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Limited Magic Items

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A spin off from other tables was writing deserved own post

Imperial Tools of battle 

(eg Sword of battle, sheild of battle, platemail of battle, ring of battle, hat of battle
So called because the empire had these cheap items built in thousands to use in critical battles and for leaders. The method is apparently lost since the empire mostly fights itself but they are more common and cheaper than the regular sort. They were cheaper and easier to build by lower level magicians. Now days alchemy is more common with orders like Imperial field alchemists and the huge alchemical factories and furnaces that make dragons in the capitol. The empires factions battle over potion ingredients and manufacturing but potions pretty common.

Basically tools of battle seem to have a +1 to +5 score as regular items except every success with the object it loses a plus. When you hit with a weapon it loses a plus. When a sheild saves someone it loses a plus. If a ring saves someone with bonus or armour it loses a plus. When armour saves someone it loses a plus. Could be skill specific bonus items with bigger pluses like cape that provides + on sneak but loses a plus each success. Items that add to specific save like poison. A pair of boots with a plus on movement rate that slows each round of use as the plus on the MOV score diminishes. Great for quick getaways for agents.

These items are great to get equipped with on missions. You may not know the pluses are temporary till too late. Could be used as part of a set up. Best to avoid unnecessary uses.

Secret Wars2 Marvel Game Con Pix

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Thanks to Tracy AKA Captain America

Curses, Conditions, Corruption an Relics pt1

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Went through my item tables of late saw i had misses item 3 on d12 tables for all the corruption conditions so thought i would update in one place and add more stuff.

Basically more complex items are jerks and so are their creators. Conditions and effects make items more difficult and alignment possibly ore relevant. Also you can equip a villain with something neat that players will not want.

Alignment is a bit more important in my game and some of these effects might not bother some users. In my party Nahme the angel relic bearer was already giving more to charity than 10% and paying tax and religious tithing. She even tried to give her non good friends some relics to mind. She didnt want any nagging talking items though.
 If you cast identify you learn first major property item in my game, you need a higher level or extra spell to learn mmore than first property. More checks to find additional properties but you might wait a while and get corrupted

Necromancy Relics
http://elfmaidsandoctopi.blogspot.com.au/2014/02/d100-necromancer-relics.html

Chosen wielders often must serve creator to avoid negative effects of item but true agents of evil don't mind these effects

d20 Horrid deeds of relic creator
1 Rulled ancient kingdom of the dead
2 Rulled land with fear and tyranny
3 Mass murdered folk on holy day
4 Desecrated holy place and corrupted church folk
5 Kidnapped children for sacrifice to prehuman gods
6 Ate lots of local babies
7 Cursed local leaders until stopped by hero
8 Attacked a wedding, stole bride and turned guests undead

9 Led a fearsome horde of skeleton warriors
10 Ran farms and sweatshops with zombie workers

11 Awakened wights from ancient barrows
12 Made a collosal flesh horror from local corpses
13 Poisoned wells and stole corpses

14 Had evil influence on ruling family
15 Experimented on locals for fun

16 Killed everyone within a mile of lair with great death spell
17 Terrorized land as a vampire
18 Was a ruler in elder age returned as a mummy
19 Turned farm animals into zombies with dark elf buddies

20 Became a lich who tormented the living then vanished

d12 Corruption conditions
Corruption takes time usually or has some conditions

01 At first sunset after first use

02 After 3 uses of power
04 After 7 uses of power

03 If carried 24 hours
05If carried 7 days
06 If carried next full moon
07 if enters a place of death like a graveyard or crypt
08 If used to cause death or user kills
09 When wielder takes more than half damage
10 If the user touches blood
11 If the wielder touches a persons corpse
12 If user in presence of undead

