Showing posts with label Lovecraftian. Show all posts
Showing posts with label Lovecraftian. Show all posts

Monday, February 5, 2018

My Stupid and Unnecessary D&D Cosmology

So, cosmology. It's very rare in most campaigns for the planes, theology, and origins of the multiverse to be at all relevant beyond what mortals THINK is true, but in my games this stuff comes up all the time. That, and the typical OSR fashion is to simplify things and cut the fat, and I figured, fuck that, why not go against the grain and go so stupid-cosmic that Planescape has to get on my level? So, without further adieu: Aura's Stupid and Unnecessary D&D Cosmology.

--

In the beginning, and perhaps after the end, there were the Far Realms, maybe. Their nature will be discussed later, but for now, Sages believe it to be a sort of alternate multiverse or primordial chaos of infinite possibility, bubbling and dissolving. There was one such bubble of ethereal protomatter, still and quiescent, free of change, causality, and time. Or so the theory goes.

Perhaps a passing Elder Thing or Outer God stuck in an appendage and swirled it before moving on, as some sort of incidental Prime Mover. And the swirling Ether eventually coalesced into the Planes of Positive and Negative energy. They spun about, endless founts of Creation and Destruction, constantly energizing and polarizing forces around them, until the planes of Fire, Water, Earth, and Air stabilzed around them. From then on, intersectional Elemental Planes of all possible interactions were born. Mud, Salt, Vacuum, Steam, Radiance, Smoke....eventually, Phosphorous, Uranium, Gold, Sodium, etcetera, with the Positive and Negative Energy Planes intersect to create Temporal Energy.

All Positive Energy eventually transitions and converts to the Negative Energy Plane, and in however many kalpas, eventually it is all that will remain. This is Entropy, and the Temporal Energy Plane measures this, and all possible transitions of time. The timeline(s).

Eventually, all the possible extant Elemental Planes intersected to create the Prime Material Plane, though parts of it were too bright and dark to stabilize, creating the mirror worlds of Feywild and Shadowfell. More on these two, later. There are infinite worlds in the Prime Material, as Temporal Energy made every possible outcome of causality extant in its own timeline. Indeed, even if you root down to the First Cause, there are infinite worlds for every POSSIBLE first cause. The Feywild and Shadowfell mirror every possible Prime Material World, and intersect with every possible Elemental plane, save for the Energy Planes. Positive/Temporal/Negative already map to Feywild/Prime/Shadowfell.

The Feywild is the plane where things are more alive, more manic. Everything can talk and bargain here. Everything lives. Every passion is given drive. This plane can change you, and make you a more manic, impulsive, inconsistent person. The Shadowfell is a more dead world. Illusions persist here, forms without substance and substance without form. It is a more mutable plane but its people are more static. The moroseness and depression makes you more resistant to change, drive, and passion. You're reduced, made less.

The Ethereal Plane has near and far shores; the Near Ethereal is less a plane and more a phase-shift to the Material. The state of being intangible. The Ethereal Plane connects all the elemental and material worlds; Demiplanes can exist out here, and you can reach other Prime Material planes save for ones based on your own direct timeline. From Oerth to Krynn, as opposed to Alternate Oerth.

There is also the Astral Plane, the plane born of thought and memory, which connects to and contains the Outer Planes, as in Planescape. The world of Beliefs and Ethos made manifest. The Ethereal and Astral planes intersect to create the Dream Plane, the world where Thought Appears To Have Form. The Dream Plane intersects with the Outer Planes to create the Questing Grounds, the Plane of Narrative, where Thoughts and Symbols Appear to Have Meaning. Archetypes, stories, and narrative causality rule here. Here, travel is only made by progressing stories, and distance is measured by how long a story is told.

The Inner and Outer Planes intersect to create the Ordial Plane, where Belief has Substance. The Plane of Proof. It is the Akashic Records. Anything can be learned and proved here, but this is a perilous place, because ANYTHING can be PROVED here, even if it's not true.
Many who search the Ordial Plane for Truth end up being lost in their truth, and are trapped in a fantasy world of confirmation bias.

