Showing posts with label tables. Show all posts
Showing posts with label tables. Show all posts

Sunday, January 17, 2016

Wizard Thief Fighter is reanimating into unlife

I've made a more focused blog for my d&d stuff (WTF? Again?) at wizardthieffighter.blogspot.com. I tried to simply rename this blog, but that broke all kinds of links. So, it's here now, the first real post:

http://wizardthieffighter.blogspot.ch/2016/01/this-person-at-last-trading-house-is.html

A list of d20 npcs to start with, including:

  1. leather-clad scholar from among the (1: rustuman, 2: petrograd, 3: morjanska, 4: turalia, 5: wolf-folk of the black wood, 6: white canyon),
  2. spy, tailor, sailor and international trader of mystery,
  3. smooth-talking flour-chucking food merchant with a cart of (1: boiled leeches, 2: broiled leeks, 3: grilled lima beans, 4: sautéed lemon-fish, 5: flambéed lobster, 6: fresh linear accelerated-growth lion-strip),
  4. militiaman with the clockwork heart,

Thursday, September 3, 2015

The Supporting Cast: What's Happening Around the Plot?

A d6 is all you need to generate your NPC encounters, random monsters, plots, treasures, spoor, campsites, and more. I know how tempting it is to go for the d100 or d20 and have lots and lots of options, but unless you're writing up a full setting supplement, you don't need that much.

In fact, I've found that for my games, what I need is usually just a couple of d6 tables to generate the whole "world" around the main campaign. There just isn't time for me to do more, or for my players to encounter more. Sometimes I'll roll for a full row, sometimes mix and match columns. The result is a table more or less like this pre-fabricated for each session. An additional table for treasure and rumors usually rounds things out nicely.

d6NameOne-linerAttitude to PlotTheir TipTheir MotiveAnother Person
1Jessie Harefemme fataleloves ita secret keymoneyLisbeth
2Metropolis Honésarchaeologistlikes ita dirty secretloveAdrian Ask
3Melvin Riggsdirty copit's oka stolen childvengeanceDoc Maxine
4Pal 600sentient golemmehthe brick activatorshameZita
5Citizen Janecarries canedislikes ita hidden masterrestitutionThomas Numbers
6Dude Wizardflying rughates ita coincidencesafetyMira Muffins


Monday, August 31, 2015

Six Words 6d6: The Wall

II. The Wall or The Crossing of Boundaries and the Reception of Gifts

1d6 the wall
1. soft smooth milky cream whispers nothings
2. sunrise brings purple, sunset brings flowers
3. vertigo, mounting heights, pikes break eggs
4. crumbs for handholds, feet, susurrating cracks
5. broad, chariotway clatters, ruts deep dank
6. animals crawl, petrify, aggregate, ferns grow

1d6 the tree
1. weakened swaying giant calls the rain
2. storms break, clouds part, shadows spread
3. gnarled roots shatter bone, eat stone
4. needles sharp, witching heart watches berries
5. fruit bring sleep, flowers bury lovers
6. leaves fly, butterflies, spreading spiced seeds

1d6 the remains
1. fire died, charcoal melted, charred teeth
2. trail, burned footprint, sulphur smells sweet
3. hole half-buried, treasure ruined, leather
4. dead man tells tails, rising sun
5. bloodstained iron man, heavy lead boots
6. helmet hollow rolls, cackles, distant lightning

1d6 the animals
1. bristled fur, gnashing teeth, smashing trees
2. crawls with axe head, smiles feral
3. bleeds ice, moans hatred, shunning cities
4. leather, boan, plated eyes bring fire
5. venom summons laughter, claws write glyphs
6. lumber through lumber, hulk, great trombone

1d6 the gift
1. all that glitter is gold, lies
2. potted plant, speak to me, lover
3. four shoes, new wisdom never used
4. souvenir, future past, trees eat memories
5. binding brothers, severing sisters, snaggling teeth
6. peace comes knocking, offenders down, bleeting

1d6 the weapon
1. flick of the wrist, too late
2. heavy numbness, spreading lies, sowing diffusion
3. broken, lord forgotten, beneath great hill
4. moonlight shatters gates of perception, transcendence
5. thick blood, soiled, infection can spread
6. snicker-snack, off with her head, crier

---

More words of inspiration for the referee behind the wall.

