D66 Misadventures on the Demon Sea
D66 Misadventures on the Demon Sea
Whether your players found a portal at the top of a wizards tower, stumbled through a sinkhole or made a disastrous wrong turn on a Golden Barge is unimportant. They are here now. Here where the very shoreline is constituted of unending treasure: where numberless historical artifacts are carelessly strewn amidst priceless rare gemstones and diamonds. The promise of this endless abundance compels many to devote their lives to seeking an entrance to the Sea and claiming the spoils for themselves. The many fiends who holiday on the sea take pleasure in punishing such hubris.
Many of the precious coins scattered around the coast are minted with the laughing face of a devil. He is called Baxtreacle. He presides over the Demon Sea from The Counting Chalet, a large rickety beach hut. He clashes bitterly with the demon Clawneck who runs The Mint. The pair engage in pointless back-biting and sabotage, both vying to get ahold of The Ledger, a scroll which lists in exacting detail the unfathomable wonders residing here. The person who holds the Ledger is said to have mastery over the Sea itself.
Some say this place was designed as some sort of ironic punishment for a particular avaricious sinner but was ultimately left unfinished by its creator. Others say that it is an intersphere dumping ground, a home for what is lost between the cracks of paving stones and forgotten behind sofa cushions.
There are many priceless objects to be found here and many dangers, but far, far fewer passages are there for those who wish to escape the Demon Sea!
d66 | Result |
11 | 1d3+1 Maddended Magpies swoop and strafe the party. Their minds are warped and many have acquired a taste for flesh. |
1 2 | The players stumble into a gold coin sinkhole. The innumerable piles of sterling beneath their feet suddenly swift and begin to swallow the party. The more they struggle the more they are strangled by wealth. They must Test Their Luck or begin to Drown. |
13 | A traveling troupe of Actors followed by a battered old wagon. They’ve been driven slightly mad having been forced to expand their repertoire to cater for the perverse tastes of wandering demons. |
14 | A great noble ladies armoire washed up on the bijou sands. Amongst a multitudinous array of resplendent after-dinner gowns hangs The Haunted Death Mask of Ogblo The Obtuse swaying from a dainty hook. |
15 | 1d3+1 Devil Pencil-Pushers ensure no visitors disturb the coastline’s natural beauty or attempt to leave carrying any treasure. |
16 | 2d6 Auric Mites munching on a washed up iron skiff loaded with Barbarian corpses; their weapons and armour has all been devoured. |
21 | The players arrive at Lamia Pier, a bustling sea-side resort where Devils, Imps and Demons go to holiday. Visitors enjoy sampling ‘Man-Floss’ and participate in a number of macabre attractions , including‘Whack a Sinner’ and the gruesome ‘Grabbers.’ |
22 | An eerily silent cove with a dilapidated Golden Barge moored inside. It’s haunted by the ghostly Cordelia, a Banshee Smuggler down on her luck. |
23 | Sea landing from 1d6+2 Hypothermic Barbarians piloting a long boat. They clash with 2d6 Muck-Slinging Imps. |
24 | 2d6 sea-sodden Nobles hiding out from a wizard they all seem highly suspicious of each other. |
25 | A Talking Wave has an itch it needs scratching, if players can find a stone and skim it gracefully across it will be eternally grateful and may grant them a useful favour. |
26 | A Wandering Poet tightly clutching tightly to their manuscript has teleported here unwillingly from another sphere. |
31 | Vast marble ruins jutting out from the glittering beach consisting of shattered pillars and crenulated columns. Amongst these ruins 1d3+1 Phanins play a byzantine game upon the trembling back of a dosed crocodile. They hate to be interrupted. |
32 | The Censer of the Chorus leans against an upturned altar, next to the bloated, washed-up corpse of a Red Priest. |
33 | The Rod of the Greedy Bastard sticks out of a deep crater of mundane sand. A ring of treasure surrounds the half-buried rod in a perfect circle above. |
34 | The sun rises swiftly. Flashing light bounces from coin to coin and into the players unsuspecting peepers. They must Test Their Luck or suffer Gold Blindness for 1d3+1 hours. Dazzled players add 1 less initiative to the stack for the duration. |
