Thursday, January 26, 2017

Anti-Camelot

This adventure was assembled by pasting the text of several classic RPG texts into one document, then alphabetizing the (60,000+) sentences using Textmechanic, then slowly scrolling up from the bottom, cutting and pasting consecutive lines that made sense as I went.

You probably consider magic and spells fascinating but strange.
You probably don’t have a family, so you live in a cheap, one-room flat in a two- or three-story building with six or eight such flats.
You probably like the Commissar.
You probably live in a two-room flat in a two- or three-story building that contains six or eight such flats.
You wandered the forest like an animal.
You wear cloth slippers inside and wooden-soled leather shoes outside.
You wear your hair long but tied, bound, or braided to keep it manageable when you’re working.
You wear your hair shoulder length and (if you’re human) you keep your face clean shaven.
You were healed by a hermit.
You were healed by a hermit.
You were taken care of by a poor knight.
You were taken in by simple shepherds.
You would know more of it than I.

You fell in with robbers.
You focus the holy power within yourself into your heart, causing it to glow like a brilliant light, which can be seen through your chest, and even your clothing and armor.
You get splattered by bird droppings
You get what you pay for.
You get what you pay for.
You got lost in the stinking alleys and waste the whole bloody day
You have a strange relationship with the wealthy.
You hear all kinds of stories about the strange things delvers find down there in the Dungeon.
You hear the mermaids singing.

Without warning, ten little windows snap open, revealing crossbows loaded and cocked.
Without warning, the bed begins to roll wildly around the room.

Within the room is a small horde of golden objects: two end tables (250 gp each), a statue of a derro (725 gp), a two-handed sword and sheath
within the sewers themselves is a ratman nest.
within the small bed chambers.
Within the winding, mazelike network of the Serpent Caves, more than one hundred evil nagas of all types breed and sleep in dark pits filled with warm, befouled water.
within thirty feet.

WHERE DO I START?
WHERE DO I START?
WHERE DO I START?
WHERE DO I START?
WHERE DO I START?
WHERE DO I START?
WHERE DO I START?
WHERE DO I START?
where is merlin?
Where is the border between Làhàg and Lamarakh? Of that the humble author is not sure.

We don’t expect the player knights to obtain the Holy Grail.
We hope everyone agrees.

Unless he is otherwise alerted, assume he’s always asleep.
Unless otherwise stated, the ceilings of this level are thirty feet high.
Unless otherwise stated, the interior walls and floors of this tower resemble desiccated, diseased, and warped flesh more than stone.
Unless stated otherwise, doors are made of adamantine and are one inch thick.
Unless stated otherwise, the various underground rooms and passages are dark and filled with dust, grime, cobwebs, and patches of black slime.

Trolls are horrid carnivores found in all climes, from arctic wastelands to
Trolls have no fear of death, and launch themselves into combat, flailing wildly at their opponents and biting whoever comes closest.
Trolls have no language of their own, using “trollspeak”, a guttural mishmash of common, giant, goblin, orc, and hobgoblin.
Trolls have ravenous appetites, devouring everything from simple grubs to bears and humans.
Trolls live in small packs of 3 to 12 trolls led by a dominant female who acts as shaman/chieftain.
Trolls walk upright but hunched forward with sagging shoulders.

Those who are awake but remain in the vault complex gather in circular chambers with the names of various Galchutt inscribed in blood-red runes on the floor.
Those who can afford it usually prefer
Those who have seen Yapefulu describe a creature like an ape, yet thin and wasted, featureless and black like shadow.
Those who immerse themselves entirely in the pit can control their own shadows and, with practice, those of others, as well as unattached undead shadows.

This temple at the center of the tower’s top floor is dedicated not to any specific god, but to Good itself.
This temple has been desecrated and gutted.

This shrine has no altar, per se, but rolling up the carpet exposes a ten-foot-square iron plate.
This shrine located southeast of the Wind’s Mystery is dedicated to not one but all elven gods.
This structure predated the Necropolis.

