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Psychon Starport Slime Zombies

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A basic session using Gamma World Albuquerque Starport module. Party spent some time looting station while some recovering spells. Killed a mutated deadly mutant plant. Gathered its explosive fruit. Re-activated power starport power, got warnings from security robots and fined. Joined by Eldren (who left his colossal riding spider with a pagoda on his back in carpark on service. Morlock cobled together some golem parts and a damaged service robot into a new golem follower using ancient robot lab and his enchanting skills. Hawkman got into admin office tailgating a cleaning bot and began his favourite hobby, button mashing on station control terminal. Priest saved him from security bot which got birdy worried enough to freeze on command. Priest put lead on him and paid fine and took his pet away.  Fined more for non updated ID, unregistered animal, out of control animal and more.

Biggest incident was when party found three sleeth snake folk. Battle was brief in ticket check section looting through as sleeth family attacked with deadly bites. Party all dogpiled pappa with blows and the new Eldren who called cherubim to his aid. Lizards used sonic blasts and many cherubs exploded. Hawks catgirl follower was killed in gory mess. Momma snake mutant and baby were talking surrender terms when Hawk flipped and killed her chopping her into several chunks with a few blows. Ctying child tried to dig face into rubble and the cherubim stopped hawk killing the child. A tense moment while Eldre sorcerer berrated bird man for killing in cold blood. Realised at this point most of part chaotic good, but the hawkman was neutral indifferent selfish. Morlock stood back, his role as party taster of everyone they meet or kill is a bit dodgy. Priest of pheonic talked hawk down. Shit got serious. Maybe gang is a better word than party.

Having cleared the airport they went into the shuttle that the goddess Pheonix had been repairing for this moment. Party looted liqueur stores and most got into pasenger pods as directed by stewardess androids. The Morlock, New Eldren, Hawkman and Pheonix Priest went into cockpit and put on hats and fancy jackets. New Eldren had been a human from 21st century and could still remember despite the gods mindhacking him with new memories of growing up on pychon. He was quite wise at explaining customs of the shuttle. Once shuttle in space, went to cocktail lounge to drink space cocktails. Morlock talked stewardess android into enabling mile high protocol in a bathroom. Damn those decadent ancients.

Allowed to level up. Morlock has dual clased now lv6 Morlock Lv2 Rogue as he has plenty of HP and kill power in melee instead he wants skills. Worked quite well.

The VIP Shuttle came into dock into the damaged teleporter array station. In hub were five teleporter platforms with controls. Hawk aw pretty jewelled consoles and started to button mash. A stream of pink screaming static formed a screaming heap of meat. The steaming corpse was a cyborg with a gun, but tech was fried and full of meat. Party could see moon and other orbitals. Grey trash ring around Psychon and the coloured hex surface below. Part of moon green.

Transmat Station controls (future looking opportunities)
A Tycho City (Gamma World Moon setting)
B Pandora Colonial Starship Mission (sister ship of the starship warden)
C Jovian System Cruise Liner
D Mars Express Passenger
E Non Functioning

Went into one habitable section full of grey ooze plague zombies. Killed lots and robed hotel suites of nick knacks. Druid had to heal the Birdman who used his scorpion tail on a zombie and got slimed.

Next session will finish off other wing and possibly play with teleporter. The goddess pheonix wants station decontaminated of plague zombies and networked so she can access these other worlds. Well so she can send adventurers.

I'm tempted to let adventurers maintain a orbital base and/or a vehicle or use teleporters. Akso visit a hex being transformed by gods or having an apocalypse. Need to get some more magic in game to. Perhaps some wizard in space already.

Moon has a light force field and has accrued some atmosphere. Giant moon moths have delivered seed and spoors and water was tapped by ancients. Something like Bryan Aldiss Hothouse. Ive been waiting to do some of this stuff in game since 1984.

More Class Style: Ideas in progress

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Won glorious battle with cockroaches tonight - killed 12 3 pregnant queens trying to flee house.

A bunch of class musings again....I do think i am am making some progress. A bunch of ideas really. Upcoming projects for this blog at end.


Class Struggle progress...

WAR =Warrior
PRS=Priest
ROG=Rogue
WIZ =Wizard

MNK=Monk
DRD=Druid
BRD=Bard
SCR=Sorcerer

BBN=Barbarian
SHA=Shaman
PSI=Psion

ASS=Assasin

PDN=Paladin
WCH=Witch
ALC=Alchemist
RGR=Ranger

DWF=Dwarf
ELF=Elf
GNM=Gnome
HLF=Halfling

GNT=Giant
BST=Beastman
CNG=Changeling
TKO=Tako

Basic classes

Could run game with just these four

Warrior - most WP skills, all arms and armour, extra damage, extra attacks vs 1HD
Priest - divine magic, holy power such as turning, medium weapons and armour
Rogue - best NWP ability, ambush attacks, kill prone per level per round
Wizard - book learned arcane spells, of of NWP

Specialist Classes
More exotic but also popular alternate classes

Monk - good all proficiencies, enhanced weapon specialization, no amour
Druid - nature magic, shape shifting, and animal languages
Sorcerer - arcane spells cast intuitive, slightly better at fighting and hp than wizard
Bard - various magic, influence song, many NWP and languages

Barbarian - tough, light armored savage survivalist
Shamen - mind magic, communes with spirit world to prepare spells
Psion - intuitive mind magic, disciplined master of the mind
Assassin - killers by ambush and surprise and magic

Paladin - warrior champion with divine magic
Witch - any magic list of spells intuitively
Alchemist - arcane potions, guns, golems, and enchanted stuff
Ranger - wilderness explorer, hunter and marksmen

Dont need to go here yet
Cavalier - noble elite leaders of aristocratic fighting class

Mystic - intuitive casting holy man with meditative powers
Duelist? Scout?
Some dumb reason i like sets of four


Demihuman Classes
Standard nonhuman races

Dwarf - fighting craft folk
Gnome - wee nature folk
Elf - faerie magic warrior folk
Halfling - charming little people

Strange races

Giant - fighting folk that grow huge
Beastfolk - fighting monster men
Tako - octopus faerie folk
Changeling - shape shifter folk

Goblinoids as classes

Kobold - crafty miners and guerrilla fighters
Goblin -  crazy magical mischief makers
Hobgoblin - angry, martial, warriors
Bugbears - silent killing brutes

Orc as a bonus one


Futuristic Races
For my spacefleet sf opera game

Spaceman - space crew
Engineer - tech experts
Scientist - science experts
Explorer - scout and stealth specialists
Mutant - dna scrambled mutants
Robot - mechanical men who serve
Cyborg - synthetic fusions, join us
Android - replicant human workers

Magic
Revising spell lists. New cleric is handy play test too. Some volunteers and tests.

Mentalist magic: Psionic Spell List. Will do Psionics PDF with classes and spell lists. Am trying to use in play. Will detail some psionic sects and shaman specialties.

Look at some alchemist spell lists basically potions with required recipies and material componant cost for magic. Summoning pells are creating life in bottles from premixed ingrediant. Seem lots of art with this. Fuse with lover spell to create 2headed 4armed 4legged hermaphrodite. Alchemist and witch in one of old Glaantri gazetteer had alchemist subclass and Dragon will draw ideas from. Had interesting illusionist with dream monsters and own magic kingdom.

Possibly witch could do some stuff with candles and fetishes or could be magical NWP or their version of alchemy spells. Thinking make witch as weak as wizard, fairly learned and able to pick spells from any list but as per a sorcerer - gain 1 spell per level, can spend spell level energy on known spells. Not as good at fighting or for HP of sorcerer but more diverse in choices.

Mentalist spells for psions and shamen. Shamen more like wizards but gain use of spirit plane travel powers. They make treaties with spirits and prepare them with rituals before action. Psions more like sorcerers but fight better and less into abstract knowledge. They learn and cast mentalist spells more like sorcerers do with arcane magic.


Sorcerers may use wand or staff with zero or more charges to provide them with knowledge of a spell that they can cast with their power through the focus as if it was a spell they know and can cast. So a fireball wand with 0 charges still good with sorcerer who can put energy of a 3rd level spell through the wand to cast fireball.

A wizard could try using spell knowledge in item but must hold wand while learning the spell in the wand or casting it. If they memorize spell and lose wand and do not know the spell without the wand then the spell slot is locked till the spell released by using that item or a similar one or they learn spell properly and cast it them self. A wizard can use item based spells knowledge to work items for spell research and can possibly transcribe them into their book.

Spellbooks

Travel book (Save 10 or less)
1gp/lv/page + 10pg, 1/10th of lb per lv+1lb

Heavy bound and locked book
(Save 13 or less)
10gp/lv/page + 100pg, 2/10th lb per lv+3lb

Metal bound and fireproofed and waterproofed
(Save 16 or less)
100gp/lv/page + 1000pg 3/10 lb per lv+1lb 

x2 Best quality (+1 all saves)
x2 B&W Spot Ilutrations
x4 Colour Spot Illustrations
x6 Illuminated title pages x one and a half mass
x10 Full colour Illuminated, double mass
x5 Compact (1/2 weight)

 
1d12 Alternate Books
1 Tatoos 1d10gp/lv
2 Bag of bones with carved runes
quarter lb per lv+1lb
3 Jewelery 100gp per lv, 1/10th of lb per lv
4 Tubes of scrolls (scrolls set and case weight same as books)

5 Wooden book .3lb/lv half lb per lv+2lb
6 Clay tablets 1lb/lv
7 Sewn into robes

8 On bodies of animal or familiar
9 Bag or runestones half lb per lv+1lb
10 Bag of rune sticks quarter lb per lv+1lb
11 Pack of cards 1d100+50 gp per card

12 Books made from skin, bark or leaves

Streamline my blowout of skills +
Will sit with some editors and cull some stuff
Playing 3.5 and 4th ed made me sick of lots of plusses

Instead of lots of racial + numbers on NWP I might just give more classes especially race ones extra NWP. I may group better into types or groups or put in groups not learn able till a certain level or that cascade from more basic skills so must have other basic skill. Sailing could cascade from boating Possibly some monster kits for WP and NWP templates for martial artist monsters.

Possible Use these for race based classes Classes

Dwarf
All dwarves get WP at Expert+1 in any one axe and one missile from any type of crossbow or gun. A Dwarf may specialist in one of these weapons and any number of master WP. Choose two NWP from Construction, any type of smith or craft, Trap Lore, Lock lore, Earth lore, Black Powder, Alchemy. Can learn enchant item or weapon or potion at 6th

Gnome
All gnomes get a WP in any axe, pick, hammer, club, dagger, club, dart, any crossbow, any gun, spear. javelin or any polearm. A Gnome may specialize in one of these weapons. Choose two NWP from any type of smith or craft, Lock Lore, Trap Lore, Earth lore, Animal Lore, Navigation, or Animal Handling, Animal Training, Animal Mimic, Animal Husbandry, Listen - may add something else still.

Halfling
All halflings get WP in brawling, club, sling, rock, dagger. A halfling may specialize in one of these weapons and be expert in as many others as desired. They inflict 1d4 with brawling or rocks and get no range penalties for thrown rocks. Choose two NWP from Cooking, Sneak, Hide, Climb, Pick Pockets, Listen, Farming, Butcher, Baker, Brewer, Animal Handling, Herbalist, First Aid, Drive Cart, Boating

Elf
All elves get+1 in one type of sword and one type of bow. A Elf may specialize in both of these weapons. Choose two NWP from Sneak, Hide, Ignore Terrain, Listen, Spot, Beast Lore, Plant Lore, Earth Lore, Riding, Animal Training, Animal Mimic, Animal Husbandry, Dance, Sing

Giant

All giants get +1 with club and rock. A giant may specialize in both of these weapons. Giants also know one of these NWP: Foraging, Smell, Track, Climb. Listen, Survival, Earth Lore, Swim or Intimidate. Giants get +1d12 inches per level and +1 STR every second Lv. As of 10th level this is 12 inches growth and no longer random d12 inches per level. Extra damage and attack at higher level


Beastmen
All beastmen get WP with brawling and any four from club, spear, javelin, any one axe, any one sword, staff, flail, dagger, short bow and rock. A beastman may specialize in one of weapon and any number of master WP. Choose two NWP from Sneak, Hide, Climb, Jump, Leap, Run Faster, Smell, Spot, Listen, Track,  Dance, Survival, Animal Training, Animal Mimic, Animal Husbandry, Earth Lore, Beast Lore
5th minor beast power: extra unarmed damage (1d6), jump, run, swim, +2 AC, extra NWP
10th major beast power: extra attack, fly, breathe water, +4 AC, poison attack
call horde at 15th and 20th
Extra attack and damage

some rules to make intelligent animals as beastmen would be good too, extra attacks no hands


Changeling 
All chanelings get WP in brawling and dagger. Can become Expert in any weapon. Choose two NWP from Sneak, Hide, Infiltrate, Shadow, track, lip read, forage, hunting, survival, disguise, taunt, jump, leap, acrobatics, climb. Change into various forms once per day, last till change back.

Lycanthrope types turn to frenzied beast or semi beast or half beast form.
Beastlord type turn to natural beast
or semi beast forms
Nature, plant or land spirits turn into a natural feature like a tee or a rock
Elemental turn to elemental animal or elemental humanoid or elemental form
Shifters adopt different human forms or genders to disguise selves, have true secret form
Planar come from outer planes and have a supernatural or divine form they keep hidden


Tako
Tako get WP with brawl, and one of trident, net, dagger, any sword, spear, javelin, shuriken. Can become Expert in any weapon. All Tako have Swim and choose two NWP from Sneak, Hide, Climb, Jump, Leap, Spot, Dance, Sea Lore, Beast Lore, Fishing, Boating, Sailing, First Aid, Pick Pockets, sleight of hand

Revised how tako can use arms - mod gives hit mod and how many arms can be used in battle with weapons, shields, could hold two 2-handed weapons and a bow and two shields. Stackable with ambidexterity and extra weapon WP. Two tentacles usable for weapons could be used for spell casting action combos, eg 2 tentacles for casting 1 a pistol and 1 a shield. Ink squirt uses brawling WP.

Tako Arm Uses
Level          Arms:      1      2     3     4     5     6     7     8   add class spells here too etc
1st                             -2    -4     x     x      -      -      -     -
2nd                            -1    -2    -4    x      -      -      -     -
3rd                              0    -1    -2    x      x      -       -    -
4th                              0    -1     -2    -4    x      -       -    -
5th                              0     -1    -2    -3    -4     x      -    -
6th                              0      0    -1    -2     -3    -4     x    -  
7th                              0      0    0     -1     -2    -3    -4    x 
8th                              0      0    0     0      -1    -2    -3    -4 
9th                              0      0    0     0      0      -1    -2    -3   
10th                            0      0    0     0      0       0    -1    -2
11th                            0      0    0     0      0       0     0    -1
12th                            0      0    0     0      0       0    -1    -2
13th                            0      0    0     0      0       0    0     -1
14th                            0      0     0    0      0       0     0     0

X = hand usable with shield or as second hand on a two handed weapon. - so a tako get only two attacks at first with penalties but they could be two different 2-handed ones or use 2 weapons and two sheilds or any other combo with basic four hands.


Enhancing your WP
Another revision

0 slot = class zero WP mod -2, -3 or -4
1 slot = WP
2 slot = expert +1 hit and damage

3 slot = master +2 hit and damage4 slot = specialist +3 hit and damage

Warrior - any number of specialist, master or expert WP
Priest - one cult preferred specialist WP
Rogue - two choice of master WP
Wizard - one choice of master WP

Monk - one class based specialist and any number of master
Druid - any number of expert WP as wanted
Sorcerer - one preferred weapon master
Bard - two choice of master WP

Barbarian - one specialist and as many master WP as wanted
Shamen - one preferred weapon master
Psion - one preferred weapon master
Assassin - any number of master WP as wanted

Paladin - one specialist and as many master WP as wanted
Witch - one preferred weapon master
Alchemist - one preferred weapon master
Ranger - two specializations as many expert WP as wanted

Dwarf - one specialist and as many master WP as wanted
Gnome - one preferred specialist WP
Elf -  two preferred specialist WP in a bow and sword
Halfling - one specialist WP in brawling, club, sling, rock, dagger as many expert WP as want

Giant - two preferred specialist WP in a club and rock
Beastfolk - one specialist and as many master WP as wanted
Tako - any number of expert WP as wanted
Changeling - any number of expert WP as wanted

To Do List Update
Mutations a big project taken me a year - close to d1000 in effort
mutations come in levels like spells - most always on or usable
Start from cosmetic zero cantrips
Working to godlike power at 7th
Chance of devolving into shoggoth

Monster Manual Rewrite:
Making some tough choices here
Do i document official ones or just make my own versions?

d100 Street vendors in Shadelport
d100 Dungeon Decor Table - dress up dull dungeon

d100 Tragedy table - haunting covered some ideas for this too
d100 religious items - religious dressings, probably lootable
d100 Random Strange Crypt Table
d100 Non Corporeal Undead Encounters
d100 Corporeal Undead Encounters
d100 Doomed Immortals Encounters
d100 Necromancer Relics
d100 Wandering holy folk, hermits and hunters of unholy
d100 Strange Graveyards - Found notes on "holiness factor" for grave areas
d100 megalith sites - remains of the old ways
 
d100 undead boss monsters - might do sub-bosses also 
d100 things on the lonely moors at night
d100 catacomb and Gothic decor
d100 alluring strange headstones
d100 Madness table for failed WIS checks vs horror, tragedy or shock
d100 Books of the Gothic City
d100 Secret Societies
d100 honest undead motivations
Castle Geomorphs - keep and wall and tower section
Manor Geomorphs - a few mansions for haunting and tragic nobility
Crypt and tomb - lots of small funeral structures
Ruin Geomorphs
Catacomb Geomorphs - create a maze of tunnels
Mausoleum Geomorphs - this will be basic one
Cathedral Geomorphs

Upcomming Psychon Stuff
Elder Gods and pre human horror
Mutant characters class
Robots and synthetic characters class
Spaceman characters class?
Organizations and other creeds of psychon...


Book Projects
Pychon intro module (awaiting art)
Redbrick Dungeon Zone book of tables (more editing)
Psychon 2.5
with a few extras and some editing

EMO DnD v3 Draft

Hope to run some different stuff this new year
Cthulhu Vikings
TSR Marvel
Long Stairs DnD
Finish my 13th lv party game off by april
A new DnD game or possibly RQ
Something Space Opera

Street Seller Stalls of Shadel Port

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Not as nasty a table as i would of liked but adds some local colour. Losing my edge.
 

