Lucifer

Lucifer is at the bottom of every encounter table in Albion. He is in the streets and in the dungeons, in parlors and tombs and dreams. He is unfathomably evil and incalculably powerful, but not all that difficult to deal with. Lucifer is the architect of human sin and warden of every wicked soul to ever die; the idea of wanton destruction for its own pleasure lost its luster several epochs ago. Ultimately, Lucifer is bored; he is possibly the most bored being in existence. He responds well to the amusing and poorly to the tedious, and will grant a Wish to either if he thinks the results will be interesting enough. When encountered in the field, he will converse and observe, but not intervene; however, he will often agree to officiate or judge contests and wagers.

Lucifer has stats as a Baalroch/Balrog/Balor and can cast Wish at another’s behest. In normal circumstances, he wears fine white clothes and possesses the wings of a bat. In a fight, he is as large as is convenient, though never bigger than a storm giant, and appears as an armored man bathed in excruciating actinic radiance.

His incarnation can be destroyed for a time, but killing him in truth, if it is even possible, requires a great deal more than a simple fight. A player whose character makes a deal with Lucifer can henceforth choose Cleric of Lucifer as the class of new characters, even if the original deal-making character died.

Clerics of Lucifer cannot cast reversed Cleric spells. They can Turn Undead as normal, allowing their patron to reclaim the fugitive souls of  the damned. Their only commandment is Don’t Be Boring.

Golems of Goriat

Self-sufficient magical devices constructed by the ancient people of Goriat. In ages past, golems farmed, built, and manufactured for their masters, but the only golems left today are engines of destruction.
 

 Chlorolisk
A vine-wrapped porcelain skeleton, its ribcage packed with dirt and seeded with cursed orchids. Chlorolisks are not sentient, and the formulas inscribed on the insides of their skulls compel them to kill everything they see.
HD 8 Speed human
Armor plate Attack unarmed d8
Morale 12 Alignment Neutral

  • Sow. When a Chlorolisk strikes an enemy with a melee attack, it forces seeds into their flesh. 
  • Effloresce. Chlorolisks can cast Plant Growth at will. Growing seeds embedded in an enemy’s flesh deals d6 damage for every successful Chlorolisk melee attack the target has suffered this combat. 
  • Mindless. Chlorolisks are in a fight or looking for one. Retreat, ambush, or sabotage are beyond them. 

Goliath
A sandstone colossus with a stylized eye inscribed in its sphereical head. Each Goliath contains the soul of an ancient criminal, imparting it with limited intelligence and a tendency to hoard.
HD 10 Speed ½ human
Armor plate Attack flare d20
Morale 10 Alignment Neutral

  • Scry. Goliaths can cast Clairvoyance at will.
  • Flare. Goliaths can produce gouts of brilliant flame from their eye, dealing d20 damage at shortbow range.
  • Greed. Goliaths contain the souls of those executed for theft and graft. The lingering avarice of these ghosts compels Goliaths to any valuables they come across, despite the fact that material wealth is useless to such a creature. 

Hex Vessel
A large clay pot that walks about on four spidery arms, illuminated by a torch-bright blue flame that hovers over its mouth. Hex vessels are animated by the ghosts of insufficiently talented sorcerers, and are most easily persuaded of Goriat’s golems. 
HD 4 Speed 1.5 × human
Armor leather Attack flame d6
Morale 6 Alignment Neutral

  • Birth. Hex vessels are golematric incubators and have a 1 in 6 chance of disgorging an inkling each Round.
  • Cowardice. Hex vessels never participate directly in combat and only fight when cornered.

Inkling
Child sized golems constructed from hexed ink and sublimated shadow.  Though they possess a doglike susceptibility to affection, inklings are also the cruelest of the golems.
HD 2 Speed 1.5 × human, climb
Armor none Attack claws d4
Morale 8 Alignment Neutral

  • Viscous. Inklings can squeeze through any space larger than a coin.
  • Permeable. Inklings take d4 damage per Round in lightless environments as their substance bleeds off into the ambient darkness.

Albion Encounter Tables

Albion’s wilderness encounter tables use 3d6. I like the distribution on this–the tail ends of the bell curve have scary/useful NPCs, while the middle bits have more common monsters and criminals.

