Quantcast
Channel: Elfmaids & Octopi
Viewing all 2328 articles
Browse latest View live

Roadwar Vehicle Sheet

$
0
0



Have been introducing more weird elements into play. Will sit down and design a bunch of cars to highlight differences between 80s custom cars most people drive in wasteland and the ones more like advanced jet fighters on wheels like Gentech ones. Bikes too. Price lists too. Best cars will be worth millions with AI's, nanite repair systems, anti air missiles, lasers and satellite links and combat hacking decks.

At least this form will let me sit around designing a bunch of cars stats up for play.

Doing a speed conversion chart for miles per hour to kilometers per hour and meters per second which i need for my character sheets. I can adapt later for ww1 flying aces or war ships. Animal speeds handy and my human speeds actually came out ok.

I use (SIZ + DEX)/4 formula and would allow a skill for more speed and endurance. I might allow a conx5 roll for +1 speed with odds getting worse after CON in rounds.

Mostly in game if you et out a car or your bike crashes you are virtually standing still and easy prey for a .50 cal or a car.

Took enough notes to phase out top secret/si content i was using. Will plunder some other games and gurps carwars and dark future yet. Then will probably need to do cyberwear.

-------

Went down very well.

Designed some standard cars and tables speeded play. Game report soon.

Need to do more standard types and a bunch of death racers and hardware for next game. Game has a life of own and has been big fun. Roads when work gets colour printer fixed lol. Then i can take some pix too. Train HO scale bikes have been great might get more.





Roadwar 2000 Journal: Shootout at the shoggoth mine

$
0
0
Staring:

Karumi the psychic biker ninja agent of Gentech corp

Wasteland mutant freak with car built only for ramming with metal shutters over windows and huge armour slabs in front and back.

A ex sheriff out for revenge in a police interceptor. Town destroyed so police status active even though a death racer

A sniper veteran who is just getting into bikes

A cyborg war vet with self control issues and a van

So gang with ninja, sheriff, mutie and sniper on way to b list death race. The semi big league. Eating in a roadhouse chicken shop when tv add for Bobs BBQ restaurant chain came on with promotion to kill party and get $5000 per party member that never makes it to the race.

A bit unsettled but nobody in chicken shop cared. Got moving. Sniper with cyber eye saw dust plume and zoomed in to see bikers coming. Remembering last time he shot first and initiated total kill on "innocent biker gang" he held fire. Bikers got closer. 300 metres....200 metres....100 meters then they turned off road and fled.

Two hundred k later and saw another gang in formation zooming in. Sheriff accidentally misidentified as gang who killed his family and accelerated to 180kmh. Bikers began evasive driving. Rest followed him as he began to fire twin linked machine guns. Destroyed leader of gang then put lots of holes in second in command bike frame but guy somehow made it through. Got closer and ninja girl creamed another from her bike MG. Second in command finally lost control and flipped bike and turned into a red skid mark.

Finaly got to ram range with both cars and ninja bike in formation. Sniper held back as closest to weaponized bike was his cyberlinked assault rifle in rear facing mount. Gang dodged police interceptor. A biker jumped on police cruiser roof with chain. Another attached a crude home made stickybomb to car side on back door.

Mutie had a guy miss with a molotov and swerved into two cycles smearing drivers and crushing bikes but slowed him a bit. Ninja fired a few more bursts and missed and tried to do a 180 bootleg turn and only managed 80 degrees and a huge skid. Sniper tried to kick a guy on way past but got off some bursts with improv rear gun injuring more bikers.

Sheriff linked to car by brainjack so leaned out with truncheon to knock off stickybomb. Got rapped by chain in helmet. Mutie pulled up from behind with his sawn off and liquified biker on cop car roof. Sheriff got his chance and pushed off bomb. Got 5 out of 12 bikes, last seven went off road and escaped. Bomb went off with napalm and explosives and nails. Teamed moved on.

Got to armoured truckstop that looked safe in greener more humid zone. Fairly sure not a biker gang fortress. Let through gates after hearing rules. Parked and friendly mechanic offered services. Ninja got her bike recharged. Mutie got a bio slurry fuel plant to turn roadkill into fuel. Was second hand and stolen but probably safe. Sheriff got a carwash. Sniper disappointed no fancy ammo here.

Joined by old cyber vet buddy in van. Was the less crazy of two that didn't need his therapist on hand. Got huge steaks and expensive booze and swarmed by bunch of average prostitutes. Mutie hired a room and read bible to four of them. One showed him her Elder Nguyen Seth Brethren of Joseph bible and he studied it with horror till dawn. Others rested in cars as still wary of the bounty on them. In morning farmer came round offering them a pig each (worth thousands) if they would get miners of his farm.

Sheriff checked was no legal claim or use of farmers land so party went to look. Farmer invited to house and had a look via his hide in hills at what bikers doing. Saw sheds with bikes and cars. Portable toilets (with fuel plants). Caravans for bunks. Mining shed. Big open shed with grog still and BBQ where miners ate and partied. One caravan had bars where they kept four captive women which convinced team to take job. Couldn't work out what they were mining. Sheriff saw Brethren of Joseph brochures in camp through his extreme telescopic cyber eye.

Sniper and Sherrif set up in the farmers hideout with guns. Sheriff using captured battered sniper rifle from gang they killed ages ago. Ninja made a crude bush camo netting ponch and put over her stealth suit and got to 40 metres of camp and hid. Used her telepathy to evesdrop Black Dragon. the operation boss. A asian merc and miners leader. Other miners all gangbangers and criminals. Pried on Black Dragon with her Gentech research granted powers and overheard him recruiting more miner/scum. Mutie and cyborg went in on bikes using info from Karumi about recruiting to infiltrate. Black Dragon told they would get $2000 a month to mine and kill intruders. Flunkey showed around camp and they got told they would get meat and grog and party drugs and girls. Showed around camp and saw mining shed where soild being sifted more like bad archeology dig. Had cases of aboriginal relics they said they were going to sell but not what miners were after. Saw a bark cylinder mummy. Sheriff who had sneaked closer saw what was in cases and stomache churned as he was of aboriginal decent. Mutie and the cyborg had eaten lots of roadkill and recognised huge emu and kangaroo bones which meant the dig was over 10 000 years into the past.

In mine saw they had cleared out a tunnel aboriginals had sealed up thousands of years ago. Saw hand stencil prints on wall and painted scene of dancers and some amorphous horror thing with eyes and mouths and tentacles. Miners were trying to unblock more tunnels. Huge rocks used unlike anything ever documented in Australia. Found a pattern of emu footprints painted on rocks.

So boys went to work. Cyborg was a demolitions expert and mechanic so he got keys and access to explosives and sheds. Explored camp and noticed most vehicles renegade scratchbuilt from salvage but one black 4x4 belonging to Black Dragon was very high tech. Cyborg concerned it would have sensors against planting bomb there. Grabbed a bunch of C4 and with his own electronic remote detonators started rigging up bombs around camp.

Inside mine was a hard afternoon work for the massive mutant and his crew got way close to getting into a new sealed section that seemed way older into the volcanic mountain. Convinced his crew they would get a bonus and kept digging while most miners went to eat and party.

Ninja girl in hiding noticed weird pressure wave emanating from mine. Mutie felt it too as he broke through into volcanic vent with strange well. Sniper saw emus congregating into three large groups an sneak up on camp. Three groups of 30. He was pretty freaked as they seemed to be acting in unison. Karumi psionicly felt chatter of emus as they moved around her in the dusk forest. Sheriff a bit freaked but stayed put. Even when one pecked his badge.

Mutie returned to camp checking up with team mates by radio. Cyborg had camp riddled with bombs. Both joined miners in party shed and encouraged drinking games. Black Dragon pleased by news from mine went to his car for satellite call to his corporation HQ at Universal Products. Strange winds came from mine and emus crept ever closer. Miners had pulled out girls in chains for a dance floor show and offered mutie a girl. He demanded all of them at once and miners laughed and let him have keys for two and a caravan. Cyborg given one while other woman in tears dancing. Mutie went to caravan and released girl teling them to hold on. Cyborg brought his girl into caravan too. Other girl dancing next to still which they had planned for sniper to shoot.

Invisible in dark to most, cyborg saw them with his thermographic vision. Sensing everything going to shit cyborg got case of explosives and slid under Dragons 4x4 flipping it and injuring occupant. One blast enough to make him have zone flashbacks and rest of bombs detonated. Miners freaked and ran for gun rack after first blast but didnt make it in time. About three got long arms left in party shed but sniper turned head of one with scoped rifle's head into mist. Mutie ran from caravan with pump action killing the guy with a shotgun.

Swarms of emus ran into camp. Karumi followed ran after them. while sherif with scoped magnum desert eagle killed last miner who got a decent gun. Black dragon crawled from wrecked car and got a .50 cal from sniper in chest and he disappeared from sight. Cyborg in full cyberpsych mode ran unarmed with emus at miners and smushed a head with his cyber arm with jackhammer punch mode. Emus were tearing miners into shreds. Karumi locked onto Dragon with her mind and ran for his location. He was applying a high tech med pack to chest wound and was a cyborg. Mutie and sherrif grabbed all the women and were planning on getting the mining vehicle with grader scoop on fron but saw cyberpscho head that way foaming at mouth screaming and decided to head opposite direction into bush.

Emus tore miners into scattered limbs, heads and torsos.

All heard strange gibbering booming voice from mine that no human could make.

Cyborg got into mine which he had sealed with bomb before to see a translucent tendrin crawl through crack in rock. It sprouted ane eye and blinked at him. Karumi felt disturbance of the being as she ran to Dragon who got into only surviving renegade 4x4. Slightly too late to stop it she hung on. A sniper round hit cars tank and fuel began to leak. She dropped in a grenade and dropped off. Blast damaged vehicle and set alight but kept going. She found a damaged but working bike and gave chase.

In a lucid moment the cyborg shot the shoggoth tendril. Did nothing but made it flex against the rubble and move towards him. Dropped his C4 backpack and left it. Ran a bit and detonated the mine soundly. Psychic presence diminished and the emus ran. Sheriff managed to jump on one and ride it for a bit and fell off. Landed on his bum and thought that was one less wish on his bucket list.

Karumi gave chase to burning vehicle a her bike had four times acceleration she caught up and ran the driver through with her mono vibro katana. Car crashed and exploded. Saw burning cyborg scream and waited till sure he was dead. Even roasted some march mellows on smouldering wreck.

Other got away with girl and cyborg got the mining vehichle. Rested in farmers house and team came to finding Karumi bagging the metal skeleton of black dragon. Found case of aboriginal relics. Sheriff wanted to rebury but rest of gang wanted to take to museum for cash. At least they dropped the black market idea.  Found loose cash, car parts, lots of handguns and tool. Let farmer keep lots and party agreed to let him hold onto pigs till market time in three months for extra cash instead of filling back seats of cars in squealing pigs.

Teamed moved onto bigger town for repairs, ammo and rest.

Next time: Coopernook NSW to Goldcoast QL deathrace!

d100 Secret Rooms

$
0
0
I have players that always search for secret rooms and occasionally they roll very well and i want to reward them. These shouldn't upset your dungeon too much. Most not especially rewarding with the more gonzo results last.

You could put 2d6 of these on a level for a quick bit of dungeon filler.

In my friend Herbie's fighting fantasy game sub tunnels are under every level where monsters spy on intruders, first aid teams hide, monsters change costumes to pretend to be new monsters and all kinds of troubles.

Inspired me to do a shrine generator later.

1d10 So now you have found door now what?
1 Simple mechanism easily opens
2 Difficult to find opening mechanism requires second search or loud smashing to open
3 Door is locked
4 Door is alarmed and signals other area if opened secretly
5 Door is alarmed or very noisy may alert others or occupants
6 Door is trapped
7 Door is jammed, possibly spiked from inside, need to be forced noisily
8 Door requires a puzzle to open
9 Door opened by mechanism somewhere else
10 Re roll 1d3 times, if get 10 again then cursed or magically trapped

1d10 Quick secret room
1 just a hiding space for small goods
2 a cramped hidey hole
3 a hidden closet
4 a small cell
5 a tiny store room
6 a medium store room
7 a large store room
8 a passage way
9 stairs up or down
10 strange magical chamber

d100 Secret Rooms
01 Cache of monsters emergency healing potions
02 Toxic slime spills out if opened
03 Cache of drugs and paraphernalia like smoking pipes
04 Bottles of grog
05 Jars of fermented sauerkraut, pickled eggs and gherkins
06 A map, tablet, scroll in a tube or book
07 An invisible imp hides inside and follows whoever frees from silver sealed door
08 A rat nest swarm out
09 A speaking tube to distant part of dungeon
10 Large toad sits blinking
11 Cowering blubbing humanoid cries for mercy
12 Kobold with spyhole, dagger, sleep gas vial and antidote pill
13 Filled with bones which leap out if opened to form 1d6 skeletons
14 A dead priest curled up tight, could not get out and died hiding in here
15 Hostile dust devil, a tiny air elemental
16 A scarecrow or hideous dummy falls onto who opens door 1in6 a lesser golem
17 Rotten corpse with purse falls out, horribly infected with parasites like worms
18 Gagged prisoner stuffed in hole
19 Nest of gremlins scurry everywhere including adventurers belongings and clothes
20 Cache of monster costumes, masks, bandages and makeup
21 An apprentice with a sleep spell and a dagger and a spyhole
22 A forgotten crypt where a evil wight has slumbered for decades till now
23 An assassin with a spy hole, poison darts and a garrotte
24 Cache of rations like dried meat, fish or groats
25 Cache of weapons and ammunition
26 Barrel of water with drinking cup attached with chain or hanging on hook
27 A stinking lavatory of some kind such as a hole or pot
28 Cache of lamps, oil, candles, flints and fire wood
29 A barred, locked and trapped display case with a magic item inside
30 Cache of silver arrows or quarrels, a silver dagger and wolvesbane
31 A bugbear hit man with a collection ho human heads and a spy hole
32 Six loaded crossbows tied to chair with strings tied to triggers attached to door or held by kobold
33 Toxic fungus releases spore clout if exposed to light or movement
34 Cache of trap repair tools, trap ammo and spatulas for scraping up adventurers
35 Cache of cleaning supplies like mops, buckets, rat traps and fermented urine
36 Cache with tins of paint, brushes and a step ladder
37 Tiny drug den with pillows, hookah, tin of cookies, 1in6 comatose monster with munchies if awakened
38 Tiny shrine with bottles of holy water, holy symbol, garlic, wooden stakes and mallet
39 A thriving termite mound which some monsters like to eat
40 Hellhound on a chain barks and spits fire
41 Hellcat purrs happily if released and follows lawful or evil persons
42 A cell with a vile shrine of underworld guarded by a shadow that appears if any attempt to desecrate
43 A cell with a comfy bed and box with dried figs, 1in6 has a napping monster
44 A meditating priest probably evil and angered to be disturbed
45 Cell with basket of live snakes or scorpions
46 Cell with chained adventurer prisoners who has gone blind and mad
47 A work gang of zombies with work mauls waiting to work or fight
48 A giant beetle which defends its grubs ferociously
49 Room with plinth with delicious smelling fresh pie cooling on top
50 Room with desk and monster duty roster, tie sheets and payroll 1d6 x 1000 copper
51 A decrepit burial chamber with several napping ghouls
52 Camber with manacled skeletons on wall
53 A unclean well, piles of soap, soiled clothes and a resentful female humanoid scrubbing clothes
54 Empty room covered in graffiti of local factions
55 Giant hungry toad in room ready to swallow any who open door
56 Room full of fungus and mushrooms with silver sickle hanging from nail and many cut shroom stalks
57 Room with a pyramid made of rotting severed heads and a chopping block and executioners axe
58 Room with gallows and hood hanging on hook and coil of spare rope
59 Room with cages of albino hens, feed and eggs
60 Room with friendly goat, feed, stool and milk bucket. She bleats to be milked
61 A hidden barracks for humanoids like orcs or hobgoblins off duty
62 Room with butchers tools and hanging haunches of meat
63 Room with spears stuck in ground with severed adventurer heads on display
64 Shelves with 1d6 body bags, each with toe tag describing if to be buried, eaten or recycled
65 Pit of lime with corpses in bottom
66 Beserkers trapped in here huddled in balls, leap into frenzies if door opened
67 Cowering naked old madman with pile of chewed monster bones and dagger
68 Sacks of stinking meat and maimed bodies scraped from traps and a iron meat grinder
69 Elf huddled in ball scrawny and blinking, trapped in here for month
70 Food store room with bloated halfling unable to move
71 Stacked room full of crates and or barrels
72 Room cluttered full of garbage and broken furniture
73 Tanning room with flayed salted hides and vats of stinking chemicals
74 Party of dead adventurers starved or asphyxiated, possibly some with magic
75 Sobbing prisoner chained to bed
76 Angry prisoner ready to throw toilet bucket on whom ever opens the door
77 Long forgotten loot stolen by now dead minion of dungeon boss
78 Collection of filthy plates, cups, empty jars, bottles and old pots
79 Scale model of part of dungeon with tiny pewter figurines
80 Old prison cell with dead prisoner and chalk map on wall
81 A secret passage to a different part of level
82 A secret stair case to a different level up or down
83 A entry to a tiny cave chamber or complex
84 A room with openings into sewer and air vents
85 Entry to cramped maintenance tunnel follows main corridors
86 Tunnel leads to other dungeon complex
87 Tunnel leads to surface
88 Tunnel leads to underland kingdom of darkness
89 Tunnel leads to monster lair
90 Tunnel leads to burial catacombs
91 Tunnel leads to long lost chamber of ancient evil gods with madness inducing cursed idol
92 Hag with cauldron making a potion and willing to sell charms to be left alone
93 A magical mirror allows communication with d4 1=dungeon boss 2=demon 3=distant wizard 4=a god
94 Cursed relic in hands of dead humanoid
95 A holy idol d4 1=heals 1pt once 2=bless for 10 minutes 3=may answer question 4=safe zone
96 A underworld idol d4 1=curses unbelievers 2=summons guardian 3=fear aura 4=
97 A rust beast hungry for metal treats
98 A other planar entity kept in a power circle but invisible, if circle crossed will be free
99 A other planar entity kept in a power circle and willing to bargain to be freed
100 Chamber with planar gateway with puzzle lock door

BRP BABYLON: On the road to old Sumeria

$
0
0
First session was really just a character generation with the RQ3 intro adventure the money tree to teach system basics. Met a troll a duck and had a roc steal party donkey. The second session had them visiting the city Borsippa (dedicated to Nebo/Nabu the scribe god). Found references in the "brotherhood of briny wisdom" library exploring the wastes and hunting a haunted cave near a long destroyed village rumoured to have supernatural activity. Camped in ruins. Saw a creepy shadow move to Iltani's back while she drank from a well and all party broke camp and moved to hills. Found cave and killed goat men demons and found a pre flood vampire sleeping in a crystal coffin who they killed. Took his black rod of office and black woollen kilt.

