of small game birds and
is risky, food is scarcer and animals animals in area
survive of fat, stores or digging up d12 Rare Encounters 4 Tribal campsite occupied mostly
grass under the snow. Many animals 1 Giant crabs come ashore hunters but 1in6 whole extended
eat lichen and fungi to. 2 Giant marine scorpion comes ashore family
3 Mososaur beaches self to gobble up 5 Monolithic stones
Coastline anyone close to water 6 Cave
The coast is windswept and stony with 4 Fish folk hunters with a priest after
rough and freezing cold water. Most sacrifices for demon gods d6 Mountain Trails Hexes
of the beach is stony with cliffs. In dark 5 Allosaurus scrounging for food 1 Camp site 1in6 with travellers
season ice covers coast and inland 6 Plesiosaur basking on shore or 2 Mountain goats in area
water. One section of the coast has a lurking in shallows 3 Herd of aggressive animals blocks
marsh area with mangrove trees that 7 Shy tako octopus faeries trade coral trail and moving
freezes in winter. and shells for food 4 Part of trail dangerous d4 1=falling
8 Dimetrodons basking on shore rocks 2=road crumbles 3=crevice to
The main food is fish, birds, seaweed 9 Giant marine crocodile jump 4=slippery
but water is rough and weather harsh. 10 Pterodactyls hunting 5 Fragment of carved stone or statue
Driftwood washes up on shore often, 11 Sea wight from ancient times from ancients
even whole tree trunks from the 12 Sea hag craves pretty humans as 6 Cave
flooded south. slaves and worse
d12 Common Encounters
d6 Stony Beaches 1 Dire wolves hunting
2 Sabretooth hunting
and coastal cliffs Hexes 3 Mountain goats grazing
1 Dead animals washed on beach
4 Giant Eagle flying overhead looking
possibly a feast d4 1=whale
for vulnerable prey
2=dolphins 3=fish 4=seamonster
5 Auroch cattle, very aggressive will
2 Colony on animals on beach d4
systematically hunt enemies
1=seals 2=walrus 3=penguins 4=giant
6 Giant lynx
marine iguana
7 Guanacos grazing 1in6 huge
3 Conlony in cliffs d4 1=gulls
batchelor herd
2=puffins 3=boobies 4=pterodactyls
8 Elk herd grazing
4 Goods from sea d4 1=Driftwood
9 Yak herd grazing
2=pretty shells 3d10 3=seaweed
10 Cave bear
4=edible jellyfish
11 Tribe (use tribe gen tables or pick
5 Sign of tribe d4 1=shell midden
one)
2=campfire 3=gnawed human bones
12 White apes or use rare table
4=crude raft or log canoe
6 Coastal cave
d12 Rare Encounters d12 Common Encounters d6 High Glacier
1 Carniverous apes out hunting 1 Giant squirrels scurrying about Country Hexes
2 Terror bird flock out hunting 2 Owls hooting 1 Stone monoliths with ancient
3 Troll out hunting 3 Deer herd grazing carvings
4 Hill giant strolling, possibly hungry 4 Wild boar 2 Barrows where ancients buried
5 Ogre gang out hunting 5 Sloths in trees grazing 3 Wizard camp, they seek elder lore
6 Giant sloth grazing 6 Dire wolves 4 Non human tribe camp
7 Wooly mammoths grazing 7 Terror bird flock hunting 5 Ancient ruins
8 Mountain nymph, most shy but 8 Game birds foraging 6 Ice caves into glaciers
sometimes curious 9 Giant beavers gathering wood
9 Bison herd grazing 10 Cave Bear d12 Common Encounters
10 Glyptodons grazing 11 Sabretooth cat 1 Auroch or Irish deer grazing but
11 Wooly Rhino grazing, very 12 Elves or use rare table wary
aggressive 2 Mammoth herd grazing
12 Air elemental playfully making d12 Rare Encounters 3 Sabretooth cat or pride of cave lions
breezes 1 Giant flightless bats hunting or giant lynx
2 Dryad tree spirits seeking lovers to 4 Dire wolf or cave hyena pack
Forests enthral hunting
Foothills around mountains and many 3 Treeant wary of humans and their 5 Bison or musk oxen herd grazing
valleys are forested with thick ancient use of fire 6 Giant ground rats scurrying about
woods. The forests are fearsome 4 Wild tribal elves or sprites or other 7 Tribal folk (use tribe gen or pick one)
and unwelcoming, the domain of fey folk 8 Flock of moa grazing
faerie folk and tree spirits who do 5 Gnomes tribe with pets 9 Flock of terror birds hunting
not like humans. Forests have been 6 Raptors or giant lizards hunting 10 Herd of elk, ponies or camels
expanding with supernatural influence 7 Forest giant peacefully sitting grazing
choking passages through mountain 8 Giant beetles 11 Woolly rhino
barriers. 9 Tribal folk (use tribe gen or pick one) 12 White ape or rare table
10 Giant weasels
There is lots of food here and things 11 Forest mastodon d12 Rare Encounters
that will eat you. Fungus, acorns, 12 Irish deer 1 Giant eagle or owl looking for prey
bugs, berries are common. Some 2 Giant weasel hunting
forests seem to be growing faster Tundra 3 Giant baboon tribe foraging
than normal. Grass thrives in summer but is buried 4 Yeti hunting
under snow in winter. Fungus, lichen 5 Ice elemental summoned long ago
d6 New Forest Hexes and moss grow in rock places and in wandering