Another trick I’m interested in trying is having monster/NPC behavior tied to the number you encounter. For example, if the Referee determines that the party encounters d6 goblins, a roll of 2 or less means that you meet 2 goblins fleeing from something else on the encounter table, while a roll of 5 or more means they are hauling a little extra treasure after a victory. This lets you vary encounters more without relying in longer tables or lots of extra dice rolling.

3d6 In the windy moors of Albion…

  • 3: The Morrígan (ancient Britonnic war-witch, majordomo of the House of Death, potential warlock signatory)
  • 4: Merchant with 2d6 bodyguards; if there are 9+, they plan on robbing their employer
  • 5: Noble with 2d6 bodyguards; if there are 9+, they are transporting a prisoner
  • 6: d6+3 knights; if there are 7+, they have sworn fealty to the lord of the nearest domain; on a 6-, they are on a mission from a distant domain
  • 7: d6+3 Watcher Cultists
  • 8: Shepherd (armed with a gun) with d6+1 Albion hounds and 3d6 sheep
  • 9: Malkin (enormous, evil cats)
  • 10: 2d6 bandits; if there are 10+, they are hauling £2d100 in trade goods
  • 11: 2d6 wolves; if there are 10+, they are attacking another creature on this table
  • 12: 2d6 Britons; if there are 7+, they are being pursued by constables
  • 13: Spakehound
  • 14: d6 Wights
  • 15: 2d6 Vampires, level equals 13-No. Appearing. Masquerading as (1-Nobles 2-Magician and servants 3-Bandits 4-Knights)
  • 16. 2d6 Werewolves, level equals 13-No. Appearing. Masquerading as (1-Bandits 2-Britons 3-Merchant and bodyguards 4-Hunters)
  • 17. Magician and d6 bodyguards. If there are 4+, the magician intends to use them in a ritual
  • 18. Lady of Joy-forgotten (sybaritic fairy-noble recently banished from her domain by a rival aristocrat)

Fairy hexes 31-40

This is the last of the fairy hexes for now. A post on how fairies work, and then hexes from another faction.
  1. A Roman officer, accompanied by 20 soldiers, is dumping chest after chest of coinage (1000 pounds sterling in all) into a crumbling well. Iridescent caskets of fairy-metal weapons and armor are stacked neatly nearby. UNDEAD OFFICER: HD 7, AC Plate, MV Slow, d8 Weapon damage, paralyzing touch (d6 Turns, Save vs Paralyze to avoid). UNDEAD SOLDIER: Lvl 1 Fighter
  2. The Barony of Crossed Heart. A fairy-noble and his small army of charmed townspeople besiege the castle as the Baron and his knights cower within. There is some talk of turning the Baron into a bowl of fig pudding.
  3. Two groups of fairies—one arrayed in red, the other in grey—in pitched battle. At sunset, the fallen arise to prepare themselves for the next day’s fighting. Any outsiders who involve themselves, however, remain dead.
  4. A man wearing a mask shaped like a beetle sells an array of mundane goods. He must accept anything as currency; he will sell a length of rope for three pounds sterling, three acorns, or three diamonds.
  5. A young woman reads a book beneath a tree. She wears a most excellent hat; everyone who sets eyes on it agrees it is the best they’ve seen. She’s willing to pass it on to anyone who can beat her in a game of cards, but expects high stakes from her opponents.
  6. A locked chest sits atop a pile of gravel. Whenever someone sees the contents, roll 1d6. On a 1-3, the contents appear to all the senses as a golden statue of a beautiful woman, inlaid with lapis lazuli. On a 4-6, they appear as a naked little man who licks his lips when touched or held. Roll separately for each viewer.
  7. Several foxes in ragged waist coats and top hats run through the brush, pursued by a hunting party of lesser fairies. The foxes are actually Gaulish saboteurs.
  8. A beacon of flame burns atop a slender stone tower. Should it ever go out, a murder of crows great enough to blot out the sun will descend on this hex and attack everything that lives within.
  9. Grey-winged moths congregate in the meadow around a sealed dolmen. It contains vampire lord from the east, locked away since antiquity. He is rather reasonable, but exceedingly hungry.
  10. An abandoned glass palace rests on the floor of a lake. Anyone who breaks a sword in the center of the throne room becomes lord or lady of the castle, with all the rights, responsibilities, and assassination attempts that implies.

