“To early Egyptian culture the Flamingos were a representation of the god Ra, who was known as the god of the sun. They felt that the animals where there as a reminder of the work of that god. They went out of their way to make sure these animals were preserved.”
This is a Halloween themed adventure
meant for the season. An undead being, vampire, lich, etc, travels
from plain to plain in his manor luring in outsiders then killing
them, absorbing their essence, only to leave to another realm and do
it all over again.
How it begins:
Outside of town upon a hill, an old
manor has appeared after a bad lightning storm. Now locals are paying
for a party of adventurers to delve into its depths to discover why
it is here and what’s inside.
1 - the hill is rocky and barren except
for a few twisted leafless trees. Once the players reach the hill,
regardless of what time of day it is, the sky becomes dark and stormy
with loud cracks of lightning and thunderclaps. Note: if players leave the hillside,
the weather and sky return to normal.
2 - the manor is made of black stone
and rises several stories. Its widows are covered in a thick layer of
dirt and soot. Brambles and vines cover much of the stony walls. The
front door is made of oak with a solid brass knocker.
A - behind the glass of the windows is
only a stone wall.
The only way in is the front door.
B - the door is magically sealed and
can only be opened by using the knocker. All other methods, spells,
brute force, etc, will fail.
3 – inside, the players enter into
the foyer. A black and white checkered floor leads to a grand
staircase which rises to a second level landing. On either side of
the stairs are two large gargoyle statues perched on pedestals. A
large chandelier hangs above the foot of the stairs with candles
seeming to be recently lit. The walls are made of stone and barren
except for two wooden doors, one on the west wall and one one the
A - any player who tries to take the
stairs must roll or be hit by the chandelier as it falls from the
ceiling, dealing X D6 damage.
B - any player who ascends the
staircase must roll or fall through the center steps into a pit trap
X meters below, full of spikes.
C - the landing has only one door on
the back wall.
Any player who opens the door, hears
the word “boo” before a loud explosions comes from only a small
Any players on the landing must roll or
become deaf and blind for X d6 minutes. For added difficultly, the
effect can be permanent till remove deaf and blindness is cast.
D - both doors on the main level are
locked and need to be picked or brute forced to open.
The west door leads to the Great Hall.
The east door leads to the Greenhouse.
Greenhouse - it is a chamber of yellow
stained windows layered in mud, dirt and overgrown with vines and
brambles. Work benches line the walls covered in pots and overgrown
thorny brush. Most of the back-half of the chamber is obscured by
thick spiky vegetation.
A - beyond the glass of the greenhouse
is only stone walls and ceiling.
B - the plants quiver and shake when
the players come close and move like writhing snakes when handled.
C - hidden in one of the pots towards
the back of the chamber is an iron key used to open the safe in the
Once players find the key, man drakes
pop out of pots and starts screaming. Note: they act as purple
shriekers - if that is too tough, consider giving them goblin stats
with a stun effect.
Once the man drakes start screaming,
the brambles attack any stunned player with a constriction attack,
dealing D6 damage and double every round till the player is
released. Note: every cluster of brambles will have one attack and
one set of hit points.
Great Hall - a long hall of stone
stretching to the infinite. Every 4 meters on either wall is a wooden
door. Between each door is a brass candle holder extending out of the
wall holding what appears to be a recently lit candle. The ground is
covered by a red carpet stretching to forever.
A - the hall is endless and goes on
forever. Note: however many meters, kilometers the players go
forwards, they must return.
B - all the doors are false doors
leading to stone walls.
C - at the foot of the door leading to
the foyer, under the carpet, is a trap door that leads to a set of
stone steps descending into the Library.
Library - a chamber of bookcases and
1000s of dusty leather tomes. Tables covered in candles lit the
chamber. A solid iron door is in on the back wall and in front, a
desk with a quill pen, parchment and a vial of orange and black ink.
Perched above the door over the desk is a raven.
A - the raven is sentient and can speak
the players’ languages. All of themselves
It wont give the players any
information other than how to open the door, although not the
It will tend to mock the players
efforts and recite lines from the poem Nevermore by Edgar Allen Poe.
It can be killed, it’s only a raven.
B - the iron door can only be opened by
writing the correct sequence of letters with the correct ink on the
“Happy” in black ink, “Halloween”
in orange ink.
Once the sequence is done correctly,
the door will open on its own to the Dining Hall.
C - the books can be searched for
On a successful search roll, players
will find a random letter written in the correct color. Example: w
written in orange
On a failed roll, the book is animated
and attacks, forcing the player to roll strength to close the book or
get bitten for D4 damage.
Dining Hall - a large table is covered
in rotten food. Pig heads, severed fingers, a platter of eyes, bowls
of insects, etc. Chairs surround the table covered in dust and webs.
A wooden door is on the back wall across from the table.
A - the food is so foul, the players
must roll to not vomit.
Players must roll every round while in
the dinning hall.
The first failure is only a stun, each
after is one con loss and D6 damage, which can be regained after a
days of rest.
