Floating Island of Terror For millennia the creature slept in the bowels of the earth, forgotten, and imprisoned until a hunger so fierce awoke the creature from its slumber and reached out. A covenant was struck and a powerful ritual was cast. Through sacrifice, blood, and fear the Black Queen ripped the creature and its prison free of the land. Thus the Floating Island of Terror was born. Hovering high above Hubris, It belches out soot and pollution as It and the Black Queen feed on the fear of her subjects. Large smoke stacks, pipes, and gears all hum, clang, and clatter as it drifts across the skies producing wheellock weaponry, armor, and the dreaded murder machines for the dreaded queen. The Floating Island of Terror hungers for more sources of food, to spread Its corruptive technology throughout the land, and to leave Its mark forever, as a blight, on Hubris. Invoke Patron check results 12-13 The casters face burns and melts away to reveal a metallic mask. Steam and soot gently wafts from the mouth piece. The caster no longer requires oxygen to breath and gains low-light and infravision. This lasts for 24 hours. 14-17 The caster’s entire body burns, bubbles, and melts away to reveal a full metallic body underneath. The caster gains the benefits of 12-13 above and increases his armor class by 4. This does not impede with spell casting rolls. This lasts for 24 hours. 18-19 Metal sprockets, piping, and gears protrude and lance out of the caster’s arms, constantly removing large chunks of flesh and muscle. After 1 round the caster’s arms are transformed into wheellock rifles. The caster can make an attack with each gun and is treated as if they have a 16 in Agility for the use of twoweapon fighting. The guns automatically reload themselves through a series of complex gears after the shot is fired. Damage is 2d10, take higher of the two as damage. This lasts 3 rounds. 20-23 Slimy oil-slicked tubes shoot out of the caster’s hands. On a successful attack (+2) the tubes force their way down the target’s mouth . The target takes 2d6 damage, while the caster is healed for that much. The target makes a Fort Save DC 16. If successful, only takes half damage. This lasts 2 rounds. 24-27 The caster is able to belch out a thick rolling cloud of soot and smog in a 15’ cone. Anybody caught in this thick plume of pollution must make a Fort Save DC 16 or become sickened and blinded , suffering –3 to all rolls. This lasts for 1d3 rounds. 28-29 The caster is able to belch out a thick rolling cloud of soot and smog in a 15’ cone. Anybody caught in this thick plume of pollution must make a Fort Save DC 16 or become sickened and blinded , suffering –3 to all rolls. The ground in a 20’ radius becomes coated in a thin film of slick oil as the pollution settles. Targets in the area must make a Ref Save DC 16 or all prone. Movement is reduced to 1/2 in the area. This lasts for a number of rounds equal to the CL. 30-31 Large churning gears appear in the ground in a 10’ radius. All in that area must make a Ref save DC 14 to avoid falling in and taking 2d6 damage. Each subsequent round the target(s) must make a Ref Save DC 16 to climb out. If they do not, they suffer an additional 1d6 damage. This effect lasts for 1 turn. 32+

Large churning gears appear in the ground in a 20’ radius. All in that area must make a Ref save DC 14 to avoid falling in and taking 3d6 damage. Each subsequent round the target(s) must make a Ref Save DC 16 to climb out. If they do not, they suffer an additional 2d6 damage. This effect lasts for 1 turn.

Patron Taint When patron taint is indicated for the Spider Goddess, roll 1d6 on the table below. When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling any more. Roll Result 1

The caster begins to feel flushed and warm and always covered in a sheen of sweat. Any target that gets near the target feels the heat radiating off the caster. If this is rolled a second time the caster’s flesh becomes extremely hot to the touch and can cause a person’s flesh to blister with prolonged exposure. If this is rolled a third time the caster’s flesh is the temperature of a furnace. Steam gently wafts from the caster’s mouth and nose. Any target that touches the caster takes 1d3 points of damage per round. Clothing chars, smolders and burns after touching the caster for 8 hours. After 24 hours it is reduced to ash.

2

The caster’s flesh takes on a metallic sheen and becomes hard, granting a +1 to AC. If this is rolled a second time the casters flesh becomes coated in a thin metallic layer, granting +2 to AC, but incurring a –1 check penalty. If this is rolled a third time the caster’s skin has become thick metal plating, granting +4 to AC, but incurring a -4 check penalty. The caster also weighs double their original weight.