1 Herd of animals grazing area winter with permanent frozen ground 6 Nanuqsaurus, half sized furry
2 Camp site 1in6 have a person long to the further north, constantly swept tyrannosaurs adapted for polar life
lost and alone by cold winds. 7 Ice troll or ogres hunting
3 Tribal campsite occupied mostly 8 Frost or cloud giant travelling
hunters but 1in6 whole extended Food from seeds and animals is easy 9 Winter wolves hunting
family to gather in summer here but hunting 10 Icetoads hunting
4 Carvings in trees of unknown and stores are the best source in 11 Frost drake or Frost salamander
symbols winter. Many animals are dangerous hunting
5 Scary fetish some kind of warning and in large numbers. Rival tribes are 12 White or blue dragon flying out on
6 Cave plentiful. a hunt
AC 4 HD 6-12
Mov 6 Swim 9 Fly 18
Att 2x tentacle grapple or d8 flail
or use weapon such as heat ray
3d6 12 shots range 18 range
d100 Great Chambers 08 A great throne where some alien 15 A great diabolic face in the wall, by
of the Outsiders Citadels titan sat long ago a altar with a grid of coloured gems.
01 Mummified bodies of some 09 Hundreds of ashen silhouettes If aranged in correct sequence the
strange alien servitor race, crowd of worshippers, vaporised in a flash mouth opens and is a gate to hell.
the chamber, who’s souls song ago of soul devouring dark flame from a Various sequences open in various
drained as fuel for the hungry outer hungry god locations in hell
gods of the void 10 A great brazier filled with charred 16 Open pits in the floor and arcane
02 A great open sarcophagus with a skulls, if lit a black soul consuming symbols decorate the chamber. If
elder titan’s corps, it’s sould long ago flame rises from the pit explorers make any sound insane
returned to the void 11 A great stone arch way with symbol gibbering from amorphous horrors in
03 Lesser mortal servitors of the outer of the outer ones, if a sacrifice is the pits start up causing confusion to
gods, mummified in hundreds of made at the nearby altar, the gate to all who fail a save
niches, which extracted their sould as another elder city is opened 17 Rows of huge sarcophagi against
food for the once livingcity of black 12 Huge deformed headed statues a wall, each with a lever. If pulled the
magic line the chamber looking down at sarcophagi opens and a umber hulk
04 Thousands of carbonised human, a altar, if a victim is sacrificed their comes out, it will use it’s glare while
beastfolk and demihuman corpses eyes open and they will answer one trying to awaken other sleepers here
long ago consumed by the feeding question according to the inscrutable 18 A great chamber covered
outer ones laws of the outer void in outer god glyphs and other
05 A great onyx sarcophagus with 13 A great mirror disc surrounded elder languages. If any are read a
seals, wards and curses containing by elder glyphs in a wall. If the right whispering mutter starts up and all in
a slumbering demigod of the outer sequence of glyphs are pressed a the chamber feel an alien presence
ones gate to the negative realm of outer from beyond viewing them. Any see
06 A voidship of the outer ones darkness outside the universe opens. invisible, detect magic or true sight
designed to return to the outer realm All seeing this must save vs madness. may detect the scrying of alien beings
of darkness, a rotting alien god sits at If left open 1in4 chance per turn some from the void
the controls slain by something long being comes through 19 A statue of a tentacled horror
ago 14 A great stone basin is before a covered in mouths and eyes is
07 A great pit sealed with a basalt squatting idol with jewelled eyes, central to the room with a altar. If a
plug with glyphs of warding and inside is a bubbling tar like liquid, a star shaped stone is removed from
explosive runes, faint gibbering of formless spawn of the outer gods that the altar before the statue, it begins
some formless horror within can be will arise to attack thieves to come to life unless the stone is
heard returned
20 Signs of a adventurers camp from
some time ago with lifeless husks with
their throats torn out and looks of
agonised horror on their faces
21 Rows of glass cylinders with various
races in stasis within. A control altar
can awaken them if operated correctly
but if a mistake made they crumble
into bones. The beings are from the
age of darkness and they are slaves of
the monster kings sent here as food
22 Hundreds of metal jars in niches
fill the room holding ancient brains of
mortal servants of the gods. If one is
placed in niche on altar the jar glows
and the prehistoric brain is able to
speak though mostly they are long
insane cultists
23 Great braziers surround a magic
circle of elder runes. If lit and runes
read the yellow smoke forms into
a phantom robed being in tattered
