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favicon.ico: bearded-devil.com - BEARDED DEVIL  Monsters, Horro.

site address: bearded-devil.com

site title: BEARDED DEVIL Monsters, Horror, Gaming

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the, archive, of, apocalypse, containment, chamber, captured, arsenal, bloodwood, darkness, hut, bearded, devil, 31, maze, patreon, 43, 48, 37, 42, seal, scroll, 36, hyperlich, 25, 30, hall, library, 19, 24, 13, 18, overgrown, 12, final, star, empty, bath, genial, jack, volume, canopic, level, earwight, launch, stoneflesh, 44, meatchess, 45, torture, gallery, 46, supper, club, 47, kitchens, larder, looted, 38, broken, 39, dreamflesh, 40, flesh, puppets, 41, eldritch, organ, carnophon, 32, throne, room, 33, treasury, 34, phylacterium, 35, antechamber, tomb, bone, charms, 26, fleshscribe, 27, sacred, 28, murals, 29, continuous, holy, waterfall, herbicidal, 20, rift, 21, feeding, grounds, 22, thorn, pen, 23, book, heart, stairs, 14, collapse, 15, maw, 16, 17, broodtree, machine, scripture, beacon, night, bomb, 10, shrine, first, 11, ember, stonephasing, doors, walls, trapdoor, entrance, staircase, dead, guardian, shelves, voidskin, 31a, cirrus, 31b, metagigarium, 31c, apeiroviscera, 31d, mazelungs, 31e, pseudohearts, 31f, ichor, nodes, 31g, acroamatic, gland, 31h, astral, eye, 31i, noculi, 31j, triencephelon, lobes, 30a, fortifications, 30b, feast, 30c, tannery, 30d, shaman, 30e, hunting, lodge, 30f, cesspit, 30g, mushroom, farm, 30h, clan, chieftain, 21a, phrenomorph, drone, 21b, adventurer, 21c, celebrant, tags, categories, meta, monsters, horror, gaming,

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e maze somewhere between flesh and stone some connect to bizarre structures that seem to hover in space the song of the music box is louder echoing from somewhere deeper within this unsettling place a narrow stair winds up from the landing on which you stand to the rest of the maze your body feels different here lighter more plastic as if something had occurred to the matter that made you up or perhaps as if that matter were suddenly subject to different physical laws the demiplane of excessus is not inside the old city thus the effects of anachronosis dreams of a dead empire and the melchior effect do not apply anyone suffering from stage 6 anachronosis will not willingly enter the plane since it would mean leaving the old city doors never stonephase into the plane all heal and wound spells are twice as effective in excessus anyone who falls into the void eventually finds themselves lost in the sea of slumber an oneiric ocean and interplanar conduit fed by rivers from the dreamlands and the netherworld if they are lucky they might be picked up by a passing vessel of the oneiroi who will take them to one of the ports in the dreamlands less fortunate swimmers might be fished from the sea by one the barges of the damned bound for pandemonium or by some of the denizens of excessus others still may drown in the sea of endless sensations memories suffering ecstasy and fantasy upon first entering excessus roll 1d8 to determine the starting hour the plane tracks time in 13 hour increments track the time with a d20 navigating the stoneflesh maze is difficult rather than attempting to narrate every twist and turn a potentially tedious activity for the referee and player especially given the twisted physics of the maze the party can nominate someone to make decisions about which way to turn who then makes intelligence check with disadvantage to reach one of the distant landmarks visible upon entering such as the supper club area 46 or meatchess board area 44 on a success the landmark is reached on a failure an hour is wasted and the party rolls to see if they encounter something on the following table roll 1d12 encounter 1 a roaming pack of 3d4 dogmen has sighted you and is now tracking you through the maze these twisted creatures were once humans but have gradually transformed into quasi canines their bodies bristling with scabrous patches of mangy fur bones reshaping from habitual quadruped locomotion mouths become fanged muzzles despite their partial metamorphoses they are still disturbingly human they can speak various tongues but prefer to bark an intelligence save with disadvantage avoids the dogmen for 1 hour but they will continue harrying the party while they remain in excessus 2 a false archway appears to lead into a tunnel in actuality the archway is a devouring maw in disguise this requires an intelligence save to detect as one enters the archway on a failure the archway closes after 1d4 individuals enter revealing itself as a fanged mouth a monstrous tongue whips out of the darkness each round those inside the false archway must make a dexterity save or sustain 1d4 damage from chewing 3 the celebrant sinthome area 45 wanders here an ever shifting creature whose precise bodily configuration alters when unobserved they beg passersby to inflict pain upon them in exchange for guidance leading them to a location of their choice within excessus without need of another roll see area 45 for details if one of the characters tortures the celebrant 4 2d4 members of the supper club area 46 taking a constitutional attending by 1d6 servants they invite passersby to dinner if this invitation is refused or the party is impolite the gourmands will attempt to make them a between meal snack 5 the hungry wind blows through the stoneflesh maze requiring all who hear the horrid gnashing of its endless mastication to make an immediate constitution