The Intersection between Ordial and Narrative is the Meta-World, which intersects with the Multiverse and the Real World. It's the plane of the 4th Wall, where PCs can become aware of the actual truth of their world, and transcend what they are. This plane leads to other campaign worlds and RPG systems. PCs can talk directly to their players and the GM here, and in a text-based game can actually read the text. Portals here lead not to planes, but to stories; different campaigns in the same world, or a movie and its sequel, would all be separate portals.

There is the Mirror Plane; the world behind every mirror. It connects all possible Prime Worlds, essentially where Temporal Energy meets Dream; Alice could tell you all about it, honestly.

The Dungeon Plane is one of the only planes that touches all others, and one of the planes where Demiplanes can be created (the others being Ethereal, Astral, Dream, and Meta). It is alive, and cancerous. An infinite, ever-evolving Megadungeon. It is sentient but perhaps not intelligent. It grows and burrows into the other planes, connecting to places that could be defined as 'dungeon' and expanding them into true Dungeons. These dungeons are like split personalities or perhaps offspring, separate mindshards that can grow into their own. It is the Mythic Underworld, but not the place of the dreaming dead. Every dungeon contains a secret exit into the Dungeon Plane, and thus from Dungeon you can reach all possible places, save for perhaps a place of true peace.

Good luck finding one of those.

The Far Realms are...'not'. There is nothing outside the Outer Planes. Nothing inside the Inner Planes. Nothing before or after the end of time. Nothing on the other side of Dream where no one observes.
But if you go to these places, you find the Madness.

The Far Realms are the Minus World, basically; it's a mindrape zone created phenomelogically when you try to perceive Something where there is Nothing. Perhaps the Far Realm is not truly an alternate cosmology; perhaps it's the Abyss. Not the familiar abyss of chaos and evil... but the Abyss of Choronzon.

The things you encounter there are Not-Things. Hallucinations and shapes in the void moving with agency and half-life because of your perception. If your mind can survive this ego-death, and traverse to the other side of the Far Realms.... you would find a truly empty space, defined by none but you.
You are God.

God.

Maker Anew, of a place that can never be where you were before; purified of every mental and spiritual flaw with no regard to the safety or well-being of your mortal ego-identity.

This is where multiverses come from.

Tuesday, October 3, 2017

World Trees

A gargantuan tree, that can be seen from miles away. It is seen in the center of the world. It is also outside the world, keeping it in its branches. Both are true. The Tree is at the center, wherever the center is defined to be.

The Tree is God. It may not be the Person who designed the world, but it is the root. It is deity not because of agenda, power, or worship, but because it is more real than you. It is the Root of the Real. It preserves harmony and balance and stability purely because it is. If the Tree is sickly, or if it dies, the world follows suit. Perhaps the causality is reversed. Sometimes the death of the Tree does not end the world, but it does change it. Perhaps the Tree can be regrown. Perhaps it left Seeds. Perhaps the God-Tree IS a person, and it must be regrown through the sacrifice of a willing saint.

The rebirth of the Tree is Rebirth and Renewal and the Order of Things. It is Eternity, and the tree might extend into the World Beyond. Its roots certainly grow downward into the Underworld. Its highest branches hold the Heavens. It is not merely that the Tree is the World and Nature. It is not merely God or Eternity. The Tree is Connection and Oneness. If the World is in the Branches, you can walk anywhere from anywhere. If the Tree has flowers and fruits, it grows them all, including those that exist nowhere else. It is not merely an Ash Tree; it's all trees that have ever grown, could ever be grown. Could possibly be grown.

The Tree Is Oneness and Connection to Everything. If you make a Promise in the presence of the World Tree, it is binding. A Promise under the World Tree is a guarantee. It is certainly true that the fruit of the World Tree is a treasure to consume. Perhaps its juices can raise the dead, or perhaps partaking of its flesh can heal any illness, or bestow unimagined magical power and vitality upon the eater. But this is a thing that must be earned. Wisdom can be obtained by suffering or meditating under a Tree, and there are often similar trials to earn the fruits of a tree. To steal a fruit is to curse yourself and your descendants with the First of Crimes. Death is granted instead of rebuked. Corruption is born. You stole Oneness and thus fractured the Wholeness.

Often, the Tree is an idea as much as it is a thing. The Tree is the virtues or founding principles of the world. The schema of Why the World Is. The beacon through which the Light of God is within the world.

