Table E2 (Far Realms Fuckery)
- This table mentions Pseudonatural creatures. Give them the following traits: They are always extraplanar creatures, can cast True Strike 1/day, possess resistance to Acid, Electricity, Spells, and Damage equal to their HD in whatever system you use, and have the ability to turn into tentacled horrorforms, which doesn't change their statistics but causes observers to take a -1 penalty (or 5e-style Disadvantage, if you use that) to their attack rolls equal to the creature's HD due to non-euclidean geometries. Additionally, all of them possess human-level intelligence or greater. If none of this is useful or interesting and you've got cooler eldritch nonsense use that.
- Additionally, “layers” are mentioned. These effects represent layers of an alternate plane of existence, but if these encounters effect the Material Plane, treat them as basically extradimensional incursions.
1 Slow Light: Light only moves 30 feet
a round; beyond that, players see events as if they occurred 1 or
more rounds ago. Maximum movement speed is capped at 30 feet.
Movement gives a strange blue and red-shifting effect.
2 Hard Air, Soft Ground: Air becomes
solid, and everyone suffocates unless they can "dig through the
air" into the ground, which has the consistency of water and is
breathable. Treat air as if it were dirt or sand.
3 Evil Gravity: Gravity is sentient
and malevolent, cutting off gravity and reversing gravity as the
spell, Caster Level 20, at least once a round to harass all living
creatures. Previous gravity alterations end when a new instance
begins.
4 Damage Mirror: Attacks on opponents
injure yourself, attacks on yourself injure the nearest creature
instead.
5 Fractal Element: A 6th element
beyond acid, cold, electric, fire, and sonic appears as fractal
crystals which glow, feel cold to the touch, and spread like fire. If
touched, make a saving throw to avoid catching "on fractal"
for 4d6 damage a round. It can only be "put out" by taking
sonic damage.
6 Character Burning: The environment
here is on fire that is prismatic in hue. Any fire damage taken here
does no hit point damage, but instead removes one aspect of the
character per round, starting with alignment, templates, race, then
individual class levels. If a character takes effective negative
levels equal to its HD, it is turned into a level 0 True Neutral
NPC human with no skills or abilities. This is a curse effect and can be undone by
Remove Curse.
7 Cursed Dice: All dice results are
now backwards. 20s are 1s on a d20, 4s become 2s on a d6, and so on
and so forth. No one knows it is due to their dice.
8 Bear Hell: All opponents appear as
bears, regardless of what their stats are. Every round, one item in a
random character's hand turns into a brown bear, which probably tries
to maul them, then run away. If the character is holding nothing,
they must make a saving throw or become an NPC bear. Those items and
creatures taken outside the bear effect revert to normal.
9 Age Inversion: Young creatures
become venerable, venerable becomes young, middle age becomes old,
and old becomes middle age. Take the penalties and bonuses as
appropriate. The age inversion ends when you leave the affected area.
10 Hurting Spheres: Floating spheres
dominate this area. Each round, if a character does not deal at least
1 point of damage to the spheres, they take 1d6 nonlethal damage,
then lethal damage once their nonlethal damage equals their total HP.
The spheres themselves have infinite HP and are indestructible.
11 Surface Walker: Jumping is
impossible, and you can walk along any surface, including on the
ceiling. You are never permitted to leave contact with a surface for
any reason.
12 Distance Flux: In the first round,
distances work as normal. In the second round, squares are 10 feet.
In the third, squares are 15 feet. In the fourth, they are 0.5 feet.
The pattern resets on the fifth. Movement and other distances are all
affected.
13 Spellfire: All spellcasting
converts the intended spell into a bolt of energy dealing 1d6 + 1d6
damage per spell level to its intended target.
14 Mental Focus Shuffle: Your STR is
replaced by your INT, your DEX is replaced by your WIS, and your CON
is replaced by your CHA.
15 Physical Focus Shuffle: Your INT is
replaced by your STR, your WIS is replaced by your DEX, and your CHA
is replaced by your CON.
16 Tower of Babel: No one can
understand each others' languages anymore, not even through magic.
Language does not exist as a concept.
17 Loved Enemies: Opponents in this
area appear as various party members or loved ones, regardless of
their actual abilities and stats. Killing them causes the actual
person they duplicate to take the excess fatal damage, and the
attacker becomes aware of this fact just before they make the
finishing blow, allowing them to pull back with a Saving Throw.
18 Living Items: All items become
sentient and proceed to angrily swear at and complement various
creatures at random, sometimes doing both to the same creature.
19 Atmosdissappear: Roll 1d4. On a 1,
the air pressure is too high and everyone takes 1d6 damage; on a 2,
there is no air, resulting in 1d6 damage and suffocation; on a 3,
there is air, but it is unbreathable, leading to suffocation; on a 4,
the air is normal. The air changes every 1d4 rounds.