35 | The players spy a factory in the distance resting on the edge of a cliff. It emanates heat, announcing its presence with the deafening blast of smashing hammers. Coins pour constantly from double doors and onto the beach below. Imps with brooms desperately sweep away the quickly accumulating gold. This is The Mint, home to the demon Clawneck. |
36 | An abandoned row-boat loaded with 1d6 Provisions wax-sealed in a barrel. The boat is infested with silverfish. Players entering the boat must Test Their Luck or lose a random item from their inventory to the devouring fish. |
41 | A Fugitive Swordsman hiding behind a vast diamond just beyond the lapping waves. A vicious looking sword called Conceit sticks arrogantly out of the metallic beach surrounded by a pile of fresh corpses. |
42 | A flare is fired from a worn-out looking ship anchored just off the coast. It piloted by the merry Inglebroad Claret and his exhausted crew of fishermen. The boat stinks of fish. |
43 | A mound of piled-up degree certificates from a variety of educational establishments and covering a diverse array of subjects. If players take the time to search the pile they might learn a thing or two. They gain 1 rank in an Advanced Skill of their choice. Players should ensure they keep their new qualification with them at all times though, how will anyone believe them otherwise? |
44 | Today’s forecast is clear with a chance of gemstone hail. In an instant the sky turns rainbow colored and is obscured by glowering heavy clouds, next comes a downpour of ruby, gems and other precious stones. Players should shelter immediately; they must Test Their Luck or be battered, each victim taking damage as Club. |
45 | A washed up Bonshad corpse with multiple pick-axes lodged in its hide. |
46 | A talking Spellbook of Teleport earnestly lecturing a group of First Editions on the ‘Great Binding.’ |
47 | An ancient Dragon trying find a comfortable place to recline on the shimmering treasure- sand. She has recently retired. Knows a secret way into the Humped-Backed-Sky via the Welkin-Scar. |
y | The Mrryah Man makes an unwelcome appearance. Has a set of keys to the backdoor of The Counting Chalet dangling from his rigging-rope belt. |
49 | A message in a bottle written in crisp, neat handwriting. It transpires to be the will and testament of a Troikan duke. Includes the deeds to a manor house in the city called Hissingwurst. It does not mention however that the house it’s haunted, the gardens unkempt and the current inhabitants Living Dead! |
50 | A full-size golden sand castle built by a petulant Baby Demon. This truculent toddler was separated from their mother at the Lamia Pier. Sounds of whinging and tears come from inside. The baby has kidnapped a group of tourists who came a cropper during a unfortuante punting accident from their hung over-tour guide. |
51 | A washed up shipping container labeled ‘Obsolence’ It holds 1d6+1 soggy Thinking Engines. Within the container is a Thinking Engine Habit mixed amongst the robots. |
52 | A bleached skeleton sprawled out on the beach. In it's skeletal hands are an upside down map and The Staff Of Walking. When correctly orientated the map gives a detailed impression of the key locations of the Sea. |
53 | 2d6 Orc Miners fleeing from the Bonshad’s Curious Mines beneath the sea. |
54 | The shards of a Shattered Crystal Ball scattered arcoss a stone dias. A half empty bottle of glue nearby. |
55 | The Ringer rolls onto the scene. This enterprising circular demon prizes ciricular objects of all variety. It often hangs out by an sewage pump which leads a short swim down to the Curious Mines |
56 | The players stumble upon Saint Katherine, a meandering fallen angel part humanoid and part giant pigeon. She wields a vast avenging broadsword. |
57 | Two marble statues are illuminated by the dying embers of a campfire, one standing and one sitting. The Counterfitter sits upon a Folding Chair of Sitting gently tending to the flame, a perfect clone of the standing statue. |
58 | 2d6 drunken Pisceans sunbathing on the shore, they wear glimmering coral bands indicating they are staying at an all-inclusive hotel at the bottom of the ocean called Thalassidion, they are not getting on well with the Phanins. |
59 | A crashing, grasping wave from the wine-red sea, players must Test Their Luck or risk being thrown into the waves and begin to Drown. |
60 | An enraged Bonshad seeking escaped laborers who managed to flee the Curious Mines. |
