Horde-ing => Creating Factions the Fast and Easy Way

From John Large, reddicediaries.com

Roleplaying Tips Newsletter #0643

A Brief Word From Johnn

Session 7: Torm’s Warning

The session last Friday featured the first full table in months.

Unfortunately, another player had to drop out, as our chosen game night conflicts with his busy family schedule. We’ll miss you, Ian.

So we’re down to five. That’s my perfect number of players. Enough to keep the action going, because chances are out of five at least one player wants to do something. And it’s an odd number, great for breaking ties.

Another change was the druid’s player wanting to swap that PC out for another. Colin brought back the PC he started the campaign with, a monk/cleric who makes awesome soup and talks like a fortune cookie. So the druid parts ways with the group, and Roscoe the rogue (his player was absent last session, and we remove such PCs from play till next session) and Belenos the Philosopher re-unite with the party.

Horde-ing => Creating Factions the Fast and Easy Way

This article is inspired by the rules for steadings in Dungeon World by Sage Kobold Productions, and the district creations rules in Jadepunk by Re-Roll Productions.

Generating NPCs is fun and rewarding, especially when you see players start to recognise the mannerisms or voice of an NPC or hear them mention one when you’ve finished running a game.

However, there are times when you have a whole group of NPCs you need to describe or represent in a game, but you don’t want to go to the level of detailing out every single member of the group.

Perhaps you have a gang of street thugs as a disposable combat encounter, or a group of nobles with just a small role in your game. You don’t want to waste hours of your creative energies detailing out each of “disposable” type NPCs.

Instead, today I’m going to show you how to create groups of NPCs as a single NPC. This will save you a great deal of time, and still get you great gameplay. We’ll detail a small set of information that defines the goals of the group, along with perhaps some tags that highlight a couple of distinct details, and then assign the group a competency level you can use should dice rolls be required.

The Warning

The heroes mercenaries prepare for their trip to Thundertree. They are to find a druid named Reidoth there. The three-day walk is eventful.

A few hours into the trip, the PCs see two stern riders beside the trail. They watch stone-faced as the group gets closer. The outlander PC in front tries to exchange pleasantries, but the riders stay silent.

More words are thrust at the pair. Not all are kind. This finally draws a response. The dwarf NPC in plate brings his shield to bear. On the shield, engraved in fresh runes, are the words, “Torm is watching.

A clear message from the god who used to guide the party through the paladin. The holy warrior perished in the Wyvern Tor orc caves at the hands of a terrible monster. Since then, the group’s morals have declined while their experience has grown.

The outlander invites Torm’s watchers to make camp and eat together. The dwarf accepts. During campfire talk, the dwarf reveals Torm is unhappy with the party. Justice will be served unless the band can get into Torm’s good favour once more. When asked how to accomplish this, the dwarf says the paladin’s body, which was just left as a pile of ash in a cave, much be given proper burial.

The group hems and haws, claiming no responsibility. But the god’s messenger re-enforces his message. The fire gets extinguished, and the pair clear out the next morning before sunrise, leaving the characters wondering what to do.

What A Croc

After breakfast, it’s back on the trail. By day’s end, the group reaches the river and turn west. Another camp, and another restful sleep.

During the next day, many strange totems are spotted along the river bank. Humanoids doing humanoid things, the clever party reasons.

Suddenly, two large crocodiles lunge at the PCs. Using the river as cover, they snap and chomp and inflict serious wounds.

Some PCs notice the creatures’ eyes glow red. And as the creatures are at last slain, the monk spots a red mist leaving one gator’s skull and disperse.

The mercenaries know not what to make of this. Is it Torm? Another agency? Or just random magical weirdness?


Continuing along, the group walks till nightfall and makes camp.

The next day, Thundertree emerges from the think forest. The town is in ruins, victim to a volcanic eruption three decades ago. Most buildings lie in ruins. Some still rest intact. And a tower atop a small hill attracts everyone’s attention.