Street Stalls of Shadelport
01 Medical advice and potions
02 Singing birds for sale in tiny cages seller dressed classy with wig
03 Dungeon and treasure maps for sale from disfigured old adventurer
04 Street gambler playing cards or shell games
05 Pamphlet sales man with pushcart
06 Orphan child selling matches
07 Man selling wooden toys, dolls and puppets
08 Obscene postcard, pamphlets and posters from seedy man with big coat
09 Pie salesman with tray on head or pushcart
10 Apple saleswoman
11 Pear or orange or lemons
12 Cabbage seller
13 Hot rat on a stick man
14 Chestnuts with tiny wheeled stove
15 Eels and herrings salesman
16 Jellied hooves with vinegar
17 Sausage man selling strings of tasty meat
18 Hot gruel vendor selling tasty slop
19 Strawberries or blackberries or cherries
20 Mushroom seller
21 Sweeper offers to sweep your part of street free of shit and garbage
22 Bone man gives money for dead animals and scraps of meat or bone
23 Rag man buying and selling scraps and old clothes
24 Onion seller
25 Fresh fish seller
26 Muffin man with steamy tasty treats
27 Bread man selling loaves from a sack
28 Milk maid with can of milk and ladel
29 Hog Jowls steaming hot of the hog
30 Pickled egg seller
31 Hanky seller, selling pretty hankies and ribbon
32 Flower seller selling posies
33 Poem seller with bundle of scrolls for all occasions
34 Street scribe reads and writes on the go
35 Holy trinkets and souvenirs
36 Coalman selling by bucket load
37 Water carrier with clean water jar and ladel
38 Pickle man with tiny barrel and tongs
39 Cat seller with pockets full of mewing feral kittens
40 Frog seller, live and cooked in his pockets
41 Shadel Port mussels and cockles from the harbour
42 Lizard peddlar with cooked on a stick or tied to string and live
43 Snake charmer selling snakes, remedies and performing
44 Fighting spider seller with hundreds of tiny cages
45 Crawfish and seabug seller, only most desperate eat this
46 Turtle seller selling live and cooked, pot of turtle soup
47 Perfume vendor with dozens of tiny scent bottles
48 Bandage seller with sacks of dressing
49 Clothes, barley used, guaranteed second hand, not stolen
50 Herbalist selling herbs and potions and amulets
51 Wine seller with barrel under arm, sell by cupful
52 Beer seller with barrel rolling down street, sell by mugful
53 Puppy seller promises they are exotic breeds
54 Rabbit seller, live in cage or dead and hanging from a stick
55 Smoked, salted and cured meat seller
56 Coin changer with guard or mobster protector
57 Second hand pots, pans, plates in tiny cart
58 Knife seller "you always need one!" with wide range and sharpener
59 Hat seller sell swap or buy
60 Mask seller for carnivals, parties or other uses
61 Merkin and wig seller
62 Pipe weed seller, many varieties and cured types and pipes
63 Drug dealer selling narcotics like shrooms, black lotus or wizard dust
64 Smelts and other oiled, pickled, dried or smoked fish
65 Ripe green, dried beans or hot beans in gravy pot
66 Brooms and brushes
67 Old suits, cloaks and swords for gentlemen
68 Old scrap metal dealer with sack or cart
69 Patriotic poster, medallions, postcards and statuettes  seller
70 Seller of idols and holy symbols and scrolls
71 Street barber with stool, bucket and razor
72 Candle stubs for sale from box with old cripple
73 Radish and lettuce woman
74 Garlic snails sold from bucket by child
75 Second hand boots, shoes, sandals and other footwear
76 Hot Oaten Barron Cakes, children's favorite
77 Toasting fork and spice graters
78 Wool seller with sack and hand spindle
79 Pens and ink and paper
80 Turnip man with pushcart and sacks
81 Lamp oil from a jar, BYO own container
82 Bags of salt
83 Fresh mad sheep gut condoms by the tin
84 Spices and herbs
85 Fire wood bundles
86 Cheese and cream and curds and butter
87 Ice being sold from man back
88 Walnuts or almonds or pine-nuts
89 Mouse Traps
90 Woven mats and rugs
91 Charcoal seller with sack
92 Street tailor repairs on the spot
93 Locksmith on the street
94 Pins and needles
95 Anti witchcraft charms
96 Love potions and charms
97 Tinker selling old pans, kettles and trays as well as repairing goods
98 Bags of prunes
99 Shoe polisher and street cobbler
100 Tentacles seller with bucket of still squirming severed tentacles


 Just to credit my best source and a fascinating read about retro urban life: http://www.gutenberg.org/files/37114/37114-h/37114-h.htm


OK im feeling bile now.....more and worse

d100 Slightly more horrible street vendors
01 Man selling crying baby goblins in bundles
02 Woman selling sweet baby kobolds for slaves or eating
03 Woman selling stolen children
04 Man selling stolen home furnishings and trinkets
05 Man selling stolen jewelery
06 Man selling magic potions
07 Man selling poison potions
08 Man selling a cursed item
09 Woman offers her bandaged neck to drink blood from
10 Children's clothes, freshly stolen by "skinners"
11 Baby fighting bear for sale
12 Baby wolf for sale
13 Fighting dog for sale, very angry and scary
14 Horse meat cheap for quick sale, crowd swarms sellers
15 Man selling magic hallucinatory dream mushrooms
16 Man selling baby monster in a box
17 Man selling lizard he claims is a monster baby
18 Woman selling monster egg
19 Executed mans body parts, many magical uses
20 Street tatoo artist
21 Fighting cat for sale in sack, very angry
22 Monkeys in tiny suit for sale
23 Parrots for sale, every one owned by a pirate captain
24 Sacrificial doves for sale, gods love em'
25 Saint fingernail or toenail clippings or hair for sale
26 Woman selling newborn baby
27 Parents selling children in hopes of a better life
28 Farmer trying to sell his mutant son
29 Men selling a giant baby
30 Messenger bird for sale, carrier pigeon and mimic bird hybrid
31 Man selling monster meat, claims has magical power
32 Old drunk miner trying to sell a nugget or a uncut gem
33 Drunk old adventurer trying to sell his cursed item will teleport back to him
34 Ancient depraved illustrated manuscript of the elder races on sale cheap
35 Man selling gunpowder, shot and grenades at standard prices and limited stock
36 Coffle of slave kobolds, trained miners and craftsmen with various specialties
37 Slave goblins of former dead wizard, each can cast cantrips and possibly a basic spell
38 Slave hobgoblins, hard working but easily offended and enraged, some have calming lobotomies
39 Slave orcs, able and willing warriors who respect a strong master, fresh from a evil wizards lab
40 Live killer rippy fish sold in buckets, do not flush down toilet by barons orders
41 Idiot savant for sale by a strange man, some calculators, some decoders, some crafters
42 Dancing girls (and/or/nor boys) for sale varied condition and average
43 Pimp is selling off his girls, bargain prices he needs to split town
44 Eldritch tome fragments or arcane scroll scraps being sold as toilet paper or kindling
45 Undead body parts, good for magical treatments and potions
46 Iced confectioner in fancy suit with fanciful pushcart
47 Puppies spit roasted before your eyes grill stall
48 Undead eyeballs for sale, novelty value twitching resentful eyes in boxes
49 Imp in a bottle anyone want a novelty pet!
50 Wizard corpse parts good for spells and medicine
51 Clergy body parts good for quack folk healing
52 Baby shrieking fungus sold in pots
53 Baby giant spider or scorpion in a box
54 Baby changeling or elf for sale
55 Bugbear child for sale, scared hairy little fatty
56 Illegal unicorn products, death sentence possession horn or dung or blood powder, probably fake
57 Man selling manacled screaming madman for research or pit fighting
58 Priest offering holy water or wine or oil in the street for standard rate, all claim theirs is best
59 Man selling incendiary hand grenades named after the gremlin wizard Molotov
60 Sailor offers strange wax tablet with elder script that calls a Deep one once a month
61 Sailor offers exotic (non black) lotus resin from east you have never heard of
62 Feral child for sale in cage, caught in trap in the woods, possible pit fighter
63 Gnome or halfling in a cage offered for pit fighting or slave
64 Man selling baby Tako octopuses folk from buckets
65 Sailors having an impromptu mermaid auction
66 Bat winged monkey in cage for sale
67 Wind up automaton for sale children's toy
68 Man selling silver bullets and daggers and wolvesbane
69 Man selling charms to keep elves at bay
70 Man selling sulky resentful gremlin in a jar
71 Lady selling sexy dancing gremlin in a lantern
72 Person selling gremlin babies and permits from pushcart
73 Man selling babies with single enlarged eye and fang
74 Man selling electrum crossbow bolts, swears efficacious against mutants
75 Evil amulets, demon and bad god symbols and names and faces
76 Man claims he can give you temporary vampire powers for cash
77 Baby Ice Tadpole, perfect as food coolers in insulated chest
78 Man with giant spider mutant on chain, "psychotic evil brute going cheap!"
79 Woman selling demonic baby in cage-crib
80 Creepy (cannibal) offers cheap quality smoked and cured meat
81 Sausages made from monster, most exotic gourmet treat
82 Pornographic religious figurines on display inside creepy mans coat
83 Thieving children selling fresh lemonade (urine)
84 Selling umbrellas to keep out the upstairs chamberpots worst showers
85 Man selling a animal claims is dead wizard familiar
86 Man selling diseased harpy dung in hygienic paper throwable packages
87 Old woman offers witch's secret brews for the brave
88 Strange man offers cursed gem, turns owner into a cruel miser (LE)
89 Strange man offers wishes granted this way just sign here....
90 Gang member offering visitors a wild night on the town for any who can afford them
91 A man offers to fight anyone for a bet, his mate runs side bets for even more money
92 A man distracts crowd with promise of cheap fake magic item, his urchins pick crowd pockets
93 A man selling catfish flesh from the ancient demon worshiping catfish men of the elder age 
94 Grinning man selling soup, horrible ganglion parasite infect person, makes slaves to evil cult
95 Child offers to take party to black lotus den
96 Man selling superior quality arrows
97 Butcher selling orc, goblin and kobold flesh cheap and fast
98 Lethal rotgut grog in bottles from a man, save or die 2d4 hours later
99 Fox man in human form selling stolen chickens, ducks and geese
100 Mushroom man in disguise selling secret formula spore cakes

Reviewing my reviews

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Elfmaids & OctopiThis blog will at times frustrate you with the authors writing style and then amaze you with their ideas. It a kaleidoscopic horror show at times but no matter what, you have to just keep with it because you're going to find things that you never even thought about doing suddenly looking like great ideas. Well worth the read. Updates: Twenty or more times a month. 

from here

http://dyverscampaign.blogspot.com.au/2013/12/the-great-blog-roll-call.html

A great list of blogging stuff

Im would like to know what is frustrating about my style. My dyslexia? My terrible mix of USA, UK and Australian spelling? My not trying to write commercial quality written entries? My keyboard that has food inside and sometimes the letter S doesn't work?  That I primarily write for me? I used to write 10 000 words a month commercially and never was reviewed as frustrating before. Is "kaleidoscopic horror show at times"a good or bad thing? Possibly Im just feeling a bit worthless and melancholic right now. It is still complimentary, mostly.

Any explanations offered might make me feel better and get back to doing stuff as Im in a bit of a funk. I think I am dreading going home for xmas and packing up my dead Mum's stuff with my Dad.

Found this on g+ which i quite liked...
"Chris Tamm has been hard at work, forging his craft in the fires of distant lands, training beside the black oceans that hold no water, not a drop"

The main reason I have not published anything gaming is editing. I have 3 manuscripts done. I was a art director for 5 years with Indesign on several mags and university marketing dept. Had one nice person go through Psychon book which will help the next version lots. I have offered to do design in return for editing and one person interested, I will get onto next year. My art unsuitable for fantasy rpg mostly.

Have got a few products of late and thought were value poor and blogs have done better. Some products read like a blog post and shouldn't have been sold. Im aiming at April for a release of my own.

Enough self indulgent twaddle for now, off to try and write something worth while...or go play videogames for a while.

I guess a bad review of my graffiti would be a brick in the head so I'm doing ok.

Aparently i was comming on ill when i wrote this otherwise i might have come out differently. Apologies to Dyver who actually meant well and thanks to comments of support. I will leave this here to remind myself to go be miserable on livejournal.com instead

d100 Books of Shadel Port

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Apologies for being needy last time, normal bile resumed here...
A big thanks for kind comments

d100 Books of Shadel Port

01 A Popular Life of the Barron by Mervin Prinn, 366 pages, B&W Art, 100gp
02 Lives of the Empererors by Timitas Volorias, 540 pages, B&W Art, 300gp
03 Goblinoids, a comprehensive study by Gnarlus Bodican, 212 pages, some B&W Art, 80gp
04 Horrors in the Sewers by Ignatius Glump, 120 pages, 45gp details sewer monsters and hazards
05 Complete guide to Vice and cruelty in the City of Skulls, Carninas Vulg 360 pages, 120p
06 Gentleman's Guide to Outre Pleasures by Morian Zorg, 240 pages, gold leaf cover, 360gp
07 Nanny Ogdens Herbal remedies, 420 pages, B&W Art, 200gp, mostly acurate
08 Vampires and Undead of the old City by Clovian Hartogg, 220pages, 60gp
09 Jungles & Treasures of Monster Island by Kertzian Bastog. B&W Art, 180 pages, 65gp
10 Dungeons of Cymbal Mountains by Imperious Maximus, 260pages, 88gp
11 The Nobles Book by Calaxian Godruuna, 464 pages, 140gp describes cities nobility, bit dated
12 Sacrifice and Suffering: Keeping Your God Happy by Solidas Margam, 384 pages, 180gp
13 A guide to pleasures and terrors of the outer planes by Holdar Garum, 432 pages, 200gp
14 Cannibals among us: 100 accounts in the old city by Vulpurgis Stang, 220 pages, 65gp
15 Unicorn Hunting and Butchery by Volastus Cakagrum, 340 pages, B&W Art, 300gp
16 Observations from torturing a troll by Calidas Voxrum, 140 pages, 45gp rather nasty
17 Haunted Ruins of the old city by Cellaro Fortuno, B&W Art, 260 pages, 110gp
18 Biographies of Great Adventurers by Chizaro Monulak, 240 pages, 85gp
19 Strange Crimes and Punishments of Shadel Port Donald Beadleman, B&W Art, 260 pages, 90gp
20 My Darling, My Vampire by Viram Tsochaj, B&W front plate, 230 pages, 75gp
21 Famous Heads of great criminals by Tojar Famcord, B&W Art, 110 pages, 35gp
22 Dangers of the city Graveyards by Dominus Grell, B&W Art, 360 pages, 145gp
23 Beast Men of the undercity by Calordin the Mystic, B&W Art, 246 pages, 130gp
24 Great Caves of the countryside by Eldan Molekar, B&W Art, 320 pages, 210gp
25 Cooking for kings: over 500 recipes by Chef Epican, B&W Art, 420 pages, 325gp
26 Brief lives of the Barron's Enemies by Barbicus Celledon, 180 pages, 35gp
27 Diseases and remedies of the old city by Semplar Stigman, B&W Art, 240 pages, 165gp
28 Elder races of the dawn age by Colidan Styrm, B&W Art, 120 pages, 45gp
29 Elves friend or foe? A common Guide by Rudolpho Castiglion, 210 pages, 75gp
30 Alchemy for wealth and immortality by Maser Clavelhorn B&W Art, 460 pages, 500gp
31 Sea Monsters a mariners guide by Captain Orlaff, B&W Art, 210 pages, 100gp
32 Cults of the old city by Clementine Tolderghast, B&W Art, 180 pages, 65gp
33 Etiquette and Manners by Madame Palisford, B&W Art, 120 pages, 35gp
34 Teeching Reeding, Spellin & learnification by Master Tallitus, 80 pages, illustrated, 40gp
35 My life as a filthy Pauper by Morton Callay 264 pages, 65gp, lived as a pauper for a month
36 Wretched lives of the Slums by Morton Callay, B&W Art, 240 pages, 165gp
37 History of the Dragons by Dorian Gilderman, Colour plates, B&W Art, 320 pages, 800gp
38 Devils, Demons and Debauchery by Gehard Merlot, B&W Art, 370 pages, 335gp
39 Mysteries of the Old ones by Norrin Spiegalcraftman, B&W Art, 440 pages, 465gp
40 Age of the Necromancer Kings by Norrin Spiegalcraftman, B&W Art, 360 pages, 325gp
41 The Great Forests & their secrets by Septimus Calizor, B&W Art, 380 pages, 365gp
42 Dwarf secrets or metallurgy by Marnmann Saldigor, B&W Art, 230 pages, 300gp
43 Gunnery a basic guide by Mattius Grunwald B&W Art, 220 pages, 125gp
44 Lives of the great pirates & their plunder by Captain Doom Squid, B&W Art, 240 pages, 185gp
45 My life as a Nymphs Slave with fold out colour painted pages B&W Art, 240 pages, 185gp
46 Monasteries and their great orders by Horace Staplefort 380 pages, 200gp
47 Swordsman of olden times and their ways by Cordan Marden B&W Art, 140 pages, 150gp
48 My life in a dungeon by Godvinia Winters B&W Art, 240 pages, 300gp
49 Tormented by Invisible Imps by Lady Tramier B&W Art, 160 pages, 65gp
50 Toborius's guide to mining and caverns by Mariuz Kanklefort B&W Art, 340 pages, 315gp
51 Erotic delights of the Redlight District by Charles Santimort B&W Art, 180 pages, 90gp
52 One hundred salty seamen stories by Captain Cruehardt B&W Art, 310 pages, 165gp
53 Farmers Almanac and Animal care guide by Marsden Drecklemart B&W Art, 460 pages, 200gp
54 Prophecies of the Dread Lord by Kumstav Maimtz B&W Art, 140 pages, 90gp
55 Histories of the Empire by Nobilis Augustus B&W Art, 510 pages, 300gp
56 Lost Treasures of Exile Island by Captain Switherspoon B&W Art, 190 pages, 115gp
57 Tortures of the Afterlife and the fate of sinners by Brother Klegg B&W Art, 240 pages, 185gp
58 Expedition to the north lands by Master Ailthwaite B&W Art, 260 pages, 240gp
59 Explorations of deep caverns into the earth by Amelia Krung B&W Art, 32 pages, 260gp
60 Why do the gods hate us by Sister Palantium B&W Art, 110 pages, 65gp
61 Tiamat hungers, dreams of the dread dragon goddess by Draconis Valum 488 pages, 500gp
62 Mysteries of the far East by Mingus Monorius B&W Art, 320 pages, 400gp
63 Squatters Guide to the City by Childas Blodd B&W Art, 110 pages, 60gp
64 Astrology and stargazers guide by Madam Zorazar B&W Art, 340 pages, 350gp
65 My life inside a Whale by Dr Festius Worm B&W Art, 130 pages, 120gp
66 Romance of the moon men by Pemblezarg Mong B&W Art, 110 pages, 160gp fanciful romance
67 Fishmen among us by Philip Fliechman B&W Art, 160 pages, 85gp
68 Are you a sorcerer? by Amazo the Magnificent B&W title plate, 90 pages, 40gp
69 Wizard Students Primer by Master Oriphan B&W Art, 360 pages, 500gp
70 Arms and Armour of the ancients by Derek Clantheng B&W Art, 370 pages, 400gp
71 Lycanthrope Hunters Guide by Wolfram Hearte B&W Art, 240 pages, 160gp
72 Witch Hunting for Common Lawman by George Wimphole B&W Art, 120 pages, 65gp
73 Bawdy stories of the depraved nobility by Victoria Tammelzran B&W Art, 310 pages, 300gp
74 Temptations of Monk by Brother Bedlam B&W Art, 410 pages, 350gp
75 10 years trapped on the Kings Bridge by Calin Tarkhiem B&W Art, 240 pages, 160gp
76 Your abacus and you, a simpletons guide by the Merchants guild B&W Art, 110 pages, 50gp
77 Mutants, freaks and misfits a medical guide by Dr Amanda Cogrock B&W Art, 320 pages, 200gp
78 The hidden third sex, what you need to know by Leslie Twoford B&W Art, 140 pages, 80gp
79 Guide for married life by Mother Wieshiem B&W Art, 440 pages, 200gp
80 A Womens almanac by Sister Ophelia Morgenstern B&W Art, 340 pages, 300gp
81 Common Law of Shadelport by City Bailiffs Office, 340 pages, 110gp
82 Street atlas to shadelport by Orlando Bellend B&W Art, 240 pages, 185gp
83 My life among the lizard people by Karl Scaleman B&W Art, 310 pages, 350gp
84 Lives of the shipwrecked mariners by Captain Kennedy B&W Art, 420 pages, 250gp
85 Wonders of the future explained by Madam Colozine B&W Art, 166 pages, 110gp
86 Black Book of Diabolic Lore by Maligor Hellfrost B&W Art, 480 pages, 380gp
87 Common Book of Beasts by Brother Masticore B&W Art, 310 pages, 240gp
88 Shipwrecks of the island coasts by Captain Viragas B&W Art, 240 pages, 160gp
89 Marvels of the hidden world by Lady Carolingas B&W Art, 140 pages, 135gp
90 Gourmets Guide to monsters by Barnabus Shankington B&W Art, 540 pages, 480gp
91 Ravaged by dungeon beasts by Lady Emily Pilkington B&W Art, 360pages, 400gp
92 My life as a Frog by Gustav Pringle B&W Art, 120 pages, 80gp
93 Interviews with devils and demons by Master Dominus B&W Art, 380 pages, 270gp
94 Fatal mistakes with fireballs by Wizard Drimas B&W Art, 120 pages, 115gp
95 Love Making Techniques of the Elder Races by Septimus Thrustman B&W Art, 360 pages, 450gp
96 The Seven Blessed Gods by Brother Toomas B&W Art, 260 pages, 120gp
97 Sacred marks of the chosen ones by Brother Toomas B&W Art, 180 pages, 260gp
98 Depravity, Debauchery and evil of the old gods by Horatio Pickleman, 410 pages, 350gp
99 Famous Good Women of Shadel Port by Christine Montefort B&W Art, 340 pages, 160gp
100 The Demonomicon by Alister Nachtcraft B&W Art, 640 pages, 500gp

These are proper books often at least a foot square, printed with best presses and paper. The above list are the most commonly printed. Cheaper knock off versions often with no art, smaller, cheap paper and binding, and many mistakes available for half price. Respectable dealers avoid them and bookbinders guild will fine anyone printing or possessing them. Sometimes they get thugs to beat you up instead. Mastercraft editions with better art, semiprecious stones and hand written are far more valuable starting from a 1000gp.

Psyconlog: Seizing the Star Temple

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Arthritis kicking in - my mood usually starts swinging a few days before it starts, just need to drug myself up to hopefully stop it early. Had 4 days a sinus pressure. Ive also had my teeth hurt from weather changes of late. Will look to bodily problems when my mood goes down toilet next time.

So Ive had players get back from Carcosa, run them through a Gammaworld module and now they have visited a sister ship of Metamorphosis Alpha's Warden. Neat - im killing lots of RPG dreams neatly at moment.

Filgree the Hawkman barbarian, mouring his dead catgirl
A Priest of Pheonix and his adopted snake child
A Morlock tech expert heavily armed with guns and a battle axe

Other non present players characters sat in shuttle cocktail lounge. Moritaskus the Druid handy to decontaminate those touched by plague zombies.

Party explored the transmat space station as directed by the god Pheonix, so she could access transmat links to luna, Warden II, a jovian cruise liner and other locations on Psychon. Lots of grey ooze nanite zombies party killed thank Pheonix they had a priest with them. Turning zombies pretty much let them live against huge swarms of zombies. Morlock tried out laser killing a few with 6d6 until almost punctured hull. Snake child sonic attack handy. Priest adopted snake girl but hawk keeps grumbling how he wants to kill creature who helped kill his lover the catgirl. Once zombie free the party played with a clothes replicator and made silly suits. Found computers in decompressed section and only one pc could wear a space suit and went to link computer to Pheonix. Also discovered a hydrogen fuel cell charger but a hasstle to go EVA every time to charge one battery.

Pheonix offered to teleport party to other places they have visited on Psychon now she controlled station or help her expand to other locations. Morlock called his home a long buried walmart store just to moon devils in disguise running the place. He wants party to go there and take over. Checked out Jovian liner, damaged but functional. Party visited but discovered that's where grey ooze zombie plague came from.

Looked at green domed Tycho city on moon but decided on mile long generation colony ship orbiting the moon. 