d12 Common Necromancer Objects 

01 Black Blades of onyx or obsidian typically swords and daggers and exotic polearms. Have plus to hit and damage.
02 Bone Crushing bludgeons of e
nchanted lead or basalt stone for blunt weapons like maces, mauls, hammers and often chopping weapons like axes.
03 Bone Armour a medium armour with standard pluses 1in10 also adds to strength 
04 Bone Rings are + protection type items 1in10 casts Charm Undead d3 times a day
05 Grace of Death items are often a helmet, wand or ring that provide a plus on charisma with undead, and make them recognise you as dead 1in10 let you feign death at will  
06 Wand of death fires a ray (colour depends of faction) that acts like a 1d6 magic missile with d100 charges. 1in10 can be recharged by using in human sacrifice
07 Fetish of Zar, tiny wood idol with feathers you ask to make undead for you, most set to skeleton or zombie with d100 charges but some 1in10 have a d1000, 1in10 fetishes create ghouls or worse but use two charges per HD.
08 Staves and wands of death - made from a tree of the underworld, + to hit and damage and often used as a spell focus by some trained wizards. 1in10 fire a 2d6 death ray 100 range. Wand versions useless as weapons and if fire a ray does only 1d6 30 range
09 Skull mask provides vision of who is living dead or undead, 1in10 have pluses of protection like a ring also
10 Claw gauntlet drains one HP from a willing donor once a day per person which can heal wielder, 1in10 drain from unwilling
11 Cape of the Shadows can call a shadow in dog formdaily to serve for a turn, 1in10 can summon a d10 shadows  which does not obey but go on murder spree, may be in other items of clothing like a hat, gloves or a helmet or a box or bottles or other shaped shadows
12 Rod of Blight strikes victim with disease as per spell the victim gets to save and will resist rod forever 1in10 are energy level draining taking one level, can be used as a club

d100 Corruption effects

01 Unknowingly act as servant to revive dead necromancer, guided by dreams
02 Spirit attempts possession when weak, might even argue it would save wielder
03 Starts to talk and dress like creator, WIS save or one step alignment shift
04 Small animals and plants nearby die to fuel the items power
05 Item requires sacrifice, WIS to keep from doing it each full moon, might increase in  thirst
06 Only aroused by dead things and death, cant get interested in living beings
07 Can't stand being near the living, depend more on isolation and dead servants
08 Sleep in only coffins, crypts, sarcophagi or buried in a grave
09 Body crawling with worms, become immortal worm colony in 24 months
10 Grow increasingly hideous, CHA save monthly or lose stat point, at zero become undead
11 Death stalks you, sometimes surprises you, making you loose cool in stress moments
12 Spirit of the relic can talk to you offers biased horrible advice on everything

Saintly Relics
http://elfmaidsandoctopi.blogspot.com.au/2013/10/relics-of-saints-and-holy-ones.html
http://elfmaidsandoctopi.blogspot.com.au/2014/05/d100-holy-items.html
Chosen wielders often must serve creator or a god to avoid negative effects of item but true agents of good dont mind these effects. Generally for lawful good religions but other good might count.

d20 Saintly deeds of relic creator
1 Great act of charity and kindness
2 Resisted great temptations, always did right
3 Was killed horribly resisting enemy of faith
4 Founded a sect or order
5 Killed mortal enemy of faith
6 Killed supernatural enemy of religion
7 Great deed of self sacrifice for believers
8 Great ancestor and famous parent

9 Converted many with difficult pilgrimages
10 Overcame a terrible custom frowned on today
11 Killed resisting a horrible spiritual enemy
12 Pioneering founder of faith
13 Great writer who produced a holy text
14 Great healer who saved many and brought new convert
15 Great pilgrim who brought creed to new places
16 Great teacher who brought new changes to faith in past
17 Saint responsible for prophecies and communing with god
18 Saint was a great ruler in name of religion
19 Built a great wonder or monument
20 Purged heretics and would be reformists in church organisation

d12 Corruption conditions
Corruption takes time usually or has some conditions
Once curse functioning might show some signs of change 
The taint of good be upon ye! Beware!

