16. A warren of
aerial clay, inter-penetrating traceries of soft glistening crystal shining
mud, flung in arches and embrasures. Work of a Deep Dragon who sings stone to
mud with every breath. It’s hoard hangs openly in hands of clay collapse into a
landslide with the slightest graze.
17. A bowl of
flensed men who mutter to each other and tap at the glass that makes their
prison homes. Rags of torn flesh like broken clothes inside the briny bowls.
Will trade great wealth for beautiful amphibian courtesans (strong stomach
required). Vengeful if mocked or betrayed.
18. A race of
slaves. Competes across a savagely designed course set with beasts and magical
traps, under the eyes of observing contemptuous Lords.
19. The herald
of a Cosmic God hiding from his lord. His chambers of silver and glass are an
uncertain refuge for any who have betrayed or abandoned their rightful
authority. The godlet protects these treasonous fragments but allows only one
individual of each kind. Only a greater traitor may supplant another of the
same race.
20. Blessed by
one of the boring gods. This huge spiralling cave is pitted with small caverns
of every kind. If any item is left within a single cave, only the owner of that
thing may ever enter again. Any other will die. When the depositor dies, the
magic invisibly dispels. (Twenty gangs of bandits roam the halls.)
21. The Library
of Hives. A colony of several different kinds of swarming beast. Books are
incarnated in the shifting patterns of moving text, forming and re-forming
words as the eye shifts down the line. Nothing can be re-read.
22. The Limb
Factory. In a hidden pool, a ‘lens’ of
saline water supports an upper layer of hydrochloric acid. Trapped
beneath the acid is a gigantic and intelligent Asteroidea. This creature can,
and will, grow and attach new limbs for those it meets. Access is controlled by
different tribes at different times as they war constantly for the cave.
23. A nest of traders
tangled up, refusing to un-knot their slaves and centipedal mounts over a
matter of privilege. Nearby, multiple gangs of bandits, equally confused and
mixed.
24. Duegar
cellular city, abandoned black cubes with twisted realities, opening and
closing like shadows behind the eyes.
25. A blundering
lizardman mummy stuffed full of books and old scrolls. Seeking a forgotten labyrinth
he accidentally wandered out of and cannot re-find.
26. An
apparently normal child. Alone. Un-harmed. Waiting for someone they cannot name.
27. A
speleo-druid meditating in a garden of helictites. Only partially transformed
into negative-image void being. Infra-black flitterings oozing from his cuffs
like flags.
28. A team of
criminal smuggling dwarves manoeuvring a gigantic trunk of a hardwood tree deep
to a forbidden city. There, it will sell for one million lumes and be carved
into a temples central support.
29. A town where
the only currencies are hard drugs and seconds of survival. Minute-town, where
everyone is free and no-one is ever safe.
30.
Palnaquin-waggon of terribly decedent elves. Carried smiling golems uilt like
bells around echoing chimes. Six feet wide and ¼ mile long. Elves have been
high of Sipopa* for three weeks, now running out, coming down getting dangerous
to be around. No idea where the fuck they are.
31. Remnants of
a Halfling expedition climbing upwards. Bloodies, starving, seconds away from
self-destruction. Carrying an enormous (6ft wide), golden, stasis-locked and incorruptible
pork pie. On a double they are about to meet the dwarves from 28.
32. Corkscrewed
moleship nose burst through the roof. Fucking steampunk gnome inside will try
to hide the fact that they cannibalised their crew on the descent.
33. Lone captain
hurriedly trying to repair her shattered craft. Cargo of strawberries. Crew
drowned. Strawberries go off in 3 days. City of the spider queen is 2.5 days
away if the fastest and most dangerous rapids are taken and the deepest falls
risked. Fresh strawberries worth double their weight in Lumes. Stale or rotten
ones worth nothing. Drow palates V delicate.
34.
Master-criminal wizard transported back to the Knotsmen city of ‘Forclose’.
Each finger individually knitted to its partner behind his back. Spike driven
through his tongue. All guards but one killed by freak fall.. Wizard will
reveal a single section of his plan for every finger freed. (Really secret anarchist,
wants to burn the Knotsmen debt records.)
35. A city has
burned in the surface. Desperate prospectors swarm the storm tunnels to pan the
flows for flesh, metal, gems, slaves and wood.
36. The Hoarding
Dark. A liquid absence that steals, and conceals treasures of those who pass
through. Those who enter blindly, owning and holding nothing, may emerge
wealthy or not at all.
*Why not enjoy
the Swordfish Isles, a
location book for D&D by Jacob Hurst, coming to a store near you soon!
These are doubleplusgood. I like the flensed men, the speleo-druid, and the strawberries. The halflings and the log are pretty gamable, too.
ReplyDeleteThanks Arnold
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