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Learn more at:
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Last updated: Sun Jun 05 19:51:45 CDT 2016

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429 NPCs

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259 Mysteries

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136 Locations

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276 Treasures

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141 Dungeons

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30 Rooms

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Last updated: Sun Jun 26 19:17:35 CDT 2016

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453 NPCs

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283 Mysteries

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201 Locations

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395 Treasures

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142 Dungeons

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305 Plot Hooks

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205 Villains

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32 Rooms


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10K // Dungeons

This page is a compilation of the dungeons from /rDnDBehindTheScreen's 10K Dungeons thread. Be sure to visit and contribute!

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Currently at 141/10000

Last updated: Sun Jun 05 19:51:40 CDT 2016

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Currently at 142/10000

Last updated: Sun Jun 26 19:28:03 CDT 2016

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Currently at 141/10000

Last updated: Sun Jun 05 19:51:40 CDT 2016Astral Observatory

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Currently at 141/10000

Last updated: Sun Jun 05 19:51:40 CDT 2016Mountain Fortification

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Currently at 141/10000

Last updated: Sun Jun 05 19:51:40 CDT 2016The Rainbow City of Tyr

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Dungeon NameDungeon TypeDescription
Hole in the Hills Abandoned mine This abandoned copper mine has recently been occupied by a band of displaced and hungry goblins. These goblins have been making raids against the local sheepherders. They carry off sheep because the sheep don't seem to fight back as much as the sheepherders do. Encompassing a perfect alabaster dome topped with a golden capstone stands a great wall, marked off at four corners with tall, elegant spires. There is no gate to the hidden chambers within. Deep inside the dome, it is said that the leaders of a cult gather to read the dreams of the world, ever staring out, never letting others see in. The cult's goals are mysterious, but townsfolk near the citadel sleep poorly, with twisted nightmares. The uninitiated who spend any time within the walls find themselves exhausted and slow, drifting slowly to an uneasy sleep. The dome travels, disappearing with the morning dew after a period of time, spending most of its time absorbing the other planes' dreams in the Astral Plane. In the perspective granted there, it becomes clear that the Dome is really the eye of a long dead deity of dreams and nightmares. Those who know this have tried to wrest the eye's power out of the cult's hands and use it for themselves.
Lookout Pointtourist trap Lookout Point is a 7 story tower that stands atop a seaside cliff above Quintcyville, a quaint, seaside village. A generation ago, pirates were constantly raiding the up-and-coming trading port of Quintcyville, so the tower was constructed to defend the merchant fleets in the harbor and spot incoming raids on the town. Eventually, the pirates were defeated, but the town was decimated and most trade was routed through a rival port, leaving the local economy locked in recession. A kid named Tor started leading local kids up to tower to play pretend adventures against the long-gone pirates. When Tor was older, he expanded that practice taking wealthy nobles and their spoiled children for a thrilling taste of real adventure. Safe, but appealing to their vanity, they could claim to have done something noteworthy. Soon, the town's entire economy built around Tor's adventures, which was the invention of Torism. The town now features numerous overpriced inns, taverns, shows, and shops. The tower has a few harmless monsters and a few hidden surprises. Three weeks of each month, the Torist industry rakes in a fortune from the vanity of visiting nobles. But the week of the full moon, when the Pirates were most likely to attack, all the tower's magical defenses come alive....
The Fort of Atlas Mobile Fortress The Fort of Atlas seems, initially, much like any of the others scattered across the sweeping plains of the Western lowlands. It takes a roughly rectangular shape, with a large multi-towered central superstructure rising from within forbidding, sloped walls. There is very little in the way of internal empty space, merely some relatively narrow walkways between walls and keep. The first inkling of the fortress's unusul nature might come from these; rather than being covered in grass, they are paved in the same wide dark-grey bricks as the rest of the structure. They seem just too wide for a single man to defend effectively, but awkward for two to fight side-by-side. But the men and women who inhabit here have no intention of doing any fighting themselves. Without warning, the structure trembles for a second, and then rises up before you, and begins to move. Now the defenders of this otherwise rather quiet keep become obvious; an army of golems, each half again the size of a man and with ten times the strength. Thus does the fortress appear to 'wander' across the landscape, borne upon the backs of unshakeably loyal servitude. So too do these golems serve as its defence in the castle's time of need - the numerous access points to the understory allow them to appear from any and every direction at once, quickly surprising and surrounding any attacker who thought to simply stroll in to the apparently empty grounds. These golems are also of course the main attractant for (some of the more foolish) invaders - to wrest command of such an army away from its current owners would drastically shift the balance of power, in the cut-throat military game of the lowlands. For time immemorial the Thanes of the Golden Citadel have stood watch over the northern reaches from their council seats high in the mountains. The fortress is so named for its monumental doors, inlaid with gold and all manner of precious stone, produced by the finest smiths, engineers, and craftsman in the kingdom. The soldiers of this dwarven kingdom keep close eye on the narrow passes to protect the caravans which make the arduous journey northward to pay tribute, homage, and trade in the finest of rarities from across the world. As a result, though treacherous, many villages and towns have thrived in this frozen land. While any dwarven kingdom might be renowned for its might and wealth, the Golden Citadel is rumored to house antiquities and treasure beyond even the mundane. Pilgrims flow through its cavernous halls to pay tribute at the shrine of Moradin as they believe even godly relics lie within…
Lookout Pointtourist trap Lookout Point is a 7 story tower that stands atop a seaside cliff above Quintcyville, a quaint, seaside village. A generation ago, pirates were constantly raiding the up-and-coming trading port of Quintcyville, so the tower was constructed to defend the merchant fleets in the harbor and spot incoming raids on the town. Eventually, the pirates were defeated, but the town was decimated and most trade was routed through a rival port, leaving the local economy locked in recession. A kid named Tor started leading local kids up to tower to play pretend adventures against the long-gone pirates. When Tor was older, he expanded that practice taking wealthy nobles and their spoiled children for a thrilling taste of real adventure. Safe, but appealing to their vanity, they could claim to have done something noteworthy. Soon, the town's entire economy built around Tor's adventures, which was the invention of Torism. The town now features numerous overpriced inns, taverns, shows, and shops. The tower has a few harmless monsters and a few hidden surprises. Three weeks of each month, the Torist industry rakes in a fortune from the vanity of visiting nobles. But the week of the full moon, when the Pirates were most likely to attack, all the tower's magical defenses come alive....
Castle Black Rock Floating Fortress Floating high above the land, Castle Black Rock is a marvel of magical prowess. As if pulled straight from the earth the bore it, Black Rock sits aloft a floating rock of obsidian, giving a magnificent shiny, black appearance. Black Rock was once home to a High Lord who went mad with power. After scrounging magical tomes and scrolls for years, the High Lord finally managed to lift the fortress high into the air - the ultimate defense. Legends say that the High Lord died some decades ago, leaving his untold wealth sealed within the fortress vaults. Castle Black Rock appears to have been made from obsidian, though few have been close enough to determine it's true make. The walls climb up dozens of feet with parapets and guard towers stationed along the perimeter. Were the fortress stationed on the ground, it would be a difficult siege, but floating in the air? None had dared try.Magically Reinforced City The Rainbow City of Tyr is the Capitol city of an empire, a city completely encircled by fortress walls, with streets and neighborhoods capable of being converted to defensible positions. In the center of the city, the Mage's Spire rises into the sky. At the top of this tower lies a magical crystal, which is rumored to be able to allow an Archmage to power a spell indefinitely. Denizens of the city can always see a rainbow in the sky, and friendly visitors describe the air around the city as shimmering. Enemies of the city are held back by a shield of light. It's said that no one can pass through this prismatic wall.
Fort GriffstoneHobgoblin Stronghold This massive slab of crude stone juts out of the vast elven forest of Fellodar, which spreads on for miles around it. Made out of the hobgoblin chief's inborn hate for the elves, this fortress was made as a hideout and base of operations for one of the most influential goblinoid tribes in Findon (World). The walls rise high between 4 square towers and above these walls lies the "keep", or the headquarters where the leaders discuss battle plans. No one has ever attempted to break in and rumors about the ominous place have spread throughout all of lower Findon.
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10K // Locations

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This page is a compilation of the locations from /rDnDBehindTheScreen's 10K Locations thread. Be sure to visit and contribute!

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Currently at 136/10000

Last updated: Sun Jun 05 19:51:37 CDT 2016

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This page is a compilation of the locations from /rDnDBehindTheScreen's 10K Locations thread. Be sure to visit and contribute!