As the group enters town they are beset by ash zombies. Over a dozen emerge from ruined buildings. Formerly families – mothers, fathers, and children – the mindless creatures converge on the PCs. The first time an ash zombie is struck, it gasps out a cloud of volcanic ash. Two PCs fall victim to this, coughing and fighting with just partial effectiveness.

Just as it seems like the tide is turning, a green dragon hugging the ground and silently beating its wings surprises the party. It breathes chlorine gas, nearly killing the PCs. The zombies ignore the cloud of deadly poison, and keep slamming into the group.

The party splits up. Roscoe climbs to the roof of a nearby building and starts picking off zombies. Malcor the recovering villain, Kriv the Outlander, and Belenos the Philosopher spread out, using buildings for cover while whacking undead. Six, the mage, hides and launches magical attacks while his owl familiar, Ash, dive bombs the former Thundertree citizens.

The dragon swoops back into the combat zone and slays the monk’s donkey. It then grabs the carcass and roosts atop the tower for some lunch, while the beleaguered PCs fend off the zombies.

In the end, all retreat to a sturdy building to protect themselves from aerial attacks while stabbing at zombies trying to claw their way into the entrance. Once the last undead is killed, the group slams the door shut and watches the dragon on the hill fearfully while tending wounds and catching their breath.

It turns out the building is the home of Reidoth. The druid isn’t here, but it’s a secure, well-tended building. One perfect for looting. The group only comes up with a handful of healing berries however. The monk makes soup. Everyone rests.

Refreshed, the party warily emerges from the building through a hole they’ve dug, and escape into the woods. After discussion, they decide to return to town.

The Order of the Dragon

During the fight, when the green wyrmling was feasting on Belenos’ ass, several dragon cultists assembled at the base of the tower and prostrated themselves before the malevolent creature. The PCs want to find out more about these culties, so they approach town from the southeast, hoping to avoid another chlorination while learning about the strange people in winged cloaks and masks.

The first building they scout contains four cultists! The party storms in, kills two, captures one, and lets one escape. The fleeing cultist raises the alarm, then gets shot dead by a mystic missile from Six.

The PCs retreat back into the forest and interrogate the prisoner. It takes a minor amputation to make the cultie talk, and the group learns The Order of the Dragon seeks alliances with the glorious beasts in the area, and are here in Thundertree to strike up a relationship with Venomfang.

Roscoe then skulks back to Reidoth’s cottage, and discovers the druid has returned. The druid warns the rogue to flee. He’s heard of the PCs through ties with Phandalin, the group’s home base. And from what he’s heard, the party is no match for the wyrmling. Roscoe thanks the druid and leaves without apologizing for looting the druid’s home. Noted.

Meantime, the other PCs have formed a plan. They’re going to attack the remaining cultists, having gleaned the lair’s location in town from their prisoner before killing him.

Preparations complete, the party advances with a plan. When the dragon goes off hunting, the group strikes. The battle is quick. And, unfortunately, the leader quaffs a potion of flying, takes flight, and escapes the group’s clutches.

With the dragon still away hunting and the group feeling strong, Malcor heads to the tower and scouts it out. He recovers three sacks of coins, then retreats back to the forest to join the others.

Wrap Up

We end the session there. An Order of the Dragon cell has been disbanded from Thundertree, the leader making his report to the Masters as we speak. The dragon is missing some loot. The party carries a god’s disfavour. A robbed druid takes notes. All in all, a great session for the game master!

We check our calendars and agree to play again in two weeks.

I made a decision earlier this week to keep the PCs in the area after finishing the Mine of Phandelver adventure. My homebrew setting isn’t ready yet. It’s actually got a long way to go. And after Riddleport, I vowed to have my setting ready to my satisfaction before using it, to minimize ongoing game prep.

Riddleport often felt like a Sisyphean task. After each session, I’d have to invent more of the setting while finding time to create NPCs, locations, and encounters. Loopy Planning saved my buttocks many times, but it was stressful not having a fairly realized setting as a foundation.