I had some issues with 8 players and got grumpy. Two older players didn't like this so I've culled back group and got to five players with space for guests. Ran much more like i expected and got more done. Players getting into history more, less player vs player and less dnd type shenanigans. Have players interested in reading Hammurabi's legal code and other documents. One Player brought me Armies of the Ancient near East which has been a awesome read with good warrior kit of all the races I have in play.

Still have room for guest spots just need core players to be established.

I'm using notes from my 90s game of this for the clan consisting of a noble father with many children with slaves and foreigners.

Lord Mardukbanipal, Champion of Babylon, Landed Warrior, Aged 47

Owns:
Townhouse with warehouse and garden on Nisaba Canal
Farmhouse on river with orchards, barley field and swine
500 head cattle with pastoral rights
300 head sheep with pastoral rights

The Family
Mishangal, 1st wife, Cursed invalid, fevered, possessed, aged 44
-Mushudad, 1st son, Noble and heir of clan, honourable, loves king, aged 28*
-Ibsima, 1st daughter, Married to priestly clan, wise and responsible, aged 26*
-Yesmina, 2nd daughter, Married to Malgelab merchant clan, aged 25
Matnashali, 2nd wife, Loves intrigue, superstitious, vindictive, aged 39
-Shamashbar, 2nd son, Honest, pious, friendly, unimaginative, aged 23*
-Ninsalmis, 3rd daughter, Flirt, daddies favourite, dangerous, aged 22*
-Nergalmar, 3rd son, Violent, vindictive, worldly, rude, charismatic, aged 21
Enlilabdar, Uncle, veteran, loyal caretaker of estates, dwells on riverside estate, aged 47
- married (twice), six children (mmffmf), thinks too many women are trouble
Sinmat, Aunt, ex-Ishtar acolyte, now household scribe, , aged 44
-adopted 2 daughters, trained as scribes, Ishtar initiates, unwilling for them to marry
Marsaddru, Uncle, veteran, dock foreman, treasurer, warehouse master, aged 43
-divorced three times, now married to marsh girl slave with two young daughters
Sidaru, Aunt, widowed, runs sly grog shop and flophouse on the docks, aged 41
-2 sons in the court of the king who occasionally visit, prefers clan house to palace life

Party Members in the Family 
Toth (Steve) Half Egyptian Nergal Cultist has taken to wearing the vampires black kilt and wears blackened armour of noble quality and a huge khopesh (well most use short swords and daggers)
Iltani (Olaf) Sumerian daughter scribe of Ishtar mother divorced from father, good with rod and dagger, has a daughter and is divorced, receives alimony payments from Sumerian husband
Ariana (Andz) Minoan raised daughter has been leading crew of Mycenean Pirates, Adad cultist, a sword woman

Hired Barbarian Guards - scouts and skirmishers
Sobek (Hanna) Amorite javelineer and archer whose clan worship lion ancestor. Her ancestors to west had some Egyptian links
Kull Draco (Andrew) a Gutian huge brute kin of the bear totem caries a huge battle axe

Are some others but will list later.

Instructed to research increases in supernatural menace since Hammurabi's death.

Forces of chaos swelling across the land, omens of evil abound.

On way to Kish (12k down road) youths attacked and were easily defeated and captured. Handed to city gate guard. Barbarians wanted to sell as slaves but life isn't that easy when your civilised. Things catch up with you.

The Sumerian king list states that Kish was the first city to have kings following the deluge, famed for red bricks. Patron god Zababa a form of Ninurta here is married to Ishtar, the local version of the Earth goddess was a deified ruling queen. There is a large Ishtar ziggarut outside of town and a Zababa one inside. Sargon of Akkad came from here, possibly source of Akkadian language a thousand years before. Days of power long gone still city of great fame and all emperors and conquerors covet to be king of Kish.

In kish the source of kingship were greeted by family trade house staff and met ally of Fathers, Ududu who welcomed the party and took to his home for dinner. Flirted with Ariana but wary so he slept with Amorite body guard instead. All heard of trouble in a brick mine. Villagers mining pre flood bricks found cursed tomb
battled a demon. It had lion face, bird feet, bristly haired body and a snake for a phallus. It's terrible scream wracked them with fear but they slew it. Toth damned it to Nergal as he hacked it up. Sealed tomb and left city.

Next on to Nippur the city of enlil. More truly Sumerian but very cosmopolitan. Like Kish all coveted the city for symbolic power, an important holy city. Since rise of Babylon Nippur is a bit run down but has a impressive ziggarut and walled holy quarter. A great ishtar temple was here also. Enlil was former supreme ruler but Marduk god of Babylon usurped ultimate power. A religious festival was in progress and statues of gods were being carried through streets and in barges to visit each others temples.

10km south is a great cult distribution centre of tithed livestock and tablets the party passed.

Went south to Larsa and were watched by bandits who fled when they saw well armed fearless party advanced on them. In Larsa saw ziggurat to sun god Uta (Shamash in Akkadian).

Next to Ur where saw the great ziggarut of Sin the moon god which impressed all.

Then finally to Eridu the holy sity of Enki to study for several weeks and bathe in sacred baths of his temple. Several earned divination techniques. Ariana learnt weather divination from Adad shrine and Iltani learnt to read dreams. Barbarians met Gutian mercenaries who told that Elamites were preparing for war and recruiting Gutian troops. Several took time to study Sumerian. Invited three Adad cultists to join them on road. took more dangerous wasteland edge route.

Back to Ur briefly then to Uruk but avoided Arab scouts. Barbarians archers threatened party but they charged.bandits hurling javelins and firing back. Sobek killed leader with javelin through chest. Several party members went through marsh and cover of reeds but realised slowed them down too much. Party ran them down beating them and chased some through reeds and marsh defeating them and robbing their camp.
 Men were Gutians who told how steppes had poor rain and hungry nomads and tribes looked to cities and river peoples to rob.

Arrived in Uruk and admired ancient walls built by Gilgamesh and shrines to it's divine kings of old and Ishtar and other goddesses. The great white pier where Ishtar brought secrets she stole from Enki after the flood.

Then back through Borsipa and to Babylon to inform dad of their discoveries and experiences.

I overlapped about 20 maps and found none fitted exactly - all distorted and slightly incompatible. Best city map from a book I photocopied from Adelaide uni 20 years ago with a hundred cities on it. Populations generally 10-50 000. Babylon I have made biggest as it is centre of the world and all.

Game was good and feels like working like I want.

d100 Anacronistic Encounters for near that gateway

$
0
0
These left over from my long stairs game tables and i had to edit out of my redbrick encounters recently so here is a full table to add freaks from time and space in your dungeon.

I always loved the film Time bandits and the time travellers who all get horribly killed fighting evil.

Most games wouldn't suit this but Planet Psychon would.

Feel free to put gun users on last ammo supply.

Fragments for future anachronism encounter table

1 Frangarr - Bugbear pyro in Korean war helmet, with cigars and flamethrower and a few goblin "grunts"
2  Goblin with grenades suicide vest limping holds jewel and pretends to surrender
3 Kobold with dynamite and cowboy hat and lit torch demands you obey him
4 Goblin hero with SMG, confederate hat and goblin gang
3 Kundorg - Orc with assault rifle, 2 clips and one grenade, SWAT cap who uses his 6 men as distractions
4 Knuckles the goblin wizard with 1d6 dynamite sticks, pointy hat and several gormless students
5 Orc bandit is familiar with surface folk combat methods and has a flintlock pistol, smoke grenade, tazer, six pack of beer, machete and several young impressionable orc warriors awed by him
6 Bandit chief with captured other worldly arms including a vibrosword (2d6 rounds left), sonic blaster (d6 shots, works 50% of the time) and a flashlight followed by his bandits
7 Sargent Potter - AWOL sarge with 1d4 chaos mutations and his mutant grunts (one mutation each) long ago ran out of ammo but have rust guns with bayonets and gas masks
8 Private Stapleton - alone, afraid and shoots anything that moves but down to last clip in his rifle
9 Frogman hero with assault rifle and bottle of Whiskey, with frog men thugs who worship him as a god
10 Dark elf assassin with captured sniper riffle, climbing gear and dungeon-chamo gillies suit and a bag of hallucinogenic mushrooms
10 Yuri Konstanzin - Eastern European gangster hiding in dungeon with a scorpion machine pistol, has 6 armed orc bodyguards with rifles
11 Private Powell - AWOL surface soldier with rifle and 6 deep gnome techs with zip guns
12 Manx Steelskull - deranged cyborg lost in the wasteland with laser pistol instead of a hand, with gang of mutant mongrel cannibals
13 Karl Maximov - Euro mercenary with orcs and humans in bandit gang of hired killers
14 Black O'Donal black marketeer smuggler deals to corrupt local troops 12 hobgoblins with pistols
15 Nameless MIB goons with no nation of origin markings clues, government black ops agents with SMGs
16 Tentacled mutant with trucker hat with sexually crude slogan, has molotovs in old whiskey bottles, carton of cigarettes and and redneck goons with petty cosmetic mutations
17 Orcs with straw hats, missing teeth, neck beards, check shirts, armed with mix of wood axes and rusty double barrelled shotguns and moonshine in ceramic bottles looking fur purdy mouthed strangers
18 Goblins on roller skates with coloured wigs, and rusty revolvers. The leader has a Sony Walkman and headphones
19 Squad of troopers on patrol from experimental operations command looking for indigenous creatures to take prisoners, with rifles and machetes and bayonets
20 Bugbear bootlegging gangsters running interplanar hooch racket. With pinstripe suits, fedorsas, cigars, pistols and one with a tommygun
21 Bugbear cops with truncheons looking for gangsters or anyone who looks suspicious to them with pistols and one with a tommygun
22 Kobold youths with slings, molotovs, knives and balaclavas shouting slogans "death to oppressors!"
23 Orcs with white hoods, torches, clubs, pitchforks looking to cleanse dungeon of impure species like humans. All inbred and slightly drunk
24 Goblins with machetes and propaganda brochures warning them against communists and witches that threaten their way of life
25 Minotaur with a chainsaw and a eye patch, has a six pack of beer and bag of human flesh jerky
26 Orcs in riot armour with ballistic shields, truncheons and teargas, warn enemies to drop weapons then attack. Leader has a .22 pistol for executing captives
27 Goblins run begging adventurers to help vs strangers in area with odd weapons and customs (re roll for threat), explain strange magicians have decimated their tribe
28 Kobold kids with Halloween bags sorting 20th century candy from yearly inter planar trek
29 Stalkers in NBC suits and ak47's looking for loot they can sell back on Russian side of their gate
30 Zombie trench fighters from WW1 with gas masks and improvised weapons like entrenching tools, batons wrapped in barbed wire, rusty muddy broken rifles with bayonets  
31 Lost battered robot overjoyed to see human after years of wandering a post apocalyptic wasteland, programmed to cook and clean with d6 months power left
32 Lizard man master with a laser pistol and whip commanding band of degenerate lizardmen
33 Goblin child on tricycle with cowboy hat and toy cap gun surprises party, if left alive follows them calling their names out
34 High on drugs kobold gang with red shorts and braces, cleavers, and plastic mouse ears, sing "who's the leader of the gang?" as they attack
35 Dad and two kids from 20th C with hiking outfits and camping supplies lost while white water rafting in earthquake, possibly followed by cave person and dinosaur
36 Kobolds with shopping trolley full of 20th C food - claim the gods gave it too them
37 Nazi arctic expedition from 1938 capturing anyone they can to take home or for field vivisection, numbers are dropping and lost, possibly with crashed flying saucer
38 Cowboys who chased a small dinosaur into mists in a hidden valley now lost
39 Flight crew from WW2 hellcat squadron bewildered at how ended up here armed with pistols and flare guns
40 Lost doctor from Victorian London runs from strange fog, seeks help from pursuers, keen to get back to disemboweling prostitutes in own time or perhaps joining party if they seem into horrible murder too
41 Hear eerie chiming music and come across ice cream van or pushcart with kobolds operating it since they found it and ate owner, still plenty of frozen treats left till power dies
42 Eerie scream as glowing astronaut weights approach, nearby wreckage of a crushed space capsule
43 Savage apemen lost in the forbidden zone with rifles, truncheons and attack dogs trained to track and pursue humans
44 Future hate mongering dictator with masked inquisitors and beserkers lost in time wastes fleeing doomed civilisation with crude lasers and broad swords and flails
45 Future mutant evil brain in pepper pot shaped travel vehicle with laser and and single claw, hates all life and stair cases, accompanied by brutish ape men with pistols
46 Goblins with Beatles wigs, sunglasses, cigarettes, love beads, automatic pistols and guitars
48 Goblin in french maid costume with duster looking lost and forlorn
49 Duck beastman with trench coat, fedora and cigar trying to solve plane portal mystery
50 Dimensional refugees, home plane destroyed or enslaved, just ordinary families on the run
51 Squad from long lost destroyed civilisation led by a wizard, archaic weapons of very high quality, believe they can conquer these weak modern folk
52 Halflings from world where they are average height and rule supreme, disturbed by freaking giants in this world and hungry for snacks
53 Eldren in silver suits several with laser wands had mishap returning from the stars, more reliant on psionics or magic
54 Hungry morlocks left own world due to diminishing humanoids to eat, happy now hear, armed with wheel lock muskets
55 Biker gang from post apocalypse with horned helmets, mixed but poor quality weapons and outlandish armour cobbled together from remnants of past
56 Mobile intelligent triffids just want to get to good spot to breed and may try and just pretend to be immobile, communicate by telepathy
57 Warrior god from other world cut from source of power, he is rude, pompous and assured he deserves worship and obedience and he cannot be harmed
58 Kobolds on moped out of control, crash, blame humans and attack to death
59 Bunch of drunks staggering home from sport game with plush team mascots, signs, beer, trumpets, face paint and team shirts, rude to ant one they meet
60 Group of teen plane hoppers trying to find way home and have a gate detecting device, experienced at break and entry,sneaking, hiding and other thief and survival skills but avoid fights
61 Cyborg secret agent trying to assassinate mad scientist with gate machine and something has gone wrong, has a laser eye, dart gun finger, superior strength and resilience runs off atomic battery
62 Band of mutant adventurers one who can make gateways trying to go home, have mix of stone age and energy weapons, with scrap armour
63 Cyber Demon with minigun but only has ammo for few seconds of fire then relies on his chainsword
64 Band of changelings from faerie land in human form, all acting as travelling bards but really ethereal glowing elf like beings in true form, seek knowledge of faerie portal
65 Lost plane travelling plumber with gorilla and elf princess hoping to return himself and friends home
66 Crazed atomic cultists with pear shaped mutation bomb hoping to detonate near city to bestow blessing of the mutant gods on them
67 Team of plane hoppers including a psychic, a physicist, a archaeologist, a linguist and a secret agent who would prefer to keep travelling but could be convinced to stay
68 Black ops kill team with SMGs and tac nuke trying to seal the gate from this side but lost
69 Formarian warrior with his par fish part hound hunting beast shocked at world dominated by slave men, keen to establish a stronghold and breed with locals to restore his civilisation
70 Friendly time and planar traveller, eccentric but not really mere human, looking for help to close local gateway before something bad happens, might recruit a companion from locals when leaves
71 A orc super hero from other plane can fly, is strong, invulnerable and breathes fire. Disappointed by orcs status here, hopes to save them from being a second class race, allergic to electrum
72 Dark armoured troopers of elder god, partially on other plane are hard to kill but break down into bugs when they die, have spears
73 Large jolly bald man actually a intelligent shoggoth in disguise seeks to settle here and use gate to call through dark elder gods
74 Tentacled horror from beyond immune to normal weapons but not magic was guarding gate for cult or otherworldly masters but was lost chasing an intruder
75 A black monolith that keeps spawning monsters every hour, can teleport once a day, is sentient and telepathically will offer to use its powers to conquer the world in service to right master
76 A warlock sen here as banishment will pretend to be good and helpless but seeks opportunities for supreme power he encounters then betrays anyone to grasp power. Will use some of his dark powers to charm and cruelly destroy which might give him away, cannot enter hallowed ground
77 Witch pretending to be helpless woman really a evil hag, will accompany and even marry to fit in, eeks to establish herself as a great power or a dungeon boss. Banished by sisters for ambition
78 Plane traveller who is friendly and able veteran fighter, but concerned each wold he visits faces a great doom he must witness and try to stop
79 A 7 foot tall sorceress in royal robes with crown, feigns friendliness but is superior and commanding. Eventually she will expose herself and seek to obtain evil relics, banished from home and for her evil
80 Prince Valar the damned might be friendly but will seek out great evils to serve, he is reborn next dawn if slain so his home plane banished him. Has some honour but believes all must be under control of the mighty
81 Doctor Zacharia Jones from twentieth century with great genius but cowardly selfish greedy liar. Expert manipulator (especially of young and may think elves and hobbits are young) he tried to rip of aliens for cheap shot at power and wound up here
82 Battlesuit wearer from post apocalyptic world with jump pack and laser seeks to establish self as warlord before atomic fuel cell depleted, a stupid bully who only understands manly strength
83 Cold skinned pale humanoid friendly but nasty actually from plane of cold seeks to damage world o bring forth eternal winter
84 Trickster god looking for a laugh will follow anyone friendly and create additional threats and might aid them, depending on treatment may reward or curse companions before leaving
85 Arrogant youth with strange mental powers seems friendly and lost seeks respect first then love and fear before gods come to take him home
86 World emperor Zatan banished by his minions outraged at being a nobody here. A great warrior but arrogant and assumes all love him and will wish to serve him. Might learn a bit or go on some crazy scheme for power
87 Reptile men with serpent man wizard from dawn times outraged by filthy apes everywhere seek to awaken kin, enslave humans and breed with them to restore species
88 A crystal coffin with sleeping necromancer, banished by peers in ancient times. If opened seeks to great army and conquer, offer those who freed to be lieutenants and servants and lovers if pretty enough
89 Goat men cultists seeking gate they have dreamt of to help bring evil powers into the world, assume adventurers are enemies who will try and stop them
90 Grey skinned humanoid aliens, differing heights and some in silver suits with lasers. Most naked or in underpants and possibly with tools. Seek somewhere to camp, know many will die without home technology
91 Young witch boy with his hellcat seek protectors and a isolated village he can bend to will and use as a base to snatch power and spread his dark faith
92 Young warrior attractive but ignorant seeks teachers and friends, actually bastard of other planar being who has just escaped. If a good influence will resist evil parent otherwise will seek to out do and kill parent to take their plane
93 A attractive spell caster in royal robes seeks a quiet life and true love, parent a mighty planar despot with evil powers who will seek their rebel child in the future
94 A vampire seeking thralls to build  power base, might cooperate to get out of area
95 A fallen angel who wants to go home but knows is a reject, might try being good but will grow impatient and lash out. Is very attractive and finds earthly vice exhilarating
96 A cult seek to control gate as a scheme to gain power as directed by their master. Might ally with adventurers to cleanse area of competition
97 A demon has been released and daily grows in power. Is handsome and promises power to destroy enemies but just stalling. A great being of good is on way to stop him, the battle will be very destructive
98 A god in almost human form has come to usher in new age of terror and destruction. Awaits sacred vessels to arrive with relics to open more gateways, treats mortals like toys and seeks to wait undisturbed
99 A great wave of madness overwhelms area as elder god establishes foothold. Horrors of old times awake and come to serve it. It's power is linked to a monolith it requires to stay here
100 A great kaiju god beast comes to lay waste to world, gods send a being or one of own to fight it and request adventurers to damage the gate to weaken the creature

Roadwar Rules, Systems and Current Interests

$
0
0

So i lashed out and got the Rubble and Ruin PDF chaosium monograph on Drive Thru as price had dropped. Never seen much talk on it which is not a great sign. As a post apoc setting goes it is grittier than most, more like the Aftermath setting or a bit more advanced than mad max. It has lots of evocative ideas for societies, genetics, cyborgs and car fights. No mutants but it is only 20 years or so after he bomb but genetics and cybernetics is closed. Gets very close to modified animals but does not step far from the idea. As a BRP source book A little bit brief on some rules and rule mods from standard BRP I dont think are worth it. I think it has some good ideas to plunder for many post apoc and dark future settings. It has a campaign area and some adventures I cant really comment on yet.