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Currently at 201/10000

Last updated: Sun Jun 26 19:27:58 CDT 2016

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Currently at 136/10000

Last updated: Sun Jun 05 19:51:37 CDT 2016The Creation Forge

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NameTypeDescription
The Common Inn Tavern Welcome to the Common Inn. Everything is quite ordinary, you see, there's nothing special about us. In fact, we make a point of it. If you speak anything but Common, we'll kick you out. But don't worry - that rarely happens. Come on in!Eldritch Creation hidden somewhere hidden Long ago, the first Warforged were created here, wielding the powers of the Quori against the Giants. Constructs were imbued with life, sentience, and personality and were given the tools to assist those in need and those in the everlasting war against the Giants.
What about that shadowy place?A single, dingy lantern swings on a rusted iron lamppost just outside the alleyway. You approach, back turned to the howling of the wind, and slide a single gold coin into a slot in the rough metal. A voice whispers from over your shoulder: "So... What can the Thieves' Guild do for you tonight?" Last week we did some elevated thinking, so let's bring it back to the seedier elements of society, far from any ivory towers. A collective of smugglers hiding in an abandoned warehouse, or maybe a gang of pirates precariously perched upon a beached ship. Any wretched hive of scum and villainy is fair game, here. The locations themselves don't necessarily have to be developed thoroughly; we're looking for places that could be dropped into any campaign by any DM. I'll provide some examples. Now...
The Wretched KetchDockside bar Built from the half-smashed hulk of a sailing vessel propped up against the cliffside, the Wretched Ketch gives even the seediest of taverns a run for their money. A dirt floor, dim lighting, and terrible alcohol characterize this watering hole for the worst of society almost as much as the terrible fish-and-excrement smell. At the very least, it's cheap--and the bedbugs are free of charge.
Home FreeBolthole When one is in the business of liberating shiny objects from their rightful owners, sometimes it's necessary to go underground. Usually, one can get away with going to the next town over, or blending into a crowd. For the times when even those tried-and-true methods fail, you're Home Free. An otherwise unremarkable farmhouse in the middle of scenic nowhere conceals an underground vault, with preserved food, bedding, and healing supplies for three to four people. Just mention to the elderly couple above that you are "Home Free," and they'll provide you with the key to the passage under the barn.
Bitter Grin CoveSmugglers' Den Contrary to the name, Bitter Grin Cove is neither a cove, nor even on the sea at all. Instead, it's a series of abandoned dwarven warehouses, tunnels, and living quarters that a smuggling ring have repurposed for their own business ventures. Thousands of gold pieces' worth of ill-begotten goods pass through the Cove each week, and its low profile and misleading name help keep intrepid investigators off the trail.
Harvand's House of CheeseFence Once a legitimate business, customers who visit Harvand's looking for fine cheese will now leave a little confused. The cheese behind the counter is hard and cracked, and the man behind the counter wears leather armor behind his apron. But if you are looking to offload something that has a dubious history of acquisition, 'Harvand' will be able to help. And if you are looking to purchase, just ask, and he may have something for you at discount prices.
Barrels PointSmuggler's Den Long ago a trading vessel foundered off the coast. Needing to offload weight, they dumped dozens of huge oak wine barrels into the sea. Now hoisted above the shoreline into the bushes, the remains of the barrels have been converted into a series of small buildings where smugglers may store goods and trade. They still smell pleasantly of aged oak.
The KeyholeThieves Den Privacy is hard to come by in the treeless frozen wastes to the north, so any cave is sure to by occupied, but the Keyhole is far from ideal. The only entrances are a narrow squeeze barely wide enough for a man, and a long drop down a rope from a ceiling hole 60ft in the air. Despite this, the Keyhole is warm, and furnishings have been brought in part-by-part to make this a relatively accommodating refuge for thieves and ne'er-do-wells.
The Angry Squid Tavern and Rooming CompanyRiverside inn this innocent looking inn on the side of a river is really a front to a smuggling ring, the inside is well kept and well lit, but the men the barman knows by name are not your average fisherman...
The Lord's BridgeBolthole It's best not to think too hard about the architectural choices that led to the gap in the abutment of the Lord's Bridge, because in a pinch it makes for a great place to hide. The space inside is small but dry, and the entrance so cleverly hidden under the bridge that it almost looks as though someone has vanished into thin air.
DeadfallsThieves Den In the forest by this remote town lies a twisted tangle of fallen trees, bleached grey with age. The pile is impossible to climb over, but there is a way to pick a careful path under and through the logs and branches to the small hut beyond.
The Museum of CuriositiesFence Anyone can enter the Museum of Curiosities (for a small fee). Within the huge room is crammed with objects, piled on the floor, slotted into shelves or hanging from the ceiling. Many are strange and interesting (stuffed sharks, a bone chandelier, books on invented creatures), but a great number are completely mundane. The proprietor, Varvick, is always happy to make new acquisitions without asking too many questions and hints that the items on display can also be purchased for a price.
Summer FairBlack Market Despite it's name, the Summer Fair runs all year round. An eccentric noble loved the Fair so much, he invited it into the grounds of his Estate for free on the condition that it kept going permanently. Over the years, however, the purpose of the Fair has slowly changed and now besides the ordinary citizens buying snacks and enjoying performances, you can also find dubious stalls hawking even less legitimate goods.
Patigan's RestaurantThieves Guild When the head of the Thieves Guild enjoys the finer life, you end up with a place like Patigan's. Here Thieves can dine openly while they undertake negotiations, as the tables are widely placed in the large, decadent room, and there are plenty of private rooms available for more discreet meetings. The food is also excellent, and provides a good source of clean gold for the proprietor.
The Blooded LeechSpeakeasy? The bouncer is frighteningly well-armed, the bartender is aggressively indifferent to anything but cold silver, and the entire room seems to be built from nothing but moody back corners. But whisper the secret word into the ear of the right hooded stranger, and he'll lead you down a narrow corridor, out the back door, down a flight of stairs, and through the crumbling threshold of a derelict warehouse, where the man who sold you the password sharpens his long knife, waiting to relieve you of everything you own.
Falter's CragMountain Fortress Built, abandoned, reclaimed, taken by force, and abandoned again, the old castle has forever been a stepping stone to greater, more important things. With none of the elegance of the lowland keeps, and with few of the defenses of the all-important valley strongholds, Falter has always served as a sort of waypoint, a staging ground for the next leg of whatever campaign it's been pulled into. Recently, however, an enterprising group of former highwaymen (who prefer the terms 'mercenaries' or 'sellspears') have occupied the old outbuildings and walls of the fortress, doing their best to make it somewhat presentable again. They're friendly enough to outsiders, and seem on guarded but cordial terms with the goatherds and herb-gatherers that roam the steep hills above the keep. But when pressed about why they've taken up in the old fortress, or who employs them and pays for the growing supply of provisions and weapons, the mercenaries are carefully reticent.
The Fox and the ButcherGrey Market You can't step into the Fox without somehow discussing The Old Proprietor, a businessman of impeccable taste and acumen, or so they say. Gallant. Chivalrous. Stalwart. On the wall above the till, the cleaver he supposedly carried into battle hangs from a bent nail, and when the draft kicks up from the harbor, it creaks back and forth in a rusty arc. What's strange is that there doesn't seem to be a new proprietor; the old woman who slowly wraps headless fish in brown paper certainly isn't one, nor the acne-scarred youth who sweeps the floor. Most don't seem to care, though - you can get things at the Fox that you can't get elsewhere, and they're always willing to buy low-risk merchandise. In the rare case that the constabulary come sniffing, The Old Proprietor's reputation (and a few silver) is almost always enough to send their search elsewhere.
Grizzlegut's BoonSellsword & Sailor Gathering Place Once the waterside home of Sea King Grizzlegut, this mansion now serves as a meeting place for mercenaries and their next line of work. Years of exploration and pillaging brought luxuries to the mansion, now decorated with exotic furniture, ornate artworks, and masses of intriguing texts. Sword and buyer alike can find respite in rooms built to house Grizzlegut's hefty crew.
Underskin WatchThieves hideout Latched doors open to a workshop saturated with the pungent odor of toxins and decay. Numerous chemists work at specialized tables speckled around the room, concocting every poison ever used in the folly of men. The Watch's visitors keep constant vigilance of every entrance and exit in exchange for the right to purchase the poisons of their choosing.
BlackhallRegal Scumpit Each and every lord needs willing followers to do what he cannot, and so beneath every city lies a hall. A hall of black and cold, where loyal servants wait to carry out their next tasks. Separate from humanity, this hall houses secrets darker than the ones brought to it from the realm of men, secrets untold, but not forgotten.
Roy'sDive Bar Welcome to Roys! Everyone here is called Roy. Cept the Bartender, thats good ole Barry. But everyone is called Roy that goes in. No one cares for your name outside the bar.
Half SunkedBar! Lord Bately ship, is just as stubbord as Lord Bately. On its last voyage, where it lost a part of its keel, and took on water. To only become irreparable once in sight of port. But it just got about half way.
The Blue Oyster BarDockside Tavern A small, rickety wooden structure at the end of the Mill Street Pier, the Blue Oyster Bar is known for its fresh oysters, skunky ale, stron rum, and tales of the sea. If you want to hire a sailor, you should head to the city, but if you want to connect with a ship's captain, this is the place. Most of the best merchant vessel captains can be found here, but so can the best and worst pirate captains.
The Plundering DragonDockside Inn and Tavern A half block up Mill Street from the waterfront is the Plundering Dragon, a warm place with a roaring fire and welcoming barmaids. The interior of this large inn and tavern is decorated with all manner of souvenirs brought back by sailors from the far reaches of the world. The girls are notorious for their wandering fingers, which easily find their way inside a man's purse. A joke goes that has it that every feather, dress, seashell, spearhead, knife, and totem hanging on the walls has been "twice-plundered"—once from its native land and again from the sailor who carried it back.
The Ox and PlowmanRoadside Inn Travelers will find more welcome at the Ox and Plowman than from any in the nearby villages—filled with superstitious and fearful peasants. The two-story stone inn has a half-dozen rooms for rent and a cellar full of wine for drink. The owner and proprietor of the inn is a beautiful woman named Brynna who is rumored to be romantically involved with Jonan the Black Wolf, a notorious outlaw in the valley. Several ruffians who claim allegiance to the Black Wolf often come to eat, to drink, and to dice at the Ox and Plowman.
Wreckrife StraitsSmugglers' Run Between Cape Flounder Island and the mainland are the Wreckrife Straits, a winding and narrow path of rough waters that only the bravest or the most foolish captains will dare to sail. Rocks, reefs, and howling winds make this a dangerous passage even for small craft piloted by seasoned captains. Running the Straits cuts at least three days off the journey around Cape Flounder, a risk some smugglers are willing to take to avoid naval battles and to outrun rivals.
Toad's BaitshopRiverside Storefront, Black Market Fence Toad's Baitshop isn't really the best place in town to go for live bait, fish line, and netting repairs, but you could do worse. However, if you're looking to unload something hot or to locate some stolen goods, Toad's is a good place to start. Old Toad is very discreet but stingy; he buys low and sells high. Ask him about his new "sticky nightcrawlers" if you want to see what's just come in.
Tymon's CooperageWorkshop, Black Market Fence Tymon is as good a cooper as you'll find. He often has only a single apprentice at a time whom he assures you can trust. Tymon's shop has a cellar full of "finished" barrels awaiting shipment. Tymon has an unsual numbering system for each barrel crafted in his shop, a secret code of sorts, and he uses it to providing a "holding service" for local thieves. He rarely sells the stuff that comes into his shop directly, but his services are worth what he charges to hold things while the heat after a heist cools off. For a considerably more, he'll even orchestrate a delivery of some "finished" barrels, allowing thieves to get their goods out of town without attracting attention from the constabulary.
Meats and MeadsButcher Shop and Brewery Tucked away in a small unlit alley lies a rather simple looking establishment, pungent with the smell of rotting roasts and stale ales. Their primary export is their signature wine that bears a telling deep crimson color and a heavy metallic taste; many of the meats come in rather small lean cuts, uncommon for larger game animals. On occasion, people dressed in dark colors are seen dragging heavy bundles of cloth and fabric into the back of the store in the dead of night, only to leave empty handed.
The Iron MaidenArmory A quick glance into the store would immediately leave you feeling cautious. Thorny sets of vicious looking armors stand on mannequins near the doorway, and a large selection of brutal weapons line the walls. You won't find any clubs or quarterstaves here, everything you see around you appears to be designed to draw blood, from notched whips, to morning stars, to vicious looking daggers. Various chains and shackles lie in bargain bins along the floor, and you may occasionally glance a bloodshot eye peering up from between the floorboards, or a muffled whimper from under your feet.
The WidowmakerGathering Hall A place where the ale never runs dry and the patrons are always in a good mood. At first glance, everything seems a little too neat, a place perfect to attract adventurers and wanderers. A giant board covered in job postings lies directly inside the door, and you'll notice that each of them ends with "Please meet in the back for further details." Those who walk into that cellar never walk back out, and the job postings never seem to change, but otherwise it's a relatively safe place to eat, drink and be merry, though newcomers aren't recommended to frequent the establishment alone, just in case.
Alchemist's FireApothecary The potions sold by the owner of the store are known to be functional at best, and the sickly pallor and various chemical burns along his exposed skin may be a little more telling. He wears an intricately crafted full faced mask in the shape of a bird's head at all times, and a dirty leather coat that bulges and stretches in odd places. It is recommended you ask to see his "special selection", as this is where his work really shines. Countless Poisons, Acids and deadly chemical mixtures of all sorts hide under his thick jacket, and he's open to any questions you may have about delivering them.
The Kraken's LunchSmall seafood restaurant and bar near the docks. During normal hours they cater primarily to sailors and those that work the docks. Rumours abound however of shadier goings on once the lamps go off, however guards have never been able to prove anything.
The Lost CoveSmugglers Den Off the coast of the nearby city, far enough where no one could easily see boats coming in or out lies a cove not on any map. Riches lay there waiting to be taken into the city and sold on the markets, brought in by merchants looking to offload cargo they could not otherwise sell and through more shady means.
Emperors JewelsThieves Guild Officially sanctioned, though never publicly mentioned, this guild sits behind a hidden door in the Imperial Gardens. They are led by The Faceless Man and given jobs by the emperor and other freelance contracts at their discretion.
Stallion's CanterFence/Tavern This mild-mannered-appearing tavern is actually a well known fence in the underworld. Using the right phrases and figures of speech, those in the know bargain with the fence (the barman), while appearing to discuss prices of drinks, food, bedding, and other accommodations. The goods are always left on the bargainer's horse, to be taken into a cellar by a "stable hand" after the bargaining is complete. Those ignorant of the tavern's true nature can enjoy an evening here, albeit at a higher price than they can expect from its nearby competitors.
Dirty Meg'sChop Shop Dirty Meg is known for running a clean business, despite her dirty leanings. She gives fair deals and never cheats a customer, but knows when to ask questions and when to let things slide. She has an ironclad policy against squealing to the authorities on her clientele, but she's been known to dump a hot item at the customer's expense if the heat comes around.
The Gilded LeafForest Tavern Many consider the elves to be graceful, elegant creatures nigh incapable of crime, and a first glance at the Gilded Leaf would confirm this suspicion. Built into a living tree, the Gilded Leaf seems warm and friendly, with smooth wood floors; a crackling hearth that burns with magical flame; and the smoothest wine an elf could ask for. Whisper the password (which you must coax out of a nearby fey) to the barkeep, however, and he'll direct you to the secret entrances leading to a thieves den built around the roots of the tree.
EctoplasmSunken Ship Bar The treacherous waters of Baron's Reef has claimed many a merchant, navy, or pirate seeking a shortcut, leading to rumors of ghost ships and krakens pulling sailors to their doom. If you know the waters well, you can sail through the deadly rocks and half-submerged ships to Ectoplasm, a pirate hotspot built onto a massive partially sunken galleon. Whether you want exotic drink, thrilling gambling, or the finest (and only) wenches in the middle of the ocean, Ectoplasm has your vice.
CliffkeepCliffside Fortress Hidden amidst the maze of canyons in the Sea of Sands, Cliffkeep is a secretive sandstone fortress built to serve an ancient guild of assassins. From the canyon floor or ridge, you can only see a few walls, windows, and buildings that sit about 150 feet off the canyon floor. However, secret tunnels and narrow, hidden crevices lead from the surrounding desert into the fortress, leading guards, bounty hunters, and armies to claim that their quarry simply vanish into the canyon. Cliffkeep is now the home of a marauding gang of bandits and thieves, but remnants of the assassins remain in secret rooms and trapped passages and vaults.
WindúnMountain tavern Carved into the very rock itself, Windún is hidden from prying eyes and was once the proud place of rest for those who ventured toward the ancient dwarven empire of Yaar'tag. Since the kingdom fell into disarray and avarice many winters ago, so too did its nefarious end meet Windún and corrupt its jovial character. Now, the tavern is a thieves inn where the most prestigious thieves and their orders congregate and sell wares to fences and the ever expanding under-market. The heavy smell of sweat and malted beer fills the air and as you enter, you notice faces lined with experience and scarred with villainy.
The PitSlave market Where winding, narrow alleys writhe gnarled through the city, here is that place where old wives scare children with tales of slavery and chattel. The Pit had always been a place of unrest and was first a gambling den. Over time, the stakes rose and the bets became higher. There are still games played today where the scum of the land laugh and drink whilst their property is beaten and shoved between new master and old. For the most part, clothed in rags and held by rusting chains, the slaves stand silently at the market, waiting to be bought and hoping to be freed.
Ganga ni Wana? Compared to most places, the Wana seems relatively tame, albeit remote and some several miles from the nearest settlement. Drinks flow and the rich smell of food wafts over the tables. There is drunkenness and lechery abound, that is true. Yet it is usually no worse than any other tavern or inn by its debauchery. There are rumours, however, on what happens past the twilight hours, when most have left for their homes. A few new patrons stay behind, lured by the drink and other inviting pleasures. And some wandering travellers have claimed that in the quiet, bloodcurdling screams pierce through the silence before fading into nothing once more.
YduroDocklands Meandering walkways and streets that twist inward and crumble near the sea, the heady smell of fish lingering in the air and the shouts of fishmongers. Nobles, profligate and drunk, sprawled on the street and there is a metallic taste to the water around here. Yduro has steadily declined as multiple decrees have stifled its trade to other docks. Its good heavily monitored once they leave the area, the locals have turned upon each other, scrapping for every morsel of good food that now seldom comes through here. Poverty and starvation reign and they have engendered much sin of late.
OfþryccaNefarious chemist Run by the dubious apothecary Ranwyn Oltarn, the little shop nestled within the sprawling alleys of the city is known to many as Ofþrycca or Oftha to the commoners. At any time of day, a thick, coloured smog emanates from its doors and the overwhelming smell of strange herbs chokes the street. Oltarn is rumoured to experiment on his patients, concocting strange recipes that detractors have accused makes the 'victim' suffer from a deep depression and a wasting sickness. There are some, in the darker underbelly of society, who swear by Oltarn's brews, claiming it gives them heightened awareness and prowess, if only afflicting them with strange visions at times.
DorgadoonDisused bell tower Currently inhabited by bandits and rouges, the Dorgadoon was once a majestic bell tower that called those within the Barony of Corval to prayer. A ruined church lies at the hard, stone base of Dorgadoon and every year, a lone pilgrim makes their march to the place, laying a single flower where the altar once stood. Who they are and why they do this is unknown and the Grasping Hand who inhabit the place now could not care less.
The WatchCultist church The Watch has long been a font of rumours and farmer saws. Shrouded in mystery and perched atop a cliff overlooking the sea, its first inhabitant was said to be a necromancer who had died many winters ago. In reality, the cult that had formed around him keep his life permanently upon the edge of death; it is believed by the Watch that the greatest secrets of necromancy are learned in this way and thus, his sallow corpse wheezes with the final vestiges of life, desperate for death but unable to grasp at it.
SangavaSmuggler's stall Each week in the market square, a lone stall sets up and seems to sell almost nothing of worth. Some odd trinkets here and there and a few wrapped meats but, in all, unremarkable and this is precisely how the Sangavi like it. Carefully choosing their clients, the Sangavi have developed an extensive trade network formed through intense trust and brutal reprimands. And so, a few hours before the weekly market, a tunnel is dug beneath the stall's desired location and goods from strange and forbidden lands funnelled through. As silently as they arrived, the tunnel is sealed and the Sangavi merchant heads home once more.
Black FlagonInn and tavern A tavern buried within the poor district, the place is almost always visited by those who live in the area. The gentry believe the place to be fairly unassuming and allow the Flagon to proceed unchecked, believing it provides some relief to the commoners. In reality, the Black Flagon is the home of Fayvel's Own, a band of vagabonds and rogues who steal from anyone and anything. Rough and rowdy, the tavern is in a state of disrepair and it doesn't look as if it will be improved any time soon. Sodden clothes, wet with sweat and mead and stale fish linger in the air. Originally reselling artefacts and wondrous items, Fayvel's gang have become increasingly adept at hiding in plain sight and blending in with the nobility, such that they now sell information too. Their most recent exploits have uncovered some troubling news.
Grog.Tavern The innkeeper of Grog is direct and to the point, as is perhaps evident from the name of his establishment. Heldar Tharynn is a stout dwarf who dislikes long conversation and is motivated by a certain sort of greed. Unable to competently fight any longer, Heldar pays good coin and provides free food and board to those who return with a sizable treasure from the elder dragon Y'ntaraj for reasons unknown. Inevitably, word of this has attracted a certain sort of customer and many patrons of Grog often discuss how to reach the lair of the beast and slip past unseen. As of yet, very few have returned alive.
Whispering LadyInformation Source Nestled in the middle of the docks is an aging but clean building, once inside you are greeted in a small waiting room by a well dressed servent. If you have the coin you can go in and be seated at on of the many private tables, and booths in the building, or for a "small" fee the maitre d' will take you to one of the semi-permanent residents tables so you may buy, or sell information. Additionally this is the perfect place to meet informants, broker deals, or pass information, as the owner has made sure it is protected from all forms of divination and has standing agreements with both the City guard and the thieves guild for protection. Your Secrets are safe here.
Dancing BearHell(AKA dive bar) Clapboard coats the outside of the building, each piece seemly put there at different times, the windows have no glass but rather have waxed cloth coverings, the cloth itself torn and patched. Upon entering you find a single room makes up the entire building, the "kitchen" is a fire pit in one corner with smoke allowed to flow freely through the room and up out the sheltered hole that serves as a chimney. The bar lines the far wall, made from old barrels and topped by sweat polished wood that seems to have come from a neighboring building at one time. As the door closes behind you with the screech of ungreased hinges and the slap of wood many of the patrons glance up, and you feel the weighing stare of armed men considering robing you.
The Silken VeilsBrothel Sitting alone with a small garden on each side, and a high iron fence all around the property, The Silken Veil does not even try to fit in with the squalor of it's surroundings. Fresh paint gleams on every inch exterior, and perfect glass sits in the two bay window frames in the front. Standing behind the glass are two Women coated head to toe in silk so sheer you swear you could see right through it if they were not wearing countless layers. As you walk in the front door you see several hulking men standing at their ease in corners, and if you listen closely you think you can hear the clinking of armor in the walls. A older women sits behind the front desk, and greet you warmly with a smile. Sitting infront of her is a large book with what appears to be drawings of women on each page.
Grandma Gertrude's Gardening GroveThieves Guild Most people think of Grandma Gertrude as a kindly sweet old lady who runs a Gardening shop on the edge of the city with quaint little gardens growing around her shop. What most don't know is that she was one time known as Grim Gertie, and was one of the most ruthless thieves of the lands. Now, she has settled down and taken over control of the local thieves guild using her gardening shop as a cover. She has dug various tunnels under the city, and thanks to dwarven contractors, they are more than mere tunnels. An elaborate maze of tunnels, laid with all sorts of traps, which can only be bypassed if Gertrude gives you a special pin to wear for gardening prowess. Inside this tunnel network, are training grounds, a black market, a barrister's office, an inn, a flop room, and a well secured fence's caged office area, where multiple fences buy stolen goods, depending on their specialty. One fence will only buy art items, another jewelry, etc.
The Avaricium ArcaneThieves guild for those who mix magic with their larceny Near the docks stand a nondescript building with no windows, and only one door. The door is trapped with numerous magical traps that a rogue would have to bypass to open the door, but for those skilled enough to deactivate the magical traps and open the door, another ugly surprise awaits as all they will see is the wall. The real door is hidden under an illusion on another wall. Once they do manage to prove their skilled enough with magic to find the real door, they can enter inside where they find a small bar tended by unseen bar servants, a job listings board, and a fence or two buying and selling magic items, spellbooks, and other things a thieving mage might need.
The CanopyPirate hideout Hidden in the highest treetops of an ancient jungle resides an elven tribe who hunt for great treasure rather than for small game. Ropes and pulley systems are strung throughout the branches making movement between the many platforms swift and simple. Only the most skilled of acrobats can navigate this maze of loose planks and vines without falling to the jungle floor far, far below.
Swan's InnTown tavern & inn Built from the ground up during the town's earliest days, Swan's Inn perfectly balances the feeling of a seedy bar with the reputation of a respectable establishment. Despite being a well-known front for the local thieves' guild, it's the safest place to be in town--provided that you don't mind parting with your coin purse after a while.
Carpenter’s GuildThieves’ Den Masquerading as construction contractors this thieves’ den already has detailed blueprints of every mark they’re going to hit. Every member always carries around hammer and nails and will use these to defend themselves when caught. The locals aren’t sure what’s the bigger robbery, the heists they pull or the prices they charge
Spitting DistanceTavern This tavern is a favorite spot for criminals and lowlifes in the city, situated just above town hall there is a large deck from which the patrons can show their appreciation of the local governments efforts. The place is crowded every night of the week and it is easy to find a fence—or three—on any given night. Some government officials have taken to going to the bar after work and spending their nights cheek by jowl with pirates and smugglers. No one can tell who is worse.
The Black HandThieve’s Den Located in Lars MegaDark’s mother’s basement, this thieves den demands that ACDC music plays all the time in their hideout. The members all wear only black and are forbidden to cut their hair. They are embroiled in a violent turf war with Queen’s Gambit (although no Queen’s Gambit member even recognizes the name “Black Hand”)
Neptune’s EndCultist Temple This warehouse has a ring of smugglers masquerading as a Cthulhu worshipping cult, protected under the cities freedom of religion laws. The dingy driftwood built temple and non-euclidean statues inside make a surprisingly good cover and some of the smugglers get really into the act.
Salty Pete’s Delivery ServiceParcel Delivery Salty Pete is a charismatic and brash veteran of the seas who can literally smell gold and opportunity. Based out of a squat 1 story shack of an office, his ships will get you past the local customs alright but they’re made to outpace things much worse, and much faster, out on the open sea.
Third Eye AcademyPsionic University Formally founded to advance the study of psionics, up to two thirds of the grant money given to the university is actually used to ground up the psionic crystals into a fine hallucinogenic powder which the “professors” sell on the side, pocketing the profit themselves.
The Mermaid’s TitPirate Sloop Formally used to run down merchant vessels on the open water, Captain Gruntheim realized the party circuit is a lot more lucrative and converted his ship into a booze cruise that sails nobles around the royal harbor all night. For a hefty fee, you can rent out the entire deck and convince the captain to sail the ship into international waters for the really wild parties.
The DropTavern This tavern makes quite the effort to attract adventurer and pirate alike and isn’t afraid to show off their own set of weapons and each bartender has enough war stories to fill a novel. This is all for good reason, since rumors fly that the local mob runs the especially big drops through this bar. In actuality, it isn’t a mob bar at all and they haven’t handled a single drop, but the tavern uses it as a marketing tactic, and the mob doesn’t want anyone talking about the real drop bars.
The tavern for incredibly heroic heroes on heroic questsTavern A tavern run by a couple of con-men aimed at catering specifically to adventurers selling scrolls of fireball (fake) and potions of healing (sewer water) in addition to the usual lodgings, food, and alcohol
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10K // Mysteries

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This page is a compilation of the mysteries from /rDnDBehindTheScreen's 10K Mysteries thread. Be sure to visit and contribute!

