Bizarre Bazaar – Even More Strange Items Return

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“Are you still here?  It is good to be a dedicated shopper, but closing hours draw near.  A busy body must always prepare for the next day’s wave of customers and curators.  But, Zam’Dul is patient!  You shall be helped in finding what you seek.  Rest assured, the store likely has it.  Now, do follow and be shown many fine wares!  But, please do so quickly…  Pushing customers after closing is such a bother.”

Welcome back to another revisiting of the bizarre bazaar!  As always, Zam’Dul awaits customers with a fine assortment of majestic and obscure magical treasures.  Sure, he’s looking to close down for the night, but mark my words, he has plenty of oddities to showcase as always!  Sure, some seem familiar, but others are new sights to behold.

Author’s Note: It’s kinda ironic and hypocritical of me.  I’m not too content with reprints of spells and whatnot in the currently-new Xanathar’s Guide to Everything.  And yet, here I am, posting updates of older items I made in the past.  Not really a statement, just an observation.  Anyway, I hope these updates address some mistakes I made in the past, while highlighting which items I really liked a lot!

Also, I hit 250 posts!  Hooray!

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Return to Bloodied Wyvern Peaks

We were once cowards, existing within a small bubble… Then, they came and lit they way.  With the help of portal devices and the temporal displacement fields, we did the rest. – Unnamed Fraal Engineer.

DISCLAIMER: Spoilers for the original Bloodied Wyvern Peaks adventure!


Several months ago, The King Orvaldt, the kingdom’s eponymous leader and House Patriarch, sent a group of adventurers to uncover the strange happenings in the mountainside.  Not only has trade and mining been disrupted, strange poisons had messed with the soil and water supply of local villagers.  As the adventurers ascended, they uncovered wreckage from some sort of advanced faring vessel, akin to a Spelljammer.  Encountering several constructs and mutated horrors, they were lead through a cave into some strange temple-like building.  Only, little did they know it was actually a part of a larger spaceship.  The team struggled as they made their way through winding corridors and abandoned halls still rife with devices that were literally alien in nature, as well as even stranger creatures that lurked the derelict wreckage.

By some miracle, the power source had enough juice to boot the battered ship back up.  Doing this alerted the remaining denizens, who were cornered in a secret room.  Slowly but surely, the team pieced together that experiments with portal technology lead to hostile coup by another species called “The Reptoids”, a race of scaled shapeshifting aliens.  The fight caused the technology to go haywire, slamming it into the depths of a mountain.  Much of the ship was crushed, even more totally destroyed.  Attempts at freedom were failures, as the Reptoids saw their chance to hijack the remaining operations on the ship.  Eventually, they were confronted by the team, who managed to defeat them in impossible odds.  The Fraal had emerged from their hiding and did all they could to rebuild elsewhere, after solving the very mess they caused initially.

Following the Fraal’s retreat from the mountains into the forest below, things have remained silent under an opaque energy dome for countless months, some say at least 5.  Occasional trade was made with The Kingdom of Orvald, greatly bolstering its defenses with both the mystic arts and strange innovations.  Some stuck around a while to help royal crafters learn the art of artifice, only to return once lessons were complete.  In addition, many of the Fraal could commune with important figures within the kingdom to discuss matters.  Sometimes, said figures would speak at some mid-point created by the Fraal, which was none the less a technical marvel. Some chose to join them in their hidden communes.  Others followed the beastmen and other mutants that lived in territory close by, who proclaimed a faith in the Fraal themselves.

AUTHOR’S NOTE:  Depending on the outcome of my mini-dungeon, the landscape of your world might be drastically changed forever!  Aberrant plants and animals, Reptoids, Greys and more!  That doesn’t even account for the strange technologies that fill the crashed spaceship.  Like Blackmoor, this is a world that is being changed by an encounter with a technologically advanced race.  Granted, the alien visitors have also learned from the magical mysticism of the world they’ve inhabited.  More or less, this is an adventure location with plot seeds and ideas to sample from.  I might combine this with the module to create a product if reception proves positive.  While not typical for this blog, I wanted to try my hand at expanding my own little universe.  Sure, I’ve been reluctant to share it (in light of recent events),   Needless to say, my campaign isn’t even done, so this post might be entirely moot in regards to my own group.  None the less, here’s my take on an expanded world.