01
If carried next daybreak
02 After 3 uses of power
03 After 7 uses of power
04 If carried 24 hours
05 If carried 7 days
06 If carried till next full moon
07 If held while praying overnight
08 If used to protect weaker person
09 When wielder takes more than half damage
10 If the item touches holy water or altar or enters a good temple
11 If the wielder touches or kisses a lover
12 If wielder takes a risk for any other

d12 Common Saintly Objects 
01 Holy Weapon of the Saint in many varieties, pluses to hit and damage which also inflict burns to any evil person who touches equal to bonus, also glow 1" per plus
02 Saints fingernail as cure light wounds once per day
1in10 is a cure serious wounds
03 Saints Hair in a locket can cast protection from evil once per day 1in10 is a 10 foot radius version
04 Holy mantle of the saints a robe that cures disease once per day 1in10 cure three a day
05 Saints Ring removes poison once per day 1in10 work three times a day
06 Saints medallion casts bless once per day 1in10 casts prayer instead
07 Saints blood usually on a cloth or in tiny bottle +1hp if used in any first aid or skill based healing
08 Holy Symbol of the saint +2 levels on power of turning 1in10 adds two extra turnings per day too
09 Saints Bounty a plate, bowl or cloth produces food for one person once a day 1in10 produces 7 times a day
10 Saints Staff purifies water once a day 1in10 creates water once a day
11 Saints snake staff turns int a constrictor snake once a day 1in10 keeps working even if snake gets kiled
12 Saints lantern illuminates with light at will 30" 1in10 casts permanent light daily also

d12 Corruption effects

01 Unknowingly a servant to cause of kindness and justice, guided by gods
02 Spirit will attempt possession when unconscious or asleep to "help" wielder
03 Starts to talk and dress like hermit, WIS save or one step alignment shift monthly
04 Small animals sing and dance around you and plants sway gently
05 Wounds stabilise if below zero, automatically halts blood loss
06 Only interested in serious long term legal monogamy and not motivated by sex
07 Give away 10% of your wealth to help the poor
08 +2 resist fear and charm if good
09 +2 resist disease and poison if good
10 Grow increasingly lovely +1 CHA if good
11 Protection from evil once per day if good
12 Spirit of the relic can talk to you offers goodly advice on everything

Stone Age Relics
http://elfmaidsandoctopi.blogspot.com.au/2014/05/d100-stone-age-relics.html
Often used by goblinoids, cave folk, shamans of non literate peoples, beast cults and beast men. Even some more wild elves might like these.


d20 Awesome deeds of relic creator
1 Made pact with a great spirit
2 Made pact with beast lord
3 Made pact with elemental lord
4 Defeated great evil spirit of the old world
5 Founded a great clan and bloodline
6 Ate heart of great monster

7 Burned a civilized city
8 Slew a mighty magician
9 Hunted a great beast on long adventure
10 Avenged his people by wiping out a tribe
11 Defied the gods
12 Was a might tribal healer and wise man
13 Invented a custom or cultural craft or skill or tool
14 Killed by a god or great old one
15 Discovered the promised land for tribe and killed off locals
16 Exterminated a race of monsters in the dawn age
17 Helped revolt against evil empire of monsters
18 Stole true love from other tribe and hunted by lovers family
19 Hunted and punished those who committed sacrilege or broke law
20 Battled great beast to save kin and get treasure

d12 Corruption conditions
Corruption takes time usually or has some conditions

01 If carried next daybreak

02 After 3 uses of power
03 After 7 uses of power 
04 If carried till next full moon
05 If carried till next full moon
06 If used to draw blood of wrong animal totem species
07 If used to draw blood by person not of right totem (1in12 chance?)
08 If used used by person not of tribe
09 If wielder ever harmed a tribe member
10 If the item used without tribal shaman blessing
11 If the wielder eats forbidden food
12 If used without correct sacrifice


d12 Common Stone Age Objects 
01 Beast tooth on a string lets you speak to species once per day 1in10 works always
02 Beast bone in a bag with rune on it can call a beast to area daily but does not obey 1in10 works 3 times a day