This room at the south end of the Dark Reliquary’s second floor remains mostly empty.
This room connected to the disused chamber is full of boxes, barrels, crates, kegs, coils of rope,
This room contains a huge brown mold.
This room contains no secrets of the lance.
This room contains the coffin of Medre Allaconda the vampire (see Area 37 in the Dark Reliquary structure above).
This room has a 2000 gp bed of silver, a 1500 gp gold trimmed stone rocking chair, elaborate rugs worth 5000 gp, several intricate stone urns and furniture (worth a total of 2000 gp and weigh- ing a total of 10,000 pounds).
This room has a series of black marble pillars that run along the wall.
This room houses four skeletons (hp 8,5,4,3) and four zombies (hp 12,11,8,8).
This room in the central area of the nest south of the cesspool is empty except for trash.
This room in the far southeast corner of the first dungeon level is completely bare except for its lone resident.
this room is a great skeleton, armored with chainmail, carrying a two-handed sword.
this room is very hard to see unless you are looking in the right place.

this obscenity preys primarily upon infants.

this monster
this monster is attracted by the sound of laughter.
this monster will eagerly serve any chaotic Sorcerer of 5th level or higher as a loyal henchman.
this monstrosity prefers to lurk in shallow pools, from there to ambush prey.

This is actually the bottom floor of the old tower.
This is actually the top of the tower.
This is all a permanent illusion.
This is all that remains of Zagig’s counter aging lab.
This is an incomplete flesh golem, constructed from the pieces of various humanoids.
This is another good opportunity for the Game-master to introduce other knights or characters whom he wishes the player knights to know.
This is another victim.
This is BaCkGround
This is because the zombies are full of spiders.
This is far from common knowledge, however.

This is a difficult scene.
This is a difficult year.
this is a drowned cemetery, its tomb doors forced open by the onrushing flood.

This can be any castle in the forest, and need not be one near where the knights began.
This chamber at the south end of the first dungeon level is empty except for a dozen stitched zombies that mill about aimlessly until commanded.
This chamber at the south end of the lair remains mostly empty, except for a squat ceramic idol one foot tall atop a three-foot-tall simple stone pedestal.
This chamber can only be reached via the one- way door from Z636 or from another one-way door from the Tower of War.
This chamber contains the results of some of Shilukar’s most successful experiments to date.
This chamber east of the font (Area 8) has blood and gore spattered across its stone walls and floor.
This chamber has a forbiddance effect cast by a 20th-level neutral evil caster (Will save, DC 23).
This chamber is clearly meant for a sizable creature.
This chamber is filled with choking black smoke at all times (any smoke that does waft out of the room dissipates immediately).
This chamber is lavish and opulent.
This chamber is long and narrow.
This chamber is ninety feet high.
This chamber is the abode of a mighty balor demon.

They strive to reap honor for their region as well as themselves.
They take their name from the acetic acid they produce, which has a pungent, not unpleasant vinegarish smell.
They toiled for two years to create three swords: Deceit, Insight, and Power.
They typically hold only a trickle of water, except during a heavy rain.
They used to be Zagig’s apprentices and upon death their greed for life and magic caused the supernatural forces to keep them in this state of undeath! However, their once vast wealth has dwindled and now they covet 2420 gp in a locked and poisoned chest (Type B, Onset 2d6 min Str 10/l-3).
They want fresh victims brought to them.
They weren’t wrong, but they were misunderstood.
They will greet all who arrive and direct them to P103.
they will murder and devour outsiders
they will never grow weary in the middle of a long dungeon crawl either.

They may be permanently laid to rest only in one of two ways:

There is no king.
There is no staircase to the top level of the Tower of Malice.

The two gods are using this statue as a visual representation of their current sway with these underworlders.
The two groups coexist in relative harmony, but only because the Forsaken realize that, with the Wintersouled hidden away and asleep, the Fallen enjoy greater power than their undead allies.
The two heads are from losers of past troll brawls.
The two kinds of religion presented here are very different.
Their names are whispered respectfully in crypts where nothing lives

The tension between the two religions is so strong that the very air of the dungeon will seem taut.
The TenTaCled desiCCaTing one
The Tentacled Desiccating One

The skin of a single organism.
The skulls melt into stinking vapor once they come to rest.
The Slime God will ooze up through the earth and envelop the sacrifce’s body.
The smoker believes a cloud of locusts is approaching.
The smoker believes he or she has changed sex.
The smoker thinks his eyes are bleeding uncontrollably.
The smoker's conciousness leaves his body and his spirit may travel through the spirit world to spy on goings on elsewhere.
The Sorcerer and the blasphemous knowledge he amassed are sealed behind traps, puzzles, wards, and ageless guardians.
The spines of a stone fish
The sting of a drilling wasp
The susurration accompanies the Sorcerer for – days, after which time the Violet Mist is no longer bound and will probably attack the Sorcerer.
The symbionts of Fear, grown fat and lax
The system allows for greater uncertainty in the game.