Beamed in found clean grey transmat room. Realized the poor bastard they killed when hawk button mashed the controls in the station and beamed a wet mess that was somebody into station must have come from here. Found an AI terminal and found unhelpful and maps restricted. Tried to hack but it called security. No transpissions out so no help from Pheonix. Wandered about and went up a gravity tube a level and found huge door. Started trying to pick it saw humanoids coming. Went into jungle habitat. Once inside felt like not in a spaceship with sky above. Got attacked by flying ripperbugs and one almost killed the snake child. Found a science bunker. Found equipment lockers and awoke a sleeping ecoborg robot that offered to assist restarining animals (Hawkman and Lizard Girl).

Found sleeping quarters, kitchen and a lab and rested. And a chamber with frozen creatures, dna samples and several decanter clone vats. Selected a crew member from database to revive. Buffer error do you wish to continue may result in mutated aberration. Morlock went yes. Also tried to grow a second lizard child. Catgirl possible from samples but would have no memories.

Scientist was a wrinkly skinned bullet headed long limbed yellow freak but had memories intact. Shocked by his revivors. They told him they were crewmates without memories. Snakeman chimera horror burst from decanter and party killed it.Almost destroyed lab. Meanwhile bored filgree having been told to not button mash anything ever again wandered off and saw a vegepigmie hunter gang, Offered them rations and led them back to bunker. When they saw it was openand occupied they flew into a homicidal rage and attacked.

To be continued.

Next weekend my last weekend this year in Sydney - off to Adelaide next Week. Will try to wrap up some stuff. Party pleased to have a base.

d100 Dungeon Decor Table - dress up dull dungeon

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Dress up a dull dungeon with the "Dungeon Decor Table"
Something to slap on an existing level of a dungeon for local colour
Used those boring old geomorphs too many times? Then try this!



d100 Dungeon Decor Table

01 Scattered remains of adventurer party clothes, weapons, blood, chunks of scalp, teeth and fingers
02 Snakes crawl everywhere, crawling in cracks between brick and stone, frequently under foot
03 Spiders are crawling everywhere, leaving webbing and hiding dungeon secrets  even better
04 Scorpions everywhere crawling underfoot and biting anyone,occasionally crawl into things
05 Centipedes crawl from cracks some of them huge and even giant specimens
06 Common rats crawl everywhere, often ignoring strangers and running over feet
07 Plague rats, big black horrible rats carry disease and filth and fleas
08 Giant rats crawling from large holes and up walls, celings and in vents and drains
09 Stirge haunted dungeon with major breeding colony or horrible birds
10 Flies crawling everywhere, dungeon stinks, decaying meat filled with maggots common
11 Holes at regular intervals where eels, lizards or other critters nip at party
12 Wells, puddles and drains where tentacled things occasionally grasp passers by
13 Bones scattered everywhere, necromantic powers have plenty to animate and attracted here
14 Horrible vomits stench, patches of chunder about dungeon from smell effecting monsters
15 Mild poison gas, 1hp dam per 10min turn if fail save. Odorless, leaks from rocks
16 Sewerage everywhere, rank smells and flammable gas and diseased waste
17 Spyholes everywhere most know to residents but some extra secret for leaders
18 Oil, tar, flammable gas and other petrochemical geological substances leaking into dungeon
19 Monster children scuttling everywhere, spying on adventurers from curiosity
20 Eggs everywhere of some creature in potential plague numbers
21 Graffiti demonic, diabolic and cult symbols demonstrating territorial battle
22 Graffiti of dungeon factions competing for territory
23 Graffiti of past adventurers marking routes, competing, writing warnings
24 Scoured clean of mess and waste by gelatinous and oozing horrors
25 Partly flooded and damp hiding some hazards and ruining many objects with mould and water
26 Walls covered in blood, flailed skins nailed to walls and with occasional severed heads for decor
27 Fungus, slime, mildew and mushrooms growing everywhere
28 Luminous fungi and bling bugs and lizards crawling everywhere
29 Neat, clean with some cult signs and murals of secret religion
30 Covered in slugs, snails and slime, crunchy and squishy underfoot, some things hidden better
31 Crawling with cocroaches, some fly onto you, underfoot and get into all foodstuff
32 Severed human hands nailed to walls as lucky charms or warnings by monsters
33 Gremlins scuttling everywhere mostly harmless but might rob or attack lost wounded prey
34 Unearthly cold, all surfaces covered in slick ice, icicles and frost may hide some details
35 Fog shrouded by strange vapours reduces visibility and even sound
36 Many zones of magical darkness
37 Many zones magically illuminated
38 Dungeon is chokingly hot, fatigue faster, sweat constantly, walls warm to touch, like a sauna
39 Steam geyser leaks into dungeon filling with steam, boiling hot occasionally, calcium formations
40 Mud covered, may hide some details, slippery, filthy, all monsters dirty, some areas quicksand 
41 Burial nooks with mummified corpses probably human are everywhere
42 Manacles for chaining prisoners everywhere, some dead or living ones still in place
43 Broken rusty weapons and snapped arrows and chunks of armour everywhere
44 Ankle to knee deep in garbage from food, torn spell books, shredded cloth, may hide some stuff
45 Tiny goblin faces carved everywhere,some with glowing eyes keep everyone wary
46 Metal spikes stick from walls everywhere especially corridors and pits
47 Kobold trappers been through putting traps everywhere
48 Blood stained everywhere, some fresh and some old, some dribbling from cracks
49 Demon ichor dribbling everywhere stinking and dripping on everything
50 Rust copper coins, scraps of wire and metal filings everywhere
51 Cave art on walls, flint scraps, sooty smears, broken antler and tusk tools
52 Candles, thousands of them and melted wax dribbles everywhere
53 Moths everywhere some quite big, sometimes covering surfaces and swarming if disturbed
54 Horrible quivering slime and mucous and gelatinous messes cover everything
55 Strange haunted moans, chains and screams, echoes of past torture and depravity
56 Haunted whispers sometimes from long dead adventurers or even talking about your hidden past
57 Cryptlike stench with coffins resting on shelves in walls with mementos
58 Bones everywhere but often arranged in stacks like skull pyramids, tunnels blocked by bones piles
59 Strange sweet alluring smell like honey or cooked food draws creatures inwards
60 Builders marks and instructions everywhere, stacks of bricks and lumber unused, dead ends
61 Crystalline deposits forming, poison or toxic like arsenic, some fragile, overgrow hidden stuff
62 Sulpher fumes and deposits, bubbling pools and secretions of yellow crystals
63Walls crumbling and sagging from poor building site and damp, features warn and disintegrating
64 Relief art from past painted, carved or mosaic patterns everywhere, some with clues
65 Bat colony, ceiling covered in thousands of bats easily spooked into swarm, pools of bat guano
66 Toxic fumes and corrosive liquids are creeping in, damaging fittings and forming new chambers
67 Zombie labourerers working throughout dungeon only attack if harmed
68 Clerics invading in past left religious graffiti, holy symbols and vandalized devilish art and decor
69 Walls covered in metal sheets, riveted, rust and spattered blood, hooks, chains plumbing adorn
70 Green algae covers walls, floors, forming pools, conceal many details, some hostile algae
71 Spice incense smells pervade dungeon from cultists, sooty marks and incense holders everywhere
72 Irregular stone slabs with carved art and pictograms of pre human elder races
73 Walls filled with fossilized sea creatures like trilobites, fish, jellyfish and prehistoric horrors
74 Semiprecious stones and mineral deposits everywhere, many holes chiseled from walls
75 Glitters with fools gold or other pretty but not very valuable minerals
76 Local creatures all collect ears, some missing a single ear or ear necklaces found everywhere
77 Vibrant insect and mushroom garden ecology, crawling with life, well fed monsters
78 Vibrant ecology of bugs and shrooms and subterranean hens and swine running wild
79 Ecology of piercers, trappers, mimics and tunnel squid infest dungeon
80 Powdered rust heaps, scarce metal, flint and wood and bone tools in use, rust monster epidemic
81 Dungeon serial killer leaves mutilated corpses and enigmatic graffiti art
82 Mad sadist trapper leaves traps with sobbing victims as bait in multi stage death traps
83 Cannibalism rife with locals, adorned with human skin and bones, chewed remains everywhere
84 Tattooed dungeon factions each with own artist compete for best ink and mutilations
85 Empty and often busted bottles, drunk monsters, remains of barrels, alcoholism rife in dungeon
86 Thriving local economy with dungeon shops, monsters willing to trade or be paid off
87 Dungeon festival celebrating pubic event or holy day, monsters partying and in good mood
88 Monsters are gourmets and eat exotic foods and drink and have table manners
89 Dungeon rife with drug addiction, many found alone stoned and tripping
90 Dungeon rife with gambling, locals bet on anything, hooked on games of chance
91 Hyper evolving dungeon with inhabitants changing to ew species
92 Mutants everywhere,contaminants increasing mutant population all the time
93 Parasites infect most cratures that burst open with worms when killed and left, eggs everywhere
94 Local creatures depraved sex maniacs, very keen on slaves, porn, masturbation and flashing
95 Monsters overun with demonic chaos, most wear demon sigils and many chaos mutants
96 Monsters overun with diabolic law, many civilized, some with lawful features like cyborg parts
97 Many features enchanted with traps, golems and more making detect magic work everywhere
98 Many normal creatures are undead versions, necromancer or undead boss settled here
99 Lycantropes everywhere, many normal creatures turn into worse creatures if attacked
100 Other plane leaking in, at first find documents and clues before portals discovered

After this things would get more weird, walls of quivering demon flesh, everything made of living flame.....perhaps later

d100 Post crash space hab modules 1

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So your orbital space habitat, asteroid colony, moon city, operational space hulk section, or generational starship needs a isolated civilization trapped in a habitat module possibly backwards for hundreds of years. I have done bunkers for post apoc games and Psychon could do this too but now my game is in the domain of TV serial Star Lost, movie Pandorum, rpg Metamorphosis Alpha and book Non-Stop by Aldiss. This will be handy. Once again like Dr who many contained a failed utopia who have failed to grow and are on the brink of transformation or destruction. Sky raider traveler modules by FASA reprint would be awesome - had geomorphs for huge asteroid hab with modules one of best Traveller products ever. Had Geomorphs. I wanna design some space geomorphs one day. You could use these for domed cities, in gammaworld or some post apoc setting im sure.

Post crash space hab modules 1 features urban type

Post crash space hab modules 2 features eco type
Post crash space hab modules 1 features industrial type
Then do mega space structure infrastructural tables 
d100 whats wrong with my bunker? - could be handy
http://elfmaidsandoctopi.blogspot.com.au/2012/10/gamma-aeon-tourist-beareau.html


Some all city with machines making food and air, others garden cities or surrounded by wilderness.  Eco habs more about preserving wilderness. Industrial more about manufacturing and ship systems

d100 Post crash space hab modules: Urban Module

01 Agro dome with levels of factory farm with top layer replicating archaic agricultural community. Often religious and backward, unaware of outside the hab module.
02 Warlike aggressive martial law big brother state stockpiling weapons, sealed inside and highly paranoid. Assume all strangers from place just like them. Military borgs.
03 Ruined city with handful of survivors hiding from diseased sex mad mutant hordes, use drugs to maintain humanity, hostile AI God keeps people trapped and promises better place
04 Ruined city with handful of survivors hiding from undead necrovirused zombies. Uncontaminated fight constant battle seeking food,weapons and escape from quarantine
05 Garden city overgrown with triffids, pod people, vegepigmies and killer plant consciousness. Humans may hide in subworlds and maintenance levels underneath.
06 Royalist feudal state at first welcoming then threatened by strangers existence and cultural impact. Eventually lords turn and imprison and interrogate aliens.
07 City habitat fighting machines and mad AI god. AI wants to infect outside systems, locals trying to kill it and minions. Served by cyborg clones, warborgs, robot mecha and androids
08 Civilization of androids seem human at first then reveal truth. Seek humans to study and keep in menagerie with other specimen for life. Androids seek to mimic humans more
09 Gigantic mental hospital with therapy AIs, medical and security bots and android staff. Possibly some human clone staff. Thinks all intruders are mental hospital.
10 Huge cryobank with tens of thousands of people in stasis with order of religious people who worship them as sacred ancients and keep them in stasis
11 Huge cryobank with tens of thousands of people in stasis with degenerate feral cannibal mutants living off the pods and intruders. If learn of escape they will try to escape.
12 Huge cryobank with tens of thousands of transhumanoids who have uplifted selves into amoral supermen. If freed will enslave intruders and begin to unfreeze their kin for war.
13 While most in section are mutant cavemen who worship tech, elites remain hidden and harvest cavemen for organs in the guise of gods and ritual sacrifice. They live in luxury
14 Module is simulation and educational facility that runs events with androids and faked sections of the ship such as the bridge, labs, classrooms, lecture theatres, to teach clones
15 Module ruled by children with protective AI's. They are curious about adults but may change their minds, have been preserved as tweens and kids since the system crash
16 Module of ruined city ruled by rival youth gangs who kill adults if possible who caused the crash. Constantly running system down with war, some not so bad seek peace.
17 City of drugged pleasure watched by AI who sends death squads to execute trouble makers or elderly or defective humans. Squads human, android or robot.
18 Medical and hospital hab with governing AI, androids and medical robots. Automated thinklabs try to recover human DNA, cure plagues and save humanity by dissecting visitors
19 Insane cult of occult cannibal killers seek to kill eat and abuse outsiders and last few non members left in ruined city hab. Possibly worship mad AI s a demon god.
20 Small community in rebuilt garden city have evolved Psionics and remain quite advanced but they feel superior and patronizingly seek to help other humans without talents
21 Remains of huge automated prison complex with huge yards, thousands of cells, security borgs and androids, and frozen criminals in sub levels. Crazed inmates are cannibal killers
22 Megacity of overpopulated strained resources with absolute law police force who kill criminals mostly on sight. Justice AI assists the law and provides them with weapons
23 Garden city where back to nature nudists, hippies and pagans dwell in wilderness with alternative wind and bicycle technology, not prepared to face threats or violence
24 Few human left play VR games in pods and think they are godlike beings in various fantasy worlds. AI needs guest players to get them to come out
25 Ruined city with wilderness where tech shunning aggressive religious community protect folk from advanced technology by keeping backwards. Burn tech users as witches
26 Huge fat people constantly eating, actually having blubber symbiotic bio suits milked of nutrient by machines. Fatties graze like simple cattle watching tv with food tubes, cant walk
27 Decadant city dwelling minority served by robots planning a revolt, intruders make them step up and start murders and plant evidence blaming outsiders
28 City controlled by gangsters who rule by force and compete with other senior gangs, each with own leading technology and field of expertise, outsiders are recruited for intrigue
29 Floating Atlantean utopia on sea farm served by homo mermanus slave workers and dolphins who are planning revolt with other aquatic slave races
30 Ruined city with mutant warlords struggling for domination and superior weapons,many hate normal humans and hunt them. Use salvaged tech with religious awe for ancients
31 Citizens secretly farmed for food by other species that has learned to control city system, live in ignorant utopia, harvested at 18 by machines - space wasps, mutants or beastmen
32 City hab ruled by mad AI in fear of communist and mutant or psionic infiltration, suspicious outsiders are spies, peopled by simple clones willing to live in fear
33 City hab uses subhuman worker caste such as androids, beastmen (ape, pig, dog?), mutants, clones, slaves or some other prejudice, ripe for revolution 
34 Locals kept under control by medical state who claim population infected and require constant treatment and obedience, death squads hunt rebels and outsiders
35 Machines carry on in city and humans outside live in primitive state in forest parklands, Some machines wary of organics, others acy as gods for humans and aid them 
36 Economically struggling community with super rich elites, military testing genetic clone, replicant and animen troops to control populace who resist order or filthy ruin shantytowns
37 Tribal barbarians in wilderness raid ruined mutant filled city for for magic relics and glory and pretty unmutated slaves found in the secret science caverns beneath the ruins
38 Mutants, metahumans and/or psionics act as defenders and heroes for the common folk who struggle to grow food the parklands of the city ruin, Some good, some mad some bad
39 Community ruled by democratic government but all elected under control of an AI, Mutant, clonemaster, psionic dominators, pod plant people or androids
40 Former theme park module with with mutants, animen, androids living in land of wonder and wackiness. Locals deeply religious about history and amazing (and deadly) monuments
41 Beastmen rule and building own civilization with human slave. May be at war with city mutants, zombies, robots or rebel humans
42 Wonderland of eloi living in city of pleasure with horrible morlocks in sub technical level who come out to pick victims to eat. Locals drugged and clueless hedonists
43 Fabulous garden, nude humans feast, frolic and fornicate like beasts and are cared for by androids and robots. AI provides them with new sensations, smells and pleasures
44 Most of population live in prison camp conditions by minority who are well armed and possibly aided by uplifted beasts, animen, androids, robotics, psionics or mutants
45 A university habitat with staff and students engaged in research and study of ancients, sciences, nature and other noble fields. Ruled by council of most acclaimed oligarchs
46 Regimented cast system of professions and rank administered by AI. Uses cloning to keep population static, recycling same people mostly. Outsiders make locals wary
47 Cyborgs bound to AI god prepare for war and conquest, training in infiltration in simulated village in own base or actually in process of infiltration and invasion of locals
48 Fungoid, macrobic, slimey, oozy gelatinous horrors overun complex converting locals to own matter. Horrid twitching slime jungles with last humans in city shelters
49 Humans persecuting minority or nonhumans actually being controlled by them in secret to manage city dwelling humans
50 Hunter gatherers graze across overgrown jungle in garden city with feral animals and giant bugs to due to hyper evolving and giganticism mutations, worship tech and seek god
51 Primitives in fear if infiltration practice self mutilation and practicerituals. Failure to act properly results in a witch hunt. Hunt muties in the ruined cities
52 Hab intact and humanless with friendly AI that wants to be your friend. Lures in and locks visitors inside and works on extermination. May even include other synthetic life
53 Zoo habitat with liveinhabs for staff and many mini ecozones,with tech sub levels for housing, labs, animal hospital, DNA storage and clone lab. all treated as animals by AI
54 Alien occupation or infestation, possible evidenceoflong tampering. Simple residents ignorance and fearful of aliens who live in rocks and the sky, aliens kept backwards
55 Alien walkers fit pacifier caps to wicked and fight rebels, they keep humans backwards and obedient with huge tripod mecha, vampire octopi inside like to drink human blood
56 Robots serve the AI god acting as his chaplains. Human serve the gods and obey priests. Use threat of unclean mutants to alarm humans
57 Military industrial complex ruled by fear of war and fake threats of contamination to oppress and contain locals, constant propaganda of fear and nationalism
58 Aliens using mostly uninhabited city as a base, park their ship here, possibly damaged, set up labs, prison camps and clone factories. Hostile to intruders or being discovered
59 Aliens infiltrating city hab act as secret power behind the leaders or use hybrids to dominate humans who are recovering from the disaster. Aliens suspicious of outsiders
60 Monastic cult live in superstitious cloistered citadel, wary of outsider heretics who may be mutants or worse. Some one gender and use cloning vats, some quite martial
61 Local warlord seeks to capture people to repair crumbling weapons and vehicles, some try charm at first but basically bully's seeking glory and power, often unstable and paranoid
62 Local wizards rule ruins with technology, psionics or mutations. The locals are backward and live in fear of the wizards and their supernatural powers
63 A scientific technocracy is at war with barbarism and ignorance and use superior technology to great advantage. Have agents investigating targets to liberate
64 Sentient necrovirus undead such as vampires or some alien force creates an aristocracy and rules ignorant locals. May keep them primitive and easliy manipulated as slave cattle
65 A industrial worker complex with factories on low levels and elites in management section growing more decadent, may have backward technology like decopunk era
66 Haughty superior supermen or mutants study intruders and get idea to enslave outside world from intruders. A few progressive ones might aid escapees.
67 Drugs used by rulers or gangs or AI or Morlocks to enslave population with blissed out delusions, used as food, spare parts, concubines, neural peptides or other uses
68 Tribal hunter gatherers living in ruined city with megafauna worshiping rival AI's with sacrifice and ritual, superstitious awe of strangers from beyond who could be from the gods
69 People in city live in fear of swarms of some hostile organism, they devote much time to countering them and not going forward, authorities use necessity to control society
70 Plague city where disease or mutation or zombies killed most people leaving area looking sterile while last humans in hiding tend to shoot strangers, moving backwards
71 People have come to live simple life and toil in city parklands for food. Automated reactor claxon sounds daily, with more frequency is misinterpreted as well done message from god
72 Feral post crash urbanites fight for status in gladiator arenas, strangers always popular and machine gods create monsters for battle, public made passive by brutal entertainment
73 City of advanced industrial dystopia with android or animen or slave rebellion imminent. Desperate authorities becoming more brutal and only making things worse
74 Training habitat with copies of ship systems for training, locals believe they are operating whole complex just following AI simulated lessons,
75 Industrial hab crawling with eco system of machines gone feral, robot tribes snub humans as weakest tribe and snub them, humans believe they are unatural beings
76 Religious and racist religion rules with inquisitors, witch hunters and templars, superstitious to machines. Hate aliens, racially impure, mutants pr psionics
77 Population enslaved by mindhack virus controlled by AI but possibly has gone feral and developed own agenda. Cold and ruthless in desire to spread
78 Filthy degenerates dwell in service levels kidnapping and eating visitors and local citizens slowly diminishing in numbers, society stood still live in fear of the people in walls
79 City ruled by gangsters and corporations, polluted and contaminated people use cyborging tech and organ legging to maintain health, robots common
80 Primitives worship automated city systems and sacrifice to them with bloody state religion. AI and robots and androids or cyborgs are possible priest and warrior castes
81 Library hab centre for scholarship and learning with museum, real books, classrooms, research labs and residencies. Order of scholars and AI protect data from thieves
82 Population of feral survey team obey AI god who speaks to seamen and demands sacrifices of strangers. Ruined city forbidden zone where AI elite serve it directly
83 Polluted industrial city hab with small population living amid automated machines who eat rats and eat mana of machine gods, dying desperate people fighting each other
84 Feral teens fed by AI roam ruins as gangs and if accepted are allowed to live in paradise like city as adults. AI death squads hunt enemies of order or elderly
85 Over populated industrial hab with AI and law officers the ruling powers. Viscous gangs in slums run riot and extreme lawmen execute on the street
86 Highly bureaucratic admin and logistics hab most population admin caste pen pushers, working classes have some rebellious factions but secret police take care of them mostly
87 A synthetic colourful forest with music, fuzzy animal like friendly androids and candy growing on trees, a giant hab for infants and small children, now full of hedonistic morons
88 Decadent villain keeps city for his elites as a palace with outer wilderness with backward tribes who pay villain and their princes tribute. Roaming with monsters bred to spread fear
89 Colony in hab dying of flesh rotting disease, becoming more and more cyborged, on verge of becoming a new race let by computerized brains in vats bent on conquest
90 Animen of one or more types rule humans as slaved in wilderness area but shun mutant humans dwelling under the war torn city. Animen believe they built everything
91 A primitive feudal colony hab has contact with other habs has called in ambassadors to make deals and alliances. Strangers assumed to be more and presented to king
92 Unpopulated city with hab with frozen citizens and clone vats ready to go but mutants, aliens or mad cult have taken over and are eating frozen chosen ones slowly
93 Training hab with citadel surrounded by various wilderness zones for training. Now has been occupied by tribals in zones threatening more advanced citadel dwellers
94 Alien or mutant biological strain taking over with strange growths and combat organisms while remaining humans try to fight off. Some contaminated humans serve invader
95 Clone dome where AI recreates same people again and again to toil in citadel while ferals in outer wilderness reproduce naturally and now hate the machine
96 A colony of artists and academics toil in university and culture hab but are starved for artistic ideas and inspiration, strangers offer exotic vistas. They are unprepared for hostility
97 Ruined city hab with wilderness believe they are on earth still, various tribes feud over city artifacts each with different tech, some psionic or mutated or cyborgs
98 Intact city believe everything according to plan, AI's hide truth of crash while citizens train and operate useless equipment to keep them busy and feeling useful
99 Uniform wearing facist state emerged wasting resources on weapons while driving people more backwards and harder lives, revolutionaries think strangers here to help
100 Caste society with specialty trades run by AI. Strangers upset moral perfection and system and if dont adapt must be recycled or reprogrammed

d100 Dungeon Decor Table: Rooms

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D100 decorator to turn rooms into horror chambers that scare players crapless or make them wonder why would any mad wizard make this or why would a monster do this. Room could mean a open area or several adjacent rooms.