There are corruptions of the World Tree. Qlippothic emanations. It divides, it corrupts. It consumes everything into itself, and subverts promises into Faustian regrets. This Tree is healthy because the land is sick. Its fruits birth monsters, its flowers are poisons. It is the model of the world's undoing, the vices and subversions of how the world must work if it is to perservere. Its survival is a curse, its seeds a plague.

The Oneness is subverted. There is one World Tree, but of these counterparts, there could be countless. With no harmony or balance, an invasive species that overgrows like a kudzu.

You have to stop them.

Sunday, October 1, 2017

Fuck Negative Levels, Negative Classes!

So before you read any further please read Basic Red's Crazy Boys article. I'll wait. It's super good and if you haven't read it already you're wasting my time.

... Got it? Good.

I love this. This immediately replaced ordinary Level Drain for me, because honestly fuck that shit no one enjoys it, not even sadistic GMs because the number-crunching in reverse is annoying. I've changed it even from Basic Red's idea, however, and so that's why we're here.

First of all, don't change XP. The most recent level is turned into a Crazy Boy/Bitch level. When you gain a level, not only do you gain an ordinary level up, but you can change a single Crazy Boy level back to normal. You can also choose to continue advancing as a Crazy Boy, if you want to run that story arc. Anything that cures Level Drain cures Crazy Boy levels.

Instead of becoming an NPC at Name Level, the change happens when you run out of normal levels. As for what you become, well...I'll get to that. Everything else is the same.

Except you don't lose class features. At least, you don't lose them for nothing. Class features are inverted. That ability you got in your most recent level is reversed into an anti-ability of some sort.

Spellcasters are easy; spells you learned that level are twisted, or cleric spell slots are negatized to an opposite divinity. If you were a necromancer, your infected spells are Vivimancy spells. If you were an illusionist, your spells now purely affect the Real, or are spells to make true things not.

Other supernatural abilities are generally pretty easy. A Paladin's most-recent level is now a Blackguard level even if they're still a good person. A psionicist's mental powers now draw purely off their dark and terrifying subconscious id instead of representing their mental discipline. A bard's music demoralizes and emotionally destroys their enemies instead of bolstering and uplifting their friends.

The mundane abilities of classes like the fighter and thief are a bit more difficult, but just remember that you're inverting these abilities to be subversive and entropic. For a Fighter, for example, their lowering base to-hit is replaced with standard undead immunities. They're slowly given more and more resistances, immunities, and no-sells to various means of harm and other conditions. They slowly become invincible, immune to more and more forms of magic, ignoring more and more weapons and elements. They stand there, having less and less means of retaliation, but become better and better walls. They are the Anti-Fighter, because combat is futile. You can't stop them, and they can't accomplish anything.

The rogue, meanwhile, becomes more based around subverting the success of others. The corruption of a thief makes their skills succeed by making it more difficult for others. They open doors by breaking locks and destroying traps so they can't be disabled again afterwards. They climb walls by splurching upwards like horrid slugs, greasing the walls behind them with slippery slime. They become less adept at stealing things because they end up destroying what they try to take, thus no one has it.

The corruption of these Negative Classes implies the truth of what's happening. The more one is corrupted by Level Drain, the more they become a Monster. Rather than being totally normal until they lose all their levels and insta-corrupting into a Wight or whatever, it is a gradual process that can be observed step by step. When the process is complete, the former PC rises as an entirely unique undead abomination, with unholy powers unique shadows of what they could do in life. Invert everything, at this point. They might have normal to-hit, saves, and hit dice as they're not longer punished PCs, but their powers still remain qlippothic antagonisms.

Additionally all creatures with Energy Drain should have some additional special effect to reflect this. For instance, Vampires should make you more and more like a vampire in addition to everything else, and ghosts should slowly possess you with their own thoughts and emotions, creating a gradual overwriting of your original will rather than the ghost just piloting your body.

For instance, my party recently dealt with a child-wight that played off their protective instincts by pretending to be an innocent waif needing protection. As they held him, played with him, walked with him as they held hands, he sapped their soul. With the Energy Drain came a progressive Charm effect, making them more and more obsessed with the child-wight's safety and happiness. You know Omen where Damien basically telepathically brainwashes his mother? Yea, that shit.

You're doing Level Drain wrong. Do this. It's way better. Hell, your players might actually WANT to get Energy Drained. And if that's what they want, well.... hehehe.