3

All the caster’s bodily fluids become black and slick like oil. The caster’s flesh becomes slick and hard to grasp, causing those who attempt to grasp the caster to suffer –2 to their checks. If this is rolled a second time the caster’s eyes are replaced with cogs like that of a pocket watch. The caster cannot be blinded and gains dark vision. If this is rolled a third time the caster’s internal organs are all replaced with mechanical counterparts and gears. The caster can no longer become fatigued or exhausted. However normal magical means of healing are not as effective on you, only giving you half the amount (minimum of 1HP back).

4

The caster is wracked with nightmares upon which the Floating Island of Terror feasts. While not debilitating, the caster’s screams tend to give away their position and keep others awake. If the caster succeeds a Will Save DC 10 they are able to have a peaceful night sleep. If this is rolled again the DC is increased to 12 and the caster thrashes around screaming in horror. They do not regain any lost attribute points if they fail their save. If this is rolled a third time the DC is increased to 14. The nightmares that bombard the caster’s dreams are horrendous. No one can sleep while the caster has these night terrors. The thrash, flail, scream, and claw at their own flesh (doing 1d6 damage). The caster does not regain any lost attribute points if they fail their save.

5

Casting any spell causes smog and soot to fall from the sky in a 30’ radius. The air smells acidic and causes peoples lungs and eyes to burn. If this is rolled a second time the area is increased to 60’ and all targets in the area must make a Fort Save DC 12 or suffer –2 to rolls from the thick pollution. If this is rolled for a third time an aura of smog and soot always follows the caster. Anything in a 15’ radius around the caster is covered in a layer of soot, ruining clothes, paintings, or contaminating food and water.

6

The caster’s presence causes animals in a 30’ radius to become agitated and frightened. If the caster approaches they will either flee from or attack the caster. If this is rolled a second time the when casting a spell the ground becomes oily and polluted. This lasts 1d3 days after the spell ends. All plant life and animal life in a 50’ radius around the caster will either flee and not return or die in 1d6 days. It will take 1d20 years for the ecosystem to recover. If this is rolled a third time, the land in a 120’ radius around the caster is torn up as giant sprockets and gears burst from the ground. Oil bubbles up under the casters feet and smoke billows into the sky. All plant life and animal life in in the radius around the caster will flee immediately, if possible. If unable they will die in 1 day. It will take 2d20 years for ecosystem to recover from the effects of the spell.

Patron Spells: The Island of Floating Terror The Island of Floating Terror grants three unique spells, as follows: Level 1– Consume Nightmare Level 2– Sanctuary Level 3– Mechanohorror

Spellburn: The Floating Island of Terror Roll 1

Result After casting the spell the caster doubles over and begins vomiting gallons and gallons of crude oil and chips of metal (expressed as Strength, Stamina, and Agility loss). He vomits for 1d4 rounds.

2

Tubes of various sizes burst from the ground and force their way into the casters mouth, eyes, nose, ears, and even under his fingernails. He is raised up off the ground and his bodily fluids are sucked out of his body (expressed as Strength, Stamina, and Agility loss).

3

A mechanoworm with a drill head burrows out of the ground. The caster must put this in his mouth and allow it to burrow through his guts. He takes 1d4+1 damage and is left thrashing on the ground in agony (expressed as Strength, Stamina, and Agility loss).

4

A mechanoworm with a drill head burrows out of the ground. The caster may attempt to convince another to eat the worm and suffer unendurable pain. If they do so, they suffer the spellburn damage of the wizard and take 1d4 damage. If the caster cannot convince anyone to do so the worm forcibly borrows through his guts, doing 2d4 damage and he suffers the spellburn drain.

Consume Nightmare Level 1 (The Island of Floating Terror) Range: Varies Duration: Varies Casting time: 1 round Save: Varies

General

The wizard is able to reach into the subconscious of a being and draw strength from their innermost fears and nightmares. The wizard is able to draw strength and nourishment from these horrible visions.

Manifestation Roll 1d4: (1) black vapor oozes out of the caster's eyes and mouth into that of the affected; (2) a spectral bluish black flame appears over the target’s head, their eyes become pitch black orbs; (3) the caster’s fingernails peel back revealing tiny mouths with jagged teeth. These shoot out and burrow into the affected target’s brains.