Fairy Locations 21-30

  1. Here, the Giant of Slumbering Days runs down his prey of lost sheep and lost shepherds and innocent travelers. He does so merrily, with great peals of laughter and blood in his teeth, for none are so happy as him when he eats. GIANT OF SLUMBERING DAYS: HD 10, AC as chain, MV Fast, d12 damage club, Save 8, those hit by club must Save vs Paralyzation or go last the following turn.
  2. A small patch of Perpetual Day. At the center of this hex, a golden sun burns in a tired red sky.
  3. A grey stone path wanders through a misty forest of black trees. Anyone travelling along the path will never reach the end of the forest, even if they turn back; to escape, they must cut through the underbrush.
  4. The ore in these hills can be refined into Sublimated Darkness, a substance treasured by the smiths and metallurgists of New Londinium. A single person can mine about 200 silver pieces worth in a day.
  5. A field of pale asphodel beneath a cloudy sky. The Lands of the Dead are close to this place; those buried here cannot return or be raised as undead, and anyone who Save vs Death in sight of the flowers automatically fails.
  6. A trio of fairy-maidens torments a troupe of 10 Royal Knights. They have decided they must be wed, and will persist until driven off or each has been promised someone’s hand in marriage. ROYAL KNIGHT: Lvl 0 Fighter. FAIRY-MAIDEN: HD 4 AC as chain, MV Fast (fly), d6 damage weapon, Save 12, At-will: Invisibility, Change Person, 1/day: Shrink
  7. Two Angels of the Sixth Sphere escorting an iron-shackled fairy-noble. She is the Countess of Mercy Withheld, and they are taking her to the Immanent Fortress on charges of collaborating with the forces of Hell. They are very sure of her guilt, but can not remember why.
  8. A man wearing a wolfshead helmet and suit of black armor is tied to a tree with thick strands of ivy. He is the Diabolus Loricae, trapped here for assaulting the King of Roses Red long ago. Anyone who frees him will have their hands cursed crimson, marking them as enemies of the King. If freed, the Diabolus will perform a favor for his liberators and offer a pact to any Warlocks.
  9. A man in fashionable clothes lies dead on the dirt, impaled with spears of holly. His pocket-watch bears the crest of House Savile.  
  10. A horse-sized wolf with a mass of prehensile tentacles instead of a head stands in the center of a ring of mushrooms. It can only leave if attacked. SPAKE-HOUND: HD 6, AC as chain, MV Fast, d10 damage tentacle, Save 10, Casts Commune on target the turn after a successful grapple.

Fairy Locations 11-20

  1. A circle of rowan trees stand atop a barrow. Bound beneath in a circle of iron is the fairy known as the Elphame Prince, imprisoned there by a magician he wronged long ago. Locks and traps bar the way, but the Prince will owe a favor to whoever frees him, and enterprising Warlocks can form a pact with him.
  2. An unsupported ivory gate looks onto a desolate moor, though the field behind it is green and lush. Anyone who walks into it and closes the doors behind them will return an hour later, aged one year, bearing vague memories of war, with a Wisdom score increased by 1. Anyone who does this twice returns a day later, aged ten years and losing 1 point of Constitution. Those who enter a third time do not come back.
  3. The Witmarrow Witch lives here in a dilapidated hut. If she burns someone’s dearest possession, she can discern their deepest secret by examining the ashes. She will perform this service with no regard for legality or propriety for anyone who tells her their own darkest secret. WITMARROW WITCH: Lvl 5 MU
  4. A mountain-sized spider with a castle carved into its carapace picks its way across the countryside on slender legs. It will not leave the hex of its own free will. The castle’s 101 fairy courtiers, with no lord or lady to guide them, have fallen into cruelty and decadence.
  5. A bronze spear is thrust into the center of a great stone wheel. It requires a difficult Strength check to remove. When thrust into the ground, the spear transforms into a 12 foot long serpent with a caustic temperament and venomous bite, grudgingly loyal to the spear’s owner.
  6. Statues of a man and woman in postures of repose sit atop a mouldering blanket. Weathered clothing hangs from their frames, and each clutches a chicken bone. A pile of wicker rots next to them.
  7. Stilltown, a seemingly Briton village of 57 souls, stands here. Its inhabitants are all changelings, and they have done all they can to reject their fairy blood. They treasure the banal and pastoral, but their exceedingly poor grasp of such things means they often turn to magic when they think no one is looking. On the night of every full moon, every Stilltowner awakens with an irreducible urge to whirl shrieking through the night sky. They find this a source of great embarrassment.
  8. A giant, frozen midstride, looms over the landscape. She is the Giant of Love Lost, untouchable by weapon or spell or poison. When she threatened to crush New Londinium, the magicians of Albion cursed her so that for every second she experiences, a century passes for the rest of the world.
  9. A small patch of Eternal Night. At the center of this hex, strange stars shine in unfamiliar constellations.
  10. A troupe of fairy-knights have made their camp here. They will accept any challenge, such as combat, magical duel, or game of chance, and award the winners with a scroll of Glamour. They will Glamour losers to look like filthy beggars, no matter how they scrub themselves or change their clothes.