61 | A modest sea-food stall on the beach selling Demon Shrimp, Devil Fish, Cockles and Mussels. Manning the proprietor knows a way out of the Demon Sea via The Counting Chalet. Will exchange information if someone can replace his supply of vinegar. |
62 | A collection of exotic furniture washed up on the coast barnacled and enveloped in seaweed. A Rug of Flying is half buried underneath. 1d3+2 Boggarts hide within a large chest of drawers. They will jump to defend the rug if pressed. |
63 | A Wand of Wandering caught up in a ragged fishing trawlers net. |
64 | A a series of rock pools surrounded by cliffs of purest gold. A wandering Alzabo makes it home at the bottom, exhorting travellers to jump to their deaths by mimicking a variety of the voices of its previous victims. |
65 | A once prosperous harbour town named Yellowgate for its vast golden sea wall. The settlement was teleported here by a capricious wizard as revenge to the town's revolting peasantry. It’s now fallen to disarray and disrepair and is inhabited by 1d6 Living Dead. |
66 | The Counting Chalet, an imposing beach hut across two stories painted blood red and composed of gnarled and crooked driftwood. The devil Baxtreacle resides within, jealously stroking the ego-blade Disease. Striped windbreakers rise 10ft high around the hut - stand-ins for fortress walls. Recling on deck chairs made from stretched human skin are 1d3+1 Pencil Pushing Devils. |
Wonderous Items:
Censor of the Chorus: Many moons ago a Red Priest grew tired of her congregation’s constant complaining. To teach them a lesson she used Gremlin Powder to shrink her congregation into 28mm scale. Seeing her loyal followers shrunk to the size of a toy soldier, the priest became filled with remorse. She packed the mini choir into the largest censor she could find, slung it over her shoulder and set off on a pilgrimage to redeem these lost souls. Amongst the archways, balconies and courtyard of this golden, flail like object is a village worth of miniature people going about their business. If well fed, clothed and entertained they can be powerful allies in combat. Once per encounter a player may choose to roll on Songs of the Chorus table below. Additionally if the player manages to roll a Might Blow with the censer, then the results on the die of the damage roll are used to consult this table. Damage as Mace.
Censer of the Chorus | |
d6 | Result |
1 | Choir Practice: a confused jumble of tiny voices practicing their scales. It’s quite irritating. Target must Test Their Luck or take 1d3+3 damage. |
2 | Dazzling Run: The choir let loose a leaping trill putting a spring in the step of the bearer. Target them puts an additional initiative token into the stack until the end of combat. |
3 | Soto Voce: The choir dramatically lowers their volume to a whisper, the area around them is also inclined to do the same. Spells are doubly hard to cast from a whisper costing double the stamina for all nearby. |
4 | Ear Piercer: The ant-sized sopranos of the chorus let loose a piercing whistle note which begins as a buzz and ends in a pure bell-tone shattering all glass and deafening target creature. An individual affected subtracts -2 from all their Roll Opposed rolls until the end of round. |
5 | Bizarre Harmony: The bearer of the censer, buoyed by encouragement from the song of the choir, feels a unity with all living things and may exchange their Stamina value with another individual in earshot. This is reverted when the song ends as the End of Round token is drawn. |
6 | Unison: The choir chants a deep, resounding note blending their voices reassuringly. The bearer of the Censor is protected by the soundwaves. Consider them to be wearing an additional +2 Armour until the end of round. |
Conceit: an ancient, cursed long sword of black metal with fell serrated edges. It is engraved with exotic runes down to the pommel. A severed, hand is wrapped around the hilt still gripping tightly. The sword immediately welds to the hand that touches it. Conceit disdains other weapons and will loudly rail at any feather-brained idiot who tries to claim the blade +1 to Damage Roll. Damage as Sword.
Special: Once per round the wielder of Conceit deals damage to a foe, they may choose to sap their enemies life force dealing an additional 1d3 damage (ignores Armour) and gaining that much stamina. If the wielder of Conceit rolls a Fumble the sword gleefully takes the wheel, totally possessing their host. The possessing blade starts to hack away at the nearest ally; the sword does not stop murdering friends until the character wielding it is subdued.