1

Lost, failure, and patron taint.

2-11

Lost. Failure.

12-13

The caster is able to scoop a terrible memory out of an intelligent target and consume the gelatinous glob as sustenance. The target receives a Will Save. Failure means that they are unable to act for 1 round and are shaken afterwards, suffering –1 to all rolls for 1d3 rounds. The caster must eat the memory in 2 rounds or it will dissipate. Eating the memory restores 1d3 HP back to the caster. The caster is treated as though he ate one meal. Only the caster is able to consume these memories.

14-17

As 12-13 except the target is unable to act for 1d3 rounds and suffers –2 to all rolls for 2d3 rounds. The caster can bottle the memory and eat it at their leisure, within CL days. It heals 2d3 HP back. They can have no more memories bottled than 1/2 CL. The caster is treated as though he ate one meal. Only the caster is able to consume these memories.

18-19

As 14-17, except the target can be in line of sight.

20-23

The caster is able to reach into the mind of a target within 15’ and cause them to relive the worst nightmares. The target must make a Will Save or suffer terrible memories. The target suffers –2 to all rolls for 1d6 rounds.

24-27

The caster is able to reach deep into the mind of a target with in 15’ and cause them to relive their worst nightmares. The target must make a Will Save or suffer terrible memories. The target rolls all checks one step lower on the die ladder. This lasts for CL rounds.

28-29

The caster is able to reach deep into the mind of a target with in 30’ and cause them to relive their worst nightmares. The target must make a Will Save or suffer terrible memories. The target rolls all checks one step lower on the die ladder. This lasts for 1 turn. The caster is able to draw strength from this and all spell casting rolls one step higher on the die ladder for CL rounds.

30-31 The caster is able to reach deep into the minds of all enemy targets with in 30’ radius and cause them to relive their worst nightmares. The targets must make a Will Save or suffer terrible memories. The targets rolls all checks one step lower on the die ladder. This lasts for 1d8 rounds. The caster is able to draw strength from this and all spell casting rolls one step higher on the die ladder on the next round. The chaos and terror also satiates the caster, healing him for 1d3 HP. 32+

The caster is able to delve into the deepest reaches of the mind of all enemy targets with in 30’ radius and cause them to relive their worst nightmares. The targets must make a Will Save or suffer terrible memories. The targets rolls all checks one step lower on the die ladder and take 2d6 damage. This lasts for CL rounds. The caster is able to draw strength from this and all spell casting rolls one step higher on the die ladder for CL rounds. The chaos and terror also satiates the caster, healing him for CL HP. Also all of the caster’s allies of the same or adjacent alignment are granted a +2 bonus on Will Saves for the duration.

The Terrible Sanctuary Level 2 (The Island of Floating Terror) Range: 120’ Duration: 8 hours Casting time: 1 hour

General

Save: NA

The caster is able to summon a sanctuary of the Floating Island of Terror that offers shelter, protection, food, and other possible essentials.

Manifestation Smoke billows from the ground as oil bubbles and gears, cogs, and flames burst from the ground. Gigantic tubes and smoke stacks reach towards the sky. The ground and area are polluted and destroyed long after the effects of this spell have ended. The local ecosystem will require 1d10 years to recover.

1

Lost, failure, and patron taint.

2-11

Lost. Failure.

12-13

Failure, but the spell is not lost.

14-15

A small ramshackle dwelling of rusted and gutted metal bursts from the ground. The door is waterlogged wood (no lock). A small fire is in the center of the structure. There are no windows. The structure is large enough to hold 1 person.

16-19

A small dwelling of rusted and gutted metal bursts from the ground. The door is a slab of rusted metal (no lock). A small fire is in the center of the structure. There are no windows. The structure is large enough to hold 4 people.

20-21

A dwelling of aged metal bursts from the ground. The door is a giant rusted cog that opens squeakily (Pick lock DC 10). There is a small furnace at the back of the structure that provides heat and can be used for alchemical purposes. There is one small arrow-slit windows. The structure is large enough to hold 4 people.