Tuesday, August 22, 2017

The World of Puella Magi

Right so first of all let's talk about this fucko. As a recap, this is Kyubey (The Incubator), an alien being of Law that contracts Puella Magi, all for the sake of eventually turning them into Witches. He does this because he has no real feelings or soul of his own.

He does this because he's saving the universe.

The Incubators are much like classically biblical angels or modrons; they aren't creatures of heaven or any other supernal realm, but they are Gnostic stewards of the material world, utterly dispassionate and removed from the anthropomorphic perspective. They take on this form only because it is useful, and they are in truth a single group-mind that expands all possible bodies simultaneously.

Kyubey is only visible to those it chooses to be, and approaches adolescents in times of emotional stress and desperation in hopes of forming Contracts. He supports them passively, and as they collect and use Grief Seeds, he eats them, all the while waiting for the moment to bring down the hammer and push his clients into becoming Youma, if they don't collapse on their own. A killed Puella Magi is a wasted investment, and too many dead humans means his cattle don't breed as many suitable clients, but that's the only reason he pretends to care at all.

 As for the Grief Seeds he takes, he does not destroy them. Grief Seeds are sent to wherever Incubators come from, where their endless suffering is milked for free energy; that's what this is all about. The energy the Incubators collect from their schemes is used to stave off the heat death of the physical universe. Perhaps they're the only reason it's lived as long as it has.

Again, the Incubators are not malicious. They can't be. They withhold information but they do not lie. They do not do physical harm, only say hurtful things. They have no emotions, no empathy, no grudges. All that matters is acquiring more energy through the Contract system, and they gain energy from the initial Contract, the transformation into the Youma, and eventually the collected Grief Seed.

Mechanically, treat them as any sort of small ferret-like animal; they have no HD and no AC. Any attack against them automatically hits and is an instant kill. It doesn't matter, however, as a new Incubator body just teleports in and eats the corpse to preserve the calories. And they don't care. They'll keep saying whatever they want to say via their telepathy.

Besides telepathy, forming contracts, and having infinite teleporting vessels, Incubators can't really do much. Treat them as having INT 30, or whatever the equivalent is for godlike intelligence. Literally, only a god or multiversal hivemind can outpace them. Assume that an Incubator knows everything through atomic omniscience; they can listen in on the telepathy they give Puella Magi but they cannot read minds. They cannot see the future, or anything magically protected against them, but they essentially have cameras everywhere in the world.

They will never attack you, though they tend to say things designed to hurt you. Always polite and sweet; after all, they have no ill will towards humanity. They just don't understand why you're crying over one little girl, sacrificed to save the universe. Thousands of more little girls are born every second. What does it matter?

They are the personification of Utilitarianism, taken to its most inhuman, strawman conclusion.

--


Youma, that which Puella Magi are born to fight. The source of curses, which are themselves born of curses. Youma are inhuman, fae, eldritch creatures that don't follow normal logic, and cannot live in the material world. Instead, they create pocket dimensions known as Labyrinths to protect themselves, and stalk mankind in the shadows.

A labyrinth essentially is a bounded space in the Ethereal Plane, overlapping the real world along a different axis. Any Puella Magi (as well as anyone of sufficient magical accumen), can open a Gate to a labyrinth in the area by pure will; labyrinths are as dungeons, with the top level being closes to the real world, and each level beyond taking you further from real-world imagery into the Youma's inner sanctum. For instance, a candy youma might haunt a hospital, and indeed there's syringes, exit signs, false nurses, and the like in the top layer, but as you go deeper, everything is eventually replaced with gingerbread houses and ice cream mountains.

The reason it's so easy to enter a labyrinth is essentially that Youma are able to invite people in and out, as with a Mage's Magnificent Mansion, though due to their goals and warped minds, they by default are 'inviting' everyone. A Youma can shut up their lair and keep anyone from invading it, but then they wouldn't be able to hunt or interfere with reality, either.

When a Youma is born, it is a personification of the Puella Magi's last, darkest emotions; it is, in fact, literally the poor child, having lost all hope in their soul and entered a permanent, irreversible madness. Their Soul Gem becomes the Grief Seed, and their body is discarded as they become an entity made of pure elemental Grief.  Their form is a result of this symbolism. Here's some examples.