This campaign is also bootstrap. It was just meant to be a 5E playtest. But we all voted to continue on, and I wasn’t going to mess with momentum as we were getting game sessions played again.

But this time the setting is simple. It’s an area of the Forgotten Realms with a small town as a home base. The campaign is sandbox, and now I’m expanding outward and introducing factions.

I’ve also grabbed two modules from my bucket list and am queuing them up as more plot hooks and encounters to mix in with a slowly developing main plot arc.

So, all this to say, I’m working on my own setting in the background, but am now developing the current setting a bit as we’ll be sticking around here awhile longer.

Have you ever read Thieves’ World? I’m kinda doing it that way. There’s something important in the middle, and factions gravitate towards it and start to fight over it.

What I need to do next is get some kind of party motive to stick around the area.

Ideally, I’d like each PC to have at least one reason that keeps them keen to stick around the area.

Then, there’s an additional motive needed for party unity. If the group does not come up with an identity, then I’ve got my default backup – the PCs are the only ones who have each other’s backs, and enemies are circling closer….

That’s my game. How’s yours coming along? If you don’t have a game going, do me a favour and tell me why? I’m curious what obstacles you face that keep you from GMing. Just hit reply. I read every email from you, though I don’t always have time to respond. But I would love to hear what’s stopping you from GMing.


Decide On The Goal Of The Group

Every society or group has a goal, even if that goal is just to continue with their own business and not cause any trouble.

If members of the group do not have a common goal, then you want to question whether you should represent these people as a single group. Your game might be better served by splitting them up into a number of separate groups, or even just having them as individual NPCs.

Not every person in a group will share the goals of the majority, but we are trying to establish a baseline here to make GMing easier. Any dissenting individuals can either be represented as a separate group or can be defined as part of the group’s secret in step 4.

Here is a list of goals for groups. Roll or pick one, then add details as you see fit.

d8 Goal Examples Suitable For

1Continued existencePopulations of everyday people, social societies
2Acquire wealthThieves guild, corporations, merchants, nobles
3Acquiring influence Politicians, nobles 
4ConquestDespots, military forces, evil armies
5ProtectionMilitia, city guard, certain religious orders
6DestructionUndead hordes, evil armies, demonic forces, plagues of xenomorphs
7WorshipReligious orders, monasteries, tribal societies
8CreationArtistic societies, technologists

Once you have chosen from the table above, write the name of the society and their goal on an index card or piece of paper. Then add a word or two about them.

For the Sons of Xian, I didn’t want to go for the standard idea that, as a thieves’ guild, they’re all about acquiring wealth and nothing further.

So I decided to go for destruction as a main goal. While the lay members of the guild do acquire wealth, it’s a means to an end. I have half a mind they’re planning to use their ill-gotten gains to buy their way into places of power, and then use this to destabilise the kingdom.

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Decide On Resources The Group Has At Their Disposal

How much a society or group can accomplish depends on the resources they have at their disposal and what they choose to do with them.

The first decision to make is how wealthy the group is initially.

Choose or roll:

d4 Wealth Level Notes

1DestituteThe group is penniless and has almost no resources at their disposal.
2PoorThe group has just enough resources to cover their day-to-day.
3 Comfortable Although not wealthy, the group has an appropriate level of wealth for their profession, is capable of supporting their day-to-day endeavours, and can occasionally pool its resources to cover unexpected expenditures.
4WealthyThe group is rich, can afford all normal expenditures and most unexpected costs without affecting their ability to support their normal functions. Any group this wealthy will also have garnered a certain amount of power and influence that goes along with having large amounts of free resources.

How closely you want to track the fluctuations of wealth within your campaign is up to you. But if you do want to track how much wealth your NPC group has to spare, I would suggest destitute and poor organisations do not have the resources to do anything outside their normal range of activities (destitute groups are barely functional).