scalloped yellow robes and a mask. If 30 A huge crystal ball here is a scrying 39 Huge hideous multi eyed statue
addressed the being will remove its device the void dwellers used to spy looms over room. An altar in front of
mask causing visitors to make a save with subjects known to them it has several strange relics. If taken
or become confused. Those victims 31 much of the room is caved in with from the room the statue awakens a
will dream of the yellow phantom crushed alien servitors half buried huge monstrous stone golem
and will be able to write but not under rubble 40 Faceless gargoyle perched on
comprehend a alien script 32 A altar with gems in niches in the ledges overlooking the room
24 Thousands of tablets inscribed centre of the chamber and several 41 A huge stone pool in the floor
with language of the outer ones onyx sarcophagi. If the gems are full of viscous bubbling liquid that
and the monster empire in niches taken beings take shape within forms eyes, tentacles and other
mostly dealing with black magic and coffins over a d3 rounds. The created features before absorbing them. Small
contacting the outer void servitors arise to attack disgusting creatures are born from the
25 Strange metal tables with arm 33 Ahuge ornamental bell, if struck liquid but cannot scramble out and
and leg restraints under crystalline all feel pain and sound continues are devoured back into the liquid
apparatus. If a being is strapped for ten minutes, then a dimensional 42 A huge strange metal brazier full
down and the levers of the device horror comes to see who has rung the of low value gems, if lit a unholy flame
are manipulated a mutagen ray bell. Normally the elder wizards know erpts to the ceiling then subsides
pulses against the prisoner. A rituals of command and offer it blood revealing a efreeti who asks why it has
skilled operator can induce specific 34 A circular clear crystal colum been summoned
mutations otherwise they are random with a green glowing meteor inside. 43 Two crystal sarcophogi, if a being
26 A garden of gigantic alien fungus Their is a control altar if engaged lays in one and the control altar
grows here. Many have magical correctly causes the meteor to glow in between is manipulated a evil
effects or might be poisonous, but and activated all the citadels lights. duplicate appears in the empty one
several are ambulant and hostile If performed wrong an alarm rings as 44 A huge metal mirror several stories
27 A crystalline sphere in the middle the reaction goes critical. The stone high with a control altar before it. If
with a door. If the control altar is glows too much spreading sickly rays altar manipulated the mirror shimmers
activated while a being is inside that cause mutations and damage opening a gate to a pocket universe
images of the beings thoughts all in chamber. Then melts its way where prisoners have been stored for
appear on the wall. A skillful operator out of the column despite the inside aeons unaware of the passage of time
sometimes gets future images that flooding with blue gelatinous coolant, 45 Salty pools with trilobites or
might come true then melts through the floor squid or isopods or horseshoe crabs
28 A series of crystal sarcophagi here 35 What looks like a huge alien scuttling about
with open lids, if anyone lays in one creature is just a shed skin, if touched 46 A stasis field with slave gladiators
while a control altar is activated the it crumbles to dust in mid battle used as a artwork, if field
person in the niche changes into a 36 A chamber covered in hundreds entered you are trapped till the end
type of abhuman beast folk. A skilled of huge eggs of some horrible being of time or freed by powerful magic (or
operator can produce a specific type with a long hatching period, some are ring of free action?). This is a artform
29 A row of crystal chairs with a just broken shells of the elder gods and a control altar
helmet and restraints. If a victim is in 37 Dozens of man sized organic sacks will usually be in a niche or hidden
chair with helmet and the control altar hang from the ceiling panel. Defective use of controls might
is manipulated the seated makes a 38 Chamber with hundreds of pots leave victims turn to dust and bones
saving throw. On fail they are insane, containing black liquid which twitches
success they can read and speak the if approached, each is a baby formless
outer gods alien language spawn in hibernation
52 A museum with stone shelves
covered by transparent mica sheets,
in cases are 1=taxidermy monstrosity
experiments 2=prototype abhuman
3=alien beings 4=human like races
wearing fur loincloths with clubs
looking afraid, often stealing crops
53 A huge arena with seating for giant
things to watch with huge steps, in
the centre once gladiators battled.