20 Strobe: Each round, the room is
either brightly lit (everyone is dazzled) or pitch dark (everyone is
blind, even those with darkvision). Spells which illuminate or darken
do not function against their opposite, rendering them useless. After
1 minute, everyone gets a headache, resulting in −2 Concentration,
Perception, and Search checks (whatever those mean in your games) for as long as they remain in the area.
21 Bent Light, Roaring Sound: Beyond
20 feet, all creatures seem blurred. Beyond 40 feet, all creatures
seem displaced. Beyond 60 feet, vision is impossible as it melts into
a swirl of colors. Sound propagates well here; all sonic damage deals
50% more damage. Any creatures discovered here are blind, with
blindsight out to 30 feet + 10 feet per HD.
22 Muffled Sound, Blinding Light:
Beyond 20 feet, all Listen checks take a −4 penalty and sonic
damage is reduced by an appropriate damage size. Beyond 40 feet, all
Listen checks take a −8 penalty and sonic damage is reduced to
minimum. Beyond 60 feet, hearing is impossible and sonic damage
cannot travel. Light is extra bright here; all sources dazzle,
sources which dazzle blind, and sources which blind blind permanently
and deal 1d6 points of damage per level of the effect (1d6 for
non-magical sources).
23 Crossing of Essence: Every round,
two traits switch between two creatures, such as their Strength
score, their hit points, their alignment, their body parts, or any
other suitable aspect of their character. If the creature is alone,
it swaps its body parts or things in places they don't make sense,
such as gaining your +1 longsword as your new Dexterity score while
you fight with a Dexterity 13.
24 The Dollhouse: Everything seems
artificial and fake somehow, yet picture-perfect. Enemies are
puppet-like in their movements and devoid of details. Those grappled
by the opponents must make a saving throw or become puppeted as the
others, compelled as if affected by Dominate Monster with permanent
duration unless some fine invisible strings are cut with a Ghost
Touch weapon. The strings have Hardness 0 and 5 HP. The dollhouse is
"played with" by a fantastic invincible creature which is
not beyond grappling you directly (+100 to grapple) and moving you at
its whim if you go outside of The Dollhouse, though it never directly
injures you.
25 Frictionless Step: If you move more
than 5 feet a round in this area, you immediately move an infinite
distance in your chosen direction until you hit something (up to 500
feet every round), where you stop instantly without harm. You provoke
attacks of opportunity as normal for this uncontrolled movement. It's
best to apply this effect where there are walls or creatures in the
way to stop their passage.
26 Hard Angle: It is easier to change
one's absolute speed rather than direction of movement, so all
creatures walk, burrow, climb, fly, and swim as if they had a fly
maneuverability of clumsy.
27 Snapshot in Time: The landscape is
in a permanent Time Stop, though creatures are unaffected. If they
take damage, however, they must make a saving throw or become frozen
in time for 1 round + 1 round per 5 points of damage, as if stuck in
Time Stop.
28 Misspelling: All spells are
corrupted into corruptions, such as Animate Dead becoming Animate
Red, or Detect Chaos becomes Detect Kiosk. Have fun with this.
29 Slice of Truth: The surroundings
appear as a flat surface, typically a gridwork or however your game
table appears, including other objects on the table which cannot be
reached but can be seen beyond the "invisible borders of the
grid". Characters appear to be statues, not necessarily
identical to their real appearances. While unable to move arms and
legs, this does not prevent moving, attacks, and other interactions.
The PCs simply cannot comprehend that they are minis on a map. If
there are no minis or map, the PCs and monsters are invisible to
themselves and others, and only able to "see" the
surrounding terrain and various giants around them which ignore their
presence.
30 Spiral: Every round, creatures must
make a saving throw or have their limbs start bending into spiral
shapes, giving a −1 penalty to attack, damage, and AC. Strangely,
this seems pleasurable, and so creatures that succumb take a −1
penalty on the next check. The effects are cumulative. Once a
creature has a penalty equal to or greater than its HD, it twists
completely into an immortal, immobile, eternally gleeful, and
impossibly twisted spiral shape with Regeneration 15 per round
bypassed by nothing, and cannot be saved by anything short of Wish.
31 Infinite Wounds: Any wounds dealt
or received in this effect have the effect repeat every round,
forever. Remove Curse or a Heal which brings the target to full hit
points removes this effect.
32 Singularity: A square in the room
acts as a singularity. Creatures can approach it or move around it,
but cannot retreat from it. Entering the square is fatal, and the
landscape distorts the closer you get to it. Escape is only possible
by waiting; it will vanish in a 10d6 Fireball after 1 minute of
non-interaction.
33 Shadow Puppets: A strong light
source shines from one direction of the area, one which can possibly
be moved. All opponents appear as if shadows. Attacking them will
result in a miss, but attacking them one square off where your shadow
will be projected results in the ability to hit them. Moving the
light source moves where your shadow projects. Complete darkness is
dangerous, as you are teleported randomly 1d6×10 feet in random
directions each round.
