Showing posts with label Cube World. Show all posts
Showing posts with label Cube World. Show all posts

Friday, November 29, 2024

It Will Be Here, It Will Cost 0$, And Then It Will Be Gone Forever




The hardcover, full-color, 8.5x11", 400-page Compendium is now available. Until Jan 1. Then it's gone. And it costs 0$.


Fifteen years in the making, it includes:

-All of the illustrated Cube World material--fully re-designed to be easier to read, cross-referenced, with notes, including adventures in Voivodja, The Southern Daimyos, The Peacock Isles, Drownesia, Nephilidia and more.

-Dozens of pages of unpublished new material.

-The entire aborted Violence In the Nympharium scenario--re-laid out, redrawn, and deluxified

-An entire illustrated megadungeon--with dozens of levels--which my players have been in and out of for the last 2 years. Designed to be the be-all-end-all dungeon of its kind, with every kind of cool dungeon monster and environment represented in its dozens of levels.

-New completely crawlable maps of the chivalrous continent of Broceliande. Likewise--my players have been in and out of here for the last 2 years.

-Tools and tables to use all of this stuff.

That is--it basically has all the material for my campaign that isn't in another published book, everything in all the Cube World pdfs, and more.

Email me if you want it: zakzsmith AT hawtmayle dawt calm.

Also: The Cube World pdfs are no longer available (aside from the unillustrated utility ones like Book of Jerks)--all that material is now only available in the illustrated Compendium.

None of this will be on sale after January 1st.

And all you pirates--this will not be available as a pdf. It's available in this hardcover only.





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Wednesday, February 21, 2024

The Temple of Naga Malicinda-Five Bucks

 


Temple of Naga Malicinda

My players are currently in a megadungeon, this is one of the levels.

It can pretty much fit into any big dungeon with levels or areas.

Now available in The Store. Five Bucks.

Thursday, January 4, 2024

The Leviathan Organ of Nasen-Ra


Vast were the whales of lost ages, their mouths swallowed ships whole and their movements dislodged islands from their foundations. From the bones of these sea beasts, the great tyrant Nasen-Ra bid his architects and slaves construct an organ of such magnificence that a single note might decimate an army or lay a city low.

Much ravaged by the aeons, the organ consists of 100 pipes divided into four ranks, controlled respectively by four pipe stops, each rank containing 25 pipes controlled by 20 remaining functional keys, and five remaining functioning pedals. In addition, it has a series of percussion stops which activate a wheel of bells (the Zimbelstern) and various other instruments.

The entire mechanism is housed within a resonating sound chamber in the tomb-palace of Nasen-Ra, whose location is lost to the masters of both archaeology and cartography.

Each note (activated by key or pedal) activates a magical effect, whose scope and range is determined and modified by which stops are pulled out (at least one must be pulled out to produce any sound or effect), though there is no way (no way, including magic or any other forms of inflicted omniscience a Player Character might run across) to know which combinations do what without trial and error.

Keys

1. Water level rises—1 inch per second
2. Torrential storms
3. Animals die
4. Confusion-like effect
5. Tsunami of blood
6. Skeletons pull their way out of the bodies that house them
7. A powerful thirst
8. Claws emerge from the ground and attack
9. A sexual frenzy
10. Mutation toward a salamander-like state
11. Wombs swell—one per round—with demon children
12. Dead rise as vampires —one per round
13. Time stops
14. Temperatures drop— 1° per second
15. Metals powerfully magnetized
16. Greed overcomes every intelligent creature
17. Fear overtakes all creatures
18. Silence (other than the Leviathan Organ of Nasen-Ra)
19. Earthquake, its magnitude increasing by one per second
20. Sleep-like effect

Pedals


21. Sound is deafening
22. Glass shatters
23. Wood turns to glass
24. Time travel backward—one year per second
25. Random limbs autoamputate one per second

Pipe Stops (at least one must be pulled for keys or pedals to work)


A: ...including everywhere outside the chamber in a 50-mile radius...
B: ...including inside of the chamber...
C: ...including anyone who has harmed the player of the organ anywhere...
D: ...except in a 10’ radius around whoever’s playing the organ

Percussion Stops (Essentially on/off switches)

E: Zimbelstern (wheel of rotating bells): Calls every bird on the continent
F: Chimes: Hurricane of locusts descends
G: Kettle drum: Summon Level 20 Entity
H: Glockenspiel: Strange Waters II-effect

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Wednesday, January 3, 2024

The Beast Coast, or The Slaughterlands


The sands of the Pavonate Vale have for centuries borne the bones and bloodstains left by the untold wars of the city-states surrounding it.

To the southwest of the Vale, across the far side of the bizarrely-layered geology of The Puzzling mountain range lies the vast Beast Waste, where the creatures pressed into service into these conflicts have hunted and bred since before the dawn of humanity. It is an arid plain made intelligible only by the shapes and colors of its brutally capricious geology: the weird domes of the Carved Land, the Place of Knives and its jagged vertical slabs, the toxic purples of High Violaceum.


Tusks, teeth, barbarians, bones, broadswords, war magic and drums, chanting, ruins, scavengers, schemes, and no signs of civilization. This is where gnolls come from.

If you've got Frostbitten and Mutilated, it's kind of like the Devoured Land but with sand.