You might up the anti by making magically hostile trap versions or spreading over the dungeon.

They should make party think they are possibly important or a trap. Some not quite right for whole dungeon. To be fair I think dungeon distractions could be a title too but they could be used as brainstorming kickstarters. Just use when room sweeping getting monotonous.

d100 Dungeon Decor Table: Rooms

01 Area covered in gelatinous slime mould like growth
02 Area covered in toadstools
03 Fleas and rat feces and garbage
04 Straw or sawdust freshly covered area or old and stinky
05 Burned charcoal, ash, charred bones and other scraps
06 Large hanging oil lamps, very well illuminated
07 Former abandoned campsite of adventurers or monsters
08 Severed hands scattered about over area
09 Freshly slaughtered rival party corpses, stripped, throats slit
10 Near dead villager, bandit or militiaman has been tortured
11 Graffiti piece or mural by a dungeon faction declaring they are best
12 Zombie nailed to walls or floor
13 Repulsive rotten pile of stolen vegetables crawling with bugs and mould
14 Chains holding prisoner manacled to wall desperate for water, possibly blind
15 Fireplace with spit roast human corpse mostly eaten and charred
16 Blood covered altar with fresh blood and gizzard train
17 Sarcophagi with mummified corpse, ancient armour and weapons (or use my Gothic tables)
18 Suits of armour by doorway in old fashioned styles
19 Weapons and shields mounted on walls with dated coats of arms
20 Tapestry with epic awe inspiring scene from history or religion
21 Barrels or boxes stacked everywhere
22 Racks of armour and weapons
23 Torture equipment and executioner tools on display
24 Huge relief faces carved into walls with open mouths
25 Stone gargoyles on plinths
26 Statue of a god, hero or demon with semiprecious stones for eyes
27 Shrine to minor divinity, spirits or ancestors with minor sacrifices
28 Copper coins neat stacked or scattered everywhere amidst dungeon dung
29 Glittering slime trails everywhere from some creature
30 Creature nests with bundled straw and garbage and feathers and bones
31 Chalk drawing map on wall with markings
32 Crude board game on table or pieces and board scattered
33 Built boxes, chains and bowls for pets of some kind currently elsewhere
34 Sewerage everywhere, slippery and foul
35 Blood spattered everywhere
36 Cobwebs covering everything
37 Giant spider webbing, sticky if fail save, husks of dead victims
38 Giant eggs or egg sack
39 Huge cocoons of some kind of creature
40 Paralysed victims being eaten alive by grubs
41 Goods and clothes with just organic slime inside
42 Bodies covered in plague pustules and buboes
43 Dead choked men drunk some kind of poison or gassed
44 Someone cooking nearby something smells good
45 Table with a tray of pies or cakes
46 Patch of shrieking fungus and giant toadstools
47 Crack in ground leads to ancient buried monster nest
48 Hole in wall big enough to squeeze through dub by some creature
49 Open pits with poison stakes and limited walkways and bridges
50 Open pits with lava and limited walkways and bridges
51 Choking smoke from vent makes visibility and breathing difficult
52 Wall or ceiling heavily dripping and bulging with pressure
53 Crystalline growth on stuff, some sparkly
54 Shaft or vent or chimney to surface, too small for adult
55 Hair and nail clippings and dirty wash water from dungeon annual delousing day
56 Evidence of summoning like sacrifices, chalk circles and incense
57 Collections of dead body and skeletal body parts sorted by size and condition
58 Dirty coffins with partially eaten corpses inside
59 Huge stone block with arms and feet sticking out
60 Pit with dead party in bottom and something eating them
61 Pile of human skulls or severed heads
62 Slave gang hard at work terrified of any trouble, broken and wretched
63 Horribly mutilated corps, "adventurers" out carved into chest
64 Unconscious human child in state of shock
65 Unconscious villager, hysterically screams
66 Witch child claims was kidnapped not exchanged in a deal
67 Plague carrier badly injured
68 Poisonous food and drink left out on table
69 Caltrops everywhere amid rubbish on floor
70 Rat swarm covering gnawing at a corpse
71 Rats chewing scrap of rope staked by a deep pit, adventurers bags nearby
72 Adventurers hidden stash behind illusionary wall
73 Illusionary pit trap
74 A pair of boots with feet still in them
75 Great pellet of human and monster bones (like what owls cough up)
76 Flailed skins of adventurers nailed to walls
77 Poison nails place amid trash on floor
78 Deadfall traps place over doorways, skeleton inside
79 Harmless phantom appears to try scare party
80 Poltergeist is enraged and attacks
81 Mould or slime covered dank room
82 Crumbling hole in wall reveals sealed chamber
83 Room doors staked and barred, starved thief inside
84 Feral dungeon dogs might be tamed with food
85 Mule with adventurers bags eating straw or possibly whining
86 Rabbit burrows enter room and fluffy tasty cowards flee
87 A pond, giant toad or two live here
88 A font with a minor elemental spirit of water, possibly hostile
89 Rust monster tied to wooden beam looks hungry
90 Cave ape, bear or giant wolf chained up so passing it difficult
91 Sleeping ogre on a temporary nest having a sly nap
92 Human butchered hanging from meat hooks, worm ridden
93 Supernatural being imprisoned in magical restraint
94 Gremlins having a party, if see you flee and stalk for later
95 Peasant man impaled on a 10 foot pole still dying, thinks your his party
96 Man, dwarf or elf staked to wall with iron spikes, still living
97 Badly wounded priest or wizard with hands and tongue cut off
98 Mirror with entry to pocket dimension with trapped demon
99 Painting with pocket dimension to eternally repeating scene
100 Table with battle plans to attack parties campsite and freshly emptied beers

d100 Magic Dungeon Pies

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Magic pies are mostly found on strange fair days or when fairy world closer, or in empty rooms somewhere in the dungeon dimension or left by trickster baking gods. May come in box of d12 remaining. Usual a hand size snack type pie but others possible.

In the dungeon dimension pies appear on plinths in rooms, in chests or rooms which always have a magic pie in them. Sometimes the pie resembles a favorite one character had as a child making them all sentimental. Pies can be bad but some are good enough that even those who have had a bad experience are tempted. A evil self aware dungeon might contrive to destroy your supplies before finding one of these.

d12 signs it is a magic pie

1 Says its magic on box, or plate or with pastry letters on top
2 Candle on top never goes out
3 Pie remains fresh and warm and vermin free until eaten
4 Glowing magic rune or sigil or glyph or demon mark on top
5 Save on sight or eat immediate, multiple victims will fight for pie
6 Hear evil laughter and thunderclap when eaten
7 Pie quivers in anticipation of being eaten
8 When box opened hear angelic choir sing a note designating pies as awesome
9 Invites you to eat it with magical mouth on crust
10 Pie keeps teleporting in front of you 1d6 times if ignored
11 Magical sparkles glimmer around it occasionaly
12 Glowing throbbing breathing pie stops if spotted, seems normal if checked closer (roll again)

d100 Magic Dungeon Pies

01 Turns eater into stack of scattering blackbirds
02 Turns eater into magical talking toad
03 Sleep d100 years
04 Fireball explodes if crust penetrated
05 Giant centipede jumps into your face and bite it
06 After eating vomit up a swarm of live rats or bats or bugs that attack you
07 Turn into a living buzzing insect hive colony being
08 Turn into an orc
09 Turn into a troll
10 Change alignment one step
11 +1 STR
12 +1 CON
13 +1 DEX
14 +1 CHA
15 Cure disease
16 Delicious but infects with awful disease or parasites
17 Fruit pie save or a fruit tree grows inside you to full size
18 Poison pie tastes delicious and very tempting
19 Stone pie turns eater to stone
20 Cure poison
21 +1 Move
22 Polymorphic pie can make eater change to any normal living being once
23 Change gender
24 Dinosaur pie infects with presence of the primordial dino devil
25 Flame breath 3d6 for a turn after eating all
26 Purge possessed spirits if eaten
27 If you get close elder spawn horror jumps out and impregnates them by face hugging
28 Person bursts into flames then is reincarnated from ashes
29 Pie eater is possessed by a spirit from something in pie
30 Able to see into spirit world for a day
31 Prophetic dreams from the gods
32 Turn into magic pie just like this one
33 If opened or bitten a demon bird soars out then tries to kill everyone
34 An imp jumps out and yells: "surprise!". Turns invisible and torments the eater
35 Never need to eat again as pie keeps slowly growing inside guts
36 Before can be sampled a decomposing arm bursts out and tries to choke or crush anyone
37 As go to bite kitten cries heard, inside are  a d6 healthy kittens
38 Eat it and turn into a pig
39 Grow 6 inches taller
40 Skin changes to bright colour not normally found in humans
41 Pie full of semiprecious gems
42 Eater becomes exceedingly delicious to taste
43 Snake in a pie!, venomous angry snake bursts out if bitten or cut
44 Full of platinum coins in delicious gravy
45 Can detect treasure for 1d4 hours
46 Demonic parasites explode from your intestines CON save, die or injured if live
47 Gain night vision permanently
48 Ticks, mosquitoes, flies, leeches, fleas, any parasites think you taste foul (even giant ones)
49 You give birth to lovely child clone of yourself the next day
50 Have the ability to lay one egg a day
51 Age 1/5th normal speed from now on
52 Magically slow and do everything at half speed for 1d4 days
53 Magically fastand do everything at double speed for 1d4 days
54 Can tell bad magic pies from good ones (Y or N only)
55 Develop bat like sonar from this magic bat pie
56 Develop ability to hold breathe CON rounds with this magic frog pie
57 Ability to speak to rats with this magic rat pie
58 Can vomit up a stinking cloud in a 30 foot cone once a day
59 Skin glows in the dark
60 Can summon 4 more magic pies all of different types once like a one use spell
61  Pie complains and sprouts eyes and arms and legs, is now your familiar
62 Goes into trance and can speak to one dead person for a while
63 Can vomit up delicious gravy at will, makes anything taste great to non vegetarians
64 Gain 1d6 x10 pounds weight, can lose as normal over a few months
65 Pie ghost appears and abuses you for 1d4 days criticizing everything you do
66 Every bite is a different flavour and delicious, first half savoury, second half desert
67 May only eat food if in a pie pastry crust
68 Pie makes you aware on first taste is explosive, 5d6 damage in 10 foot radius circle if thrown
69 Pie makes you aware on first taste is deadly acidic cream, d4 damage for a 2d6 rounds
70 Pie makes you aware on first taste is explosive web pie like a web spell
71 Elemental critter bursts out begging for mercy, your new intelligent magic pet
72 Gives you a vision of your one true love somewhere in world
73 Anything bites you makes a CON save vs poison or will not bite you again
74 When pie crust broken a splendid table cloth, serving vessels and magnificent feast unfurl
75 Temporarily may commune with mysterious spirit of the dungeon briefly, toys with mortals
76 Detect traps for 1d4 hours
77 Take no fall damage, always land on feet
78 May turn Undead once as a 10th level priest after eating when needed
79 Commune with spirits of animals in pie, WIS save or become vegetarian
80 Hair grows down to feet, coloured exotically
81 Clothes or armour turns into fabulous robes fit for a king
82 Can cast a first level arcane spell once per day
83 Can cast a first level nature spell once per day
84 Can cast a first level divine spell once per day
85 Can cast a first level mentalist spell once per day
86 Skin turns metallic (gold, silver, bronze, iron) +1 AC
87 Your teeth are constantly replaced by shiny new ones like a shark
88 A magical worm in your stomach protects you from all food poisoning or digestive tract parasites
89 Turn into undead being
90 Turn into an elf
91 Turn into a dwarf
92 Turn into a beastman
93 Turn into a halfling
94 Turn into a fish
95 Turn into newt
96 Turn into a sheep
97 Return to youth age restored to 3d6 years
98 Do not age anymore
99 Require +1 weapons to harm you
100 Raises you one level instantly

Xmas holidays and new year of d100 dungeon stuffers

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About to return to old country to hang with friends and family (Adelaide). Less online time but plenty of time to revise and edit my rule sets and start proper lay out versions.

This lists some of the projects im dabbling with while traveling. Net access will be poor, staying indoors out of heat as much as possible and getting more time with friends than i thought so feeling better. Leave early in morning and about to start packing and prepping for trip.

Uncanny xmas and new year to you all your family and friends

Campaign Goals
Run some tsr marvel - need a source book to give mood for setting
Run some long stairs dnd
Run some cthulhu vs vikings have lots of products for this
Run space opera dnd or cthulhu in space
Run a low level horror version of my DnD exile island
Planet Psychon from 1st level
While keeping good things about sandbox more story and plot to bind together
Player background to drive story and give goals, imbed in setting more
Late Next year BRP BABYLON (superworld cthulhu and more decopunk metropolis)

Book Projects 

Have more offers of editorial help so hope to get some action on these...
Redbrick dungeon zone (last few read overs and layout art done but bit of cleaning)
- also read for removing monsters "wizards" dont share legally (applies to most of this stuff)
- have got 6 months of play from this one
Revised version of EM0 DND v3 for sharing, art done, needs re edit and layout
- would like some players to help me edit too and especially offer spell revisions
Planet Psychon Intro Adventure (Just needs art for ID cards and a few hours work)
Planet Psychon Weird Science (needs mutation tables, classes, and layout - have art) 
Gothic Dungeon Zone is ongoing well into April

To Do List Update

d100 Tragedy table - haunting covered some ideas for this too
d100 Random Strange Crypt Table
d100 Non Corporeal Undead Encounters
d100 Corporeal Undead Encounters
d100 Doomed Immortals Encounters
d100 Wandering holy folk, hermits and hunters of unholy
d100 Strange Graveyards - Found notes on "holiness factor" for grave areas
d100 megalith sites - remains of the old ways  
d100 undead boss monsters - might do sub-bosses also  
d100 catacomb and Gothic decor
d100 alluring strange headstones
d100 Madness table for failed WIS checks vs horror, tragedy or shock
d100 Secret Societies
d100 honest undead motivations
d100 evil kids
d100 witches

d100 madmen and their monsters
d100 golems
d100 salty semen of shadel port
d100 dirty deals from the red light quarter
d100 Elemental relics with corruption fx
d100 Law/chaos/elven/cthonic and other relics with corruption fx

d100 diseases
d100 poisons
d100 drugs
d100 herbs
d100 mushrooms
monster tables
Castle Geomorphs - keep and wall and tower section
Manor Geomorphs - a few mansions for haunting and tragic nobility
Crypt and tomb - lots of small funeral structures
Ruin Geomorphs
Catacomb Geomorphs - create a maze of tunnels
Mausoleum Geomorphs - this will be basic one
Cathedral geomorphs
Changelings and Giants


Upcomming Psychon Stuff
Elder Gods and pre human horror
Mutations - have done some more work on this massive project
Mutant characters class
Robots and synthetic characters class
Spaceman characters class?
Organizations and other creeds of psychon...

d200 Random Crap found outdoors on Psychon

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Uncanny  xmas to all - a quickie today in between courses of nosh. These are just some quixotic things to find in dungeons or the wilderness of planet psychon.  Really just strange decor you might find if you just landed in a desert after falling into the Bermuda triangle. Make good landmarks for maps or phenomena near dimensional rifts.

D200 Strange things found on Planet Psychon

1 Vending machine with food, drinks or cigarettes
2 Petrol Bowser with limited AI
3 ATM machine with limited AI
4 Double decker bus
5 Crashed WW2 Hellcat fighter
6 Sentient crystal monolith
7 Sentient bomb wants help to detonate
8 Treasure chest, actually a mimic
9 Possibly functioning Cryopod
10 Unconscious huge creature with brain eating parasite throbbing on head
11 Meth Lab in a tent with dead bodies
12 Teleporter booth
13 Live brain in a life support pod
14 Steam engine with fire elemental inside
15 Huge bottle with water elemental
16 Air raid siren on tower
17 Well with madness inducing water
18 One armed bandit with limited AI
19 Half a bridge
20 Dimensional portal
21 Mountain of plush toys
22 House made of candy or gingerbread
23 Taxi cab (London or New York)
24 Neon motel sign (no vacancy)
25 Jukebox from specific era
26 Love tester machine
27 Hatstand with 1d6 hats
28 Dead dragon, best bits taken
29 Bronze statue from town square
30 Bathtub with pink rings
31 Kitchen sink full of dishes
32 Slave sale post with manacles
33 Picnic table with food
34 Fireplace and stack of logs
35 Stage from shopping mall
37 Hotdog caravan or shack
38 Icecream truck
39 Geyser erupts foodstuff
40 Baseball diamond
41 Tenpin bowling set
42 Air hockey table
43 Space invader or pacman machine
44 Model T-ford possessed by female spirit
45 Burning crashed flying Saucer
46 Huge nest of eggs
47 Dinosaur Skeleton
48 Shop mannequins
49 Coffin
50 Huge diamond, weighs over a ton
51 Giant size skull
52 Upside down tree
53 Flaming pit of burning gas
54 Wheelchair
55 Obscene cactus
56 Crucified crying clown
58 Crashed satellite
59 Crashed mecha with dead pilot
60 Forklift
61 Dodgem car
62 Sailing boat
63 Grey alien trapped in giant block of amber
64 Huge mound of mostly burned holy or magic books
65 Broken golem still twitching
66 Pile of illusionary fairy gold
67 Display case with butterfly collection
68 Parrot on a perch, talks of pirate booty
69 Broken robot horse
70 Maypole
71 Altar covered in blood
72 Sea mine covered in seaweed
74 Minefield
75 Barrels of toxic waste
76 Gargantuan foot prints
77 Huge demon head with open mouth
78 Television set with random pictures
79 Radio tower
80 Windmill
81 Stuffed polar bear
82 Roulette wheel table
83 Keg of beer with tap and liquor table
84 Mechanical bull
85 Shooting target
86 Broken howitzer
87 Trebuchet
88 Table tennis table
89 Easter Island stone head
90 Stone monolith with carvings of ancient civilization
91 Talking magic mirror
92 Half buried computer work station
94 Stripper pole and podium
95 Dungeon torture equipment (wrack, iron maiden)
96 Gibbet with spacesuit wearing skeleton
97 Pyramid stack of rotting skulls
98 Stone jars with alien embryos
99 Bronze statue from ancient town centre
100 Huge mound of ancient garbage
101 Sizzling bbq
102 Fibreglass t-rex slippery dip
103 Waterslide
104 Cargo container full of dead fish
105 Huge solar panel
106 Fruit stall
107 Wrecked and burned out tanks
108 Giant jack o lantern patch
109 Pylon with crystalline weather control panel inside
110 Small fishing  boat
111 Giant concrete pineapple with observation area on top
112 Stone megalithic circle
113 Flaming pit full of salamanders
114 Dead whale
115 Dead Kaiju
116 Ruined titanic robot
117 Stunt ramp for vehicle jumps
118 Giant smashed pumpkin harnessed to dead giant rats
119 Remains of massive witch burning
120 Huge statue of beastman philosopher
121 Alien monolith
122 Huge mass of gelatinous honeycomb slime from dead skybeast
123 Hundreds of huge jellyfish
124 Pile of wrecked cars
125 Burning car
126 Mound of burning tyres
127 Huge pit full of corpses
128 Huge patch of giant magic mushrooms
129 Huge rotting sauropod dinosaur corpse riddled with giant worms or goblins
130 Giant magical or alien diagrams drawn in ground
131 Crashed bomber with live bomb inside
132 Frozen swordfish
133 Thousands of dead birds
134 Burning micropile reactor
135 Four story wickerman filled with animals for sacrificial burning
136 Crystal pyramid 30 foot tall
137 Rusted old crane
138 Dozens of impaled humans
139 Gallows with dead body
140 Executioners chopping block
141 Huge block of ice with frozen troll
142 Princess sleeping in crystal coffin
143 Platform with huge gong
144 Navigation buoy with flashing light
145 Burned out giant mechanical spider
146 Wizard trapped in stasis field
147 Outdoor abattoir with hanging rotten carcasses
148 Freshly burned out huts
149 Several hundred concrete garden gnomes
150 Huge clockwork ornithopter shaped as a bird with dead sorceress inside
151 Dead giant corpse
152 Sleeping behemoth in magical slumber
153 30 foot long coffin with giant skeleton
154 Gigantic jack in the box
155 Several tons of glitter in a heap
156 Humanoid statues of crystal with looks of terror
157 Dead nazi gorilla holding saw, blocks of ice with corpses inside, some cut in slices
158 Tar pit filled with thousands of ancient corpses
159 Wrecked chariots and beheaded corpses and headless beasts in harnesses
160 Wrecked train
161 Payphone may contact a deity briefly
162 Horrible monolith dedicated to elder gods causes nightmares sleep after seeing
163 Ash silhouettes of many vaporised people
164 Drum Kit
165 Levitating boulder with anti gravity properties
166 Meteorite in smoking crater of pure quality steel
167 Glowing meteorite in old crater with dead plants around it
168 Chained triffids with stings cut off
169 Melting snow men and igloo
170 Boxing ring
171 Huge locked cage full of skeletons
172 Crashed cargo plane full of crates
173 Barrels with crying imprisoned goblin children
174 Huge coiled sleeping snake next to a wizards hat
175 Gigantic cacoon size of a bus
176 Broadcast electrical and com tower
177 Greenhouse filled with magical narcotics
178 Water tank with weeping mermaid inside
179 Tent with weird distorting carnival mirrors
180 Pram with crying baby of the ancients
181 Shopping trolley full of ancient packaged groceries
182 Huge alchemical apparatus with chromatic hydra growing inside
183 Blocks of ice with frozen cave man or alien inside
184 Garden shed with potted baby carnivorous plants inside
185 Small lighthouse
186 Burning pile of spell books
187 Tattered page scraps from blasphemous cult book of the old ones
188 Shack full of corpses of suicide cult
189 Cauldron of soup on fire
190 Graveyard with all graves empty as if inhabitants burst free and escaped
191 Tiny shack with huge blazing stove and caged children in basement
192 Fountain with running water
194 Lamp post
195 Wardrobe with entry to pocket dimension
196 Instant Photo booth
197 Bee hives with genetically modified bees that make magic honey
198 Giant sunflowers with human faces that sing
199 Idiotic babbling golems made from flower pots
200 Smoking monkey with fez chained to functional toilet