34 Hecatoncheires: Each minute, roll
1d5 (that is, a 1d10 in half). On a 1, lose two limbs of your choice.
On a 2, lose one limb. On a 3, no limbs are lost. On a 4, gain one
limb. On a 5, gain two limbs. The limbs gained or replaced are always
alien and horrible. Magic armor and items adjust to your new
mutations if possible, falling at your feet otherwise. The effect
fades one minute after leaving the effect, returning your normal
limbs and body parts.
35 Blood Rain: Blood wells up from the
ground and starts to rain upwards against the pull of gravity.
36 Thing: Bone hands and fingers well
up from the ground, snatching at everyone upon it. All creatures
touching the ground must make a saving throw or be immobilized for
one round. Those who save are instead entangled.
37 Thick Air: The air becomes thick
enough where you need to make swim checks to move, and you treat
yourself as if you were underwater for the purposes of movement and
attacks.
38 Easter Plane: A room full of
marshmallow peeps. They don't do anything, but they're watching, and
they are everywhere. A close-up look reveals the eyes are real.
However, they are still edible. If anyone eats more than 9, they must
make a save or be sickened for 1 hour.
39 Inside Out: Characters turn inside
out. Somehow, this doesn't hurt or kill you. Attempted sneak attacks
and critical hit confirmations get a +4 bonus against all creatures.
40 Malicious Weaponry: All weapons
animate as if Dancing Weapons and try to murder their users, unless
the user grasps the weapon and makes a save to control it. The weapon
uses the attack, Strength, and damage of its user.
41 Erratic Time Flux: Every round,
creatures must make a save. Those that make the save are affected by
a Haste spell, but those that fail the save are affected by a Slow
spell.
42 Erratic Space Warp: Every round,
creatures must make a save or be teleported in a random unoccupied
direction 1d4 squares away.
43 Spore Land: Healing no longer
functions, and any healing instead creates a number of tiny
duplicates of the creature equal to the amount of damage to be
healed. These duplicates grow on the skin, fall off, and run
aimlessly around until they perish shortly after.
44 Blood Weird: Every slashing or
piercing wound taken deals double damage, but grants the victim a
natural primary tentacle attack that deals 1d4 bludgeoning damage
(for Medium creatures) plus strength. Multiple wounds are cumulative,
and tentacles last for 1 round.
45 Touched By Fate: When this result
is rolled, everything seems normal, but attacks done to another leave
a brief glowing mark. Opponents struck during this round are bonded
by fate; even if the creature dies, it will respawn and return for
revenge sometime later during the course of a year. Respawned
creatures are compelled to destroy their target, and will return to
normal (possibly returning to being dead) afterward. Detect Magic can
determine the attacker is cursed, and Remove Curse or a stronger
effect can remove the curse.
46 Fumbles the Porcupine: Porcupines
rain from the sky and get everywhere. For 1 round, all rolls are
natural 1s, unless a natural 1 is rolled, in which case it is treated
as a 20 and automatically confirmed if needed. For each natural 1,
even a skill check, the creature takes 1d4 piercing damage from the
scattering porcupines. They vanish 1 round later.
47 Freaky Friday: Pass all character
sheets to your right, switching characters. Characters have switched
bodies with one another and have access to their abilities, stats,
and other attributes, but retain their normal alignment and
personality. The change remains for 1 hour.
48 Sputnik the Horse: A flying golden
horse appears overhead, granting good luck to all creatures. For 1
round, all rolls are natural 20s, unless a natural 20 is rolled, in
which case it is automatically confirmed. Effects which trigger on a
natural 20, such as Vorpal weapons, do not occur unless you actually
have rolled a 20.
49 Grass Battle: The floor becomes
sentient and attacks, becoming fluid and able to make slam attacks as
if it were a massive ooze. It attacks with a +20 to-hit and deals 5d6
damage, and may make one attack to each creature per round. It has a
reach of 5 feet and cannot attack creatures flying higher than 5
feet.
50 Inside Out (Oh God It Hurts!): All
creatures turn inside out, a painful process which results in a −1
morale penalty to attack. The creature is otherwise unharmed and can
survive in this state, but as their organs are exposed, it grants
attackers a +4 bonus to confirm critical hits against them. This is a
curse and can be removed by Remove Curse.
51 Repulsion: The Realm suddenly tries
to repulse every creature who is not a Aberration. All
non-Aberrations must make a save or be magically repulsed to a random
Plane, and those that make their save are instead just magically
moved 1D100 layers (as in, effects on this table) away from the
effect.