22-25

A dwelling of shiny metal bursts from the ground. The door is a cog that opens smoothly (Pick lock DC 15). There is a small furnace at the back of the structure that provides heat and can be used for alchemical purposes. Against the wall is a small table with 2 wheellock pistols, each with one shot. There are two small arrow-slit windows. The structure is large enough to hold 4 people.

26-29

A large two-story dwelling of black metal bursts from the ground. The door is a cog that opens smoothly (Pick lock DC 15). There is a medium-sized furnace blazing at the back of the structure that provides heat and can be used for alchemical and blacksmithing purposes. Against the wall is a small gun rack with 2 wheellock rifles pistols, each with 1d4 shots. There are two arrow-slit windows on each floor. On the second floor there are bunks for 8 people.

30-31

A large two-story dwelling of spiked black metal bursts from the ground. The door is an obsidian block that opens at the caster’s command (Pick lock DC 20). There is a medium-sized furnace blazing at the back of the structure that provides heat and can be used for alchemical and blacksmithing purposes. Lying on a small table is 1 black powder bomb and 1 days rations for one person. Against the wall is a small gun rack with 2 wheellock rifles pistols, each with 2d3 shots. There are three arrow-slit windows on each floor. On the second floor there are bunks for 8 people.

32-33

A large two-story dwelling of spiked black metal bursts from the ground. The door is an obsidian block that opens at the caster’s command (Pick lock DC 20). There is a large-sized furnace blazing at the back of the structure that provides heat and can be used for alchemical and blacksmithing purposes. Lying on a small table are 2 black powder bombs and 1 days rations for each person in the structure. There is a working well in the corner and against the wall is a small gun rack with 2 wheellock rifles pistols, each with 2d3 shots. Next to the gun rack is an iron maiden and a Rack torture device. There are three arrow-slit windows on each floor. On the second floor there are bunks for 8 people.

34+

As 32-33, except in the following: 3 black powder bombs, each wheellock weapon has 2d5 shots, and the structure will hold 10 people.

Mechanohorror Level 3 (The Island of Floating Terror) Range: 10’ Duration: Varies Casting time: 1 round

General

Save: None

The corrupting influence of the Floating Island of Terror is manifested on the flesh of another life form. The wizard is able to summon a mechanophage to aid them in combat.

Manifestation Roll 1d4: (1) large tube snakes up from the ground and fleshy pulsating egg grows and then bursts, spilling oil, sludge, and the mechanophage on the ground; (2) a large pipe bursts from the ground and green sludge gushes from the opening, sending the mechanophage reeling out; (3) the corpse of a fallen combatant (friend or foe) swells to three times normal size as tubes, wires, and sharp pieces of metal pierce the flesh from the inside out, eventually ripping it away to reveal the mechanophage. 1

Lost, failure, and patron taint.

2-11

Lost. Failure.

12-15

Failure, but the spell is not lost.

16-17

The caster summons 1d4 mechanoworms. The worms follow the instructions of the caster for 1d6 rounds, before burrowing into the ground and disappearing.

18-21

The caster summons 2d6 mechanoworms. The worms follow the instructions of the caster until destroyed. If turned by a cleric the wizard must make a Will save DC 12 for each one to regain control.

22-23

The caster summons 1d3 mechanohouds. The hounds follow the instructions of the caster. The hounds will remain until destroyed. If turned by a cleric they will crumble into a puddle of oozing pus after the effect ends.

24-26

As 22-23 except the caster summons 2d3 hounds.

27-31

The caster summons a human infant infected with the mechanophage. This horrifying creatures follow the instructions of the caster and remains until killed. When the creature dies it explodes in a spray of oil and ichor that does 2d6 damage to all in 10’ radius (Ref Save DC 14 for half damage). If turned by a cleric the caster must make a Will save DC 16 to regain control of the horror. If the caster fails the mechanophage will attack them with reckless abandon.

32-33

The caster brings forth a lumbering mammoth infected with the mechanophage. This monstrosity follows the instructions of the caster, can be used as a mount, and remains until destroyed. If turned by a cleric the creature will decompose rapidly, shooting out shards of wire, metal, and debris in a 30’ radius. All in the area take 3d6 damage (Ref Save DC 16 for half damage).

34-35

The caster brings forth a humanoid (choose race for flavor) mechanophage. This terror follows the instructions of the caster and remains for CL rounds. If turned by a cleric the caster must make a Will Save DC 18 to regain control. If the caster fails the mechanophate will attack them with reckless abandon.