03 Great Flint Weapon sparks when strikes, + to hit and damage but 1in10 can also be used to start fires easily
04 Cloak of the beast acts as a elven cloak, 1in10 lets you assume animal form for one turn per day one species per cloak
05 Boots of the Beast acts as elven boots, 1in10 leaves footprints of one beast species
06 Ochre Jar a stone container creates one dose of artist pigment per day, different colours available, 1in10 can be used to bless a herd to increase birth rate by 10% per year
07 Horned Hat of Beast Mastery gives + on any beast related skill checks 1in10 let you cast Charm animal once per day
08 Spear Thrower of thunder lords acts as a woomera or atlatl, acts as a club with + to hit and damage and same mod if used to hurl dart, javelin or spear and doubles range 1in10 turn a missile into a lightning bolt with 1d6 per + the weapon has once per day that injures foes in a line
09 Knife of Butchery come in form depending on alignment good ones ensure butchered beast is reborn after time in happy hunting grounds, evil one tortures the soul and sends to hell. 1in10 can be used on humans as well for sacrifice 
10 Amber bead as cure light wounds once per day 1in10 is a cure serious wounds
11 Coral bead allows you to breathe water for one turn 1in10 work at will
12 Cloak of bark lets you turn into a tree for one turn and 1in10 let you remain in tree form for centuries, some versions turn you into a huge toadstool instead

d12 Corruption effects
01 All food and drink you touch or carry spoiled, only be fed or drink with helper
02 A characteristic score begins to drop 1point per week till dead or coma at zero
03 Inflicted with advanced lycanthropy next full moon
04 Animals and monsters dislike you and are never surprised by you or your party
05 Wounds will not stabilize if below zero, will bleed to death
06 Becomes infertile and uninterested in sex or love
07 User succumbs to poison easily, half normal resistance
08 Wielder becomes a beserker and menace to friend and foe in battle
09 Wielder will not d4 1=use metal 2=use fire 3=take shelter from weather 4=wear clothes  
10 User becomes a cannibal, hunger for own species
11 Spirit of the relic gives unwelcome advice on everything
12 Spirit of the relic posses you when weak or unconscious or asleep

Next Parts

Diabolic RelicsElder Relics
Relics of the races

A recent handy post too
http://elfmaidsandoctopi.blogspot.com.au/2014/10/limited-magic-items.html

Curses, Conditions, Corruption and Relics pt2

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Very happy with new batch here for various ages of horrors that ruled world in the monster kingdom age. Next will do non human stuff, reptilians, arachnids, amphibians and more...

Ran Roadwar2000 and Babylon today will blog soon. Assembling soldiers, building roads. Teaching and making art again. About to be kicked off health benefit for working so i hope my fitness lasts a while. Must stock up on meds and get dentistry all done quick. Being too healthy and working isnt so bad an outcome.

Have some stuff i did for con games which i will use again here and I'm liking idea of core character choices stuff done with cards. Skills, Spells, class, Alignment all on cards. Worked very well in my con games. Have considered a character zine for dnd with various data on whole spreads for higher levels.


Mid and high level encounter tables. I'm getting away with numbers and boss monsters as elites but will need some more soon.

These types could be mashed up with other types to make necromantic elder cultists or elder chaos warband.



Elder Magic Relics
Elder gods dwelled since primordial times. At times their power is released occasionally enslaving the world and benefiting many non human servitor species. They have many names but they themselves have tru names we cannot comprehend. Many ruled through cults in the dawn time, during the elder age and the monster empire.  


d20 What non human entity created relics for cult?
01 Dreaming lord under the sea and his dread servitors and hybrid minions world wide by waterways
02 Alien being from the stars intrudes our world through dreams, masked cults and possession