Is there something in every 6-mile hex? Yes--no? Kind of! Anyway it is like this:


1
The Black Ocean becomes, at this point, blacker.

2
Giant seahorse dwells beneath the waves. Ancient and wise.

3
RUINS OF CRUCIS NARRIQ
All that is left of the most recent victim of the Pavonate Vale's
unceasing warfare. Wizards and treasuremen are still seen
stalking the remains of this thrice-cursed place, seeking secrets.


4

5
Eerily calm waters.

6


7

8

9

10

11

12

13


14



15
THE CITY WITHOUT LAWS
This city-state has no ruler, as the Cobra Queen (see below)
has cursed it.
A great serpent devours any who attempt to mount the throne.
Zarak, a half-orc and an assassin, has achieved great
renown during the anarchy, selling his blade to 
the highest bidder.

16

17


18
THE TOURMALINE CITADEL
The fortress-city of magic-reflecting stone was built in ages
past to guard against the depredations of the ancient war wizards.
Dissidents now seek to overthrow King Nin Draala,
the mad sorcerer-king whose reign has lasted 500 years.

19

20



21

22



23

24



25


26

27

28

29

30

31

32

33

34
THE CITY OF RATS

An ancient warren of accumulated structures, none know how deep.
This place is the domain of the rat gods, and of all who
steal, scavenge and seek shelter in narrow places.

Many a foreign outlaw, brigand and oathbreaker seeks
refuge here, fleeing justice or righteous vengeance.

35

36

37

38

39


40




41


42

43

44



45



46

47

48-49
CITY OF BLACK SPIRES
The largest and wealthiest of the Slaughterland city-states, the
City of Black Spires is a haven for pirates and traffickers in
dangerous and blasphemous goods.
This is the Beast Coast city most likely to contain
NPCs who speak the party's language, who know
the lands from whence they hail, and to track down
their families and kill them should the player
characters disappoint them.


50
Neothid philosophers roam the plains, protected in their
psicysts, feeding on trauma of the dying and the doomed.

51

52
 A traveler interrupts a summoner's meditations.

53

54


55

56


57

58
A masked agonapraxite from the City of Black Spires leads
a company of mounted Inflictors.

59


60
There is a tent on the edge of desert.
It is there you will find what you seek.


61

62
CITY OF BLEACHED BONE

Contrary to legend, the revenants that inhabit the City of Bleached Bone
are not mindless--it is merely that their desires, and the connection
between their ritual actions and whatever esoteric purposes they
seek to accomplish, are maddeningly obscure to the living.
The Gilded Lich whispers his orders from a throne of
pyrite and white obsidian.
It is said the eerie music from his palace issues from the Leviathan
Organ of Nasen-Ra, a legendary artifact of unimaginable power.

63

Winged disenchanters are harmless-they only
eat magic items. Their stomachs contain writhing
plasmic bezoars of molten metal, cellulose and
half-digested eldritch energy.

64


65

Survivors of a lizardman raid celebrate finding
shelter high in The Puzzling.


66

THE CRUEL CITY

Whether the inhabitants of The Cruel City are any crueller than
the rest of the population of the Slaughterlands is up for debate, but
the fact that half the population are lizard-hybrids is not.


67
A hieronymoid formed from parts of various mutilated carcasses
pulls itself across the dunes



68
Princess Seela, one of the twelve medusa sisters, commands
her pirate fleet from the Iron HandHer crippled crew is
adorned with a wide variety of threatening prosthetics.

69

70


71

72
A spawning herd of catoblepas--which few have seen and lived.


73




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78

79
Exhaustive search of this hex will reveal the The Mask of Johydee
buried in the desert sands.

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82

83

84

85



86

87
THE REPTILE CITY
The oldest of the extant Beast Coast cities and the largest settlement
of lizardmen and reptile women since the fall of Nyctopolis, what we call
The Reptile City is referred to by its population using a precise series
of inaudible hormone releases.
It is said the chronomancers who rule this city
are responsible for the mesozoic creatures who
still stalk the Beast Wastes.
Mammals found within the city are subject
to unspeakable atrocities.


88
THE RED CITY
Little is known of the Red City or the Red Cult which
rules it via inscrutable psionic democracy.
While remaining aloof from open warfare of any kind, 
agents of the city-state have committed acts of sabotage, assassination,
and destabilization against the other city-states, with no other seeming
purpose than to encourage and prolong the intercity conflicts that
ravage the Beast Coast.

89


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91

92

93


94

95

96

97
A pair of raggedclaws scuttling across the floor of the Silt Sea,
looking for something to cast a spell on and then eat.

98


99
THE LYING CITY
The Lying City is so-named because 
it cannot be seen until one is entirely through its gates....

...it's also known for the popularity and ferocity of its
gladiatorial pits.
The enchantment is the work of its Witch-Queen--Marique--who despises and
is despised in turn by King Nin Draala, of the Tourmaline Citadel.
Her longtime consort is Naksus of Ynd, a horrifically-
scarred gladiator, nine years undefeated.


100

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Art credits: Daniel Vega did the psychedelic desert psychic thing, Sergio Toppi did most of the cities, also: P Craig Russell, Frank Thorne, John Buscema, Frazetta, Jeffrey Catherine Jones, Mahmud Asrar, Sanjulian, Mike Mignola, and the movie Fantastic Planet, among others.

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