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Currently at 259/10000

Last updated: Sun Jun 05 19:51:35 CDT 2016

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This page is a compilation of the mysteries from /rDnDBehindTheScreen's 10K Mysteries thread. Be sure to visit and contribute!

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Last updated: Sun Jun 26 19:27:57 CDT 2016

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Last updated: Sun Jun 05 19:51:35 CDT 2016

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Mystery NameMystery Description
The case of the Baker Every morn' before the sun is risen. Fresh, warm bread appears in the village. This impoverished village has no baker, nor a proper oven. Too far from the city to maintain its warmth, the masterwork bread that appears... Only where none are looking.
The Foresters' Plenty The town's loggers refuse to travel more than a league into the forest, but the lumber they return with is far too dense to be young growth, and it burns with an unusual ferocity. They've been following the same logging trails for as long as anyone can remember, and refuse to show them to outsiders.
The Circle of Feasting The party happens upon a fairy ring in the forest. Since there are no actual Fey around, it seems to be simply a curiosity. Should anyone attempt to eat or drink within the circle, however, they will find that their food and drink has become cuisine fit for the most decadent of banquets. Upon leaving the circle, however, the food leaves a bitter, ashen taste in their mouths.
The Hills of Jars Just under the rolling, grassy hills of Sucia Isle, a series of vast, labyrinthine warrens and warehouses waits. The stonework walls, ceilings, and floors appear to be ancient and caked with dust. Filling the tens and hundreds of rooms within the hills are large, earthenware jars, lined up by the thousands, their clay lids sealed with wax. The entrances and exits to these underground storehouses are warded with powerful glyphs, which have long since faded and gone dark with the ages.
Silence is Golden This object is peculiar, taking the shape of a rolled ring of some strange, silvery material. At first glance, there is no immediate way to unroll it, but with adequate investigation, the end can be found, and the substance unrolled from the rest. The silver strips can be torn away with little effort, and will adhere to most dry surfaces, though they have no other effect.
The Tree of Runes Deep beneath the earth, far removed from the most remote dwarven strongholds of the Shadowspire Mountains, there is a tree. Green and flourishing despite the lack of sun, the tree's roots reach deep and wide, breaking the cavern floor. Each of the tree's leaves bears a symbol that greatly resembles a rune in the Dwarven alphabet.
New Tricks While hunting in the deep forest, a Ranger's dire wolf companion has unearthed a fossilized femur bone of prodigious size that oozes dark red liquid when touched.
Treasure's Quandary A collector's prize relic has been publicly proved a forgery, but that hasn't stopped a zealous cleric from demanding it be 'returned' to the temple from which it was 'stolen'.
Ninety Lives The neighbor's patch-furred, scarred old tom enjoys bringing the ravaged bodies of mice, rabbits and the occasional mimic spawnling to the steps of the outhouse, where the likelihood of meeting a bare foot in the middle of the night is at it's greatest. Lately, however, his prizes have included documents in foreign languages, gaudy jewelry, and the signet ring of a long-dead duke.
Sideways Time A Wizard of some renown claims to have (re)discovered a new school of magic, but is unwilling to disclose any more until someone can prove that he isn't dead.
Serpent's Feather The snakes that nest in the barren cliffs that skirt the Northern edge of the great desert are renowned for the deadly potency of their venom, and have been milked for generations in semi-religious ceremonies by Kobold mystics, who then sell vials of the stuff to the highest bidder on the shadow market. Lately, however, various cells in the loose network of assassin's guilds have reported that the last shipment of venom isn't nearly as effective as it once was, and a few incredibly thorough practitioners of the murderous arts have been overheard suggesting that it might actually have restorative powers.
Love the Bomb In the quiet hamlet of Llywenshire, the well in the central square has served as the hub for the community for as long as anyone can remember. But after a sore-pocked and disease-ridden stranger clambered from its depths, shouting at anyone who would listen that 'SHE HAS AWOKEN' and 'THE END IS NIGH!', the villagers have begun to express concern.
The Bronze Candlestick There is an old bronze candlestick on the mantle in the Rose Room at the Freewind Mage's Academy. Without fail, every morning, the caretaker finds the burnt stub of a candle in the bronze candlestick, even when there have been no guests in the Rose Room, and it has been locked all night. The caretaker has attempted to dispose of the bronze candlestick, but somehow it finds its way back to the room.
The Hopping Raven Upon the gravestone of the beloved witch Lady Pinewall who succumbed to the blood plague, a raven hops up and down. When anyone approaches, the bird squawks "SPEARS!" and flies off, only to return once the coast is clear.
The Golden Cherry At the center of the Royal Gardens is an old cherry tree that produces wonderful, sweet red cherries. In the history of the tree, it has produced a golden cherry three times. The first time, the prince who picked and ate the cherry died in battle the following morning. The second time, the kitchen maid who picked and ate the cherry died of a bad belly. The third time, the stable boy who picked the cherry and fed it to the pigs fell to his death from a hay loft that very night.
The Pig in the Chimney At Garvil the Greenbeard's house, you'll hear an occasional squealing of a pig. The sound seems to be coming from his old stone chimney, but Garvil eats no meat and has never owned a pig. Sunny weather, stormy weather, crackling fire, or cold hearth, the squealing sound comes and goes as it pleases.
The Sun God's Feasthall Way out in the desert in the ruins of the ancient city of Haz Alaf, there is a large stone table with stone benches still in its place in the feasthall of the Sun God. At noon on the day of the summer solstice every year, the table in the feasthall is filled with a traditional feast—pears and dates, figs and lentils, roast fox, buzzard's soup, braised drake, camel's milk cheese, toasted crickets, fried scorpions, honeyed wine, and mild tea. Ever since the discovery of the miracle, hundreds of pilgrims make the dangerous journey to Haz Alaf every late spring to witness the miracle.
The Black Castle A black castle stands on the outskirts of a small town with strange customs regarding the dead, those that die are revered (think cattle in india). Word is the castle started out as nothing more than a pebble but has grown almost organically and they are willing to buy both the living and the dead for unknown reasons.
Circle of unhappiness A round clearing in the middle of a vast forest. Nothing lay within, no grass, no trees, nothing but a single flower. Those entering will be faced with extreme dread and unhappiness to the point where they feel life no longer holds meaning for them. Even animals instinctively stay away.
Jar of Many Faces A clay pot sits on the shelf, the visage inscribed on the jar stares back at you with an angry grimace. When next you glance in the pot's direction, you notice it's no longer frowning at you, but grinning.
Ring of Many Moods Embedded in this small golden band is a single gem. When unworn, the gem is a pearly white. When worn, the gem shifts to one of many colours, ranging from the palest blue to jet black.
The Unfound Door A door stands upright in the middle of a field, only visible from head-on. There is no frame or anything else to suggest it should be able to stand upright. When looked at from any other angle, it simply isn't there and may be passed through. The knob is locked and will not open for anyone.
Boiling Bog A large pool of water within a marsh is bubbling and boiling and steaming for no discernible reason. Strangely, the water is cool to the touch.
Well Of Black Water This strange well sits atop a hill. The water within is clear and inviting, but once a bucket is dipped into the well, the water within is turned black as tar and greasy, utterly undrinkable.
Icebrick Tower In the middle of the scorching wastelands stands a tower of shimmering clear ice carved into the form of bricks. No matter how hot it is out, the ice will never melt, even though it always seems to be shimmering with melt water.
A Clear Circlet In the Archbishop's parlor, on a mantle of dark wood, stands a circlet of beaten rose-gold. Across it stretches a translucent film similar to soapy water. Several of his guests have sworn they saw glimpses of strange lands, otherworldly places and in one case their own bedchamber inside it, but the Archbishop has never seen anything.
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10K // NPCs

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This page is a compilation of the npcs from /rDnDBehindTheScreen's 10K NPCs thread. Be sure to visit and contribute!

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Currently at 429/10000

Last updated: Sun Jun 05 19:51:34 CDT 2016

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This page is a compilation of the npcs from /rDnDBehindTheScreen's 10K NPCs thread. Be sure to visit and contribute!

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Currently at 453/10000

Last updated: Sun Jun 26 19:27:55 CDT 2016

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Currently at 429/10000

Last updated: Sun Jun 05 19:51:34 CDT 2016Vendrick 'Wildheart'

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NameGender Race OccupationDescription
Brad the Bard Male Human Troubadour A prancing ponce whose lyrical beauty is beyond compare But for the nonce let's dwell on his quest for booty so rare His lust for princesses and queens and such ladies fair Landed him in prison five years ago - he yet rots in there!Female Gnome Bloodhunter A powerful bloodhunter, her first kill at the age of 12 she specializes in wielding weapons of uncommonly large size for her race. Constantly under the effects of an illusion she appears before her prey as an innocent human child. She preys specifically on demons, or cursed that hold weapons or items of sentience, even if they've no other power to speak of. She's slowly expanding her circle of 'friends'.
Who are these crones, enchantresses, and fortune tellers?The witch smiles gleefully as she squishes the caterpillar between her fingers. "Into the pot!" she smiles as she tosses it into the bubbling, hissing liquid." Witches, seers, fortune tellers, and diviners are staples of fantasy worlds. Individuals who have glimpsed dark secrets or who can peer into the future. Sometimes these are villains, but most often they are following some agenda of their own that is unwholesome if not wholly evil. The NPCs don't have to be developed deeply, but they should have enough suggested content that any DM could quickly fill in what's missing. I'll post a few examples. (These may or may not have drawn some inspiration from these tables and these tables.)
MyrtaFemale Human Crone Myrta learned her craft from a half-elf witch who came to her aid after she was evicted following the death of her fourth husband. This cackling old crone saved Myrta and her young daughter from a beggarly life, teaching them spells that gave them the power to manipulate men's minds and the forces of nature. Since being chased from town after a few short years of scrounging in the allies, Myrta's made a cozy little lair for herself and her grumpy familiar Ormund the Owl in a cave in the swamp. She's a tough old bird, and she'll happily mix up a poison or curse an item for you in exchange for a few silvers. Her mistress told her about the staff of Hecate, the first witch, and Myrta's been gingerly probing for lore relating to the staff ever since. She's currently mixing up a terrible poison made from blindworm's sting, dryad's thorn, and stirge's foot. Who the poison is intended for is anyone's guess...
MartaFemale Human Enchantress Marta is the witch Myrta's beautiful daughter by her second husband, and she learned the craft as a teenager on the streets from her mother. Marta left her mother's tutelage to marry some handsome lord, but he died under mysterious circumstances. When suspicion turned on Marta she fled to the mountains where she lives, conducting seances, reading the palms of travelers, and seeking the soul of her dead husband. Her familiar is a talkative snake named Hiss-Fiss, and her other companion in the mountains is a giant bat named Hipp-Fipp, whom she rides to and from the valley to her hidden lair. Marta has a nervous twittering laughter that shakes her pleasant features in an unpleasant way. She also has a real talent for love potions. Most men who drink these potions fall in love with Marta herself, but that works for her. She enjoys taking new lovers. She also enjoys casting old lovers from her mountaintop home when she's done with them.
MortaFemale Half-Elf Bogwitch Morta is the most mysterious member of the coven. She's half-elven with a very unfortunate wart on her nose. She's quite good at preparing alchemical concoctions, from magical cure-alls to pyrophoric substances. She lives on an island in the swamp and transforms into an owl to get from place-to-place. If you let on that you know magic, she'll pick your brain for ritual lore before letting you go. Once she let's you go, there's a good chance she's going to hunt you down with her bow and her spear. If you get far enough away, she'll transform into a horned owl and track you down. She consorts with a gleeful fire elemental familiar who delights in burning things and whom Morta is constantly trying to restrain as she prefers to kill things herself. Morta delights in the thrill of the chase and the adrenaline rush of making the kill to end a successful hunt.
LakiFemale Human Shadowseer Old Laki is a bent-backed creature of routine who knows the most unexpected things. Every morning, she rises to a cup of tea and dried fish before her morning walk amongst the beaches and meadows of the rugged coastland. Hobbling along with her crooked cane, she collects bits of driftwood, grasses, herbs, and shells for her fires. She sleeps the afternoon away under the watchful gaze of her raven, and receives guests in evening. All through the night, she prays to her dragon gods and works her spells, divining answers to her guests' questions by interpreting the shadows the flames cast on her tent walls.
Margy the WhiteFemale Human Fortune Teller Robed in black with dark brown hair and tan skin, one may ask why is she called Margy the White? This sturdy middle-aged woman offers readings in her kitchen, during which her voice deepens and her face takes on a ghostly pallor. The local priest has been ranting about Margy being a fraud for decades, but that never seemed to bother Margy. She keeps offering to do a reading for a silver to any who ask and who have good manners.
Glyddon SilverstringsMale Half-Elf Singer Glyddon Silverstrings has a handsome face and a golden voice and a pitch-perfect harp. He has recently been wandering the villages of the Borderlands singing for his supper and offering simple healing as his meager skills allow. Once in a while, he has had dreams that offer him glimpses of the future, including foreseeing his own mother's death while a youth in Brightharbor. After she died, he has been an unsettled rascal, never staying in one town for long. Some say he is wanted for the murder of a Southron merchant prince whom he tried to warn about his enemies' plans.
Deepbrother HarridanMale Human Prophet A gaunt priest of the Sea Queen, Deepbrother Harridan preaches her dire message of darkness and suffocation for those who do not submit to her will. Harridan himself was the sole survivor of a terrible shipwreck as a young lad. So moved by his luck, he pledged himself as a deepbrother of the Sea Queen, claiming to have received visions of her plans when his lungs were filled with seawater. He has "drowned" himself dozens of times since, taking on seawater and asking that his assistants revive him. Recently, he has predicted a black vengeance will rise from the sea to consume those in the city who refuse to renounce their devotion to the Light.
Borovurnum JurthaFemale Human Sailor On the languorous and rain-soaked coastlines there is a rowboat tied to a rotting pier somewhere. On this rowboat is Borovurnum, never tired, never hungry, with fire behind her huge pupils and teeth and deep blue tattoos of wide-eyed snakes up and down her muscled arms. She will row you to the nearest fishing hamlet, clam shack, or charcoal-burner's hut for only some conversation in exchange; and during the journey she will offer you to smoke from her pipe. If you interest her sufficiently with information—and, more importantly, manage to draw a mouthful of smoke from the pipe—then she will regard you highly and pleasantly, offering to row you anywhere you wish or could possibly imagine. However you will smell of, and constantly spit up, liquid smoke and heatless fire for a few days afterwards. Further, you will always hear the slight splashing of oars on water from inside your head, your appetite will be subdued and then all at once entirely gone, your eyes will feel hot and swollen.
MalfraFemale Human Enchantress Ever since Malfra was born, she felt different from the others living in the small hamlet. Her natural magical talents made her feel like an outcast. As a young woman she met her one true love. He was a soulmate: finally someone with whom she could share her gift of magic. One day, he gave her the most beautiful flower she had ever seen as a token of their love. When their relationship ended on his behalf, Malfra turned bitter. She grew envious of other young maidens who were happy with their lovers. Fleeing from her home and retreating into the neighboring woods, she set out to destroy their happiness. When young couples wander too close to her confines, she enchants the young maiden in love and turns her into a bird, to be locked into a cage at her hovel. Only the flower that reminds her of her long lost love will break the spell.
Norgith the phasingMale githzerai wanderer Norgith is a tall, gaunt, hooded figure, always wandering through dark woods or climbing distant mountains, though sometimes he is seen passing through alleyways in bustling cities. Little is known about him, but whenever he is encountered, he is amicable, though impatient. He seems to know everything, and has an answer to every question, but he always speaks enigmatically, and also always claims only to have a few moments to talk. When people try to find him again, even moments later he is gone. No one ever sees him coming, and no one sees him leave. It is said that he phases across time and space, observing the world, but not staying in any one place for long, which is how he gained his knowledge.
Giddy CremmFemale Half-Orc Suntouched Cragwitch She clings to the boulders and cliffs of her mountain home with hooks made from steel, woven through her fingers and along her arms with lengths of braided leather, hemp and hair. She wears the sun as a cloak, the wind as a bonnett, the sky as a dress. Her laughs (and her deep, unsettling coughs) echo for improbable distances, and it's always wise to make camp when you hear them, and soon; should there be a pot of something tasty awaiting her when she comes calling, she might be willing to overlook a trespasser on her land.
Marin of the LupinesFemale Human Oracle She lives in a sturdy cabin, tucked between two boulders on the edge of the wood, where the tall trees give way to to undergrowth and wildflowers. During the long springs and summers and autumns, she can be found wandering the the threshold - the divide, she calls it - harvesting the few Lupines that stray under the shade of the foliage. These, she says, grow with the shadow in them. She boils them in springwater and honeycomb, and as she whispers her hidden words, the bees from the meadow crawl through her knotted hair and across the glassy mirrors of her sightless eyes. Those who watch find it unnerving, but the wise know that the bees keep secrets.
Twisted TetherAwakened She loves questions. Her only request for repayment is 'to discover something that she has not before'. This can be a song, a riddle or simply showing her things she has not seen - be that with books, paintings, casting illusions or virtually anything else. The more impressed she is with this information or story the more forthcoming she is with answers to any questions. As she is well past three thousand years old so finding something 'new' can be very challenging - though it is suspected she 'pretends' to be surprised &/or delighted to nearly any good company. She loves to share her ideas with those she enjoys and it helps her to pass the nearly endless time that waits before her.
Throne of The Harvürdium Kingdomsat all costs To this day this wonderful throne sits alone within a mighty (albeit crumbling) castle, long abandoned in the middle of a ruined empire. To any who seek its hard knowledge, bitter wisdom and face-peeling sarcasm, the way is easily discovered.
Gaglagabablagubbclear thinking Seekers that go to this talkative blob of mouths & eyes can get vast, complex and insanity-inducing answers to so nearly any question. Though admittedly, one has to not only keep their sanity but also avoid being eaten throughout the conversation - some habits are hard to break. Clever people bring along at least enough snacks to pre-occupy this creature until any would-be questioning is done.
VentelusallReincarnated Centuries ago legend speaks of a great bard asking a powerful green dragon: 'what is treasure?' Much to her surprise she could not answer as she really did not know. Why was something valuable? What had true enduring value? How could one attain the most or all of these Eternal Goods... whatever they were? She became rather flummoxed for at least a few centuries.
GarianMale Elven Researcher Seers: Othelius is a half-lich. He and his partner Garian were the victims of an unfortunate experiment in ascending to lichdom via an artificial, true-neutral-aligned phylacterial ritual. Othelius is now effectively immortal, but must be constantly moisturized by an external source. He normally resembles a healthy, if elderly, elven man, but shrivels and mummifies within a few hours if not properly hydrated. Othelius can passively anticipate many possible futures, and can give general predictions as to the way things will be in the next several weeks or months. He doesn't do long-term prophesying. Garian is a half-lich. He and his partner Othelius were the victims of an unfortunate experiment in ascending to lichdom via an artificial, true-neutral-aligned phylacterial ritual. Garian, too, is effectively immortal, but must remain in an unnaturally dry environment or his body will rapidly putrefy and decay. His prophecies are of the more traditional kind - from time to time, he'll be inspired to write poems or songs that cryptically foreshadow events several years or decades in the future.
Roland RoggeveenMale Elf Farmer A tall golden-eyed elf with hair the color of grain. He often wears a tan tunic, and grey overalls. He has a small farm of his own, and lives there alone. In the small windmill on his farm he practices his magic, and makes many things for his plants, magical fertilizers to cause plants to grow in wonderful and strange ways, mulches that push out weeds, and protect the soil, and sprays to dissuade the presence of vermin, and insects in his crops. He will sell these to anyone who can show a good interest in plants.
Clara SheehyFemale Half-Elf Phytomancer A soft spoken and kind woman. Her hair is bright white with tinges of red, and green. She mostly keeps to herself, preferring the company of the magical plants that she creates. Her home is a small cottage with sunflowers and rosebushes growing around its edges, and many raised gardens scattered around it. She can be quite shy around new people to the point of misdirecting them away from her cottage with elaborate illusions. When she is outside her house she usually wears a large straw sun hat with a white ribbon on its top.
Hubert DonnellyMale Leprechaun Shopkeeper A brown eyed leprechaun who wears a green tunic, and brown overalls. He manages his own shop, and sells various magical trinkets as well as gardening supplies. A few of his own gardening tools are quite magical. He acts kind to those that enter his shop casually, but when someone that has a great need for something enters his shop he will do whatever he can to trade them what they want at the cost of something they have great sentimental value in. He can be very mischievous, and even taunting to those that have traded something to him that the once greatly adored, and will not easily trade it back to them.
Gerhard KatirciMale Ogre Geomancer A large ogre with dark grey skin, and piercing green eyes and a set of spectacles. He speaks very intelligently, but has issues with using profanity often. He wears a dense, grey, woolen shirt, and tan overalls. He works in mines to prevent their collapse, and to locate the ore or gemstones in them. Often he uses his own strength to amend issues in the construction of a mine. He respects the earth and stone of the mines he works in, and can speak to it in a way to find the best way to reinforce it.
HaukvirMale Dwarven Watcher A quiet dwarf who lives in the ruins of a long-forgotten temple. His beard is glossy and black, as are his eyes. When he speaks, he speaks with many voices, in many accents, and none of them are Dwarvish.
Bartholomew the Great and Powerful, First of His Name, Whose Arts Rattle the Vaults of HeavenMale Half-elf Charlatan Bartholomew (or, to his friends and/or paramours, Tol) is a lanky, somewhat frazzled half-elf with a shock of red hair. 'Shock' is an appropriate word; this stage magician uses what small sorcerous talents he has to swindle away the money of every backwoods family and small-town bumpkin from here to the Whitespire Mountains. Make no mistake, though: he might be terrible at performing magic, but he is a prodigy at summoning the eldritch horrors and assorted unsavory creatures that slaughter any who would turn him in to the authorities.
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10K // Plot Hooks