GLAMOUR
Magic-user Level 4
Duration: Permanent
Range 10’
This spell allows human magicians to wield the deceptive power of the fairies. The caster can change the appearance of any creature or object within range in any way, so long as no single dimension is altered by more than 10%. Unwilling targets are entitled to a Save vs. Magic to resist. Dispel Magic destroys the illusion.

Actions by Agents Unknown


So Throne is an angel of questionable sanity and reaching ambition, the leader of a desperate host on a radiation-scoured, magic-riddled hell-planet that is partially occupied by the forces of Hell. He says he is embarking on a Project, which will transform Carcosa into Eden and restore the Grigori to the heavens. Others say his Project will turn him into a tinpot godling, while other say it will once and for all wipe out all (un)life on Carcosa, while others say his real Project is even more glorious than what he says it is, while other say there is no project at all, while…
The main thing is that it is hard to tell who’s good, who’s bad, who’s sane, who’s in the know, and who’s lying. Reinforcing that is this handy random table, which will provide a confusing background to the party’s active interaction with angels, demons, and other factions who may or may not have a stake in the Project’s outcome.

When the players attract the attention of angels or their enemies, there is a 50% chance of one of the following occurring sometime during a session. If the rolled event seems improbable or impossible, work it in anyway. NPCs and monsters will never acknowledge any conspiracy character or event under any circumstances. Particularly stupid NPCs might seem unsettled in their presence. The conspiracy NPCs will not appear in front of anything truly powerful, like a god or fairy-lord. Conspiracy NPCs  never interact with other NPCs or their environment, except through the party. Depending on their nature, they might show up when rolled even if previously dead or imprisoned.
 1. The Lady in Red

She tends in to blend in with her environment—shell be dressed as an aristocrat in a high class neighborhood, as a prisoner in dungeons, as a traveler on the road—but her clothes are always red.

  1. There is no Throne. It’s really just Something Else hiding its true nature for its own inscrutable(r) purposes.
  2. You need to listen. The Others will make her do this over and over until you get it right. Await further instructions.
  3. The last person the party talked to is actually an agent of the so-called Grigori. Kill them.
  4. One of The Others’ most dangerous enemies is hunting you. He wears yellow, and he has killed before.
  5. She has broken free from the control of the Others! They are evil and the Grigori are good. You must disregard all of her previous instructions.
  6. no, no, NO. The last time you met her was her evil twin. You must ignore all her previous statements.

2. The Man in Yellow

He operates identically to the Lady in Red, but he is always in yellow clothes.
  1. He can hear the Angels. They don’t know he can hear them, be he can. Hear them, that is. They are planning something terrible.
  2. Don’t drink the water. It’s filled with the Angel’s poison. You’ll believe anything they tell you if you drink it.
  3. Always cover up your windows. The Angels like to watch you sleep.
  4. There is a child in black, who draws strange things. They know what’s going on, but that doesn’t mean you can trust them.
  5. There is a terrible Engine deep beneath the capital. If you destroy it, the Angels’ plans will be for naught.
  6. He violently attacks the party, saying he can see the Angels inside them.  

3. The Child in Black

Never says anything. Always wears a ragged black coat. Otherwise operates as the Lady in Red does. 