Tuesday, August 18, 2015

Red Land District - Canto I.

A radical anarcho-magist free enclave squatting the prime coastal real estate of the traditionalist, agrarian Red Lands.

Slogan: "We built this city on rocks and rolls."

Three groups hold power:

  • the merchants — rogues, green clerics, agents and their ilk abroad.
  • the wizards of Chernobyl Campus Ruins — balancing things out with their two major schools: the jet-set lawyers and the harbormaster navigators, and their three minor schools, the brickmancer masons, the necromancer accountants and recorders, and the school of economic and social propaganda.
  • the hexads — self-help associations of like-minded socio-economic activists, secret societies and political groupings. They are sorted by color, from purple to red, as per the schema of the Rainbowlands.
Hexad Generator (roll d6s multiple times).

Color / Power / The Hexads Hustle:
  1. purple / ++ / pharmaceuticals
  2. blue / + / medical equipment and procedures
  3. green / 0 (stable) / agribusiness
  4. yellow / 0 (liable) / show business
  5. orange / - / magitechnology
  6. red / -- / security services
They hate / love / and their guffin is:
  1. magic / magic / ... the mistress is a medusa
  2. combat / combat / ... use troll-cows for regen-juice
  3. chaos / chaos / ... enlarge and reduce spellchemical commodities
  4. law / law / ... use necromancers to blackmail the dead and run a collective government
  5. aristos / proles / ... use treant juice to talk through trees and turn to plants when die
  6. outsiders / insiders / ... use charm spells to turn aristos to the side of the proles

Tuesday, July 7, 2015

Six Words 6d6: The Road North

I. The road north or a poetics of the D&D hexcrawl.

1d6 the road north
1. savage nomad weeps, vulture carries heart
2. children play in glowing warrior ruins
3. great elephant tree, cheese inside it
4. tower for sale, never occupied, cheap
5. warm cavern, never dries, sultry spaces
6. titan skull, marketplace for shadows, sighs



1d6 the bridge
1. blue marble, seeping round stones, moon
2. shadowed arches, snow walkway, footsteps fly
3. magenta trees whistle, flail, warm sandstone
4. golden embrace, gap spanned, sharp smoothness
5. willow fronds entangled, silken hair rope
6. copper chains creak bone gap pylons

1d6 the house
1. black pot, odd bones in pantry
2. hanging tree, swing is never empty
3. shingles of steel, doors crumble dust
4. bricks, sticks, rolling dice, green bread
5. overgrown path, warm hearth, rose windows
6. tangled stilts, sails capture wind, sway

1d6 the chest
1. iron cold, skin stretched taut, drum
2. gleaming inside, lacquered bark, stuffed mimic
3. little tentacles frolic blindly, opening mouth
4. bone, ivory, ebony, life grows within
5. children's playchest, repurposed, suitable for sailor
6. tarnished silver, cleaning not recommended, spiky

1d6 the door
1. creak and crack, careful, may snap
2. sobriety is the key, slide aside
3. heavy door, carved statue, never moves
4. flowing water carries golden needles, painful
5. bone door, carvings of flowers, sunrise
6. cold black door, chilling cold, keypad

1d6 the room
1. hall of mirrors, many pillars, shivering
2. wyrmwood weft, tapestry eats shiny shoes
3. cheese, smell remains, red walls gleam
4. sinew string orchestra, cat piano, smoky
5. smell the pain, corrupted mushroom, zebra
6. calchedony encrusted ivy crumbles, moss grows

Poorly inspired by Hemingway Apocryphal Six-word Story.

Wednesday, December 3, 2014

Campsites Table: Where Do Your PCs Rest Tonight?

Your PCs spend the whole day wandering ... where do they end up? Determine a party leader and roll a secret survival skill roll for them, then use the following table to determine where they are and what the conditions are like.