This page is a compilation of the plot hooks from /rDnDBehindTheScreen's 10K Plot Hooks thread. Be sure to visit and contribute!

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Last updated: Sun Jun 05 19:51:43 CDT 2016The Fire Princess

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Last updated: Sun Jun 05 19:51:43 CDT 2016Godly Gaffe

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Last updated: Sun Jun 05 19:51:43 CDT 2016An Eye For Trouble

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Plot Hook NameDescription
The Lone Courier Your players while out on the road find an overturned a cart. The horse in the field nearby and the dead body on the ground imply that he was attacked by bandits who pillaged the aforementioned cart. Upon checking the cart they discover an important letter in need of delivery to a towns nearby mayor.
A small humanoid fire elemental asks to be freed from a containing vessel. Once free she may give the party a reward (e.g. a fire ruby witch can be consumed to throw a Fireball or sold as jewelery). She them appears in random fires, such as torches in a dungeon, to talk to the party or give them a small, strange task. Once the players prove their value and her trust she asks them to help the fire kingdom in the elemental plane. The elemental convergence, an event that decides which element will prevail over the others in the material plane for the next 10 thousand years, is near and war is imminent. Plot twist: even though she keeps saying that an era of fire would bring life, light and warmth to the material plane the truth is that no element ever wins the convergence and this is what keeps the material plane balanced. If an element gets an edge over the others terrible things happens on the material plane (a fire era would more likely bring firestorms, heat the planet and start a vulcanic apocalypse).
The 3 Demons One of the party members is spoken to by a God while they were sleeping. They foretold that 3 great demons, Behemoth, Ziz, and Leviathan would soon awaken and ravage the lands if the party doesn't stop them.
Drow Underground Railroad The party encounters refugees that were helped out of the Underdark by a Drow. They want to save others that were left behind.
The 3 Demons One of the party members is spoken to by a God while they were sleeping. They foretold that 3 great demons, Behemoth, Ziz, and Leviathan would soon awaken and ravage the lands if the party doesn't stop them.
Hats (and Heads) Off The players arrive at a town where everyone is on edge following the discovery of headless townsfolk outside town. No one knows what's causing the rash of headlessness, and the town guard would really appreciate it if the adventurers were to figure out why it keeps happening. While investigating, the party finds a fancy hat that looks like the hat a lord or lady might wear. How it got outside of this poor farming town is a mystery. There are no signs of magic on it, and it looks and feels just like an ordinary hat. Unbeknownst to the party though, a clutch of young mimics live in the area, and have learned the neat trick of looking like a hat causes people to pick you up and put you on their heads so you can then proceed to bite their heads off. Is one of the party members HEADed for disaster and decides to put the hat on? Will they discard it and then wonder why townfolk's heads keep disappearing? What will they do when the clutch becomes brazen enough that a half dozen or so "hats" line the road?
A priest or priestess had been tasked with guarding a special item until their deity's chosen one arrived to claim it. Well, the chosen one has finally arrived but the holy guardian has already given the item away, very recently! What could have caused the mix-up? Maybe the false prophet used trickery to gain the guardian's trust, maybe the guardian was confused/biased, or maybe there are multiple "chosen ones". This adventure could end with the party reclaiming the holy item or meeting and recruiting the additional chosen one.
Unfortunate hookup While slightly drunk, one of PC hooks up with some beautiful woman. Next day, he gets an invitation to duel at 7 am in front of the town.
Dancing troll Out of nowhere a wild and dangerous troll appears. But he is only dancing because magic shoes force him to do so.
Giant flood Out of nowhere, giant river springs in the middle of the city, destroying all of it. Local wise man claims only great magic or portal could create such river.
Ogre danger An extraordinary huge ogre destroyed a small village and some nearby farms. But he only wanted to play...
Feed the Beets While travelling, they hear a call for help from a nearby field of crops. There, a young farmer is being attacked by a Blight. After saving the farmer, she offers the party a visit to a local fairy spring in exchange for helping to find why her crops have gone mad and started biting. This sets up to a fight against a large Blight or evil Treant.
While entering town, the group is accosted by a one-eyed man who asks the adventurers to get his eye back from a wizard who stole it as a spell component for some new spell she was researching. The only problem is that she's traveling with a company of Mercs, who don't take kindly to someone troubling their company mage.
Unfortunate hookup While slightly drunk, one of PC hooks up with some beautiful woman. Next day, he gets an invitation to duel at 7 am in front of the town.
Dancing troll Out of nowhere a wild and dangerous troll appears. But he is only dancing because magic shoes force him to do so.
Giant flood Out of nowhere, giant river springs in the middle of the city, destroying all of it. Local wise man claims only great magic or portal could create such river.
Ogre danger An extraordinary huge ogre destroyed a small village and some nearby farms. But he only wanted to play...
Ribbit Season A local rare frog breeder has been deliberately poaching wild frogs so that he has a monopoly on the lucrative hallucinogen the frogs sacreet.
Fried Piper of Hamlin A bard shows up in a town pushing an Organ (or whatever large musical instrument suits your fancy). He attempts to solve the issue of hunger in the town by playing an extremely fire beat, which somehow magically produces food within the instrument itself that can be retrieved and consumed. However, this act of generosity raises the ire of F&B business owners, especially when paying customers start flocking to said bard for free, better-tasting food.

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10K // Rooms

This page is a compilation of the rooms from /rDnDBehindTheScreen's 10K Rooms thread. Be sure to visit and contribute!

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Room NameRoom Description
The Shrine of the Lost God On a pedestal there is a a shining golden idol of the Lost God of the Tangledark tribe. A stone staircase leads up to the pedestal.
  • Feature: Around the walls are pictographs using an incomprehensible set of symbols. Along the east wall is a mural that appears to be depicting the apotheosis of a cat-headed being.
  • Feature: Sunlight streams green and gold through the shafts in the ceiling, filtering through the overgrown jungle trees.
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    Currently at 30/10000

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    Treasure: Just below the window is a large wooden chest, sealed with a sturdy iron lock. Treasure: Just below the window is a large wooden chest, sealed with a sturdy iron lock.
  • Feature: A number of letters are stacked neatly at the edge of the captain's desk, sealed in wax, awaiting delivery when the ship docks next.
  • Feature: A number of letters are stacked neatly at the edge of the captain's desk, sealed in wax, awaiting delivery when the ship docks next.
    The Room of Misdirection Appears to be a normal study. A plain desk sits against the back wall, upon it, an assortment of open books and scrolls illuminated by a plain wax candle. A bookcase adorns the back wall to the left of the desk, stacked to the brim with miscellaneous books. Several crates overflowing with large scrolls are stacked to the right of the desk and On the wall above the desk hangs a decorative shield sitting upon two crossed swords. On the floor sits an unassuming rug.
  • Feature: On the left hand wall hangs a tapestry depicting a man gripping his head surrounded on all sides by doors. A small makeshift sleeping bag with rotted supplies sits in the corner near the crates. Skeletal remains can be found in the sleeping bag, bones picked clean.
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  • On the left hand wall hangs a tapestry depicting a man gripping his head surrounded on all sides by doors.
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  • A small makeshift sleeping bag with rotted supplies sits in the corner near the crates. Skeletal remains can be found in the sleeping bag, bones picked clean.
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  • Monster: two mimics disguised as the trap door and desk.
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  • two mimics disguised as the trap door and desk.
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  • Traps: Bookcase is a secret door. If swords are removed from shield then a secret passage opens up in righthand wall Trap Door under rug (mimic is disguised as trap door, however the passageway still exists beneath it). Primary door is affected by the magic of the room. Secret chute behind tapestry
  • + Traps:
  • Bookcase is a secret door.
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  • If swords are removed from shield then a secret passage opens up in righthand wall
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  • Trap Door under rug (mimic is disguised as trap door, however the passageway still exists beneath it).
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  • Primary door is affected by the magic of the room.
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  • Secret chute behind tapestry
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  • Hazard: All exits in this room take the player to a random location in the dungeon. Once an exit in the room has been used it's exit location becomes fixed for 1 hour. Eg. If a player uses the chute behind the tapestry and appears in the dungeon kitchen then for the next hour the tapestry chute will only lead to the kitchen. Whenever a creature walks through a doorway they have not been through in at least 10 minutes they must roll a D20, on a 1 that player does emerge on the other side of the door and instead appears inside the Room of Misdirection.
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  • All exits in this room take the player to a random location in the dungeon.
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  • Once an exit in the room has been used it's exit location becomes fixed for 1 hour. Eg. If a player uses the chute behind the tapestry and appears in the dungeon kitchen then for the next hour the tapestry chute will only lead to the kitchen.
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  • Whenever a creature walks through a doorway they have not been through in at least 10 minutes they must roll a D20, on a 1 that player does emerge on the other side of the door and instead appears inside the Room of Misdirection.
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  • Treasure: A diary can be looted from the Desk mimic detailing the previous adventurer's experience with the room.
  • + Treasure: A diary can be looted from the Desk mimic detailing the previous adventurer's experience with the room.
    The Tinkerer's Chest The room has a solid grate in its center. Scorch marks mar the floor and walls. There is a very solid iron door that seems to slide into place.
  • Feature: Towards the back of the room there is a large chest with 5 leavers: one red, one blue, one green, one white and one black. There does not seem to be any visible seams on the chest itself.
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  • Trap: As soon as a leaver is pulled, the door slams shut and a ticking sound starts. The levers must be pulled in the correct order or all pulled leavers reset and something happens. Note: with 5 levers, if the party is keeping track they risk a max of 10 failures. Reducing it to 4 levers will make 6 the max (remove the red or black). Green leaver: This is the first leaver that needs to be pulled. Nothing bad happens Red leaver: This needs to be pulled 2nd. If the green leaver is not down then a small ball of fire is shot just in front of the chest. 3d6 damage or half on a DC 14 DEX save (advantage on future attempts for knowing what to expect) Black leaver: This needs to be pulled 3rd otherwise the person pulling the leaver suffers 2d10 necrotic damage. A successful DC 15 CON save will half the damage. Blue leaver: This needs to be pulled 4th. There is no immediate damage when this is pulled but water starts pouring into the room from above. The room fills at a rate of 2 feet per minute with the room being completely full within 8 minutes. This does not stop until the chest is opened or the room is filled. The players may need to swim down to the chest if the room fills more than a few feet. White leaver: This leaver needs to be pulled last otherwise a lightning bolt shoots out at a random angle. Those in the line take 1d12 lightning damage or half on a DC 14 DEX save (no advantage of future rolls since the source is random). If the blue leaver is already pulled then anyone currently in the water automatically takes the damage and there is no save.
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  • Green leaver: This is the first leaver that needs to be pulled. Nothing bad happens
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  • Red leaver: This needs to be pulled 2nd. If the green leaver is not down then a small ball of fire is shot just in front of the chest. 3d6 damage or half on a DC 14 DEX save (advantage on future attempts for knowing what to expect)
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  • Black leaver: This needs to be pulled 3rd otherwise the person pulling the leaver suffers 2d10 necrotic damage. A successful DC 15 CON save will half the damage.
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  • Blue leaver: This needs to be pulled 4th. There is no immediate damage when this is pulled but water starts pouring into the room from above. The room fills at a rate of 2 feet per minute with the room being completely full within 8 minutes. This does not stop until the chest is opened or the room is filled. The players may need to swim down to the chest if the room fills more than a few feet.
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  • White leaver: This leaver needs to be pulled last otherwise a lightning bolt shoots out at a random angle. Those in the line take 1d12 lightning damage or half on a DC 14 DEX save (no advantage of future rolls since the source is random). If the blue leaver is already pulled then anyone currently in the water automatically takes the damage and there is no save.
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  • Treasure: Once the leavers are pulled in the right order, the grate in the center of the room opens and drains any water. The top of the chest slides sideways to reveal a small mechanical mouse with a crank on it's back. When winding the mouse, it will lock onto whatever object (or person) is directly in it's vision. It will then attempt to follow/catch them at a speed of 30 ft per turn. Upon reaching it's target (or after 5 minutes whichever is first) it discharges an electrical aura dealing 3d10 lightning damage to those within 5 ft. Recharges once a day.
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    10K // Treasures

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    This page is a compilation of the treasures from /rDnDBehindTheScreen's 10K Treasures thread. Be sure to visit and contribute!

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    Currently at 276/10000

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    This page is a compilation of the treasures from /rDnDBehindTheScreen's 10K Treasures thread. Be sure to visit and contribute!