Laptop charger left in Sydney so this from a tablet. My editing and layout projects on hold dam.



Psychonlog: New Jack Heroes

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X-mas adventure on the road:
So in Adelaide, my laptop with no power bought this tablet and wouldn’t plug into laptop and last juice ran out so didn’t even get a chance for USB before power ran out. Doh. This is third tablet of same model replacement so hopefully disaster proofed by numbers. First lasted a week, second died second time I unplugged it. I found this one had best keyboard and great when working so I stuck with it. Back in my home town for xmas. Seems slow paced. Many shops couldn’t be bother opening. I walked from a restaurant that couldn’t be bothered serving me and had a Cornish pastie instead as that’s one thing Adelaide does better than Sydney.

Caught up with old friends and had a game of Psychon. I’d played with these guys for over 20 years so I treasure the 3 or 4 sessions a year I get with them now. City seems way to quiet for me but I have been offered several possible inheritances houses here and if my health went to hell might end up back here again one day.

Was tempted to settle in Fitzroy Melbourne but just heard someone I knew was killed there on street on the street Wednesday. I’m pretty sure he said something shitty to some strangers so I am not really surprised. Still a bit sad but the two guys who did it (one blow) were just unlucky as dozens of people had attacked him before. I’d had guys try to rob me same area and I just looked unimpressed and said no and ended up talking about heavy metal with them. I think Sydney is safer of three cities even though it is the biggest.

Psychon New Jack Stylin:
So a good chance to try out my Psychon game with these guys. The character generation went fast and were pretty entertaining. Richard came up with some weird ideas for followers and Michael followed suit. Will impact every player and deserved a blog of its own (d100 weird potential followers). Will start next Sydney campaign with new characters at level 1 when I return. All Psychon really needs is some mutations rules and some weird science classes. Some discussions of including under beast men plant men and elemental men (rock men). I’m also reminded of Element masters game from early 80s I never saw but realize could be a goldmine of ideas so I will try to find. I will write a comprehensive review of 80s RPG from Melbourne RUS a Russian fantasy fairytale romance game and will include Super Squadron and Hunter Planet also shortly.
 
I let party draw what hex they began in from a pile which worked well.

Adventure begins - staring: 
Callan the Golden – a burnished golden scaled skinned rogue with metallic cyan dreadlocks. Has cat eyes, snail antenna with violet blood and crimson plasma. Tastes and smells of rose water. A second story robber whose family were killed by beastmen as a child and luckily fell down a well where he was raised by tiny mushroom men. With one of his mushroom pals in his pocket and his pet bat winged vampire weasel. He carries a gas mask for when his mushroom releases a chocking spore cloud and has a batch of eye drops that act as a shrinking potion. He prefers to use daggers and prefers to stun foes with a blackjack from behind than kill or use his acrobatics and climbing and balancing skills to escape. He worshiped Centipedus the mecha-centipede god who guards magic mushrooms from greedy bugs and invaders.

Vanity the Bard – a electro performer from the 1980s lost in some jungle ruins on a band tour on a drug spree and woke up on Psychon. He now has green slimy skin, two tentacles on each limb instead of fingers and toes and a lamprey tongued. He tastes of eucalyptus and has tangerine blood.  An expert with martial punch and uses spiked cestus. Plays an atomic keytar found in ruins that could explode if abused. Has a cherub familiar with large genitals he calls the smut fairy because all in play rude gags are blamed on it. Followers include a singing crystal with knowledge of the ancients, a girl groupie shield maiden with tangerine skin and green hair, and jugs his 2 foot giant slug with breasts that lactate chocolate flavoured blade venom. Vanity uses psionic spell list specializing in divination. Plays Kraftwork, Trio, Falco and minimalistic euro electro from 80s.

Vanity was fleeing a band of angry koala men chasing him for his delicious scented flesh when a mist came and a robed ancient honky appeared guiding him into the fog.
 
Callan and his mushroom were fleeing a giant mole when the same man appeared in a fog cloud.
 
Both men and friends appeared standing on moist chalky ivory soil in a might forest. Twenty story green trunked trees with huge shades canopy of violet leaves. Smells of pineapple, chlorine and sandalwood wafted through the air and beams of burning light streaked through the foliage, shielding life from the burning sun. A clearway through the woods had a great cracked metal road, scoldingly hot from the horrendous glaring sun. The shade either side was well travelled. One way went to a horrendous treeless desert the other deeper in the woods.
 
The group made acquaintance and marched to the cooler lands deep in the woods. After a while they saw from the heat shimmer on the road two figures. Two wizened sun parched yellow skin zombies marched towards them and the gang finished them. Later they heard discordant music ahead. Curious they crept up and saw three eldren in fine robes playing a bard battle with three magenta savages.
 
“They’ve got jewellery” said Callum
“Interesting music and instruments” said Vanity

The eldren played a harp, a complex brass multi keyed horn and a flute. The savages played a mono note horn, drums and bagpipes. As the battled, Vanity joined in with his keytar paying kraftwork style simplistic sythpop. The amazed locals looked on while Callum sneaked behind them in case they proved hostile. They battled till Vanity beat them and the angry savage men slinked away in anger. The eldren explained their currency was knowledge and music and invited party to follow them to their city.
They described the features and threats of the Magenta woodson the way.
  • Savage human hunters claimed to rule the land in the past but are wrong
  • Mixed race gangs of outcasts who charge traveller tax without any legal righ
  • Fire cultists who kidnap sacrifices on way to a fire elemental node
  • Pilgrims to a temple of colossus in the desert in sun proof robes and goggles
  • Mongrel men and yellow zombies from a ruined ancient city
  • Mutant wolves and stags
  • Ancient barrows with evil mound wights of ancient yellow men
  • A ruined alien steam works where bestial savage greys lurk
  • And a evil race of bearded horned wizard snakes
  • A school of bards attracts musicians from far away also
Killed a larger zombie gang and a bunch of fire cultists with sacrificial daggers. Callums mushroom brother used his choking spore cloud to great effect before seeing the mighty Eldren citadel thirty stories high. Most was full of eldren some who never had left their palaces in hundreds of years, but the lowest level was a foreign quarter for merchants of other lands. They were settled in a inn and paid for zombie heads and offered jobs where they would be interviewed by scribes till they ran out of good stories. Eldren only used cash to deal with foreigner’s.  After a few days of healing they recruited a gang to explore the ruins. Adventurers from many lands were here so plenty to choose from. Vanity used his history spell to assess them.
  • Glatz a lapis morlock heretic who accidently ate a companion and has turned into a vegetarian with a deathwish
  • Martzen one of the Eldren the party had befriended and a crack archer
  • Glag and Glolz local savage hunters who had killed many parties with betrayal for a generation
  • Lolz a green skinned vetran warrior man who had lost his last party and hope to resolve his past losses
  • Mondd a gold skinned priest of collossus outcast for dropping food in the temple sacred punchcard reader and hoped to find something to atone himself
 
Vanity warned all of Glag and Glolz plans and had visions of their use of monster lairs to kill and rob parties. Their father had died in such a scheme years ago.
 
Marched through the woods and found ruins overgrown with great trees and half buried in leaf litter. Saw a huge covered pit the traitors led them too and pushed one of the traitors in. The other was backstabbed by Callum. A giant ant lion killed and dragged the savage in its hole in the bottom of the pit. All fired at its exposed tail end till it roared and crawled in its hole and wouldnt come out. Callum lowered down a chunk of dead savageds flesh bathed in Juggs the slugs narco milk. Drugged theant lion and managed to finish it off. Found some eggs and other corpses with various loot including a flintlock pistol.
 
Searched area and found a spider lair that vanity had seen from his powers where the dead savages had used also. Climbed up and set fire to web driving out spider and killed it after a fight. Morlock took the brunt and shrugged of the venom. He was a bit sad he lived.
 
Found a vault door where Lolz had lost his friends and died trying to open. Callum opened and found a mummified priest of Colossus with a holy symbol which could store priest spells. He spent his healing prayers then the party locked themselves in to rest. Zombies battered the door but the mighty vault held. In morning priest announced he had doubled his healing prayers. Party set off and headed for centre where zombies were coming from. A huge rail station was found or god’s barn of the metal beasts as natives called it. In the great tunnel they found a mighty stair case with zombies coming at them. The priest turned some and the rest were easy prey. Could hear strange soft lisping chants and crept up silently. Saw a huge bearded wizard snake in a magic circle raising zombies. Hoping to stop it Callum backstabbed the 3 foot thick beast and the rest charged. All rained fury on the beast but the spell went off with a dozen zombies joining the fray. Raged on for a while and many would have died but the priest managed to heal many party members mid fight, returning them to the fray.  Eventually the evil beast was killed and the last zombie fell.  
 
Chopped off its head and found its huge book. Found many trinkets including remains of a dead angel in the snake dungheap. With him was a holy chainsaw that ran on holy water and could do terrible damage to undead. Was platinum and covered with holy etchings. Awed by this the party returned home. Trained up for a week. Callum learned to inflict critical wounds on a natural 20 and improved his spotting skills as so useful. Vanity improved his martial arts and learned sacred art of verbal abuse. Went on to Bard school in the forest and crossed the desert to temple of Colossus where Mondd was welcomed back with the lost holy symbol.
 
All bonkers fun and enjoyable. May get one or two more sessions and proves I can run 1st level on Psychon from start which I didn’t think was possible earlier. Another session on sat and possibly a third.

d100 Wierd Science Fantasy Sidekicks of Psychon

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Regular followers are usually lower level adventurers but mounts and pets are possible too. These are mostly small pets which have various uses making them like useful magic items or tech. Could also be alternate familiars. I would let them improve also. Meant to be for starting characters to roll on for a starting follower or two instead of a zero level flunky. Like most flunkies still require good treatment or will not function or leave.

D100 Sidekicks of Psychon
1 Sentient singing crystal knows exotic lore
2 Huge slug with breasts lactates narcotic chocolate flavored milk
3 Tiny mushroom man releases choking spores
4 Talking hamburger gives birth to baby edible burgers
5 Magic pudding edible and regrows if whole thing not eaten
6 Zombie cat an able scout with undead resistances
7 Vampire bat winged weasel, able scout and thief
8 Talking bottle of booze, refills daily, listens to people’s problems
9 Bearded wizard snake can casts some spells
10 Small pet boulder rolls after owner, sneaky and can trip foes
11 Winged fish can scout air or water
12 Small flute playing gremlin, excellent cook
13 Knife loving goblin is awesome at sharpening and throwing edged weapons
14 Luminous flying jellyfish provides light
15 Sleazy talking rat gets info from local rats gangs
16 Communal intelligent insect hive or wasps or bees can sting foes
17 Granny spider spins webs and can knit into nets, rope and fishing line
18 Talking goat makes tasty milk and can talk to other goats
19 Crafty land octopus good at repairs, weapon and armour maintenance
20 Sentient winged hour glass keeps track of times and dates
21 Winged pyramid with eye, excellent scout and observer, very lawful
22 Creepy ventriloquist dummy, sneaky back stabber
23 Miniature triffid aggressively protective of owner
25 Talking goose knows ancient legends and fairy tales
26 Smoking winged monkey an able scout and thief
27 Clockwork soldier has a tiny gun with bayonet
28 Cat size sphinx expert on riddles and puzzles
29 Shifty kobold trap master and miner
30 Tiny fire elemental lives in a lamp, good stove and light
31 Tiny earth elemental carry goods, scout through walls and makes bricks
32 Tiny water elemental provide drinks, cleans and aquatic scout
33 Tiny air elemental provides air, makes breezes and invisible flying scout
35 Drug addict smoking monkey can identify potions by smell
36 Winged talking snake with excellent senses
37 Horrible aggressive green sneaky midget with blowpipe
38 Small flying cherub with first aid skills
39 Spherical drone able to communicate with many devices
40 Short drone able mechanic with welder/cutting torch
41 Winged purple homunculus able scout and messenger
42 Hovering ball size target drone with tiny laser (mostly for target designation)
43 Medical drone an able medic
44 Clockwork swordsman
45 Clockwork flying bird can carry person short distance
46 Riding flightless bird, nervous but will defend self if cannot flee
47 Giant caterpillar with hookah, reads obscure magical languages
48 Sneaky thieving gremlin likes jokes and taunts
49 Well endowed cherub likes foul smutty jokes has a tiny pistol and cigars
50 Sentient crystal can detects invisible and hidden foes
51 Sentient crystal can detect charms or psionic coercion
52 Sentient crystal detects deliberate lies
53 Sentient crystal detects hostile thoughts
54 Symbiotic crystal implanted in head acts as night vision eye and offers moral advice
55 Symbiotic worm prevents host from bleeding to death or getting parasites
56 Lizard can discharge acid, cause small wounds or dissolve locks or bars
57 Sentient jelly can ooze through cracks silently and has acidic touch
58 Sentient smartsuit, self repairs and change colour and texture
59 Bird of prey an able scout and rabbit catcher
60 Clever pony comes when called, can count with hoof taps, painfully adorable
61 Invisible formless thing a scout or porter
62 Spirit can scout and see non corporeal or invisible otherworld beings
63 Ghost can scout and invisible, may have some knowledge
64 Invisible snake of any colour
65 Talking dog, excellent tracker and alert guardian
66 Exploding frog, reforms and can re-explode a few times a day
67 Grasshopper likes to smoke, can fly, leap and excellent scout
68 Poltergeist spirit, throws tantrums and objects if friend harmed
69 Hypnotic frog can put a victim in a trance
70 Gnome with toolkit able with locks and traps
71 Fairy can invisibly scout, steal coins and keys, sprinkle glitter
72 Sexy dancing lady minor imp, excellent distraction
73 Teleporting cat with big grin, able scout and distraction
74 Robot sex toy pleasures anyone for a coin
75 Giant airborne plankton provides healthy chlorophyll food
76 Sentient winged chair able to carry person for short flights several times a day
77 Crab mechanic, slightly grumpy and silent
78 Helmet provides tactical advice and historical examples
79 Sword leaps into hand, glows, boasts about wielder
80 Horn can blow self and will call out if owner incapacitated
81 Toymaking elf makes salable toys from scraps
82 Goose lays a 1gp gilded egg every day, offers moral advice and stories
84 Magical pony shrinks from pocket to full size riding beast
85 Flying carpet for one, an knock over foes, getting old and only limited uses per day
86 Camera brownie can paint any scene directed to, likes to live in tiny box
87 Harp can play self and knows songs of heroes, monsters and dungeons
88 Guitar can play self and shoot flares, fireworks and pyrotechnics
89 Toon being, difficult to harm but vulnerable to fire, acid and energy
90 Ice daemonling keeps cold, stab with icicle
91 Fire Imp starts fires, heats dinner, stabs with teeny trident
92 Walking suitcase follows hero with baggage
93 Sentient book full of facts, turns to relevant pages when needed and documents owners life
94 Baby salamander adorably pyromaniac shoots fire and blows smoke rings
95 Talking winged piglet advocates being vegetarian and being everybodies friend
96 Sentient ring evaluates treasure and may know some history
97 Magical scroll translates other documents, sometimes prejudiced
98 Data tablet interfaces with other devices, downloads images of vice
99 Backpack hands stuff to owner when needed at will, offers combat vet advice
100 Gun, talks, likes to shoot people, unjam self and accept different calibre ammo

Psychon log: Space Conquerers of the devils submall

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celebrating 100 000 reads here in just over a year
still running off a tablet at moment which has been ok
have not been able to work on projects i wanted too
playing Temple of elemental evil game again for old times sake

here is something i thought id posted

Endgame of Planet Psychon first campaign:

Started off party at 6th lv as I thought was too tough a setting but will start next game at 1st. These guys ended this game at 9th. It was fun having visit metamorphosis alpha, gamma world and Carcosa but too much tech disadvantaged some players. Will up magic more or add more magic too tech scenarios lifted from other settings.  Id run party again but I'm hoping to start all games with a blank slate in new year. I also want to inject more background and story into sandbox games even though half players drop in and out often. I'm also stingy with magic items which i need to get over. Some tech influencing spells might be nice too. Ignite Explosive spell would be nightmare though. Let players charge phones with cantrip which was nice. Had a Thief player walk from this game. I wish he had discussed his beef but I will address elsewhere. I will try and get him back as I haven't ever had player spit dummy mid game in 30 years. I usually try to address problems players have if they are dissatisfied.

Some Issues at club like who plays with who and who doesn't get along beyond my control. In past I have been blessed with consistent players but in club setting I need to be flexible. I like story based campaigns but harder when players vary often. I have some core players which is good but if a semi regular gets involved deeply in a story then not around in important session makes hard. Some players move plot hard others more passive. Still plenty of adventurers ahead.

Last time party on Warden II exploring a jungle hab module in the generation colony ship orbiting the moon. Moritascus the Druid, a Hawkman, and a Morlock and a Priest of Pheonix were camping in a eco control lab in the artificial jungle. While most of party were talking to a scientist the decantered from a clone vat some other party members were teleported in by the goddess Pheonix in. A El'dren with his riding spider and an assassin. As they chatted about what to do the gormless button mashing Hawkman came through the jungle with a hoard of vegepygmies. The Druid spoke to them and their shaman and explained humans meant no harm messing with the sacred site. He with the morlock reprogrammed the ecobot to stop spraying the vegemen with weed killer which pleased them. The druid took some of their seeds to spawn on Psychon and was keen to make hybridised more delicious psychonian versions.

Priest and Druid consulted gods and a magic oracle with what was best course of action. Gods wanted the ship where it was as it was a goldmine of genetic and AI components. Plan was to go to local spacedock and set up a better link to earth. While passing through tunnels they saw approaching squad of security androids with stun guns. Assassin hid and waited to pass while party set up defencive stance. Stun rifles devastated the party but the assassin, morlock and hawk dished out lots of damage. The elren summoned a hoard of gun wielding cherubs and the party managed to route the androids who were not equipped for melee.

Managed a victory and found stardock. Had a medical shuttle, a cargo ship, a lunar shuttle and a strange alien ship like a streamlined bullet-fetus that Hans Giger might paint. The alien ship was approached and a miniature version with guns inbuilt hovered out to threaten them. Assassin crept inside and while party battled outside he used energy mace to kill all the sleeping beings in their docking bays. Turns out were cyborg horrors returned from the stars to reclaim earth after centuries in space as cyborgs.

Cargo ship full of stasis frozen biological material of ancients and medibay had a high tech med bay capable of growing clones. Morlock keen to learn to grow own creations. Found a female android nurse the Eldren adopted which outraged the the assassin who left (more on this later).

