Friday, August 26, 2016

orbis terrarum

Currently known inhabited lands


 Orbis Terrarum World Map






Adding to the Game

GRAFITTI
  • "In the Year of Time, when blades pierce the sky and the Bridge of Flails is broken, the Crown of Spears shall be lost"
  • "The Guild of the Thorn and Lamp looted this place"
  • "The Golden Heroes looted this place"
  • "Stay left" in orcish runes
  • "Beware the shadows"
  • "Raso Mugwes stands here, slain by a basilisk" in goblin runes
  • "Lakkri stands here, slain by a basilisk" in dwarvish runes
  • "You cannot kill it with wizardry"
  • "Abandon all hope" in dwarvish runes
  • "No, I said it had eleven eyes"
  • "left, door, left"
  • "The gold dragon is not a dragon"
  • "It is awake"
  • "Don't sleep"
  • a large X
  • "You cannot kill it with wizardry"
  • "The Thorns of Hahyrst looted this place" in goblin runes
  • "I'd rather be at the Greedy Gypsy"
  • "The Fellowship of the Jade Lion killed six vampires here" in goblin runes
  • "Look to the ceiling"






















OMENS
  • A willow tree is struck by lightning.
  • The smoke from a fire rises against the wind.
  • A white hart gives birth to three black ferrets.
  • A jade statue of a dragon holds an oaken staff.
  • A ghostly maiden lies beneath the surface of a lake.
  • A lone falcon rests upon a leafless tree.
  • A swarm of white lights moves across the night sky.
  • An ash tree is split into five parts.
  • A halo of prismatic light surrounds the moon.
  • A cloud shaped like a wolf appears in the sky.
  • A swarm of yellow lights appears in the constellation of the Raven at dusk.
  • A rowan tree is split into five parts.
  • A lake boils beneath a cloud of steam.
  • A black cat flees from a pair of hawks.
  • A bronze statue of a human sorcerer stands bound in iron chains.
  • A swarm of bats rests upon a leafless tree.
  • A blazing orb of yellow fire appears in the southern sky at dusk.
  • A fiery serpent flees from a flock of wrens.
  • The sun is eclipsed and silence falls.
  • A halo of prismatic light surrounds the moon.




















PROPHECIES
  1. In the reign of Honor, the Dominion of Roses shall be sundered
  2. The line of Knowledge shall be hidden until the Walls of Miracles are broken and the River of Chivalry runs red with blood
  3. The Fellowship of Blades shall rise when the Warrior is broken
  4. The Castle of Orbs shall be destroyed when song becomes silence and the hound betrays the master
  5. The Last Queen shall unleash a plague of horror when the Black Cat lies in blood and the sun is eclipsed in the Falcon
  6. When the moon is crowned, the Throne of Coins shall be lost
  7. In the Year of Aether, the Scepter of Shields shall be destroyed
  8. The Knights of Terror shall fall when the Black Wolf is chained and east becomes west
  9. When the Seal of Iron fails, the Sunless Throne shall be restored
  10. Upon the Night of Omens, in the Dominion of Tomes, the Court of Omens shall be lost



























SECRET DOORS
  1. A trap door in the floor leads to a short tunnel beneath the wall
  2. The door is opened by pulling an iron chain
  3. A trap door in the floor leads to a short tunnel beneath the wall
  4. A stone column and section of wall makes a loud grinding noise as it pivots open
  5. A bookcase and section of wall pivots open when a command word is spoken
  6. The door is located near the ceiling and designed to make noise when opened
  7. A stone statue and section of wall pivots open when a command word is spoken
  8. A trap door in the floor leads to a short tunnel beneath the wall
  9. A trap door in the floor leads to a short tunnel beneath the wall
  10. The door is located several feet above the floor and opened by speaking a command word