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    Currently at 276/10000

    Last updated: Sun Jun 05 19:51:38 CDT 2016Coin of Privacy

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    Treasure NameTreasure TypeDescription
    7 Bolts of gold embroidered fabric Trade Goods The finest linens from the Far East and fancy royal robes could be made with these.
    What sorts of goodies do we find? After prying the brass ring off his finger, you rifle through the cultist's robes (he sure had a lot of pockets). You find a pocketbook of daily devotions, some prayer beads that look to be carved of teeth, and a few coins of foreign make... Between unholy dungeons, demons, devils, resurrections, and chosen ones, I seem to have stumbled into a semi-religious theme. Naturally, that has me thinking about the kind of loot that one might find in a temple or shrine, carried by a cultist, or peddled by a wandering priest or vendor on the steps of the temple. So, let's make some loot! The loot doesn't necessarily have to magical, but it should be interesting enough to appeal to some PCs—anything a PC might want to pick it up carry or purchase as an accessory to their equipment or wardrobe. These should be mostly mechanics I'll post a few examples. Between unholy dungeons, demons, devils, resurrections, and chosen ones, I seem to have stumbled into a semi-religious theme. Naturally, that has me thinking about the kind of loot that one might find in a temple or shrine, carried by a cultist, or peddled by a wandering priest or vendor on the steps of the temple. So, let's make some loot! The loot doesn't necessarily have to magical, but it should be interesting enough to appeal to some PCs—anything a PC might want to pick it up carry or purchase as an accessory to their equipment or wardrobe. These should be mostly mechanics free. I'll post a few examples.
    Bracelet of Sleeplessness Meditation BeadsMagical Coin While the coin is facing heads-up upon a surface such as a table, it causes the 'Silent Table' effect as per the spell. It has no effect while not set upon a surface, such as in a pocket, or while the coin is facing tails-up.
    What sorts of reading material do we find?The rusty hinges that bind the book creak in protest as you open the cover. The yellowing paper is ancient and frail in your hands. The ink has faded to brown, but the words are still legible... I use books and scrolls to give pieces of lore about the world to my players. They are also a great way to throw in a healthy dose of jokes and humor without making cartoonish NPCs. Scrolls don't necessarily have to contain a stored spell, they are just single-page documents (of variable length) written on rolled parchment. So, let's write some books and scrolls! The loot doesn't necessarily have to magical, but it should be interesting enough to appeal to some PCs—anything a PC might want to pick it up carry or purchase to read now or later. These should be mostly mechanics free. If you are experiencing writer's block, roll on these books tables to generate a topic. I'll post a few examples.
    The Argentine Manual Of Arms For Noble GentlemenA Fencing Manual A handsome volume, bound in decorated leather, with an inlaid picture of two men in court dress duelling with thin rapiers. The book details a complete fencing style specifically for court duels. It is lavishly decorated with beautiful illustrations of the positions and techniques of the Argentine style. It is not particularly suited to warfare or dungeon delving, but will allow you to avenge insults to a lady's honour while retaining your courtly poise.
    The God Texttheir On the side of a mountain is a large sheer flat section, atop a treacherous scree slope. Whether the side of the mountain fell long ago and was carved later or, as legends suggest, the rock fell revealing the already existing words underneath, is unknown. The letters are five feet hight, carved the length of a tall man's arm into the rock, and are astoundingly smooth. The nesting birds that use every crook and crevice in the rock for miles around won't go anywhere near the words. The language is unknown. The letters are regular and square, grouped into words that are only ever four, eight, or sixteen letters long. The number of letters is disputed; some scholars classify subtle differences between carvings as being entirely different letters, others simply as variations. The most common counts are eighteen and thirty-two. Half of the bottom sixteen lines of text are taken up with a single, gigantic, four-letter word, carved twice as deep into the rock as the other letters. There are scrolls of the God Text found all over. They are often kept in ornately decorated scroll-cases made of precious metals. The scrolls themselves can be written on thin gold or silver foils. The letters might be embossed, or actually punched out. The accuracy of the transcription seems to change the effect it has on readers. Reading a copy of the God Text can lead people to drop everything in their lives and head towards the site of the original. Wizards studying the God Text have created new spells of astounding power and versatility. Adventurers have decoded the Text as a treasure map several times, leading to vastly far-flung places. Strangely, each time a powerful artefact of some kind has been found. One wizard claimed he was going to use the God Text as the basis for a Golem, but nothing has been heard from him, or his city, since then.
    Corin Tasslefoot's recipe bookA homely book of cooking tips A simply bound book decorated with a border of green vines. The book is a set of family recipes from a humble halfling farmer. He wrote down recipes from his extended family, including his great-grandmother. The meals are generally wholesome rustic food but despite that are delicious, filling, and sustaining. There are a number of recipes for travel food, from way bread and travel rations to making a good meal from the land.
    The Pillow Book of Date MomokoA beautifully illustrated scroll that you wouldn't take home to your mother I can't actually tell you much about this. Look, it's beautifully created, written on exquisitely prepared paper and the illustrations are exquisite. But let's just say that people have been known to spontaneously combust while reading it. The Hight Priest of Eros said it was "a bit much". The High Priestess ran off with her copy and hasn't been seen since. However, if there are questions about bedroom ... matters that you wish addressed, well, somewhere in this scroll I'm sure it will be. In detail. With diagrams. And, some say, maths. There's supposed to be a story running throughout, of a young bride-to-be asking her female relatives for advice on her upcoming wedding night. I wouldn't know. I've only ever handled it while wearing oven gloves and a blindfold.
    The Love Poetry of DryadsNew edition of an old book of poems Chock full of translations from ancient and modern Sylvan, this bark-bound book is a little rough in your hands, and according to verse #163, that's how the dryads like it. However, verse #77 suggests a gentle rustle through her leaves will set her desire ablaze. It's all more complicated than peasant girls, so be careful when trying to make a move on your prickly lady friend. This edition has a new forward written by the celebrated elvish bard Lorendel Woodswhisper.
    The Ballad of Barrik and ThedaNew book recounting old dwarvish tales This new book from the dwarvish historian Torgrim Stonehalter recounts in vivid detail the doomed adventures of Barrik and Theda the legendary dwarvish heroes and lovers of a past age. Stonehalter presents new evidence—found in the ruins of the library at Tornikkberg—that Theda was indeed the real leader of the duo, taking initiative in slaying the dragon Baazthys, and that Barrik's devotion to Theda may not have been as unwavering as the tales and songs would have you believe.
    Royal Proclamation #248Old scroll This proclamation is nearly 300 years old, and it lays out King Haroldus's case for calling to action the Fourth Hunting of the Dwarves. There was only one other known copy of this proclamation that has survived the years, and it was stolen from the library it had been held in a few years ago. The roll of parchment is still intact and would fetch a good price from the right buyer.
    More Tales from Beyond the VeilSequel to a popular religious book Brother Calymus takes us further into the Spirit Realm with a new collection of stories and essays to follow up his first. Each of these focuses on a first-hand account of the journey from life to death told to Calymus by a ghost, a resurrected individual or a soul called forth from the other realms. Critics suggest Calymus sensationalizes the tales a bit to make death sound more frightening than it is, to which he challenges them to explore death on their own and then come back to talk about it.
    Scroll of RhythmMostly useless magical scroll When someone versed in arcane magic reads this scroll, they can't help but start speaking in rhythm, snapping their fingers, and tapping their toes. The words start rhyme as the reader marks the time, and all those who are near can't resist the beat they hear. They start to bounce and dance as if they're in a trance. It only lasts a minute til the reader reaches the end. Then the scroll disappears, and all is as before.
    Unshameful Names for Your ChildParenting book After learning that his traditional Dwarven name is highly embarrassing to those who speak only Common, Shi'Teater Stunck sought to ensure that no other child would suffer the same public ridicule as him. This book is the culmination of that work.
    Proper Methods of Dress, and Other Pressing Issues, Fourth EditionEtiquette guide This quaint text of Domoic origin goes into great detail on exactly how a gentleman or noblewoman of proper breeding should look, act, and think. Notably, more than fifty pages are dedicated to how many waistcoat buttons should be buttoned according to time of day. This edition begins with a blaring notice that, following the Petticoat Massacre, it is now considered an unforgivable faux pas to allow one's coattails to flap in the wind. A new sartorial device called a "Tail Stiffener" is essential for anyone wishing to make a good impression.
    fanwen's funney joaksSatirical publication Local troublemaker Fanwen Grist has discovered a lucrative career peddling his crude humor to the lower classes, selling new collections of jokes, lewd stories, and new slang whenever his coffers run a bit low. While writing this issue, Fanwen seems to have become particularly amused by the upper crust's recent obsession with an accessory called a "Tail Stiffener."
    Untitled Poems of the Kywirk GurrAnthropological artifact The 14 goatskin pages of this oversized, fur-bound tome contain the only known example of Yeti poetry, from a highly socialized band on the leeward side of the Bittersnap Mountains. Its topics include seasonal shifts, territorial disputes among bands, and prime hunting grounds. The language is idiosyncratic and pictographic in nature.
    Trimple, Primple, Prample and ZotCollected works of poetry This collection of works by Gilathil Greenleaf originally became madly popular exclusively among people who could not speak elvish, captivated by the poet's soothing rhymes, wondering what deep mysteries such beautiful language must contain. Those who know Elvish, of course, know that the poems are nothing more than meaningless gibberish, words made up exclusively for their aesthetic sound. The popularity of this book in human lands is yet another reason elves tend to look down upon "lesser peoples."
    Great Musicians of the Modern PeriodAn encyclopedia of famous bards This book is a veritable "who's who" of modern musicians, almost all of whom are still alive and trying to make a living today. Although thoroughly researched, the book suspiciously goes on at great length about one Aloysius Fernangeles Compodius VII, describing his musical style in flattering, flowery language. Also suspiciously, one of the most popular musicians in the region is consistently referred to as "The Drunk," and his musical style described as "crude fare for the masses."
    Kalathraxas and the Basilisk's EyeFourth in a series of popular action novels Kalathraxas, The Good Necromancer, has succeeded in defeating the evil Pelfanus, but now he faces his greatest enemy: himself. Can Kal overcome the geas cast upon him by a rival wizard and prevent the Basilisk's Eye from falling into the wrong hands?
    The Fall of the Haloan EmpireHistorical text On the surface, this appears to merely be a recounting of the opulent Haloan Empire's fall from power centuries ago. Some claim, however, that careful analysis reveals it as a scathing commentary on the notoriously corrupt court of King Judicus, written in code to keep the author from harm.
    Lelesh VothA thick, bound book that is locked by magic This tome's title translates to Common as "The Power of Pacifism." Should one find a way to open the book's magical lock, they will find that the book's pages have been carved out to make room for a magically sharp dagger with a golden hilt.
    Incomes & Expenditures, Council Treasury, vol. 343Financial record A relatively recent financial ledger, with hundreds of pages of densely-packed tables of numbers and brief descriptions. It would take weeks to comb through this information, even for someone with extensive knowledge of the Council's financial practices -- but surely there's no need to scrutinize things so closely.
    101 Magical Tips for the Busy HousewifeCheaply printed pamphlet The content of this pamphlet largely consists of its overly long introduction, which tells the reader how to harness "mental magic" and wield "the ancient arts" to maintain a tidier home. Despite these promises, the pamphlet teaches absolutely nothing that's magical in nature; rather, the final six pages are merely a hastily written list of general (and mundane) housekeeping tips, such as "Sweep your entranceway daily, to keep dirt from getting tracked about the house." Several of the tips are duplicates, as well; the total number of unique tips is actually closer to eighty.
    On the Anatomy of Goblinoid BodiesMedical text An exhaustive exploration of the bodies of goblins, hobgoblins, and bugbears, this is the life's work of Barber Stanwen Nolik. It appears highly reputable, but no other surgeon has ever been willing to replicate Nolik's work.
    The 13 Habits of Highly Effective NecromancersSelf-help Scroll In The 13 Habits of Highly Effective Necromancers, author Stephanus D. Coeuvry presents a holistic, integrated, power-centered approach for solving problems with necromancy and the black arts. With dark humor and a blatant disregard for morality, Coeuvry reveals a step-by-step plan for raising your own undead army, plus tried and tested methods for handling standard problems like finding fresh corpses and dealing with pitchfork-wielding peasants.
    Leaves of StoneBound stone slabs This "book" is really more of a door stop, though the author would likely priests it's use as such. Its stone pages are bound by think iron rings and engraved with the musings of the great dwarven poet Wilk Whetstone.
    The Herbalists Guide to TeaA small illustrated book This guide was complied by Anthony Crispaen, the Earl of Grey, who was an enthusiastic herbalist and alchemist. He collected all his findings and those of the druidic circles of Grey in his writings, illustrated by an artist passing through town by chance. Unfortunately the artist accidentally confused Lady's Smock with Nightshade, and the Earl died shortly after tea time the day he published the book.
    The Books of Fine...Sarcastic Non-Magical Books It all started with an Elven wit, who on a lark one day, took a book full of blank pages, and painted on the cover "The Book of Fine Dwarven Poetry", and displayed in on his mantle at home. A local bookseller was in the home one day and noticed the book, and thought that would be a fine way to sell some blank books to folks. A lot of elves loved the joke, and bought numerous copies to give to friends and family. Sure enough though, Dwarves visiting the city were not as happy with the book, and some decided to return the favor, and so they created their own blank paged book, called the "Book of Fine Elven Craftsmanship." The Elves got quite insulted, and came out with a new blank paged book called the "Book of Fine and Attractive Dwarven Women." Needless to say, other titles ensued in this war of blank paged books, with titles like "Book of Fine and Non-Effeminate Elven Men", "Book of Fine and Bathed Dwarven Men", "Book of Fine and Non-Sheep Buggering Elves", etc. After a few months, the war mercifully ground to an end, as both sides moved on to weightier issues. But, many of those blank paged tomes are still out there.
    A Treatise on TortoisesReligious Text The first twenty pages or so of this thin folio feature a selection of drawings, essays, and descriptions on and of the large saltwater tortoises that were once proliferant around the subtropical islands of the south. The following pages, however, seem to be written by a different hand, and while at first they follow the same structure, cryptic notes in the margins begin to overtake the text and illustrations, until they make up the entirety of the pages near the end of the book. The meaning of the notes - which largely consist of long strings of seemingly nonsense words - has been rigorously debated within the scholarly community, but at least four disparate religions and cults have been founded based on various interpretations of the text. Notably, all agree that the last page - which is naught but a tangle of scribbled, barely legible mass of ink - depicts the same thing; the face of a long dead God.
    Encyclopedia of the AnvilBook The Encyclopedia of the Anvil are a legendary collection of collected over the years by an unknown master Dwarven wizard. With typical Dwarven ingenuity and discipline, he applied himself to cataloging magic with the same intensity of focus that a master smith would bring to a life-long masterwork. Even to the untrained eye, this collection of 15 books (50 lbs total) appear to be of exceptional quality. Despite their antiquity, they are in exquisite condition. Each page is richly illuminated, with orderly black-on-white lettering interspersed with intricate geometric designs and diagrams.
    The Compendium of Magical Treasures from the Thrid Kingdom of Lundor Compiled by Sir Davrick OstagarOld book detailing long-forgotten magical relics Dozens of items are chronicled in this tome, ranging from the mundane to the fantastic. The description of a ring meant to imbue the element of fire to the wearer seems to stand out as the page has been dog-eared and seems worn. Another remarkable find is near the end of the book. It's a plain bone wand that is described as having "petty and amateurish effects of prestidigitation and minor illusions," but off to the side, written in what seems to be a hastily scrawled ink, is the phrase "death conquers all."
    The Tome of Current ThoughtMagical book As a person reads this book, the pages fill with a running record of whatever the reader happens to be thinking at the moment. For those who are unaware of what they're reading, this can be a terrifying experience as they see their own private thoughts wrought on the page. For instance, should the reader happen to recall an embarrassing memory, that would instantly appear. Oh dear, any horrible memory? Including the time mother caught me alone in the stables? Wait, how does this book know about the time mother caught me alone in the stables? Is this some sort of joke? Who wrote this? How do I stop this?
    Pop-up Book of Monster SummoningMagic Book of summoning spells This thick, crude book has a roughly painted picture of various monsters on it's front cover. But when one opens it's pages, one finds various pop-up depictions of various natural creatures of the world. On the pages with the pop-up are a poem about the creature featured on those pages. Reading that poem will act as a Monster Summoning spell, summoning that creature to the reader, and placing it under his/her control. The creature sticks around for the standard duration of a monster summoning spell, and if it's "killed" during battle, it will return to the book, but that creature will be unable to be summoned for a week afterwards.
    The Sibylline Tomes Vol 4.???????? A book of unknown contents. It is the first book offered to the Party by the Crone Sibyl who mysteriously appears in the players camp no matter where they are and offers it to them, for a price just a little higher than they can currently afford were they to pool all of their gold together. Refusing to talk about what is written within, or reveal anything about the other volumes. She will not allow them to bargain, or promise payment by other means or delayed payment. Should they be unable/unwilling to buy it, or try to seize it she will disappear. Sibyl will return in one weeks time offering the 3rd volume at twice the price she offered this volume for.
    The Sibylline Tomes Vol 3.Collection of Past Events A book containing an extremely detailed description of the events the party has gone through in the past, filled with insights and facts that nobody but them could possibly know, and even ones they didn't. Feel free to poke fun at things they misinterpreted/failed to realise with your DM knowledge here. Also encourage your players to come up with things the Tomes say about them before they joined the party themselves. It is the second book offered to the Party by the Crone Sibyl who mysteriously appears in the players camp no matter where they are and offers it to them, for a price twice as high as the price she initially offered for the previous book. Refusing to talk about what is written within, or reveal anything about the other volumes. She will not allow them to bargain, or promise payment by other means or delayed payment. Should they refuse, or try to seize it she will disappear. Sibyl will return in one weeks time offering the 2nd volume at twice the price she offered this volume for.
    The Sibylline Tomes Vol 2.Collection of Current Events A book containing an extremely detailed description of the events the party currently find themselves intertwined in, filled with insights and facts that nobody but them could possibly know, and even ones they didn't. Feel free to ruminate on the possible options and their pros and cons and what you think they might choose to do as a DM here. Also encourage your players to come up with things the Tomes say about their characters thoughts and feelings about current events that they haven't shared yet. It is the third book offered to the Party by the Crone Sibyl who mysteriously appears in the players camp no matter where they are and offers it to them, for a price twice as high as the price she initially offered for the previous book. Refusing to talk about what is written within, or reveal anything about the other volumes. She will not allow them to bargain, or promise payment by other means or delayed payment. Should they be unable/unwilling to buy it, or try to seize it she will disappear. Sibyl will return in one weeks time offering the 1st volume at twice the price she offered this volume for.
    The Sibylline Tomes Vol 1.Collection of Future Prophecies A book containing a vast number of prophecies about future events that the party might find themselves in. Offering suggestions as to how they might overcome these events and insights into how they might be caused or avoided. Feel free to utilise a mix of things you as the DM have already prepared for and vague hints that could mean anything that you can link back to later after the fact. Also encourage your players to come up with things that the Tomes say about their future themselves. It is the last book offered to the Party by the Crone Sibyl who mysteriously appears in the players camp no matter where they are and offers it to them, for a price twice as high as the price she initially offered for the previous book. Refusing to talk about what is written within, or reveal anything about the other volumes. She will not allow them to bargain, or promise payment by other means or delayed payment. Should they be unable/unwilling to buy it, or try to seize it she will disappear. Sibyl will never return.
    Necromantic Ethics by Gleebones LemontwigSmall manual on how to be a necromancer without doing horrible things to people A black tome containing the secrets of necromancy and how to use those without committing acts of great evil against others. Be it by pragmatism or waivers you too can learn how to raise the dead without damning yourself to the nine hells to be forever tortured by the souls of those you raised. Lacks the ceremonies considered evil by most such as how to become a Liche or raising an entire army of the undead.
    Forging the End: Baron Stoneye's guide to creating your very own apocalypseA very thick tome containing every plan possible on how to end the world, magically updates when a new plan is formed Do you seek the end of the world but lack the creativity to do it on your own? Well then my friend seek out this tome, located in Bloodcrown's Books in the underbelly of the Underdark. Do you seek to raise the dread tarrasque from its slumber? Maybe you wish to know the rituals to summon hordes of outsiders ready to rend and tear this world apart. Seek out Bloodcrown's Books, find the tome and set free a plague of apocalypse level events the likes of which this world has never seen.
    Wiki book of shared knowledgeMagic book Few copies of this book exists and copies of it are mostly owned by most educated wizards and priests. When somebody writes something in this book, same text appears in all copies. They are used to share knowledge. Most of creatures and phenomena are described in it and owners are working hard to add new information. Because of that, book has been increasing in its size and weight, despite all the effort and shrinking spells.
    Bloody scrollBleeding scroll This scroll has mostly gibberish on it. But when read aloud, blood runs out of it.
    Barbarian's cookbookCooking book A book for illiterate cooks. Has lots of pictures and simple recipes, mostly meat.
    Scroll of common nonsensescroll, full of useless information Anyone reading this scroll can almost understand it, but nobody really agrees what does it say.
    Book of all KnowledgeMagical Book Bubistai the mage, created this large book with the image of a face on the front cover. Normally, the face's eyes and mouth are closed, but when Bubistai commanded it, the eyes would open and the mouth would start reciting something. But, it can only recite things written within it's pages, so Bubistai planned to write many important and significant things within it. And indeed, he wrote magic thesises, spell research notes, and historical facts about his life within it's covers. But, unfortunately he died within a couple years of creating the book, and it fell into the hands of his apprentice, who quickly started filling the book with all sorts of nonsense, such as limericks, erotic poems, and the occasional shopping list. So, while it's called the Book of All Knowledge, buyer beware!