Established link to Psychon and the god Pheonix and party beamed back to their recently claimed orbital station. Spent time relaxing and left new Dr and Maritascus to start garden on repaired section of station. Recharged and repaired weapons and debated what to do next. Pheonix offered to send to Morlock homeland. He came from a Walmart store buried for centuries where the management caste had been infiltrated by devils. The party morlock had left as he had exposed the truth and had to flee for his life.

Party refreshed and recharged artifact weapons including a power mace, military laser rifle and stun guns aplenty. Beamed down to horrible contaminated volcanic wasteland and vault door to sub world of VValmar. Went through sub train tunnel to the morlock cargo dock. Entered the Eloi herding warhouse district and mugged a morlock Shepard boy. Eloi lounging in luxury furnished open area with narcotic fountains and food dispensers. Sheperd boy directed them to managers section and party sneaked most of the way by pretending to be morlocks prisoners. Eventually found morlock command area guarded by Morlocks dressed in red. Morlock spoke to them in diabolic as he suspected they were devils and it paid off. Took to admin central with secretarial pool, manager offices and board room. Managed to talk way into office. Dispator knew they were up to no good and called his erinyes secretaries from netherworld and adopted his true form. He threw a wall of flame up and used his terror gaze to drive most of party into wall.

Battle raged on and those scorched running through wall got into battle in lobby. Team battling Dispater managed to pretty well with eldren summoned hoards of cherubs that couldn't hurt Disipator managed to kill his bodyguards, secretaries. Devil lord smacked them around like toys and got some stunning criticals. Hawkman especially with a 10d6 energy mace.

The Devil management team fled and the Morlock hero had grey haired secretaries anoint his wounds and proclaim him the saviour of the subworld. Party nabbed the Devils loot and returned to their space station and trained themselves for a few weeks. Hawk even located his home hab of flying hawkmen citadel to invade later on.

Players all pleased. I may run these guys again but a good moment to end. Lots of experience running higher level games of late has been good. One of best things has been rolling as many dice as possible at once instead of separately. Fully adopted ascending AC which has proved easier on new and old players. Players have been very action oriented which has been fun. Look forward to starting again with lessons learnt.

I was reminded of 2 years ago when i wanted to play dnd or gammaworld and could only choose one. All this came about from my thinking  based on that problem. As a kid I hated mashup genre stuff and was a purist. I must be over that.

Making thieves more appealing

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Having had a player walk mid game while playing a thief of late I began to question can I change the class to fix this? Normally If a player is unhappy I try to help them and I would be willing to fix the problem. A while back I found most players chose spell casters and preferred fighters and thieves for hired flunkies and followers. So I did some little changes to warrior types that seemed to help. Most players have come to be impressed by what a real fighter can do at higher levels and have become more popular.

Remember old BX thieves had d4 HP and cruddy skill percents at start and double a d4 or d6 backstab occasionally is not so great. Many standard thief skills were not being used much. Spells often supersede thief abilities at higher level. A low magic item would make them shine more or make class abilities redundant like stealth items or cloak of flying. One blog put it thus: thieves suck!

Closest I got to thief was a Assasin in ADnD which had more options than a standard thief with poison and instant kill and disguise. I got up to 14th level and did same with a ninja/wujen. Played fighter/thieves and MU/thieves too.

My current homebrewMy concept is they are the masters of skill and mine get a new whole interesting skill to pick every level. Not as reliable or powerful as spells but usable far more often.  I want my thieves to be roguish swashbucklers, able too fight and perform daredevil type feats of skill . Many abilities in the 2nd ed ultimate thieves book tempting.

My NWP system made most skills have higher odds of success with stat rolls, more choices for interesting skills. As I am also a RQ gamer the idea someone else can't climb or sneak at all is a bit lame to me or the thief versions of these abilities need to be far superior. I always liked giving bonus chances for equipment too.
 

I built my whole NWP skill system from original ADnD 1st Ed Oriental Adventures and Dungeoneers Survival Guide. I Replace thief skills with NWP and made them get the most NWP of any class. Having NWP, theif skills, ranger skills, assassin skills, background skills all with different mechanics seemed a bit silly in 1st ed. So I streamlined all into one NWP system and took some ideas from 3.5 feats for some new ones. I really hate later skill systems and prefer to save workable mechanics rather than make new ones. This was to make stats more used (I use them for saving throws too). I made system to make life easier for thieves but bait has only been nibbled. Some players have said they prefer my system and some other DMs borrowing from me which is positive.

I recently added additional pluses on NWP for higher levels which worked well and gave thieves slight improvements. I really liked castles and crusades thief with d8 HD and a ambush ability on top of backstab. The biggest deviation I tried was adding ability to kill one unconscious/sleeping/prone person per level per round (not necessarily monsters) . This wasn't too unbalanced and a few times a thief in enemy barracks has been devastating. I will mod this to be 1HD/lv for non humanoids.

After 30 years without pure thief players I had some renewed interest in the class. Two teen boys played chaotic evil classic thieves and did best job of playing alignment and class for new players I had seen in a long time. Had a 6th level Morlock change to thief to get more skills as he felt he was deadly enough in battle. Had a player take a thief as an assassin who was the one that ended up walking from a game mid way through. He was frustrated by needing to sneak off on solo missions to use abilities, inability to use magical items and even when he got to backstab it was not very effective compared to extra attacks and hit odds of fighters. Had a few others thieves of late too.

When I posed this dilemma online these are some responses I got:

don't bother with them and axe them
(I want to save this classic DnD trope, for the record I do like them but don't want to force them. I played most of the PC games without thieves. Another common thread suggested to use NPCs which I do and to have NPCs shared so everyone gets a go which was more novel)

use more traps
(I use plenty - they use followers, spells, tools or stooges, don't mind attracting monsters in fact some
would happily stand at entrance and ring a bell with an army)

use poison
(I need to explore this option with a post of its own - i fondly remember poison in MERP - possibly poison damage based on makers level, cost and ingredients, a basic poison with 1hp dam/lv might be viable or lethal/sleep poison that has FX vs creatures of certain HD based on makers level. Need to be careful whole party not poison mad as really just not that hard or dangerous to use in real life. I have never restricted poison use to any class, possibly alignment more a factor)

contrive more situations for them to shine
(Requires solo time separating group often, actually I cant do this if not many being played in first place. When I ran a game with 12 players of oriental adventures half party were ninjas and kept running off to do solos and working together and even earned more xp which had non ninjas pretty unhappy. Would have ended in bloodbath if kept going. Even last game with two thieves ended up stealing DM time from rest of party. Designing stuff to make them shine is a problem if thief not around or doesn't take the chance. My luck point idea should encourage to do this)

my DMing must be bad if I don't contrive them chances to shine
(Possible but how do players know i will be a jerk to thieves if nobody has played one? I am looking for mechanical fixes not stylistic ones)

my players must be bad for not wanting to play them
(Possible but mean. Many commentators seemed to find this incredible. In my 80s AdnD games was common to multiclass to make wizards who could still act without spells and sneaky fighters which worked with low xP cost and with infravision made far superior characters than a single class thief. Low XP needs of thief would make them highest level in party which would have some advantages. I prefer to balance classes to use same XP table in play or not use XP as it slows play)

players need to just roleplay harder
(Mechanical fix will let dumb players play too, any class better with clever player. I remembered some 2nd ed kits had roleplaying based properties versus mechanical ones which is noble but problematic as a paladin. No two players will play same way)

use outdoor traps more
(Actually I like this lots - will include near lairs or camps and put on encounter tables more as I use traps when my characters camping in most games)

make backstabbing easier(This is possible as I am mean with definition of backstab in play. Castles and crusades ambush that works with missiles and even face to face is good too. Newer eds have blindside options and usable in combat. Next draft of rules will look into this. Possibly will merge backstab and ambush just increase situations it can be used in to include side, ambush and missiles which keeps role as non front line fighter alive. Streamlining into one rule might be a good answer. Players using jump, wall running, acrobatics tactically now)

play 3.5, pathfinder or 4th edition or castles and crusades
(Or I could quit DnD and play RQ too where everyone can do everything or anything - i will look at some of these versions for ideas though - C&C was a big influence)

add various martial feats(I don't think they should be as good as monks or fighters i have lots of martial arts weapon proficiencies - possibly as overwhelming choices hard for some players some example kits including progressions at higher level would be good - this would benefit all classes and help make quick NPCs and new characters. Actually examples I give now including classic DnD thief skills set are helpful)

give them critical hits or better odds(I currently have warriors get a critical on a natural 20 and let others buy this with one weapon proficiency slot and let players up this with more slots. Id prefer this to be a choice than a standard feature. Some martial arts skills require -4 to hit or can choose result with any critical hit. Combined with backstab my thieves can KO, trip and other things better than most. Example builds better than changing)

players fault for not thinking
(Just seems mean spirited - thinkers make any class better)

my players must all be idiots
(Seems unlikely as i probably had about 50 players in last 6 months as i managed a club and was running 5-7 sessions a week. I'm sure none of them has IQ below 100 even the dumber ones)

i must be an idiot
(Wow. Apparently my desire to customize my dnd games and earnest players choices makes me an idiot while following rules that are not working is answer)

give them magical or more amazing versions of abilities
(This is a feature of original class with deciphering languages and using scrolls so will have these in my example kits or make one more magical kit or even a dungeon specialist. Let them learn cantrips at higher level? New assassins have turned into magic ninjas which I find intriguing. Others suggested making high level thief skills even more fabulous and superhuman which is interesting idea. One person suggested could apply skills to others - climb roll to save others falling, disarm a trap even after activated to save another adventurer, leading party in a group sneak)

use even more traps
(Ok I get the hint but players of my kobold hellhole redbrick dungeons think a trap every 30 feet is plenty and they often don't have a thief)

I must be a bad DM
(possible but the personal attack is the worst form of debate - i actually find it pretty shameful so many people responded to my request for mechanical variants with such scorn so readily. Some kind players tell me I'm best Dm or best sandbox gamer. I'm prepared to change and adapt even if all players want to be magic users or thieves. Some players don't like me because I play DnD not serious games like  rifts/vampires/steampunk/shadowrun/whatever postmodern magic is. I had one player quit at end of my 20 year marvel game and to be fair he had probably played every cliche, trope and story I had in me plus some non game personal reasons.)

I must be here to just troll everyone
(No I just want ways to make appealing so players have a chance to see how unfairly I treat thieves in game - yes this is sarcasm. I thought were forums of discussion and i really wanted mechanical variants, has become more lowbrow and more about product collecting and fanservice of late)

I must be a heretic to not accept sacred word of Gygax/wizards of the coast(possibly true but my definition of oldschool is customizing rules is fine. DnD to me is about customizing game for your taste, that's part of creativity of game. To be fair group mellowed out when I clarified question and qualified i was not a troll and did not consider abuse to be useful advice. Amazing anyone use bad DM abuse with so little information and no evidence other than disagreeing with you)

What I am most likely to do:
More poison rules
Setting traps rules not just disarming them
Make backstabbing opportunities easier
More example kits to demonstrate builds including higher level choices
Include some magical skills on thief list like cantrips and using magic items
Allow some skills to be used to help others even after they have failed their own rolls
Try to be better DM

Second Chance Points
Currently using this system in play. Has saved many players from death but players feel they were almost killed so thrill of risk still there. Also makes WIS stat more useful for all players - they feel sorry for player with no points. If I want to be a bastard I can get them to waste on saving throws.

Get one point plus WIS bonus (a minus WIS bonus equals no points)
Rogues/Thieves get one extra per level
Can spend this many points per session

A point allows a re-rolled dice roll on damage, skills, saves, stats or anything
A point can stop bleeding in negative HP to stabilize further losses
A point allows you to remember an item you forgot to bring on your equipment list
A point allows you to change a memorised spell

These can be applied to aid your immediate followers also
If the second chance fails you may try another point

All this isn't too unbalancing. A thief hopefully will use this to do more risk taking daredevil feats, ensure those essential hits and sneak attempts and soften their failures. I think this fits in well with my concept of masters of skill who take unbelievable risks.

Any ideas welcome in my comment box

Psychonlog: Alien Killers take Castle Invisible

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So back to city for a game with my old crew Richard and Michael. Dined on home made pizza with crocodile, ham, salami and capsicum better than any I had from a shop in years.

Party consists of:

2nd lv Bard psionic oracle with his atomic keytar (originally from 1980s)
-Jugs his poison lactating slug
-Smut fairy cherub
-Sheena the shield maiden now 1st lv
-Bose the singing crystal

2nd level acrobatic thief raised by tiny mushroom men
-pet batweasel
-mushroom munchkin adopted brother

1st lv Morlock with a deathwish since eating his friend
2nd lv warrior has resolved his loss of former party
1st eldren archer musician
2nd priest of Colossus now back in good books with his cult

Having rested in temple of Colossus in the glaring desert beyond the violet forest the party marched back to town to consider their next job. Wight barrows seemed too deadly and party went past cautiously. Yellow zombies from the city have diminished sine evil bearded wizard snake killed. Welcomed back to the magenta eldren citadel. Decided the alien steamworks of the feral grey aliens was still worth investigating.

Saw some bandits with crossbows who hailed them for tax. Gang of mixed magenta eldren and men banished from citadel (civilized for med, brutes for eldren with gang tats and piercings). Bard used his psionic charm person discipline on leader and called him over. Gang lowered weapons surprised and confused while bard shook his new "old" best friend's hand and whispered his men were planning betrayal. Thief jumped from a tree and ran one through while bard double punched same guy with envenomed cestus massacring him. Rest of party dived in slaughtering them with new bandit pall. He told them of 40 strong gang and headquarters in ruins.

Party moved on after looting and heard music. Some eldren youths were practising in seclusion as they felt insecure about abilities. Bard chimed in and smiling party joined them. After the music jam. Theif explained these woods full of murderers and showed sack of gory bandit heads to prove his point. Youths headed home smiling and said they might catch up in citadel.

Old cobblestones, round alien rammed earth bricks, rusted engines and mighty chimneys overgrown by mighty roots of titanic violet trees were everywhere. Heard distant noise and saw cyan fire cult pilgrims trying to catch something hidden in pile of rubble. Theif sneaked up and ran through leader hanging back in red and lowered his body gently. Next guy went down in orange robes and third too busy to notice a miss was nicked in the neck with tranq envenomed dagger. Last three acolytes in yellow noticed and were struck by hail or arrows and javelins from rest of party. In the hole in the brick mound a savage grey hissed and spat. They beheaded the cultists and Bard milked his narco-slug and poisoned the corpse with its delicious chocolate venom. The savage grey alien chewed on the corpse and was drugged. Dragged it out and beheaded it and searched the hole. Found dead eldren and a corroded alien pistol shaped lump in rotten plastic holster.  Bard used his Psychometric history discipline and saw the grey's life flash by since hatched from its egg. Saw mostly cultureless beings crudely worship at old saucer landing site.

Planned to visit the gang HQ when dangerous Psychonian weather kicked in, yellow eye watering fog rolled in. Went to hide but heard strange throbbing tech noise. Theif climbed a tree and saw distant glow. Party despite many choking and eye watering crept closer. An alien glowing egg on metal rod landing legs was parked while a suited alien with a strange box on a stick was poking the soil with beeping item. Thief ran him through. Looked inside the egg at controls and bards fingers felt tingly so he closed the pod. Used history on the being and saw its life. Decantered from a vat weeks ago, was hooked up to learning machines and saw mothership saucer bay and other greys. Was on a mission searching for radioactives and had found some semi depleted water in ivory soil here then was killed. Party took corpse and its suit, the bard took the gasmask. Hid in the feral grey hole till weather passed.

Found the bandit lair in old foundry with most entrances sealed in metal plate. Batweasel scouted chimneys and found smoke and cooking fumes. Saw leaders talking over map. Thief climbed down huge chimney with his own gasmask on and poured Jugs slugs chocolate boob venom into gangs cauldron and all waited. 75% of gang in deep sleep when main party bashed down back door. Some gang roused when thief came at them from behind ranks and used his mushroom man brothers toxic spoor cloud to break up formation and backstab one. Whole party pored in as gang line broken and bard and thief kept stepping from choking spore cloud to punch and stab gang at awkward moments.

Gang slaughtered and too many heads. Eldren buddy recommended they just take noses and he would vouch for party to citadel bounty office. Party wounds treated by priest and all rested. Piles of silver and pile of weapons for loot. Found map indicating a ladder nearby. In morning marched back to citadel without incident and cashed in loot. Then marched to temple of colossus in the desert to show him alien corpse. A few zombies on the way easily dispatched, some bandits ran away on sight and spoke to mongrel men which they were pleasantly surprised by. Bard felt sorry for them.

In the temple colossus beamed alien body to his star temple and heard heroes story of the egg ship. He swapped the rusty old laser for a shiny ancient civilian model of old earth and gave them a black sphere to put in egg ship and instructed them to set the auto pilot to return. Marched all the way back with a few yellow zombies and scared bandits and returned to egg ship. Was evening now and all the grass around it had died. Bard put the sphere inside and armed it then set autopilot.   Watched it soar off towards moon then saw pinprick of light about ten minutes later (60d10 heat 60d10 blast 60d10 radiation blast).  Party pleased and camped in the feral grey lair they used earlier.

Searched as directed by map and found wire ladder hovering a few feet above ground going up to nothing. Flyers flew around found nothing but thief climbed up and entered into some other place and disappeared. All party climbed into otherspace.

Inside a castle store room full of food and supplies in crates. Several doors out. Bard scanned for minds and party went into lifeless area first. In other tower was crystal engine with a furnace burning magic items on low power. Bards talking crystal explained it was an arcane version of ancient dimensional drive that needed fuel. In the courtyard were sheep, wool dying pits and drying racks were about. Went up spiral stairs and in locked door to find four Eldren forced to spin wool and weave a tapestry. Explained they were enslaved by Morlock sorcerer who was forcing them to make tapestry he would enchant. It was a scene of morlocks eating cosmic giant at the dawn of time and he hoped to use it to travel there. Eldren included three females, a maid, a mother a grandmother and a old man. In burst angy morlock demanding intruders leave. Tried to reason with him but he flame blasted the party, taking out several and critically injuring most of them. Took down the party morlock hero with shocking grasp. Party hammered him back and Bards spiked fists and Lolz scored some good hits just in time. Half party unconscious.

Stayed in castle and rested  before returning to citadel to trade loot and train up to third level. Traded wool and  combined wealth to buy thief a +1 dagger. A number of party flunkies with better armour and some magic weapons now.  returned to colossus who thanked them and gave them items from his teleport buffer from past adventurers.  Bard received a time travel belt pack with a few dents and two jumps left (can take a small party). Thief got a tin WW1 medic helmet with +1 protection. Bard used his psi powers to learn history. Saw time machine involved in terrible broken continuity of ancient apocalypse war, zombie plague era, android rebellion and more. The helmet was in WW1 then in a museum where it was looted and used by medics for hundreds of years. Party all pleased and returned to citadel to get drunk. Wights might be next...

Has been fun. Psion spell list has been best psionic system I've ever played. The history spell makes magic items much more fun. Look forward to ESP spell being used next. Priest can now make holy water to fuel the angel chainsaw they found earlier which has ant undead powers. Will have one more session with these guys before im back in Sydney.

Thinking of running for new year:
Cthulhu Vikings on sunday with Psychon after if people up for a late game. Im feeling less in love with my 13th level party and broken attendance - I will see what players want. Might change venue as i need to leave my warehouse with downstairs game club more. Hope to run long stairs DnD a bit too. Will cut back on gaming a bit as Ive been gaming like a teenager last six months as a live in club gamer. I need to get my work/health back to speed. Publishing something by april priority too.  

As I'm without net on my travels things im writing include Citadel generation tables for Psychon. Looking good enough for a whole campagn inside a city. One more game here before im back in Sydney...

Complete Guide to Psychonian Citadels

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Citadels are the Psychonian replacement for cities built in early years after the many apocalypses. They are built to resist invasion by land or air, clouds of toxic gas that pass for weird weather and to hold a community together. Sometimes the current occupants are not the original ones. Conditions and functionality of systems vary based on the civilization occupying them. Open cities like ancients do exist but have problems. Shelters are the main requirement of any community on Psychon from caves to build bunkers or using ancient sub road tunnels.

You might want to connect it to a subworld or use elements from that. Or use space hab modules here also. Tables to generate a citadel are below.

Psychon citadels range from 7-50 stories tall with population equaling stories times d100. Short ones also called zigurats or arcologies. Could use some of this for surviving domes of ancients too. Bottom most floors are for defense and foreigners. Other floors may be dedicated to temples or what passes for magic schools. Libraries, food production, sport arenas, schools, and many other dedicated functions. Citadels are sealed against Psychon’s weird weather. Underground stores, shelters, connections to ancient sub train tunnels, morlocks or other creature lairs.