03 Cosmic conduit of time and space seeks hosts to bare children to cultists and become living gates
04 The lord of elder communion unites human & elder gods, assumes thousands of masks to lure cults
05 Mindless lord of atomic chaos at the core of the universe, cult call his servitors from the stars
06 A sorcererous tentacled hairy toad being called upon by magicians to learn arcane power and madness
07 A black void of living darkness who absorb light and souls, serves witches and beings in the dark
08 A serpent headed humanoid master of the saurian and serpentoid beings who ruled the past
09 A great body of mist spawning monsters or tentacles or mouth or breasts served by woodland cults
10 A great ball of cosmic flame served by cults via sacrifice, immolation, arson and destruction
11 A multidimensional anomaly, self aware and impossible, calls horrors through space and time
12 A biological mass in space, a great brain that spreads spores through stars spawning new life forms
13 A shambling tentacled thing seeking only to breed and turn cultists into hosts for tentacle blob things

14 A great glowing naked flesh colossus with flowing mashed features, absorbs and infects cultists
15 A being of interstellar void & freezing arctic winds, takes prisoners to distant worlds and hybridises
16 Tentacled burrowing kraken & its spawn who devour planets from within, corrupt the minds of mortals
17 A entity that occupies complex structures and huge machines and even cities as systems of order
18 Things from beyond dimensional vale seek to become one with us and offer power, most just hungry
19 A race of great spirits that may manifest as physical or mental things, haunt locations & kill with relish
20 A carnivorous vegetal horror that creates hostile ecosystem that turns humans into cattle and slaves

d20 Horrid stories of relic bearing cult hero

01 Triggered a disaster that killed thousands
02 Body became host of horror from beyond that heroes killed

03 Hybridised with victims and continuing in secret with cult
04 Aided a coven of wicked magicians who tormented the people
05 Called a horror into the word d4 1=to breed 2=to destroy 3=to rally cult 4=doom enemies
06 Went to join master as immortal to serve them forever
07 Turned into monster and sealed away as guardian of relic
08 Tormented people until lynch mob killed them publicly
09 Ruled a monster kingdom puppet state sacrificing own people to dark gods
10 Awakened a horror until magician defeated them both
11 A immortal agent of the gods still but transformed into something horrid
12 A famous dread magician until killed by a hordes out for revenge
13 Journeyed to spectacular place then returned with impossible stories
14 Had mad visions in isolation and recorded learning

15 Fooled people into puppet cult and use as pawns for real hidden mystery cult
16 Started a well meaning charity and benevolent society and charmed public
17 Corrupted a community into foul worship and service vile inhuman gods

18 Hopped bodies causing untold evil before being banished or imprisoned
19 Wrote confessions as became more insane, killed self after creating book and relics
20 Increasingly grew from sympathetic hero to despicable insane magician as fell to madness

d12 Elder Magic Corruption conditions
01 At first sunset after first use
02 After 3 uses of power
04 After 7 uses of power

03 If carried 24 hours
05If carried 7 days
06 If carried next full moon
07 if read text or study artist depiction of elder gods or minions or cults
08 If hears a elder god related magical chant
09 When wielder takes more than half damage
10 If the user makes a blood sacrifice
11 If the wielder is effected by elder god cultists spell
12 If user in presence of elder god, sleeping entity, servitor or hybrid

d12 Common Elder Magic Objects
Things may have any number of pluses or uses (one use a day is for basic items)

01 Sacrificial daggers send victims soul to patron god 1in10 have pluses to hit and damage too and are used as foci by cultists
02 El Metal Weapons may harm beings on other planes or requiring magic to hit 1in10 have
pluses to hit and damage too
03 Mask of El Metal provides dark vision and hide alignment, 1in10 also hide from magical detection and location can see astral, ethereal and magical phenomena
04 Robes of the cult lords act as as protection adding to armour and saves, decorated in cult symbols, 1in10 cast dimension door once a day
05 Diadem of the elder gods casts friends three times a day, 1in10 cast charm person once a day
06 Torc of madness +2AC from sane persons (non cultists) 1in10 also +2 saves vs sane magic
07 Skull of communion is a hybrid skull bound to entity most act as a y/n augury once a day but 1in10 can cast contact other plane once a day too
08 Tentacle rod strikes as a 2d4 flail and grips if critical 20 hit roll 1in10 instead a tentacle staff does 2d6 damage
09 Ring of elder power, can shoot a d3 magic ray once per round like a cantrip, 1in10 staff versions shoot magic missile with colour according to cult
10 Flesh Plugs of the cult master, insert into lips, cheeks, nose or ears makes wearer enjoy pain 1in10 any damage does one less point
11 Stick of elder power once a day drain 1STR point with a touch and transfer to self for one turn, 1in10 drain energy level and can use to power a 1st level spell known giving you an extra use of spell, both abilities only once a day
12 Summoners wand calls monster summoning one once per day and 1in10 monster summoning three instead 