For everyone who enters a random
monster is plucked from time and
space to battle them but usually
54 Huge room with dinosaur and
monster skeletons on display with
a few demon and human like races
1in3 are stuffed instead with artful
taxidermy
54 Large walkway over pits each with
a monster in it furious and angry, daily
they get food. Are a d6 living but mad
ones and a d6 are dead. A bronze
golem comes from a secret door
to capture new possible specimens
who enter. Creatures here were once
selected for death sports like the
ancient Pa Ku Mun or just pitfights
d6 1=giant scopion 2=giant beetle
3=giant spider 4=black pudding
5=giant frog 6=human like slave
55 Hugre room with huddling mob
of ancient alien builders petrified by
some great weapon of the outsider
gods
56 Room of magic crystal mirrors,
each can be walked through one way
to a part of the complex
46 A courtyard with almost a hundred 49 Huge slimy black toadstools in 57 Burbling pool of lava with a altar on
statues of slave peoples. A few a chamber with flying fungal moth one edge. Victims were hurled in to
are torturing the rest with cruel creatures, some of the exotic fungi summon evil fire elementals
implements to dismembering and is walking others are squawking and 58 Pit with a pool with a giant squid
disembowel them. All look with gibbering, 1in4 times magicians used for sacrifices
horror at a podium in the centre come here to gather fungus d4 59 Defenestration pit with long drop
with expressions of horror. All were 1=civilised evil cult wizards expedition into pile of broken skeletons. A altar
petrified by the sight of a alien being 2=cult savage shamen and followers by the sacred pit with a victim hurled
from the void. Monsters used to stand 3=goblin shaman with hero, three in could summon a air elemental
on pedestal and enjoy the pain- goblin troop squads, a hobgoblin sub 60 Sinkhole with running water into a
garden view boss, and a bugbear scout 4=dark elf deeper cavern full or giant albino cave
46 A great circular chamber cult of sadism self titled void elves creatures
overgrown with thick carpet of 50 Cave is dripping with green 61 A stone circle built by giants and
mound, various monster mould types slime with some remains of objects wizards where sacrifices at a altar
48 Overgrown with a huge black resistant to slime 1in4 times d4 1=+2 summon a earth evil elemental
tree in soil mass full of human like stone hand axe head 2=+2 stone 62 Sacrificial pool where victims were
skeletons. The tree is plumbed into mace head 3=+1 mammoth cape of drowned or dropped into a flooded
walls with stone pipes with a control protections 4=+1 always venomous pit to summon a water elemental
altar for the climate controls. The dagger, wavy and made from 63 Crystal coffins where vampire
tree sap is shadow ichor used to feed meteoric steel agents sleep. One magic coffin turns
hungriest life eating beings. 1in6 a 51 A huge coloseum sized pit half full a human like being into a vampire
cultist engineer crew and a battle of rotting mutant corpses 1in6 chance under a full moon if they make a
templar group here trying to produce of monsters d4 1=ghoul 2=giant leech saving throw. If they fail they just die
the substance 3=infested with rot grubs 4=surviving and sose their soul
mutant cant get out and eating
corpses 5=juju zombies 6=demon
flies
64 A hundred small apartments 78 Dozens of control altars studded 89 Chamber walls are flesh with veins
stacked up ten stories around inside with gem controls, crystal screens and tuxtured skin, pulsing organs are
of giant pit open to sky. Slaves on walls show views outside the city visible through skin. Slime filled pits
lived here and their humble poor if controls operated properly. With grow various monsters and servitor
belongings and signs of a battle time they might unlock a few interior races. Placing a sample specimen
remain viewing crystals creature in pool and letting it digest
65 A huge ceiling with hexagonal 79 Pit full of beast headed mummies lets you grow a servitor copy obedient
tubes in stone walls where sacrifices a dumped here long ago. Some to the outer ones. Operating a living