RIDDLES






































ENCOUNTERS
  1. The floor is covered in square tiles, alternating white and black.
  2. A magical eye triggers a petrifying ray.
  3. The floor, though of solid stone, ripples like water when touched.
  4. A magical ear summons an air elemental.
  5. An open pit trap.
  6. A frost giant tends to a pack of huge white wolves.
  7. An approaching female elf thief suddenly succumbs to a poisoned wound.
  8. A pressure plate triggers a scythe trap.
  9. A female human wizard's corpse is partly embedded in the wall.
  10. Further passage is blocked by a huge sphere of stone.
  11. A gust of anti-magic extinguishes magical sources of light.
  12. A fiendish laugh echoes through the dungeon.
  13. A young chimera hides amidst the rotting corpses of its parents.
  14. Burning torches in iron sconces line the walls.
  15. A gang of savage kobolds. They seem to be torturing a female halfling for cruel amusement.
  16. A column of stone suddenly shatters into pieces.
  17. Further passage is hindered by a low barricade of stone rubble.
  18. A fragment of a treasure map lies on the floor.
  19. Strange white mold grows on the corpse of an ettin.
  20. A large demonic idol with ruby eyes sits within an alcove.
  21. A massive spiked pendulum swings back and forth at regular intervals.
  22. A magical mouth appears and utters a personal insult.
  23. A pack of wraiths suddenly disappears, only to attack later.
  24. A magical pool of water momentarily shows an army of trolls attacking a castle.
  25. Burning torches in iron sconces line the walls.
  26. A male dwarf lich named Vetacha. He is guarded by a horned devil.
  27. An open pit trap.
  28. A pressure plate triggers a wall of fire behind to block passage.
  29. A white dragon named Ittal. She is accompanied by a pair of wyvern minions.
  30. A tile labyrinth covers the floor.

Let's Loot

Minor Loot:
Lacy undergarments
Deed to a small property
3 sp, 73 cp
Blood sausage
Smoking pipe, Ring of iron keys
2 gp, 96 sp
10 gp, 94 sp
8 sp, Small stones
Ring of iron keys
Directions to the Warrens of Gudaadea
Scraps of bad poetry
Directions to the Warrens of Elemental Horror

Major Loot:
  • 46 gp, 421 sp, Minor Potion, Large Eye Agate (40 gp), Large Rhodochrosite (40 gp), Dead cat, Giant mushrooms, Pair of dice engraved with runes, Scrap of chainmail, Sign looted from a tavern, Tin bowl and spoon, Various gnawed bones, Wooden bowl and spoon
  • 373 cp, Large Blue Quartz (50 gp), Large Blue Quartz (60 gp), Large Hematite (40 gp), Collection of dwarf skulls, Fragments of a legendary dwarven hammer, Large drinking horn, Several rotten giant teeth, Wooden bowl and spoon
  • 53 gp, 468 sp, Minor Potion, Bag of dead birds, Giant mushrooms (poisonous), Large lodestone, Small boulder, Bag of holding : 10 min of Air.
  • 553 sp, Hammer and chisel, Painted animal skull, Pair of well-worn hide gloves, Skinning knife, 3 x Small boulder, Tattered hide cloak, Wooden totem looted from a temple
  • 446 sp, Large Moss Agate (70 gp), Large Onyx (150 gp), 130-foot coil of knotted rope, Branding iron, Large drinking horn, Pot of dwarf jelly, Sign looted from a tavern
  • 333 sp, Biscuits of moldy hardtack, Pierced dwarven breastplate, Pouch of giant spider eggs, Runestone looted from a druids' circle, 3 x Small boulder, Thorny bramble, Wooden bowl and spoon
  • 468 sp, 3 x Minor Potion, Large Turquoise (70 gp), Carved wooden statue of a bear, Cask of pickled squirrels, Cask of salted fish, 3 x Large iron caltrop, Runestone looted from a druids' circle, Small cask of pine sap
  • 426 gp, Blood sausage, Cask of blood, Cask of pickled squirrels, Flagstone engraved with part of a magic circle, Longsword bent into the shape of a ring, Louse-ridden wool blanket, Sausage stuffed with whole squirrels, 4 x Small boulder, Tin bowl and spoon
  • 539 sp, Cask of ale, Cask of blood, Iron cooking pot, 2 x Large iron caltrop, Set of runestones wrapped in cloth, 3 x Small boulder, Tortoise shell bowl
  • 551 sp, Minor Potion, Bag of griffon feathers, Beehive within a wooden cask, Cask of salted fish, Haunch of horse, Skinning knife, Small boulder