The sight is without sound and stinks like an airless tomb burning in the light of an unwanted sun.
The sight of it causes both fear and insanity, and it regenerates 4 HD every – rounds.
The sight of it causes fear, and it cannot be surprised.
The sight of it causes fear, and it is immune to heat/fire.
The sight of it drives one insane save vs.
The sight of it here will render such a viewer gibbering and insane for  die days.
The Sixth Undulation of the Tentacled One per se
The sizes of the locks adjust to the wearer so they can never be escaped.
The skeleton’s skull has been replaced with the skull of a vaguely-equine alien creature.

The ratman’s favorite class is rogue, although many are also warriors.
The ratmen have rigged a crude trap in the pas- sage beyond the entrance.
The ratmen of this nest have been breeding a very large dire rat, which they believe to be semi-divine.
The ratmen seem eager to take advantage of intruders trapped here.
The rest will try to eat you.
The risk of fire is too great to burn the webbing.

The Puzzle of Drumbeats: An explorer comes to a sealed door with a number of buttons on it.
The Puzzle of the Pictures: A long hallway is trapped with a series of different hazards.
The Puzzle of the Rune-Names: The floor of a room is tiled in a pattern of square stones labeled with runes.

The pool is 10’ deep (armored PCs may drown).
The pool is eleven feet deep.
The pool is occupied by three water weird (hp 20, 18, 15).
The pool itself is magically therapeutic; any who submerge themselves in it up to the neck will regain one hit point per round.
The Pool of the Psionic Octopodes.
The Pool of Éhúlé.
The Pool: Rivulets of sewer water run into the middle of the room, and a few leaks in the ceiling drip down into the befouled water as well.

The Pit
The pit below contains a mild acid (ld4 damage each round).
The pit is 40’ deep (4d6 damage).
The pit is 45’ deep and comes to a sharp wedge (6d6 damage due to sharp edges).
The pit is a deep shaft with a spiral stair around the sides leading down into a pool of special liquid shadow.
The pit is actually 30’ deep with 10’ of water.
The pit lid requires 50 damage to break.
The pit looks like it is 100’ deep.
The pit only opens downward (prying up won’t work), and the underside is smooth and without cracks.
The pit plunges eighty feet down.
The pit stores dire energies and substances in the form of a mist.
The Pit: The pit below the illusionary floor has the same diameter as the room but plunges fifty feet down to the actual bottom of the tower.
The Pit: The pit is two hundred feet deep.

The Nāga are the arch-rivals of a local coven of sone
The Nāga despise their servants and desire fresh ones
The Nāga have in their possession a mighty and potentially apocalyptically powerful artefact
The Nāga long to meet a crystal dragon to exchange knowledge, dreams and philosophies
The Nāga seek the death of a local gharial demigod
The Nāga want a powerful artefact brought to them from afar
The night can be split into  corresponding segments if desired.
The Ninety­Six Chants of the Leprous One

The lock cannot be picked.
The lock is unbelievably strange.
The knights are all entertained.
The knights are bored.
The knights are ever afterward known as “the knights who condemned Merlin,” even though they may not have done just that.
The knights are outnumbered about 3:1 by the bandits here, and on foot.
The knights are slowly making their way through the valleys of Wales.
The knights are then brought to the tower chamber of Lady Alene.
The knights are treated generously and with the best manners.
The knights can do much to effectively stop this euthanasia.

The Knight of the Chord’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (any) (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (none), Spellcraft (Int), and Use Magic Device (Cha).
The Knight of the Devil Shield, a vassal to Duke Galeholt, is now the leader of the Atecotti, more often than not going about the land jousting and causing trouble.
the knight oF the dragon
The Knight of the Griffon challenges the knights to single combat, in the order they arrive, for the Lady Frances.
The Knight of the Lake returns to court only after snow has started to fall, where he is warmly received by all, for already the deeds he has done have made him famous.
The Knight of the Wolf agrees to release the daughter if the player knights will perform a deed for him.

The king burns alive a beautiful race with dark skin and white hair that could be male or female, hard to tell.
The king chops off the heads of a pale starved people who crawl towards him, offering gold.
The king in sunlight, releasing waters, drowning those who toil in darkness.
The king is not suspicious; he welcomes the knights and invites them to share his dinner.
The King is quite ill.
The king is restless.
The king is silent.
The king is troubled with nightmares.
The king is very ill.
The king is weary, but determined.
The King is worrisomely ill.