are fed to giant worms that grew into have bejewelled decorations. If pit console altar can grow other beings if
giant bugs for all kinds of purposes entered some mummies awaken to kill you know how but most are hostile
66 A funerary temple in a great pit of intruders 90 Huge room with piles of treasure
ravenous worms. A walkway connects 80 Room with control altars with slots and chests actually all cult mimics
it to rest of the room floor. Inside a for cystals in them. The wall have 91 A museum with plinths each
dozen cultist sons of kyusss await other colourd crystals if inserted a occupied one has a spotlight from
to be set on the world as revenge. crystal screen lowers from ceiling and above on it. The occupied plinths
Intruders awaken them but a lone 81 Area seems to have high pressure, have various strange relics many
quiet person might manipulate their save or noseblled and sore ears. if a cursed and most unfathomable. Many
control altar to awaken or destroy turn is spent in here say examining perform magic at some cost like HP or
them outsider silver runes in the stone, attribute points or levels
67 A great dark black pool full of eel spirits from beyond began to manifest 92 Iron golem 30 foot tall with beast
swarms or venomous snakes, on a forms starting with things resembling head stands in middle of room. A step
platform in the pool is a relic and a deep sea fish made of darkness. one ladder goes up to a door in golems
anti magic shell a roundfor a turn 1 HD, the next turn a back to access a chair and controls.
68 The floor has hundreds of void demon per round appears Rusted and broken golems and step
sarcophagi lids, if disturbed by 82 Chamber is supernaturally cold ladders are scattered about but only
outsiders or without prayers to them with a large frozen slab in the middle, one remains functional. Golem scrap
awakens mummies of the builder alien several frost salamanders live in a ice might be useful also for magic
race cave inside. Frozen bodies of ancient 93 Horribly mutilated corpses of
69 Four huge pits with wheels turned creatures are in blocks of ice cultists killed by some unsympathetic
by slave shoggoths, the room is well 83 Monolithic gateway minion of the void. Remains of their
lit 84 A series of huge silver tuning forks camp, spell books and magic items
70 Chamber with huge occult sigil of around room, if any struck all vibrate 94 Undead adventurer wights guard
the outsider gods. If entered summon causing all in chamber save or get a a strange alien relic plus their own
d4 1=shadow daemon 2=beholder blood nose while things from beyond mortal magic items
3=petty outsider god 4=alien time become visible. The chime lasts 2d4 95 Room full of pearls actually the
travellers rounds but after a d4 rounds the remains of souls excreted by gods
71 Fountain several stories too of swimming alien beings from beyond after aeons of digestion. the pearls
crude rocks with a magic spring d4 attack, a d6 1hd att d6 bite creatures have a evil taint make anyone wearing
1=blood 2=shadow ichor to sate per round come through until tuning or carrying them sad or sob with a
hungry undead 3=slime 4=mutagen forks stop when they vanish failed save
5=healing 6=unholy water 85 Titanic fossilised kaiju monster, a 96 Boulders with moulded racks for
72 Large round room with conical city destroyer petrified as a form of weapons including minor magical
pit, the bottom tapers into a sphere storage for a future was with the gods. swords, axes, maces and spears all
of anihilation used for garbage or A control altar in in a niche to monitor made from magic stone as hard as
destroying things forever it and possibly revive it. Signs cultists steel, once a turn searching you might
73 Hall of mirrors that show dreams have been here taking rubbings of find a better magic weapon with a +1
of random peoples across the world. wall glyphs 97 Telepathy lobsters, connect nippers
Looking at them is mesmerising save 86 Hexagonal patterned dome to your ears and they telepathically
to resist charm. Experienced users can ceiling, panels have moving coloured translate and allow you to talk to other