Disease: a cursed ancient schmitar with a lurid blade of mottled citrine, pitted with dents and scuffs. The blade is covered with a variety of molds, fungi and unsettling fluff. A poisonous liquid oozes from the point forming a foul smelling trail behind the wielder. Disease immediately wields to the hand that touches it. The sword merges nervous systems with the wielder who also develops a taste for inedible mushrooms and frogslegs. Disease is above all a gourmand; it lives for the promise of new and rare victims to taste. It hates to be cleaned and smells really terrible.
Special: When the wielder of Disease deals damage to an opponent they must Test Their Luck or be poisoned from the ‘Petri-Dish’ blade, taking a -1 penalty on all Skill and Damage Rolls. They may test their luck whenever the end of End of Round Token is drawn to see if their immune system beats the poison the wielder rolls a Fumble the liquid produced the blade begins to pour wildly like a faucet. All creatures nearby must test their luck or take 1d6 damage.
The Haunted Death Mask of Ogblo The Obtuse: This death mask depicts a face in serene reverie with a very prominent, blunted forehead. A head-butt from Ogblo is a devastating brain cell dissolving assault. On a successful hit both the wearer and the victim must Test Their luck or Fall Over. The mask can’t be removed by non-magical means. Ogblo talks your ear off, constantly asking obvious questions as he regales you with the tedious history of his forefathers. He requests you return his mask to his family mausoleum in the city of Troika. Damage as Maul.
The Ledger: A tightly wrapped, vellum scroll written in bright-blue wizard’s blood. When unfolded it looks as thought it could stretch for miles. It gives an accurate (and constantly updating) record of the wealth to be found on the Demon Sea. Devils, Demons and similar must Test Their Luck or be forced to follow the orders of the individual holding this scroll.
The Rod of the Greedy Bastard: The skin of the character holding this iron rod suddenly becomes an extremely potent treasure magnet. Treasure within about 30’ of the character immediately hurtles towards them at a worrying speed possibly bludgeoning them (As Mace). A player who is magnetically covered in treasure in this way despite the fact they look stupid, is much harder to hit, giving them +2 Armour.
Thinking Engine Habit: The engineers who built the Thinking Engines were a paranoid bunch. Some grew so afraid of their engines actually thinking for themselves that they would periodically disguise themselves in these baroque suits of armour and listen to all the bad things their Engines were saying about them. As well as stoking the paranoia of its creators, this suit strengthens the force of the limbs and protects the wearer like a clam inside a shell providing +3 Armour. The suit’s robotic Punching Fists deal Damage as Mace.
Special: If the player rolls a Fumble while piloting the Thinking Engine Habit roll on the Oops Table! As the whirring cogs within the machine suit starts to malfunction.
Staff of Walking: A long gnarled twig which warps its dimensions to support its wielder. It grants a magical stability, its owner is unable to Fall Over. Additionally they may re-roll a Fumble when testing an advanced skill.When paired with the Folding Chair of Sitting players gain the 2 ranks in the Hiking Skill. Damage as Staff.
Folding Chair of Sitting: any player resting on this chair while eating provisions recovers an additional 1d6 stamina. Combines with the Staff of Walking to grant the Hiking Advanced Skill.
Smashed Crystal Ball: If painstakingly glued back together (which takes 2d6 days of a focused artisan much more for a layperson) then an individual may place their palm on the glassy surface exchange 2d6 stamina to view one location of their choice as though through binoculars for minutes equal to the amount of stamina exchanged. Make it clear that particularly powerful magic users and those in the upper echelons of political power will usually have wards in place to make such oracular power more difficult. In a pinch the crystal ball may be smashed on the head of a creature. THe unfortunate must then roll Oops table as though they cast a misfired spell. A crystal ball may only be repaired once, The shards can only take so much of a beating till they decide to bugger off to form a stained glass window or a whisky tumbler instead.
Wand of Wondering: A thick, forearm sized tube with faded metal filigree along its sides.Players may choose to remove and expend a charge to ask the Wand a question. They do this by removing the lid and speaking directly into the tube. If the question is reasonable and the Wand comfortable, then the players can put their ear to the tube to receive an answer. It is of course down to the referee as to the veracity of these statements, the wand is after all just a plastic tube. 1d3+1 charge.