The floor is dark, roughened somewhat by the passage of feet.
The floor is one blue-grey bacterial mat.
The floor looks like blue-grey mud.

The false closet contains several old black robes.
The false doors set off a gong when an attempt to open them is made.
The family funds a number of criminal endeavors, gaining profit from theft, extortion, smuggling, illegal gambling, assassination, and trade
The family has a young apprentice or adoptee who they want educated in the ways of the world
The family has, in no uncertain terms, been a menace to the world virtually since day one.
The family is in full-scale cloak-and-dagger war with a rival and is in need of recruits
The family is plotting a coup
The family know of powerful artefacts hidden in the Old Town which they want recovered without rivals knowing
The family magician A trusted slave administrator
The family magician has long lusted after the owner's daughter and has spirited her away
The family of Oswald Bone-Norman four children, two parents have been starving here for days in this black and sodden copse.
The family owns a number of residences throughout the city, but Menon prefers the manor along the sea cliffs north of town.
The family want to bring down a rival’s pet project (a crab-man stable, club fighting troop, or other)
the family.
The family’s ancient curse has returned
The family’s greatest opponent is also its newest.
The family’s private eunuch army has rebelled and laid siege to their city manse

The cultists of Azathoth are all insane.
The cultists rave that their caverns ultimately lead to the vast cavern at the
The cultists seek an accomplished Sorcerer to inspire them to greater atrocities.

The Chest
The chest contains a severed orc's head with a large gem stuffed in its mouth, a 100 gp finely cut jade.
The chest contains the entire ill-gotten gain of the cyclopskin: 1,000 pp, 3,000 sp, 3 gems (100 gp, 100 gp, and 500 gp), one sword +1 (de- scribed below), and one wizard scroll with confu- sion, telekinesis, and globe of invulnerability
The chest contains three bags, each of which holds 600 gp.
The chest has glue on the handle (roll open doors to free hand).
The chest in Cynric’s room is locked (Open Lock, DC 27) and rigged with a poison arrow trap.
The chest is a decoy reward if anyone should happen to find this room.
The chest is a trap and is filled with the same gas (save vs.
The chest is locked and has a poison needle trap (Class E, Onset immediate, Str death/O) which is hard to find (-10%).
The chest is not trapped.
The chest of drawers contains miscellaneous tools, many bottles of ink, a potion of tongues, and a leather bag with 120 gp and 35 pp.

The Book
The book can take no actions itself except that, once per round, it can automatically dispel any spell with the good descriptor that is active within the Heart.
The book consumed Danar.
The book explains that leaders of the Forsaken are called “shigmaa,” which means “to shepherd toward death” in an ancient, long-forgotten tongue.
The book has been signed by only ten other people.
The book has provided this insight about that individual.
The book never stops working.


The barrels are filled with lantern and greek oil.
The barrels contain ale.
The barrels contain honey mead.
The barrels contain mead, beer, ale, and tonic.
The barrels contain water and are being lifted to W300 as it is now the drink they can acquire.
The barrels contain water.
The barrels contain water.
The barrels each contain a different variety of
The barrels have water and mead.

Spawn of Shub-Niggurath.
Spawn of Yog­Sothoth
Spear, light armour, shield

Something about her makes you mistrust her.
Something grows in Jabel Shammar, even to this day—grows like a cancer.
Something must be done.
SOMETHING STIRS ONCE AGAIN
Something strange and portentous has been spotted in the night sky
Something strange is going on with the little girl that works for the Dockmaster (DC 18).
Something with a lot of Teeth.
Sometimes knights plunder their enemies.
Sometimes mapmakers charge businesses a fee to put them on the maps sold at the city gates.
sometimes pit humanoid gladiators against such captured monsters as dire animals, monstrous spiders, or even a hydra.
Sometimes ratmen string nets across the sewers to catch lost items or potentially useful discarded trash.
Sometimes the mortally wounded hear the cwn annwn coming, which is certain proof that they are going to die.
Sometimes the ranks of the Forsaken are shaken by conflict.
Sometimes the shadow side of her powers is foremost, as when she fights other enchantresses like Camille, but in general she acts for the good of the court.
Sometimes the terminology a Ptolus native uses can confuse a newcomer.
Sometimes the worms that feed on a dead Sorcerer’s brain will assimilate the Sorcerer’s memories and sorcerous and psionic powers.
Sometimes they have more or better armors as well.
Sometimes, a DM will weave two urban adventures together.
Sometimes, the Shadow Eyes comes to the surface, where it assumes the identity of a mage named Vanum Vaal (who calls himself a witch) with a raven familiar.
Sometimes— although not often—this can lead to spies spying on spies.
Somewhere along the line, though, Lancelot and Guenever cross the line and have sex.
Somewhere in the ruined upper stories (unsafe for the living) is an unprecedented host of 18 swordwraiths (hp 48 each!).
somewhere.