However, comfortable and wealthy organisations can occasionally use their wealth for special activities (bribing an official, hiring an assassin). I would suggest such actions once every half dozen sessions for comfortable groups, and once every three sessions for wealthy ones.

The Sons of Xian are a prosperous thieves’ guild. They plan to use their ill-gotten gains to manipulate nobles and buy their way into power as part of a longer term goal to destabilise the realm and throw it into chaos.

So, we decide they will be a wealthy group and will start to use their wealth to bring another ruling noble under their sway every few sessions. Can our players realise this and do something about it before the ruling council comes under the control of the demonic thieves’ guild?

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Detail One Or Two People Who Are The Faces Of The Group

So we have the basics of our group defined. However, although the majority of lay members will be covered by the basic outline of the group, there are always leaders and other figures of note within a faction.

Having a few of these people about prevents the group seeming like a simple faceless mass, and gives players recognisable figureheads they can interact with and grow to trust or learn to hate as they bump heads with the organisation.

Roll 1d4 to decide how many faces there are within your group. Then for each one roll on the table below:

d4 Role Notes

1LeaderThe ruler or public face of a group.
2ExpertA talented individual in the area or related area the group specialises in.
3Historical Figureomeone in the group’s past (who may or may not still be alive) who was instrumental in the group’s formation.
4EnemyA hated enemy or particularly dogged foe of the group.

Once you know the faces of your group, create them as NPCs. If they are likely to come into contact with the PCs often or oppose them, then you may want to stat them out. Otherwise, just a couple of sentences describing them and individual points of interest about them will be enough.

To determine how many faces I will have for the Sons of Xia, I roll two and decide I will pick a historical figure and an enemy of the guild.

For the historical figure I go for Xia, the founder of the group. Given his creation of a guild designed to overthrow the local nobility, I decide he was the child of a noble born with some sort of infernal taint that lead to his parents abandoning him for fear of the scandal.

Xia was forced to turn to thievery to survive. He was eventually taken into a local guild and somehow found a way to spread his taint throughout the guild and turn them into a weapon to use against those who had cast him out so long ago.

The enemy of the guild is going to be Sergeant Dalamin, a member of the city guard. He has stumbled onto evidence of nobles being manipulated by an outside force. He suspects the corruption runs deeper than he knows, because his attempt to bring this to light lead to him being ridiculed and then reduced in rank. He now keeps his suspicions secret, but has sworn to bring this shadowy force to justice and restore his good name.

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Pick An Additional Secret About The Group

Most societies and groups will have a skeleton or two in their closet or some sort of secret only their inner circle are privy to.

I suggest having one secret (or perhaps two if the group is going to feature prominently in your campaign). Too many will start to make the society or group seem a little silly and unlikely.

Either pick a secret or roll on the table below:

d6 Secret Notes

1Inner CircleInside the group is another smaller group ruling it, perhaps with a much different goal to the main group. Create this as a separate group using this system.
2RebelsA group of ex-members has turned against the main group and now seeks their downfall. Either generate the rebels as a separate group or individual NPCs.
3Hidden ResourcesThe group has access to a powerful resource (tech, magic item) in addition to their normal level of resources.
4Powerful PatronThe group is supported by a shadowy patron who should be generated as an additional face but should be powerful and have the potential to become a major antagonist.
5WeaknessThe group has a weakness or secret that, if used against them, could spell their downfall.
6Secret BaseThe group has access to a well-defended and hidden central base they can use.

I decide to pick two secrets for the Sons of Xia. The first is going to be an inner circle, a group of powerful, demonically tainted sorcerers bound together through demonic pact.

I will create these as a trio of individual NPCs at a later point when they are needed. For now, it is just enough to know the guild has these secret masters and let their existence guide my RP of the group).

The second secret is powerful patron. When the original Xia began to grow old, he used his heritage to summon his demonic ancestor. He created a pact known as the Blood of Xia whereby the inner circle of the guild would be always be bound together, pledged to continue his goals of overthrowing the ruling nobility.