52 The Seeding: A great golden seed
falls from high above, and buries itself down into the ground when it
hits. 1d4 rounds later, a great tree springs forth from the ground
and a single big golden egg sits on the tree. If the egg is touched,
it explodes. Roll 1d6 for the following:
1) An Empowered Fireball, Caster Level
15 2) A Stinking Cloud, Caster Level 15 3) A Wail of the Banshee,
Caster Level 15 4) Like 1, but anyone damaged by the fireball must
also make a save or be affected by Hideous Laughter. 5) As 2, but
anyone who fails the save is also affected by Maddening Scream. 6) As
3, but any creature killed by the wail is fully returned back to life
1d12 rounds after they died as a pseudonatural being.
53 Hungry Eyes: The DM proceeds to
describe other creatures, including PCs, as various food products
without any indication that it is strange, such as calmly stating how
the dire watermelon attacks with its claws. The food-vision has no
effect on abilities, nor does it make the creatures actually edible.
The food vision effect goes away after the characters have had a full
meal.
54 Genetic Lotto: If a creature dies
in the area of effect of this occurrence, they Reincarnate as the
spell 3 rounds later into another race (including monsters, but not
animals). The reincarnation is not perfect and usually has artifacts
of their last race within, such as patches of green skin on an orc
turned human, or pointy ears on an elf turned dwarf. Creatures will
continue to respawn however many times they are killed, but after
respawning 1d4+2 times, a creature will next respawn as a pitiful
lump of flesh and limbs of random races they have reincarnated as.
Creatures which have suffered this fate are helpless, immobile, and
immortal, needing no food, sleep, or breath. Future death attempts
only make the mutant worse; it can only be cured by leaving the
affected area and reincarnating there, or using miracle or wish to
restore the natural form. Simply reviving them will not help, as it
will only revive their helpless blob state.
55 Studio Audience: Creatures feel
like they're being watched. All actions made by all creatures get
reactions from an invisible audience, responding to funny events with
laughing (even if it's not very funny), kindness with "awwws",
successful skill checks and shows of bravado with applause, and any
matter of innuendo with "wooooooo" sounds. Even normal
events like hitting people with swords and tripping have cartoon
sound effects. It has no mechanical effect beyond making it
impossible to move silently with the constant "creeping around"
soundtrack and other problems. This lasts as long as the creatures
are on the layer and 1d4 hours after.
56 No-See-Ums: The bodies of all
creatures become invisible as by greater invisibility, but clothing,
items, and other gear do not. This benefit grants a 20% miss chance,
or complete invisibility if the creature is naked and devoid of
items. Bodily fluids and consumed food remain or become invisible.
This lasts for 24 hours.
57 Fatal Fists, Blunt Blades: All
lethal damage becomes non-lethal. Meanwhile, all nonlethal damage
becomes lethal and deals twice as much damage as normal. Attempts to
deal nonlethal damage (and thus lethal after the change) by taking −4
function, but do not double in damage. The effect vanishes after
leaving the area.
58 Hole: A toothy maw-like hole
appears under a random creature, provoking a save vs falling in. The
pit appears to be bottomless and lined with teeth and strange colors.
Each round, the pit expands in a 5 foot radius, letting anything in
its path fall in until it eventually consumes the entire layer. Those
who fall in are randomly shifted to another plane besides the Far
Realm, and there is a 20% chance that they are hopelessly insane when
they arrive.
59 Railroading: A set of twisted
railroad tracks criss-crosses this area, sometimes splitting and
sometimes converging, but always going from point A to B. PCs can
travel anywhere along the tracks, but a magical force prevents them
from leaving it. Monsters and other native creatures are not so
constrained. The magical force can be broken with a difficult
Strength check, but the moment the PCs leave the railroad, they are
pummeled with magical rocks falling from out of nowhere, dealing 5d6
damage a round, with no save. The rocks stop when they return to the
railroad. The ends of the railroad always lead to valid exits off the
layer.
60 Overstep Yourself: Roll 1d3. On a
1, for each square of movement a creature makes, it instead moves two
squares ahead, stopping only for a solid obstacle. You cannot
willingly move less distance, and you always travel in the direction.
In effect, your movement of, say, 6 squares is 6 squares of 10 foot
intervals (making your move speed 60 feet instead of 30). On a roll
of 2, you move three squares of movement, and on a roll of 3, you
move four squares of movement. 5-foot steps are also altered by this
effect, and it lasts until you leave the area.
61 Spiders: A large cloud of tiny
black flecks (which on close inspection are spiders) blossoms from
the ground. Those who breath it in must make a save or feel sickened
for 1 round. The cloud disperses after 1 minute on its own and
everything seems fine. However, if the characters break anything open
on this layer after the event, they will discover that they are full
of black spiders as well as what is what is normally inside. Open a
coconut, spiders. Take off a helmet, spiders. Kill a monster. Blood,
guts, and spiders.