She of the Lake
She picks up the sword dropped by the fallen knight and prepares to decapitate him.
She raises a bony arm and one  finger, with a broken yellow nail curling a couple inches off its end, and points at Percivale.
She says that her lady is besieged by the King of Northumberland and needs help desperately.
She says, “My good friend, eight knights guard me here, and all of them are loyal to the traitor Mordred who has slain the king.
She says, “Two Fatal Disclosures there were on this isle before.
She seems such a great woman that you would do anything to serve her.
She uses her cat only as a spy, never as a combatant.

she is in fact a faerie horse, or perhaps a faerie maiden the knight can have as wife for seven years.
She is old, eccentric, and very lonely.
She is so distraught that she throws herself from a tower and is killed.
She is so indescribably beautiful, in fact, that no male party member will be able to stand the fact that other male party members are looking at her.
She is truly stunning, but somehow she’s just not your type.
She is under the complete control of Lilith, as if dominated by her.

Roll a die to determine exact number.
Roll a die to determine how many turns between screams.
Roll as if generating a unique Spawn of Shub-Niggurath.

Problem: A man with a red hat has lived here
Problem: A skinny little boy shakes a little

Problem: A group of theatrical players has come into the lands of the player knights.

Problem: A basilisk, the king of serpents, has moved into the area.
Problem: A beautiful woman calls, singing, to the knights.

Of all the Cults of Chaos, this is one of the most insidious because it is the most resilient.
Of all the Cults of Chaos, this is one of the most insidious, because it proves the most

Nothing remains intact of a ruined temple, save a low wall surrounding a broad paved courtyard.
Nothing too unusual
Nothing untoward occurs, until one morning when they are met by Merlin.
Nothing yet.
Now would be a good time to ask Has your character ever seen anyone’s brain? No? Well then you have no idea what this looks like

Not surprisingly, the Necropolis is one of the quietest areas of the city.
Not surprisingly, the Nobles’ Quarter merits some of the city’s most important and interesting locations.
Not surprisingly, the suicide rate among both groups is very high.
Not surprisingly, this district has a distinct odor.

Moth
Mound
Mouth
Much of this hex is overgrown with all manner of fungus and mold.
Much of this hex is plagued with countless swarms of biting insects.
Much of this hex is unnaturally cold, and icy winds drive blinding sheets of frost and sleet.
Muddled with blood, dried

Morgan le Fay creates a beautiful drinking horn, bound in gold.
Morgan le Fay has backed last year’s rebellion.
Morgan le Fay is an outlaw from this court for crimes of high treason.
Morgan le Fay is responsible.

locked Two gold statues of human females stand here , 500gp each.
locked Two low tables with tiny stools are covered with coins and gambling paraphernalia.
locked Upon opening this door you find a male dwarf impaled on spikes projecting from the inside of the door.
locked You enter a nicely decorated, though dark, bed chamber.
locked You see four archways, two on a side, open ahead.
locked, - to lock pick attempts A narrow, locked iron door with a small barred window look into a prison cell.
locked doors The doors at both ends of this hall remain locked at all times.
locked eight times
locked Four cages line the hall here.
locked from the hall side A large number of small dirty mats line the floor like so many rags.
locked Several large forms lay sleeping on the furs that lay upon the floor.
locked Spears of two lengths line the walls of this small weapons locker.
locked Ten skeletal archers 8hp are stationed here to kill all beings trapped at W.
locked The floor is coated with layers of dried blood.

locked An impenetrable darkness
locked and a glyph of warding which will cause 4d6 damage to the one opening the door.

It is a mere bagatelle to such as you.
It is a place of malice, but also of abiding sorrow, deep regret, and brooding despair.
It is a sad scene.
It is a subtle but important distinction that this is not a purely artificial magical effect like time stop.
It is a very anxious winter.

It destroys kingdoms, slowly, from within.
it does not return the people to life.