Decide On The Competency Level Of The Group

Should the player characters ever find themselves opposing lay members of the group then you will need stats.

You could create a generic NPC profile for the guild using your choice of RPG rules. However, far simpler is to pick a couple of things the generic NPCs of your group are good at and assign them an above average competency rating in those skills. Then add a couple of things they are bad at and give them a slight penalty on these rolls. Everything else can be a straight roll or a zero skill bonus.

Generic Sons of Xia thieves get a bonus on thieving, sneaking, and bribing rolls. They get penalties to resist intimidation, turn down bribes, and face to face fighting.

Wrapping Up

Following all the above steps should give you everything you need to create a group as a single NPC in your game.

This will save you time for those things you really need to spend it on in your campaign.

It also gives you the flexibility to expand the groups later should you need to do so, adding more faces, secrets, or resources.

Tips From Roleplaying Tips Game Masters

Have a roleplaying tip you’d like to share? E-mail it to [email protected] – thanks!

Spy Tips

From Kyle Hall

re: RPT #0641 Spy Missions: Covert Considerations For The Whole Party

What tips do you have for making your spy PCs the shadowy stars of their missions?

There are two ways to let spy PCs shine in front of their non-spy companions. The first is to have your spy PCs working their spy skills right in front of their non-spy companions, without having the companions see. For instance, the spy tells his companions they need to go out for a walk through the city marketplace, so he can make contact with some informants. The team leaves and goes for their walk, with everyone watching the spy’s back. The spy then rolls for making successful brush passes (having one person covertly hand something to another while stepping past them) or rolls to successfully carry out a seemly innocent, coded conversation with an informant (i.e., discussing the freshness of the rye loaves with the baker tells the spy when the orc raiding party will arrive). When the team gets back to their base and starts complaining that the spy didn’t talk with anyone, he then starts producing all the information they received right in front of the group, without any of them noticing.

The second way is for the spy to give their teammates just enough training and equipment to allow them to help. For instance, any monkey can shadow (covertly follow) someone who isn’t suspicious and trained to lose a tail. But what can a spy do, however, if they have to shadow a suspicious spy?

They can get their team to help. The spy doesn’t have to teach their clunky teammates to be stealthy or to hide. They need to teach their team how to not look at the person they are following, how to use reflective surfaces to watch someone, how to covertly signal their team members they think they might have been spotted and someone else needs to step up and continue the shadowing. The crafty spy might even use the clumsy attempts at shadowing made by his teammates to distract the target from his presence, allowing the spy character to shadow successfully.

How about tips for keeping their not-so-stealthy party allies and friends engaged in stealth and espionage adventures?

The first thing we think of when one says the word “spy” is sneaking, hiding, and stealth. There are a lot of spy activities, however, where those skills are not required or where other skills can substitute.

Let’s go back to our example of shadowing a target. If you’re a spy, you probably use a “shadowing” skill to stay behind them without being noticed. If you are a mage or druid, however, you can accomplish the same thing by having the target followed from above by a bird, insect, or minor air elemental.

Even clunky fighters can follow someone, if there are a team of them. The fighters can switch off who is doing the following. One fighter follows closely for a short time, keeping the target in sight. Then, before the target gets suspicious, they drop back and another fighter takes over. If you have a large enough team, you can follow the target for quite some time without them noticing.

While making covert contact with an informant would normally be a spy activity, what happens when the spy is a halfling or elf, and the informant is a dwarf living in the dwarven ghetto of a city? Suddenly the dwarven cleric has to go in alone, following a series of odd instructions for making contact with an agent. What’s more, they can’t wear their clerical garb or do anything that will make them stand out from the crowd.