Creatures:
Below is a detailing of the denizens of the sea, their personalities and goals. Referees are encouraged to refer to their Mien table when determining how a particular creature might respond to the party.
Actors:
Skill: | Stamina: | Initiative: | Armour: | Damage: |
3 | 4 | 1 | 0 | As Weapon (Knife |
Mien | |
1 | Rehearsing a particularly tricky scene. |
2 | Discussing the ‘Craft’ |
3 | Mourning their director |
4 | Perfecting a musical number |
5 | Trying on turtlenecks |
6 | Drunk |
Description:These vagrants live by the fury in their voice-box, the glint in their eye and the poise of their limbs.Troika is a difficult city for actors to get ahead. Most have to make their way in pantomimes and puppet shows. Many prefer to leave the city entirely and take to the spheres, performing to audiences with far less cultivated tastes. Some particularly terrible actors even make it down into Hell. This particular ensemble has lost their director; bereft of creative direction they are trying to get a gig at the Thalassidion, the resort deep beneath the waves.
Alzbo (As Troika!)
Auric Mites
Skill: | Stamina: | Initiative: | Armour: | Damage: |
3 | 2 | 1 | 0 | As Small Beast |
Mien | |
1 | Swarming |
2 | Fleeing |
3 | Waiting |
4 | Chewing |
5 | Defecating |
6 | Buzzing |
Description: A cross between a beetle and a large gold coin the size of a fist. A byproduct of a greedy wizard’s alchemical experiements, these mites turn non-precious metals into gold simply through digestion. They particularly adore the taste of weapons and armour but are not opposed to the odd morsel of flesh as a palate cleanser.
Claw-Neck
Skill: | Stamina: | Initiative: | Armour: | Damage: |
10 | 20 | 3 | 2 | Smelting Hammer (As Mace) or Spell |
Mien | |
1 | Coining |
2 | Smelting |
3 | Counting |
4 | Stacking |
5 | Locking-up |
6 | Overwhelmed |
Description: An overworked Demon lord, once known as The Crown Prince of Cruelty. Working The Mint has slowly morphed the demon into a top-hat wearing industrialist.Word got out in Troika that an obscure clause in demonic pacts enabled those down on their luck to sell their soul piecemeal in return for wealth. Now his factory is overwhelmed and Clawneck is struggling to fulfill shipments to the city. Clawneck may be persuaded by players to provide an escape route by escorting one of his nearby shipments to Thalassidon.
Knows: Jolt, Torpour, Teleport
Devil Pencil-Pushers
Skill: | Stamina: | Initiative: | Armour: | Damage: |
6 | 10 | 2 | 1 | As Weapon (Spear) |
Mien | |
1 | Litigating |
2 | Administrating |
3 | Delegating |
4 | Gossiping |
5 | Advising |
6 | Filing a Compliant |
Description: If it weren’t for the endless, back-biting bureaucracy of Hell, the forces of Chaos would likely have already snuffed out Law for good. Thankfully for us, these forked-tongued, gnarled-tailed evil doers are so preoccupied with following protocol and sticking rigidly to the letter of their infernal contracts that they hardly can get anything done.
Serving under Baxtreacle they observe his laws, particular Order 12.1 of The Counting Chalet Section 12.1: “Under no circumstance may precious objects sequestered in the Demon Sea be removed to the mortal spheres. Failure to observe this stricture is punishable by 600 cycles on the Breaking Wheel.” Each Wields an enormous Pencil (Damage as Spear).
Dragon (As Troika!)
First Editions
Skill: | Stamina: | Initiative: | Armour: | Damage: |
3 | 5 | 2 | 1 | As Weapon (Spear) |
Mien | |
1 | Bookish |
2 | Removing Dog-Ears |
3 | Self-conscious about a spelling error |
4 | Shut and Sleeping |
5 | Snapping amongst themselves |
6 | Comparing dates of publication. |
Description: These expensive, leatherbound books were enchanted to speak by their owner. This was supposed to be a security measure to protect the books in the library they were housed in. When the owner defaulted on their demonic pact with Hell these first editions were reclaimed by the forces of Chaos.