One day afterward, those who failed the
saving throw have their vitals, their blood, even their brains,
replaced by millions of spiders. This has no detrimental effect, and
they may not even notice until they are cut and spiders pour out.
This change is permanent. It does have two beneficial effects and one
side effect. It allows the affected creature to move on the Far Plane
without needing to make the save against the ambient insanity, and
the creature is not attacked by mindless spiders unless said spiders
are directly ordered to attack. On the downside, the creature counts
as vermin whenever not beneficial. Drow often see this as a blessing
from their goddess.
62 Cocooned: The layer tries to cocoon
all creatures in it in ethereal webs. A successful save ejects the
character to the nearest layer, while a failed save ends the creature
on the inside of a cocoon. A trapped creature can try to cut its way
free with any light slashing or piercing weapon. The cocoon has an AC
of 11 (if ascending AC), Hardness 5 and 50 HP. If the creature fails
to escape within 5 rounds, they are immediately knocked unconscious
and awaken 4d10 days later on another plane with a pair of insect
wings. The wings are too weak to fly with, but reduce fall damage by
half. Those affected must get their armor re-fit for abnormally
shaped creatures. The change is permanent short of Limited Wish or
better.
63 Small Kopi: All living creatures
have their left hand fall off, dealing them 2d10 damage, and the
creatures regenerate a new hand in 1d4 rounds (though the damage is
not also healed). The hand that falls off springs to life the second
it hits the ground and take form (plus stats and abilities) like a
homunculus, which will try to kill its "creator".
64 Hunger Calls: A strange scent
drifts through the layers, and every creature must make a saving
throw or become a compulsive eater, needing to make a saving throw
every time they see food or be forced to eat it. Every time they fail
the save, they have to save when they see a non-food object. If they
fail THAT save and eat the object, they do so harmlessly but from now
on have to treat that object as 'food'. This can easily grow of
control, as the subject never stops feeling hungry and never suffers
from the effect, becoming an omnivorous black hole. Succeeding on 3
consecutive instances of compulsive eating removes the effect.
65 Bounty of the Land: Bushes begin to
appear out of the ground, bearing great numbers of delicious-looking
fruits and berries. If eaten, they bestow the same effect as a
Heroes' Feast, but anyone who eats must also make a saving throw or
receive one random mutation.
66 The Spawning: The earth spawns one
or more creatures with pseudonatural, lovecraftian traits; roll 1d6
to find out which creature appears:
1) The earth spawns 1d4 pseudonatural
small monstrous centipedes each round for the next 1d12 rounds. 2)
The earth spawns 2d4 pseudonatural araneas. 3) The earth spawns 1d6
pseudonatural dire sharks each round for 1d4 minutes. If not helped
into water, they will immediately begin suffocating. 4) The earth
spawns a single pseudonatural elder black pudding every 1d12 rounds
until it has spawned 5 puddings. 5) The earth spawns 1d3 completely
identical pseudonatural planetars, which behave erratically. 6) The
earth begins to shake and rumble over the next 3d10 rounds before
finally spawning a single pseudonatural dream larva.
67 Surrogate: A cactus-like mobile
plant violently bursts from the ground and fires needles at every
creature in an 80 foot radius, with +13 to hit against AC. A hit
deals 1d4+1 piercing damage, and if wounded, a creature must make a
saving throw. On a failed save, an egg has been implanted. The
creature will begin to have stomach pain. Each day, the victim must
make another save, or become sickened for 24 hours. After 3d4 days,
the egg hatches and a pseudonatural dire rat bursts from the victim's
stomach, dealing 4d6 points of CON damage and scurrying away. A heal
or remove disease destroys the egg before it hatches, ending the
effect. Creatures which are immune to disease or lack a Constitution
score cannot be affected by this occurrence.
68 Snowing Red Dust: Red dust begins
to snow all over the layer and continues for 3d6 rounds. Every
creature caught in the red snow must save each round or Red Dust
disease, which deals -1 to CON, attack, damage, and checks every day
you fail a save. When reduced to 8 CON, the disease accelerates and
forces you to save every hour. At 0 CON, you die and leave a
shriveled red corpse. If disturbed, the corpse explodes into a cloud
of Red Dust. While infected, HP damage can only be healed by Limited
Wish or greater. It takes 3 successful saves in a row to overcome the
disease.
69 Gender Changer: All creatures
change sex to the opposite one and must all immediately make a
Charisma check. The creature who rolled the highest on the check
receives the benefit of a Enlarge Person that can affect any creature
regardless of type, while all others get the effect of a Reduce
Person with no save that can affect any type and which does not
affect their equipment. The effect lasts for 24 hours and may be
removed by Remove Curse or stronger magic.
70 The Black Cat: Out of the corner of
your eye, you begin to see a black cat, but when you look, there is
nothing. The persistent image results in a −1 penalty to attack
rolls and ability checks.