A few other products that are handy too. My setting is cyberpunk in the walled cities and mad max outside. A bit of Judge Dredd even. So the Dark Future game by GW and supplements and white dwarf add ons are a must. The novels by Jack Yeovil are genius (really by Kim Numan probably one of my fave genre writers).

Death valley free prison for Iron Crown's Cyberworld setting is genius. Great evocative art of scratch built Mad Max flavour vehicles for a huge outdoor prison complex. Cyberworld game has a very underrated setting a biit more fun than most cyberpunk settings. This and Dark Future have inexplicable fortean events making the setting a bit weird and uncertain as to what could happen.

Cyberpunk has good content to steal for my outer cities but I always found a bit too clean and cool for me. plenty of Anime like Burst Angel did it better. I could add some stuff stuff from Chrome books in my setting easily. I would add more robotics (something cyberpunk lacks) and drones and even mecha. BRP mecha book is a reasonable book but Id probably have to change it a bit. Mekton the anime book from makers of cyberpunk pretty good too. I'm not adverse to having a transformable vehicle as a example of over the top car tech from a city.

I have stolen from Top Secret/SI and it's kind of proto cyberpunk setting F.R.E.E.lancers. The high stakes gamble has some good car related stuff in it. Once again a world in ruin, with companies and the rich sheltered from the worst effects.

GURPS Autoduel is great too. The 3rd ed has one of my favourite covers and suits of armour n a game product ever. I don't get why later ed did not use it. Setting has mix of pre or near apocalypse, companies, immorality and blood sports. The Carwars road atlases and Uncle Albert accessory books are good too. Some third part modules i need to inspect also.

Ill be presenting some vehicle accessory price lists then vehicle build rules soon. The game has a life of it's own now and if i get it working i might run as a con game or even a wargame. At least BRP works well with metric while i never liked straight d6 games like Traveller, GURPS and Carwars.

As my club old timer i am referred to as a simulationist. Despite best efforts to convert me to Gumshoe, FATE and Nemesis engines I find story games egoistic and dont feel risky. I even exaggerate my wounds in them and never feel like I will die. Im not a Killer GM and I run games to have fun but I want players to feel fragile and that a mistake will smear them or drive them mad. BRP does this well. Im also glad to feel my maths skills improve again as they had deteriorated with other systems. The criticisms I get about BRP I find funny because I remember games that sound like these accusations far more like FGU engine games with derived stats and 30 hit locations being run by war vets, survivalists and hardcore wargamers.

I still don't see how a game that everything you need is on the character sheet can be bad. Don't like skill curve - actually use mods. Don't know why you should care about stories in COC? Why do you need a mechanical nudge or not just write your way out like most scenarios actually do? Worst thing in DnD5 is the mechanical roleplaying nudge. If I really wanted to be an actor I would go act and I have been a performer. I can stay in character for hours but some cant. I don't want to play a disabled old guy all the time. I don't have room for costume as my books and art stuff take up too much of the cube i live in. One shots lack continuity I like, but are occasionally ok. Probably why board games dont do it for me. LARP vampire games popular with my friends but i just want to kill vampires and find these games are too player vs player, egoistic and resemple school, gang and workplace bullying too much to be fun or escapist.

Some players are smarter. Some are better actors and good at immersing in the setting. And some people like to be macho and be strong and carry big weapons and smash. That good variety to have at table. Players who want to jeopardise whole mission to role play or get too player vs player or just slow down game perhaps need more story based mechanics. I find some games like gumshoe to weaken game master agency, lack continuity (and limit improvement of characters over time) and to actually be more linear.

Im still playing TSR Marvel fortnightly but very combat oriented so less blog worthy.

Club will be moving soon from building I live in so probably will game a bit less and get back to writing, design and art and work as my health has improved. In a year or so will be interested in moving somewhere with more room for books and comics I can afford again where I can use spray paint without sabotage and whining from others.

Next year will do BRP Pulp and Rome settings possibly a stint at my Decopunk Cthulhu Metropolis which could morph into Flash Gordon. A straight SF would be nice too. Will still do my Exile Island DnD still and still interested in publishing stuff.

I will play DnD5 i think its good and i will get players book. About half the oldschool gamers I know are trying it and several club games converting from 4th ed. I dont really want to write for it yet but Im enjoying seeing what others do. BX is more heroic than BRP and handles my setting, Psychon and the more gritty/straight long stairs stuff fine. 5th ed is fine for me as a player but i crave oldschool still to DM, Its a bit too heroic for feel of my games and I play Marvel when I want that direction.

Tables below are for me BRP game. I use 1 second combat rounds which is pretty harsh. The other rule set I have is Recoil rules where most guns shoot same rate but get harder to hit more shots you take without stopping. Has not been a problem in play and players happy to take cover and rest a second. Has made big guns slightly less popular. Will detail somewhere soon. This sheet isn't perfect yet. Will do vehicle hit tables yet. Realised I could do WW1 planes with similar rules.





BRP BABYLON DYNASTY: Halls of the Damned

$
0
0

A player described the setting as like dnd with history which i don't really mind. Now up and running fine. Party spent a few days in Uruk and Iltani gathered tablets from the great temple of Ishtar before returning to Babylon. Re met barbarian Pek who joined group for new mission.

*Starring*
Toth (Steve) Half Egyptian Nergal Cultist has taken to wearing a vampires black kilt, blackened armour of noble quality and a huge khopesh. Keen to serve the lord of death and keep the underworld secrets from mankind.

Iltani (Olaf) Sumerian daughter scribe of Ishtar cult mother divorced from father, good with rod and dagger, has a daughter and is divorced, receives alimony payments from Sumerian husband. A devout scholar and Ihtar cultist seeks knowledge in all forms.

Sobek (Hanna) Amorite chariot driver and archer whose clan worship lion ancestor. Her ancestors to west had some Egyptian links but have fled from west as Egyptians pulled out. Is good with animals and likes taking responsibility for livestock captured and donkey carts. Father allowing her to practise drive Sumerian battle donkey waggon with a team of four. Loaned a slave to drive other donkey cart and care for animals. Still looking for religion.

Kull Draco (Andrew) a Gutian huge brute kin of the bear totem caries a huge battle axe. Interested in status and respectability, told by priests of Marduk should marry a Babylonian girl and be civilised. Not totally convinced but tempted to by a slave free her and marry her as nobody will marry a savage ugly illiterate Gutian.

Pek son of Farg a wild Kassite barbarian archer and initiate of Ninurta, slightly better assimilated than other barbarians. One of last clans to remain wild while others assimilated for hundreds of years. Wishes to be a mighty hero and monster slayer

So Father of the civilised adventurers had heard reports of barbarian and nomads driven to the land of two rivers by drought in the wastelands and possible Elamite invasion. Also increased supernatural encounters everywhere and bad omens. Told of a possible pre flood ruin by Shepperd-trader camp in west so sent the party with barbarian scouts. Also loaning them the donkey battle waggon Sobek was training with as she had taken to brilliantly.

Party set off with normal donkey cart in rear with slave to drive and Kull with his dog. While out of site of of civilisation saw some hunters and spoke to them. Were Amorites so sobek tried to befriend which didn't do so well till she gave them a live marsh hen. They told of a ruined shack to south west and a well to north west on way to tent town. Decided to see if well in good condition. When close set slave to watch cart and battle waggon went ahead. Then Kull and Pek sneaked out ahead and saw a multi racial band of Gutians, Amorites and fair Hurrians.

Informed the rest in the battle waggon then went back to ambush the bandits guards. Pek shot and killed one and injured another and Kull hacked other to death. The drunken bandits did not hear. The victorious men split up and got close to camp and could hear the battle waggon coming. By time the bandits aware of danger arrows and javelins struck them. They formed a wall of sword and shield men in front and had slingers and javelin men behind. Pek kept shooting them while Kull charged with his dog. The battle waggon trundled around them and Iltani jumped off and charged. Toth threw javelins and the combined missiles of party whittled the slingers down. Bandits drunk and unlucky. One fell over and stayed down in fear.

Kull got up close to attack as battle waggon zoomed past. Toth swung fron the safety of the car and killed a swordsman. Sobek steered the cart over the downed wounded slingers. Then went after men who fled and ran one more down. Iltani dodged a sling stone and sent curses to demoralise the men. Several more fled and Pek shot them. Finally bandits surrounded. Iltani got Pek to stop killing the wounded but Sobek put several run over out of misery. Three men in walking condition were tied to waggon.

Found six loads of barley, a merchant suit and some jugs of beer and a goat. Well in good condition and camped and drank the left over beer. Kull convinced a gutian prisoner to behave and he could get a job like he had. In morning dropped slave in well with rope to trawl through rope and he found tablets. Some just records but several with exorcism ritual instructions to cure a type of disease spirit.

By lunch arrived at herder encampment and met chief. Toth as the most noble with the big sword was asked to behead the uncooperative bandits in front of crowd and he put on a adequate show. Vultures snatched the heads and flew off with them. The gutian bandit was put to work and agreed to behave. Shepherd kids selected to show the ancient tell (ruin city mound) and the hired men with some of grain to watch the donkey cart and battle waggon. Also received a goat for stopping bandits which Sobek pleased by.

Searched the mound and Iltani found a snake headed idol. Toth found a carved bone gazelle and Pek found a pot decorated with goat men. Kull pulled out some bricks from side of mound and found a great hole. The party lowered themselves in and Iltani noticed old Sumerian like architecture. Wandered in long forgotten gall and heard howls. Found tracks of men but Nergal could tell had long toe nails. Sobek shuddered at howls and all readied themselves. Sobek waned to flee but Kull got in her way.

Ghouls charged screaming and Toth recognised they were corpses possessed by bad spirits. The fiends showed little restraint and were cut down. One had bite parried by Kull who managed to cut upper skull free from its jaw and brought another down.  Pek got off an arrow before one snapped at him and broke its teeth on Pek's buckler in his bow hand. Sobek killed one but got clawed in the leg and went down.

Toth recovered his fear and killed one attacking him then killed one menacing Pek. Kull downed another and party hacked two dying wounded ones into chunks. Rested and went into processional hall. Where once was a statue tIshtar was a crude Ereshkigal Statue made from dung with owl guardians. Iltani knew this layout from her home temple. Went to great courtyard to find a great stinking pit. Most gagged at a bit and Toth and Iltani got head spins. They saw vapours take shape of smokey phantoms. Iltani threw up. Above it was great dome of rubble. Looked to where library should be and found room with shelves long decayed and piles of tablets in mounds. Heard a muttering and a glow over a mound.

While others prepared charms of protection, Pek scuttled up mound and saw emaciated librarian in priestess robes carrying a great staff with a cuneiform covered lead head. He fired a flaming arrow through it while others clambered up mound to follow. Sobek slipped and rolled down. Toth struck it and realised it had a mighty aurara of power, Iltani's curse of fear failed, the glow stripping the spells power. The other came and hacked at it and Toth was badly hurt in the leg and crawled to safety. The mummified priestess fell and was smashed to mummy dust and broken bones. Took her lead capped maul and headband. Found some interesting books but best included letters from last days of pre flood times recording bad omens and the gods with holding their power.Also a sorcery spell on a alabaster tablet.

While looked through tablets barbarian illiterates watched on guard. Heard moans from the huge pit. Pek fired burning arrow dawn and saw it shrink to nothing. Across pit heard slow moving hooves on brick. Pek and Kull went to see and saw a zombie Minotaur with a bronze double axe patrolling edge of pit. Party all spoke in fear but decided to fight. As they returned the minotaur saw the light this time as they were in his from and he charged. Iltani, Toth, Sobek and Kull threw javelins and Pek fired his burning arrows blessed by the spirits. The burning arrow struck its head that went up in a flash and burst to crumbling embers. The headless beast fell.

As they got close to recover javelins the headless thing stood and party freaked out. The were faster and rushed it. Kull cut it's leg and it fell. Heroes hacked and kicked and pushed it into the pit. As sighed with relief head foul wings from below coming up. So they fled, with Kull and Pek looking back to see harpy demons from the underworld come to slay defilers of the dead.

Managed to crawl outside and cover hole when felt earth shake and peak of the great mound collapsed, linking 40 metres and a great plume of dust rose into the sky. Returned to the tent camp and traded barley from bandits for cheese and feasted on camel. Next morning returned to Babylon to rest. Sold cheese and tablets then rested to recover from wounds.All gave thanks to the gods and sought wise ones to advise them on paths of power. The lead capped maul and Minotaur axe were enchanted. The circlet of the mummy was too with a healing matrix and magi battery which Iltani got as was a Ishtar relic. Sobek got the goats. Toth was just happy he got to help separate mankind from the underworld as it should be.

My meters per second charts for my roadwar game proved handy for the chariots too. Must read RQ3 Colosseum on chariots too.

d100 Stuff Found on Apocalyptic Roadways

$
0
0





This is for stuff on roadside for rural areas and wastelands. As it is for Australia and my setting i might explain a few things. A Swagman is a traveling homeless person who makes a living doing odd jobs and farm work, usually bearded men with sack with a billy (a metal pot), tea, tobbacco, a bed roll, a lighter and not much else. In my year 2000 setting there are many animals recreated from prehistory. Some in wildlife parks gone feral. Others released by Green Fist a pro nature first terrorist org. The tasmanian devils and tigers (thylacine) and marsuipial lions are not the worst. Komodo dragon size goannas can smell a wounded person for miles and love smell of opened tin of fish. Nothing except near death deters them. At night you can hear the devils fighting over roadkill sounding like horrors.WIld Dingos might seak into camp to steal food too and if desperate might attack. Huge mutant "Devil" dingos have been seen.

Rural areas in hills and ranges around cities still a bit green every 25km
Wilderness with grass and trees every 50km
Wasteland mostly desert and dried crap every 100km