The GM can have a lot of fun with this. What will the paladin do when he/she is the only human in the party and the agent they need to contact is hiding out in the human “red light” district of the city? What will the halfling archer do when the informant they need to meet turns out to be another halfling who engages in hobbit-mud-wrestling as a entertainment in one of seedier bars?

Or more synergistic spycraft tips (like creating distractions) where spy and non-spy characters directly help one another in spy missions?

Keeping the team’s goal broad can allow spy and non-spy characters to work in tandem. In my fantasy campaign, the player characters are a diverse group, with different races and skills. One of the group’s patrons is a spymaster. Over time the spymaster has come to trust the team enough to give them broad goals, without specifying how the goal should be accomplished. He usually lets the team figure out how they can best accomplish the goal.

For instance, the spymaster might assign them to cause political unrest between two neighboring city-states. (He doesn’t tell them why.) After some fascinating debate, the team decides the best way to accomplish this goal is to:

  • Let paranoia grow in silence. Disrupt courier service between the two cities-states, so political communications can’t be delivered.
  • Feed paranoia lies. Create a false diplomatic document, showing city-state #1 is attempting to forge an alliance with an enemy of city-state #2.

Disrupting the courier service takes the whole team, although at different stages of the mission. The spy has to find out who the couriers are and how to tell when one is being dispatched. The mage needs to figure out how to get a message from the city-state to the fighters hidden in the wilderness, to alert them a courier is being dispatched. The fighters need to intercept the courier and make them disappear without a trace.

Creating the false diplomatic document takes the whole team, working together. They need to steal the ambassador’s signet ring, to seal their forged document and give it credibility. The spy can pick pocket the ambassador, if he can only get close enough…but how to get past those pesky body guards? The answer, the rest of the party creates a distraction such as a brawl or a robust round of threats and insults.

The false document is then placed on the body of one of the previously mentioned couriers. That body is left on a path between city-state #1 and the enemy of city-state #2, in a location where it will be found by the patrols of city-state #2.

The party can now sit back and watch the tensions rise, they can continue to eliminate couriers to further increase tensions, or they can get the heck out of the area in case war erupts.


I hope these are helpful.

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GM Using Flowcharts

From Matthew Tenneson

Flowcharts. I first saw them in an rpg in Heroes of Battle to have a battlefield change based on character actions. The most recent and profound is in the Smallville rpg, Cortex Dramatic Roleplaying.

Now, using a few character-driven questions, I create a flowchart for my players no matter the setting and tie them together for easier visual representation of character conflict.

I can look at my chart and see the private in the King’s army was smitten by one of players and maybe have him show up to court her later on.

Here is an example of one of my flowcharts. They are from a mobile app for Android called DrawExpress Light, which is awesome.


Here is another, more detailed about the party and their own interactions. I don’t have character names in only because I can’t find the notes right now.


Anyway, I just wanted to share the thought as it did change the way I run my games and I didn’t know if I was the only one.

Thank you for your helpful ideas.

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More Spy Tips

From Scott

As a Spycraft enthusiast, I must say doing spy missions in fantasy has some challenges but can be quite fun.

Mission types should also include sabotage, rescue the scientist/wizard (pretty girl), stop the mad scientist…and covert theft.

Having traps with a time component are fun too.

The biggest issue is some characters are not set up for stealth. A few potions of +5 stealth can help your low stealth characters. Make a few potions and magic items to help. Mission training helps too. A feat that is temporary, taught quickly, and is just enough to use on this mission/adventure.

You should also realize your tanks will most likely have to take off their armor, so adjust battles accordingly. That is a good feat, by the way, to get them to take it off.

Also, combat is sometimes an instant “game-over.” To avoid this, have your installation/dungeon have separate areas so you could plan some combat along the way for those who need it. I usually break it up with small hideouts and then the final installation.

Capturing the PCs and having them face some fatal end if they don’t escape is a good one. But if you do this you may need to give them some things to help in this regard, before they get captured, to help them escape.