D100 Psychonian Citadel Events
This is to be used by adventurers staying in the citadel foreign and mercantile quarters. I have done this in a way to be usable in other settings too. For more tech oriented bunkers and subworlds see other posts. 
1 Thief tries to rob party
2 Organised crime spy on party for profit opportunity
3 Organised crime try to infiltrate party with sob story or offer of service
4 Criminal gang wary of power balance of land try assassination of party
5 Faction plant evidence on party to pin a crime on them
6 Eyes spy on party through air ducts
7 Feral children take a interest in party
8 Local vermin menace party
9 Local beast follows party
10 Scruffy beggar offers to tell party secret or story of treasure
11 Local scholars seek knowledge of distant lands
12 Local scholars and magicians seek knowledge of foreign magical arts
13 Local bards sing of heroes virtues and deeds
14 local bards sing mocking dirty stories of party
15 Local magician wishes to talk with party and possibly accompany them a while
16 Local seeks to duel foreigners to assess fighting arts
17 Local magician seeks to challenge foreign magicians
18 Local seducer seeks romantic entanglement with exotic stranger
19 Local slaver thinks party hot property tries trickery or ambush
20 Local healer seeks to learn on foreign medical practices
21 Local zealot cries for with hunt against parties
22 Disease outbreak, foreigners blamed
23 Murder outbreak, strangers blamed as killers
24 Horrible local parasite or fungal infection
25 Building collapses on party
26 Floor collapses into forgotten catacomb
27 Fire outbreak endangers party
28 Flood of water, possibly damages property and drowning
29 Strange weather outside affects where party staying
30 Local party animals seek strangers for good times
31 Moral crusaders preach about interacting with outsiders
32 Local foodstuff spreads disease or poison to strangers unused to it
33 Strange noises heard from drains and air vents
34 Secret society seek to spy on and kill strangers
35 Hidden cult seek foreign sacrifices nobody will miss
36 Hidden monster living in bowels of city want a party member or possession
37 Ghost seeks help or revenge from strangers so it can rest
38 Poltergeist or spirit angered by strangers
39 Doppelganger in disguise tries to infiltrate party
40 Rival adventurers constantly challenge party to eating, drinking or dancing or music contests
41 Rival party boast they can perform greater deeds of glory
42 Rival party arrested for doing simular deeds to party
43 Rival party has old friend or family member of party member
44 Rival party has old enemy of party member
45 Rival party hostile and seek to kill and rob party
46 Bounty hunters seek party from past deeds
47 Shape shifting monster seeks to rob party
48 Priest and cult assassins pose as adventurers seek party sent by wicked gods
49 Undead horror from crypts below interested in party
50 Dormant artefact awakens in presence of a party member
51 Innkeeper offers cheap priced crap left by adventurers
52 Innkeeper has some funny old potions for sale
53 Innkeeper has a thing in the basement causing trouble
54 Innkeeper has a troubling customer he wants help removing
55 Innkeeper offers reward for recovering debt from bad customer
56 Creature or local tries to charm party member with spell
57 Creature or local tries to curse party member
58 Creature tries to infect party member with it’s horrible offspring
59 Creature lays eggs in party baggage
60 Local secretes something valuable in party baggage
61 Local leaders have quest for adventurers
62 Local leaders have a fugitive that needs hunting
63 Local leaders have problem in citadel and cannot use locals
64 Local leaders put out warrant for party fir upsetting status quo
65 Local leaders need heroes to slay a creature disrupting local citizens
66 Parents offer adventurers their children as apprentices for discount
67 Parents offer adventurers their children for marriage for discount
68 Slave broker offers cheap slaves for crazy discount low low prices
69 Mercenary broker offers discount rates for local missions
70 Local bard offers to accompany party for a while for inspirations
71 Government tax collectors claim % of party cash
72 Government demands licence fees for weapons, adventuring, looting rights, etc
73 Government customs officials inspect party baggage for unwelcome imports
74 Government agents interrogate party looking for spies or security threats
75 Government law enforcers interrogate party looking for criminals and fugitives troublemakers
76 Child or pet falls down drain or well
77 Something from drain or well grabs child or pet or attractive youth and drags to depths
78 Floor collapses into catacombs where creatures lurk
79 Creatures dwell in secret using secret doors and air vents to spy and kidnap people
80 Secret morlock enclave kidnaps victims for cannibalism and slavery target party
81 Secret lycanthrope sect seek to blame party for murder sprees
82 Serial killer plants evidence of party on murder victim
83 Diseased or parasite animal bites party member
84 Party exposed to diseased waste or sewerage
85 Gang targets party with abuse looking for a rumble
86 Local festival of food and drink and wild parties
87 Solemn religious parades and prayer, business closed
88 Statues of gods led through streets, feasting and festivities
89 Day of mourning, funeral rites and feasts
90 Gift giving festival, visitors expected to be involved in local customs
91 Find strange unrecognised relic of the past in market place for sale
92 Find ancient text and art and maps on walls in form of relief artwork detailing lost loot
93 Find ancient manuscript in market or library describing local ancient ruins
94 Find ancient map of sub-world on back of recycled document or artwork
95 Find scrolls stuffed inside mattress or pillow
96 Cursed items for sale in market place
97 Riot breaks out in market place due to local tensions, party caught in middle
98 Shortages or food or lodging or water make prices and availability steep
99 Beggar offers to show secret subterranean catacombs under the citadel
100 Clue discovered to open ancient gateway hidden in citadel


Citadel
GenerationThese are to help you generate citadels which should inspire plenty of adventure for many sessions of play.

Locations in citadels
You could allocate locations you think your citadel needs first and roll extra or roll them all. Location sub tables are merely standout features of otherwise typical features in citadel planning. Sub levels and ground floor may have multiple section per level but most others equal a floor or story. Low tech citadels use muscle or steak powered elevators or stairs with elevators and even gravity tubes for more advanced. Not all locations are as specialized as sub tables show so feel free to use more generic areas or develop your own or hybrid results.

Sub levels 1d4+1 You may assume power, cisterns or storage and roll rest
Ground floors 1d4+2 You may assume a gatehouse and roll rest
Mid levels 1d4 x 1d10 You may assume a ghetto or middle housing and roll rest
Upper levels 1d12 You may assume a palace for rulers and roll rest

D12 Citadel  Zones - Lower Level
These levels deal with the outside world the most and are bristling with arrow slits, gunports, turrets, gates, battlements and weapons. The heavy fortress defences are heavily patrolled and separate gates for locals and foreigners are normal.

1-3 Defence
4-5 Merchant
6-7 Foreign
8-9 Manufacturing
10-12 Ghetto


D12 Citadel  Zones - Mid Level
These levels are the basic living areas of the bulk of the population and industry that keep citadel alive. Less accessible to outsiders some citizens never leave this area.

1 Merchant
2 Church
3 Library
4-5 Greenhouse
6-7 Manufacturing
8 Ghetto
9-11 Middle Housing
12 Stadium

D12 Citadel  Zones - Upper LevelThese levels are for the elites and rulers of the citadel often forbidden to lower residence. Foriegn diplomats or great heroes or merchants may be welcomed.

1-2 Middle Housing
3-4 Church
5 Library
6 University
7 Museum
8 Stadium
9 Garden
10 Merchant
11-12 Palace

D12 Citadel  Zones - Sub Level
Underworld levels are hidden areas often with dangerous or unappealing places best kept out of sight. They are prone to being forgotten and even may have other populations or creatures dwelling in them. Most citizens think sub levels are dangerous and unpleasant.

1 Cistern
2 Mine
3-4 Catacombs
5 Garden
6 Greenhouse
7 Shelter
8 Storage
9 Ghetto
10 Power Station
11 Transit Tunnels
12 Dungeon

d12 Catacombs
These ancient tunnels have had various uses and are a maze of mostly roughly hewn and seldom used. Storage of the dead and occasional hiding place is what most locals think. Usually spooky, dank and unwelcoming. May be far more ancient than citadel or apocalypse. More modern citadels recycle dead for food or fuel or sell them to morlocks.

1 Niches with skeletons
2 Niches with coffins
3 Piles of bones often arranged in macabre stacks
4 Bundles of human remains
5 Mummified bodies in niches
6 Artwork depicting gloomy afterlife
7 Graffiti some very ancient
8 Insignia and shrines of long lost or hidden cult
9 Signs of habitation by criminal gang
10 lair of some kind of monster that has found a home here
11 Signs of a sweatshop
12 Stone sarcophagi

d12 Church
Temples are used but people to worship gods in most cases but could include shrines to ancestors, the state, the rulers, abstract philosophical concepts. Some may have specific roles and clientele. The popular faiths are generated with the civilization of a hex but these represent more dedicated centres of belief in citadel.

1 A tiny shrine with idols, simple stone slab altar or artwork in a niche or small room
2 A small church with room for a dozen worshipers and accommodation for holy teacher
3 A temple with room for up to a hundred worshipers and several staff
4 A cathedral with room for up to a thousand with many chambers, staff and artworks
5 An abandoned shrine to a long lost cult mostly dust covered
6 A hidden shrine with disguised entrance to secret cult chamber
7 A shrine which acts as a place of healing
8 A mausoleum with hundreds of interred dead and a chapel
9 A monumental scale work of devotional artwork such as a huge statue or stained glass
10 An oracle where locals come for divination, prophecy and advice
11 Monastery or nunnery where devotees live lives of simplicity and contemplation
12 A fully functional temple where holy folk commune with a god with holy guardians

d12 Cistern
This is usually simply for water storage but also includes waste and sewerage possibilities. Most have water stores or wells and sewerage but these represent larger more eficient functioning examples.

1 Huge vaulted water supply of good water with many chambers connected by arched tunnels
2 A maze of sub canals with dock with boats used for transport
3 Huge wells going deep into subterranean water filled caverns and waterways
4 Chambers with underground springs and crystal deposits
5 Spectacular ancient bathhouse with steam rooms and swimming pools
6 Fungus garden of exotic narcotic and edible stuff lit by dim phosphorescent glow
7 Huge cisterns full of sewerage, possibly flammable gas and unwelcome creatures
8 Sewer tunnel complex like a nightmare maze crawling with critters
9 Water treatment area where contaminated water stored and filtered
10 Slime encrusted grotto overgrown with strange growths from tainted water
11 Garbage filled cistern filled with citadel trash and drain water and sewerage
12 Lair of someone or something uses water for secret movement beneath citadel

d12 Defence
These are to defend city from invaders and often manned by soldiers, police, agents or militia. They are usually serious places and unwelcome to visitors. Most citadels have most of these especially a front gate but subtable results equal far more examples than needed.

1 Guardhouses everywhere to police area, often with view of outside and alarm device.
2 Gatehouses with massive doorways and mechanisms possibly murder holes and traps
3 Lockup or stocks where vagrants and miscreants and enemies are temporarily detained
4 Observation towers with view of outside or a district with communications of some kind
5 Recruiting centres where new troops are trained and drilled and drafted from populace
6 Barracks where troops eat, sleep when not on duty
7 Armoury is a guarded store house of armaments and weapons and repair facilities
8 Drill hall or square where troops march and perform drill in large open area
9 Secret police HQ is well defended complex where spies, assassins and other agents work
10 Martial art school where some specialist school of fighters train under a master
11 Training area with firing range, commando course, test dummies and other aids
12 Garage or stables for mobile defence forces

d12 Dungeon
Intended as a grim place of imprisonment may include areas abandoned to unwelcome creatures and persons having overtaken abandoned areas. Most regard with fear and trepidation. Most have at least some cells if not dedicated high population facility. Banishment or execution is a lot less effort and cheaper.

1 A huge prison with cells, work yards and security gates and barracks
2 A huge maze of torture equipment and cells with imprisoned victims in appalling conditions
3 A mental hospital where mentally ill are kept in despairing conditions
4 A hospital where deformed, disfigured, disabled and mutants are kept in horrible conditions
5 A sweatshop of imprisoned labourers usually chained at workbenches
6 A workhouse for orphans, single mothers, delinquents and other unwanted youths
7 Slave yard where slaves work and are sold and bred, possibly of a different people
8 A cursed series of catacombs overrun by undead and supernatural evil
9 Overrun by creatures and monsters of all sorts and long abandoned by citadel residents
10 A hidden complex of morlock kidnappers eating citizens in secret
11 Humanoids like goblins or kobolds have taken over area as a homeland
12 Heavily sealed and trapped, something sealed in here best forgotten long ago

d12 Foreign
This is where outsiders who visit for trade and diplomacy come to do business with citadel occupants without the citadel being contaminated. Aliens are usually documented and given passports for duration of stay and are often unwelcome outside this area or given limited access beyond. Only local merchants and brave locals mingle with foreigners. Some cities are more tolerant of foreigners living among them, others dont even let them inside. Dedicated foreign districts mean more trade and tolerance.

1 Embassy where a foreign power officials dwell for international affairs
2 Enclave where outsider culture practice own way of life, microcosm of foreign culture
3 Inns where foreigners stay while visiting often in groups for guests of varied status
4 Taverns where foreigners and locals mingle over food and drink
5 Brothels where exotic prostitutes cater to tastes of many lands
6 Custom house where foreigners are registered and taxed
7 Quarantine hospice where diseased or those suspected of disease are kept
8 Schoolhouse where languages and customs of citadel or other lands are taught
9 Zoo where foreign beasts are kept for amusement or out of suspicion
10 Fairgrounds where travelling carny and circuses set up their seedy excuses for fun
11 Slavemarkets where foreigners can be bought and sold
12 Warehouses of foreign goods are stored

d12 Garden
A place of recreation, beauty and education to be enjoyed by better class of citizens. Some places prefer fungus gardens, especially if underground. Gardens are for recreation and science rather than feeding a whole community.

1 Pleasure garden with scented edible plants, narcotics and roaming prostitutes
2 Herbalist garden where scholars, cooks, pharmacists and herbalists grow exotic supplies
3 Drug crops often guarded and exclusive to elites or sect
4 Sporting green for games and competitions of all kinds with snack stalls
5 Children’s park where kids and carers frolic with harmless creatures and gentle trees
6 Botanical park where plants of many lands are kept for educational purposes
7 Zoological park where beasts many lands are kept for educational purposes
8 Lovers park where youths come for holding hands and other liaisons
9 Theme park with extravagant entertainment, rides, stalls, clowns and other fun
10 Abandoned park gone feral with unwelcome beasts and gangland fights
11 Royal park where elites only frolic amidst tasteful decor and artwork
12 Water park with streams, ponds, thermal springs and exotic fish in tanks 

d12 Ghetto
These areas are dwellings of poorest, often overcrowded, dangerous, polluted and miserable. Some are a different race or ethnic group to typical citizens. Some citadels have no poor classes. In others the poor are expendable slaves.

1 Orderly worker barracks where dwellers shuffle of despairing to workshops daily
2 Cottage crafters where dwellers operate light industry and sleep among workbenches
3 Crime filled gang turf neighbourhood where lawmen and other services avoid
4 Horrible area with decaying buildings and disease ridden starving inhabitants
5 Old neighbourhood with mostly geriatric population few young desperate to escape from
6 Open gang war with kidnapping, murder, extortion and frequent brawls
7 Controlled by local gang who charge tax and act as officials and run best black markets
8 Powderkeg of dissent with revolutionaries and demagogues driving people to boilingpoint
9 Cruel police suppress this area due to constant riots. Brutality drive resistance underground
10 Fire trap frequently redeveloped and rebuilt with new fires being common
11 Rebuilt by well meaning officials but flawed and already in decay
12 Strong folk community who take care of own live charming idyllic cultured lives

d12 Greenhouse
These areas provide food, requiring natural light, artificial life or crops that do not require light like fungi. Citadel may have outside crops too but when weather bad for months or terrain harsh, indoor farms do better. Without these food is more costly, boring and scarce. Trade can provide some food in bad cases but food shortages tend to shrink the population.

1 Monoculture of single crop with specialized tools and chemicals and labour
2 Mixed gardens with many variety of crops and animals
3 Eco garden which appears wild and unkept but is a thriving ecosystem
4 Hydro garden with crops grown in nutrient sollution
5 Aquaculture farm with fish, eels, lampreys and shellfish grown in tanks
6 Bug farm with insect and larvae farming, often low maintenance
7 Wild greenhouse of savage ecology mobile plants or fungi
8 Algae farm grown for food and biofuel
9 Soylent green processing plant where miracle manna made to secret process
10 Overgrown with toxic slimes and fungus and inhabited by unwelcome creatures
11 Culture farm where huge vats of bacteria and yeast bubble constantly
12 Huge bloated humanoids plumbed into refinery producing nutrient

d12 Library
A depository of wisdom, learning and culture for citizens and scholars to access data. All literate cities have small ones at least and some bookshops. Some restrict who is able to read and use books. Some censor books stockpiling some but burning most.

1 Huge collection of dusty tomes in a maze of enormous shelving
2 Scrolls kept in tubes in collections in huge shelves
3 Scriptorium where documents are copied by hand by scribes
4 Tablet collection in huge shelves, tablets of clay, stone, jade and wood
5 A school for youths to learn basics of writing and technical trades
6 A monastery of holy folk rote learning lineages and poems handed down through time
7 Citadel records of citizens birth, death, marriages, and other administrative records
8 Collection of relief art carved in stone or painted on walls or stele in galleries
9 Crumbling mess of damaged books, rotting shelves with no organisation and vermin
10 Ancient AI brain with huge data bases and programmer priests
11 Collection of networked immortal brains in serial holding collective wisdom
12 Computerised data stacks in banks or tape reel and card reading machines

d12 Manufacturing
A centre for making goods and refining materials. Provide work as well as luxury, trade goods and weapons. More industry equals more work.

1  Huge sweatshops where workers sleep and work for life
2 Industrial factory with rows of workers tending machines in unison
3 Robotic assembly lines with android workers in sealed system
4 Slave workshop with other race or species, visitors kept out
5 Huge smelting facility with men or androids or golems or morlocks toiling in horrendous heat
6 Huge workshop with separate cottage craftsmen skilfully making goods
7 Docile subhumans bred or lobotomized for compliant labour in sweatshop
8 Shoggoths imprisoned in great vaults working on all manner of goods
9 Huge mills with children scuttling among deadly spinning apparatus
10 Animals or slaves turning huge wheels powering mills
11 Gremlins, gnomes or goblins bound in sweatshop with enchantment
12 Steaming factory populated by morlocks in exchange for human flesh

d12 Merchant
This is principle area of commerce and trade where citizens obtain basic food and goods. Otherwise corner shops in housing estates are common.

1 Market square filled with barrows, pushcarts and wagons with small stalls
2 Warehouse district with huge stockpile of bulk goods available
3 Spacious clean post-industrial supermart with androids serving prepacked goods
4 Banks of atomic powered replicators creating food and goods operated by priests
5 Rows of tiny specialist shops in a mall with street vendor food and drinks
6 Rows of vending machines, actually with gremlins or goblins inside
7 Rows of vending machines, with variety of packaged goods
8 Automated warehouse with AI terminal and priest programmer as storekeeper
9 Department store with various specialist sections with individual sales staff
10 General stores with clutters of goods and crotchety old shopkeepers
11 Shifty blackmarket with goods sold off back of carts, no questions asked
12 Huge junk heap and plies of goods tended by crazy old man with big dog

d12 Middle Housing
Housing of middle classes including merchants, civil servants, officers and other skilled and educated persons. Most have private rooms, kitchens and many have courtyards and servants. Functional toilets and running water common. Privacy and leisure spaces are common for middle dwellers.

1 Rows of apartment blocks with doormen controlling access
2 Large courts with fine houses separated with gatehouses and gatekeepers who limit access 
3 Rows of multi story shared houses with nosey neighbours and patrolmen militia
4 Well to do large houses with courtyards with large families including students
5 Huge towers with automated elevators, laundry services heating and lighting
6 Decrepit high rise apartment with decaying walls and failing infrastructure
7 Large organic shaped open living areas with gardens and communal living space
8 Biological habitats with food growing from walls with ecology of cleaning critters
9 Highly mechanised apartments with labour saving devices built in
10 Family and extended clan communes with shared enclosed spaces
11 Subdivided decrepit old palaces size of city blocks turned into hundreds of units
12 Modular living habs built in stacks in huge clusters like giant children’s blocks

d12 Mine
Tunnel complexes deep in earth seeking precious resources. Many are long abandoned after construction of a citadel and over run by monsters. Working mines enrich a nation with resources and trade as well as provide jobs.

1 Winding hand carved labyrinth in stone following ancient veins
2 Mine shafts deep into earth and into natural cavern system
3 Even wooden beamed tunnel complexes winding methodically into the earth
4 Incredible maze of tunnels with remnants of rail systems, pipes, beams and miner housing
5 Concrete supported tunnels with remains of mining machines
6 Buzzing with activity complex full of kobolds, goblins or gnomes or morlocks
7 Active mine pit with clockwork bronze automatons or golems or robots or androids
8 Otherworldly beings like elementals or devils toiling earth resentful of human spies
9 Slaves possibly bred morons or of other race to citadel working selves to death
10 Long abandoned mine system overgrown with fungus and crawling with subterranean life
11 Colossal cavern with giant machines or giants or cyclopses working at seams
12 Tunnel complex dug by titanic worms burrowing deep into earth

d12 Museum
Museums house collections of cultural and educational artifacts of interest to public and scholars alike. Some are popular thriving cultural landmarks that tell the story of a people. Others are dusty, musty and forgotten shambles. Some hold forbidden works kept hidden. Some cities have no cultural facilities and are impoverished culturally.

1 Historic artefacts telling story of the citadel and its denizens through the ages
2 Apocalypse museum telling story of the fall of the ancients containing borgs and weapons
3 Museum telling what local experts believe ancients lived like before apocalypse
4 Art museum of paintings, sculpture and fine design of citadel and other lands
5 War museum of cities battles and struggles of the past
6 Heroes museum of leaders, scholars, magicians, athletes, warriors and holy folk
7 Black museum of hidden lore, well guarded and filled with alien relics of the elder gods
8 Natural history museum of stuffed animals, meteors, fossils, bottled creatures and insect displays
9 Museum of erotic culture with displays on sex from many cultures and species
10 Space museum with retro space suits, re-entry pods, rovers, alien heads in jars, flying saucer
11 Industry and industrial museum with displays of tools and technical progress
12 Propaganda museum of how citadel superior to other civilizations

d12 Palace

These are habitats for leaders and social elites. Most are luxurious and glamorous but a bit tacky. Some are run down and decayed and even have unwelcome tenants. Most citadels have some flash pad for elites of some kind.