save or take 1d6 piercing damage bites appearing all over their bodies those who fail by 5 or more must also make a strength save or be blown from their location followed by a dexterity save to avoid 1d6 falling damage as they land somewhere lower in the maze and must make an intelligence check of their own with advantage to rejoin the party if they critically fail both saves they fall int the void see above 6 a group of 2d6 fettered clatter through the maze on some errand of concatenatus the hedonarch of this particularly fiefdom of excessus they appear as grey skinned hairless humanoids whose bodies have been pierced and wrapped with numerous chains each trailing an impossibly long chain all the way back to the palace of chains area 50 they attempt to restrain all they encounter to bring back to the palace if slain a fettered is pulled back to the palace 7 the red rain begins to fall it tastes of iron and salt and forbidden desire those without mouth protection or who fail to take shelter may accidentally taste the rain and must pass a wisdom save to avoid succumbing to a mania for violence those so possessed must attack the nearest creature and also regenerate for 1d4 hit points each round each round they make a fresh save to shake the effects of the rain the red rain continues to fall for 1d20 rounds 8 although you do not reach your destination you reach somewhere else instead roll 1d4 1 you are back where you started 2 you at the exit 3 you are at the next nearest major location in excessus 4 you are at another randomized location in excessus 9 you have become snared in an infinite loop which does not want to relinquish you you must pass an intelligence save with double disadvantage to exit the loop each attempt taking an hour unless you attempt to leap fly teleport or otherwise navigate the maze 10 a flock of paincrows flies overhead looking for positive feeling to consume they speak with the voices of lost loves dead friends and childhood bullies 11 a man o joy drifts through the void a pulsating jellyfish like entity like a huge pink hot air balloon crossed with a gigantic beating heart trailing a multitude of quivering fleshy tendrils it murmurs and coos disturbingly and seeks to caress those below a creature absorbed by the man o joy who survives retains disturbing memories of its former victims whose minds seem to have merged to form the being s consciousness 12 a hairless cat with the face of a cruel child appears licks its paw and begins slinking through the maze running away if chased if followed the cat leads the party to wherever they were seeking if ignored the party gains an additional die of disadvantage on its next check to navigate the maze if killed the cat curses the party to eternal double disadvantage while navigating the maze dogman hd 1 hit points 6 bite str 1d6 speed 30 ft str 12 dex 11 con 13 int 6 wis 12 cha 4 pack when dogmen are flanking a foe their bite damage has advantage tracking once dogmen have scented a party they follow it unerringly unless destroyed or somehow deterred they have advantage to wisdom checks to discover hidden foes using scent to do so regenerating dogmen regenerate 1d2 hit points every round unless damaged by holy water or a cultist s smite or exorcism they are considered fiends for the purposes of spells and magic items tongue hd 3 hit points 16 lash str 1d8 20 foot reach speed 0 ft str 14 dex 6 con 14 int 1 wis 4 cha 1 fettered hd 2 hit points 12 armour 1d3 2 chains dex 1d6 reach 20 feet speed 30 ft str 11 dex 13 con 14 int 4 wis 13 cha 4 fetter if one of the fettered hits with an attack the opponent must make an immediate strength or dexterity save to avoid being grappled and restrained from that point on they can use the escape action with disadvantage to try and get free regenerating the fettered regenerate 1d2 hit points every round unless damaged by holy water or a cultist s smite or exorcism they are considered fiends for the purposes of spells and magic items flock of paincrows 3 hd 18 hit points peck 1d6 speed fly 30 ft swarm half damage from mundane weapons str 6 dex 14 con 12 int 7 wis 13 cha 13 fiends paincrows are considered fiends for the purposes of spells and magic items swarm the flock deals damage automatically to one creature which it follows but can be repelled for half damage by brandishing a weapon or torch the latter of which damages the flock tormenting cry the cry of the paincrow drains all joy instead of attacking the flock can torment a target by spewing the most hurtful things others have ever spoken to them reliving old memories or plaintively calling out for help in pitiful mimicry of those the target grieves the target must pass a charisma save or sustain 1d4 charisma damage this regenerates at a rate of 1 per day a creature reduced to 0 charisma becomes catatonic and will be devoured by the crows man o joy 6 hd 42 hit points armour 1d4 6 tendrils str see below speed fly 20 ft str 15 dex 6 con 14 int 13 wis 13 cha 13 absorb if the man o joy has someone in its tendrils it can use an action to pull them up into its body absorbing them while so absorbed creatures take 1d6 acid damage every round an absorbed creature can be freed by killing the man o joy or by dealing at least 10 damage with a slashing weapon if a creature regains control of themselves while inside the man o joy they can attempt to escape with a strength check with disadvantage or by dealing 10 damage with a slashing weapon hitting the creature automatically and ignoring armour ecstasy if the man o joy hits with a tendril