d12 Corruption effects 
01 Contact objects d4 1=patron entity 2=cult 3=servitor species 4=hybrids by dreams or telepathy
02 A familiar appears, sent by a god to watch over you

03 Alien parasites d4 1= or swarm of weird bugs 2=alien larval horror 3=elder god embryo 4=alien worms
04 Spirit attempts to possess you in moments of weakness or stress, then tries to summon more entities
05 Awaken long slumbering horrors and their agents by proximity
06 See things in other worlds increasingly clear, they start to see you too and hunger for you
07 Increasingly develop madness d4 1=irrational fear 2=megalomania 3=sadism 4=delusional
08 Grow new organs as become a hybrid being pleasing to patron god
09 Hear otherworldly beings whispering madness to you
10 Urge to start new cult 1in6 with split personality runs cult in secret a surprise to normal self
11 Become d4 1=undead immortal servitor 2=cannibal 3=hybrid slave 4=cultist
12 Obsessed with dark knowledge in blasphemous books and occult experimentation

Khaos Relics
Khaos is understood to be the demonic chaos of evil today but was a time when chaos was more neutral and less objectionable until demons began to enslave and use it to their ends as the angelics became increasingly lawful. Older style chaos exists still and hates it's heretical evil khaos which subverts true chaos with intellect, sadism and hate. Original pure chaos is abstract and difficult to understand, mostly forgotten by public.


d20 Horrid stories of relic bearing cult hero
01 Opened portal to the abyss of khaos releasing swarms of evil
02 Destroyed a community famed for virtue and peace
03 Rallied a barbarian horde to lay waste to civilisation
04 Burned a famous library and killed literate victims and scholars
05 Tormented lover and killed horribly to punish them for not loving them
06 Destroyed a church renowned for goodness
07 Bred with monsters and produced spawn of horror
08 Led a horde of demon worshipping goblinoids
09 Kidnapped children to corrupt and serve in evil army
10 Led horde of irregular troops to death against superior disciplined foe
11 Led a horde over vast distance to kidnap unwilling lover who was trying to flee
12 Led a gang of horrid bandits who became khaos tainted cultists

13 Polluted a community with khaos and people broke out in mutations or plague
14 Bred hybrid demon animals to create earth born demon horde
15 Led coven of khaos witches who plagued countryside with fear
16 Released a great horror into world with awful ritual
17 With demon lover became parents of monster child who menaced kingdom
18 Covered the land with impaled corpses especially on roadways
19 Was attacking a holy place with horde and killed by priest or holy warrior
20 Ascended to abyss to join ranks of chaos and evil

d12 Khaos Corruption conditions 
01 At first sunset after first use
02 After 3 uses of power
04 After 7 uses of power

03 If carried 24 hours
05If carried 7 days
06 If carried next full moon
07 if in presence of a demon
08 If hears a demonic magical chant
09 When wielder takes more than half damage
10 If the user mentions a demon name while spilling blood
11 If the wielder is covered in blood
12 Enters khaos holy place like temple or near a gateway

d12 Common Chaos Magic Objects
Things may have any number of pluses or uses (one use a day is for basic items)

01 Weapons of chaos made from demon bone, with + to hit and damage, some bleed, 1in10 also burn for +1d4 damage and can start fires (some demon bones weep acid, radiate cold or shoot sparks instead)
02 Demon bone summoning wand calls 2d8 goblins 1in10 call 1d6 ogres
03 Demon ring +2 save vs fire and reduce one point per dice from fire, 1in10 reduce fire damage by half, some variants exist resisting acid, cold or lightning