Hidden in the food is another iron key
which is used to open the safe in the Gallery.
B - the door is locked and must be
picked or brute forced to open, leading to the Gallery Note: if
the door is being picked, the player must still roll to vomit, losing
their open lock progress if they fail.
Gallery - a stone room. Portraits hang
from the walls and an iron door on the back wall is flanked with two
braziers burning with ethereal green flames.
A - most of the paintings are of
undead,macabre scenes of death, torture and hellish imagery. A few,
however, will have effects if the players take one rounds to stare at
the painting: A nightmare will jump out at the player, forcing a
roll or lose D4 con from fright.
A bloated demon will vomit an element
of your choice in a cone attack, dealing X D6 damage.
A horde of undead animate and escape
the picture to attacks. Skeletons, zombies, wraiths, etc.
A young man ages in moments to a
withered old man. Players must roll or age X D10 years.
A portrait of snakes strike at the
player. The player must roll to dodge or become poisoned, losing
stats, hit points, etc.
A beating heart animates, beating for
real and blood pours out of the painting. Players must roll or become
insane till the painting destroyed. While insane, they will harm
other players or harm themselves.
B - behind one of the portraits is a
safe which needs both the iron keys to open. Magic picking locks and
brute force will not work.
Inside the safe is the vampire’s,
lich’s, etc. treasure from all its pillaging over the years. Items
and coins should bear markings of other realms and kingdoms to denote
how far the manor has traveled. Magic katanas, kopesh, repeating
crossbows, etc, would also add some scope to where the manor has
C - the iron door is locked and needs
to be picked or brute forced to open, leading to the bed chambers.
The door is trapped and releases a
negative energy spray, forcing any players in the gallery to roll or
lose a level.
Bed Chambers - a room of stone. A
lavish black silk bed sits in the center on the back wall of the
chamber. A table and a desk rest in the center of the room flanked by
two candelabras. Sitting at the table is the lich,vampire, etc,
writing into a large leather book. On either wall are two wooden
A - the undead creature will greet the
players, noting how well or poorly they did on their way to her/him,
but noting their exploration is at an end.
The creature may engage in conversation
and be rather pleasant till it grows bored.
It will need to kill the players to use
their essence to make another jump to the next dimension. Note:
Equip the creature with magic items which it will use during the
B - once combat has started, the undead
creature will retain all the stats of the undead you have chosen.
The wooden doors in the room will open
to a closet. each one spawning X D6 skeletons a round till the
creature has been defeated.
The iron door in the room will seal and
disappear, not returning till the creature has been defeated.
C – when the creature is near death,
it will disappear to its true resting ground under the floorboards
under the bed. There, the players can find its phylactery, its
coffin, etc, which the players can then defeat the creature.
With the creature defeated, the players
are free to look about the chamber. The book is a written compilation
of its journey. The book may contain passages of far off lands and
legends of old. The manor could be a few decades old to 1000s,
traversing the countryside to all the planes of existence. There may
be accounts of angels, demons and exotic beings.
Maybe the house jumps while the players
are inside, forcing the players to find another way home. Maybe
this creature is one of many spanning the world or multiverse in
search of relics or something else. Maybe it hints at a legendary
dungeon or monster it has been trying to unleash the players now have
to fight at some point. Maybe all the killing was a ritual to
resurrect some undead God and now the players feel the first
rumblings of something much stronger on the way.
use them for non steven universe ocs if ya want. I may not be into this fandom very much, but these weapon posts have helped inspire a lot of people so that’s why i make these. i sometimes browse the gemsona tags and see people use the ides i’ve provided. and that just warms my heart. so go ahead, reblog or fave this post to save it for later, regardless of your feelings towards this fandom. That’s why these are here.
The Shotel is a sword from africa i believe. not quite like a sickle or a kopesh, but i think it looks neat.
The Manriki is a ninja weapon that is basically a chain whip with two weights on the end for extra punch.
The Bar Mace is the unholy combination of a flanged mace and a sword.
Warhammers dont have to be giant sledgehammers. there are smaller one handed versions too.
a medieval executioner’s sword looks pretty neat.
the Tepoztopilli is the spear equivalent of a macuahuitl
the Shillelagh club comes from Ireland, i like the idea of a war club with a spike on the end.
i dont know what this is called. but its from India and looks like someone made a kukri into a sword.
the Federschwert is a German longsword made for sparring.
and finally there is the Kelwang sword from Indonesia. looks odd, but in a cool way.
#46 - Vesuvian Fusion of:Topaz and Jasper Gem Type: Vesuvianite Weapon(s): Topaz-tipped Trident Skills/Powers: Vesuvian inherited Jasper’s healing abilities along with the swiftness and dexterity of Topaz. They wield their trident in a precise spear-like manner, rather than the wide swinging of Jasper’s glaive or the deft slices of Topaz’s kopesh blades. Personality: They’re well-grounded, stoic, compassionate, and fiercely loyal to their allies. Other Images:XX Other Notes: Main image is by tentakrule (previously grumkle)