Legendary Weapons:
  • Goblincrusher, a magical quarterstaff said to lead the one who wields it to wealth and glory.
  • Steelbiter, a finely crafted longbow engraved with runes of death. It is said to lead the one who wields it to wealth and glory.
  • Skullcrusher, a finely crafted morningstar engraved with runes of vengeance. It is said to have been created to slay the Wyrm of the Swamp of Souls.
  • Windspear, a magical rapier engraved with the holy symbol of a war god. It was created by the illustrious elf weaponsmith Elion.
  • Rivercutter, an ornate scythe said to have been created to slay the Horror of Hela.
  • Astral Tyrant, a magical battleaxe engraved with runes of destruction. It was taken from the sepulcher of the vampire Amamic.
  • Demoncrusher, a legendary hammer said to be imbued with the spirit of the dwarf cavalier Aban, who perished in the Iron Hills.
  • Chaoslance, an ornate rapier wrapped in brass wire. It is said to lead the one who wields it to wealth and glory.
  • Lawbiter, a magical longbow engraved with the holy symbol of a war god. It once belonged to the renowned cavalier Ennalior, who vanished in the Black Crypts of Woe.
  • Skythorn, a finely crafted dagger inlaid with amber. It was created by a goddess of war for her most loyal warlord.

TOMES:
  • The Infernal Tablets of Urin, a libram bound in leather. It is said to be haunted by the ghost of the legendary mage Urin.
  • The Infernal Shards of Foiry, a heavy libram written in black wax. Someone has inserted a map of the local area, with several landmarks in red ink, near the front of the tome.
  • Monesos' Leaves, an eldritch libram written in black wax upon vellum. Several of its pages appear blank, unless viewed in a mirror.
  • The Libram of Bifur, an ancient compendium bound in electrum plates and locked. It is said to be haunted by the ghost of the human alchemist Bifur, who vanished in the Secret Dungeon of Sorrows.
  • The Malefic Folio of Amin, a libram bound in stained glass plates. It was written by the great alchemist Amin, leader of Nathye's Guild.
  • The Heavenly Enchiridion of Kunain, a compendium written in luminous script. It is sealed by fate, and only the Guardian of Coins can open it.
  • The Paonax Tablets, a book written in pitch upon linen pages. It is sealed by holy wards, and can be opened only within the Pantheon of the Luminous Lords.
  • The Compendium of Far Realms, a rare book bound in monstrous hide. It is said to be haunted by the ghost of the great artificer Alyn Ginte, who slew the Hydra of the Tutta Plateau.
  • The Fery Fragments, a rare compendium bound in copper plates and locked. It is said to be haunted by the ghost of the illustrious sorcerer Fery, who fell in the Siege of Barad Gale.
  • The Libram of Demons and Fiends, a rare book bound in monstrous hide. Many of its pages are marked with notes in other scripts.

Mapping the Game

White Laminate Board : 21x27
Tan Laminate Folding Board : 24x30

Criticals and Fumbles Chart

Got a 20?:

Enemy dies of rapid onset metal allergy.

You pet monster tenderly and it decides to follow you for 1d4 hours without aggression.

Target looses 1d4 strength.

The monster goes to heal himself but heals you instead.  You are now fully healed.

You gain darkvision permantly.

Monster is blinded for 1d4 rounds.

Target is transformed into a small statue for 1d6 rounds.

Your weapon does 6d6 damage on next successful attack.

Cast works, effect is doubled.

Target looses 1d4 wisdom.

Spell or Weapon hits as 2d6 levels higher.

A 12' iron statue of the caster rises from the ground. (distracts the monster).

AC goes up by +4 permanently.

All party members gain +1 each stat.  permanently.

Target looses half HP and are considered bloodied.

Target Dies.

Target is stunned for 1d4 rounds.

Caster gains 1d4 stat loss to a random stat.  Effect lasts 1d4 rounds.

Weapon becomes intelligent.

Caster ages 1d6 years.

Spell effectiveness (range, duration, AoE, damage, etc.) increased by 500%.  1 round only.

All enemies take 75 damage.  No saves.

Next party member that dies is brought back to life fully healed with no losses.  lasts infinitely until used.

You gain knowledge to craft a Ring of Invisibility.  however, once it has been made, the knowledge is forgotten.  The ring will grant invisibility for 1d4 hours.  Knowledge can be transferred by scroll, but scroll will be lost when learning, and again, knowledge will be lost once the ring is crafted.

You frighten the target for 1d4 rounds.  Spells and attacks work as normal.

All magic items on all party members are fully charged.

All players gain 1d4 to each stat permanently.

For monsters and villagers and just for fun:

You attempt to pick pocket, but pull down his pants instead.

Merchant notices blood on your item and refuses to buy it.

Your lies are misinterpreted and you are now believed to be a Serial Killer.

You introduce yourself as a Disney princess.