04 Blood amulet if you drink a victims blood after battle can heal one hp (once per fight) 1in10 heal up to 12 points by drinking blood of 12 fallen foes per battle
05 Ring of shape change turns you into a brastman such as a goat or wolf man for 1 turn, 1in10 can change for an hour a day and also turn into normal animal version

06 Demon bone armour and sheilds have plusses to AC and 1in10 also provide same plus to resist fire (or other attack form like acid, cold or lightning depending on demon type)
07 Levitation relic typically a domestic object like a broom, bucket, churn or milk stool that can cast levitation spell once a day 1in10 cast fly instead
08 Mask of the demon (also in helmet form but always cover face) can breath 1d6 flame bolt per round as an attack, 1in10 versions fire 2d6 and other attack forms like cold, lightning or acid possible
09 Girdle of Mutation can call on gods with a mass sacrifice of innocents for a random mutation. A 10% per mutation you have of being changed into a mindless chaos spawn ameboid when you next try with 1in10 versions dont have the bad side effect
10 Teleportation Ring casts dimension door once a day with 1in10 versions casting teleport instead
11 Sacrificial dagger give victims soul to demon patron if they fail a save or are chaotic evil, 1in10 heals user one hp per soul sacrificed
12 Horn of Khaos is a demon horn you attach to your skull for life with a ritual and proved + on AC and saves like a ring of protection, 1in10 come in set of two and can saround weilder in unholy phantom flame at will which provides 30 inches of light

 d12 Corruption effects 
01 Item fuses to body and cant be removed without surgery or death
02 Hunger for blood the more innocent the tastier

03 Hunger for destruction of property, vandalism and arson are favorites
04 Hunger for pain yours or others, whatever you can get
05 Always seeks to be leader by any means
06 A minor demon familiar appears to guide you to chaos and evil
07 A demonic patron announces you are it's thrall
08 Grow demonic features like horns, hooves, tail, tongue
09 Cast no shadow or reflections
10 Animals fear and hate you
11 Shun holy symbols of law or good and their sanctified ground
12 Demonic tattoos appear on you, some with messages for you from abyss

Roadwar 2000: A quick bounty hunt for the arvo...

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So the Triffid Muster is next big roadwar gig. But Sheriff in his former cop black interceptor had some spare time and took a bounty to the Blue Mountains to nab a parole absentee.

So headed into mountains and met up with the Mutie in his rust red ram buggy.

On way found a few odd things. Encountered hillside road with a crashed tractor and trailer on road with gap between them a patch of mines. Above this point was a tree with a parachute in it with a hanging body.

"i could jump that but I'm not tackling that without team" declared the Sheriff.

Lost 4 hours. Came across a attempt to cover road with oil and a gang nearby with flamer. Fired rocket killing and igniting napalm. Mutant went off road around flames and ran down guy with flamer, the Sheriff followed and ran guy over again.

Drove past millitia bunker and both saw light artillery piece 40mm cannon aimed at them from a concrete bunker hidden from most views on a bend with a rough gravel uphill driveway to road. Shell pierced rear end of Sheriff's car rupturing fuel tank. Both floored it around corner and stopped. While Mutie jumped out with a patch kit while Sheriff grabbed light disposable rocket tube. Red bunker militia utility vehicles came around corner in chase and Sheriff fired rocket. Damaged one truck badly and it drove off road and got stuck in crap at bottom of slope off road. As second car came in Sheriff got out his .45 magnum revolver and critically wounded driver who steered of road also.

Chased for 3 km after temporary patched fuel tank holes. Managed to shake guys off with help from machine gun nests from a town border guards. Drove on till got to rest and repair till next day. In morning went to meet Karumi the cyber biker girl but on way saw a wrecked car with a huge 12 foot tall roo corpse judging from rear.