    The Book of NightArtifact Grimoire Describing the Book of Night is difficult, in no small part because looking directly at the artifact is nearly impossible. Casual glances slide straight over the Book; it is somewhat possible to get an understanding of what it looks like merely through peripheral vision, but only a concerted effort of extreme willpower can overcome this particular attribute. Once the witness' will has been asserted, however, the Book's appearance truly manifests itself. The cover is unmarked and black, neither matte nor glossy; simply black. The surface is, furthermore, adorned with silver points of varying size. Should one attempt to move the Book, they will notice that these silver markings move--or, rather, remain fixed relative to the position of the Book. When they reach the edge of the cover, they vanish, and are replaced by others that appear on the opposite edge. A particularly astute observer will note that, when held aloft and compared to the night sky, the markings match the positions of visible stars.
    The OldestInscribed bark tablets The Oldest, or, to use its most proper name, The Oldest Existing Writing On Record, is a series of rectangular tablets, seemingly fashioned from tree bark. The bark is from no tree that yet lives; druidic lore and wizardly knowledge alike fail when confronted by it. The one time a Dryad was consulted, she spent the remainder of the day with bowed head, murmuring something not unlike a prayer. The writing itself is shockingly refined and crisp, despite being so old. The lettering is simultaneously foreign and familiar, with elements of most known scripts found in it somewhere. So far, only select words and phrases have been translated, mostly due to their similarity to one or more extant languages, and the translations have been rudimentary at best. The actual vocalization of this language is completely unknown.
    Aerlin's HeirloomA great, ornate tome in a locked case This case is an elaborate box guarded by a very complicated lock (DC 20) Through a window of unbreakable glass a huge tome can be seen, bound in leather and trimmed in gold and jewels with an elaborate crest on the cover. The first page of the book is an exquisite etched plate print of a very elderly looking elf nobleman with the name Tabarus Now'nathal scribed under it, and inside the cover is a simple inscription: From All of Us. The next plate is an etching of an elderly elf woman. Neanna Now'nathal, wife. Then three more plates of his two sons and his daughter. Then his seven grandchildren, and his 27 great grandchildren. The faces get younger as the book goes on and it goes for 689 pages until it ends on a picture of a baby elf girl titled Nelonna Artenala, sixth great granddaughter.
    Grimoire of Spectral CrittersSpellbook As you open the smoking, luminescent tome, you feel a rush of energy overcome you. The book turns to mist in your hands. If the reader of this book can cast at least one spell, he or she learns Spectral Critter (and can cast it 1/day). If the reader cannot cast a spell, the book is destroyed and nothing happens.
    On the Hunting of Fauna and Fowl in the Baldred Mountains: Ed. IIA guide to the natural inhabitants of the Baldred Mountains A plain text, sturdily made, with an embossed leather cover. It details the hunting, preparing and cooking of most animals to be found in the aforementioned mountains. The first edition was rather controversial, I fear, because the author included recipes that contained aarakocra and various forms of fey.
    Syn Qutain's Hystories of the Middel-South; Edition the FifthA history text and hidden flip-book The original manuscript of the much-reproduced text, its well-reputed author's final work. The chronicle itself passingly mentions a rumored treasure, artifact, or relic (commonly believed to be myth) as though its existence is fact. Upon closer inspection, the pages are lightly watermarked. When held up to light, terrains and landmarks appear, which anyone familiar with the region may recognize. As the pages are turned, the terrain appears to shift also, finally zooming in and settling on one particular spot, where on the final page the author seems to have accidentally dropped a bit of sealing wax.
    Mincing VellumA Scroll of Intimate Scrying The simple dusty scroll has no marking, seal nor text on it. By all appearances, it is a standard sheet of writing material that is bound by a single silver thread. When placed on another person's body, one who is skilled in magic can press their face into and through the surface of the peering directly into the persons soul much as one might peer into a body of water. In fact the caster cannot breath while using this scroll, so it is limited by how long the user can hold his or her breath, or by how long the person is willing to tolerate such an intrusion. When peering into another, you may see many thing: bitterness manifesting itself as an adder's bite, the true disposition of the soul that may even be a mystery to the person whom you are looking into, spirits that may be taking refuge within the person, or are perhaps there for more malign purposes. The scroll has had many names over the years, such as Ryon's Mirror, and Gorfellow's Embrace. Those who use it should be forewarned that looking directly into a person's soul in this manner could have dire effects on a person's sanity, and it has been noted that Arghul, a promising young mage drowned when he used it and found that he was looking into a truly beatific soul and lost all notion of time and perspective and even his need for air. A pity, really. So promising.
    The Most Piteous Story of Garum ThornswallowGray Leather-Bound Book This short history follow the life and exploits of Garum Thornswall, a mediocre sorcerer by all accounts who lived an average, but that came to a very dolorous end. Account however vary on the very last details of his life and how he in fact met his end. The book itself rarely agrees, telling a new story to every reader with the seeming intent to cause the greatest feelings sadness and pity that they may extract from the reader. Only the most cold-hearted readers of the tome have read it without it eliciting a tear, while others are haunted by the sadness for the rest of their days by the tale. It is unknown how a sorcerer of such middling talent could have wrought such a device, and it is also unknown how many, or if in fact any of the tales told within it are true. It is also impossible to to tell with any reasonable degree of certainty how Garum met his end. It is known, however, that this was the last and most notable of his bequeathed creations.
    What prizes do these bilge rats carry?The tattered map leads you across the barren island to a lone palm, where a bit of flotsam nearly obscures a weatherbeaten chest... Last time, we found ourselves exploring some seedy undersides, which got me thinking about pirates, ships, and nautical ephemera. Today, let's write about things you might pillage from a galleon, or uncover while looting a sea baron's stronghold. Spoils await! The loot doesn't necessarily have to magical, but it should be interesting enough to appeal to some PCs—anything a PC might want to pick it up carry or purchase as an accessory to their equipment or wardrobe. These should be mostly mechanics free. I'll post a few examples.
    Tiny Crystal Ship in a BottleMisc (or is it?) A tiny sailing ship made of fine crystal inside a bottle with no clear way it got in there. It shimmers in the sunlight and radiates mysterious magic.
    Roguish Tricorn HatMundane Hat What idiot stores nothing but a hat in a locked treasure chest?
    Captains PlaqueDecoration A well made paperweight cast from brass. It has a tiny illusion spell that suspends an image of the ship it was found on above it.
    Exquisite China Tea SetMisc A delicate china tea set painted in motifs of far away lands. It's well wrapped in padded cloth and comes with its own matching box.
    Ship's CatAnimal An unlikely survivor of the wreck.
    Ship's CatBoat A small ship's catboat washed up alongside the chest. The sail is in tatters, but the hull looks serviceable.
    Ship's CatWeapon A damaged catapult washed up on shore. It looks repairable.
    Ship's CatMisc The ships figurehead, washed up on shore. It's finely carved in the shape of a roaring lion head and would make an excellent decoration somewhere.
    Ship's CatNPC You find a very bedraggled Rakshasa lying on the beach. He was first mate on the sunken ship and knows valuable information about its cargo.
    Ship's CatBook A magical tome, geared toward Land Lubbers, which can identify the category, characteristics, and name of any ship within range.
    Ship Cat'sMagical shipping vendor If you need a cat shipped anywhere, you should see Vugmor in the market. He'll make sure that your cat gets where it's going. Probably in one piece. Most of the time.
    Ship's CatCompanion Large tiger that was born at sea. Refuses to set foot on land. If you gain his trust he's loyal to the end.
    Ship CatsMundane book A journal one captain apparently wrote about fictionalized romances of the ship's cat and what he imagined the cat got up to on shore leave.
    CatshipCondiment A tomato-based sauce to put on food. Necessary for any maritime travel, to tolerate the cook's food.
    Ship's CatTool A ship's lightly enchanted wildcat winch. This device is very useful for hauling chain or working block and tackle.
    Ship ScatJetsam It's just a bit of junk tossed overboard at some point during a voyage. This particular piece may have come from the ship's head.
    Ship's Cats HipBones A perfectly cleaned, starch white cat pelvis left behind after the ship was lost in a doldrums. The crew was forced to eat the cat, but kept this pelvic girdle as a reminder of her sacrifice.
    Stirgemeat's SextantMagical Navigational Tool At first sight, it's unclear what the sextant is meant to be. Crafted from tarnished brass, badly tanned leather, crudely shaped driftwood and milky glass, it's a tool only a seasoned mariner could appreciate, much less love. And yet, over the years various sailors have added their own touches - a bundle of pigeon feathers tied with sinew to a thumbscrew, a rough etching of a stylized Kraken, an extra mirror. Its last owner (a burly gnomish privateer, the eponymous Stirgemeat) claimed to have enchanted it with the power to sight in on the Maiden's star even during the brightest day or stormiest night.
    Mr. Mizzen's Mate's CandleMinor Magical Item Sold as part of the otherwise wildly successful 'Mr. Mizzen!' line of sailor's tools, the Mate's Candle was designed to serve as a replacement timepiece and light source for sailors that served the night's watch. If lit at dusk, the thin candles would burn until the next dawn, changing colors at the top of every hour as they did so. Unfortunately, the engineers at Mr. Mizzen didn't take the typical sailor's superstitious nature into account, and the candles failed to sell well, especially after stories of 'demon ships' bathed in red, orange and green lights began to circulate. A second batch of Mate's Candle was sold, marketed with 'sailor friendly' shades of white, yellow and gold, but the damage had been done. Still, many of the candles have been repurposed by cults looking for mood lighting, watchmen in coastal cities, and thrifty students.
    Drowned ShotAmmunition The Slipscrew Rigs off the southern coast have been rumored to be the haunt of (in no particular order) Mergnomes, Mechoctopi, Mutamphibians, and/or Metanthopods, depending on what port you're hailing from, and how gullible you look. Regardless, most agree that the rigs' deep shale oil - shipped all along the coast in tight, cotton-wrapped bamboo casks to whoever can afford it - is some of the best on the market. Less well known is a byproduct of the drilling, flammable, dense stone known by mariners as Drowned Chull. When dried, it can be chipped, carved and shaped into pellets suitable for small cannon or flintlock longarms. While less durable than iron or lead shot, drowned shot has the advantage of being innately flammable, and has been used (with mixed effectiveness) to set sails, unwashed hair and powder stores alight.
    Mr. Mizzen's Meticulous MainsailMinor Magical Item Cut and sewn from blessed canvas, this sail repels water, dust, grime and dirt for up to (a guaranteed!) two years before the blessing fades, and the cloth becomes mundane (if perfectly serviceable). Often sold as part of a package, each sail is shipped in one of five set sizes, but can be custom altered for a nominal fee.
    Orkish CutlassMundane weapon A thin, jagged sword favored by the orc reavers who terrorize the fishermen and traders of the northern coasts. Most orkish cutlasses don't last long, as the jagged edges and constant exposure to sea-spray cause the steel to rust. As such, many orc reavers carry two or three on raids.
    Lucky Coin of Captain CrayPossibly wondrous item The legendary pirate Captain Cray was known for flipping a large gold coin to decide the fate of his captives. One side of the coin is shiny and reflective and the other dark and tarnished and black. If the shiny side came up, you got a piece of steel across your throat. If the dark side came up, you got some stones tied to your feet and were given to the sea. Rumors tell that the coin aided Captain Cray with his uncanny nose for finding fantastic treasure hoards, but no one is certain how that worked...
    The Captain's 'Special' Rum CocktailBooze A loose paper label on the glass flask marks this as the "Captain's 'Special' Rum Cocktail'. It smells and tastes like a mix of Rum, ginger and honey. Exactly what makes it special, is not clear.
    Wooden Puzzle BoxStorage/Magical Item This small box is the size of two fists, and covered with numerous tiny drawers. Only two of the drawers will open, but by manipulating those two drawers and sliding other cleverly hidden sections of wood, eventually you may figure out how to open all the drawers. But it may take some time. Each drawer holds it's own tiny treasure (rings, tiny notes, a gem, a living butterfly etc). The box cannot be damaged or forced in any way.
    Ivory MermaidsTrinket A selection of ivory mermaids, crudely carved. Well, except for certain 'features' which have been carved with lavish detail.
    Pirate Head Clay PipeUtensil A very fine clay pipe, the bowl formed into the shape of a bearded man with a scarred face. The face is so detailed, you can even make out the arrow shaped earring - the mark of a well-known pirate gang.
    Drowned Maiden ScrimshawTrinket This large whale's tooth is finely carved, appearing to depict a young woman drowning at sea. Beneath is the name 'Celia' and a few badly worn sentences that might explain her fate, but the words are very hard to read.
    Wooden MugUtensil This is an ordinary wooden mug. Except for the hidden compartment at the bottom, which can be triggered by pressing part of the handle while squeezing the sides. Why would they put a hidden compartment inside the cup?
    The Watchman's FriendJewellery The metal torc looks rather severe, with several upward-facing spikes. It would be very difficult to nod off when wearing such a serious piece of jewellery.
    Miskin's Stash? A tube of bamboo has been carefully sealed at both ends with wax. Scratched into the side are the words 'Miskin's Stash'. (The tube contains a pair of clean, dry socks and underwear).
    Wooden Lion MaskTrinket This fierce looking tribal mask appears to be an exotic depiction of a lion with oversized teeth.
    Jade TurtleTrinket This deep green jade has been carved into the shape of a leatherback turtle. The carving is good quality so it might have value.
    Pearl MarblesTrinket A bag of milky white marbles with long swirls of pale pinks, reds, blues, greens, and purples decorating them. Though not made from real pearls, they reflect light in a vaguely enchanting manner. On the seas, sailors would trade marbles and similar trinkets as a form of currency, getting favors from one another or what not. Some captains even paid their mean in marbles and bead, though this often did not go over well once on land.
    Jelly Roger's MarmeladeFood Old jars containing orange and red fruit preserves. A rough and jolly swashbuckler is imprinted on the lid. Along the side is written "To prevent scurvy on the high seas!"
    Seastone ChaliceMagic Item This two-handled drinking cup is wrought from some sort of pale blue-green material and inlaid with gold. The outside is rimed with salt crystals which regenerate when brushed away, but these don't seem to affect the chalice itself. When water is placed into the cup, it is instantly rendered salty and undrinkable. In addition, the cup produces deafening sounds of surf until it is emptied. Non-water beverages, such as alcohol, milk, juice, etc. are unaffected.
    Dread Corsair's Beard-BraidsMagical item These bits of colored string are meant for use in braiding hair, usually of a beard, mustache, or ponytail. When used in this manner, they remain inert until the command word is spoken, usually "AVAST!" or something suitably piratey. Under these circumstances, the ends of the strings smolder and catch fire, creating a hellish glow over the wearer's face.
    Affinity coinMagical coin This coin has an affinity for other coins, and will glow brighter and brighter as it gets closer to them. Useful for looking for hidden booty on a captured ship, or where someone might be hiding coins upon their person.
    Ol' Carbunkle.Magical Figurehead An old ship's figurehead, carved from white wood and splintered at the base. It depicts an aged man leaning forward and cupping an ear, as if listening intently for threats. An old smuggler's tale is that if you find and attach Ol' Carbunkle to your ship, you'll never be bothered by pesky lawsmen as you slink in or out of port. Given that Ol' Carbunkle's is currently mounted above the door to the Naval Guardsman's Barracks, take the story with a pinch of salt.
    Sahuagin Spearany These spears often drift ashore after the merlings and their ancient enemies have gotten good and riled enough to have a battle. Savvy grifters can re-sell them to lubbers as magical treasures of the sea.
    Gold-eater's ShellTiny Beast This small, ornate shell fits in the palm of your hand. The shell itself appears to be made of silver, with what appears to be streaks of various precious minerals streaking through it. At first glance, it appears to be empty and would likely fetch some decent coin. Inside the shell however, lies a very small hermit crab with very expensive tastes. When the crab feels safe, it will set off to find it's favourite meal: gold (coins or otherwise). The shell shifts steadily from silver to gold over time as it gorges itself on more riches.
    Seahorse statuetteTiny Beast/Tiny Statue This small seahorse figurine appears to be made of solid gold, with brilliant sapphires for eyes. When removed from the water for extended periods of time, the gold begins to soften and liquefy as though melting off of the statuette. If the statuette is not returned to the water in time, the polished golden skin and sapphire eyes fade, leaving a normal (and live) seahorse in its place. Once returned to the water, the seahorse slowly crystallizes back to its statuette state but will rapidly try to escape its captors before it does so.
    Dwarven MastbreakerMagical item of sabotage Resembling a collar for giant animals, this particularly mischievous item is comprised of two large halves, hinged in the middle. It is masterfully sculpted out of gold and decorated with several Dwarven runes. When clasped around the mast of a ship, the runes glow orange and a soft humming sound can barely be heard as the device slowly spins around the outside of the mast. After about an hour, the device will have cut through any mast, and the mast will fall, possibly on the ship itself. Perfect for sabotage!
    The Compass of Captain BloodbeardOrnate compass crafted from Obsidian A small item but still large for a compass it is wrapped in a box made from Obsidian. Minor details adorn the outside of this volcanic glass and make it very visually appealing. There are rumours that it can lead to great treasure but it only seems to function as a normal compass.
    Treasure of the Lost DeepVast wealth with scattered magical items Ships sink all across the ocean, those carrying treasure are often scavenged with the help of mages but no treasure is ever found. Word around the ports is that it is gathered by some unknown entity who lives beneath the waves, if this is true the treasure horde would be vast enough to satisfy any dragon no matter how greedy.
    The Forgotten MapSea Chart Shows a detailed map of the current area, with certain phrases it can expand to a larger area. The map shows all lakes, rivers and any other methods with which a boat could feasibly cross into land.
    The Sail of ProcanA sail as light as air and as soft as silk The sail is done up with the symbols of the god Procan, a coral trident hovering over a cresting wave. It can fit any ship and will always ensure a safe voyage upon the oceans so long as an offering is made to Procan regularly during the voyage. Some say it always keeps the wind to your backs.
    TriHorn HatMagical Hat This Tricorn hat fits snugly onto it's wearer's head, and will stay on, despite wind, rain, strong tugging, or any other physical method attempted to remove it. The wearer can remove it anytime they want though. On command, the hat will sprout three horns, one on each corner, which the wearer can use for a goring attack, or due to the sharpness of the points, as a slashing attack. Standard non-proficiency penalties apply, but most users hide it's special power to use in a surprise attack sort of situation, thus mitigating the penalties with a surprise bonus.
    TriBlade HatClockwork hat This Tricorn hat, made out of gears, springs and cogs, is heavier than your normal Tricorn hat, and has a thick leather strap that fastens around the wearers chin. The hat consists of two parts, a skullcap rests snuggly on the wearers head, while the bulk of the hat is attached to the skullcap. Upon command, a blade folds out from each of the corners of the hat, and the hat starts rotating around the skullcap, lifting the wearer aloft, so the user can slowly fly, changing direction/altitude by head movements. The hat uses oil as fuel, and can fly for about 10 minutes before running out of fuel.
    Portable CannonMagical Item It looks like any normal flintlock pistol, but instead of firing a small bullet, it fires a full sized cannonball.
    Tentacle PendantJewelry A copper pendant which resembles the tentacles of an octopus. When submerged under the salty water of the ocean the tentacles spread apart and reveal a beautiful turquoise gem.
    Spiked Hilt CutlassWeapon A pirates cutlass with a handle larger than most, clearly used by something with bigger hands than a human. The hilt encases the hand with a crude shield with three barbed spikes, resembling tiny harpoons, sticking outwards.
    Shivered TimberMagical Item This shard of wood from a ship's mast is tipped with frost. It enhances cold spells cast using it as a wand.
    Cheater's DiceMundane Item This small bag is filled with many-sided dice. Most of them are weighted to bring up high rolls frequently.
    Trusted LanternMinor Magical Item This lantern continues to burn while under water. Its light is not impeded by water, whether it be rain or sea.
    "Specialty" CardsMundane Item These cards feature intricate and often very sexually explicit drawings to indicate suit and number. They have women, men, elves, kobolds.... Hey man, don't judge.
    Mr. BonesNPC Cursed with immortality and unabatable greed Mr.Bones locked himself with the treasure when the ship was sinking. Now, free at last and armed with 10,000 gp and a keen entrepreneurial mind, Mr. Bones is off to start his mercantile empire, but he will never forget the kindness the party has done him by opening the chest.
    Flux CapacitorTechnology Looks like nothing more than a cylinder with some pretty lights. A cheap bauble
    Rod of Winds SeasMagic Item What at first looks like a piece of the mystical Rod of Winds reveals itself to be a crude replica made of flotsam by clumsy triton hands. Some tritons will pay a hefty sum for the piece. Most will just laugh in the party’s face
    C&DMundane item A letter from the local guard captain asking the pirate captain to cease and desist
    Empty ChestMundane item The chest is empty but is completely dry inside and proves to be completely water-tight
    Pineapple ExpressMundane Item A green leafy substance fills the chest. You can make out the words “Pineapple Express” embossed on the lid of the chest
    Skull of Gravy JonesMagic Item Inside is the skull of the legendary ship’s cook Gravy Jones. It is said adding the skull to any tub of gravy will make it “the best gravy in the seven seas”
    666 Gold PiecesMundane item It’s just a number. You should be fine…
    Bag of WindsMagic Item A leather satchel which can be opened to produce a directed gust of wind. Said to be how the Dread Pirate Bartholomew Jafferjabs could achieve such speed when he preyed upon merchant ships in the doldrums
    Conch of HearingWondrous item (shell) Many legends speak of the Conch of Hearing, buried deep in the ocean floor. Other than the slight purple shimmer on the creamy surface of the shell, it appears as an ordinary shell. However, at a command word, it is said that one can hear through far distances if the conch is put to one's ear. There is nothing that one cannot hear with the Conch of Hearing.
    Galdur's Globe of GeodesyTool This metal globe appears at first glance to be nothing more than an apprentice cartographer's failed attempt, full of glaring inaccuracies. But once installed in a ship's helm, one need only envision a place and the globe rotates to highlight the shortest naval route route there, or as close to the location as the ship can sail. It also displays accurate oversea distances along the route, particularly useful for crews in poorly charted waters or with limited rations and supplies.
    First Mate's MugMisc This medium ceramic mug is an odd, almost organic looking shape, ostensibly fragile and unstable. Upon closer examination, the mug seems seems nigh indestructible, and when filled with liquid, stays perfectly upright on any surface, although it will move around.
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    10K // Villains