71 Dire Moose: A dire moose appears
out of nothing, walks up to the largest gathering of intelligent
creatures on the same layer, and tells them that the layer is about
to collapse, whereafter the dire moose disappears. The layer does
indeed collapse 1d100 rounds after the Dire Moose disappeared,
dealing 10d6 damage to any creature still on the layer before
ejecting it to the next layer.
72 Katamari: Any objects smaller than
yourself which are touched immediately stick to your body and cannot
be removed short of universal solvent. Likely, this fuses weapons
into the hands of PCs, among other things. It is not limited to
hands; anything smaller than you sticks, and when you have enough
random mass to be counted as a creature of a larger size category,
you are able to stick much, much more. Many a poor party end up
stickied, and need a small party member with their hands coated in
universal solvent to roll them out of the area of effect.
73 Stuck to Play: When you arrive on
the layer, you become aware that the layer will close and prevent
exit once only one creature remains on the layer. When only one
creature is left, the layer seals off, preventing escape as if under
Dimensional Lock, and any physical portals out of the layer are
closed. The layer remains closed for 1d12 days, and every 1d6 hours,
new random effects will occur. Roll on this table to determine which
new effects occur.
74 Bunny Time: Every 1d4 round(s), a
happy bunny appears and hops close to the creatures in this layer.
Once 20 happy bunnies are present, they go berserk and attack all
other creatures with the strength of something totally awful like a
dragon or whatever until killed or they are alone on their layer
again.
75 Ignition: The atmosphere is
extremely flammable, but breathable, and seems no different from
normal. If any fire occurs, the atmosphere on the layer immediately
ignites, dealing 3d10 points of fire damage a round for 1d4+2 rounds.
Once the fire ceases, the atmosphere is completely devoid of
breathable gas, and creatures will likely suffocate.
76 Reverse Newtonian: The ground seems
solid, but if you move more than 30 feet in a round, the ground will
take on a liquid consistency, allowing you to fall through. You can
attempt to swim through, but you will fall 300 feet down in the first
round, and 500 feet in subsequent rounds. Swimming is slow and you
move at half speed. If you managed to fall more than 1000 feet, you
begin taking damage from superheated rock, plus an additional 1d6
fire damage for every 10 feet lower, up to 20d6 fire damage at 1200
feet where you are submerged in magma.
77 Magic Gone Wild: The layer is under
a strong wild magic effect; any time a spell or a spell-like ability
is used, the user must succeed a check equal to three times your
level or a wild surge will occur. Anyone who has spells or spell-like
abilities must succeed on a save for every 10 minutes spent on the
layer, or become infected with Wild Plague.
78 Dark Price: A cosmic mind contacts
the layer. Every intelligent creature on the layer may make an
immediate charisma check, the one with the highest result gaining the
use of a free wish spell from the entity. However, they also have the
knowledge that if the wish is made, the creature will be fated to die
in a horrible fashion. The nature of the death is up to the DM, but
typically occurs anywhere from 1 week to 2d20 years after the wish is
made.
79 Collapsing Star: The layer contains
large but faraway fuzzy globes of vague energy, and the ground is
black. Gravity is twice as heavy as normal here, and attempts to
Plane Shift or Teleport must first succeed on a saving throw, but
otherwise the layer is fairly normal. The heavy gravity causes
balance, climb, jump, ride, swim, and tumble checks to be at a −2
circumstance penalty, as do all attack rolls. All item weights are
effectively doubled, which might affect a character’s speed. Weapon
ranges are halved. A character’s Strength and Dexterity scores are
not affected. Characters who fall on a heavy gravity plane take 1d10
points of damage for each 10 feet fallen, to a maximum of 20d10
points of damage.
5 rounds after the party gets there,
the gravity triples, resulting in a −4 penalty to the
aforementioned skills and attack rolls, weights are tripled, weapon
ranges cut to a third, and characters take 3d8 fall damage per 10
feet. The save to Plane Shift and Teleport rises by +5. The energy
spheres also move noticeably closer. Every 5 rounds, the gravity
increases to four, five, and six times normal gravity, increasing the
penalties as appropriate and fall damage following the progression of
6d8, 8d8, and 12d8 per 10 feet. On the seventh instance, the energy
spheres touch and the layer collapses into a ball of nuclear fusion,
obliterating everything on the layer.
80 Paranoia: The DM may consult this
result and look shocked at how bad it is. Suggest that "the PCs
see or hear nothing unusual", but look grim (or sadistic if
that's your choice), second guessing all their actions and asking
"are you sure?" to even seemingly innocent things. Nothing
is wrong, their players are just paranoid.
81 RPG: The party is subject to a
sudden blur of colors, resulting a save or becoming dazed for 1
round. Regardless of their save, they are blinded by the colors for 1
round. When their vision clears, they will be in an enemy encounter.