Special: Each First Edition Contains one random spell from the spells table (See Troika!).The spell-books have got together under the leadership of Index, their leader who promises to take them to a great library if only they swear undying loyalty. Index’s book always contains a Spell of Teleport.
Fugitive Swordsman
Skill: | Stamina: | Initiative: | Armour: | Damage: |
8 | 15 | 2 | 2 | As Weapon (Spear) |
Mien | |
1 | Horrific Visions |
2 | Seeking the Blade |
3 | Bandaging Wound |
4 | Dejected |
5 | Remorseful |
6 | Howling in pain |
Description: A pale, scrawny wandering warrior in ill-fitting black armour with long flowing white locks. He just dismembered himself to escape the possession of the ego-blade Conceit after the sword took over and forced him to slay some shipwrecked sailors. He can't remember how he got here, only all the murder! He blames the sword and is deathly afraid of it.
Hypothermic Barbarians
Skill: | Stamina: | Initiative: | Armour: | Damage: |
7 | 9 | 1 | 1 | As weapon (Axe) |
Mien | |
1 | Shivering |
2 | Bantering |
3 | Trembling |
4 | Cursing their fate |
5 | Rowing |
6 | Singing a chanty |
Description: Many moons ago a troupe of traveling actors appeared in the Frigid Wastes and beguiled these bearded warriors with tales of innumerable treasures to be found on the Demon Sea. They left their families and their community and set out to find this prize. The powerful witches who run their clan - the ones who really wear the loincloths - responded by hexing these warriors with an unceasing chafing chill.
Impsish Muck-Slingers
Skill: | Stamina: | Initiative: | Armour: | Damage: |
3 | 4 | 1 | 0 | As weapon ( |
Mien | |
1 | Collecting Muck |
2 | Piling Muck |
3 | Throwing Muck |
4 | Admiring Muck |
5 | Missing Muck |
6 | Seeking Muck |
Description: Cheeky, mud loving denizens of the sea no larger than a monkey. Each has a pair of false wings and a well trimmed goatee. The imps are always given the most grotty and gruesome jobs by senior fiends; it is often exasperating for those whose very existence is to cause suffering and distress to find that the Imps love their work and have the highest job satisfaction of all those who live in Hell.
Ingelbroad Claret
Skill: | Stamina: | Initiative: | Armour: | Damage: |
7 | 4 | 1 | 0 | As Pistolet |
Mien | |
1 | Fishing |
2 | Gutting |
3 | Grilling |
4 | Sauting |
5 | Frying |
6 | Sun-bathing |
Description: A gentle fellow, shorter than you’d expect wearing yellow dungarees and a flatcap. He is the pilot of The Barnacle a fishing trawler specializing in rare fish. The ship and it’s crew have been trapped here since the Phanins stole the ship's Plasma Core. All this time Inglebroad has refused to allow his fishermen to loot the treasure on the beach. Everyday he deals with their resentment by cooking them a magnificent fish supper. His first mate the Mrryah Man couldn’t contain himself, he jumped and swam to the shore crazed with goldblindness. Inglebroad and his crew have a metallic sheen to their skin like glitter from all the fish they eat from here.
The Ghost of Cordelia the Defalcator
Skill: | Stamina: | Initiative: | Armour: | Damage: |
8 | 15 | 3 | 4 (Special) | Special |
Mien | |
1 | Mournful |
2 | Melacholy |
3 | Nostalgic |
4 | Sentimental |
5 | Frustrated |
6 | Enraged |
Description: A translucent, floating blue ectoplasm with tricolor hat, long grey hair and a pointy nose. In her prime Cordelia was a feared remorseless smuggler on the Hump-Backed sky. That was until her crew were hired for their biggest gambit in their careers: to smuggle a shipment of The Lives of The Saints into Hell. They were ambushed by Phanins and were swiftly skewered and eaten. Cordelia’s soul is bound to her ship and to completing this job. If the players can deliver the shipment to Lamia Pier she will be eternally grateful and will release the ship to them.