36+

As 32-33, but the humanoid mechanophage remains until destroyed.

Mechanoworm: Init +0; Atk +3 and drill (1d4); AC 12; HD 3d6; MV 20’ or Burrow 50’; Act 1d20; SP Drill; SV Fort +2, Ref +-1, Will +0; AL C. This disgusting worm is roughly 1 1/2’ long and 6” around. The head of the creature looks as though it has burst open and a spinning drill sits atop the wound. Drill– On a successful attack the target must make a Ref Save DC 12 or take an additional 1d6 damage the first round and 1d6 each round (no attack roll needed) as the mechanoworm burrows into the flesh of the target. Mechanhound: Init +3; Atk +3 bite (2d3) and contamination; AC 14; HD 3d8; MV 40’; Act 1d20; SP Contamination; SV Fort +2, Ref +4, Will 0; AL C. The raw flesh of the dog is angry and infected where wires and shards of metal protrude from the skin. Its jagged metallic fangs glisten, while its back oozes blood from flesh that looks as though it were put through a meat grinder. The pupils of the beasts shine as it reflects light that strike its metallic surface. Minor Contamination– a target bitten by a mechanohound must make a Fort Save DC 14 or suffer a minor contamination. Feel free to use the Mutant class mutation charts or minor corruption table in DCC for inspiration, but change the flavor should match that of a target being affected with metalphage. Mechanophage Infant: Init +4; Atk +4 (2d4) claws or bite and major contamination; AC 16; HD 4d8; MV 60’; Act 1d20; SP Contamination and Explosion; SV Fort +2, Ref +5, Will +1; AL C. This sickening sight is enough to cause anyone to freeze in horror. The upper area of an infant sits atop legs that have burst and transformed into six mechanical legs, like a perverted spider. The neck doesn’t seem to support the weight of slightly overlarge head that wobbles limply as it skitters towards its target. The eyes of the creature have been replaced by gears and wires that coil and reenter the infants flesh at its head, neck, and abdomen. The baby’s fingernails are gagged clumps of rusted metal and its teeth are sharp needle-like blades that clack as it moves its jaws up and down furiously. Major Contamination– a target bitten or struck by a mechanophage infant or mammoth must make a Fort Save DC16 or suffer a major contamination. Feel free to use the Mutant class mutation charts or major corruption table in DCC for inspiration, but change the flavor should match that of a target being affected with mechanophage. Explosion- When an mechanophage infant dies it explodes in a spray of oil and ichor that does 2d6 damage to all in 10’ radius (Ref Save DC 14 for half damage). Mechanophage Mammoth: Init +2; Atk +4 (2d8) tusks and major contamination; AC 14; HD 4d10; MV 40’; Act 1d20; SP Contamination and Trample; SV Fort +6, Ref +0, Will –1; AL C. The revered mammoth of the frozen wastes, now ruined; mutilated, desecrated beyond redemption. The thick plumes of hair are now clumps of barbed wire, its tusks jagged saw blades. Serrated blades jut from its forehead and legs. Major Contamination– See description above in Macrophage Infant. Trample– A mechanophage mammoth can make a charge with a +4 to attack instead of the normal +2, targets also take an additional d8 damage from being gored and must make a Ref Save DC 14 to stay upright.

Mechanophage Humanoid: Init +2; Atk +5 (2d6) claws or bite and major contamination, or +3 (2d3) tubing (15’ reach) and major contamination; AC 18; HD 5d8; MV 30’; Act 1d20; SP major contamination; SV Fort +4, Ref +1, Will +1; AL C. The hulking metalphage that used to be a man now stands before you, jagged bits of metal and wire pierce his flesh, spinning drill bits for teeth, and metallic tubing bursting from his back, neck, and wrists. His eyes are jagged pieces of protruding metal, yet he somehow is still staring at you. Ravenous for death, desperate to spread corruption and chaos. Greater Contamination– a target bitten or struck by a mechanophage humanoid must make a Fort Save DC18 or suffer a major contamination. Feel free to use the Mutant class mutation charts or major corruption table in DCC for inspiration, but change the flavor should match that of a target being affected with mechanophage.