The first column assumes relatively forgiving terrain, where finding a safe campsite is a DC 11 skill check. I recommend just sliding up the unsafe / dangerous scales.

Survival (d20)Safetyd6Featured6 + Safety (once for each)WaterFoodShelter
1 or lessvery dangerous (-4)1ancient standing stones (2d4*) of (2d4: 2 jade, 3 marble, 4 sandstone, 5 granite, 6 basalt, 7 obsidian, 8 quartz)0 or lesspoisonous or disease-bearing waterpoisonous or diseased foods (1d6: 1 berries, 2 grubs, 3 rats, 4 locusts, 5 roots, 6 nuts)treacherous, in bad weather saves are at a disadvantage
2–5dangerous (-2)2a copse of trees (2d4*), they are (2d4: 2 dragon trees, 3 baobabs, 4 acacias, 5 palms, 6 saguaros, 7 flame trees, 8 ebony)1–2no waterno foodno shelter
6–10unsafe (-1)3an abandoned dwelling of (2d4: 2 fine marble, 3 granite blocks, 4 rough sandstone, 5 bleached planks, 6 adobe, 7 woven thorn and branches, 8 porcelain)3–4bad waterpoor food (1d6: 1 lost dried rations, 2 tubers, 3 bugs, 4 semi-edible nuts, 5 cacti, 6 lichen)poor shelter, but passable
11–17safe (-)4a water source (2d4: 2 an old pumping station, 3 a secluded gorge and pool, 4 a muddy creek, 5 a herdsman cistern, 6 an animal watering hole, 7 a fine well, 8 a deep cenote with a spiralling staircase)5–6good watergood food (1d6: 1 veldt rats or rabbits, 2 nuts, 3 berries, 4 succulent tubers, 5 sweetmeat grubs, 6 frogs)good shelter, in bad weather, saves are at an advantage
18–20very safe (+1)5a cave or hole (2d4: 2 a cracked egg-like structure half buried, 3 an abandoned mine shaft, 4 a natural wind canyon, 5 a cleft in a hill, 6 a dry spring, 7 a crater, 8 a rusted metal vault)7+mineral water, +1 hp regained per HDa feast (1d6: 1 veldt gazelle, 2 yellow cabbage, 3 fish, 4 eggs, 5 fruit, 6 lost tins of spam), enough to replenish rations right here!fantastic shelter, saves at advantage and soothing, +1 hp regained per HD
21–23serene (+2)6a lookout point, the (2d4: 2 top of an abandoned and cracked monolith, 3 crown of a tangled growth of dessicated plants, 4 windswept hilltop, 5 panoramic concealed outcrop, 6 the top of a small mesa, 7 a flat shelf on a cliff face, 8 brow of a giant bone)
24+blissful (+4)
The author of this table is not responsible if your PCs decide to start investigating their campsite instead of following the Magical Railroad!

Monday, November 17, 2014

Yellowland Encounters I — Going Camp [Rainbowland 5E]

I fear my D&D setting is verging into very camp very fast ... here's my encounter table of beasties so far. And I haven't even gotten to the Chupacabra, which is the main reason that goats are only kept in close stalls, far from the Northern Wall.

Sorry about the crappy vertical table ...