In some ancient texts, the Tenebrous Abode of the Shade Tower is called the Shadow Rift.
In some areas, the former vassals of various slain lords have not surrendered.
In some dinosaurs stand heraldic and bloody over the bones and corpses of men.
In some lands, the typical chaos cultist carries torches, axes, and scythes and wears blood-red robes covered in various symbols of chaos: spirals, demonic faces, many-pointed arrows.

in a city the size of Ptolus.
In a courtyard
In a courtyard
In a cramped grotto beneath the roots of a massive dead tree is a crab-like Spawn of Shub-Niggurath (AC 19, MV 30′, HD 6, Chaotic): a black crustacean with four eyes and multiple clacking mouths.
in a creature’s possible future.

If the PCs approach from the north, they will be engaged in a running battle with the trolls.
If the PCs are captured or killed, they will be taken to W316 or W322.
If the PCs are observant, they can determine that the water is draining out the double doors to the NW.

Hundreds of harmless bats twitter and hang from the ceiling.
Hundreds of large, triangular teeth litter this minor dolm worm graveyard.
Hundreds of magic black candles, forever

He is probably on his way
He is short and balding, and he wears a small mustache.
He is silent, and highly intelligent.
He is still incredibly strong, but has no memory of his former life.
He is strong His bones will not lever force, to kill he must twist off limbs and bite with his great teeth.
He is the only character in the game who must have a Hate
He leaves the dice lying on the table as rolled.
He moves as a Lvl 15 thief.
he moves—every gesture is extraordinarily precise.
He must afterwards spend half an hour slicing the Oracle with a razor-sharp steel knife, causing it to heave and mewl horribly.
He often—but not always—wears glamered armor, but no one realizes that.
He paused and blew a great cloud of smoke from his hookah.
He places the circlet on his head and begins to caper in glee.
He prefers to use the first round of combat to cast ice storm on his foes.
He requested their leave, which was granted.
He rules several hundred personal servants and an army of slaves made up of orcs, zombies and cauldron-born — enhanced zombies that are said to be created in a powerful artifact created by an evil god of the dead.
he says, are a part of this being, and should act accordingly.
He says, “I was instructed to bring this to you, Sir, and to fight in the tournament.
He sees the player knights, yawns, and greets them in the following manner.
He spurned their lascivious embraces.

he does not enjoy the power of most bishops
He does not sleep but he dreams

he can’t afford armor, so he wears as many shirts and cloaks as he can to protect himself.
He cast a romantic eye upon the wrong person.
He confesses to his crimes if forced

Goblins * — —
Goblins and/or hobgoblins see Appendix  – Trolls see Appendix
Goblins love sugar, and also love the gold and goods they can get from selling it.
goblins, hiding in an alley, planning a raid.
Goblins, like the other members of the Unseelie Court, are foul-tempered, thoroughly evil beings that relish death and destruction.
Goblins, undead, and other fell creatures retreated into shadowy holes to hide.

Finally, there is a miniature tableau under glass.
Finally, there is the Knight of the Tusks

Everyone is struck dumb.
Everyone is temporarily stunned.
Everyone is triumphant.
Everyone present must attempt a Lustful roll.

Elf immortals breed special horses for the use of faerie royalty and elf knights.
Elf knight Elf knight Elf knight
Elf knight Extraordinary knight
Elf knights tend to have one or more superhuman powers.
Elf Knights: The faerie peoples often outfit their warriors as do humans.
Elf lords have coats of arms exclusive to themselves, but the knights of their armies often bear the same symbol on their shields

Eleven of the twelve kneel in submission.
Elf armor differs in details of its style (some having animal imagery, perhaps deer or boar; or covered in or crafted from ivy or some other plant; or having strange faces upon it) and in its elegance (having a strange sweeping form, spiky bits, or perhaps  owing or angular decoration).

Eats light or sound
Eats limbs of those still alive

Each time she takes at least 6 points of damage in a round, she remains the next round.

During all this, Narasha is likely to make strong advances toward one (or more) of the male PCs.
During ceremonies, there are usually five or six priests here with around a dozen cultists

Devoted cultists who worship the nāga as demigods
devoted followers and beautiful handmaids.

Desire
Desire for adventure
Desire for fame
Desire for fame
Desire for knowledge
Desire for knowledge
Desire for knowledge
Desire for pleasure Desire for adventure
Desire for wealth
Desire for wealth
Desire to inspect crab-man art

Degenerate Knight
Degenerate Tribe

Cultists       Oddly pristine
Cultists of the Ebon Hand have no distinctive garb but usually bear a black hand symbol: a tattoo, a charm, a small embroidery on their clothes, and so on.
Cultists of the Ebon Hand revere mutation and deformity.