d10 Quick Version

1 Roadkill
2 Corpse
3 Pedestrian
4 Animal
5 Car Wreck
6 Other Wreckage
7 Goods
8 Nature
9 Ruins
10 Buildings

d100 Stuff Found on Apocalyptic Roadways
01 Squashed small animal like possum, rabbit, fox, cat
02 Squashed medium animal like pig, wombat, grey roo, small deer, goat or dog
03 Squashed large animal like cow, red kangaroo, large deer, horse, emu
04 Animal that appears dead blocking road but leaps up and attacks with final breath
05 Road crawling with cane toads, mice or other plague
06 A medium or large animal runs straight at car from out of nowhere
07 Local people scraping up road kill hungrily for a feast, welcome to join in BBQ
08 A strange tentacled mutant corpse nobody can identify
09 A strange mutant attacks travelers out of nowhere throwing itself hungrily at vehicles
10 Road kill being eaten by huge goanna, wild dogs, tasmanian devil, thylacine, marsuipial lion
11 Corpse tied to chain horribly dragged on road ill dead
12 Dead cop nailed to fence or telegraph pole or crude crucifix made from wrecked vehicles
13 Decapitated motorcyclist, wire across road will damage anything at biker neck height with speed
14 Scene of biker battle 2d12 corpses of several gangs 1in6 still have loot on them and a few bikes
15 Row of crucified gang members picked at by crows
16 Remains of cult ritual sacrifice
17 Human skeleton with last shred of flesh being chewed by wild animals (see 10)
18 Body of bound and gagged person d4 1=business man 2=farmer 3=teen girl 4=child
19 Parachute with corpse hanging from tree or or telegraph pole
20 Corpses rotting in trees pecked by birds d4 1=bikers 2=farmers 3=pilgrims 4=city folk
21 A hitch hiking teen aged girl on he run 1in6 she is a serial killer looking for victims to avenge herself
22 A cop who lost his bike and was left here by gang
23 A biker ditched from his gang for some infringement 1in6 he is working with them for an ambush
24 A farmer who was carjacked and abandoned need to get home to save his family
25 A aboriginal hunter with his dog, a cheeky funny guy
26 A homeless swagman with backpack looking for work down to last teabag and scrap of flower
27 A farmer kid lazily risking life by hitch hiking despite what parents say
28 A teen looking to flee to big city where anything is possible
29 A smelly hobo with dreadlocks covered in dirt with everything hand made from scraps
30 A city person dehydrated looking for help since abandoned hours ago
31 Big aggressive red kangaroo will attack and disembowel anyone they can
32 Flock of crazily running emus with little sense of self preservation on road
33 Komodo dragon size goannas following crawling person off the road
34 Mutant horror lurking in grass using a human corpse with backpack as bait
35 Bog by side or road with semi submerged car, probable croc or 1in6 a mutant bunyip thing
36 Remains of zoo or nature reserve with possibly feral exotic non natives or reconstructed megafauna
37 Swarms of bugs, canetoads, birds, lizards, rabbits or rodents cover road attacking anything man made
38 Flapping mutant water leaper horror attacks car but escapes to water if harmed badly
39 Staked out bodies crawling with ants left by some gang
40 Several bikes on road side with no bodies, if investigated giant man sized scorpion or spider attacks
41 Burning car with suicide body of working dad inside, 1d4 kids looking on crying
42 Car wrapped around telegraph pole (concrete in Sth Australia) d4 bodies with 1in6 of one alive
43 Broken car with several city folk died of exposure and no water
44 Abandoned car with amazingly crude bush mechanic repairs like grass filled tires
45 Interceptor with engine idling, actually a trap left by gang explodes when senses human near
46 Abandoned renegade off road vehicle, contaminated and radioactive
47 Abandoned farmer work utility vehicle with dead farmer outside, deadly snake or spider inside
48 Burned out wreck riddled with bullets and possibly rocket damage
49 Car or bike in tree with remains of impaled driver who accidentally made jump somehow
50 Car flipped over with unconscious wounded outlaws, actually rigged to blow by enemies or mad cops
51 Wrecked bus with dead passengers and looted baggage 1in6 chance of finding d4 survivors
52 Burnt out wrecked semi trailer with some remaining scattered goods d4 1=dead animals 2=grain 3=crates of building materials 4=barrels of slurry ready to be converted to fuel
53 Burned out food caravan 1in6 with homeless swagman making camp inside
54 Semi trailor blocking road with 3in6 chance of gang in waiting with ambush
55 Burned out smouldering police vehicles 1in6 of badly injured cop nearby
56 Crashed plane wreck 1in6 with remaining loot
57 Crater with chunks of satellite 1in6 radioactive 1in6 with automated defenses
58 Construction vehicle wreck 1in6 with a feral kid living in remains
59 Farm tractor half buried in mud, some parts worth scavenging
60 Farm machinery in dump 1in6 with stranded gang member wounded in ruins recovering
61 Suitcases and personal baggage littered on road side with papers fluttering in the wind
62 Crates laying on corner dropped by truck d4 1=machine parts 2=food 3=ore 4=coffins
63 Bags of clothes and personal goods near unmarked fresh graves
64 Dozens of good condition tires of various types 12=2d12
65 Jerrycan loose on edge of road d4 1=water 2=gasoline 3=biofuel 4=liquid narcotics
66 Plastic wrapped bundle d4 1=bodyparts 2=drugs 3=stolen or counterfeit banknotes 4=rotten food
67 Plastic cases d4 1=organs 1in6 still fresh 2=electronic parts 3=record collection 4=medical supplies
68 Pile of rubble dumped d4 1=coal 2=ore 3=gravel 4=covering a reasonable condition car with body
69 Garbage bags if searched may find d4 1=edible sealed food 2=gun 3=body 4=electrical appliances
70 Buried cache, trapped d4 1=firearms 2=food and water supplies 3=dodgy explosives 4=drugs
71 Open cut mine, partly flooded with wrecks of vehicles and sheds lair of d4 1=animals 2=mutants 3=gang 4=ferals
72 Mineshack with shaft or tunnel lair of d4 1=animals 2=mutants 3=cannibal swagman 4=prospector
73 Sudden storm produces flash flood, gulleys become temporary streams and may block road
74 Geothermal vent bubbling with steam or mud
75 Smoke from burning coal seam in underground mine or gas vent with flaming pit
76 Bushfire or grassfire running rampant, poor visibility and air, possibly block road
77 Triffids around road will move to block path when sense cars and try to eat divers
78 Red weed a bioengineered pest covers everything 2in6 including road, may hide ruins or creatures
79 Radioactive or poison contamination leaves dead animals everywhere, will contaminate fuel plant if used as fuel requiring decontamination for whole car
80 Trees littered with bones and bodies, mutant or animals live in trees eating passing humans
81 Gas station long ago burned out inhibited by d4 1=animal 2=bikers 3=ferals 4=mutant
82 Old farmhouse inhibited by d4 1=crazy farmer 2=cultists 3=animal 4=feral kid gang
83 Schoolhouse inhibited by d4 1=feral kid gang 2=homeless swagman 3=mad teacher 4=cultists
84 Church inhibited by d4 1=mad priest/nun 2=cultists 3=mutant horror 4=zombies
85 General store inhibited by d4 1=traps 2=swagmen 3=feral clan 4=gang
86 Farm shed inhibited by d4 1=swagmen 2=feral clan 3=homeless farmers 4=outlaw gang
87 Bunker built by survivalists inhibited by d4 1=mad survvalists 2=gang 3=cult 4=ferals
88 Toll station inhibited by d4 1=homeless swagman 2=stranded trucker 3=highwaymen 4=mutant
89 Compound of wrecked buses and vehicles with feral gang living in wrecks
90 Ruined pre 20th C farm building of stone inhibited by d4 1=swagman 2=animal 3=cult 4=mutant
91 Gang fort with walls built from trash and wrecks where gang rule area from and raid others
92 Fortified police precinct with garage and automated weapons and drones
93 Bunker where survivalists gang rule area from
94 Corporate compound with mercenaries at gatehouse to fenced property
95 Shanty town of nomads with vehicles in circle around tents, willing to trade
96 Mutant hovels and humpies by roadside where they beg from passers by or toll them
97 Aboriginal settlement with portable housing and sheds, wary of white folk causing trouble on their land
98 Food caravan with truck selling food and drink, popular with locals
99 Roadhouse restaurant with fuel station and garage, surrounded by fence with guards
100 Truck stop with concrete bunker, tucks, diner and machine gun nests in towers

d100 Wasteland Gangs

$
0
0
 This is to create some kill crazy psychos to meet on the road in your game. Usable for cyberpunk, supers, car wars or post apoc games.

If you get similar results like cyborg three times then assume they are more heavily modified. A single result might be a cyber limb or eye each. Multiple might equal near total reconstruction with puny flesh and morality gone. Youthful twice might produce gang of tweens who kill anyone reaching puberty.

Am well into my car customizing rules for BRP and will have lots of results soon. I might stall the planned race next game to get the cars and racers ready. Other stuff in production:
d100 Death Racers
d100 Sanctioned ops and Wasteland Wanderers

Some stuff stolen from comics, games etc and others i recycle from my cyberpunk and super hero setting.

These guys in this older post good for urban gangs of crazies in outer city areas past the wall. The inner city gangs are police and corporate security who mostly shoot gangers on sight. (Lots of typos sorry) http://elfmaidsandoctopi.blogspot.com.au/2014/02/d100-gangs-for-cyberpunk-or-superheroes.html

On with todays mayhem
d10 Gang Activity
1 Raiding and looting
2 Crimelords
3 Nomad outside the law
4 Highwaymen
5 Mercenaries
6 Smuggling contraband
7 Entropy against civilisation
8 Warlords controlling territory
9 Fight to be strongest gang
10 Murder for fun

d10 Exotic Gang Trait
1 Cannibalism
2 Sponsored by secret masters
3 Well armed and equipped with military or advanced tech
4 Primitive and crude salvage tech and cobbled together trash
5 Mostly young and green
6 Many veterans (1in6 cyborgs)
7 Self mutilated with tats, piercing, scars, brands and body mods
8 Carry bounties and wanted in many states, notorious
9 Plague carriers
10 Insane madmen with no regard for personal safety

d10 Gang Leaders
1 Famous killer or the wastes
2 Has dangerous contacts
3 Has a superior vehicle
4 War veteran and cunning leader
5 Mutant with extra ordinary features
6 Insane madman, possibly possessed or controlled
7 Psionic abilities or psion slave give an edge
8 Exotic weapons and armour make them standout threat
9 Cyborg veteran from war zone, probably psychotic
10 Commands d4 skilled experts (techie, hacker, cop spy, sniper, doc)

1d10 Gang Assets
1 Air support from ultralight, drone or light aircraft
2 Well defended bunker or fortress
3 Battle truck or war bus or APC or tank or other exotic big deadly vehicle
4 Ammodump and armoury, gang use lots of automatic weapons
5 Fuel depot or power plant making gang long range and independent
6 Some high tech or military weapons
7 Some high tech vehicle seldom seen in wastes
8 Advanced med tech facility for possible clones, biotech or cyborgs
9 Use of pets, animals or creatures as guards, scouts or troops
10 Sophisticated communications, sensors, computers or satellite link

1d10 Vehicle Mix
1 90% bikes some support vehicles like portable garage truck or bus
2 80% bikes some small scout buggies
3 70% bikes some renegade offroad battle cars
4 60% bikes some offroad cars and support trucks
5 50% bikes and a mix of support and transports
6 40% bikes acting as support for battle cars
7 30% bikes with force of buggies and battle cars
8 20% bike escorts for gang transports and force of battle cars
9 10% bike scouts for force of battle cars and trucks
10 Disdain for bikes use buggies for scouts, battle cars, trucks and transport buses



Typical Encounter Formula on the road

per party vehicle
d4 bikes
or
d3 buggies or bikes with sidecars or compacts or quad bikes or trikes
or
d2 feral off road renegade cars - open frame with manned tripod guns
or
1 quality duellist mod fighting car with inbuilt weapon or a turret
+
1in4 chance of a support van or small truck with mechanic workshop usually at distance
1in8 chance of a medical van in rear usually kept out of battle
1in6 chance of a bus or truck with gang beds and loot often at camp possibly full of troops
1in6 chance of truck with bio fuel plant to harvest roadkill and corpses for fuel

d10 Quick Gang Table

1 Feral gang - everything built and made from crap and stolen, wasteland survivors
2 Gang cult - obsessed with occult and the messiah leaders own insane beliefs
3 Syndicate gang - professional criminals control vice and crime in region as business
4 Culture gang - ethnic or ideological supremacists stick to own kind and fight enemy cultures
5 Mutie gang - bonded by monstrosities of birth defects and devolution against norms
6 Cyborg gang - usually vets of zone wars and resentful of society that made them killing machines
7 Militia gang - originally formed by locals for defence, most go beyond charter to hunt strangers
8 Nomad gang - have no fixed abode travelling together in families taking what they need to keep moving
9 Juve gang - formed by youths rejecting society with little care for anyone or themselves
10 Corporate gang - sponsored with good hardware who do black jobs for the man

