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This installment of Cube World features an adventure in the Lands of the Southern Daimyos where the players are put in charge of an entire army. They must simultaneously direct their forces in battle as well as locate and take on the ferocious Onibaba herself--commander of the enemy forces.
This all-text installment of Cube World was boiled up from the charred remains of a project that never saw the light of day: “Bards”--a semi-serious book that Lamentations of the Flame Princess head James Edward Raggi IV commissioned about the worst character class in all fantasy because he has a bad sense of humor and hates me.
Five pages of jokes and 11 pages of actually useful stuff, the Troubadour class was previously published on this blog but the rest is new.
This installment of Cube World features two and a half adventures:
Crawling Lake is a short scenario that leads up to The Test -- one of those massive pain-in-the-ass dungeons designed by insane wizards to test adventurers,
The Ghost Army is a thorny but simple scenario involving trickery and intrigue which puts the party at the center of a (potential?) battle between three armies.
This installment of Cube World features two unusually quiet dungeons:
In The Lost City of Zirzuzza aka The Quiet Place--which takes place deep in the desert that covers The Scorpion Lands--the party will discover a city long abandoned. One of the abandoned palaces contains a great treasure, but the party must navigate a strange mechanism to acquire it.
The Polder lies deep within any larger dungeon of the game-master’s choosing. Although the effects of visiting The Polder are wildly unpredictable, it is perfectly safe--but this in itself might frighten a party away.
In You Can’t Say You Weren’t Warned the party is told exactly where to find their way to the heart of a complex full of terrifying creatures. Now the only problem is the terrifying creatures.
In The Vast Gut of Kvertelak the party is again told exactly where their goal is: in the stomach of 240’ frost giant. Piece of cake.
The Spinneskelle is a weird automaton that can fit into pretty much any adventure, the Black Sphinx is the answer to the riddle of why an obsessed scholar won't leave his library, and the demon cat of St Ylvyst's Hospital for Imbeciles and the Mad is just a jerk.
Three short adventures, 12$.
Cube World #38 Three At Sea
Three adventures at sea--turtle island, mantamen, derelict ships, werewolf pirates. You know--like in the ocean.
A visual guide to the world containing Vornheim, the Red & Pleasant Land, the Devoured Land from Frostbitten & Mutilated, the Maze of the Blue Medusa and every other thing I made up for my campaign.15 maps, 14 continents, with overviews of what goes on in each one, including major cities and landmarks, notes on encounters, and a few options for sandbox campaigns that can take your players all over the Cube.
20$--now available in The Store.
Cesaire is a place of great waterfalls, green-blue jungle, elephants, lions, cheetahs, ancient civilizations and wide, bloodstained savannah.
This installment is an introduction-it includes a description of the subcontinent as a whole, animals and other inhabitants that are found nowhere else, customs, and a handful of short adventures. If you’re new to Cube World, don’t worry, there’s nothing in the previous installments about this area of the world--you have in your hands everything that’s been published so far on Cesaire.
A new cult has arisen, worshipping death by plague and its locus is somewhere in the hinterlands, centered around a bizarre structure. Whether the plague pyramid is the result of a mad necromancer’s experiments with the mcguffin or whether the magic inside simply a response from a traumatized plague-ridden land itself is unclear. Either way, thousands of refugees have abandoned the cities and staggered mesmerized toward the infested pyramid, where a Plague Jester urges them on to the most debased and degrading acts.
The pdf is 5 bucks.
This adventure takes place deep within the deserts of the Scorpion Lands, in the Valley of Nas Akhu Khan, within Syrinx, the former empire of the Necropharoah, now infested with vile jackalmen.
The area explored is the Bastion of the Second Soul of Kheftiu Asar Butchiu, an underground temple which is—wouldn’t you know it?—rumored to contain vast wealth.
It’s a small dungeon suitable for a night or three of play and the main issue is getting out. Leaving requires three keys and finding them all requires thoroughly exploring the dungeon.