  1. Is standing over a chalk picture of a man and woman, both in suits. There is a stylized eye drawn above each of their heads.
  2. Is standing over a chalk picture of an angel with two faces.  One is angry, while the other is smiling.
  3. Is standing over a chalk picture of a figure seated on a throne. He has no face.
  4. Is standing over a chalk picture of a burning gate with many hands reaching out of it.
  5. Is standing over the following message, written in chalk, “THE RING HAS FOR YEARS BEEN SYMBOLIC OF ALL GYNO EDUCATE AND HYDRATE AND ESCAPE OUR ENFETTERMENT AS THE INDIGO CLOUDS RISE OVER THE ZENITH INTO THE ARCHIPELAGO OF OUR CERTAIN DREAMS AND WE WILL ESCAPE THE BOUNDLESS RIVER OF AZRAELS SACRED JEWELRY*.”
  6. Is standing over the following message, written in chalk, “THIS NEW DAY IN THE PRIMARY AGE OF SUBTERFUGE GENDER WILL BE CONFOUNDED AND SEX WILL NO LONGER BE THE HEGEMONIC SPRING OF LIFE NO LOVE IS THE BLACK DEATH THAT HAS INFECTED US TO OUR VERY CORE WE ONCE NEVER SUCCUMBED TO THE LUSH GRAYNESS OF SLEEP THE ZOAS ARE OUR ONE HOPE*.”

4. Richard and Eleanor

They are polite, aristocratic, slightly condescending. They offer you cigarettes with immaculately gloved hands. They are both dressed in fine suits of black silk. Their expressions are impassive, and while they always stand next to each other, they never quite touch. 

  1. “We do soappreciate your work. Will you accept a token of our esteem?” They offer the party a briefcase containing a single random angelic weapon.
  2. “Don’t bother reading that dreadful graffiti. It’s simply hellish.”
  3. “You didn’t hear it from me, but there’s an angel sniffing around. Take care. Wouldn’t want to get caught up in anything compromising, now would we?” An angel of a random Sphere is now pursuing the party as if they had stolen its weapon.
  4. During a fight or confrontation, Richard and Eleanor watch the party through a shared pair of opera glasses, preferably from a great distance or difficult to reach location. They applaud if the party does well.
  5. “Hmm. It seems they’ll let just anyone in here these days. Watch out for the riff raff” As soon as Richard and Eleanor are out of sight, a powerful demon attacks the party.
  6. “How we hate to see you struggle.” Richard and Eleanor hand the party a key. It will open the next locked door they encounter.

5. The Grafitti

It will appear on any flat surface. Always dripping red paint.

  1. THRONE IS SHIT
  2. FUK THE GRIGORi
  3. WE WATCHING U BUT WE ARN’T WATCHERS
  4. ANGEL’S WIL KILL U
  5. WE R GOING TO EAT UR BONES
  6. SEE YOU SOON

6. The Pedestrians

Random passers-by in crowds. If there are none of those, then adapt the event for humanoid monsters or animals.

  1. Make an elaborate hand-signal while making eye contact with a member of the party
  2. Say “The Watchers are watching” over and over again under their breath.
  3. For a moment, their eyes and mouth burn gold and white.
  4. Lift their hands, revealing wings tattooed onto their palms. They will not be there if you look again.
  5. Steadily staring at the party as they walk past. Their neck will rotate up to 180 degrees to facilitate this.
  6. White feathers tumble from their sleeves.

Post-Anglican Nightmare

I want to run a World of Dungeons city crawl. I like WoD because it is so simple; statting up and running monsters is more about thinking over how they act and what they do instead of figuring out a bunch of attributes.

THE DISTRICT OF PARADISE
New Londinium is the oldest, grandest, and most horrible city in the world. Its districts and wards are innumerable and ancient, and some are more wild than the gently irradiated wasteland outside its walls.
 
Hector Lascelle is a tinpot demiurge, and he has claimed the District of Paradise as his own. Nobody lives there anymore, save for Hector and his creations, attempts at recreating the spirits and divinities of Albion from before it went sour. Some say he is building a deity deep in his workshop; others claim he is constructing an artificial Hell to match his shoddy Heaven. Regardless, the most visible fruits of Hector’s labor are the strange, squalid angels he uses to police Paradise’s border, as well as steal supplies from neighboring districts.