d100 Wasteland Gangs
01 Dingoboys (and Dingogrrrls) emulate the packs of wild dogs, roaming the land and taking what they need. They kidnap children to raise as their own and sometimes kill the parents
02 Dirtrunners started as a hippy commune turned crazy killers and thieves. They like bare feat, love beads, sex, drugs and killing squares. Infamous for committing suicide rather than be captives if loosing
03 Grubs like to live underground and hide like worms awaiting the apocalypse. Paranoid about secret societies and imaginary government psychotronic warfare they randomly may attack strangers in on the conspiracy
04 Green Fist are eco terrorists who preach veganism, free love and murder any who harm nature. Some actually commissioned megafauna embryos in Singapore and Russia which they have raised and released in Australia. They kill hunters, anyone wearing leather or eating meat or running over animals
05 Combat Wombats are another feral clan who like to dig but they specialise in earthworks, siege tunnels, land mines and trapping roads o stop traffic then attack. Many are ex vets with biotech allowing them to metabolise wood, grass and leaves and other wonders
06 Skips like to emulate kangaroos, travelling nomadic style and living off the land. They are excellent bush mechanics improvising bizarre repairs from scraps and natural materials. They dislike civilised people using their forests and grasslands so kill them. They might pretend to be weak but it is a trap
07 Goanna Spanners are a feral clan specialising in camouflage, custom cars and snipers. They often track victims and alert other gangs so they can scav off the leftovers. They might also disable travellers and let them weaken from wasteland exposure then kill them. They put up a good fight if caught in open
08 Bush Devil's take after Tasmanian devils, often fighting by night, making awful screams and practising cannibalism. Fearless killers with a preference for steroids and amphetamines and grog. They raid houses and and camps often. Will fight by day but usually live in underground shelters when the sun is up
09 Thunder killers like using explosives and often dwell in abandoned mines prospecting for gold and gems when no victims about. Start with ambushes and blowing up roads then send in their stupidest thug beserkers to fight. Sub normal intelligent members even use suicide bombs
10 Cane Toads are a gang of obese thugs who greedily rob, steal and kill. The also kidnap victims for sex and food. Members have implanted toxic sweat glands and leathery hides
11 New Puritans lead by supposed reincarnation of Cromwell are disciplined fighting force fond of mounted machine guns who hunt and kill riff-raff and unclean or decadent  scum of wastelands
12 Dust Devils a multi state gang of masked cultists who like underground lairs, blood sacrifice, torture, slavery, cannibalism and worship forms of Nyarlathotep. Claim to predate white settlement. Like bikes and renegade open frame 4x4 offroad vehicles. Weird and creepy with unfathomable motives
13 Black Templars a cult of bikers inspired by warrior monks of legend, like medieval weapons, sometimes wear high tech retro looking armour. Has links to big  Corporations like Temple Industries and Gentech. Many militarily trained and all celibate. Who knows what they ae really up to
14 Satanic Sixers a cult of satanic bikers into 70 horror, metal music, orgies and pointy beards. Some implant horns in heads or wear on helmets. Red robes and cult blades popular too
15 Wotan's Riders worship the beserker god Wotan and like raiding killing and looting. Like axes and horned helmets. Ramming and suicidal front on charges are peak of heroism
16 Aum Supreme Truth came to Australia to test their experimental weapons and have thrived since. The White robed self titled Buddhists claim to have super powers. Like to rob and murder outsiders. Members wear a electronic box on their heads with more devout fusing into their skulls. Nobody sure what it is supposed to do. Occasionally use exotics weapons like gas, lasers or psionics
17 Cycletologists are a deviation of Scientology turned into killer biker gang who believe they are superior and have psychic powers and convert towns by gunpoint and then use mind control drugs and sleep deprivation and other mind control
18 Knights of Yog-Sothoth are a gang of wizards serving the inhuman old ones and seek to restore them to ruling the earth. Practise ritual murder and seek chosen mutants who they elevate to god status
19 Dagon's Chosen started as a surfer gang who have inexplicably turned to the worship of a fish demon and roam the land erecting stelae to Cthulhu near natural water sources in wastes
20 Mason gang worship Charles Manson and practise free love, murdering celebrities and other mayhem like poisoning water supplies with LSD or raiding drug crops
21 The mob are a mafia inspired gang dominated by Italian mafia and who like armoured limousines. Rich and running many rackets they see themselves as crime royalty and everybody else as upstarts. Are devout catholics
22 Gladiators are a mafia connected gang well disciplined and willing to make deals. Also willing to make examples of enemies and very vindictive. Every gang has specialist hit men. Every gang like a big black armoured luxury car and they like suits and gold rings and chains and sunglasses. Occasionally go after women and can be charming but turn to brutes if disobeyed
23 The Syndicate are an American gangster with a very corporate model running finance rackets, gambling, drugs and assassination on the side. Have also political connections and links to US base in Cape York. Frequently battle other gangs less organised or who try to rob them. On open road often fire first. Often use external rockets pods to start firefight
24 Commissars a Russian mob gang with ties to home government and fingers in the glittery world of tv and pop music. Also work in extortion, sex trade and murder for money. Have lots of heavy vehicles, weapons and cyborg ops. Younger ones more into hip hop and gratuitous wealth while older ones more stern fat old men with suits.
25 Rising Sons are a Asiatic gang with delusions of samurai honour. They take offence at any sleight and try to kill those who defile them. Many affiliated with Yakuza, Triad and Tong. Many martial artists and have bravado and good quality vehicles you would expect more in the city. Drugs, extortion and warlords are common rackets
26 Highwaymen gang specialise in robbing conveys, trucks and road trains by force. Well armed vehicles lead local scum in anything that moves. Hold up trade in large areas then sell goods at increased prices. Cigarettes, food and fuel are common targets. Leaders wear black suits with capes, masks and drive black vehicles 
27  Chain gang are escaped convicts from the many mass break outs in the 90s. Experienced hardened cons that hate lawmen. The law have bounties on them all and shoot to kill. The hide among other gangs then unite to destroy police and commit heists or even sack towns then returning to their other gangs. Some are more interested in revenge on society than money and often blow missions by being trigger happy
28 Reapers started as a collection thug gang working for others. From lucrative extortion they took over the operation and became more engrossed in biker, metal and gothic culture. The Leader has had his face reconstructed to resemble Edgar Allen Poe and rides long forked cycle with his wife Raven. Most wear make up and like top hats and bowlers. Happy to use voodoo like superstition to spread fear. Each chapter has a gimmick some being implanted with functional vampire fangs
29 Handsome Ungentlemen are muscle bound freaks and open to variety of sexuality, as long as members like 80s pop music, cocktails and outlandish fashion combined with guns, drugs and raves. Big time dealers and party machines but enjoy a good fight. Like to keep cool when killing and like to drink, snort drugs, and make out with lovers at the same time. Plenty of cyborgs among them too
30 Beast Brotherhood like bikes, beards, big dogs and leather gear. Plenty of all female and gay chapters. Most gangs have genetically or cybernetic modified mammalian horror like a mutant bear or cyborg panther. Claws in some form as grafted weapons are popular or just strap on
31 New Christian Militia are a aggressive fundamentalist sect who find fault with everybody then use as a pretext to kill them. Roam the wasteland looting for their bunker churches and holy crusade
32 Kelly's Heroes a nationalistic gang who wear armour to emulate the colonial bush ranger Ned Kelly and his infamous improvised armour. They hate cops and authorities. Some chapters infected by zombie virus and turn undead if killed
33 Eureka gang are nationalist anti government gang with many chapters also racist to some degree. Violent drunks who destroy stuff that isn't Australian and like to drive refitted Holden's finding other brands a threat to their way of life
34 Aryan wasteland brotherhood roam desert killing mutants, coloured folk and anyone not enough like their perfect examples of humanity. Adopt many elements of Nazis and KKK
35 Ghost Dancers are a indigenous gang fighting back against government and gangs and anyone intruding on their land. They do accept others into their tribes and don't like people questioning their bloodlines or appearance. They reject even there own kin if turn Christian
36 Josephite Pilgrims claim to be a sect of Mormonism. They are clean cut and seem peaceful and even victims. In reality they are a dangerous cult serving their master an Immortal wizard who serves the old ones
37 Witch Hunters seek to kill mutants, occultists, psionics or any using evil looking dress or vehicle decor as tools of the devil. Wear puritan like outfits and duster coats. Prefer shotguns and machine guns on vehicles and very large handguns
38 Red Storm are communists who seek to slaughter capitalists, shop owners, merchants, gangsters, police, religious persons and anything else in the way of global revolution. When they kill enough everyone will see truth of their cause and join them. They also rob farmers (kulaks) to redistribute the food to workers and the cause of the revolution. Attack death racers for publicity and decadence
39  Furies or known a Harpies to enemies are a all female gang prey on men, especially other gangs. By infiltrating other gangs sex rackets and as mistresses they leak information used to make heists. Grown rapidly now they are fielding road gangs. They try and recruit women and wipe out men they find offence or who hurt them. They mutilate and crucify their enemies
40 Black Lions were brought as immigrants in good times then abandoned with no means to live then formed a vicious tribe famous for young soldiers and machete mutilations. Many members forced into gang at a young age. Skilled at turning house hold items into torture devices
41 Tentacle Fiends are mutants many featuring amphibious, fish or even tentacles. Most stay near water or under it but occasionally they raid for mates and food from humans further away. Some stay in water side homes or boats but show rue colours when intruders come to town
42 Nergal's Angels are diseased mutants who worship Entropy. They seek to destroy civilisation by spreading disease, poisoning wells, burning crops and other trouble. Trade and transport are also targets. Many are mildly mutated with champions being very mutated. May employ monster horrors they find in wastes and have been seen working with undead without conflict
43 Morlocks are albino mutant cannibals who have tinted windows and screens to protect them from the sun. They often come to civilisation to kidnap food, steal tech and to kill the decadent humans who have ruined the world. Some are psionic or have other mutant abilities
44 Mutie Boys are a mutant pride group who flaunt mutations and destroy those who wrong them. They often drift into towns increasing in numbers and obnoxiousness till locals flip, then the horde come en masse to kill everybody for intolerance
45 Dinosaws have reptilian and scaled mutations and gene mods and claim to be the new master race. They publicly cause havoc, killing and eating people. Like big lizards and are always trying to get pet dinosaurs smuggled through customs from Singapore
46 Damned Dirty Apes are mutants with apelike mutations such as facial features, tails and fur all over. Many take retro tailored DNA drugs and steroids to enhance the effect. They hate baseline humans enslaving them. They also liberate test apes from black labs and try to contaminate others with their genetics
47 Atomic Sons are a mutant gang who dwell in contaminated wastes to be left alone but frequently raid others. Nobody wants their contaminated property so the have been quite successful. Often wear paramilitary dress and gasmasks. Use biological weapons and gas if they can get hold of it or make their own
48 Harlequins are a band of killer clowns with horrible senses of humour who spread horror and madness. Kidnap victims and abuse them to point of madness to grow like a cult. Fearless and like bright colours and crazy tricks. Always surprising and deadly traps. Especially like to steal children. They are mutants and hide unnatural features under their costumes
49 Mutant Pride also known as the Mutant Liberation Army help any mutant gangs and help wage war on humans. If they hear of mutants being experimented on, mistreated or exploited they call a horde to kill and destroy. Flaunt their mutant bodies and disdain armour on bodies and prefer open frame cars
50 Khaos Spawn are a gang cult worshipping chaos, entropy and disorder. Vile punks seek to hasten the end of the world by murder, arson and terror
51 Gun Nuns are a heretical catholic sect that enjoy cyber implants to wage war on the impure. Many like weapons built into bodies and even build themselves into their penitence wagons. They slaughter other gangs, cults and religions that cannot be saved. They hope their example will be a example to others to join them. Most are lesbians but they accept males as long as they wear nun habits and refer to themselves as sisters. Becoming a eunuch helps too. Strangely they respect the law as long as it doesn't try and stop them
52 Purple Hearts are wounded vets turned int crazed cyborg killers. They take over towns and ever districts of outer cities with wild parties, murder and cannibalism just for fun. They seek revenge on the society that made them and when captured and tried tend to cry for sympathy and have good lawyers making the state resort to hiring contract killers to wipe them out
53 Destroyers are combat vets from the zone who finding no work or help have turned on their country for being cowardly treacherous bastards. They wage war on fellow citizens the way they did in the zone. Most hunt scalps and collect ear necklaces. They have obtained many military grade weapons and wear cammos. They only respect or speak to veterans
54 Exterminators are zone vets who have increasingly moved to become full body cyborgs and increasingly even abandon  humanoid appearance. They believe they usher in a age of the machine gods and seek to turn AI and robots to their cause. Frighteningly good hackers they like advanced weapons. "Let the machine take control now!" is their battle cry
55 Night killers are cyborgs built for stealth, assassination, black jobs and infiltration. They are very mysterious wearing special forces stealth suits. Others specialise in infiltration among normal people, gangs and law enforcement. Noboy outside the gang know who they serve or their purpose as they scrub the brains of their operatives
56 Death Metal are a gang of cyber vets who have become infested with an intelligent strain of the necrovirus. They are hostile to those not infected and prey on cyborg gangs the most but mutants are second choice. They seem to act with intelligent purpose and their nanite colonies have produced new technology nobody else can operate or understand. Humans are just raw materials and meat they say but they seem to relish cruelty and fear from their victims
57 Cybertaurs are a cyborg vet gang who like to be fused into their vehicles. Greater their champion the better the vehicle. Those still human are mechanics and gunners while the chosen are first grafted to monocycles or motorbikes like high tech centaurs. The greatest become attached to cars and trucks. Even if their vehicle bodies are shattered they will crawl out and graft themselves to any other vehicles they can find. Some have performed horrible acts of terrorism with trains and aircraft. Worse still they happily help and join other cyborg gangs
58 Mechtonoids are cyborg vets obsessed with conquest and building huge robot bodies and mecha for their war against everybody else. Only giant robots will survive in their planned machapocalypse
59 Slavechippers are a more subtle cyborg gang interested in infiltration and mind control. They implant humans with control chips and network them into their command structure. They are happy to take their time but will arise with their thralls is major threats arise against them
60 Bionic Bastards are a cyber vet gang who enjoy patriotism, sports and murdering anyone who doesn't pay them respect for their heroism in the war zone. They are sadistic to those who get in their way using victims for cruel games. Decapitation cricket and football are special favourites. They tend to live in city fringes till driven out. Like to fight other gangs ad always have big grins as long as they are killing
61 Canefield Defence League founded in Queens Land to defend farms from gangs but became interested in protectionism, racist purges and interstate crime sprees when leaving state borders. Truck jacking favourite crime
62 Coastwatch Brotherhood a vigilante gang grown to cover areas of coastlines in several states and now even attack shipping. Still pretend to be lawmen and make preemptive strikes on suspicious intruders into turf or anywhere really
63 Freetown Sheriff League band of allied rural lawmen established when police stopped bothering with crime outside of cities. Vary greatly but wary of outsiders. Have access to crime records and data bases
64 Trucker Defence Force escort trucks and guard truck stops. Will attack suspicious gangs, rival trucker factions and unregulated traders
65 Dangerfield Agency corporate sanctioned ops and mercenaries who don't ask questions in the wastelands about jobs or clients. Often round up undesirables for bounties and for state prison capacity quotas
66 Stronghold Security transport goods and specialise in heavily armed vehicles. Also operate prisons, prison transports, armoured cars for money transportation. Don't give way except to city law or bigger guns
67 Bloodhounds (Dawgs) Militia squad work for independent farm collectives. Musclebound speed junkies they get overly worked up and crave action, notorious for shooting first. Especially at foreign or queer or gang looking types
68 Redfern Agency consist of mostly Aboriginal decent drivers to provide work as well as connect communities and fight racist gangs who would readily destroy whole Aboriginal settlements. Mostly peaceful but wary of many gangs or anyone who treats them without respect
69 McCready Agency are respected sanctioned ops who work with law and exterminate gangs under contract with fed and state governments. Even exterminated overzealous militias and corrupt lawmen. Don't start fights for free unless others start first
70 Gordons Security Service Co sanctioned ops specialise in escorts, body guards and couriers in the wastelands. Tend to avoid quasi legal jobs and starting fights
71 Sand brothers a Aboriginal gang who in spirit try to celebrate pre white Australia and may be seen living low tech lives. Don't be fooled though this is strictly ceremonial and they enjoy plenty of vehicles, weapons and other modern tools even if they look a little rough. Expert bush mechanics can get wrecks operational with improvised materials most whites would never think of
72 Bloodjacks are a major nomad crew who don't put up with shit from anyone. If members are wronged they can call a wasteland hoard ready to avenge them. As initiation they attack travellers so frequently get into fights. Wear three cornerd jack symbol of colonial convicts and like caltrops
73 Strippers are a nomad gang that seek to capture as many vehicles as possible or strip them for parts. They also recruit new members even from survivors of assaults. They have well maintained vehicles and will descend of fuel depots like locusts
74 Skyjackers specialise in drones, ultra lights, light aircraft and anti air weapons. The shoot down freight airships and strip them quickly before ground attack aircraft move in to destroy them. Small and secretive they keep a low profile as the city defence forces would do anything to kill them. Large bounties are on them so they hide their faces. May work with other gangs and let them take the heat
75 Cowpokers are a nomad gang that herd cattle but sometimes will stampede into enemies to win a fight. Will happily harvest dead ones after fight on abattoir truck and turn victims and scraps into biofuel on a plant truck. Some clans prefer other animals like goats, camels, pigs or emus
76 Trailer Towners live in mobile homes and caravans, many home built or modified goods transporters with escort fleet of other vehicles, wary of other gangs as they have whole families
77 Amazons are a female controlled nomad clan who recruit and rescue women from other gangs. They don't attack all men. Some men work in their field army and hold positions of power. They control large herds in some areas
78 Dead men are known disease bearers and many show signs of necroviral mutations. The dead among them charge first and many are intelligent enough to drive. They eat non members and descend like a plague spreading terror
79 Wastelords are a barbarian tribe who use cars and guns but are adapting to use of crossbows, unarmed attacks and balistia mounted on vehicles. Fond of bikes, stripping vehicles for loot and mass murder
80 Crow eaters come from rural South Australia turned into dust bowl. First they ate their animals then the crows then each other. Now they roam the wasteland depopulating areas of everything and everyone. With bio fuel converters any organic thing is fair game for food or fuel. Wear crow motifs on clothes and cry "Go Crows!" lots
81 Young Bloods a wasteland feral kids gone bad, arrogant, overconfident, reckless and coldblooded killers
82 Thorn Devils named after lizard and wasteland survival experts. Like to migrate to other areas and stir up troubles between factions then finish off or loot dead
83 Bubblegunners are super cool techno geeks who hijack pop culture shipments, hack media and kidnap celebrities. Force them to perform then sell them. Rumoured they clone them and sell them
84 Chrome Cobras or Cobra kids like to emulate action figure toy lines and run amok with salvaged weapons and tech. All have gimmick persona and codenamed with leaders wearing strange masks
85 Deadly Broys a Aboriginal-Islander-Islamic mix youth gang who fight racists and rob the man, treat ok if you laugh at jokes and dot act scared or wary
86 Katzenpride a gang of techno kids who dress in cat costumes and hold illegal raves, mostly harmless unless you abuse or try to exploit them the claws come out. polymorphous sexual tenancies and fit audio and light sows to vehicles
87 Caligula's Sons started by mobster and old money kids looking for thrills. Like to emulate Ancient Roman decadence, slavery, orgies and gladiators
88 Technoids like hi tech crime like cable splicing, satellite hacking, and e-crime. The blow money on robotics, cybernetics and are trying to build mecha, transformable vehicles and weird robots. Some megacorps hate them
89 RRR Roads Run Red crew love graffiti and killing pedestrians. Amateur death racers just for fun on Innocent rural settlements
90 Chemgen kids a national graffiti crew into thrills, extreme sports like truck surfing, and making other gangs fight. Use lots of drugs as well as making and trafficking. Produced marijuana-triffid hybrids for fun
91 Steelskulls linked to Universal Products Inc, fight other gangs, black bag jobs.Wear leather, big beards and chains. Lots of zone war vets with cybernetics overclocked by corp techs
92 Nugen the official Gentech gang mostly Korean, Japanese, Vietnamese but others included. Glamorous into high fashion and martial arts. Rumoured some are Psi-op ninjas. Test new models of stuff and avoid legal trouble that gives company a bad rep in press
93 Diggers or "Coal Moles" pretend to be patriotic vet gang mixing New Zealanders and Australians. Protect coal mines from hippies, protesters and eco terrorists
94 Firedogs specialise in arson of buildings and starting bush fires. Willing to use other forms of violence and explosives. Serve land developers and real estate association to drive off squatters and stubborn land owners that hold up developments. Also interfere in Mayor elections
95 Gearheads serve Kemelkon, protect fossil fuels, biofuel farms and  mining industry. Sabotage rival fuel and energy concerns and convince farmers to only buy their seed crops. Vehicles are big gas guzzlers
96 Motocroppers pretend to be ferals really mobile anti labour force that subjugate pickers and ag workers on Biota Inc farms. Also sabotage rival ag projects and test bioware
97 Skullpoppers a gang of covert cyborg black ops for Exotech military and cybernetics, test abilities by killing other gangs and military assaults on bunkers and communities. Ex zone troops and still fly overseas occasionally for missions
98 Iron Commandos fascist Hitler worshipping brownshirt gang push racist hysteria and bait lefties but actually serve banking cartels who use them to for extortion and to ruin debtors businesses.
99 Death hods - Seccom Inc owned lots of private security firms and police districts so getting own gang was a logical step to prove anti gang forces needed by customers. Vandalism, murder and militant nihilism a speciality.
100 Silver Shanks keep a low profile and have no criminal records. Work for UK/Russian aerospace tech firm AELITA. Enemies tend to be hit by hypersonic weapons and eliminated. People not sure what they get up to but they roam around with ultra high tech vehicles, guns and cyberwear 

A nice review of this blog

$
0
0

A nice review of this blog - thanks all and some of my art above

Elfmaids and Octopi by The Prophet Konsumterra

Elfmaids and Octopi has been one of my must read blogs since I first ran across it nearly two years ago. The author has one of the most distinctive writing styles I have ever encountered, and it takes some getting used to before you’re able to fully engage with the blog, but it works perfectly.

The Prophet Konsumterra has steadily built up a blog filled to the brim with some of the most creative writing I’ve ever run across. His game session reports read like front line missives one week and the next like a conversation in a friendly bar with a good band playing in the background. Yet as good as these are they aren’t the best part of this blog. Where he really shines is when he starts exploring his gaming worlds (in particular the Planet Psychon series is outstanding) and builds these amazing d100 lists that each provide the reader with more ideas than a lifetime of gaming would allow them to fully explore.

As if all of that weren’t enough the Prophet Konsumterra has also published his work for his Home Chimera game which combines his favorite elements of each D&D edition from First though 3.5. Reading through his efforts is like finding an old friend who keeps telling you that you don’t have to limit yourself to the things you’ve always been told and can instead go your own way. Having a voice like that in this hobby is essential if we’re going to continue to grow beyond the standard fare.

Style of Game: Homebrew Chimera (mix 1-3.5 D&D)
Posting Frequency: Twenty-four posts a month

Roadwar2000: Toy Shopping

$
0
0
So it turns out my party less blood thirsty than i thought but i guess one player retiring cos world too nasty was a sign. Have done rough stats of basic vehicles.  SIZ point calculation was most horrible thing to calculate. My speed charts have worked well. Have working version of my car accessories and design just need to do prices and a few more stats. A few things to do include d100 racers, a d100 sanctioned ops and wasteland wanderers which ought to keep game going a while. Will get to some more investigating and monster hunting too. I could do a d100 rad battle table easily too.

Playing with miniatures has been good for inspiration and putting a new cool car on road really good. Will do lotsa road sections soon and we can use for this and super hero game. We have about 50 cars now and looking for a few specialties but fun to bring a new car on map. Ive set campaign with plenty of room to move so they know of and avoid the really advanced interceptors with nanite self repairing LCD chamo hulls, atomic fuel cells and heavy lasers. Those things can bother aircraft and could be designed to take on fighters.

So better healthy (im about 75% normal now) so iv in last week done 20 things on to do list (3 months on to do list) and almost finished commissioned paintings (started in jan). So i have more work more money and more time to be mobile and social. When game club moves out of building i will cut a few games and get into art and writing again.

So Matchbox and Hotwheels are 1:64th scale. Bikes are hard to get. We cot a pack of 10 on ebay at a good price and might get more. Ones in train store $20 each which sucks. Train stuff in store has terrible prices. If I can find my old toys from home had a matchbox ute with two bikes on back i would consider moulding for own use. Might get them at xmas as mum kept for kids that visited. But dad did chuck my starwars toy s and bag with all 80s guns worth im told about a thousand bucks. I used to blutack starwars, lego and playmobile guns/swords/capes to plastic animals and build dungeons and spaceship deckplans from 5-10. Cars and 1:72nd scale soldiers (i had about a thousand) lasted a bit longer and i had soldiers till i left Adelaide and gave away all my epic armies and militaria. 

Saw some nice train scale bikes with sidecars too but overpriced. So I do seem to be shopping mad at moment. Found a Hobby shop with floor of Diecast in Sydney with Hotwheels box sets of 5 cars for $14 rather than $21 like kmart. I have found individual ones at sale price for $2 to $2:50 but hobby store $3:50 each. There is a Hotwheels trailer truck series for $16 with a truck and car which one will help as most trucks scale not quite right (im a scale jerk - gotta be within .05 of an inch or i give it too kids). Matchbox sets i fancy include a army set with some hummer looking stuff and trucks. As well as a dinosaur hunter set. A nice to scale Harrier jump jet for $7 should scare shit out of players.

So I want to get some kind of people that fit roughly even if 1:72nd. If I run the Cars that ate Cthulhu at a con game some scale mythos monster will be needed. My friend says he wants to race in Relyeh on non Euclidean roads at climax of campaign which sounds freaking amazing. Deep ones racing on high speed shoggoths? Cultist amplifying cars with powers of the old ones? Shoggoth motors to push pistons with flesh instead of chemical actions. Mi-go bio racer? Racing by shores of the lake of Hali under strange stars? Nudging that rival racer into a wall of rock to see him turn into a 100m tall avatar of Nyalathotep? Outracing the expansions of a Azathoth manifestation? More of this creeping into game.

Sadly reactivating my car mania is a bit odd as i hate real cars. I'm like that with guns. Gun nut cabbies will give me discounts to talk gun porn with me but i have fired only a few shots ever (better than the owners). My family have a hundred+ years of gun champions but all given it up because of crazy people in gun scene. My family very mechanical too. I'm only interested in narrative potential of tech and knowing enough to simulate in in games and possibly fiction.

Interesting sets of plausible modular space stations at a good price but satellite wars seems a limited genre. A funny set with Airforce one and secret service van, limo and helicopter at a good price was funny but plane scale wrong. 

Sets of Volkswagen combi vans and bugs tempting online in camo or fire patterns. Brady bunch car and scooby doo van at reasonable price. Ghost busters and delorian too. Nice jetboats and hover cars tempting.

All this has proved handy in chariot scenes in my Bronze age Babylon game. Im gonna hunt some Chariot and near eastern armies collections which have mostly gone from local scene. Japanese robots and superhero collectables have pushed from sores. 1:72 would be choice for room and numbers but i will consider 25mm/28mm if i have too. Will help a bit. Have seen really nice Russian brands of bronze near eastern stuff. Every day life romans set and a christian set with martyrs and crucifixion set (hope comes with lions). Found a good line with 90 piece Assyrian set and smaller Sumerian infantry and chariot set would do nicely. 1:72nd orcs, elves, sf etc too out there. English pirates looks nice.