explore a individual dreamers mind lights that are disturbing to look at. telepaths, the creatures swim in a pool
74 High ceiling all lined with gigantic 1in6 times cultists are here staring and require hour a day in salt water
relief carvings of outsiders and their at the ceiling in hope of triggering and food. The dwell in brine pools by
minions visions. Some of them look starved huge salt crystals
75 Worn down sacrificial altar and and some are drooling 98 Ornithopter made from dead
cracked megaliths shattered by some 87 Banks of crystal coffins for draining animal parts sewn into a hybrid
attack aeons ago souls and making wights, the drained monstrosity standing in its landing
76 Golem factory with clay moulds life force is channelled into a statue circle, hole in high ceiling allows it to
with varied head designs. A altar and of a outer god who devours the souls exit and enter
slab next to a crystal coffin transfer the over millions of years 99 Serpent folk ray staff 3d6 charge
soul of a slave into a clay figurine to 88 Huge pools of glowing fluid crystal, shoots fiery ray 2d8 damage 6
be an immortal obediant servant with brain squid swimming within, range
77 Burned corpses of alien outsiders telepathic brains cry out to be 100 A huge broken apparatus here for
who built this place in chamber open left alone and increasingly build some great magical effect requiring
to sky, some massacre aeons ago collective psionic power to attack with burning gems and sacrificing
didn’t have enough fuel to burn a telekinesis and humans, its vessels are shattered, its
hundred of them all into ash scaffolding burned
d20 Secret Survival rolls Common Skills
Probably the most important skill Cooking - make food last,
Societies and common with women
Unskilled cave folk are still better
remove poisons from some food,
use scraps
than a civilised person at this. Butchery - divide kills according
1 Horned God Cult Unskilled just means not to custom and to maximise use,
Shamen and hunters lodge specialised really. make glue, use sinew
Watchers of comunities Mostly it takes 8 hours to try Skins - can preserve furs and
2 Godess Cult survival in the region but it takes make clothes and tents
Earth godess temple less in a tropical forest. Stone - can make stone tools and
Healers and farmers objects
3 Green Man Cult Cave Folk Unskilled Wood - make wooden tools,
Druidic order in Survival collect good fire wood, make
- 8 hours resin glues
Fertility for plants and beasts
Roll Under INT Bonus - feed 2 Bone - make tools and ornaments
4 Necromancer Cult persons and find some craft goods from bone or horns or ivory
Wizard of the black lodge Weave - make rope, mats,
Roll Under 1/2 INT - comfortably
Seek power over death baskets, string, even houses
feed self
5 Elementalist Cult Roll Under INT - barley feed Clay - make containers and
Elemental wonder workere yourself but still hungry artworks,
6 Warlock Cult Roll Above INT - 8 hours wasted Fishing - catch fish and make
Sorcerers with demon pacts starving + encounter traps and hooks, seasonal and
tidal habits of fish
7 Faerie Cult Herbalist - can make medicine or
Allies to faerieland and elves Cave Folk Skilled
mild poison
Worship them as land spirits in Survival First Aid - basics of bandaging,
8 Jotun Cult Roll Under INT Bonus - feed 2d4 cauterising wounds, and boring
Allied to giantkind persons with lucky find in 2 hours holes in skulls to let out demons
Canibals, bullies and theives Roll Under 1/2 INT - feed yourself Trap Lore - making traps to catch
in 2 hours or find some craft goods
9 Serpant Cult Roll Under INT - feed yourself in 4
game or as a alarm
Serpent god temple Boat - can make improvised log
hours and raft but also canoe or skin or
10 Trickster Cult Roll Above INT - eat some bugs
Mischief makering shamen wicker coracle
but still hungry after 8 hours Swim - handy if you live near
11 Witch Cult water
Hidden and illegal sects 1HD of animal makes 8 meals as Climb - handy for reaching things
12 Darkness Cult well as bones and furs for craft or escaping
Priesthood of the outer void Water is reasonably easy to find Farming - gathering grains, nuts,
but storage harder...