Chimaerical Servitor: child-sized angel simulacrum with the body of preserved dog and the dirty grey wings of a taxidermied pigeon. Wears a cracked porcelain mask depicting a fat baby face. Carries a rhinestone-studded bow and fire gangrenous arrows made of anything it can get its little wire hands on.
HP: 6
Armor: None
Damage: d6-1
Ability: Can shriek, fly quickly if clumsily, loves to steal 

Leaden Perdition: their enormous faces are cast masks of terrible suffering, and their giant simian hands promise terrible violence. In the chest of every Leaden Perdition is a slowly spinning wax cylinder, playing a song that un-makes, un-knits, and generally un-happens everything in earshot. Nails shiver out of boards, cloth begins to fray, and flesh slowly unwinds off of bone. This also affects the Perdition itself, though if the cylinder stops spinning or is destroyed, the construct ceases to function.

HP: 15
Armor: 3
Damage: d6+2
Ability: 10 foot tall leaden monstrosity; deals 1 damage/round to everything in earshot, armor does not defend against it; slowly damages all inanimate objects nearby 

Brazen Herald: stooped and lanky and made of brass and leather. Wears an apparatus of ropes and hooks and springs that it uses to yank itself across the district. It possesses a thunderous voice, which it uses to report the location of interlopers to all that can hear. 

HP: 6
Armor: 1
Damage: d6+1 melee/d6 ranged
Ability: Can launch a harpoon or grappling hook at will, towards a wall, ledge, or enemy. Can try to pull struck enemies towards it, but may find itself pulled by strong or heavy targets. 

Argent Diluvium: serpentine figure of silver wire and filigree. Generally lives in the canals and sewers of Paradise, but when it winds its way onto land, can summon a temporary flood of seawater.

HP: 10
Armor: 2
Damage: d6+1
Ability: Submerse the immediate area in 10 feet of seawater, even when it should immediately drain away. The barrier between flooded area and dry land is a gradually thickening mist of brine. 

Golden Rapture: human skeletons wrapped with golden wire; fly overhead on peacock wings. Can create Chimaerical Servitors from nearby refuse, as well as incapacitate with false visions of Providence.

HP: 8
Armor: 2
Damage: d6 (beams of golden light)
Ability: summon Chimaerical Servitors (1 at a time); stun for 1 round target that fails Wisdom check

Murderers, Magicians, and Monsters

I like the idea of random encounters revolving around specific NPCs.

The two most civilized and prosperous islands in the Archipelago are Isle del Sol and Chateau Nocturne, but the islands between them are wild and dangerous. Perhaps the most infamous of these is Carcosa, covered with the remains of long since vanished civilizations. It is home to bandits, monsters, and wizards, many of whom are rather infamous, who sift through the ruins, searching for treasure, lost knowledge, and prey.

I plan on nesting these inside my proper wilderness encounter table, but the bandit and sorcerer tables could work in a city or town, too.

1. Masked Banditos
Roll 1d10
1. Glitter Bitch partakes in outrageous gorgeous rhinestone-studded razzledazzlery of all sorts. He delights in robbing priests, and his pepperbox gun, named Lovebite, can blind his enemies for a time. 

2. Pretty Tyrant is better dressed than you are, and he carries a whip for when Tres Chic, his pearl-handled revolver, is out of ammunition. He hates monsters above all else.

3. Murphy Bed is as big as a king-sized mattress and nearly as smart. His gun, The Blunderblast, doubles as a two-handed club. He covets gold like no other.

4. Laudanum Laura has taken every drug under the sun. Her rifle, Sweet Dreams, puts to sleep anyone it doesn’t kill. Alchemists and conjurers are her favored targets.

5. Jergan is a hunched old man with a taste for tobacco. His gun, Ole Shocky, fires bolts of lightning. Though he loves wealth, books and scrolls are his favorite loot.

6. Glutinous Pete is actually some sort of slime shaped like a man. His pistol is called Fi and it always stays with its owner. Nobody knows what he wants.

7. No-hands Joan has guns strapped to her handless wrists. One is called Will and the other Testament, and together they can fire faster than thought. She claims to be saving up for prosthetics.