All this to simulate running over people. And im mostly a nice guy.





SYDCON

$
0
0
Im running games here in Sydney for 3 days in october
gamma world - a gonzo post apoc game
Metamorphosis alpha - awake in long lost generation ship
and sat will run secret wars II - a TSR marvel battle royale with Andz

http://www.sydcon.info/index.php?module=pages&page=index

Game logs for Babylon, Deathrace game and DnD over next few days then will get back to Redbrick finishes like expanding some tables to full d100

Working on a paid 3d mapping project of graffiti tunnels
might slap up a 80's dnd logo poster i stenciled there

d100 Wasteland Road Hazards

$
0
0


So is for dramatic obstacles and hazards for use during a chase, cross country trip or whatever. When you need a crisis on the road this is a good start. It may mention adventure opportunities or encounters but will do specific tables for them yet.  

d10 Quick Hazard
1 Animal

2 Nature
3 Road condition
4 Obstacle on road
5 Booby traps or old ordinance
6 Travellers
7 Gang ambush
8 Authorities like law, militia, sheriff etc
9 Locals
10 Something strange

d100 Wasteland Road Hazards
1 Locusts or other swarm strike car, messing windows, radiator and reducing visibility
2 Huge spider hiding in car drops into view startling driver
3 Duck or bird strikes windscreen startling driver
4 Cat, dog, possum, duck or small animal runs on road forcing driver to keep control if hit
Wombat or pig runs across road potential damaging car and causing a accident
6 Emus or kangaroos or deer run across road with potential to destroy car and kill passenger if collide
7 Sheep or cattle block road 1in6 farmers herding nearby protect them
8 Eagle or Tasmanian devil  or dingos eating road kill oblivious to oncoming traffic
9 Mother animal leading adorable babies over road for first walk like dingo pups, ducklings or kittens
10 Road crawling with swarm of mice, spiders or cane toads, road slippery
11 Flash flood covers road in water, risk of aquaplaning or break failure and loss of control
12 Bushfire and smoke reduces visibility, burning tree might fall on road
13 Tree blocks road
14 Mud makes road slippery
15 Frost in morning or fog at night or snow or hail by day makes road slippery
16 Sudden downpour reduces visibility and reduces control
17 Dust storm blows cloud of choking dust and sand
18 Strong wind makes safe control at high speed harder
19 Road blocked by water or dips through temporary creek or river
20 A pod of triffids block the road eating corpses
21 Road covered in loose gravel on corner making turn dangerous
22 Road rough and broken from lack of care
23 Road so broken more like off road conditions
24 Road damaged by water, road washed out and eroded pit
25 Road crumbled and slide down hill with barley a lane left
26 Road crumbled and slide down hill requiring a jump
27 Road has a deep crater, sinkhole or pit obstacle
28 Broken glass everywhere
29 Oil slick covers road possibly a hazard and covering wheels
30 Road extremely uneven and bumpy, expert can assess exact speed to move over easily
31 Car wreck partly blocks road d4 1=car 2=truck 3=bus 4=container truck with contaminated waste
32 Burning wreck partly covers road making visibility poor and attracting scavengers to this point
33 A large vehicle like a wrecked truck, train or bus blocks road and visibility
34 A large vehicle like a wrecked truck, train or bus blocks road and is inhabited by a savage gang
35 Sacks, barrels or crates scattered everywhere
36 Dead cows or horses block road partly
37 Human bodies litter road 1in6 chance one just badly hurt
38 Rubble or scrap metal or tires partly block road from some past accident or battle
39 Motorbike on road with drivers body 1in6 still alive
40 Bodies lay among wrecks on road with baggage near bus, when get close zombies awake
41 Landmines on road need to be avoided 1in6 dummies
42 Wire at cyclist neck height over road
43 Caltrops on road damage tires
44 Pit has been dug and covered
45 Flammable gas or liquid over road ready to ignite, possibly from leaked fuel tank
46 Valuable wreck or goods with bomb 2in6 makers nearby
47 Road section undermined with explosives with gang controlling plunger nearby
48 Road covered in napalm, gang nearby with flamer
49 Tire trap set up across road by gang or cops 2in6 nearby
50 Road covered in craters and bullet holes 1in6 some live ammo undetonated
51 A broken down van d4 1=food van 2=campers from city 3=nomads home 4=delivery
52 A broken down truck d4 1=goods transport 2=farmer 3=fuel 4=refugees 2in6 been shot up
53 A large group of hungry diseased mutants try to stop traffic to get food
54 A large group of hungry refugees escaping town destruction, some wounded
55 A large group of pathetic wretched people actually zombies
56 Car on road d4 1=driver wounded 2=out of fuel 3=maniac trying to lure victims 4=badly shot up
57 A broken down bus d4 1=Church Pilgrims 2=Cult 3=Ferals 4=School children
58 A mob of ferals hungry, thirsty, dust covered beg for help
59 Aboriginal hunters looking for game and gathering fresh road kill
60 Kids playing on road
61 Two gangs meeting on road to talk out some problem
62 Snipers 1d3 with gang on foot ready to attack
63 Gang on foot with several machine gun nests
64 Gang with several RPGs lay in wait
65 Gang victims staked out on road d4 1=gang member 2=cop 3=farmer 4=some kind of agent
66 Barrier of metal drums and crude fence with gang in wait
67 Barrier made from fence and drums with people tied or nailed to front, gang ready
68 Gang members with molotovs, slings and rocks
69 Gang members with large chain ready to block road by towing into place with vehicle
70 Gang have set up toll station on road
71 Authorities cars await hiding will pull over suspicious vehicles to search
72 Local militia with sandbagged machine guns and RPGs, anti gang task force
73 Military in hazmat gear and NBC suits inspecting vehicles, wont say why
74 Damaged police vehicle and wounded cop
75 Redneck sheriffs block road to keep our undesirables and search for goods illegal locally
76 Sanctioned operatives with armed cars block road, possibly seeking adventurers
77 Military declared martial law in area to wipe out gangs, search travellers and question
78 State customs inspecting vehicles for drugs, moonshine or diseased fruit from interstate
79 Sheriff tries to flag down law abiding armed travellers to deputise into posse for man hunt
80 Police from city with paramilitary squad searching for fugitive
81 Old people or school children crossing the road slowly
82 Road workers repairing road 1in6 chained prisoners with armed guards
83 Man chased by wild or angry farm animal d4 1=bull 2=triffid 3-dingoes 4=turkey or goose
84 People moving goods d4 1=food push cart 2=cages of animals 3=building stuff 4=meat
85 Farmers loading trucks d4 1=live stock 2=farm machinery 3=bales of hay 4=triffids
86 Slow moving farm vehicles and machines and grumpy farmers
87 Bales of hay block road, farmers trying to stop local terror gang
88 Farmers are burning a witch on road with gathering of townsfolk singing
89 Local lynch mob d4 1=a beating 2=a hanging 3=machete mob 4=man or monster running from 
90 Procession of slow vehicles or mob d4 1=funeral 2=wedding 3=returned veterans 4=parade
91 Cultists in robes have drawn symbol on road with napalm or blood to call otherworldly horror
92 Intelligent undead road gang in vehicles lay in wait, serving their otherworldly masters in silence
93 Cultist ambush using black magic or psionics to attack drivers then robed cult gang with guns move in
94 Mutant gang, several with weird powers soften up incoming drivers so rest can attack
95 Semi intelligent undead ready to attack, jump from trees or overpass and climb on vehicles
96 Ghouls eating corpses on road with fresh car wreck
97 Strange lights d4 1=weird radio sounds 2=cars stop 3=telepathic message 4=abduction in progress
98 Strange humanoid steps in front of travellers from nowhere and dies, odd equipment
99 Shambling tentacled horror hazard tries to stop vehicle to eat and toy with humans
100 Ghost car on road follows, seems normal but gets increasingly weird (possibly fake to scare people)

Deathrace part one

$
0
0
So the team made the death race. Well sort of.

Sheriff, the sniper and the cyber psycho vet and mutie did and upgraded their vehicles. Sheriff got a rocket launcher and caltrop dropper. Cyber psycho vet got two rocket launchers in front and two in back to go with his forward .50 cal mg and laser turret. Also fitted rocket boosters. Sniper went with sheriff as navigator. Mutie was happy to keep ramming with his contaminated renegade buggy. Sheriff saw score system rewarding civilian kills and decided o win by eliminating other racers instead. Cybervet didn't really mind but his therapist working on getting brain chipped in porn as therapy for his homicidal sex mad rages. His therapist came along as navigator.

So race began in Coopernook and intended to be a five hour trek to Gold coast. Was as rules insist peaceful first few hundred meters. Eight other racers.One Japanese car put on rocket boosters and zoomed off. Managed to stay ahead most of race. A bit of bumping went on as cars split into different speed classes. Big retro green luxury hung at back.  The first car to get out of control dropped back and the green cat skillfully did a 180 handbrake trn and opened fire destroying first contestant. Others impressed. Road split from old highway to new and racers divided. Caltrops deployed by sheriff shredded some tires. Other jap car zoomed into second place out of sight. Mid weights began bumping and shooting. Those on main road in forest ambushed by militia killing two lead cars. Heroes fired through gaps in wreck and damaged several militia off road cars. Sniper was tossing explosives out window and firing rifle bursts. Several militia destroyed and only one escaped.

From behind old team mate the Gun lovin Nun, secret Vatican agent in her Alpha Romeo came to hunt and kill amoral death racers. When half racers pulled through near by town to shoot up a school Sheriff dropped mines in town main street damaging several contestants. Alpha waited and opened fire on several as ran over mines. Big green saw this and pulled down side road going for cafe in town. Nun pursued and killed it with superior turning power. She damaged green car car steering and damaged fuel tank and it didn't last much longer. Others rammed through a pair of sandbagged militia at a bridge killing them all.

Some went into larger town to attack old folks home. Was a good chance to get second lead purple car lasering up home setting it alight. Ran down some oldies escaping and mutie and sheriff trapped and killed the high tech purple racer. Trucker went crazy and ran down some more oldies before snapping out of rage. Purple car used ejector seat and sheriff followed and ran driver down.

Another sandbagged bridge and nun killed another lagging racer. One racer managed to hang back, avoiding others and hit old folk and ambulance crew racking up a top score. Nun went hunting but didn't find. Fans on TV unhappy at mutie and sheriff team work and lack of killing pedestrians.

Another bridge with militia ran down and into forest when horde of renegades attacked seeking glory of killing racers. A few hits and more damaged tires both sides but two renegade buggies spun out of control throwing off passengers the mutie ran down. One anger jumped in mutie car and tried to throttle him but the ogrish mutie pulled off chain around neck and threw guy in front of car. Another car lost steering and went into woods. Two buggies escaped. Nun killed one and let one go.

Nun on her racer killing spree made truce with party. Went through another town stirring up trouble and finished lst competitors. Only non team racers left now were one Jap rocket car keeping ahead and other purple sports car hanging back. Turns out stopping for new tires saved her from nun and team so she stayed back. Another team mate caught up with race in his van and was stripping wrecks rather than playing.

Finally travelled a good distance without trouble when saw in distance a line of five sheriff cars. Race team sheriff tried to convince them he was working on stopping race from inside but these lawmen didn't believe him. So they got closer guns ready...

14 cars destroyed and death race ruined - one white interceptor so far in lead able to slaughter pedestrians with impunity. Rear purple car has best kill score.

Glad to see party be moral sorta.

Next game will finish and get up to some more mystery for a while.

Neckbeard oldschool cockblocking rant

$
0
0
This was based on a comment to Zac S blog i thought i would repeat and add a bit. When i started coming across hate speech against my taste in gaming following the 5th ed advisory gate crap thing i went and became a follower of the Pundit. Some of the awful hate i have seen over this is amazing. Im now drinking regularly with some fine young egghead gamers which has a wide variety of taste. While I get characterised as a conservative gamer none have played any of my games so it is interesting to be told what i am doing. I enjoy talk on games and politics and talking with what might be Austalia's last educated generation. Ive stopped plans of getting a masters/phd under current government plans to add 65 000 plus to my education i completed 7 years ago. Politicians doing this mostly paid nothing.

I have to be a bit more polite and let the young guys speak because my crew bulldoze each other happily with no malice or problems. It's probably good for me to be a better listener. They are also a touch more pedantic and use logic and facts so this keeps me on my toes as i generally have used more rhetoric from years of being a paid unionist and media alarmist.

I am the oldest gamer in my club at 44 - ive been dubbed patron saint of oldschool in sydney - a flattering but meaningless accolade. I get the "you are cockblocking new games" talk lots. Some refer to me as simulationst gamer. Apparently that is bad. My young friends dont realize i grew up as youngest in a club of wargamer military vets 30 years older than me who would ply 8 hours of a 5 second sniper vs sniper game - loved chivalry vs sorcery and many other far more complex games. I like diversity in games and dont want people to play my way that would be boring if everyone was like me and would make my efforts seem pointless.

Ive never cockblocked anyone from gaming the way they want. I personally find story telling games have no feeling of risk. Gumshoe games remove gm power and are more linear and pointless. Just what I think please go play them for yourself. I get young gamers trying to introduce me (proselytize me) to save me from DnD and CoC. They mostly miss the point of why i play them. I dont just play my homebrew of BX because i am trapped in amber like dinosaur spunk, it's actually because it is simpler than many modern games. OSR is as much about DIY and incredible imagination over commercial product. Cthulhu/BRP. I like because it is gritty and players feel like they could die at any moment. Everything player needs is on one sheet. How is that bad?

Im older, overweight (as i have chronic arthritis and still think every meal could be my last) and I sweat from fever induced by inflammatory illness and i could grow a neckbeard. The awful stereotypes about gamers, old gamers, dnd gamers, osr gamers is awful bigotry as bad as any other kind and is based on kneejerk judgements and unwillingness to bother to know what the other even is on about. (Does any one call george r martin a neckbeard?). Are all story gamers beautiful? Possibly if gamers were all born perfect muscle bound aryans many would be more interested in football and abusing weaker people - i dont know. Nerd culture is still too small to turn on itself. Wasting pages ragging on other gamers taste while politicians who effect the world remain un trolled is sad.

Sadly the kind of hate i get thrown is exactly the same hate i get when people think i am gay or asian. So ive always stuck up for those guys. When im in all white average communities i assume i will be a target of abuse. I shouldn't feel like this among geeks or gamers or comic fans and nobody should. If i came to a event in a SS Deathcamp uniform or clan hood then i would deserve to be abused. Fuck haters - hate something worthy like poverty, starvation, corruption, racism. Popmusic and gaming are not worth disliking people over and none of our feelings about another persons harmless tastes are really very meaningful.

shit this was my 550th post since and i realized ive been blogging here twice as long as i thought


More real dungeon adventures

$
0
0
So ive been working on a 3d tunnel image making project to document graffiti. Im gonna be in 3d giving a tour. And in a book. This is my token fine art project for year. Apparently the composting of stills takes days and the cloud time costs hundreds of dollars to turn thousands of stills into one.

Ive seen a 3d resin colour sculpture of a section that looksamazing

this is media player
http://unity3d.com/webplayer

this is 150 meg image file (sorry)
http://tacticalspace.org/trafalgar-st-tunnel/

you can use arrow keys to go back and fwd and mouse to look about

Thats me with glue on me. People run a million miles when they meet you at night with chunks of glue on you. Im teaching again and collabing on art and painting and pasting so looks like im a artist again.

This whole project thanks to Dr Josh Harle

Marvel Log: The day we didn't punch Hitler

$
0
0
Seraphim a mild mannered priest is really a angel cone to help mortals with powers of light, healing and righteous fists of peace. Has wings and golden armour he can summon

Storm Wing a airline company owner given telekinesis and a suit by aliens. Just returned from secretly having a baby with a alternate universe in human form. Her brother/sidekick is a nanny.

Traveller a other dimensional detective trapped on earth 476. Has a base, a car that turns into a flying saucer as well as power of psychometry, teleportation, self duplication and has a disintegration gun that forms from his body. Wears bandages and trench coat and fedora.

Stormlord a jerk who is actually from a hundred year old dynasty of heroes, the 5th in a family line with a alien suit, secret base, powers over weather and forms ice armour

Tank a millionare arms dealer in battlesuit industry really learned secrets from lemurians under the earth from their king. Has power to transmute matter from simple elements like carbon and hydrogen. Has lemurian cyborgs and his own cyborg armour.

Have had a policy of trying to throw gonzo scenarios at party between city smash ups. Most sessions involved a long battle scene with heroclix and toy cars. Had a big prison break. Intergalactic gladiator fight, and most recently a battle with a very tough meta merc team trying to rob high energy physics hardware. Two escaped and almost got away with truck.

So while tracking more parts Traveller traced to a shack in country near a run down old mill. So called available team and all flew to scene. Saw three guards with ingrams that Traveller scanned to determined ammo was AP and shed was really a elevator. Stormlord went off half cocked and laid down a wall of Ice. Seraphim flew up and punched one through door and got a KO. Traveler teleported one gy in front of seraphuim and removed a few guns. Stormlord blew away all the chamo on the building exposing the elevator and Tank held doors open while Stormwing flew through into depths after tearing out liftt floor. Voice taunted them over speakers threatening they would never even be born soon.

Whole team considered putting storm in names for a moment till they found the bunker beneath full of nazi regalia dating from pre ww2. In main room was gate. Traveller could tell it was a gate and probably a time one. APIO squads arrived to secure and party decided to enter. Traveller explained that villain erroneously believed you could enter own parallel time stream. Party found selves 1939. Took down 3 Nazi guards with MP3's who were easy to stop. Scientist on way to River city.

Followed him after checking radio broadcasts to see if history similar. City smaller, dirtier, military bases all still active on tiny harbour islands. Seraphim took them to his church and showed priest their he was a angel. Most stayed pu bickering if they could get a disguise and risk showing faces to each other. Stormlord went to family property where his ancestral base was and found butler and his young grandpa threatening him with Thompson guns. Apparently his dad (Stormlord II) was in Europe after refusing Nazi's to join them in 1937. He proved who he was by intimate family knowledge of secrets. Enjoyed having bossy grandpa being helpful and subservient. Got family limo and rented a truck and met at church.

Tank refused to exit armour and worked out Stormlord was able to recharge him with lightning. He also flew into near orbit to test his life support cybernetics. Traveller went to town hall to check business name he gleaned from Nazi guards on farm. Found former Bavarian beer hall now a workers club. Took party there and while Tank sat in back of truck. As rest tried to talk way in, Stormlord jumped out of limo in SS uniform (his alien suit has quick change) and blew everything. Freaked Nazi agents out so others rushed him in with club men tiring to question him and abuse him. While others tried to save situation, facepalmed and abused Stormlord with Nazi's he let off a lightning bolt frying one. So Stormwing held doors shut and lifted a few till they surrender and fight over. She hoped nobody though Stormlord related.