EncounterSizeDetailNumberACHPSpeedActionsTraitsSkillsXPTreasure
Yellowlander Commonersmedium or smallRarely encountered alone, the commoners of the Yellowlander pastoralists are hardy folk, ready to spring to action against the many dangers of the Veld.Day: 1d6, Night: in camp with herders.101d8 (4)30Sling: +2 bludgeoning 1d4. Hand axe: +2 slashing 1d6.Perception 100 (10)1d10 coppers each
Yellowlander HerdersmediumThe armed herders of the Veld always carry axes and flammable oil, in addition to their bows, to scare away Vulcana's evil vegetation. Each herder has 3d20 cows and 1d6 commoners.Day: 1d4, Night: 2d8 (camp)132d8 + 2 (11)30Bow: +3 piercing 1d6+1, range 60/120. Axe: +3 slashing 1d8+1. Burning oil: +3 fire 2d6, range 20/60, burst 5Pack Tactics: advantage if at least one ally is attacking same targetPerception 121/8 (25)1d10 silvers each, herding equipment
Yellowlander HerdmastermediumA larger group of herders will be accompanied by a herdmaster, generally the most experienced warrior and herder of their clan. Each herdmaster is accompanied by 3d10 herders, 5d20 additional cows and 2d6 additional commoners. Herdmaster names: Don Jusco de Velder, Dona Pinta la Guapa, Don Brasco el Viejo, Dona Nuna de la Nina11510d8 + 20 (65)30Multiattack: three melee attacks, two with axe (+5 slashing 1d8 + 3) and one with dagger (+5 piercing 1d4 + 3, range 20/60). Bow: +5 piercing 1d6 + 3, range 60/120.Saves Str +5, Dex +5, Wis +2.Perception 102 (450)2d100 gp, potion of healing, saffron pouch worth 1d100 gp
Yellowlander HuntersmediumThe Yellowlands teem with gazelles, antelope and stripe-horses, which the local hunters will, well, hunt. They are also skilled trackers.Day: 1d2, Night: 1d6 (camp)133d8 + 3 (16)30Multiattack: two melee or ranged attacks. Longbow: +4 piercing 1d8 + 2, range 150/600. Axe: +2 slashing 1d8. Dagger: +4 piercing 1d4 + 2, range 20/60Keen hearing and sightNature +4, Perception 15, Stealth +6, Survival +61/2 (100)2d20 silvers each, hunting equipment, 10% chance of a map
Shooting CactuslargeA pricklier pear cactus, imbued by Vulcana's suspicious possessiveness of the Yellow Goddess, it shoots soporiffic spiked pears at creatures that approach it. Once they are knocked out, it creeps up to them and slowly drains their vital bodily fluids.Day: 1d8, Night: 1d2103d10 + 6 (22)15Multiattack: the pricklier pear makes two ranged attacks (lobbed pear +2 piercing 1d4, burst 5, Con vs. DC 10 or knocked unconscious) or two prickly clubbing melee attacks (+3 bludgeoning 1d6 + 2).Keen tremorsense, has advantage on perception checks against walking targets. Prickly skin: deals 1d4 damage to anyone who attacks it in melee.Perception 131/2 (100)each shooting cactus has 2d20 ripe soporiffic pears, each of which is worth 1d10 gp to tequila makers in towns and inns
Tumbling WeedssmallYellowlanders say the tumbling weeds are awakened by Vulcana's scheming distrust of the Yellow Goddess. During the day they tumble harmlessly, but at night they congregate in large numbers to subdue weakened animals—or humans. They are said to drink water from their victims with bladed root appendages.Day: 1–2, Night: 5d1293d6 (10)20waterdrinking root: +1 piercing 1d4 - 1ulnerable fire, resistant piercingPercept 100 (10)nil
Creeping TreehugeTrees are rare in the Yellowland velds because the Yellowlanders cut them down religiously in the wild, trusting only those they plant themselves and consecrate to the Green god. The native red-leaves are said to be inspired by fiery Vulcana to seek water and life fluids from the walking creatures, gone mad in their desire to keep the Yellow Goddess alone for Vulcana in her land. They move only at night, creeping stealthily and striking with aerial tap roots to drain the vital bodily fluids of living creatures.Day: 1, Night: 2d4137d12+14 (59)20bodily fluid stealing roots: +6 piercing 3d6 + 4, reach 10'vulnerable fire, resistant piercing, bludgeoningPercept 102 (450)a few worn pieces of jewelry embedded in the tree's branches and roots
Vulcana's Sniffing SaffrontinyThe precious sniffing saffron is cultivated around Puerto Safran and used as a spice by many wizards, particularly diviners and necromancers, to increase the potency of their spells—or so they say. It is also used as an inebriant. The wild version is sometimes more potent, if exposed to Vulcana's wiles, and actually boosts caster level by +1d4. Wis vs. DC 12 to avoid hallucinations (act as confusion)Day: 1d8, Night: 0121d4 (2)20suicidal puff of hallucinogens (DC 15), dies after puffing to save it's flower-bed-matesvulnerable to everythingPercept 120 (0)an unpuffed dried saffron is worth 2d20 gp

Sunday, June 8, 2014

Cauldron Classic Recipes


Being a list of foods I've cooked and eaten (and that tasted good!) that work well in gonzo fantasy taverns, inns, bars, restaurants, and other places.