It is always good to have a Mastermind or villain, and have him get away a few times before getting caught or killed. Maybe he was at the first location, the PCs catch a glimpse of him leaving at the second, and they finally catch up with him at the third. And, of course, he may not even be the real mastermind.

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Epic Battle Session Pic

From Monkplayer

Last year was one of the most challenging years I’ve had. I stopped GMing when I finished my first ever “homebrew” in May.

My Pathfinder adventure ended with over 200 miniatures in play at once (see photo – all the white dragons are dracoliches).

There was a human army, undead army, dracolich army of dragons, and dragon army all in play at once. Then the adventurers had to fight the “right-hand man” necromantic sorcerer, and then the Demilich. It was awesome.

Just wanted to share:

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Running An RPG 101 Event

From Jessey Wright

I have been asked to host an RPG101 event for a local games cafe. The event is intended to introduce people to RPGs, people who may never have heard about RPGs before turning up for the event. Because the cafe is planning on supporting D&D 5th edition, I have to use that system. The event will be 2-3 hours long and must include (something like) character creation and a short adventure.

How would you streamline character creation? How about the adventure? What can I do to make the experience as much fun as possible for as wide of an audience as possible?

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From Johnn,

D&D 5E has very streamlined character creation. Play 1st level characters.

To make it even faster, I would create several, half-filled pre-gens. Just have the people make character choices that matter most, and fill in the rest ahead of time.

Make a cheat sheet per class. Like, combat, skills, core rules, spellbook.

Plan to run one-hour games. You can only GM about 6 people before things get too chaotic. So plan to run shorter sessions of 6 people and make lots of space for people to watch.

I’d go with a 5 Room Dungeon that changes each time you run it. So, it’s a procedural adventure. For example, the entrance guardian changes each time, and the villain battle is different each time. Less work for you, and audience members will enjoy the variations if they stick around long enough to watch multiple playthroughs.

Also, give thought on how people can join an ongoing game after the day is over. What’s their next step? Can you put up a Groups & Players Wanted signup sheet anywhere? Or make one available online? Or start a Meetup Group and advertise that? Or a Facebook Group? Keep the contact going after the day is over.

Hope this helps!