8. The Swan Queen  wears a coat of black feathers, and her gun, Last Argument of Queens, fires like a cannon. She pursues the Jade Crown of Arigesh with grim determination.

9. Julius Caesar thinks that he is that Julius Caesar. His gun, Et tu, is made of marble.

10. Ruby Rubal is a scarred old woman with filed teeth. Her carbine, Kissin Don’t Last, doesn’t make a sound when fired. She seeks revenge, though against whom and for what crime, nobody knows.


2. Corrupt Sorcerers
Roll 1d10
1. The Baron of Brass is trapped inside a brazen sarcophagus. He is carried about on a litter by 4 skeleton slaves. His grimoire is Atlas of the Damned, and it holds the secrets of the dead. He has a terrible fear of snakes.

2. Two-Toed Timmy only has his big toes still attached, but he wears a jacket made from the toes of his enemies. His spellbook is titled A Monograph on Revenge, and contains many terrible curses

3. The Duke of Sighs keeps his last breath in a bottle so he can’t die. His tome is called In Pursuit of Perpetuity, and describes much about liches and undeath. He plots against the West Wind, and plans to steal her title.

4. Jessica Spider* has the upper body of an armless woman, but the lower body of a giant spider with human hands on the ends of its limbs. Her book, titled The Chelicerata, instructs the read on how to command and summon creatures with eight legs. She did not always look this way.

5. The Panopticon has only one eye, embedded in the back of her throat. Her spellbook is On Pluriscience, a handbook on divination. She communes with the Unquiet Worms that live deep under Carcosa.

6. Adonis, the Sedusa possesses an impossibly beautiful face, and has snakes for hair. His grimoire is titled Fair in Love and War, and specializes in the manipulation of mind and emotion. Some say he is the son of Ravenous Brod, Prince of Witches.

7. The Lotus King has lotus flowers of various sprouting from his body; their pollen works as the poison/drug. His book is the Zoimancer‘s Enchiridion, and discusses the manipulation of life and death. He is the mortal enemy of the Summoner Arzak.

8. The Scream Angel has the head and wings of a parrot. His voice is terrible to behold, and his spellbook is titled The Wailing Choir, and contains many spells with power over sound. For reasons only known to him, he hates Beast Children and attacks them on sight.

9. Chargaster‘s heart is a furnace, and she must eat coal to survive. Her breath is fire, and her asbestos-lined grimoire is Balrog’s Bounty, which enumerates the Powers of flame and darkness. She trades in souls and memories.

10. The Catenate wears a hood over her face and is bound in chains. Sealings and Bindings, her spellbook, contains many spells of entrapment, banishment, and imprisonment. She loves making deals and extracting promises.
*totally stolen from the comic Saga
3. Strange Beasts
Roll 1d10
1.  The Wondersquid possesses 10 tentacles* and 10 feathery wings. Its beak, when pulverized, can be used to treat many poisons

2. The Hieronymus Wyrm is a dragon-like creature that can expel beams of fiery light from its mouth. Its bones are inscribed with knowledge valuable to both sorcerers and priests.

3. The Vivacious Krull is a scaly, gorilla-like creature the size of a house. Its touch causes the sudden growth of plants, and its heart, when eaten, can cure the curse of undeath.

4. The Gallowskeeper is a giant spider that weaves silken nooses to trap and kill its prey. Anyone executed with one cannot be brought back to life.

 5. The Barbicant is a giant, flightless bird with a locust head and venomous talons. A gate built from its bones will lead to the Underworld

6. The Oneiric Hunter can turn into anything its prey has dreamed of. A newly forged weapon, quenched in its blood, can change shape according to the wishes of its owner.

 7. The Steelwolf is a wolf made of metal. Its blood cures lycanthropy in those who suffer from it, but causes the curse in those who don’t

8. The Rosaceous Sarcophage is an ambulatory, flesh-eating rose bush. The smell of its blossoms are a prophylactic against all poisonous vapors and noxious odors.

9. The Ballastic Crab is a small crustacean that gathers in large numbers. If agitated, it detonates. If it can be killed before it explodes, it can be used as a grenade.

10. Querulous Dupe appears as any kind of apex predator, but the faces of all Dupes appear as the same woman. It complains quietly as it mauls its prey with small, human teeth.
*no, I do not care about the difference between tentacles and arms