Roll d100:
  1. Pan-fried garlic and avocado prawns,
  2. Hand-picked mud-flat clam sauce and pasta,
  3. White-wine and barnacle stew,
  4. Fresh limpets with amber beer,
  5. Garlic and parsley garnished snails,
  6. Giant land-snail strips cooked and fried with olive oil,
  7. Dandelion salad with squid tentacles,
  8. Turkey-heart curry,
  9. Spit-roasted chicken hearts,
  10. Cooked beef heart,
  11. Grilled marrow-bones and fresh butterzopf,
  12. Rabbit livers with bell peppers and sweet potato,
  13. Beef-lung soup,
  14. Cheese and garlic soup,
  15. Bone-and-vegetable stew,
  16. Fish-bone-and-head stew (prepare the bones in a little muslin net, or you'll have to fish them out),
  17. Fried dandelion with strips of raw beefsteak,
  18. Stir-fried brains with the flesh of the unborn chicken (eggs),
  19. Calf liver steaks in red-wine sauce with peppers and onions,
  20. Blood-sausage and cream,
  21. Blood-sausage and mint,
  22. Blood-sausage and rice and barley and chunks of pork fat,
  23. Fried and sliced pig snouts to go with your ale, sirrah,
  24. Car-engine grilled mixed sausages and vegetables (the carbeque),
  25. Chunk of beef baked under hot stones,
  26. Raw oysters freshly hammered off the rocks with vodka,
  27. Fish cheek selection,
  28. Tripe with tomato sauce and spices,
  29. Pickled tripe with garlic and peppers,
  30. Selection of sliced tongues with onions and pepper,
  31. Crocodile meat jerky,
  32. Sun-dried anchovies with peppers and nuts,
  33. Chicken liver soup,
  34. Baked bear's paw with blueberry sauce and a fine chianti,
  35. Whole lamb eaten off a spit over a charcoal pit,
  36. Grilled pig's ears,
  37. Blood and corn soup,
  38. Ovaries of sea urchin with toast,
  39. Honey-marinated fillet of marble trout,
  40. Deep-fried fish ovaries,
  41. Baked cormorant with last-meal (greyling) gullet filling,
  42. Deep-fried bull's-balls (rocky mountain oysters),
  43. Frog's legs grilled action-figure style,
  44. Grilled liver and onions, liberally peppered,
  45. Deep-fried fish bites,
  46. Pickled sardine spines,
  47. Raw herring partially digested by its own gastric enzymes (hollandse nieuwe),
  48. Grilled cheese-and-potato lump (frika),
  49. Suckling pig on a spit glazed with fresh lager,
  50. Strips of horse-meat lightly grilled with garlic and peppers,
  51. Dormouse ghoulash,
  52. Water-rat stew (nutria),
  53. Monitor lizard on a stick,
  54. Melon-and-turkey stir-fry,
  55. Duck breast fried in its own fat,
  56. Raw strips of sea-bream with olive oil and fresh parsley,
  57. Scallop gratin with garlic, butter and parmesan,
  58. Terrine of deer and pheasant with pistachios and olives,
  59. African cape buffalo fillet ghoulash,
  60. Dried tuna strips,
  61. Diced octopus burger,
  62. Camel burger in a bun,
  63. Wild-boar sausages with a sideboard of cheeses and strong red wine,
  64. Grilled blood-and-rye sausages with a side of sparkling golden beer,
  65. Grilled chitterlings on a little stick,
  66. Minced left-over-meat mixed stew,
  67. Grilled sturgeon steaks,
  68. Fried trout skins,
  69. Sour vegetable stir fry seasoned with giant ants,
  70. Fried earthworms with scrambled eggs,
  71. Jellied pork trotters,
  72. Grilled wild mushrooms dipped in melted cheese (fondue),
  73. Ostrich steaks in garlic and mustard sauce,
  74. White sausages with sweet mustard and pretzels,
  75. Boiled smoked pork stomach sausage (boudin),
  76. Fish-cakes gratin baked in cheese and tomato sauce (quenelle),
  77. Cold beef-and-onion salad,
  78. Pumpkin strudel,
  79. Grilled camembert-style cheese stuffed with garlic,
  80. Bread and mushroom curry,
  81. Fresh pheasant tripe paté with olives, grilled peppers and rosemary crackers,
  82. Steamed artichoke flower hearts with vinegar-pickled anchovies,
  83. Catfish stuffed with roof rabbit, stewed in a red-pepper tschorba,