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100 Insane Magic Item Names

From John R. Lehman

  1. The Spellbound Ebony Coffin of Devouring
  2. The Undying Bone Helm of the Dripping Swamp
  3. The Scorching Quartz Book of Abuse
  4. The Haunted Silver Cloak of the Fearsome Peaks
  5. The Crystal Orb of the Footpad
  6. The Unpleasant Silk Breeches of the Stained Alchemist
  7. The Murderous Walking Stick of the Toxic Cutthroat
  8. The Crawling Ruby Gauntlets of Misdeeds
  9. The Ill-Omened Scabbard of the Alchemist
  10. The Stinking Opal Pickaxe of Inhumanity
  11. The Undying Gold Statue of the Squid
  12. The Studded Unguent
  13. The Melting Steel Rapier of the Unclean
  14. The Pewter Crossbow of the Nomad
  15. The Whispering Rainbow Raiment of the Shaman
  16. The Contaminated Smoke Garment of Lies
  17. The Doomed Glass Mug of Torment
  18. The Inviolate Chitin Tablet
  19. The Monstrous Shawl of Evil
  20. The Stinking Silver Sheath of the Stargazer
  21. The Huge Crystal Pipette of the Gambler
  22. The Huge Adamant Shield of Annihilation
  23. The Ill-Fated Sphere of the Vagabond
  24. The Smoking Reed Unguent of the Alchemist
  25. The Clawing Fur Cuffs of Extermination
  26. The Gleaming Gold Bracers of The Tainted
  27. The Terrifying Ceramic Spyglass of the Mire
  28. The Abhorrent Rapier of the Drifter
  29. The Subterranean Lead Rapier of Earth
  30. The Destructive Turquoise Scepter of the Endless Pilgrim
  31. The Darkened Flesh Robe of the Ranger
  32. The Blessed Mist Skirt of Healing
  33. The Bone Dagger of the Plague Bringer
  34. The Uncanny Sapphire Mantle of the Whale
  35. The Harrowing Cap of the Bedeviled Storm
  36. The Mildewed Brass Cane of the Crags
  37. The Jagged Bone Hat of Health
  38. The Broken Platinum Bowl of the Murderous Bandit
  39. The Ill-Omened Chisel of Inebriation
  40. The Gold Club of Despair
  41. The Decrepit Saber of Skulls
  42. The Fabulous Cauldron of the Smoking Bluff
  43. The Crimson Meteoric-Iron Tome of the Rustic Sky
  44. The Spectacular Opal Whip of Misdeeds
  45. The Ill-Omened Meteoric Iron Necklace of the Snake
  46. The Vampiric Boots of the Dark Adventurer
  47. The Weeping Stone Whip of the Thaumaturge
  48. The Robust Skull Scythe of the Savage Barbarian
  49. The Melting Flute of the Sullied Damned
  50. The Sullied Chair of the Tracker
  51. The Pleasing Gloves
  52. The Screaming Silver Purse of Vile Dreams
  53. The Undying Lava Bag of the Implacable Spellbinder
  54. The Helpful Golden Bell of Castration
  55. The Blistering Wooden Brazier of the Diviner
  56. The Blasted Map of the Veteran
  57. The Wayward Obsidian Chair of The Dead
  58. The Contaminated Turquoise Flute of Vulgarity
  59. The Throbbing Ice Undergarment of Incineration
  60. The Unholy Meteoric Iron Bracers of the Spiny Noble
  61. The Pewter Great Axe of the Reaver
  62. The Rustic Quartz Chair of the Soul Eating Sky
  63. The Fabulous Sheath of the Prestidigitator
  64. The Unnerving Buckler of the Crawling Dragon
  65. The Bloody Mist Mantle of the Frightful Rogue
  66. The Stained Jade Cane of the Destructive Ranger
  67. The Grim Gold Lute of the Fiery Conjurer
  68. The Forbidding Steel Wand of Boils
  69. The Steel Scepter of the Obscene
  70. The Subterranean Flesh Cuffs of the Leech
  71. The Icy Opal Poniard
  72. The Hellish Gold Cage of the Soldier
  73. The Apocalyptic Ebony Broadsword of Falsification
  74. The Shadowy Metal Jar of The Profane
  75. The Cork Mattress of the Gigantic Singer
  76. The Crude Blade of the Lost Guttersnipe
  77. The Massive Iron Bracers of the Caves
  78. The Shadowy Flint Harp of the Wayfarer
  79. The Mind Rending Magma Sheath of the Abbey
  80. The Ghastly Silk Map of the Barbarian
  81. The Endless Copper Mace of the Ensorcelled Rat Catcher
  82. The Eerie Silver Bow of the Grim Witch
  83. The Vicious Jade Scepter of the Caverns
  84. The Sanctified Magma Whip of Rotting Flesh
  85. The Helpful Crystal Chains of the Tainted Burglar
  86. The Dripping Star-Metal Horn of the Peaks
  87. The Pleasing Jade Pipette of Stars
  88. The Silver Undergarment of the Desert
  89. The Crystal Pendant of the Chasm
  90. The Miraculous Lead Sheath of the Soldier
  91. The Rustic Stone Glaive of the Spellbinder
  92. The Cracked Paper Mask of Despair
  93. The Blistering Lead Axe of the Storm
  94. The Rune Etched Sapphire Washcloth of Sorrow
  95. The Castrating Crystal Tambourine of the Reaver
  96. The Mindful Ruby Fetters of the Blistering Of The Death Dealer
  97. The Emerald Mantle of the Pilgrim
  98. The Tainted Whip of Wrong
  99. The Dreadful Ruby Wand of the Plague Bringer
  100. The Blasted Coral Fetters of the Hideous Cavern