the target must pass a charisma save or become filled with all consuming pleasure for 1 minute making all other action impossible a target so delirious is restrained by the tendril gigantic the man o joy is big in size and has a 20 foot reach attacks against it by smaller creatures hit automatically regenerating the man o joy regenerates 1d6 hit points every round unless damaged by holy water or a cultist s smite or exorcism it can be considered a fiend for the purposes of spells and magic items 44 meatchess an enormous chess set of irregular dimensions hovers impossibly in space surrounded on all sides by the labyrinth a variety of malformed creatures that seem to be hybrids of chess piece and humanoid are arrayed on the board one side are skinless flensed things with the heads and hooves of horses their bodies livid red the other side are skeletal nothing but sinews and carven bone strange growths like bishop s mitres or crenellated battlements emerging from their swollen skulls these sides of flesh and bone are each commanded by a gruesome king each wearing a grotesque crown the game being played here is like some awful parody of chess the rules seem different than the standard ones and when pieces take each other they physically fight stabbing trampling or hacking each other to death the board is spattered with blood and strewn with broken bones various celebrants often linger about the chessboard to spectate meatchess is a kind of decadent entertainment for the celebrants if they see the party the kings of flesh and bone call out bold champions come prove yourself on the battlefield rich reward awaits you if they step onto the board they become participants in the game according to which side of the board they have stepped upon there is a single rank of 13 spaces that is totally neutral dividing the two sides of 6 13 spaces each once they have picked a side the party members replace one of the royal pieces according to the profession with the highest level or the ability score with the highest score if they have equal levels in more than one profession ability score profession chess piece strength fighter centaur can move any number of knight moves in any direction dexterity thief gargoyle can move along like a queen but must always hop over another piece landing on an unoccupied space beyond it or taking the enemy piece it finds there constitution guardian fortress can move as either a rook or a knight intelligence wizard sage moves alternatingly as a bishop or a rook wisdom cultist hierophant can move as either a bishop or a knight charisma witch demon moves like a pawn but captures like a queen the board is laid out with a row of pawns followed by the royal pieces in the following order from left to right fortress centaur gargoyle demon sage hierophant king hierophant sage demon gargoyle centaur fortress bone always goes before flesh meatchess is a hideous mixture of regular chess and gladiatorial combat to play meatchess assuming all players are on the same side the referee assumes control of the opposite side while the players take turns making moves when one piece would take another those pieces instead initiate combat a ranged attack can precede movement but the round must end with both pieces engaged in melee combat at the end of each turn all pieces presently engaged in combat also fight a combat round without moving from their positions keep track of all pieces each player character manages to take if any character moves in an illegal way or makes an illegal attack the chessboard responds by impaling them with bony spikes which erupt from beneath their feet requiring a dexterity save to avoid 1d6 piercing damage 1d6 for each previous infraction characters may cast spells on themselves or allies even if not engaged in combat or not on the board however if they cast offensive spells on enemy pieces they are not engaging with they have made an illegal attack characters who attempt to interfere with a meatchess game from outside of the board will instantly become targets for all pieces on both sides who suspend the game until the threat to the game is dealt with before resuming their positions at the end of the game dead pieces are revivified characters who died are likewise revived but permanently become chess pieces growing some of the characteristics of each piece losing their skin or rotting away to become skeletons their remains must be stolen from the board to be raised from the dead regardless of which side won players collect prizes for each piece they took see below each reward can be claimed only once and is distributed by the opposing king to the first character who slew a piece of the indicated type pawn hd 1 hit points 8 armour 1d2 1 halberd str 1d12 str 9 dex 8 con 10 int 6 wis 8 cha 6 promotion if a pawn reaches the back rank it can become any piece other than a king reward the cursed pawn s helm an item which if worn turns the wearer into a puppet who follows any command issued to them an initial wisdom save is granted to immediately remove the helm on a failure the curse takes effect only by removing the helm is the curse lifted the helm does add 1 armour to the wearer centaur hd 3 hit points 16 armour 1d3 hooves str 2d6 10 foot reach str 14 dex 10 con 12 int 8 wis 12 cha 10 trample if the centaur kills an enemy piece it gets an immediate extra turn reward the centaur s horseshoe which acts as the spell tauric transformation while worn about the neck on a chain or string if worn for more than ...
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