Ok, I have to go cook now. If you want a more detailed recipe of one of these, let me know.

Edit 15th June 2014: Added a few more.

Friday, May 23, 2014

Three Opposed Faction Favour Tracker

For my next sandbox game I will have three major factions in the "safe" haven where the players reside.

I've created a visual tracker of their influence / favour with individual factions. By default they start at -1 with each of the factions, as they gain favour with one side, they will almost invariably start running into trouble with the other factions and have to decide who to make an enemy. If they want to get in really close with one faction, they will end up making serious enemies of both other factions.

Faction reactions just use 2d6 like morale rolls, modified by favour and PCs personality (wisdom or charisma or ...)

Faction Table v1.0: 2d6+Pers+Favour

<2 - terrible, faction will take special steps to remove PCs
2 - very negative
3 - negative
4 - negative
5 - neutral
6 - neutral
7 - neutral
8 - neutral
9 - neutral
10 - positive
11 - positive
12 - very positive
12+ - exceptional, faction will take special steps to help PCs

Watch this space for more thoughts.


And a version for grayscale printing and taking notes:


Tuesday, March 18, 2014

d100 Bizarre and Horrible Magics

I hate elves. Elves are poncy. True faeries are fucking scary. And inhuman. And vile.

They are called the Viladrines by some archeomancers and simply The Vile by the humans, dwarves and other mortals that they call, with their flair for poetry, Cattle.