Special: Ghostly Form: Cordelia is a ghost. She can only be injured by Silver weapons or magic. For all other weapons consider her armour as 4. Frosty Touch: Cordelia’s ectoplasm palms drain the life force of those unfortunate enough to come into contact with her. If she wins an opposed roll in combat instead of rolling for damage, roll a 1d3 and subtract the result from the target's max skill.They also instantly go grey, aging that many years. Players can recover lost skill when they are next able to rest.
Baxtreacle:
Skill: | Stamina: | Initiative: | Armour: | Damage: |
10 | 20 | 3 | 2 | As Weapon Disease |
Mien | |
1 | Filling out forms |
2 | Sealing Someone’s Fate |
3 | Responding to a crucial correspondence |
4 | Dreaming of obtaining The Ledger |
5 | Drifting in and out of sleep. |
6 | Swimming in Pool |
Description: Towering, goated arch devil with a menacing pointy tail. Baxtreacle presides over the Counting Chalet. He is a calculating, punctilious devil. The higher-ups (of lower-downs?) of Hell grew fearful of this enterprising demon. They fobbed him and his elite guard with indefinite shore leave, sealing the deal with the promise that whatever treasure on the coast Backtreacle could count he was able to keep. They guessed correctly that Baxtreacle’s exacting greed and eagerness to follow the letter of the law would effectively knock him out as a rival in the courts of hell.
Special: Baxtreacle, wields the Ego-Blade Disease, a very dangerous weapon in the hands of a devil.
Boggarts (As Troika!)
The Counterfitter
Skill: | Stamina: | Initiative: | Armour: | Damage: |
8 | 14 | 3 | 2 | As weapon (Rapier) |
Mien | |
1 | Invisible |
2 | Hidden |
3 | Liminial |
4 | Obscure |
5 | Discernable |
6 | Obvious |
Description: A dastardly doppelganger devil who until recently enjoyed a long duplicitous career double crossing, deceiving and dissembling in Troika city. He ended up here after his most recent victim died suddenly of a heart attack. The Autarch’s bailiffs ‘reclaimed’ the Counterfitter mid-disguise as a fine marble statue and sent him and the original sculpture back to Demon Sea as a pair.
Special: The Counterfitter may take the form of any creature it touches for 1d6 days. Players attempting to see through the fake must Test Their Luck or be unable to distinguish between the real and the fraud. The Counterfitter will perfectly imitate the speech, the dress and demeanor of its victim until even the people they imitate start to have their doubts.
Nobles:
Skill: | Stamina: | Initiative: | Armour: | Damage: |
3 | 4 | 1 | 0 | As weapon (Knife) |
Mien | |
1 | Looting |
2 | Drinking |
3 | Steaming |
4 | Arguing |
5 | Politicking |
6 | Betraying |
Description:These treacherous nobles spent a decade plotting a coup on a tower wizard. They laid many snares and schemes and were all set to throw the magic-user overboard as soon as they took to the seas on a diplomatic voyage. The wizard uncovered the plot in the final hour. In revenge he created a vast crashing wave, shipwrecking his would-be assassins. They haven’t slept for days and have survived thanks only to a few bottles of good wine and their mutual suspicion of each other.
Maddended Magpies
Skill: | Stamina: | Initiative: | Armour: | Damage: |
3 | 4 | 1 | 0 | Small Beast |
Mien | |
1 | Chattering |
2 | Caw-Cawing |
3 | Crowing |
4 | Nesting |
5 | Bickering |
6 | Circling |
Description: The Magpies of the Demon Sea accidently migrated here from another sphere. At first they were overjoyed at the sheer abundance of small glittering things, but soon without having to search for their prizes it all became tedious. They have adapted to hoard the most mundane boring objects.They will for instance fight to the death over a dull stone but completely ignore a golden amulet.They have adopted many of the mannerisms and predilections of vultures.
Living Dead (As Troika!)