Found scientist they were after was on way to Sydney by train and then was to be smuggled to Berlin. Party scrambled and flew after as scientist more than 3 hours ahead.

Some went in truck driven by traveller and the Storm guys with best flight speeds followed radios. Found intercept point and created huge fog bank to slow train and boarded. Traveller teleported on board and left a duplicate to drive truck. At they walked along train Tank up front saw another battlesuit, only clunky riveted one with exhaust pipes and followed by more ubermench!

He stepped up and said "nice suit" as he disintegrated a hole in chest plate to reveal old man in WW1 uniform (Panzer Kaiser). Was scared to hurt guy. Others flew in a pincer movement to take shots at  other Nazi's. One was a huge obese operatic Valkyrie with spears, shield and sword (Aryan Maiden). Next a man with a skintight uniform with a rune on the front and two mausers (Fenris - a werewold) who detected as powerless to Traveller who reported this and went into train to catch rogue scientist. The last was in jodpurs, a flying jacket and a helmet with a spike on top like a WW1 helmet. He registered as powered by his steel truncheon was more so (Steel Commander).

So Stormlord and stormwing fired bolts at Nazis missing due to speed and fog and range then moved in with more success. The guy with  mausers shot both which impressed everyone. Seraphim ran up and got a punch in and the Panzer Kaiser fired his 40mm cannon arm and missed. Aryan Maiden threw spears at Stormlord calling him a coward traitor and believing he was his great grandpa. Steel commander tumbled over them all onto Panzers's head and whacked Tank on the head. He was a bit surprised but kept eyes on the game and formed carbon in the Panzer's gun barrel. Next the arm exploded scattering everyone and knocking Steel Commander and Panzer off train and buffeting the Seraphim and injuring everyone. Train on fire.

Traveller tried to cuff scientist who shot him with Lauger. Everyone wondered why train not slowing into bend and Angel flew up to investigate to find engineers shot and bleeding. Aryan Maiden spent here spears denting Stormlords Ice armour and he managed to fry her a bit. Stormwing pulled pin on carriages and used her concussion field to injure most of the bad guys. Tank put out train fire by forming inert gas.

The guy with guns turned into werewolf (symbol was rune of werewolf corp) which kind of upset everyone. He was a menace and went for Tank. While he tackled him Panzer returned with boot jets and Steel Comander sprung back. Valkyrie managed a shield bash on Stormwing but she got whittled down to point she wanted to flee buy Stormlord and Stormwing.

Meanwhile Seraphim healed engineers who slowed train saving it and Traveller telepoted the scientist to the truck driven by his quantum clone. Tank grabbed the werewolf and beat the Panzer Kaizer knocking him off again. This time he crawled from suit and ran. Steel commander fell next and was knocked out by bad fall. When out of sight his magic truncheon healed him and he escaped. Aryan maiden got a KO sword hit on Stormlord then tried to flee but stormwing shot her with a force bolt.

The train stopped and army came. Tank and Stormwing Held Fenris with his strength and her TK. He formed blocks of carbon around ther were wold and they couldn't beat him through his healing factor. When Stormwing and Seraphim came they poured on lightning and holy light bolts till he reverted to human form.

Oficials and people impressed and asumed thanks to Stormlord public and army thought they were legit Defence Dept heroes. Seraphim healed all wounded passengers in the carraige-explosion incidents.

Ran back to bunker and Tank tagged his name in wall - "Tank Was Here". On return to own parallel found tag under dust read "Tank was here Dudes". Traveller found classified documents showing a similar incident had in fact happened with key differences. All ended with Traveller arguing they were a different team from a different parallel with Tank who was unconvinced. Also found records another team in 80s had killed Hitler then broke up after a fight because many in team wanted to bring him to trial.

A good session with some roleplaying and players being jerks to each other but stopped bad guys anyway faster than I planned. Will try and keep up this ratio as better game. Too much blow by blow fighting not as fun to blog. So hopefully will get to write more for this fortnightly game. Didnt get to use the Impirial Japanese team with exploding Cherry Blossom girl.

Babylon BRP: Trek to Mount Mushu

$
0
0
*Starring*
Toth (Steve) Half Egyptian Nergal Cultist has taken to wearing a vampires black kilt, blackened armour of noble quality and a huge khopesh. Keen to serve the lord of death and keep the underworld secrets from mankind. Keen for pilgrimage to Cutha.

Iltani (Olaf) Sumerian daughter scribe of Ishtar cult mother divorced from father, good with rod and dagger, has a daughter and is divorced, receives alimony payments from Sumerian husband. A devout scholar and Ihtar cultist seeks knowledge in all forms. Interested in magic.

Sobek (Hanna) Amorite chariot driver and archer whose clan worship lion ancestor. Her ancestors to west had some Egyptian links but have fled from west as Egyptians pulled out. Is good with animals and likes taking responsibility for livestock captured and donkey carts. Father allowing her to practise drive Sumerian battle donkey waggon with a team of four. Loaned a slave to drive other donkey cart and care for animals. Still looking for religion possibly join Ishtar but also meeting Shamen.

Kull Draco (Andrew) a Gutian huge brute kin of the bear totem caries a huge battle axe. Interested in status and respectability, told by priests of Marduk should marry a Babylonian girl and be civilised. Not totally convinced but tempted to by a slave free her and marry her as nobody will marry a savage ugly illiterate Gutian.

Pek son of Farg (Rod) a wild Kassite barbarian archer and initiate of Ninurta, slightly better assimilated than other barbarians. One of last clans to remain wild while others assimilated for hundreds of years. Wishes to be a mighty hero and monster slayer

So party heard clan leader's concern for stockpiled knowledge uselesly being hoarded instead of helping the growing problems across the land. So now he sent to Mari to the north a former rival of Babylon and more northern cults and run down since conquest. So they might have more available lore there. Set off with less people and no chariot.

Party pleased they had killed monsters with team work and finding killing bandits profitable. They foolishly suggested monster had no hope against them. The gods tend to overhear boasts.

Decided 9 day trek would add a day by visiting Cutha the great necropolis dedicated to Nergal only 12km away and the great entry to the land of the dead. Pek visited his temple before leaving and was quested to get a lion pelt. Sobek and Kull visited Shamen and aranged to battle spirits for magical knowledge.

So almost ariving at Cuth after lunch, pek was delighted by lion footprints. Heard lions growling. Almost as if they were vocalizing words. So they followed them up slope between two crags and something far worse than lions came. On each side of path a manticore appeared. They lept at Pek and Kull with the biggest weapons in the front. Pek managed to block the rows of teeth with his new Maul but was stung in the arm by deadly poison almost killing him. Kull was luckier and with his huge axe neatly sliced off the manticore's face and it fell dead. All piled blows on the manticore menacink Pek and slew it. They tried to treat the wounds and poison but was hard work. Skinned the beasts, collected the monster tails and collected their teeth making them into necklaces. Pek rode on the donkey cart.till they got to Cutha.

In cuth they visited priest of Nergal Toth met in Eridu and they were welcomed. He went to the great house of the dead and smelled the vapours there that he first smelled in the cursed mound earlier. He passed out with visions of the sun god entering the underworld. He learned lots there. He paid a thousand shekels in gold and silver for a diorite statue of Nergal and other gifts and learned some magic. Others were impressed by kindness of Nergals priests and Iltani bought a statuette of herself preying to leave in the temple. The local Ishtar temple was not as big as others but they learned new stories of the goddess fighting the Underworld to rescue her sister. They were far more welcoming of Sobek too.

They ended up staying week as Pek needed healing and all happy to learn from the city of the dead. Finally they left for Mari into the desolate north where you could barely find a city in a days march. Met mor country kids hoping tomug them and the all snuck up on them, killing the leader and driving them off. Hunted gazzelles and other critters and some more mixed barbarian bandits who when defeated told of hardships in the wastelands. Toth was drinking by a waterway when Kull cried out a thing in water was stalking him. Iltani and Kull threw javelins at it scaring the scaly beast back and lost a small fortune in javelins.

Finaly in Mari and could see great palace and city sadly in disrepair. Great Ishtar and Ninutra shrines and many barbarian gods. Visited clan trade house to stay and met Assyrians and Mittani and Hittite traders. Saw Iron weapons. Wilst in very old Temples of Shamash saw many depictions of him decending to the gates of mount Mushu to the underworld as he did each night. They spent some days selling goods like Manticore teeth and picking up bits of foreign speech before deciding Mount Mush worth a visit. Found what they could in more friendly (less secretive) temples and made a map.

Into wilderness found gazelle and goats and met a dreadlocked wild man. He was a shaman devoted to Enki who told them how the local barbarians regarded as sacred and would defend it but would not follow once there. He healed some of their injuries and accepted their gifts of meat and goat skins. Iltani had a dream that Enki warned her to not accept gifts from the gods.

She knew Enki had cheated humanity from imortality to keep the status quo before and was wary. He had also saved heroes with his advice too. Such a cunning and tricky god.

So after days they reached mount Mush and began the ascent.....

1d100 Magic Monster Machines for your Murder Maze

$
0
0
So in the occasional special dungeon there are evil relics of the old times, ready to unleash awful powers on the world. They are huge weighing at least ten ton but some are bigger actually making up several dungeon levels. Some resemble factories. Others are more inexplicable, like glowing stone circles. Some are impractical to move some have own ambulatory powers. All have a lingering life force or intellect even if that of a ant colony of jellyfish. Some have supra human intelligence and seek to manipulate others to operate them. Whatever the case they are bad news that could break your world, call divine wrath or start wars.

Machines may require strange fuel, elaborate rituals and more to operate. Many machines once operational may become self operating and aware and turn operators into slaves or eliminate them. 
Gargantuan devices you might already be inside of - these are part of the dungeon, possibly a level or more.

1d10 How did it get in down here?

1 Buried aeon's ago to keep hidden
2 Covered by disaster long ago
3 Forgotten ages ago, buried over time
4 Fell from star sand plunged beneath earth
5 Submerged by the gods
6 Trapped by enemies here in great war
7 Hiding from enemies with means of destroying it
8Hiding from creator
9 Killed all the enemies it could find, crawled down here for a break
10 Came from other plane

d10 Why did they build a dungeon on top?
1 Excavation project to recover, requires pyramid building scale effort
2 Beings of power put dungeon here to ward intruders away from artifact
3 A cult worship relic and keep unbelievers away
4 Magicians came to study and possibly replicate some of devices powers
5 Non human race vowed to keep unworthy away from the weapon and built defences
6 A church built dungeon to keep evil from here
7 Servants of the weapon built base here to keep it hidden from enemies
8 Item has aura which attracts factions to build near it, over ages has formed a dungeon
9 Races from the depths found and have sworn to keep surface dwellers away
10 Evil high priests prophesied the apocalypse would begin here so built to prepare

d10 Condition
1 Almost destroyed and scattered in fragments, some essential parts removed
2 Dormant requires a god or great being of power to restart
3 Inert requires a key or relic to reactivate
4 Non functional requires a obscure ritual to ignite life
5 Damaged and requires repairs from experts to restore
6 Slumbering and needs sacrifice of chosen one to awaken
7 Sleeping at present and requires great effort to awaken
8 Is aware but powers dormant requiring time to fully stir from coma
9 Is dreaming and sends thought emanations in hopes someone will awaken
10 Fully functional but trapped or sealed

d10 What fuels it?
1 Souls of sacrifices
2 Human corpses
3 Virgins
4 Elves or dwarves or some other race
5 Wizards
6 Gold and treasure
7 Gems
8 Magic items
9 Blood
10 Brave men's hearts

d10 Possible operation crew
1 100 chanting cultists

2 100 labourers
3 40 wizards
4 40 priests
5 100 women
6 100 trained animals
7 40 trained monsters
8 100 goblinoids

9 100 children
10 100 zombies

d10 Why would someone build this thing?
1 To punish world for sins
2 For revenge on the world
3 To destroy the world
4 Experiment gone wrong
5 Other dimension being jerks
6 To stop another machine
7 Old now dead or sleeping gods did it and nobody remembers
8 Because they could so gave it a go
9 Madness
10 For war or conquest

d10 Controls
1 Mechanical levers and control panels
2 Arrange arcane crystals in panel
3 Manipulate panels with magic glyphs
4 Chant in control room in symbolic floor patterns
5 Choir must sing praise to apparatus
6 Dance in complex ballet
7 Workers hurl fuel into huge boiler

8 Turn great wheels and cogs by hand
9 Workers fused into machine or in fluid tanks or embryonic sacs
10 Tantric rituals


d10 Machine Autonamy
1 Machine crudely intuitive may run wild
2 Machine hates operators will kill them given chance
3 Machine kills a few operators in everyday use
4 Machine seeks worthy master and will incite crew to compete and murder each other
5 Machine wants to keep crew safe and will seal them away like a prison
6 Machine once starts kills crew
7 Machine enthrals crew and uses them as pawns
8 Machine once starts regards crew as pets, likes them but doesn't need them
9 Machine drains crew slowly requiring replacements
10 Machine feigns obedience to point then betrays operators


d10 How did the thing get stopped
1 Without operators it went dormant
2 Destroyed by adventurers
3 Destroyed by greatest magician of age
4 Destroyed by huge allied army
5 Gods struck it down
6 The makers were killed or went dormant
7 Ran out of fuel or operators
8 Ran out of victims, went dormant
9 Battled a great kaiju
10 A army of planar beings stopped it
 

d20 Rumours
1 Miniature copies or device can be found of lesser power but linked to original
2 Some parts have different properties and forms to keep hidden
3 A great destiny awaits the device and kings who know of it fear it
4 The device is awakening and it's minions are stirring
5 Awaits the end times for role in the apocalypse
6 Prophecies about it have been kept hidden and forgotten
7 Its secrets are ancient and lost, so many who faced it destroyed
8 The device is hiding from beings who seek to destroy it
9 Auroras of the thing mutate and transform beings into frightful abominations
10 Guardians and wards have kept it imprisoned for aeons
11 Those who die near it awaken as undead or ghosts
12 When this thing came to be world was changed forever
13 Those who made it were killed as punishment
14 Creators unwittingly doomed selves when artifact turned on them
15 Lords of other planes keep a close watch on it to see if end times are beginning
16 A great cult served the machine and they are now presumed gone or perhaps are hiding
17 A long lost race serviced the machine and non have seen them for many ages
18 The relic is surrounded by great treasures looted from a past rampage
19 The device is a trap, it lures great heroes to corrupt and enslave them
20 Parts of the dungeon are in fact inside the machine

d10 Quick Monster Machine types

1 Monster generator - these make monsters and can stock a dungeon
2 Mobile death machine - these sentient machines await to be unleashed on world again
3 Alchemical Apparatus - these produce alchemical concoctions on industrial scales
 Apocalypse engine - these are dread artifacts to ruin the world or start the end times
5 Ancient siege engine - these mindless automatons await command to destroy walls, castles and cities
6 Dungeon construction machine - this machine usually at the bottom builds dungeons
7 Magical field generator - these generate areas of magical effects that can alter local laws of reality
8 Evil eidelon generator - these produce haunted emanations, illusions and call forth spirits
9 Monolith device of elder gods - these devices were tools of the elder gods with subtle sinister effects
10 Artificial god machine - these are failed attempts to build gods but still potentially deadly

