4

Yaqqothl

Embed Size (px)

DESCRIPTION

Old School swords and sorcery roleplaying setting

Citation preview

Page 1: Yaqqothl
Page 2: Yaqqothl

d20 Rumor

1 A Black Ziggurat lies in the deepest depths of the jungle, where the giant fungi grow

2 The jungle is the hunting ground of some mutated dinosaurs.

3 A powerful hallucinogen can be obtained from the mutant dinosaur’s eggs, they’re worth over 500 gp each

4 Don’t touch the weird flowers

5 Fastest way to the Ziggurat is the river, but some cannibal aborigines live nearby in a ruined city

6 There are some corpse-eating monsters in the jungle, whose bite is venomous

7 There’s a Ruined City alongside the river that houses invaluable treasures

8 The Monastery of Renewed Pain is a safe place if you want to approach the Venomous Marshes

9 Merchants are always in need of mercenaries, and pay 1 gp per day of travel

10 The City of Tadék is a safe place if you want to travel toward the mountains

11 There’s a strange monolith on the way to the jungle

12 There’s a tribe of nomadic barbarians that plunder the caravans of merchants

13 A terrible two-headed monster dwells in the mountains, killing adventurers and taking their stuff

14 If you plan to adventure in the mountains, be aware of the snowstorms

15 The Pterodactyls that hunt on the plain have their nest in the mountains

16 There’s a wolf pack in the mountains, lead by a Wolf Demon called Tsakàr

17 The Venomous Marshes are a really dangerous place to adventure

18 The air itself in the Venomous Marshes is a deadly poison

19 There’s a tribe of twisted sub-humans who worship an eons ancient Demon in the Venomous Marshes

20 The Black Lotus grows in the Venomous Marshes

d8 Jungle Encounters d8 Plain Encounters

1 Patrol of 2-12 Cannibal Aborigine hunters 1 Caravan of merchants

2 Patrol of 1-4 Alien Baboons 2 Tribe of 30-300 nomadic barbarians

3 Vampire Flowers Field 3 3-6 Pterodactyls attack from the sky

4 Tropical Downpour (lasts 7-12 days) 4 Pool of brackish water

5 Mutated T-Rex 5 1-4 Pilgrims, heading toward the Monastery

6 Poisonous snake 6 Game (boars, gazelles and such)

7 Quicksand 7 Farmers from Tadék heading toward Ibkah

8 1-6 Killer Gorillas 8 Patrol of 2-8 Mi-Go scientists

d8 Mountain Encounters d8 Venomous Marshes Encounters

1 Shoggoth 1 Spawn of the Toad Demon

2 3-6 Pterodactyls attack from the sky 2 Patrol of 2-12 Sub-human Hunters

3 Ettin 3 Water pool with Black Lotus on the surface

4 Spawn of Shub-Niggurath 4 Giant Mutated Snail

5 Carrion Crawler 5 Crocodile

6 7-12 Dire Wolves lead by one Worg 6 2-8 Radioactive Ghouls

7 Decomposed human remains 7 7-12 White Lotus Zombies

8 Snowstorm (lasts 3-6 hours) 8 Toxic Fumes

Page 3: Yaqqothl

0202 The Black Ziggurat

Hidden in the deepest jungle and chocked full of giant mutated fungi lies a colossal obsidian ziggurat, so an-cient that even legend forgot its existence. The Black Ziggurat is one of the aspects of the Blackest Tesserzig-guract, a door to all the worlds that host one. This Black Ziggurat, in particular, is also the tomb of the most pow-erful king of a lost Maya-like civilization.

0403 The Ruined City

Once known as Makapìchu, this ruined city now hosts a tribe of 400 cannibal aborigines. They speak their own, incomprehensible language (though a Magic-user would roughly understand what they say because of similarities with ancient, forbidden tomes of eldritch sorcery), and are ruled by The Superior Bone-cruncher, a Chaotic Human Evoker. They worship the Hungry Mother, a Spawn of Shub-Niggurat that dwells in a well in the cen-ter of the city, and feed her once a month with a female child.

0502 The Haunted Ruins

Ruins of an eons old temple, probably built by the same civilization that also built the Black Ziggurat and the Ruined City. The ruins are haunted by 8 Radioactive Ghouls, lead by a Radioactive Ghast. Under the temple lies the tomb of a mummified priest, containing a coffer with 9,000 ep.

0509 The City State of Ibkah

Ruled by Òzmul The Mad, also known as the Iridium Sorcerer. It's a port, featuring a flourishing slave trade, and one of the most famous Assassins Guild of all Yaqqothl. The inhabitants of Ibkah actively worship The Demon Lords of Sarnath, and the city hosts one of the most impressive temples of the cult, The Cathedral of St. Bérzul, lead by the self-proclaimed Cardinal Azor. Azor is famous for his extreme view of and iron fist against heresy and the worshipping of false gods. Merchants and slavers are always in search of brave (and unscrupu-lous) adventurers to hire as mercenaries, the regular fee being 1 gp per day for land travel, and 5 sp per day for boat trips.