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So, if you're like me, you're sick of rolling random wilderness encounters in a sandbox campaign and then it just says like "57-Ghost" or "34-Venomous snake" and then I'm like "Fuck who wrote this table?" and then having to be like "Oh right, I did".
So I wrote a whooooooole big table of wilderness encounters with
100 Goblin encounters, like:
Bad monsters are in a room. It’s a pretty good room, as fantasy adventure module rooms go, and presents some interesting problems.
The room’s in a Toad Temple, which has some cultists--before they get to the room with the monsters, your players may have to fight them, too, or maybe just sneak past. If I knew already, your game would be pretty boring.
Around the temple is the idyllic and rambling rural Broceliandaise barony of Gruyère de Comté whose distinctive features include:
-The lovely convent of Tittivila (or Tittivila, or Tittivilla) a goddess of all flesh to whom misspellings are sacred and one of the top two most popular deities in Broceliande. Although most of the nuns are just 0-levels who pray and read books on how to breed weird livestock all day, if you’re running a campaign in Broceliande, genuine fighting clerics of Tittivila will be pretty thick on the ground, so I’ve given some information about them, including a random table at the back.
-The alchemists of Gruyère de Comté, who are some of the few folks from whom your lazy Skyrim-addict player’s PC can just “buy potions” in Broceliande.
-The Festival of Japes, a happy festival, for those who seek amusement or exotic cuisine
-Skopje, a village with a delightful secret
-and a bunch of chaos-worshipping creatures bent on destroying everything in the first three bullet points
So that’s probably enough to be going on with.
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This installment of Cube World is all about The Halfling City which, for the time being, has no other name.
Settled within the Elven territory of Broceliande on the Hogspot river, it is a place of friendly domes, pools of syrup, frighteningly vigorous food-fights, and constant competition.
Being quite comfortable with most forms of commercial relation, and eager to delegate tasks which might require violence or plausible deniability (including but not limited to: foiling rivals, escorting trade goods, eliminating creatures that prey on shipping and locating lost or coveted valuables behind doors which might be variously locked, trapped, guarded, or all three) to freelancers, urban halflings are great patrons of the adventuring classes. It is, therefore a good place for PCs who like to keep busy.
This pdf includes:
-Notes on the city in general, including the Halflings' contest to name it
-An encounter table and guide to the major commercial houses
-An adventure-generator for PCs seeking work in the city
-Notes on the syrup-eating cyclops, a terrifying problem for which the City has yet to find a solution
A dungeon for your players to explore: the Temple of the Bastard Elves.
A guide to creating “typical” simple dungeons in Broceliande—that is, dungeons matching the kinds of ruins parties will most often run across, organized by the main architect cultures in the area (dwarves and goblins, plus humans and elves of the three known eras) and by who occupies the structure dungeon now.
Points of interest in the Broceliandaise baronies, including Pont-L’évêque (populated mostly by elves and home to a powerful bishop), Livarot (a once-elven land now contested by the orc knights of Lord Draa) and Eese (a barony on the edge of the human Empire of the Hunger Kings, mostly wild). Plus a d100 table of wardogs.
The area now known as The Seething exists at a nexus of ley lines high in the mountains. The atmosphere is sharp and strange, and an indelible electricity courses through every feature in the landscape. Its properties made of this implausible country an abode of great magi and of those who wish to peer past the panoply of green veils with which the modesty of nature enshrouds itself.
Such individuals notoriously prefer seclusion to liaison and soon fell to quarreling, intrigue, and mass murder. The Seething, while still, yet seethes, profoundly contaminated with the radiation of dweomers past.
But they say there’s treasure so, y’know, prolly worth a look.
This module contains three strange edifices left over from the time of the War Wizards--one now occupied by a mad sylph, one taken by the fearsome Panoptikhan and a still-functional automated outpost of hell known as the Demon Factory.
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