Cruelty
Cruelty Excitement
Crushed with eyeballs, made into soluble jelly
Crushing Ceiling Trap: CR 9; mechanical; location trigger; manual reset; ceiling moves down (12d6, crush); multiple tar- gets (all targets in room); never miss; onset delay (1 round); Search DC 20; Disable Device DC 16.
Crushing Trap: A massive iron wheel depends around the staircase set into the ceiling, with the staircase passing up and through the hole in the center of the wheel.
Crushing Trap: CR 14; mechanical; location trigger; automatic reset; Reflex saving throw (DC 25) for half damage (20d6 crush, Reflex save, DC 25, half damage); Search DC 25 (trigger only—trap is obvious); Disable Device DC 30.
Crushing Wall Trap: CR 10; no attack roll re- quired; 20d6; Search DC 20; Disable Device DC 25.

Cost
Could it be her gray eyes, or her perfection, or your knowledge that such women are always trouble?
Counter-warrens of the Autistic God
Counts as undead.

CHAOS SURGERY
chaos surgery 569–570 disease incubator implant 572–573
Chaos Surgery DC 28; Procedure time 10 hours; Recovery period one week; Price 60,000 gp
Chaos Surgery, page 569 Craft (chaositech), page 568
chaos symbols 71
Chaos United?
Chaos Weaving (Su): The shaadom can use a move action to weave chaos into a spell, making it much more difficult to resist.
chaos within the Spire called the Entropy Sphere.
Chaos, Destruction, and Evil.
Chaos, Evil, Technology*.
Chaos, Luck, Trickery
Character develops aberrant sexual desires (exhibitionism, necrophilia, nymphomania, teratophilia, foot fetish, slug man fetish/human fetish) which is overriding or incapacitating on a 1 in 6 chance
Character develops an attachment to a lucky charm and cannot function without it
Character develops psychosomatic blindness, deafness, loss of use of a limb
Character has a severe phobia (1 - heights, 2 - animal type, 3 - dark places, 4 - monsters, 5 - open spaces, 6 - crabmen), must save versus petrification each time he tries to confront the object of the phobia
Character has an unreliable short-term memory and forgets things at the drop of a hat; 1 in 2 chance of forgetting any memorized spell when trying to cast it Character has bouts of psychosis - is crippled by lunacy on a 1 in 6 - roll every day
Character has permanent hallucinations (determined by the DM; whenever the PC is called on to do anything there is a 1 in 10 chance he can't due to crippling terror)
Character has uncontrollable tremors and tics (-4 to all rolls unless purely mental in nature)
Character is paranoid and cannot keep henchmen or hirelings
Character loses ability to communicate through speech
Character performs compulsive rituals; suffers -2 to initiative rolls because of necessity to perform ritual before acting

Carp pool.
Carpet
Carpet, thick
carpeted with emeralds.

By 288 BE, Ghul had so mastered the power of the Entropy Sphere that he drew the Utterdark out into the normal, physical world.
by a beardless bastard?”
By a big bazaar
By a cemetery Crossing a bridge over a canal
By a cesspit
By a crayfish breeding lake
By a crowd watching an execution
By a dark back alley
By a dyer’s emporium By a mortuary where bodies are being burned By a river
By a fakir’s tent
By a fighting eunuch training yard
By a flock of peacocks
By a gaol
By a guard post
By a guarded mausoleum
By a herd of sacred cows
By a huge old tree By a small shrine
By a large shine
By a large temple
By a large warehouse
by a lover.
By a place of learning By a huge old tree
By a pond
By a private garden By the city wall
By a run-down opium den
By a run-down opium den By a tannery
By a run-down tea shop
By a run-down tea shop By an expensive opium den
By a seraglio
By a small bazaar
By a small park
By a small shrine By a large shine
By a small temple
By a stream of raw sewage
By a tannery
By a tannery
By a training ground for chattars
By an abandoned palace By a guarded mausoleum By a crab-man ghetto
By an abandoned temple
By an aviary
By an expensive opium den
By an expensive tea shop
By an open refuse pit By the strung-up carcasses of criminals By a field of corn
By an opium den
By and large, ratmen don’t have names

Both men and women have long, pointed shoes.
Both men and women smoke tobacco of various types.
Both of the columns have chips in them where they have been bit by picks.
Both of the mirrors on the east wall are mirrors of life trapping