0603 Mutant T-Rex Nest

Nest and hunting ground of a couple of mutated T-Rex. Their mutation consists of the fact that they are able to breath acid just like a Green Dragon (you don't want to try.) If stolen, their eggs can be used to produce great quantities of a powerful hallucinogen, or sold for the same reason (worth over 500 gp each in Ibkah.)

0705 The Crystal Monolith

This weird monument is a sort of landing signal left by the Outer Ones, just in case of a trip back to Yaqqothl. It was made out of an alien, transparent, iridium gem, and holds no special powers. According to the rumors, it shows the way to the Black Ziggurat.

0907 The Monastery of Renewed Pain

Ruled by Father Garxygyg. A group of about 100, mad monks live here, committed to prayer, copying old tomes of lost knowledge, cultivating the land and pro-ducing a fine malt beer. They are all devoted to the De-mon Lords of Sarnath, and keep a vow of chastity.

1004 Pterodactyl’s Nest

Nest of 6 Pterodactyls with 10 young. At any given time 1-6 Pterodactyls are in the nest (the young are always in the nest.) It’s full of broken weapons and armor. A sack containing 30 gp and a big ruby worth 500 gp.

1103 The Village of Tadék

Once an important commercial crossroad between Kar-zahd and Ibkah, nowadays a small, well-defended farm-community. The village is ruled by Sir Belziel, a Lawful Human Lord. The peasants avoid both the jungle and the mountains, for great perils lurk therein. The most profitable activity is farming, and also the caravans of merchants who cross the valley to the north. Thus, the valley is full of bandits (there's also a tribe of nomad barbarians, but they don't attack the caravans, although it is commonly believed that they are responsible for all the attacks.)

1107 The Lair of the Lizard King

Ruins inhabited by a hundred Chaotic Lizard Men. Their king is actually a 3rd level Shaman (q.v. Dungeon Mas-ters Guide, page 40.) Their treasure consists of 5,000 gp, 6 big gems (three of these worth 100 gp each, one 500 gp and the last two 1,000 gp each), a Potion of Healing, a Potion of Speed and a Black Longsword +1, Cursed.

1209 The Temple of the Toad Demon

Hidden in the deepest recesses of the Venomous Marshes lies this temple, which once attracted thou-sands of faithful. During its decline, the most fervent believers refused to leave the cult, and over the course of hundreds of years evolved into primitive sub-humans, totally bound to the Toad Demon. They still celebrate obscene ceremonies and sacrifices in his name.

1302 The Outpost of the Space Aliens

This is an abandoned scientific outpost of the Space Ali-ens. Unfortunately, the Security Systems are still loaded: if anyone comes closer than 40’ radius a Phaser Cannon shoots on sight. If one can manage to enter, great treas-ure can be found in here (mainly jewelry, weapons and art pieces.)

1304 The Ettin Cave

This cave is putrid, completely full of rotted bones and decomposed corpses of various beings (including hu-mans.) An Ettin lives here with his pet Huge Scorpion. His treasure consists of 2,000 ep, 11,000 gp and a giant gem worth 2,000 gp.

Page 4: Yaqqothl

CREDITS

Mapping, Layout, Editing & Original Writings by Nicolò “Il Male™” Maioli ◆ Proofreading by David “Austrodavicus” Macauley ◆ Yaqqothl and The Yaqqothl Grimoire are trademarks of Nicolò Maioli.

DESIGNATION OF PRODUCT IDENTITY

Yaqqothl™ and The Yaqqothl Grimoire™, when used in any context, are product identity. Any proper name in the module is product identity.

DESIGNATION OF OPEN GAME CONTENT

Anything non designated as product identity, including Yaqqothl Campaign Map #01 is open game content.

OPEN GAME LICENSE, V1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other com-puter languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, trans-formed or adapted; (c) "Distribute" means to reproduce, li-cense, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, proc-esses and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic ele-ments, dialogue, incidents, language, artwork, symbols, de-signs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio represen-tations; names and descriptions of characters, spells, en-chantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or regis-tered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contribu-tor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Ma-terial of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Con-tent that contains a notice indicating that the Open Game Con-tent may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distrib-uted using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are con-tributing original material as Open Game Content, You repre-sent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPY-RIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly li-censed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall re-tain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distrib-ute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this Li-cense with every copy of the Open Game Content You Distrib-ute.

11. Use of Contributor Credits: You may not market or adver-tise the Open Game Content using the name of any Contribu-tor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.