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    This page is a compilation of the villains from /rDnDBehindTheScreen's 10K Villains thread. Be sure to visit and contribute!

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    Currently at 162/10000

    Last updated: Sun Jun 05 19:51:44 CDT 2016

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    This page is a compilation of the villains from /rDnDBehindTheScreen's 10K Villains thread. Be sure to visit and contribute!

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    Currently at 205/10000

    Last updated: Sun Jun 26 19:28:05 CDT 2016

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    Currently at 162/10000

    Last updated: Sun Jun 05 19:51:44 CDT 2016

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    Villain NameDescription
    Euryndas This guy is one of the sneakiest pieces of scum to ever hit the streets. But, the thing is, the guy didn't just win the streets, he's the puppet master that controls the king too. With a hand in the empire, he makes sure that his little gang can do whatever they want making him the wealthiest person in the city.
    Tenebakalo Possessing a weak deep gnome, the powerful shadow demon feigns sympathy with his cause to use him as a conduit for his powers, and allowing him to take reign of those on the surface. His ambitions will be his undoing.
    The Monster of Salt Rock Beneath the dungeons of the seaside castle of Salt Rock, a beast of many tentacles and malevolent thought sleeps in a frigid, briny lagoon of a large cavern. The monster wakes every dozen years or so and chooses one of the castle's gaolers as a messenger. Sending the poor man to whisper to the lord of the castle, reminding him of an old promise. A bargain struck in time of need by one of the lord's forebears, "Keep me well-fed, and your kin shall e'er rule these seas. Deny me, and I shall devour all over your line. Where'er they may be, I shall find them and call them to the sea."
    Old Horace The man who is called Old Horace (best just call him "Horace" in his presence) is unusual to say the least. He haunts the Docks and the alleyways of the Thieves' Quarter hobbling along, sniffing. Bent-backed and with a necrotizing wound where one eye should be, he slinks about the city nibbling on dead rats, raw fish, and recently deceased humans when he can get his bony hands on them. Horace knows a great many things about a great many people in high and low places. How he knows these things is a mystery, but he's happy to talk to anyone who can stand his foul smell and who offers him some sort of human meat on which to gnaw. But once the meat runs out, he's likely to try to take a finger or a toe to feed his constant hunger.
    Gladda Grippyweed Gladda is an old night hag who delights in hunting the great white swans that nest among the lakes and ponds of the Whistlewood. She never eats the meat, preferring roots and the flesh of humans and halflings to poultry and gamebirds, but she has uses for fresh swan's blood in her spells and she delights in destroying beautiful things, especially with her long fingernails and teeth, each filed to a sharp point. There are herbs that can grow in fetid bogs that are of great use for Gladda's dreamwalking spells in which she catches glimpses of the future. The forest makes a home for creatures that eat these rare wild herbs before they can flower. Gladda aspires to burn the entire Whistlewood to cinders and then flood the region to create a vast, poisonous bog. Thus far, she's only managed that feat for a few hundred yards around the pond on which her hut leans against a dead oak.
    Yonal Yoglas A towering frost giant with rotten teeth and a short temper, Yonal Yoglas gathers allies and waits. The men of the North drove his people into the high passes of the Hoary Range two centuries ago, and rather than perish, he chose to wait. The cold, grassy meadows below mountains had been the winter home of the great elk herds and the wolves that followed them that once wandered the North. After the men slaughtered the herds, the giants took to eating the men's sheep and cattle when meat north of the Hoaries became scarce in the winter months. Yonal Yoglas decided long ago that to save the giants, they would have to face near starvation for decades as they gathered their strength from the scattered caves in the high passes. Now, he has over 150 giants, trolls, and other cast-offs of the Old North poised to launch a terrific campaign to drive the men back into the sea and reclaim the lands for the giants.
    Doom's Servant This agent of the Dead God often takes the form of a tall, roughly-humanoid figure cloaked in black with a hood drawn down over its face. Many sources claim the Servant favors killing by way of a huge scythe, some suggest a headsman's axe, still others by way of a poisoned dagger. Death is a mercy for all mortals who must suffer the uncomfortable pangs of life in this world. The Servant works tirelessly, wandering the lands, leaving plague, famine, and wars in its wake, striving to bring death swiftly to all so that they may find peace beyond the veil. One written account by a half-mad priest describes the visage of the Servant beneath the hood; the priest died three nights after putting the words to parchment.
    Alitheal, the Gentle Light At the dawn of the current age, the God of Justice weighed the hearts of men in the world and declared them unfit to continue. He sent his angel Alitheal to walk the world, bringing sweet and gentle death to the good souls, so they may be spared suffering this existence among such wickedness. Alitheal slips into bedchambers in the pre-dawn light to gently kiss the life from innocents. Whole villages have lost most of the infants and children in a single morning at the hands of this angel of mercy. In most cases, Alitheal has moved on to deliver souls in another place at the next dawn before any can comprehend what has happened. A few dreamseers have received visions of Alitheal's work, and their nightmares have fed a growing fear and panic that has called on the bravest hunters to slay the Gentle Light.
    The Archaeomagrix Prior to becoming the refuse dump for a succession of towns, cities and civilizations, the Glidden Lawns were home to one of the most prestigious universities of its time. The ruins are there still, buried under tons of offal and waste, and can be accessed via a lone smokestack that still (barely) pokes above the mounded garbage. Those who've visited - and have had the pleasure of returning - speak breathlessly of bundles of wires as thick as your thumb, spun from gold, and studded with sapphires that seem to pulse with hidden light. They describe deep, thrumming engines and incredible heat; vast machines softly whirring in the dark. In hushed whispers, they tell of distant voices that seem to crawl around in the back of your skull, and an itching desire to go far, far away and never return.
    Sister Lunette The closing of the orphanage was considered by many a merciful thing. Already cool relations between the 'noble' races and their Orcish cousins had been exacerbated by the outbreak of the Patron Wars, and overnight, donating to the 'Half-Orc Orphan's Fund' went from high-profile charity to social suicide. As money ran low and the front moved closer, the working clergy found themselves in an impossible situation. Many fled from (or in some cases, to) the fighting, leaving only a handful of nuns to care for, protect and feed nearly two hundred children. With tensions fraying and food running low, Sister Lunette made the 'hard decision'; in the early morning, just after prayers, she methodically slaughtered almost sixty half-orc children with a pair of pruning shears. The other nuns, hesitant to turn their friend over to the authorities, restrained her with yards of knotted bed linens, and locked poor Lunette in the farthest corner of the cellar. A fictional Orc barbarian was named as the perpetrator of the heinous (if understandable) crime, and soon after the remaining orphans were dispersed and the orphanage shuttered. In one last, merciful act, the departing nuns unlocked the cellar, leaving Sister Lunette to the mercy of their God.
    Haverplam, Chitterdale and Jormungroth, Attorneys at Law The facade is stately, the furnishings in impeccable taste. Most visitors never make it past the anteroom, where a fetchingly (if professionally) dressed succubus holds court in airy resplendence. She wields her power delicately, casting a judgemental eye on all those approach the massive double doors that lead deeper into the office, bidding them speak on what foul treachery led them there. Few can bear her scrutiny for long, and those who recant, or gibber, or collapse are led through a side door to be put out into a side alley, where they can slink away in shame. But the ones who weather her scrutiny - her litany of incisive questions and scathing analysis - are bid welcome to pass through the threshold, where an impish paralegal waits to lead them down an impossibly long, impressively ornate hallway. At the end, in a font hewn from ebony, under a fountain of putrid blood, awaits the trimulative. With a single bloated body between them, each head lolls sickly from its own withered neck, speaking in turn in singsong madness. A single voice speaks from somewhere behind them, 'We'd be delighted to take your case! Now, if you'll join us in the pool, we'll discuss our nominal fee...'
    Gert, the Click-Clack Girl She taps her stick as she wanders, humming tunelessly with the beat. Where she goes, the world gives way - crowds part, alleys widen, puddles dry. Cobbles straighten as she treads on them; doors open as she raps on them; dogs lie down and die as she peers at them with her pearly, unseeing eyes. She's just a girl, they say, begging alms on the cruel streets... and yet, still. Still. You don't cross Gert. You give her your silvers as she passes (click-clack, click-clack), then move on with your life. Nevermind that in some light, you can see the cruel-looking things that gather and gambol in her wake, like snub-nosed lemurs with eyes full of glittering hate, but not at all like that also. Like sharpened shadows, perhaps. No? Like wheels, turning and turning with increasing speed? You don't think about those. You don't look backwards, and you don't think too hard about the ale your silvers would have bought you, 'cause they weren't really yours, anyhow. They were Gert's, and you were keeping them safe for her, that's right. Poor girl. Poor, sweet, precious (click-clack oh gods oh fuck oh gods click-clack), precious, lovely, sweet, wonderf...GRKKKKKKKKkkkkkkkkkkkk
    Kral Kral is a kindly appearing older man, who runs an orphanage to care for the city's many poor orphans. But, in truth he's a nasty, vicious Goblin sorceror who alters his image to appear kindly and older so the cityfolk don't question his care of the children. Because the care he provides the orphans is to have them kneel and pray to their god while he puts a barrage of magic missles into the back of their heads. Then he teleports himself and the corpse to a butcher shop in a goblin town, where the butcher pays him quite handsomely for each child produced, as the meat is quite popular with the town's residents. Kral himself looks upon it as doing both places a favor. As the city doesn't care about the children, as rarely does anyone follow up to find out what happened to a child they drop off. When they do, he tells them that the child was adopted by a wandering family of caravaneers and could be anywhere by now.
    Bastion the Last Having seen his entire production batch smashed to bits in whatever war they were built for, the Warforged known as Bastion decided he would not suffer the same fate. Half-mad with terror and obsessed with his quest for indestructibility, he now attacks outlying towns to abduct their blacksmiths and wizards. This serves the dual purpose of finding new craftsman who can add on to his ever-growing defenses, and putting said defenses to the test; although he is motivated by fear, Bastion constantly seeks to ascertain his invulnerability in battle. His many layers of armor and magical enhancements weigh him down so much that he prefers to go about on all fours, and Bastion's original shape is almost entirely obscured by his new, hulking form.
    The Lord of Salt Not undead in the traditional sense, the dessicated body of Malchaster the Transmuter is conserved by the elemental spirit of salt he bound to himself. The century-long struggle between wizard and barely controlled spirit has driven both of them quite insane, and while nobody knows exactly what the Lord of Salt wants, sea-captains agree that the sight of his driftwood castle floating on the horizon is a bad news.
    The Croaking Man Appears as a disgustingly frail old man, constantly hunched over. It wears little to no clothing, and is covered with sores and pimples. Instead of a neck, it has a large flabby sack (like a frog's) that droops all the way down to its feet. It dwells in the deepest, most abandoned forests where civilization is far away. Its origins and motivations are unknown, but it dwells on one thing: to cause terror. The large sack on its neck houses a lung of poison that it secretes into the nearby atmosphere. One whiff of the gas, and the inhaler starts hallucinating: gigantic monsters chase them, they fall down a hole to hell, or their friends betray them. The hallucinations seem longer than they actually are. No harm is done to the person during the hallucinations, but almost all victims commit suicide or go insane due to terror. In their brief moments of lucidity, when their minds resist the poison, victims report a horrific croaking, and see a frail man perched on a tree fanning a large sack before they fall into another living nightmare.
    The Spindle A skeletal figure with incredibly long limbs, covered by a loose skin blotted with gasping mouths. The Spindle moves like a spider above the treeline of ancient forests, moving only at night as to not be spotted. When it finds prey (always someone camping or sleeping for the night), it perches itself at the top of the treeline and droops down its incredibly long arms above the entrance to the victims tent. From a distance, the creature blends in with the branches of the tree. Then, while the victim is inside, its many mouths begin to simulate sounds of a far away celebration or party. Once the victim moves out to investigate, the Spindle stabs the creature and absorbs its skin into its skeletal frame, adding another mouth to its collection, and another voice to tempt travelers with.
    The Dredge After a powerful storm at sea, debris from the bottom of the ocean often float to the surface for sailors to claim or avoid. Most sailors can recognize a normal salvage: seaweed, wood scraps, maybe a fragment from an old ship. However, the most seasoned sailors will tell the deckhands to never claim anything from the waves in fear of the Dredge. if you ever see a locked chest, a woman screaming for help, or something that seems too good to be true, it's often the Dredge's tendrils tempting a young sailor to his death. Appearing after storms, the mess of tentacles and tendrils called the Dredge displays a tempting display of salvage that it collects: the items often are exactly what sailors want, sometimes even personal items. It's unknown where the creature gets these items, but as soon as anyone attempts to grab one, even if they use a hook or net, the tendril reels them into the deep with amazing force. None of them ever return.
    The Blood Merchant Most cannot stomach the varied sacs and chambers that comprise the back of this creature, filled with the lifeblood of countless beings. While most often patronized by vampires and such bloodthirsty ilk, morally bankrupt mages also peruse the beast's services. It barters in some of its gains with those that would provide it benefit, but saves the choice liquids for itself. Its multiple needle-like proboscides twitch in anticipation of it's next meal.
    The Flying Madness The Mind Flayers desire to consume the minds of the living, but there are minds so powerful even the Illithids are mad to attempt them. Whether it was a single Flayer or a group, it will never be known, but they attempted to eat the mind of an ancient Gold Dragon. The might of dragons is not that of mortals, especially those old enough to remember the making of the world. But the Illithids are in their own way beyond the world, and instead of consuming the dragon's mind or being consumed in turn, a horrid fusion resulted. The Dragon, its original name now forgotten, has misshapen tentacles sprouting from where its face once was, like fungal bodies. Where its eyes should be are suppurating pits, forever dripping corrupting slime. Its once lustrous hide is now pocked and rotted. It flies randomly across the land, shrieking a terrible silent scream that is heard in the minds of people miles away. Anyone who falls under the shadow of its wings is driven irrevocably mad.
    The Cogs Long ago, a Dwarven king called for the creation of a Wonder, a mighty walking fortress that could bring war to the most distant enemy. The mightiest and most skilled artisans worked for ten generations, until the castle was complete. Taking the form of an enormous Dwarf, it could stride across rivers and smash through castle walls with ease. However, they made it too well. The complex mechanisms inside it, designed to allow it to repair itself, began to leech minerals from the rocks themselves, and eventually subsumed the Dwarves who dwelt inside it to become part of its mechanism. It is named after the tiny automata it creates, that form the first sign of its coming. Tiny things made of cogs swarm ahead of it, scouring the land of everything - animal, vegetable, or mineral. Everything is ripped apart into its component parts and conveyed back to the main fortress, now a bloated monstrosity of metal and stone. Inside, organic matter entwines around cog and wheel, forming a hideous fusion of meat and metal. Left to itself, it will scour the world clean of everything until it sits alone on the earth.
    The Eating Slick Summer is often a time of relaxation and ease, at least for those few that can afford it. One of the greatest pastimes of summer, then, is swimming, often in a lake, reservoir, or similar water source. In one such lake, secluded and idyllic, lives the Eating Slick. It is difficult to see, even under the best conditions; it manifests as a silent black circle that forms seamlessly to the water of its lake, not unlike an oil slick. Appearance is where the similarities end. The Eating Slick moves under its own power, and is utterly predatorial. It allows unsuspecting swimmers to move out into deeper waters, and once there, it consumes them. Whole. Its surface is like that of an Ooze, dissolving and searing flesh on contact, and with each eaten victim it grows. We are lucky that it lives in a lake; should it ever reach the ocean, there's no telling what horrors could result.
    The Unhappy Blob It was caught in the dark recesses of a cave and transported to the fortress where it was put into a deep pit. It wasn't happy about that, but then these strange creatures that caught it started throwing other such creatures down into the pit for it to eat, and that made the blob happy. It was quite happy for quite sometime, as the creatures would gather on the edge of the pit, make strange noises and then throw a usually still struggling creature much like themselves down into the pit for the blob to happily spend time digesting. But, then one day the Blob noticed that the creatures had stopped coming, and had stopped throwing him food. This made the Blob unhappy, and so the Blob decided to ooze his way up the sides of his pit and go in search of food. Which is really too bad for that nearby town.