d100 Horrible Magics of the Viladrines



  1. Animation of the Fallen Warriors of the Enemy Upon the Field of Blood and Pain
  2. Curse the Kingdom
  3. Shrivelling of the Wombs of the Unforgiven
  4. Living Forest of the Green Face
  5. Kraken Creation
  6. Vile Philactery of the Suffocation of Souls
  7. Curse of the Seven Generations
  8. Plague of the Falling Fingers and Shrivelling Appendages
  9. Create Pocket Universe
  10. End Offensive Life of the Fate-cursed Ones
  11. Mists of Terrestrial Transportation
  12. Eliminate Human Vermin
  13. Animate the Mountain
  14. Create Soul-Mill
  15. Dancing Lights of Maddening Mysts
  16. Draining of the Vital Fluids and Life Forces of the Cattle
  17. Cull the Herds
  18. Entwined in Vengeance of Transcendent Putrescen
  19. Become the Dragon of Destruction
  20. Feed Upon the Hopes and Dreams of the Cattle Children
  21. Embracing Shadows of the Evermocking Slumber
  22. Summon the Thorns of the Ravenous Green Hunger
  23. Melt the Cattle into the Ooze of Raging Acid
  24. Create the Castle of Enchantend Marble and Bone
  25. Rainbow of Fire and Gold
  26. Steal the Faces of the Enemy
  27. Corrupt the Bodies of the Offensive Cattle
  28. Plague of the Rotting Flesh
  29. Final Summoning of the Sarcophagus
  30. Animate the Plains and Rivers
  31. Force the Souls into the Weapons
  32. Eat the Souls and Squander the Afterlives of the Mortals
  33. Loss of Centuries and Everweeping Sorrow of Loss
  34. Summon the Skiff of the Rivers of Time
  35. Lay the Green Land to Desert
  36. Level the Mountains
  37. Crack the Sky and Summon the Colourless Fire of the Rainbow
  38. Plague of the Vile Zombies
  39. Summon the Warriors of the Dragons’ Teeth
  40. Refine the Souls of the Slain Into the Bread of the Immortal Hero
  41. Imprison the Demon Soul in the Rainbow Sword
  42. Rip the Veil of Worlds and Unleash the Essence of Chaos
  43. Plunge the Land Into the Void
  44. Invoke the Planet Smasher
  45. Step Through The Veil of Green and Blood to the Lands and Times Beyond the Rim of the World
  46. Summon Ice Age
  47. Bring Forth the Flood to Wipe Clear the Sinful Hordes
  48. Transform Vermin Into Salt
  49. Bring Forth Immortal Life From Dust
  50. Drain the Waters and Bring the Death of Thirst
  51. Invoke War
  52. Corrupt the Seed to Bring Forth the Rustling Walkers
  53. Bind the Minds of the Cattle in Eternal Delirium
  54. Summon the Elemental Storm
  55. Surf the Swirling Chaos
  56. Grind the Skulls of the Offending Ones to Armor the Hearts and Souls of the Fae
  57. Plague of Amnesia
  58. Rainstorm of Everrecurring Nightmares
  59. Summon the Worm that Eates the Bones of the World
  60. Awaken the Island that Swims
  61. Create the Living Tower of Flesh and Sinew and Blood to Rule the Ignorant Masses
  62. Invoke the Divine Right of Fae Overlordship and Enslave the Populace
  63. Crushing Humility of the Mortal Before the Divine Fae
  64. Plague of the Hunger for Flesh
  65. Curse of Malignant Immortality
  66. Corrupt the Mortal Seed to Create the Bestial Servants of War
  67. Make the Rivers and Seas Run Red With Poisoned Blood
  68. Sink the Land in the Vengeful Waters of Doom
  69. Awaken the Volcano Elemental
  70. The Star Falls Upon the Sinners Like the Hammer of the All-father-mother
  71. Curdle the Milk and Bring Sterility and Impotence Upon the Wicked
  72. Blind the Eyes of the Cattle Who Stare Upon Immortal Beauty
  73. Feed Upon the Tears of the Innocents to Sculpt the World
  74. Possess the Bodies of the Enemy Horde
  75. Create Eternal Love Slaves
  76. Summon the Swirling Mists of Ignorance
  77. Bring the Night Eternal
  78. Excavate Glittering Fortress of Mirrors and Crystal
  79. Transform the Cattle into the Pigs that They Deserve to Be
  80. Awaken the Iron World Tree of Heaven
  81. Send the Realm Into The Slumber Eternal
  82. Melt the Waking and Nightmare Worlds Together
  83. Amputate the Magic from the Undeserving Cattle
  84. Awaken the Beasts of the Earth to Battle for their Masters
  85. Invoke the Mother of Monsters
  86. Expand the Curling Dungeon of Chaos into the Realm of the Offensive Ones
  87. Blind the Dwarves and Cattle With Greed and Gold-lust
  88. Invoke Famine
  89. Shield the Valley From the World
  90. The Shimmering Veil That Wipes the Minds and Steals the Souls
  91. Share the Corrupting Forbidden Knowledge that Melts the Cattle’s Mind
  92. Step Through Stone and Bone and Wood to Safety and Sanctuary
  93. Summon Blood Elemental from the Butchered
  94. Fill the Night With Howling Terrors and Hunt the Wretched Fools
  95. Summon Field of Barrows and Wights
  96. Make the Stones Walk and the Ley Lines Shift
  97. Restore the Wilderness and Annihilate the Filth of Civilization and Corruption
  98. Walk the Planes and Feed Upon the Emotions of the Mortals
  99. Occupy the Multiple Bodies of Thine Fallen Foes
  100. Enforce the Transcendent Tranquility of the Unified World-Mind