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Strange Things in Bloodied Wyvern Peak Adventure Report: Part 5

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WELCOME TO PURPLE VIOLET!  (Don’t sue me, Green Ronin!)

We’re back!  Once again, the weirdness lifts off the material realm… or so it seems.  We lose one of our dysfunctional heroes and gain another and more things seem off… if a tad off track entirely!

AUTHOR’S NOTE:  Yes, Utopian-Orvaldt is a slight spoof on Blue Rose, with the fashion and style of Hirohiko Araki to boot, even though players didn’t have a chance to explore the utopia too much.  No, I don’t have a chip on my shoulder towards Green Ronin, even though I don’t particularly like Blue Rose.  The idea was based on old notes I had sitting around for the sake of a light-hearted plane hopping game.  I might do something more with that soon enough.  Also, I’m sorry for killing off your character super quickly, Evan!  Really, I am!

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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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Monsters in Space! The Sequel: Star Dragons (and Dragon Variants)

“How could such an environment lead to this?  Is this a dragon?  It barely seems to qualify.  Unlike others, it shoots a strange, destructive light from its mouth…  It baffles the mind.”- From the journal of a traveling scholar.

Star Dragons, born from the deep cosmos, are a rare draconic breed.  Some think they are crossbred between a true dragon from another realm and something truly alien.  Others believe that they are another reality’s manifestation of dragon.  They could very well be an evolution of primordial energy from the distant depths, gaining awareness as it gained form.  None the less, such a creature is capable of unleashing a fearsome power that is true to their kind.  Unlike any element, they can release a matter consuming light.  Few are sure if it is a kind of radiation, a laser beam or something else entirely.  On top of that, it is said that they hold the ability to phase through reality and travel among the stars themselves.

Those who have encountered them have either contended with a brutal foe or an incredible ally.  Indifferent to plights, powers and people; the star dragons prefer to distance themselves from conflict.  But, if one is convinced to aid, they will become an invaluable source as long as there’s something in it for them.  In fact, they’re more likely to remain away from plane jumpers and ships alike.  Those who interact with such travelers always have a personal agenda in mind.  Despite this, they are not typically egoistic, as they often have a communal aspect to them.  They travel the stars in pods, similar to whales in the sea, doing all they can to prevent anyone from falling behind in the galactic reaches.  Protection of clan and extended family is an important virtue for such creatures.

Author’s Note: I wanted to do a little bit more with my list of classic D&D monsters ported over into the realms of science fiction…  Well… science-fantasy.  Will these manifest in something else at one point?  Most likely, yes!  Anyway, here’s my take on a cosmic dragon that was scrapped from last week’s post due to time.  Also, I’m going to be taking a little break from planar/science-fantasy.

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Bizarre Bazaar Returns from the Planes! – More Planar Items

The hustle and bustle of the market gives way to something you’ve seen before.  Ahead lies a familiar tent and sitting underneath is a figure wearing spacefaring gear over robes.  Their head tilts in your direction, acknowledging your presence and expecting reaction.  Upon getting closer, the creature straightens its back as it lifts from the ground with seemingly little effort.  Facing you, they extend a cloth covered arm in greeting, it is Zam’dul the Plane Traveler.  The thick breathing from a chamber in his mask lightens up as you can hear sounds like a throat being cleared.

“Hail, friend!  It has been a while, has it not?  Please, do not shy away.  Since your last visit, I have procured many new items from the distant cosmos and beyond.  I open my collection for you, if you can handle a potentially steep price.”

The dusty, wrinkled merchant shuffles over as an arm extends to highlight various wares.  Much like before, you bare witness to a wide variety of truly odd looking crafts and artifacts.  Some resemble items you’ve seen in your travels, others are far too alien for you to fully comprehend.  Zam’dul surveys the crowd while ringing a strangely shaped bell, hoping to garner interest.

Author’s Note: We’re slowly closing out our planar theme for the time being.  However, I figured it would be fun to return to another installment of Bizarre Bazaars!  This time, I’m going back to my roots and doing another planar theme, including the truly bizarre and perhaps even horrifying aspects of the planes.  But, if you wanted normal items, you wouldn’t have come here.  As a bonus, I’ve converted over some items from Planescape Torment.  No matter, take it away, Zam’dul.

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