Upon defeating the enemies, the bodies vanish in a red outline, and
they leave bags of gold, potions, and other things monsters of their
sort should not reasonably be carrying, as well as some ghostly
fanfare which comes out of nowhere.
82 Objectified: Creatures on this
layer lose their constitution scores, gaining CON — for the
duration of their visit and gaining construct traits (except immunity
to mind-affecting effects, unless they are already mindless).
Creatures without CON scores, meanwhile, gain CON 10, and become
vulnerable to construct immunities (unless they are immune through
another way, such as poison immunity from an amulet). Formerly living
creatures do not bleed, and formerly non-living or undead creatures
bleed. This includes inanimate objects and even the ground, which
screams when cut.
83 Turning Japanese: When any creature
takes a slashing or piercing wound in this area, they take an
additional 1d6 points of damage as fantastic amounts of blood spray
from the wound. This blood loss never results in the creature passing
out, and indeed the blood will continue to spray forth in an absurd
amount far beyond what the creature actually contains. When a
creature dies, they explode into a tidal wave of blood, destroying
their body and flooding the surrounding 20 foot radius burst with
blood, dealing 5d4 nonlethal damage and forcing a save vs being
knocked prone (a successful save negates the prone effect).
84 An Odd Layer: You can only ever get
odd results, rounding down to the nearest odd number. For example,
you can move 5 feet, or 15 feet, but find you cannot move 10 feet.
Likewise, your attack roll of 16 to hit becomes 15, and your damage
roll deals 21 damage instead of 22. On a natural 20, the result
becomes 21 instead of 19.
85 Adrian Brody: You encounter an
appropriate level encounter monster who has a curious human face and
the gaze attack of a Medusa. If you fail the save against its gaze
attack, instead of turning to stone, you gain the creature's face,
the creature's gaze attack, and are treated as if charmed even if you
would otherwise be immune. The creature makes no effort to attack
other creatures with its face, and creatures affected are more than
happy to spread the face to others.
86 Funny Hat Club: A group of of 2-6
pseudonatural trolls are in the area, sitting on comfy chairs,
wearing monocles, sipping tea, and wearing bizarre hats (including
things that shouldn't BE hats, such as a duck on one's head). They
are busy discussing politics in a very elite fashion. All of them are
under a Sanctuary effect, as if cast by a level 100 caster. A sign
just outside of their area displays "Silly Hats Only". If
approached within 60 feet, the conversation will stop and the trolls
will stop and look at the intruders, glaring if they are not wearing
a silly piece of headgear. If a silly hat is not worn within 2
rounds, on the third round they go berserk and attack. If the attack
is prevented via silly hats, the PCs may converse with them, though
they mostly seem focused on game hunting and various real and unreal
political events. They have a +20 bonus on any checks about these subjects.
87 Prismatic Dye: A rolling
40-foot-high multicolored cloud with a 40-foot radius diameter
appears. The cloud moves at 20 feet a round. Those caught in the
cloud have their skin turned to wild prismatic flashing colors, with
no other effect but looking strange and bare skin shedding light out
to 5 feet, and shadowy illumination 5 feet beyond. However, they soon
find they have an uncontrollable gaze attack out to 30 feet; any
creature under 8 HD subjected to the gaze immediately dies and is
animated as a shadow with an urge to murder their prismatic killer
and drain him of both life and color. The shadows cannot be turned or
rebuked, but they can be destroyed through normal traditional means.
The effect is permanent, but a Limited Wish or better removes it.
88 Gotta Go To Space: This layer
appears to be a normal material plane world, but gravity is in
reverse. A save on arrival allows creatures to grab onto something;
otherwise, they fly off 300 feet in the air the first round and 500
feet every round after. The atmosphere is much more compressed than
normal; after 500 feet, the temperature drops 20 degrees and the air
becomes thin, forcing a save vs becoming fatigued. Between 1500 feet
and 3000 feet, the temperature drops 20 degrees again and creatures
must make a save vs exhaustion. Between 3000 feet and 15,000 feet,
the temperature drops another 20 degrees, and the creature takes 1d6
points of damage from low pressure and can no longer breathe. Between
15,000 feet and 25,000 feet, the temperature drops another 20 degrees
and the pressure damage increases to 2d6. Beyond 25,000 feet, they
are officially in space and take 3d6 damage a round from pressure,
plus 1 point of ability damage to all ability scores from radiation
damage. They may drift in the infinite depths of this layer forever.
Any spells which grant a fly speed or
any teleportation spells (including Plane Shift) fail unless the
caster succeeds on a difficult meaning creatures may fly higher and
higher before they can manage to escape.
89 Spamming Hell: Every round,
characters must succeed on a save while in the area. Failure means
they repeat the same action as last time (attacking, moving,
repeating the same message, etc.), regardless of how the surroundings
have changed. Success means they can act normally.
