Legion of Entropic Gloom – A Dastardly Undead Cult

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“You’re just in time for our weekly Necronomicon Study! Sit down, have a glass of kool-aid.”

The concept of death inspires some of the oldest fears known to civilization. The end of life, the end of all we have worked for. The finality to our existence. While many fear death, the idea of undeath proves to be far more horrifying to many. The idea of losing ones self, the very essence, coming a shriveled shell that exists as a mockery of its former self. These are the fears of the undead. For that reason and more, they are a menace to civilization on the average.

Why are the undead are considered a menace to the living? For a variety of reasons, of course. Many of these reasons derive from ethics over necromancy, while others are because of their often destructive ways. None embody the latter more than a secretive cabal known simply as “the entropic gloom”. This quasi-religious order is dedicated to eradication of the living, assimilating them into the ranks of the dead. The reasons for this? Cloaked in shadow, much like themselves. It could be out of contempt for the living, some utopian ideal of unity or perhaps even a penchant for heinous acts of violence. While much of the ranks of this cult are typical undead, some have been transformed into truly incredible servants of dread forces.

Author’s Note: I loving making undead nasty nasties! This is no surprise, for those who know me well enough… So with that, here’s an assortment of living dead monsters to torture your players with. After reading up on monstrous synergy via Tome of Foes, I’ve plucked a few ideas to boot! Also, priest characters, you’re gonna have a bad day.

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Alien Horrors from Beyond

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There exists dimensions beyond our own.  And what dwells in those realms?  Entities far beyond our comprehension, of course!  Only a fool would research too deeply into such theories, as they’re liable to go mad from either dark truths or being constantly called a liar and a fool.

Author’s Note: It’s been a while since I’ve done something truly inspired by H.P. Lovecraft’s brand of horror.  While my personal campaign has inject Lovecraftiana into a Barrier Peaks homage (making it more Firestorm Peak), my blog has been lacking in that.  So, let’s revisit Cosmic Horror by revisiting some of my older monsters!  Enjoy.

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DM’s Guild – A Planar Grimoire

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Pardon the somewhat inconsistency in my posts.  I’ve been trying to revise old work while work on some personal projects I hoped to get out on the web (like this one), while balancing a stressful work life and home life.  But I digress, I was never too happy with my original planar spells posts.  Some were blatant rip-offs of previously existing D&D spells, while others were just poorly worded.  So, I did a fair bit of clean up while making some other not-so-subtle homages!  But, no matter, here’s over 15 pages of extraplanar goodness for your 5E Spellcasters!  Enjoy.

A Planar Grimoire is Pay-What-You-Want, you may find it here.

June Blog Carnival – Bizarre Bazaar – Magitech!

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Why hello-li-lo-li-lo!  The name is Jermaine!  Funny name for a guy like me, I know, but I’m the one and only!  I know what you’re about to say… What am I?  Don’t worry, I am not offended, not in the very least!  I love to talk about myself!  I am of the Arcane and I am here to serve you.  These robes I wear, they are ceremonial, for the high holy act of commerce and trade; a sacred practice among my people.  My people have scoured wild space, the planes, the multiverse, you name it; we have visited it!  Many like me collect all sorts of oddities for my “bizarre bazaar”.

Unlike that barmy star berk, I assure you that my wares are much safer… and much fairer of a price.  My associates procure a wide variety of simply marvelous items from all over all known realities, the price you pay matches the story and the piece!  Now, what is my specialty?  Why, I collect and craft technological crafts empowered by The Art…  That’s “magic” for the clueless out there.  I’ve rambled far too long…  So my lovely observers, do you see anything you like?  Hmmm?  …  Oh, and one more thing!  No refunds, a merchant has to make a handful of jink somehow.  Ya hear me, baby?

Author’s Note: I’m back with another contribution to the RPG Blog Carnival!  This month’s theme is gonzo cross-genre gaming, hosted by Cross-Planes!  Find out more HERE.  Also, stay tuned for my theme post next month!

If there is one thing I love, it’s magitech!  Sure, most of my planar items count as this already, but I wanted to try something new.  In fact, I made a new shopkeeper narrator for the occasion as well!  (Don’t worry, Zam’dul isn’t going anywhere, Jermaine promises this!)  Here’s a sampling of technomagical devices for your games!  And yes, Scaramouche from the Samurai Jack miniseries inspired Jermaine the Arcane.  I also went a little crazy on these, so they might be a tad unstable.

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More DOOM Monsters!

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Incoming transmission! “There’s even more of them captain!  We thought we were finished, but they’ve only just unleashed even more of the damned things upon us!  Many of these wretched hell things feel even stronger than the last ones we fought!  We can’t hold out for mu-” Transmission ended!

Author’s Note:  Sorry for being late on this one.  I found out last minute that my group wanted to postpone my game, so I would have had a game synopsis last week.  I also got very sick following a busy work week.  With that, here’s a handful of more DOOM monsters.  I might do an update later on with another popular monster in mind… Arachnotron… Mancubus… Something like that!

