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ID: 3579


May 31, 2007, 7:14 pm

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Cheka Man

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A HellPit is a spring of green ectoplasmic goo that spring forth from the bowels of the astreal to the materail realm in out of the way places. These points of concentrated Evil and Chaos create dangers untold in regions around them.

A spring can occur when an underground flow of water stagnates and is compressed or heated. The water needs a release. If the water finds “weak earth” and pushes through to the surface, it will be released. This creates a spring: a pool of mineral water.

Magic, technically Espiritus - the energy of magic, also flows through the astreal world like water. There are place where pressure builds even in the fluid astreal world. It finds the point of greatest weakness, usually the barrier between the realms. The energy flows forth out of the Astreal into the world. In most cases, this makes a place attuned to a higher energy, making it unique or empowered. In the case of “negative energies” which are chaotic and destructive, pooling has other consequences. While a little negative Espiritus can be healthy, too much is disruptive. Where it pools “melts” the reality there, changing it to match its form. This Espiritus becomes material. The material form is a HellPit.

HellPits vary in size, from anywhere from an arm span to two man’s heights across in a roughly roundish shape.  The sides are always sharp, as if a hole has been punched in the ground. As to depth, it is hard to say. Things that enter a HellPit tend not to leave (or if they do, they do so in a very different form). A HellPit is not technically a pit, but a pool of magically charged chaos. The pool’s surface is always a bit from the surface - from a hand span to an arm’s length below the edge. Even major extractions can only lower the level of the pool for a time (thus attempts to drain pools always fail). It is always bubbling too, giving off a smell like a lighting bolt has struck.

The pit itself is a hazard, but the pooled liquid, that is the true danger. It is Hell’s Blood.

Hell’s Blood is the thick syrupy liquid that “pools” in HellPits. It is a shocking green that glows with its own soft light. Its smell is the smell of burning things, things burned by lightning. It is charged with the potential of change.

This magical change can be dangerous.

Change “builds up” and randomly leap away like lightning to the ground, striking some point near the HellPit. Some strikes are near. Some are far, like the edge of a great forest. Anything touched by this “change bolt” is changed, and usually not for the better. The thing is changed to a darker, more dangerous, more destructive form. Trees become animated and blood thirsty, rabbits begin to hunt, wolves become giant wargs with spikes on their spine, bears become giant monsters shooting lightning from their claws, no changes are ever exactly alike.

And woe be it to the thing that falls into the pit. If it emerges, it becomes a creatures of nightmare. No longer recognizable for what it was, it is truly a monster.

Sometimes, and this be legend, things of true Evil or Chaos emerge from the pits full cloth, escaping from their realms through the astreal and ending up in the material world.

Places around HellPits are assumed to be cursed, dammed, or shunned. The number of “monsters” in the vicinity of a HellPit is daunting. The occasional “other thing” that is in the area is what people fear.


Those who practice magic and do not mind the touch of Evil or Chaos, will utilize the ectoplasm in their magics. Any magic of change (and any magic really, as it changes reality) is empowered and amplified by use of the Hell’s Blood. If one is not too concerned with safety or possible changes, using the Hell’s Blood directly (burning it in a brazer or keeping it a chalice and using it as a foci) is quite potent.

Now, if there are enough HellPits in an area, people might be able to learn how to use their power. If one is not too picky, the powers can be used to restore lost limbs.

The most common way to use these power, safely, is to keep the Hell’s Blood in a “Reliquary”, a glass cylinder topped with gold/silver/bronze caps. (A bone of some animal is in the Hell’s Blood). Not only will this create a powerful light source, but it will generate a manna every scene or impulse (depends on the Hell’s Blood or the Bone used).

Hell’s Blood that has been “purified” and most of its magic removed, still has uses. If kept in a Reliquary like item, it is still a strong ever burning light source.

Variations on Reliquaries can allow “power” to empower magic items or other things.

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Comments ( 9 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
May 31, 2007, 23:20
*imagines a twisted geyser basin Yellowstone style of Hellpits*
Voted Scrasamax
June 1, 2007, 3:23
The Reliquary part was quite nice, otherwise a rather basic extrapolation of the hellpits from the Dark Oak Forest. While some mechanics have been added, nothing really new has been brought to the table.
June 1, 2007, 10:11
This is the new to the table, as every one said the original implied information was insufficient.
Voted Siren no Orakio
June 3, 2007, 0:17
This is quite... interesting, and can possibly work some great havok, but it is quite logical in its madness. I like it for that.
Voted valadaar
June 3, 2007, 8:00
An interesting sub, but I generally view magic as inherently neutral. In this case it appears this is most definately not the case.

Is there a balancing 'Heaven Pit'? :)
June 3, 2007, 9:03
Heaven Pit...good inspiration.

June 4, 2007, 12:24
My poor Hellpits are so misunderstood. A little Evil (like a little capitalism) is a good thing. Chaos and change, in moderation, prevents stagnation. Destruction makes way for new growth. It is only when there is no balance that these forces are called "bad". And to be honest, HellPits are a bit unbalanced. They can make an area a "living hell" with mutants and monsters and animated plants. However, they even out the world... equalizing the "high" and "low" pressures of order/ good and chaos/evil.
June 4, 2007, 13:56
You did mention 'In the case of "negative energies.." ' which I had overlooked. My bad.
However it did spur a new sub, so it's all good.
June 4, 2007, 14:31
I rather took them to be like over-flows, or the cosmological equivalent to a leaking pipe.

Random Idea Seed View All Idea Seeds

       By: Monument

When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 2xp

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