90 The Rave: Every object, creature,
and even the atmosphere itself flashes with prismatic colors and loud
blaring music. All listen checks are made at a −4 penalty and even
normal conversation within earshot must succeed on a listen check.
All creatures are dazzled, and when first exposed to the area, must
make a save or be blinded for 2d4 rounds. Anyone who remains in the
area for more than 10 minutes who is not immune to mind-affecting
effects becomes sickened, no save.
91 The Gazebo: The layer is disturbing
and freaky as the far realm often is, and in the middle of the
madness is a small grassy meadow with a little grassy hill. On that
hill stands a shiny white gazebo. The PCs will feel safe from the
horrors of the Far Realm here, but the gazebo is actually an advanced
mimic with 21 HD and pseudonatural traits which is more than happy to
wait for the PCs to take a nap inside of it.
92 Silence: The plane is completely
silent, as if affected by the Silence spell. Nothing else occurs.
93 Pulse of Creation: A 1-foot white
sphere of light appears floating there. It is incorporeal and cannot
be touched, but any creature moving within a 10 foot radius of it
must succeed on a save or lose a memory. The memory is converted into
a new layer somewhere on the Far Realm, which duplicates the memory
and its inhabitants with pseudonatural clones. Lost memories incur a
negative level with a save to remove 24 hours later. However, the
memory remains missing with a vague sense that something is wrong.
Modify Memory is capable of restoring the memory.
94 He Who Waits Beyond The Wall:
Whenever someone speaks or attempts vocal spellcasting, they must
make a save or instead begin mumbling strange things about "the
Nezperdian Hivemind of Chaos" and "Zalgo", before
snapping out of it with no memory of what just happened. After the
3rd failed save, which need not be consecutive, the creature who
failed that save must make another save or be consumed by a web of
growing black tendrils which spill from their mouth and eyes, mouths
appearing on their skin and devouring them alive horribly. The web
will start in their square and grow in a 5 foot radius every round
until it has consumed the layer in corruption. Those touched by the
webbing treat it as a Web spell which deals 2d6 damage a round on
contact.
Although the process appears fatal, the
originator of the web is actually still alive, but unconscious and
taking vile damage each round. They are contained in a cocoon of
webbing, with Hardness 5 and 50 HP. Allies can attempt to free them,
and doing so halts the growth of the webbing. If anyone dies from the
vile damage, they respawn 1d10 minutes later on the material plane as
a pseudonatural version of themselves with chaotic evil alignment and
a compulsion to summon the titular elder evil to the material plane.
95 Ocean of Insects: The area is
flooded with a sea of small insects up to 20 feet high, so thick you
can swim through it at half speed. You must hold your breath and
close your eyes, or insects will crawl in your eyes and mouth and
deal 5d6 damage and force a save vs nausea each round. If you are
damaged and close your mouth and eyes again, the damage decreases by
1d6 and −2 save penalty each round, until the damage is 0. When the
damage becomes 0, there is no longer a save. They will not damage you
if your mouth and eyes are closed.
96 Enlightenment: A bright flash of
light occurs, and characters must make a save or be permanently
blinded, their eyes burned right out of their head, save negates.
However, if a character is blinded, they gain +4 on initiative
checks, +4 on saves against traps, is treated as having 360' vision
for purposes of flanking and back-attacking, and may use the
following spells 1/day as spell-like abilities: Detect Secret Doors,
Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing,
Find the Path, Legend Lore, Discern Location, Foresight. If their
blindness is ever cured (which requires regrowing the eyes), they
lose these benefits.
97 Even Death May Die: Characters must
make a special level check of their character level + 1d20 against
Difficulty 30 or equivalent (Courtney's Rosetta Stone is useful, here). If they succeed, they are rendered
biologically immortal but hopelessly insane, ignoring even
mind-affecting immunity. If they fail, they are not driven insane but
their lifespan is cut in half, which may push them into a new age
category. If they have been pushed beyond their maximum lifespan,
they must make a save or die; success means they have 1d6 years left
to live. The insanity and the aging effect can only be cured by a
Wish. Reverting the aging effect restores their natural age and
reverts any penalties or bonuses gained from it.
98 The Offer: A bizarre and
otherworldly entity appears, stopping the flow of time if needed to
speak with the PCs, and offers the PCs the ability to become as gods;
however, they will have to leave everything behind. If refused, it
has no issue and departs. However, if the offer is agreed to, the
character is swept away into the gibbering madness, never to be seen
again. Evidence that the character has ascended into the state of an
elder evil is apparent. They are now an NPC, but will subtly impact
the game with their motives and beliefs, leaving their mark on the
world.
99 Double Weirdness Roll twice on
this Table, re-rolling any further roll of 99 or 100. (Or roll with it, lol.)
100 Strange Eons Roll 1d4+2 times on
this Table, re-rolling any further roll of 99 or 100. (Same)
No comments:
Post a Comment