Mechanically, treat a Youma as statistically being the monster they look like; if they look like a dragon they do dragon things, otherwise get creative. Their Hit Dice should be equal to their former Puella Magi level, though this isn't an inviolable rule. If our Dragon-Youma is extra scary with extra HD and she had the karmic potential to justify that sort of thing, go for it. If the Youma's truly less fearsome than it appears due to being an illusionist-Magi, or otherwise based on her insecurities and low self-image, roll with it. These are sentient, malicious symbolism engines and should be treated as such.

In addition, they have the spellcasting of their former Puella Magi selves, save that they don't benefit from their Charisma in regards to anything like bonus spells or what have you, and their Corruption Pool doesn't benefit from the Charisma bonus.

A Youma's Corruption Pool works differently; it starts full, and it drains to refresh spell slots. Corruption can be used to heal itself like a Puella Magi, but it doesn't gain any other benefits. A Youma returns to a Grief Seed if its Corruption Pool is drained to zero, which it also does if brought to 0 HP.

Youma can leave a Cursed Kiss at-will. This leaves an Arcane Mark that functions as a Charm Person, except that the victim is compelled into suicidal self-destruction. Murder-suicides, homicides, school shootings, suicide cults,  people belly-flopping from high buildings, these are all caused by a Cursed Kiss. Sometimes its as tragically simple as someone in a hospital bed closing their eyes and just not waking up, due to lack of will to live. Puella Magi are immune to this ability

When someone under the Cursed Kiss dies, the Youma feeds off the despair, gaining 1d8 Corruption Points per HD of the victim. As mentioned, these Corruption Points can be used to heal, recover spell slots or create a Shikigami for 5 times the Tsukaima's HD in Corruption Points.

When a Youma dies and becomes a Grief Seed, their Labyrinth is destroyed; their Shikigami escape into their own lairs, living creatures reappear in the real world, and any unattended objects, including corpses, are seemingly lost forever.

--

Shikigami are like a witch's familiars. They are like lesser Youma in many respects: They can't live outside of labyrinths, they are made of solid Grief, they feed by Kissing mortals and killing them.A Shikigami is a soulless creation of a Youma that exists to serve them; like set-pieces in a dreamscape, they exist to fulfill a specific role and duty, and that is the totality of their existence. They never have more than half the HD of their master. 1 HD Youma cannot produce Shikigami.

A Shikigami cannot cast spells, though they can donate their Corruption Points to their mistress or heal themselves. A Shikigami can be released by their creator to form their own, smaller barrier and hunt on their own, though this will automatically happen if a Shikigami outlives its Youma. A Shikigami has Corruption Pools equal to their creator's, which start off empty. If it's filled up completely, the Shikigami matures into a perfect clone of its mother Youma in every respect, capable of dropping a Grief Seed even; it's supped upon enough mortal souls that it cobbled together its own out of the detritus fragments of pain.

--



What about in worlds where Youma don't exist? We have Akuyo. They're essentially Youma, but are not born from human suffering, but a mysterious universal rule. As if they exist to fill the void, and for no other reason. They drop 1d3 Curse Cubes per HD, which cannot hatch into Akuyo. Nor do they have Labyrinths or Shikigami; they merely haunt the Ethereal Plane, as if they were ghosts. Their Curse Cubes are generated by draining emotions from humans; the attacks of an Akuyo inflict Energy Drain. Someone fully drained of this attack do not die, however, but become emotionless level-0 NPCs. Puella Magi, however, are totally destroyed spiritually, vanishing into thin air so that not even the benevolent Law of Cycles (the universal rule that prevents Witches from being born) can save them.

An Akuyo gains a permanent new HD every time it drains levels equal to its own HD+5, unless those levels come from a Puella Magi.

Akuyo are not made of grief and curses; they are Lawful, extraplanar beings born of the will of the universe. A universe that fears the power of human emotions, strong enough to change its nature. As if to balance that karma, they act like perverse Bodhisattvas, out to directly murder passion.

Saturday, August 19, 2017

Far Realms Fuckery

This is meant to be used as Table E2 of my Wild Magic Table, separated into its own post for length. But honestly you could also just use it to generate some weird Outer Planes and general eldritch bullshit. The Far Realms are basically lovecraftian/chaotic mindmelting nonsense.

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)