Bones and Debris: These rooms are old, as old as the City of Greyhawk itself, built of stone hewn from the native rock of the Cairn His.
Bones and refuse cover the floor of this old kitchen.
Bones of ancient beasts
BONES OF STEEL

Beyond is a wide stairway going upward, entirely engulfed in roaring flames.
Beyond that point you are basically fucked

Behind a tattered curtain hanging in the southwestern corner of the nest lie the quarters of the Nest Master and his bodyguard.
Behind each pillar is a skeleton (hp 7,7,5,4,3,
Behind the Skull and Sword is a sadomasochism club simply called the Back Room.
Behind the wall on which the clown is carved (which is only four inches thick) is a hollow space in which sets a gong attached to a metal cord running to the doors at P206

Battlefield
Be behind the enemy rather than in front of them.
Be Brave
be called.
Be cursed to be unable to speak Wake as children
Be cursed with permanent invisibility
be freed without her sister.
be made anytime a column marked with an “X” is stepped on-these have been coated with a thin layer of lard.
be made.
be magical.
be performed only in the buried
be punitive, but for their own good and the good of others.
be shriven because he was going to be killed soon.
be sucked into the crevice.

Battle Size: Huge

BATTLE ENCOUNTER: The enemy can be encountered amidst the clash and swirl of battle.
Battle is joined.

At the battle, the elves expect to fight monsters from Hell, demonic things they simply cannot imagine.

As a race, their numbers are ever so slowly decreasing, rather than increasing.
As a resident, Narasha sleeps late and long, often wandering the halls of the castle nude after she wakes.
as a result of a recent love affair, and that she believes the affair is over.
As a result, bullies and opportunists are active, robbers take their pleasure, needful decisions are not made, and necessary things are not done.
As a rich heiress, she wants a husband — but as a twice-widowed woman, she can choose her own

and other less intelligent beings; they call these minions Pactslaves.
and others to prepare the way for her lover to arrive.
and painfully, suffering each day of life in grief and loneliness until her last breath expired, bringing blessed relief and unity to the lovers only in death.

And it is difficult to describe what
And it is.
And it’s likely that, if they did truly understand, most of them would probably want to leave town as fast as possible.

An empty city of black houses
An enemy leader falls nearby
An escape route from
An NPC race.
An otherwise unremarkable mountain lichen
An Unquiet Worm of immense power lairs in rank tunnels beneath a forgotten burial ground.
An unrequited love or sexual craving
An unrighteous spirit, taking the form of a fierce, black-skinned ape-like creature, which loves the taste of human flesh.
An Unusual Prestige Class

Always half-turned away

Almost always solitary.
Almost always solitary.
Almost always solitary.

All handles in this area are either wrapped with something or made of stone.
all in the area suffer 3d6 points of sonic damage.
All in this room take ld4 damage per round if breathing.
All interior doors are wooden and bound in iron.
All is dark and quiet, save perhaps for the gently flickering candle.

admit, things get so frustrating some days that you wouldn’t mind seeing this city in flames.

A: No, for a knight should never act in a manner unseemly for his station.
A: No, for the act of sex is a false love that does not provide the motivation for the lovers to continue to strive.
A: No, not yet.
A: To be a true lover, the knight must subdue the enemy knight.

A Sorcerer may perform this ritual when
A sort of maze without walls, the Serpent Path resembles a snake painted on the floor, winding its way through the dungeons.
a sort of throne.

A rumbling shriek tears a ragged hole in the silent sky, followed soon after by a thunderous explosion
A scorpion which hides in corpses
A scream in an ancient tongue*
A sea cucumber washed up on beaches

A powerful and intelligent spirit which manifests itself with the front of a terrestrial animal and the rear of a marine or riparian beast.
A powerful and malevolent spirit, three-headed, which drinks blood through its palms.
A powerful and malevolent trickster spirit, who seeks godhood.
A powerful artifact sends potent cleansing energies through a dimensional rift.
A powerful union of dark elves, using chaositech, will help spread the chaos needed to bring upon the Night of Dissolution

A massive meteorite is embedded in the earth, glowing and smoking with weird, dangerous energies.
A massive tentacle (AC 15, 2 dice damage) erupts from the soft soil and attacks a random target.
a maximum range of two hundred feet, with a range increment of fifty feet.

A horrible death.

A Heraldry roll is useless.

A great and powerful demon, which in its mature form is near god-like in status.
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