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Strange Things in Bloodied Wyvern Peaks Adventure Report: Part 1

The Orvaldt Sanctuary Sanitarium

Greetings and well met!  Welcome to the realm of Qvosfeir, a land of frigid tundra and hardy folk.  Under normal circumstances, the Kingdom of Orvaldt would be a thriving hub of trade and travel, overseen by King Orvaldt; proud head of the clan as well as ruler.  A thriving internal economy of mining helped to establish the kingdom’s presence far before modernizing into the city of today.  Forged by an ancestor of Orvaldt, as well as House Emberbeard, the small mining town grew until it had earned its place as a proud and powerful land.  The nearby land proved lush and fertile, as the rocky crags and fields gave way to refreshing springs and favorable hunting grounds.

That was, until the “strange things” began to occur.  A general term, the strange things marked a series of events over the course of a year; people vanished, the soil turned bad and crops withered, plague began to emerge from no where, strange poisons leaked into the water, reports of horrible monsters overwhelmed locals and travelers alike… especially the miners.  The far most odd were two incidents witnessed by residents.  The first being tendril-covered ball creatures attacked a nearby homestead, dissolving what prey they could find and absorbing it into their mass.  Upon being slain, attempts to study them only brought confusion as they had no discernible anatomy from quick glance and they melted and vaporized not long after death.  The other incident was an airship jumping out of a planar portal over the mountain, before a pillar of incredible light shot up from one of the peaks and destroyed the vessel, as it crashed somewhere in the mountains below.

Attempts to discover the cause or end it outright have been failures, with the remainder of each exploration group returning insane or deathly sick.  Those who didn’t die were sent to a converted sector of the Physician’s Ward of the city that was converted into an asylum.  Meanwhile, much of the populace has been evacuated with the help of much of the kingdom’s army, as bandits and other opportunistic folk have seized the chance at picking at the desperate kingdom.  Attempts to gather heroes from the inside and outside have been mostly fruitless.  Those who survived the raiders and bandits have managed to push into the city, in hopes of an audience with the king.

Hello again!  For a slight change of pace, I wanted to chronicle my expanded take on the D&D adventure I wrote a little ways back.  Don’t worry, more homebrew is on the horizon.  In fact, I have a prospective DM’s Guild project that’s almost done as well.  While I’ve had fun running modules over the years, even running organized play events, I wanted to jump back into creating my own campaigns.  I hope you enjoy reading this as I did running the campaign!  In addition, I hope to have some uploaded audio logs of the campaign as well, for your entertainment.  I’ll probably post an announcement on that, but in the meantime, the FlumphCast YouTube channel is where the videos will be found.

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Minotaur- A Tough Bovine-like Race for D&D 5th Edition

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“Call me ‘beef’ one more time, I find human to be delicious!”


Born into Darkness, Creations of a Mad Man


Legends of their peoples’ origins have long since been an enigma.  Some say they were born in service to the glory of the puzzling maze, perhaps they are scions of the Demon Lord Baphomet, to some they are harbingers of the end days.  Much like the Minotaur themselves, these legends and stories have traveled across boundless planes.  In reality, the archfey lord of Nightmares brought such creatures to life in boundless mazes of his design.  Unlike the myths, these labyrinths weren’t made to protect something or to hide his work, but as a means of psychological torment and dastardly experimentation.  Few know the truth, but they have likely been driven to insanity by their petty pseudo-god.  Like all beast folk of Arcadia, their kind was not initially born but remade.  Several creatures ensnared under the Nightmare Lords grasp were warped into their current form, in an attempt to create relentless servants of chaos.  To this archfey, an army of unstable beastly horrors is exactly what was needed to turn the tides in war.


Fierce in Strength and in Spirit


While the Nightmare Lord’s brainwashed army of bovine-headed horrors began to ravish the material plane, not all were controlled to commit horrible acts.  Those who broke free from this control fled to dark corridors and sprawling tunnels.  Ironically, such hiding places were much like the horrible conditions they were tortured in for so long.  Even so, their familiarity with dungeons and mazes lead to them building complex mountain-side societies.  Rather than build over the land, they built into it; eventually developing all sorts of defensive methods against intruders and invaders alike.  In the years following, they had met conflict with the subterranean mound fey, human settlements and extraplanar entities.  This never deterred their survival instincts and knack for defensive innovation.  Eventually, some of their own became among the first to ascend.  A described high queen of healing and life was among those most powerful.  Those devoted to her cause can craft salves of magical healing through prayer and meditation.

Beyond worship of ascended minotaur powers, their societies have emerged to be an industrious and militant society built on protection and honor.  Some are driven by a passion to fight for what they believe in, while others are driven by keeping their kin safe at all costs.  These beliefs have lead to them being a prominent developer of arms and armory, making them a desirable trade ally.  However, their self-imposed sanctions make it harder for contraband dealers and illegal traders to gain powerful supplies.

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