    The Lady of Justice In a small mountain town there is a bronze statue of a woman holding an olive branch in one hand and a sword in the other. Before this woman is a bronze scale. Sitting in the basin opposite this woman are four small bronze men, sitting in the basin before this woman is empty space. Whenever a man or woman commits a crime, they are brought before the Lady of Justice, and put their head on the scales to be judged. Through strange mechanisms their sins are weighed. If they are innocent, the men will fall and the Lady offers them an olive branch. If they are guilty, the Lady swings her mighty blade and slays them. The angrier the townsfolk, the more vigorous the Lady strikes. A bloodthirsty mob throws a fugitive at her feet, willing the scales to tip. The criminal's head meets the scales and the men raise in judgement. The Lady tears away her face to deliver the kind justice the people truly crave.
    The Ashen Legion The Ashen Legion is a force of conquest in it's purest form. It has no king and no nation. The grey forms of men in armor from a time long since passed leave a thick cloud of choking ash wherever they march. People in their path of all races and creeds are cut-down without thought. Their mute commanders mull over the tactics to take whatever happens to be in their path, issuing commands only the grey soldiers seem to hear. They ignore any other attempts at communication, dumb to reason and curses alike. The Ashen Legion burns cities to the ground, the only resource they value the ash of things that men have built. Felled soldiers return to the cloud, where they accumulate into new recruits, just as strong as the last generation. They hold territory simply for the sake of holding it, and they expand their borders with little rhyme or reason. Cities are razed, resources are ignored. Even though they march without purpose, their commanders are wily, and will win battles without pressing the Legion's immortality. Kingdoms are eradicated, ways of life are destroyed, women and children slain without thought as the Legion marches forward. And at the heart of their holdings an angry god lays slain, bleeding a pool tepid, grey War.
    Resnin the Seer Best not to make deals with the devil, of course, you don't always know it's the devil you're dealing with. Resnin the Seer is not what you'd call monstrous by first glance but if you ever see behind the veil, your mind just might come loose. He resides in the lesser part of town, living above his small shop where he grants healing, potions, and untoward favors in return for a small favor from you. Somehow the things he gives you always leaves you coming back for more and the favors he asks grow darker. Your soul is going to be his eventually, just give him time. Then you can join the others that are trapped, pushing forward beneath his gnarled olive green skin, unable to escape this horrid fate.
    Ol' Clayven Clayven was once an ordinary elf like you and I, or so the stories say. But Clayven, unlike most elves, was a greedy sort. He gathered everything he could and never let a treasure leave his grasp. As his horde grew, he had to grow bigger and bigger homes to store it all. He also had to create more and more guardians to keep others out, until he was eventually alone with only this constructs. Clayven grew more and more paranoid and mad going so far as to accuse his own constructed guardians of theft, eventually destroying all of them. Left to his own devices, he slowly grew malnourished, afraid to leave his treasures unguarded. With time, his body seemed to wither away and his home did as well. Those who have gotten close to his home, have been chased off by a nearly naked, pale, hunch backed creature with one large eye and long claws on each hand. As they ran, they swore they heard it scream, "Mine!"
    The Tortured Man Certainly the tales invented by mothers to keep their children inside at night, the tale of the Tortured Man is told at bedtime when the lights are low. It is said that a man, down on his luck and hungry, entered illegally, the estate of a mad wizard to steal some food. Unfortunately the man was caught and drug down into the basement laboratory. Not seen for weeks on in, the man was presumed dead and lost. Now, each night, a horrific creature roams within the walls of the mad wizard's home. Its eyes gouged out and its mouth sewn shut. Where it had hands now only two metal claws and its legs removed below the knee. Outside the wall you can hear the clank, shuffle, and scraping as it patrols.
    leg but if you ever see behind the vale vale Those two aside, I loved Resnin the Seer and the Tortured Man.
    The Green Caves Within the foothills of Mount Glamoral lies a cave entrance mostly obscured by shrubbery. From the entrance a sickly green light can be seen welling up from further inside. If someone goes deeper into the cave, as the tunnels bury deeper into the earth, past a glowing green barrier of sigils lies a race of misshapen abominations. The spawn of a pit fiend and whatever wildlife once lived here, and it is said that at the deepest depths lies their ruler, that same fiend, who nurses a bitter hatred for the light above and those born in it.
    The Breegard Gamekeeper Hunters and poachers know to stay out of the forest between Breegard and the mountain, but careless travellers are not so lucky. Those who make it into town will be told the story of the Gamekeeper. He was once employed by the local Lord to ensure a good stock of animals were available for the hunt and did his job so diligently that a deity recognised his labours and granted him an unnaturally long life. That was centuries ago, but far from feeling blessed the Gatekeeper is now insane, wretched and wracked by the years. He defends the forest from all intruders and has spent the centuries breeding his hounds into monstrous beasts which now only passingly resemble dogs. Now he seeks to extend his dominion to all the forests of the world, capturing and twisting any travelers he can find to serve his aims.
    Alumar Alumar, the beast of poisoned light, was an elemental who once shone with the gentleness of sunshine. But in seeking to enhance her powers, she became a monster of sickness and death. Her light burns living creatures, and even fleeting exposure leads to fatal illnesses. Folk who encounter her lose hair and teeth and their skin erupts with blisters. Alumar believes that she can leach away her powers by inflicting them on any creatures she encounters, and hopes that if she spreads her light among enough creatures, she can one day return to the creature of mild light she once was.
    Kain Kain is as old as mankind itself, created by a handful of Gods as their would-be Assassin. Forged as a Demi God, the soul of a Dragon, and the body of a Devil. Kain is a Godslayer, accomplishing this by seeking out worshipers of his target God and slaying them in masses to weaken the God's power as Faith is the resource for a God's strength and sets their hierarchy within the heavens. Kain is genderless and uncaring for mortal wants and needs and seeks only to rid the heavens of his former masters. Kain wields a colossal Scythe that opens portals to other planes/dimensions and makes wounds near impossible to heal from. There's a laundry list of powers, abilities, and feats Kain has, but if you want to use this character you're free to do what you want (but you may PM to ask as well). With picture! http://orig12.deviantart.net/be32/f/2010/350/1/7/174a0e5e16c2f90f441ad9c0761faae6-d350x51.jpg The picture is mine, I commissioned it and it's copyrighted. Fair use applies still anyway. Have fun with it, just don't sell it. (My personal version the left has all red skin as it's supposed to)
    Mercer Leon, CEO Leon Trading The brand of Leon Trading is known to most adventurers as one of just enough quality to get by. Its rise to fortune and the mainstream was extremely fast, and somewhat suspicious. It is a common joke amongst the denizens of the Capital that Leon has some sort of oracular foreknowledge that prevents him from making a bad trade. They were more right than they would ever know.
    Kathera the Vengeful Once upon a time, there were two lovers, joined in heaven and earth. A star spirit and a moonfolk, their commitment to each other was known throughout the plane. Kathera knew of her imminent mortality, but wished to stay by Aquila's side for eternity. Using ancient magic, she sealed her soul into her masterwork, a silver sword of finest craft. They were together, but the star spirit found his feelings did not possess the longevity that Kathera's did, and he cast the sword aside. The spirit of the moonfolk overpowers those who wield her blade, forcing them to seek out and destroy her traitorous lover.
    Malandrach of Many Devices A dark elf who's quest to shift the world's political landscape from theocracy towards democracy forced him to take drastic measures, Malandrach achieved lichdom hundreds of years ago and has been gathering power ever since. Each attempt to realize his goal has failed, simply requiring more power. His research team, headed by the ingenious Doctor Cyrilla, develops creative new uses of the world's available technology, a notable one being a revolving barrel that allows quick access to different wands. Though his actions have in the past been towards the evil end of the spectrum, he is not evil for its own sake, instead hoping that this phase is a means to an end.
    Archangel Avalon The Forces (capital F) are not really gods in the same way that mayonnaise isn't an instrument. They are divine in a completely different direction than the world's pantheon, almost quantifying their strength with imaginary numbers. Most of them do not interact with the material plane, and to fight one is as much a folly as to declare war on a forest, or the sky. Avalon, one of the weakest of their number, is the only one that will even reveal itself. Its body isn't entirely contained within the three dimensions we are used to, resembling the biblical descriptions of angels. It appears to those who cross heaven and earth seeking to challenge it, almost like an immature child wanted to demonstrate its power.
    The Black Helm of Sunbury Vale Usually, things such as the Black Helm take shape in a wizard's laboratory on a dark and stormy night. The Black Helm, however, was created by an unremarkable blacksmith in the small hamlet of Sunbury Vale. The blacksmith had crafted a fine suit of armour for a noble to wear in an upcoming tournament, and an apprentice of the local arm of the Mage's College had been tasked with enchanting it. Unfortunately for all involved, his spell went awry - the armour, instead of receiving a defensive charm, received a life of its own. The now-animated plate mail attacked the blacksmith for berating the apprentice mage, and killed him. The mage was put to death by the inhabitants of the village - this enraged the armour [a Helmed Horror], causing it to wipe out the village. It's twisted and damaged consciousness began to reflect the fault for the mage's death not only on the villagers, but on all it encountered. The Black Helm now wanders the countryside, gradually roaming farther and farther from Sunbury Vale in order to sate its thirst for vengeance against those who it thinks killed its creator and master.
    The Reacher No one really knows what the Reacher is, or where and when it came from. Some say that its kind originate in the interstitial spaces between multiverses. To say that they exist there would be a mistake - no one knows if existence as we perceive it is possible there, even as a concept. What little is known about the Reacher is based on myth, speculation, and anecdote. Physically, it appears as a bright blue skein of energy stretched across a human skeleton - perhaps the Reacher is a parasitic organism still possessing the body of a long-dead host, or perhaps it's merely the Reacher's way of normalising itself to the Material Plane and existence as beings of this particular multiverse perceive it. The most interesting facet of the Reacher's existence is its interactions with matter. It has been hypothesised that the Reacher exists in five dimensions in this universe - the three spatial dimensions we can perceive, the temporal dimensions, and a fourth spatial dimension that is incapable of being interacted with by any being in this universe. This means the Reacher is able to pass through any form of matter directed against it, and even alter time as it pertains to individual objects. Indeed, the Reacher's name comes from a memorable incident in the 893rd year of the 4th Era, when it reached through the walls of a box that had been magically sealed by the six Archmages of the Adamantine Court, and in the process aging it into dust. Should the Reacher ever turn its azure gaze upon you, know that there is no escape - it is everywhere and nowhere, everywhen and never.
    The Lupenwald Fiend Deep in the heart of the massive Lupenwald forest, the trees all bend their branches towards a central towering pillar of volcanic glass. With the correct rituals, a little magic and an unwilling sacrifice, ancient oaken branches reach down and embrace the pillar's unfortunate victim. Then the Fiend rises. Eight and a half feet tall, it holds itself upright with four enormous, jointed branches sprouting from its lower back. The victim's body sways in the wind, little more than a warm moist shell for the Fiend. Soon people in nearby villages disappear, only to be found impaled on withered pine trees. The Fiend will not abandon its grim harvest till all the Lupenwald's trees may feed on blood and bone.
    Barg Greenblood AKA Pukefist Once the chieftain of several hundred goblins living under Rockbilt Mountain, Barg was content to run his little kingdom and get fat on the offerings of his kin. All that changed on the day a group of adventurers came into his cave, killing most of Barg's family and friends. The "heroes" attacked Barg in cold blood and left him for dead alongside a green ooze that had infiltrated the caves. The lingering magic from the spells unleashed in the cave reacted with Barg's hand and the dead ooze it was resting in. The reaction had a strange effect: When he awoke after the fight, Barg's arm was no longer flesh and bone, but rather had become a limb made of ooze. Fueled by fury and anger, Pukefist (as his legend is known among local goblins), ambushes humans and elves alone on the roads near Rockbilt. He uses his ooze-arm to choke his victims, and in some cases will even use it to melt the skin off their faces. All that was once Barg, happy, content and full of food has disappeared and a thin, angry, mutated mess is all that remains.
    Sek'ril War is oftentimes a horrific, monstrous thing, and that's exactly what war creates. The embodiment of death and decay, Sek'ril overtakes the lifeless corpses of war-torn victims. Most often seen in piles of bodies, Sek'ril slowly feeds off of them, growing in strength. He speaks not in words, but with psychic abilities and cares for only himself. Sek'ril desires nothing more than a meal, and if that means controlling weak minded men and women then so be it. At his peak levels of strength, Sek'ril has been know to cobble together animated corpse golems to his bidding, as well imbuing conscious thought into corpses, creating horrendous zombified servants.
    Fargith, The Giver of Dreams It is said that there lives a roiling mound of flesh in the sewers beneath the city which possesses a malevolent mind. It kills two kinds of people. The first are blue eyed children. Some people who has seen the monstrosity says that it is incorporating the eyes into its own form. Forming them into a facsimile of a face; multi-faceted blue eyes, blue-eye-teeth, blue-eye-freckles. However, that is not all the eyes. Some are also found hanging on strings at random spots around the sewer. The second kind of people it kills are those that touch those eyes. Those people and their entire family. So, if you see a small, child-sized blue eye, hanging on a string, seeming like it is watching you, don't touch it. Just leave it alone. Said to be perhaps the most lethal assassin in the world. A figure wrapped in a hooded cloak of darkest black, beneath which appears to be only shadow. This is held up by those who proclaim him to have such abilities as being able to pass through barred windows and underneath locked doors. When the Shadow Assassin is hired, his victim is invariably found suffocated to death a few days later. But it is the payment that the Shadow Assassin demands that sets him apart: the person you love the most, passed by your hand to his. Nobody knows what happen to these loved ones when they are whisked away by the assassin. In the middle of the desert of Yum lies the City of Dreams. Some would say that it is ruled by a demon, but the demon himself and the people who seek him would say that it is served by a demon. For those that dwell in the City of Dreams have their every desire fulfilled by the demon. The resurrection of loved ones, a life in opulent luxury, the ability to kill and torture without risk or retribution. Newcomers to the city find it a kaleidoscope of dreams from the noble to the decadent to the horrifying. But all citizen are under the protection of the demon. By the power of the demon no citizen is allowed to experience any want or hurt or discomfort. Once a newcomer has accepted the demons pact and become a citizen, they never leave. Why would they?
    Unodoche Cursed by some ancient magic to live in transition between the material and inner elemental planes, Unodoche has no clear form; to see him is to see a distortion. Materially, he is a giant tentacled mass of flesh and muscle with no distinct head, rather various eyes, nostrils and mouths are cut randomly into the rubbery flesh of his body. As he moves he passes between planes so that only cross sections of his corporeal form are visible, and so to any who behold him he appears to flicker in and out of existence like flames do, only where orange and red transparencies would be, solid fragments of muscle and bone and sanguine fluid phase in and out of sight, morphing and deforming, as though being sliced apart and healing over and over again. Tortured by his horrific existence, he has grown hateful and violent. In the vast desert dunes of the Dead Empty where he is known to roam, the native wanderers say to keep your wits about you, for Unodoche is cruel and devours all who meet him.
    The Bilker of the Belt Gauul, known to any who pass through the belt of fens south of Fort Gloomheart, is a giant fetid frog with a taste for wealth. His breath is so acerbic that being within 30 feet of one of Gauul's infamously nauseating belches will cause acid blisters and melt away flesh. He has a close-knit gang of troglodyte flunkies who collect for him seekers of highly appraised artifacts claiming to have them for sale. They are then liberated of their gold and fed into Gauul's giant gullet where he consumes them gleefully.
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