13 Sky Brothers Cult seeds, encouraging desirable
Barbarian monster killing cult plants to thrive where you choose
All magicians must burn Disguise - dress as an animal to
14 Ancestor Cult get close to game
Serve the legacy of family
Recite names since the first Obviously lots of skills will be
irrelevant
15 Beast Cult
Ancestral beast totem spirits,
Literacy is used to read
lycanthropes and beast folk
pictographs and symbols used in
16 Vampire Cult rock art and decorations
Imortality for chosen slaves
17 Amazon Cult
Female war lodge of sisters
18 Dragon Cult
Servants of dragonking
Big thanks to all my blog readers,
19 Star Cult
Serve strange star spirits
patreon supporters and players
20 Chaos Cult
Join a gaggle of chaos
who without them this would
mutants in a war band for the
apocalypse never have happenned.
Christ Tamm xmas 2019 Adelaide
Equipment d20 Hand Tool d6 Follower
Back in the south game was 1 Darts with flint heads x3 for d3 1 Wife/Husband
plentiful in forests and grasslands. damage 2 Young Child
Then came fires and famine then 2 Bone needles d3 3 Older Child near adult hood
the floods came drowning the land. 3 Stone hand axe d6 damage 4 Old person, lame but wise
On a worst possible roll tool breaks 4 Flint knife d3 damage 5 Slave taken from enemy tribe
- on a 1 to hit breaks weapon 5 Flint scraper or firestarter 6 Dog or other pet
- on a 20 with a stat based skill roll 6 Club or staff d6 damage 7 Demihuman companion
tool breaks 7 Bag of herbs heal d4 8 Humanoid companion
8 Basket with d4 days dried food
Players start with loin cloths and 9 Bone fish hooks d3 More tools and weapons and food
one hand tool and one trinket when 10 Ochre for painting will be needed
their raft lands on the beach. 11 Javelin d6 damage Furs for clothes, cloaks, tents and
12 Wooden bowl moccasins.
They are cold and hungry. 13 Tiny hand lamp, bowl with fat and Shelter to face the cold, fire wood
A search of the beach reveals some wick (or dried seaweed)
dead fish and some sea bird nests 14 Wooden torches with bitumen d4
in cliffs. 15 Hair rope d4+2 yards or 3d4+3 Main Quests
yards or cord These are short term threats that
The raft is a mass of wood good for 16 Sling d4 can be played during the first few
fire or tool making 17 Bola d4 weeks
18 Throwing Sticks x3 for d4 damage -Food and shelter
If nobody has skill or a tool the tribe can entangle legs of running animal -find a home, explore area
lack technology 19 Net mostly for small game or fish -meet the locals
but possibly person
Players will be alone but have a 20 Bag with a sling While the coast has bird nests
follower per +1 CHA bonus (which will be depleted rapidly) and
d12 Trinkets some fishing the coast is bleak and
The party starts with one older adult battered by increasing cold winds.
1 Piece of coral on cord
hunter (fighter 3rd Lv), who should Driftwood is common and seaweed.
2 Carved tusk of a animal totem
promptly die fighting a monster Dead sea creatures wash up but a
3 Tooth necklace
saving someone. The are one of the flock of terror birds daily run along
4 Amber bead on cord
adults who saved lives of everyone the beach gobbling them up and
5 Flint scraper
in party as youths in the exodus will take great interest in humans.
6 Shells necklace
from the south. Occasional something snacking
7 Bag of herbs
8 Basket with d4 days dried food on the beach gets a carnivorous
The party has one female elder, cetacean or plesiosaur will beach
9 Clay figurine of animal or ancestor
who is slow, has trouble moving itself to gobble them up. Let
10 Ancestors skull in bag around neck
without help who is a physical characters witness this.
11 Copper “coin” good scraper and
wreck but knows lots and is a 3rd
high status
level druid. They could also die, be Players should consider moving
12 Antler hat
used for food or might just walk inland.
out into the night if they feel they
are a burden or might be murdered Longer Quests
by someone who just says they Once settled these quests will be
wandered off. available.
Large amounts of time can pass
quickly such as months.
Eventually you can advance seasons
or years.
-find brides and children and others
to increase the tribe
-survive first winter
-fight enemy tribe
-fight dangerous predator
-something spooky in the dark
scares everyone
-explore the strange caves
-explore valleys
-explore and find a way to the
plateau
More Magic & Mystery at
elfmaidsandoctopi.blogspot.com