1 Fabulous throne room for leaders to impress the common citizens with processional stairs
2 Private royal palace for ruling clan with gilded furnishings and hundreds of paintings
3 Fabulous crystal palace of special grown crystal with strange holographic echoes of past
4 Harem palace for consorts of elites and their children heavily guarded
5 Palace of justice with courthouses, execution facilities and holding cells
6 Hotel for foreign dignitaries, rich merchants and locals wishing a taste of luxury
7 Casino where locals lose money in opulent setting
8 Run down palace for older retired dignitaries and officials
9 Assembly hall for leaders to debate law and public policy
10 Palace for elites with hundreds of secret passages and rooms hiding some awful secret
11 Palace for religious or spiritual leaders filled with art and symbolic designs
12 Ruined ancient palace long sealed with unwelcome animals and monsters

d12 Power station
These areas act as power supply for city systems, resident electricity and mechanical or motive power for industry. Chemical engines, steam, geothermal, atomic, solar and wind are all common varieties. Some receive power beamed from space or even broadcast power to local systems. Some are long dormant and forbidden to enter. Usually guarded. Most cities have some power but dedicated systems produce richer civilizations with more automation, elevators, air recycling and lighting.

1 Huge fuel powered generators with massive fuel stockpiles of biodiesel, petrochemicals or coal
2 Atomic reactor slightly leaky with drums of waste stacked everywhere
3 Nuclear or fusion powered sealed low reassure safe system running smoothly automatically
4 Meat slurry fuel plant requiring corpses and animal remains to maintain
5 Solar battery supplied by conversion ells on citadel surface
6 Huge crystalline core plant draws power from hyperspace, adds mass to universe
7 Huge battery and antenna array draws power from planet or broadcast from space
8 Titanic shoggoth captured in vault manually cranks turbine
9 Tubes of algae throughout citadel surface grown and converted to fuel
10 Sewerage from population and animals converted to biofuel for generator
11 Geothermal plant with huge pipelines going deep into earth
12 Windmills turbines on citadel surface or subterranean water turbine or wavefarm

d12 Shelter
Shelters are to keep population safe from conditions on surface in the event of war or a new apocalypse or severe weather. Most have oxygen filters and some serve specific purposes. Citadels are inherently a shelter but even they need back up plans.

1 Science bunker where scientists work on weapons of war, possible remnants of research loose
2 Huge chambers for general population for a week or so
3 Bunker where elites can survive for hundreds of years
4 Bunker for elites has been forgotten and overrun by unwelcome creatures or entities
5 Bunker with automated clone banks to create new race if occupants killed
6 Bunker has been forgotten with former citadel folk in hibernation
7 Bunker overrun with organised crime gangs
8 Shelter used by secret cult for forbidden rites of evil
9 Morlocks or goblinoids or mutants dwell in secret preying on citadel population
10 Contaminated frozen undead, mutants or worse ready to arise
11 Used by political faction to prepare army of terrorist or revolutionary thugs
12 Past population came down during disaster now in hiding or unaware of outside

d12 Stadium
Public spaces for entertainment and leisure and contests of various types provide residents with social opportunities. Without these a city is much duller but most citadels have at least a square or meeting hall for gatherings.

1 Huge square for rulers to address public rallies with podiums
2 Huge gladiatorial arena for blood sports with men and beasts
3 Race track for vehicles (like chariots or jetbikes) or beasts
4 Fighting pit for lowbrow dirty blood sports many illegal
5 Green sports field for games like stickball and kickball
6 Waterpark with pools for leisure,  racing and aquatic games
7 Park with obstacle course and playground equipment for adults and children
8 Speakers square where public can hear various debates and talkers on soapboxes
9 Theatrical arena for dramatic and comedy performances
10 Public gymnasium with equipment and areas for track and field events
11 Rings for wrestlers, martial artists and duellists for training and public sport
12 Exhibition halls for craft competitions and trade shows

d12 Storage
Citadels have many storage needs and this area provides space for long term use. Most have warehouses. Some are so long forgotten new inhabitants or fabulous lost treasures await within. Some are well guarded by personal or technology.

1 Huge silos for citadel food supplies in long term storage
2 Cold store with huge frozen food warehouses
3 Huge warehouses for city trade goods and supplies
4 Storage lockers rented for citizens personal storage needs
5 Huge cryopod centre with frozen people, animals, embryos, animals, seeds
6 Shantytown of storage lockers where poor citizens live if can’t afford ghettos
7 Toxic waste depository with thousands of leaking metal drums and concrete blocks
8 Run down forgotten warehouse squatted by youth gangs or criminals or cults
9 Huge warehouse housing machinery abandoned due to part shortage or ignorance
10 Armoury for weapons decommissioned or forbidden by law or treaties
11 Huge cellars filled with bottles and barrels of wine and alcohol
12 Forgotten warehouse occupied by morlocks, mutants or monsters

d12 Transit tunnels
Tunnels used for transport of goods often remain from ancient times. Many are partially collapsed or forgotten. Some become habitats for creatures or secret places for hidden gatherings. A few tunnels for secret entry and exit or emergencies is standard.

1 Station for local tube train system to other local places of interest often in a loop
2 Station of ancient intercontinental vacuum sub trains long abandoned
3 Long forgotten pipelines for gas or fluids many now occupied by unwelcome creatures
4 Entry to natural caverns now crawling with life in dynamic ecology
5 Secret tunnels for military and government agents
6 Emergency tunnels for evacuations sometimes used by unauthorised persons
7 Tunnel complex for farmers to bring food and goods into the citadel
8 Long collapsed sub roadway now occupied by wild creatures
9 Tunnel complex dug by morlocks or kobolds or some other race
10 Tunnels used by locals but dug by giant creatures like worms or  moles
11 Tunnels to long forgotten subworld or ancient city
12 Tunnels to subterranean kingdom with artificial sun

d12 University
Most civilized people have schools for young and at least apprenticeships for adults. Universities are self contained micro communities often with own housing, libraries, council chambers, mess halls and even security. Many imose strictures like celibacy on students or make them wear uniforms. Some are exempt from military service some are able to be incorporated into units rapidly and perform cadet drills. Students may operate own councils, secret societies, publishing, clubs and sports separate from wider community. Some are recruiting grounds for elites, cults or crime or military. Some provide public services like hospitals or conduct research or maintain museums and libraries and children’s schools.

1 School for middle class residents to learn literate and technical trades
2 School for elites to learn sciences, arts and magical skills
3 School is a front for teaching forbidden black arts
4 District with clusters of private schools and tutors
5 Military school teaching elite troops and officers
6 Trade school teaching basics of industry and agriculture
7 Philosopher schools teaching debate and what passes for logic around here
8 Monastic school teaching with strict discipline
9 Research school with mammoth library and dedicated to advancement
10 Mad science facility with research into weapons and doomsday devices
11 Hospital providing healing for masses and teaching of healers
12 Arcane school teaching secrets of science and sorcery

Outside details of a citadel: Surface and surrounding area
The countryside around a citadel may have additional features. Roll 1d4-1 times on the surroundings suitable. Outsides of a citadel may have extra features. Some features of a city power plant might include outside of a citadel. A sub table for external features is optional but a d3-1 rolls might be useful amount of detail.

d12 Citadel surroundings
Many citadels abruptly stand in open but many more have surrounding countryside with some of these features.

1 Fortifications including sharpened stakes, tank traps, mines, trenches and walls
2 Farmland with farmers shacks and barns, people retreat in citadel in emergencies
3 Sprawling slum with crudely made dwellings with population usually not allowed inside
4 Water features with moats, ponds, lakes stocked with fish and waterfowl
5 Windmills or solar panels or salt ponds or algae lakes for power or fuel generation
6 Garden earthworks with fruit trees, strange follies, shrines and statues
7 Ruins of ancient city or abandoned town sprawl around city with unwelcome residents
8 Tents and wagons of foreign travellers and nomads who seasonally visit for trade
9 Pits of garbage, polluted discoloured pools, pits, mounds of dirt and other crap
10 Dense vegetation grown for food and defence including thorns and toxic plants
11 Biological slime lake of gelatinous goop, fungi or shoggoth matter used for food and defence
12 Open mine pits, factories, mills and other industrial structures possibly abandoned

d12 Citadel surface
Most citadels are highly ornamental with spires, towers, statues, gargoyles and and other ornaments. Here are some common variations.

1 Defences bristling with battlements, turrets, guns, towers, observation posts and guards
2 Vegetation with food and industrial resources with animals and birdlife and streams
3 Wind mills or solar panels or algae tubes for power production
4 Highly reflective shiny glittering surface resistant to energy weapons
5 Force shield wall of energy protecting citadel from threats
6 Scared pitted ruined appearance from battle and environmental damage
7 Organic coral or flesh or vegetal coating giving citadel natural appearance
8 Rocky coating resembling natural stone formation possibly keeps hidden
9 Covered in antenna, dishes, radar domes, cameras, neon signs and electrical transformers
10 Crystalline tiles or solid sheathe coating highly impervious and beautiful
11 Shambling huts, shacks and tents of impoverished class
12 Magnetic field containing plasma or magical energy field for defence

I will generate a few examples soon - quite pleased with this and would love too see results of anyone using it - happy new year!

Extra Citadel Stuff...

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At airport on way to from Sydney to Adelaide. Hope to get a game back on this Sunday for new party of Psychon players at Exiles club. Have some sample citadels sketched up will post when I have access to design and art software. Here are some tables I added after last batch to basic citadel design kit. Glad to see it met with some success and would love to hear about what ppl did with their own ideas. Im still playing with scale a bit.While trapped from web inmeat space wrote sidekick generator for psychon and poison rules which I will post soon. Was playing Temple of Elemental Evil abit too which is what got ma playing DnD again after 20 years.

STOP PRESS!
Harald Wagener made this awesome awesome citatadel generator based on all these tables
http://www.random-generator.com/index.php?title=Psychon_Citadels

Some Additional Stuff for citadels
These are some extras for citadels – the first is what is on the topmost floor and the second is some random extra stuff to individualize your creations more. I've also considered a 40 story monster complex (probably each story is 9-12 meters) is enough for a whole campaign let alone for a few sessions so I’ve made some smaller 10 level citadels with varying tech levels for easier integration in games. It is also possible to just generate basic features of a citadel then generate more specific areas like upper levels later.  The examples wont mention race either so could be for human, beast men or eldren or whatever.

D12 Crowning Features

The topmost special features of a citadel. Quite often they don’t work requiring some missing components or skills to operate. When they do work they are an important part of a citadels prosperity.

1 Antenna and radar array for communication and threat detection
2 Holographic projector can conceal citadel or render invisible
3 Colossal super weapon for siege an or air defence, keep all in fear
4 Teleporter array to transport goods or people to other places on Psychon or space
5 Psionic amplifier crystal array expands mental or magic powers
6 Astronomers observatory where scientists or astrologer wizards study the sky
8 Landing bay for aircraft, shuttles or airship docking bay
9 Huge lamp array can illuminate whole area around citadel or pinpoint intruders
10 Corona or aurora of energy (plasma or magical) visible over whole hex
11 Weather control beacon used to stabilize local weather or use for defence
12 Beanstalk elevator or cable car monofilament tethered to geostationary orbital

D100 Additional Features
1 A species of guard beast is used throughout the citadel like mutant dog or watch plant
2 Close circuit tv surveillance everywhere operated from secret control room
3 Advanced door security throughout citadel with thumb  or retinal scanner
4 Massive bulkhead doors can divide floors or section off districts in emergency
5 Areas can be flooded with gas in an emergency
6 Fire control system sprays foam over any room or section with open flame
7 Warning klaxons sound during emergencies or when police seek criminals
8 Air vents with fans circulate air around citadel and allow unauthorised passage
9 Feral kids or kobolds or goblins dwell in the drains stealing stuff
10 Drug plants or mushrooms common, many population in drugged stupor
11 Cannibalism endemic among many citizens, some develop laughing sickness
12 Dueling common but possibly illegal, diminishes elites constantly
13 Zombie virus infects many who become undead when they die of any causes
14 A horrible lich dwells in depths or secret chamber plotting citadels fall
15 Lycanthropy problem in lower parts of city, investigators search for culprits
16 Mad witch hunters persecute innocents with paranoia
17 Covens of witches causing problems with curses and charms
18 Patches of horrible corrosive slime and jelly grow if dank places
19 Horrible corrosion and decay run rife in some sections spreading slowly
20 Mutations among populations of some sections and are marginalized by unchanged
21 Criminal clans battle for control of city and infiltrate the citadel rulers
22 Battle damage has created outside openings and opened long sealed sections
23 Hidden sect seek lost sections of citadel for secret to gain power
24 Contaminants have reduced life span and birth rate, immigration keeps city going
25 Burned out closed sections have attracted unauthorised squatters
26 Flooded abandoned level has unwelcome inhabitants
27 Psionic or magical adepts in populace secretly trying to take control
28 Cult serving demon or warborg from a subworld weakening city from within
29 Parasitic infection through city slowing many citizens to lethargy
30 Army from other hex or subworld siege citadel regularly
31 Serial killer problem in most districts public in terror
32 Arson and fire problems plague several districts
33 Mad bomber terrorists trying to bring down social order
34 Repressed religion or magic school fighting to survive
35 Leaking sewerage problems spread disease and contaminate food
36 Insects crawling everywhere spoiling food, biting babies and pets, eating old people
37 Genetically modified bugs keep everything clean, locals barley notice them everywhere
38 Gangs of robbers in run down areas and outside citadel
39 Thief guilds thrive and even elite ones among ruling castes
40 Public bath houses very popular centres of recreation
41 Cruel games and sports commonplace in streets among all classes
42 Something in city preying upon children concerning populace
43 City gambling mad and bet on anything with different possible outcomes
44 City full of sex trade, pornography and lewd behaviour
45 Plague commonplace with high death rate, some districts decayed and corpse strewn
46 Homeless war veterans everywhere begging on streets tolerated by officials
47 Highly militarised population in fear of invasion, demagogues rally people to war
48 Highly superstitious and interested in occultism and magic, symbolism everywhere
49 Locals all keep pets and love animals of all kinds, critters running everywhere
50 Highly developed private transport including light rail and minicars
51 Ancient goods in high circulation here, locals very enthused by ancients
52 AI god manages city system and assists city rulers, has a local cult also among populace
53 Swarms of flying animals around city like owls, bats, pigeons or weird hybrids
54 Crazy dangerous action sports all the rage like paragliding, rappelling, monster taunting
55 Replicants infiltrating city managed by secret faction or hostile artificial beings
56 Other planar beings trying to infiltrate citadel elites, some locals suspicious
57 Citadel celebrates adventurers like rock stars with parades and fan cults
58 Citadel produces colonist caravans to spread to other hexes
59 Desperate for raw materials, pay high prices, days possibly numbered as viable
60 Unstable structure, some areas collapsing, some substandard repairs
61 Visitors subject to lengthy quarantine or ritual purification procedures
62 Visitors welcomed with floral wreathes, candy and concubines
63 Surveillance drones commonplace observing populace
64 Regular festivals and carnivals in party town, drunken revelry is commonplace
65 Golems, Gargoyles, androids or robots disguised as architectural features defend citadel
66 Gremlins run amok eating food stores and sabotaging everything to torment dweller
67 Built from materials or charmed to block astral or ethereal beings or scrying devices
68 Building dampens psionic or magic from operating inside its walls
69 Fungi growing out of control in sections with toxic spores and hostile mobile fungus
70 Care takers and servants (robots or golems or other) kill mess makers 
71 Minute doll size humans live in secret spaces in the city hiding from the giants
72 Pits of monsters used to punish criminals
73 Locals practice monster breeding as a science, some escape into wilds or abandoned districts
74 Non corporeal spirits haunt many areas, abandoned sections and corridors by night
75 Musical citadel with wind chimes, whistling walls, drums, gongs and trumpets used constantly
76 Takes on haunted demeanor by night with storms and howling  beasts
77 Whole complex is living and aware, possible responsible for disappearances
78 Refrigerated chilled complex with ice and frozen stalactites in coolest sections
79 Hot house dripping with condensation, sweaty, stuffy and sultry
80 Covered in murals of heroic warriors, mighty leaders and founders
81 Spectacular mosaics with even semiprecious stones in richest areas depicting history
82 Morbid gloomy residents display skulls and remains of ancestors and funerary art
83 Citizens wear carnival or cult masks when dealing with outsiders
84 Caste system with different dress, makeup and possibly race or species
85 City decorated with trash of the ancients, citizens convinced they live as before apocalypse
86 Rulers are virtually immortal due to technological or magical wonder
87 Famed for a magical spring kept secure in temple, healing or oracle possible
88 Class of aristocratic bullies pick on strangers and visitors and locals
89 People are highly accomplished fighters who have weekly battle drills
90 Citizens pay tribute to a great monster bringing great shame to citadel
91 A horrible beast lurks the corridors by night slaying those who breach the curfew
92 A monster lurks the lands around the citadel by night eating any foolish enough to be outdoors
93 Locals are mad for sport competition such as ball game, track events, racing or fighting
94 Sacrifices to gods regular from daily to mass sacrifices on special occasions
95 Gods demand citadel citizens sacrificed by being beamed up to orbitals every so often
96 Great beast under city imprisoned and used as natural resource by citizens
97 Some bizarre currency such as soul contracts, human hearts, live goblin babies, etc
98 Covered in gang graffiti, some from earliest post apocalypse times, changes often
99 Famous oracle attracts travellers from distant lands for poetic divination
100 Huge vault unopened from ancient days has famous puzzle or riddle to open 

I guess the last post wasn't so complete...

After seeing Hobbit2 I considered making an evil citadel of horror megadungeon inspired by Saurons tower....

Apparently not the complete guide to Psychon Citadels Part 3

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Has been a rich field of discussion and kindly words and projects from readers so thanks to all. Special thanks to Harald Wagener who made wonderful citadel generator and even updated it when i added more tables. Many said they like fantasy version which makes me think do more city districts for my fantasy RPG setting and to do do a straight DND fantasy version of the Psychon Citadel set. Really a edit where I remove sciencey stuff from the fantasy for more traditional games. I suspect my Early 80's taste UK in gaming influenced my taste alot. Fiend Folio was my first ADnD book, Fighting Fantasy and Brit magazines of 80s (I liked Dragon #65-120).

Anyway I realized after reading and losing a awesome city with 3 amazing sub level gardens that a good result is worth working with and saving. This will be very handy.

Im thinking of generators and encounters for citadel inns and bars and inns
Developing army and war generation tables for inter citadel battle
Citadel form with modular graphics
Pregens created for different genre piece adventures

Smaller and larger scale citadels, multi-tower tower citadels, ancient ruin generators
Look at scale and size and other shapes like Pyramids of the night land or domes

Like way it groups up floors from large mid levels in threes or fours. Implies some how connected and accessibility. Working status of crowning structure added by Harald Wagener.

His words here behind his table add ons.

1-6 nonfunctional, not repairable
7-10 nonfunctional, requires extensive repairs
11 nonfunctional, repairs ongoing
12 functional

"not repairable" means "repairing is out of the question because of the level of destruction or complete lack of understanding of crowning feature"
"extensive repairs" for me implies "required material or skills not available locally"
"repairs ongoing" implies "work can be done with existing material and skill in this citadel"
"functional" is just that, unless you think 1-in-12 is too regular.

Natora the Star Citadel
Scummy lower level rife with gangs. Even the outer surface is coverered in shambling junk houses. Hidden luxuries are inside and a spectacular forbidden crystal palace. Poor are primitive while rich have atomic replicators and nanofoundries making food and goods. A great functional astronomers observatory temple is here where priests search for meaning.

Appearance
Surroundings: Dense vegetation grown for food and defence including thorns and toxic plants
Surface: Shambling huts, shacks and tents of impoverished class
Additional features: City gambling mad and bet on anything with different possible outcomes
Event: Creature lays eggs in party baggage

Sub levels
Cistern: A maze of sub canals with dock with boats used for transport
Shelter: Huge chambers for general population for a week or so
Cistern: Huge cisterns full of sewerage, possibly flammable gas and unwelcome creatures
Shelter: Huge chambers for general population for a week or so

Ground floors
Defence: Martial art school where some specialist school of fighters train under a master
Foreign: Warehouses of foreign goods are stored
Merchant: Rows of vending machines, with variety of packaged goods
Merchant: Banks of atomic powered replicators creating food and goods operated by priests
Merchant: Warehouse district with huge stockpile of bulk goods available
Merchant: Rows of vending machines, actually with gremlins or goblins inside

Mid levels
Ghetto: Cruel police suppress this area due to constant riots. Brutality drive resistance underground
Church: A small church with room for a dozen worshipers and accommodation for holy teacher
Merchant: Banks of atomic powered replicators creating food and goods operated by priests
Stadium: Waterpark with pools for leisure, racing and aquatic games

Ghetto: Controlled by local gang who charge tax and act as officials and run best black markets
Middle housing: Huge towers with automated elevators, laundry services heating and lighting
Middle housing: Rows of multi story shared houses with nosey neighbours and patrolmen militia
Middle housing: Large organic shaped open living areas with gardens and communal living space
Greenhouse: Huge bloated humanoids plumbed into refinery producing nutrient
Stadium: Public gymnasium with equipment and areas for track and field events

Manufacturing: Huge sweatshops where workers sleep and work for life
Greenhouse: Aquaculture farm with fish, eels, lampreys and shellfish grown in tanks
Upper levels
Merchant: Warehouse district with huge stockpile of bulk goods available
Library: Scrolls kept in tubes in collections in huge shelves
Palace: Fabulous crystal palace of special grown crystal with strange holographic echoes of past

Crowning Feature
Astronomers observatory where scientists or astrologer wizards study the sky (functional)

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