Myrrah Man
Skill: | Stamina: | Initiative: | Armour: | Damage: |
8 | 14 | 2 | 1 | As Rapier |
Mien | |
1 | Reflecting |
2 | Admiring |
3 | Delusional |
4 | Regretful |
5 | Taking notes |
6 | Dancing |
Description: A portly dancing gentleman with his clothing covered in a variety of circular handmirrors. He was once the first mate serving under Inglebroad Claret on The Barnacle. His years spent trapped just a short swim away from mountains of treasure eventually drove him mad. He jumped ship and swam to the shore. He quickly became fixated on his reflection. He expresses his hobby by affixing rare mirrors onto his skimpy, ill-fitting black cat suit. He spies for Baxtreacle and wears a loop of keys which can lead open a back door in The Counting Chalet.
Special: The Myrrah man’s reflective clothing makes it very hard to hit him with spells and ranged weapons. Once per round he may reflect a spell or ranged attack back at the caster.His mirrors won’t stop a crossbow bolt or a swift blow to the head in any case.
Orc Miners (As Troika!)
Phanins
Skill: | Stamina: | Initiative: | Armour: | Damage: |
6 | 8 | 1 | 2 (Scales) | Damage as Weapon (Spear) |
Mien | |
1 | Haughty |
2 | Stratergising |
3 | Cheating |
4 | Arguing |
5 | Hissing |
6 | Alluring |
Description: Amphibious snake-like creatures with an overwhelming hatred for Pisceans. It’s said they disdain the Pisceans for their ability to walk on two legs. Phanins are great strategists and fearsome opponents in battle. They are often found playing a grand strategy game on the stomach of a docile drugged crocodile called Peril.
Pisceans (from Troika!)
The Ringer
Skill: | Stamina: | Initiative: | Armour: | Damage: |
6 | 15 | 2 | 2 | Damage as Medium Beast |
Mien | |
1 | Searching for wedding bands by the shore |
2 | Experiencing flashbacks |
3 | Trying to scratch it’s back |
4 | Sketching a circle in the stand. |
5 | Organising it’s stash contentedly |
6 | Trying to pick up a ring it’s dropped |
Description: A circular flesh-donut that collects rings on its many poking, fleshy fingers. It was made as part of an amusement attraction on the Lamia Pier. but its bad behavior got too much for even those Hellish holiday-makers. It was fired and set off to wander the aureate sands. The Ringer is misunderstood; it lives for the endless return of the circle and is particularly fixated on wedding rings.
Thinking Engine (From Troika!)
Saint Katherine
Skill: | Stamina: | Initiative: | Armour: | Damage: |
12 | 25 | 4 | 3 | Damage as Weapon (Sword) |
Mien | |
1 | Forgetfull |
2 | Repeating scripture |
3 | Looking strangely out to sea |
4 | Muttering |
5 | Chasing a demon or devil. |
6 | Praying |
Description: A towering angel wielding a broadsword. Katherine has the body of a gargantuan pigeon and the face of a human with lank blonde hair. She was sent to the sea an age ago to slay a great demon or something or other. As the years passed Katherine forgot exactly why she was sent here. Her lack of purpose and distance from her deity caused her physical form to deteriorate and distort. There is little now to distinguish her from the demons she continues to terrorise. She roams the coast aimlessly, slaying most of what she sees and chattering gently to herself.
Wandering Poet
Skill: | Stamina: | Initiative: | Armour: | Damage: |
3 | 7 | 1 | 0 | Damage as Weapon (Knife) |
Mien | |
1 | Writing |
2 | Re-writing |
3 | Editing |
4 | Re-re-writing |
5 | Reading Aloud |
6 | Depressed |
Description: Moments after this poet finished the final line of their masterpiece, they were suddenly teleported into this strange realm. A millennia ago the ruler of the poet's home sphere made a deal with a bunch of devils. The deal was simple: they allow the ruler’s crops to flourish in return for claiming a percentage on all the produce of the land. The ruler of antiquity expected to surrender a few sheafs of grain for a couple of years and shook on it. Unfortunately the Devils were very literal with their tithe; a few empires later they have enjoyed many artistic tour de forces and magnum opuses all while the sphere flounders, well fed but with little art to nourish the soul, how tragic!
This is the single best blog post I've read in YEARS. Absolutely using this in my games!
ReplyDeleteWow! That’s really kind Thank you so much. I hope it’s fun to run :)
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