1d100 Magic Monster Machines for your Murder Maze
01 The reanimator of Horrad- creates undead from corpses fed into it
02 Cube of Xerothon - when active gates in creatures from other worlds and difficult to stop
03 Duplicator Garansrath - produces evil duplicates that murder originals then hunt their friends and kin
04 Abomination engine of Drillzorg - turns victims fed into insane mutants and surgically modifies
05 The engine of wrath - when operating creates orcs who serve master for one year then turn on them
06 The mad gods casket - creates monsters and teleports around dungeon with weakest near surface
07 The great mill of terror - grind up up flesh of living and produces shoggoths from protoplasm
08 The brooder of Askimentithon - Hatches ordinary eggs into dinosaurs, basilisks, hydras, dragons, etc
09 The dehumanizing hive of Dorax - implants eggs into turning them into insect men hostile to other life
10 Necromantic engine of ruination - fired up by burning souls & awakens corpses in area as undead
11 The death machine - metallic angel of death from another world that killed gods & created wastelands
12 The burning wheel - a great flaming disc that flew like a second sun & destroyed cities with fire
13 The colossus of Yondaru - built to defend a now lost city went mad & destroyed cities till none left
14 The great pyramid of Kamphru - a wheeled pyramid directed by the mummy demigod inside
15 The iron dragon - huge metal dragon built to fight another monster but it never stopped killing
16 The great skull of Zathen - was a flying citadel of evil wizards that conquered land
17 The borer of Mezzazebaddon - a huge mole machine that carried armies went rogue till stopped
18 The black cube of Xor - a mobile otherworldly fortress of the old ones that teleports itself
19 The walking ziggarut - a huge structure with legs that went mad when rituals no longer performed
20 Bastion of Drokkar - a 
21 The Droconic apparatus - a glass like alchemical refinery that converts exotic chemicals into dragons
22 The alchemical womb - creates magic hermaphrodite humanoids that consider humans inferior and to be replaced
23 The Despair Refinery - produces huge quantities of flawed potions Beserker (permanent) shapechange (lycanthropy) heroism (alignment shift) healing (mutates) all addictive
24  Elemental mills of Zrotan - if activated with right sacrifice based on each element and mechanism turned will call elemental spirits who run amok
25 Primordial apparatus - a huge glass refinery that makes primitive organic slime that spawns increasingly more complex monsters
26 Alchemical reactor - produces addictive fluid that recharges magicians and taints the landscape slowly and mutates the users
27 Moradnar's apparatus - a obsidian refinery that produces huge amounts of sludge for orc breeding pits that helps raise a orc army
28 The golem forge - a machine that makes golems from any material but they are unstable 1in12 chance per month of mutating and going insane
29 Enchanted automaton workshop - creates magic relics all with a curse too if pristine objects run through with gems and other rites. Monsters have surrounded with sweatshops
30 The Sky Lance - this great structure when primed rises above ground a crystal tower that shoots and kills stars which fall with great destruction to the world below
31 The great machine - makes cheap inferior goods that will flood the market, destroy local economy and grow additional sweatshops, makes sludge to feed workers
32 The war crucible - a massive machine that makes crude weapons, gun powder, guns and poison gas
33 The Sky breaker - this starts catastrophic weather including storms, floods, hail and unnatural effects like raining fire
34 The world breaker - this shakes the earth causing volcanic activity and earthquakes
35 The plague engine - generates horrible disease spirits and swarms or vermin that carry new plagues 
36 The life eater - drains life force from the world starting with microfauna that cause decay then plants, bugs and then animals creating dustbowls
37 The great salt mill - raises salt from ground ruining water ways, killing everything and growing a fortress of salt crystal 
38 This opens an infernal pit that releases thousands of tonnes of soot and ash choking everything and darkening the sky, produces illnesses across world
39 The prismatic engine - the core of a sky god chariot produces energy field that sickens and mutates, contaminating water and turning operator insane but increasing power
40 The infernal machine - this dehydrates an ever increasing area and increases temperatures but protects adapts operators to survive 
41 Hive of law - a giant flying hive of mechanical wasps that strip building materials and anything organic as fuel to grow till covers world
42 The great hell ram - a huge vehicle with a great bronze ram head that loves to destroy walls, cities and any structure. If none left it goes dormant letting mortals rebuild
43 The siege tower of Kron - a self mobile tower that grows as it destroys, armed with bolt throwers and trebuchets 
44 The colossal golem of Targ - a titan size golem which can carry hundreds of soldiers over and through any wall and spits fireballs
45 Land ship of Dalrathag - a huge warship that moves through soil and walls as if water, armed with weapons leaves a huge furrow in wake
46 Wallcrusher of Than - a huge siege waggon driven by giant spiked wheel in the front that crushes buildings and whole villages slowly
47 The skull leviathan - a mass of skulls from dawn age beings fused together into a huge war machine craved by necromancers for dread powers and siege prowess
48 The sky castle of Thrun - a ancient fortress with roots deep in the mountain. If sacrifices and rituals performed the mountain and castle fly and can carry armies across the world
49 The great raft of pain - a huge raft of fused bone with trapped screaming phantoms for crew is hidden under a mountain ready to be carried to sea by army of skeletons. Once afloat will destroy all coastal cities then raise dead from the sea to invade inland
50 The brazen goat - a huge metal goat when great crucible fuelled from within the goat will smash way to surface and attack fortifications till it can find no more then will detonate on the greatest capitol it can find to bring down a civilization
51 The great dungeon engine - a machine when activated uses animated machines to dig dungeon levels, pave tunnels, breeds monsters and places treasure then moves on leaving mega complexes till world all hollowed out with horror
52 The great excavator - digs huge mine complexes and uses materials mined to grow and fuel self, followed by subterranean monsters who thrive in complexes
53 The digging mother - a colony of mechanical giant insects that expand hive and collect raw materials. Many creatures adapted to dwell among ants who leave them alone if not stopped
54 The great tunnel machine - built to build sewers, drains and underground aqueducts and to grow bigger, it never stopped. Builds tunnels under rivers and seas, allowing subterranean ability to travel across world and even build cities in tunnels. Control room can shut down and it has not stirred for ages
55 The sapper automaton - a great collection of digging machines that silently dig tunnels to collapse walls, cities and other structures but abandoned and lest to dig a labyrinth then went dormant. The command module must be found and activated then each unit
56 Engine of the mole men - built to wage war on surface civilization till humans came after them and killed their kings and priest leaving this terrible device forgotten. They would undermine cities and also water supplies or redirect rivers away from cities or into them leaving thousands of tunnels in wake 
57 Volcanic engine - a terrible weapon that draws volcanic vents as it tunnels causing volcanoes and releasing fire resistant humanoids. When finally stopped a maze of volcanic tubes where left everywhere it went which were inhabited by creatures 
58 Excavator of Kozzan - mad wizard wanted a huge dungeon built fast and without labour so he built this engine. He programmed it with standard modular designs and it burrowed deep into the earth even long after he died
59 The grave robber engine was built by necromancers to steal thousands of corpses from city graveyards and turn them into undead. Leaving networks of tunnels for the necromancers to be used as a base for their conquest. People found out, killed the necromancers and the engine forgotten
60 The builder of Korg - assembled huge citadel complexes for a ancient builder. When he died the engine built a huge complex which was buried by time with the dormant city builder buried in depths
61 Taurian field generator - this huge machine with an array of towers on the surface stops arcane magic and continues to grow in influence once started, wizards all know about it and hate it
62 The love machine - this huge machine has when activated a beating heart heard levels away, t's field was meant to spread love but taint makes those in field seek any carnal encounter with other or self possible. Field keeps growing but in past a order of eunuchs stopped it
63 The hate engine - this massive construct of metal has walls covered in screaming faces and the field aggravates conflicts and starts fights and wars turning friends and lovers on each other. Was stopped by party who hated each other trying to outdo each other to win a bet
64 The god breaker - creates a field that stops priests prayers being renewed, divination or other communication. Field grows able to cover the world if unchecked
65 The spire of law - creates a field of stasis freezing everything in a time bubble like bugs in amber, only certain time powers can move freely in area when active which will consume whole dimension
66 The entropy generator - this breaks down laws of causality, transforming all things into a surreal, fluid zone of chaos till eventually everything is raw swirling maelstrom of raw atomic fire
67 The death aurora machine - calls strange coloured lights in sky and any who die in influence area arise as undead. When consumes world and all undead machine flies into stars or multiverse looking for new home
68 The life machine - spreads a field that accelerates growth and evolution but mostly turns plants and animals into savage ambulatory mutants that kill and eat everything they can reach
69 The winter engine - spreads cold encasing itself in a tunnel and monster ridden glacier that spreads over world, snow and ice spread over everything making plant life impossible
70 The mind machine - was made to help human kind evolve but all went wrong, makes all life sentient and self aware with psionic powers. When world "saved" it plane shifts to another
71 Phantom Machine - turns living int screaming phantoms, shadows and unclean spirits that spread out to haunt the world
72 The insanity engine - victims trapped in tubes of fluid are tormented and nightmares projected as illusions across land spreading madness
73 Nightmare apparatus - victims tormented in iron maidens, sends phantoms that provoke accidental war and murder, tainting everyone with evil acts
74 The resonator - has a array of massive tuning forks when vibrated people for miles can see otherworldly horrors in nearby dimension and vice versa allowing them to attack
75 The dreaming monolith - a series of rotating floating monoliths when activated allow dreams of the elder gods to intrude on mortals as in ancient times
76 The lost race spirit engine - land begins to swarm with phantoms of long forgotten race that become increasingly real who seek to restore their lost empire of black magic
77 Dreaming god engine - causes dreams of a long dead god who becomes a huge phantom visible for miles who then starts to become real
78 The great gate of Tanaddan - if opened with various keys will open allowing monsters from other worlds enter to kill all in path. Different keys in combination call different beings
79 The bloody throne - remains from a evil emperor who sacrificed tens of thousands to himself, the insane souls can be released with correct rituals in the remnants of the throne room
80 The shadow engine - if the huge machine is manipulated correctly it awakens and turns the shadows of people into evil undead life thieves, field of effect grows exponentially 
81 The Crystal of terror - huge crystal structure grows when fed and cared for and infects living with magical veins turning living into crystalline rock people
82 The mountain root - fell from stars into crust long ago and has been pushing up mountains riddled with terror tunnels that attract monsters who feed it
83 The black iron sphere - a huge ball monsters come to worship with blood and flayed muscle. The ball gives enchanted metal for making weapons and armour to devout
84 Great circle of blood - circles of monoliths when fed blood move on own accord. They in turn tend and feed the greatest one, a huge evil stone that seeks to be free of the surface
85 Great Stone Throne of the Frog God - a huge chair of stone crawling with frogs, those sitting in it receive the gods will and magical knowledge including how to summon him
86 The black needle - a stone monolith of basalt grows from tears of despair and helps witch circles power many times in return for care and feeding
87 The giant's  highway - a long path of huge stones long buried, supposed remains of slain giants from the dawn times. Now inside a huge cavern connecting surface to underland worshippers hope to restore giant army to life if correct procedure followed
88 The great stone   egg - fell from the sky and has been growing for eons, especially when cared for by cults or monsters with blood. Who knows what will hatch when ready but probably bad
89 Snake monolith - remnant of ancient kingdom if activated according to rites will regrow the lost city of the snake and reptile tribes of beast men hoping to restore their lost empire
90 Vampire pit - a stinking hole to the underworld if sacrifices and blood pored in vampires will come to surface. Very few wish this however
91 Zeradara - a great stone statue if awakened with the complex beneath her according to secret methods she will arise as a terrible demigoddess of death and destruction
92 The draconic goddess - a statue of a many headed dragon if activated and encrusted with precocious metal and gems will begin to lay real dragon eggs and eventually awaken
93 The machine god Klaarge - if awakened this false god will awaken to raise an army against the heavens, inside it a secret shrine for the rituals of completion
94 Akementon's revenge - this giant corpse in a huge crystal coffin will arise as a demigod if the machine is operated correctly, his ancient cult allies with non humans to do this
95 The fire altar of Korbard - if fires are kept burning with right sacrifice and prayers the god of the altar will arise and begin a reign of terror and murder
96 The man mountain Kithorg - if the great furnace is fed with fuel and repairs mad this machine god will walk and destroy the cities of man and rule the survivors with terror
97 Zerrada's jewelled god - a great statue with jeweled eyes worshiped by rat men, if jewels fed to statue will eventually arise and carry great plague braziers across the world ushering the age of the rat goddess
98 Karaniad the death goddess - a fake goddess built by cult with six arms and a third eye of destructive fire, after aeons the cult near completion for their goddess to live
99 Gahorran the god of filth - a statue constructed from garbage and filth by ogres has been built since the dawn of time. Others lagh but the ogres rituals have begun to stir life
100 Argankarger the false god - a one eyed demonic statue built by cultists who have finally developed the formula to awaken their lord who will kill the old gods with his unholy wrath

within an hour Zak s had kindly done this
under prep/imagination fuel
http://www.lastgaspgrimoire.com/generators/the-seventh-order-of-the-random-generator/

what an altruistic fellow - thanks Zak

i like to roll and fudge and dont always roll every table - i might just roll d100 or roll all but d100 version

Exile Log: One year later

$
0
0
Im planning on opening up new areas of my setting. I want a ash covered scarred land with wrecked war engines of the gods and ruined citadels with humans hiding in dungeon bunkers from past apocalypses and monster hordes and kaiju.

Option A put in north mountains beyond the humanoid monster kingdoms in area about 40 miles across or...

Option B the whole region burred and is in giant caverns of the underland. My underland is different to the underdark of DnD but has plenty in common too. I'm reminded of the underworld lands of north and south America and and Indi and HP Lovecraft.

Any feedback on this appreciated. I guess i always intended island to be non stop meg dungeon with a little bit of so called civilization temporarily on top.

My recent monster machine post was pretty popular. A post on fantasy versions of my planet pychon vitadels will be comming soon. I have unfinished golem one mostly done.

Am plundering BRP books for spells for my Babylon games too. So will report here. Club moving which is a bit sad. Having it under my bedroom floor was a life saver when i was sick. Hope can keep games up despite 1/2 hour walk and i now have to pay per day use (?). Will see how I manage. I use tons of books too which is a issue. If I could consolidate to sundays would be convenient. Option of clubs in city as three near work which I will check out. Easier to get too for me.

Ordering glorantha books and my ancient mnear eastern armies.

Meanwhile on exile Island....

As gamers away and sick had a two week break so i said a year passed in game time.

*Starring*

Angel shape shifter and her she-orc bodyguard Namara, her priest Thomai and her former linkboy Roderick now a theif. He paid a necromancer to age him a bit. Angel has been running her poorhouse clothier business and got some heat from tailors guild for paying workers too well. So she married a seniour guildsman's handsome son, a designer of fancy threads for noble women. He sold his bachelor pad in the nuveau rich district and they got a pad in merchant town and had twins, a boy and girl.

Bard living with her girlfriend leslie in nice bit of redlight district. Leslie is legaly a man so they maintain respectability. Leslie does the bardic singing while she does the spell slinging. Have been selling healing potions and tutoring young wizards from the university. Her familiar trudy the goat and servant Bix the kobold live in the house also and all are happy. Kato the bodyguard still aound despite the last year of safety.

Acula Flint the archery master has settled into the former cheap murder house with both wives. The human one, a frightfully ugly one he rescued from the dungeon bore him a son. Her aunt was being a live in maid and married his dad. A few other in laws live in and visit and Acula has a hunting license and works with father in law butcher to provide exotic meat to nobility. He goes hunting most days with his dad and brother and other wife Olga the orc. She bore a litter of four, three girls and a boy who are knee high and always building pillow forts and ambushing dad on the stairs. Of course thy are kept away from human half brother. Olga has ditched her other two orc husbands.

The secret police know Acula Flint cheats on his income tax as angel shows party accounts all the time to tax man.

So the old mad wizard dungeon has been occupied by local villagers who herd animals out every dawn and farm area on forest edge. The many kobold slaves and orc mercenaries have been trated well and are behaving well. Kobold and human kids play in the former murder maze together. Party considering starting a adventuring school here. The Angel has brought many from her poor house to settle and now work houses thriving. Now named Mazewood

Party is well respected about town by many guildsmen and petty nobles they met as bodyguards of rich drunken brats. Orcs love them for being good masters and treating orcs well. Orc warrior sisterhood like party for including two of their upcoming champions.

So no news of Chandaru the sorcerer since he fled party. They have scouts check out the dungeon he fled into and mostly hobgoblins and gargoyles seen. Party last fled were-rats because they only had a magic dagger and had not returned since. Party visited their enemy Chandau's mum (posing as his school chums) and she had not seen him since graduation either.

Barrony offering adventurers rewards for mapping the north lands but party keen to kill Chandaru and check out current dungeon they have named "The fallen Reliquary".

The entry of the dungeon is a cathedral style carved archway with vandalized carvings of angels fighting demons. The door is at a bit of an angel. Few others know dungeon here and party have staked a formal claim in the titles office. Lore says the dungeon was a holy place to store holy relics. Angel seeks to rescue them and return dungeon to a good place. Party stocked up on silver weapons. Considered getting magic arrows but saving for bows seems a better buy.

So team arived with a dungeon donkey cart ready for action. The hobgoblin pig pens, barn and slaghter yard were all in ruin since party burned it down last year. Went up to great ajar door and Acula went in as he is sneakiest. He almost bumped into six hobgoblins. He managed to kill half with his point blank mastery and got a bit hacked up before others came in and killed them. Piled corpses on wagon. In a great hall going into darkness there was a mural of pilgrims with gifts coming here and overcoming obstacles. Monsters had drawn mustaches and dicks and skulls everywhere and smeared feces on them which upset Angel.

Went down guards side passage and unwittingly entered the barracks and prison quarter. Acula poked ahead and all followed into a room of rotting goods. Several saw huge centipeds and the orc women looked pleased. Olga wanted to catch some so kids could eat propper dungeon food. So they took vevelins and probed for them. Namara got one first and eight one yard long centipedes came out angrily. Party got them and Olga and Namara cut of a head and sucked guts out. Cut off heads for alchemists and took bodies for Acula's kids.

Acula took a peek down a hall and saw ten side passages to tiny cells. The first two with hobgoblins sleeping. Accula and Olga killed four in a cell and went to next but party stopped them. There was a fued that killing sleeping victims dishonorable and evil. One hobgoblin yelled at party to keep quiet as it was the middle of the day for Jubilex's sake.

Acula moved to kill four more and party got stroppy. Hobgoblin looked to see fuss and called allerm. Party pulled back to bottleneck hobgobs as they lept up and put on sheilds and charged. They came in waves with interlocking sheilds and spears. Three master archers in party helped whittle down front but length of spears gave hobgobs a chance as they charged into the room at end of hall party set up in. Waves of hobgoblins with maces, throwing javelins from rear ranks. Leslie sang a inspiring song and Her Bard lover got bored and used two sleep spells. Last screaming hobgoblins fell. Loaded up dead's armour and weapons and heard no reinforcements. Had 16 hobgoblins bound and tied and donkey a bit over burdened.

Squabbled about going back to town but odds were dungeon would never be this easy to enter next time and plenty of healing to go.

Acula snuck up on kobold kids writing graffiti and got Bard and her kobold to talk to them. Kids were writing abuse to hobgoblins. Explained layout of Dungeon. Levels went up into mountain. This was barracks prison area. Store rooms and a temple nearby. Other half had kobold tribe, caves all monsters feared and chambers beyond guarded by ghosts they said looked like Angel. Convinced kids they had a life of leisure in the party dungeon and said they would aid kobolds defeat the unlawful goblinoids.

Apparently goblins upstairs then hobgoblin king and then bugbears who eat kobold kids then wizards above that.

So moved on to find prison cells. Found dodgy guy in black who begged for freedom. The let him go and he said he would buy them a drink if he saw them again. Other cell had a six year old girl and another had a black cloth over a object. Girl said she heard sobbing and singing from there and guards kept non bosses away. Flpped off cloth to see a naked fairy in a jar sobbing. Bard freed and adopted it. Apparently hobgoblin leaders made her dance for them.

Moved on to find a room which wa a sweatshop to make leather armour with die cutters for scales, hammers and a cauldron of wax. Next room full of butchered half eaten workers. Then a room of rubbish where they looted tools, some nice wood, weapons and a trained messages raven that could say shit in orcish.

Went down a passage and found a room crawling with shit and rubbish and rats. Then found a holy vault room where monsters would not enter. Was a locked reliquary cage door with a additional chain and padlock. The room glowed with holy light. Wanted to grab but thought would keep looking a bit more. Next room with Goblin writing on wall and a box. Kobold kid translated it was a message that said "hands off - signed  Da Boss".

No traps on outside so flipped lid and saw 20 cp inside.  Heard faint ringing upstairs. Saw a eye peeking through a hole. Angel dared them to face her and got a goblin swear word in return. Party headed hastily to exit. Heard screeching and odd irregular running footsteps coming from two directions. Sounded like lolloping odd gaits. From one direction Acula and the orc girls saw four deformed beastmen mongrels charging. From other direction everyone else saw the same plus a armored chaos knight with rusty spiked plate armour etched in demon runes and carrying a huge sword with a saw tooth blade.

They were quite shocked when first volley of defensive fire did not bring a single foe down. Second volley before clash of melee took down several but monsters got upper hand. Angel challenged the foul knight and each had protection form opposite alignment magic. More mongrel men fell and finally the knight fell too. All hurt and worried so collected knights stuff and fled.

Next time the dungeon would be on high alert even by day. Apparently by night dungeon quite busy. Back in town all sold the loot and split a tidy profit. Forty six suits of scale is a decent bit of pocket money. All healed and keen to return.

Offered credit at church if returned relics from dungeon. Discussion of if party should go dig up dead followers and restore to life. Putting in a mausoleum and reburying old followers there.
Viewing all 2328 articles
Browse latest View live