The nearest village sinks into the ground.

Gravity doubles for the next 1d4 rounds.

All water within a mile evaporates.  All life feels dehydrated.  -5 to each subsequent roll hereafter until fresh water is consumed.

Nearest shrub, bush, tree bursts into flames.

A flock of rabbits fly by.  Yes, rabbits... with wings.  They fly in the air past you.

The nearest lake drains mysteriously.

All gold in a 200ft radius vanishes.

Stars are visible during the daytime for next 1d12 days.

Random artifact appears in vicinity.

A town emerges from the ground half a mile away.  (It is populated by living dead.)

Large boulders fall from the sky.

A thick fog envelopes the region permanently.

The sun appears blood red until sundown.

All party member falls in love with the next person they meet for 24 hrs.

Reroll twice.  (nothing happens)

Two party members change bodies for 1d4 hours.

You feel compelled to ring a bell.  No other actions can be taken until the player can ring a bell.

You open a momentary portal to an elemental plane 1d4 for which, unless 1 is more suitable then the other in the current situation.
  • 1 Air - You open a momentary portal to the Plane of Air and are accosted by a howling blast of air that deals a d4 of sonic damage for every level, to you and everyone within 10 ft.

  • 2 Earth - you open a momentary portal to the Plane of Earth.  A large, irregular chunk of stone materializes near you and fragments, damaging everyone within five feet.  Roll 1d8 for the direction of this grenade like damage.  1 - behind you, 5 - behind you.  1d10 determines how far away.  d6 damage per level.

  • 3 Water - you open a momentary portal to the Plane of Water.  You and everyone else within 5 feet is hit suddenly by a torrent of pure water.  there is no other effect beyond being drenched. (unless you were holding a torch)

  • 4 Fire - You open a momentary portal to the Plan of Fire and are accosted by a gout of flame that deals a d6 of fire damage for every level.

Oh that sucks!:

Monster realizes it isn't hungry and it runs away.

1d4 Squirrels jump from the nearby tree to attack.

You sword flings forward and as you stumble your hand caresses the monster.  He is uncomfortable.

As you charge the monster, instead of a battle cry, the wind gets caught in your throat and it comes out as an offer to play go fish.

You sneeze at an inopportune time causing the spell/weapon to go awry.  Spell - all party members items are destroyed.  NO saves.  Weapon - nearby (10ft) party members take 1d4 damage.  NO saves.

Flowers shoot from your hands

Summon monster spell or Pet attack - monster or pet attacks the party instead.

Everyone in a 200ft radius is Silenced.  1d4 rounds.

You loose 1d4 intelligence. 1d4 rounds.

You loose 1d4 strength.  1d4 rounds.

Caster looses all spells for the rest of the day.

Spell functions as normal.

Targets attributes are shuffled.

2d12, caster is now the result's years younger.  If this causes the caster to be unborn... they poof out of existence.

Caster is teleported 200 ft away.  1d4: 1 = W, 2 = E, 3 = N, 4 = S.

Caster creates a mug of ale.

You are blinded for 1d4 rounds.

Your fire spell now does the effect with snow.

All gold in a 200ft radius vanishes.

2d6 40ft. stone spires shoot up from the ground.

You think the target is a deity for 1d4 hours.

The caster breaks wind.

Nothing happens for 2 rounds then 2d20 zombies of appropriate difficulty appear and attack the players.

Caster and another party member change bodies for 1d4 hours.

Caster is transformed into a stone troll for 1d4 rounds.

Caster's nose begins to bleed.

Caster thinks that fire will heal any injury.  This thought lasts until the caster sleeps for 2d6 hours.

Party is teleported to a 20x20 room with a blue police box in the room.

Spell is delayed for 1d4 rounds.

Caster suffers 1d4 stat loss to a random stat.  Effect lasts 1d4 rounds.

All magic effects and items are neutralized for 1d4 rounds.

You fall down unconscious for next 1d4 rounds.

The monster failed!:

The monster goes to crush your larynx and accidentally runs his fingers through your hair instead.

Monster is blinded for 1d4 rounds.

The monster goes to heal himself but heals you instead.  You are now fully healed.

All party members gain 1d6 x 1000 XP.

Dazed for 1d4 rounds.

Monster Crit:

All party members loose 1d6 x 1000 XP.

Target looses half HP and are considered bloodied.

Monster makes you smell like a skunk for 1d4 days.

Grow twice normal size.