Mutie got out his Gentech Buck Knife and licked his lips, days of free food and biofuel. Sheriff sat back wary as ever. He looked at car in good nick and went to look. Found driver missing through smashed window and a trail of gore and bloody handprints to a human skin pile. Huge beast leaped up. It was a big red roo-goanna hybrid that had learned to play dead to hunt. Huge Mutie punched it with his inhuman strength and reflexes and the Sheriff shot it in the head. The thing that shouldn't have lived was dead.

Karumi arrived and took samples for her company. Mutie hacked up beast and was impressed by the beast. Managed to arrive in town to see it was a gang town. Every car in town a red one. All Purple heart gang members. A zone vet gang about 25% with low grade military cyberwear limbs. Cars only lightly armed and armoured. Party sure they could take two or three cars each but eleven cars in town. Most of town in bar where the wanted man was picked up by face recog from a net image.

Man was towns beloved fry cook. They all boasted how they had got him out of jail. They assumed Sheriff and Mutie were gang members visiting. Sheriff told everybody the gang were cannibals who ran hospitality to other gangs. Mutie ordered a pork roast at unbelievably low price. Lots of the Purple Hearts gang tried to hire Karumi. She zipped her jumpsuit to her belly button and exuded her bio implant pheromones and hung out by kitchen door pretending to get a breather. Cook came out to crack onto her. His guards charmed by her let the couple alone and she lured him to car. How about handcuffs she suggested as she locked him in rear cage of the ex police interceptor. Guys all escaped with gang realizing what had happened..

A long car race of obstacles and ambushes was on. Some gang ambushes even helpful. Party set off traps which ended up worse obstacles to pursuing gangs. Finally got close to country town militia and team escaped gang wrath. Talked to town militia and thanked them. Town claimed wrecks.

Got to Sydney outer zone and collected $2400 for prisoner.

Karumi smacked herself in the head.

"All that for so little. What were you thinking you idiots?"

Was mostly filler session with 4 players absent but got lot done and car chases were fun with groups on map outperforming on drive rolls to get forward by car lengths. Every drive roll then a random road hazard. Several rounds of this worked well for several sequences. Sheriff player remarked game more scary alone or with only two or three players.

Triffids next game

Service Resumed

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Unclean wind spirits smashed the Internet with a storm on Tuesday night - second worst flooding I've seen in Sydney in 7 years. I was trapped in meatspace and was social, watched lots of LEX and regretted catching it so late in life. But im better now and back online. Doing lots more art. Flashbacks of late to some past awesome shows. Been getting more minis and models happening. Assembling my soldiers and chariots. Roman, Assyrians and Sumerians. Ive realized Assyrian Auxiliary sets make good Babylonians. Will get more for my moderns and 1920s minis. Shame I missed the fantasy adventurers in 1/72nd. I'm now claiming 1/72nd - 1/68th scale is my official scale with scale getting sloppy in my Marvel games. 

So will design some of my magic item sets, underland stuff, manuscript work, a d100 post crash ship isolated infrastructure community and start on my Zero and 1st level mutation lists. Babylon and Exile report catch ups.


Marvel Log: Revenge of the Empire

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Had a quick game of Marvel.

A secret pre WW2 Nazi bunker experimental time machine project site 30km from River City acting mysteriously. The River City Sentinels were alerted by signal from government super spooks watching the anomalous location now plugged with 40 meters of reinforced concrete. Heroes arrived.

The Traveller the ultra temporal deceptive with hyper deceptiveness, teleportation and a ufo disguised as a car and a pocket dimension time vehicle of his own from the future. Covers face in grey bandages in hero I.D. Cop trenchcoat always. Can form ray gun from body into hand and create "quantum clones".  Read Psychic impressions.

Titan Armour aka T.C. aka Titanium Colossus. Built buy a poor girl kid from trash yard crap. Nobody knows age or gender. Skates around on hover skate field boots and has a huge concussion cannon she wants to put on market as humane weapon.

Sparky a machine animating scientist-medic genius who forms armour from garbage, emits lightning bolts and carries advanced gadgets of his design. Eccentric and cocky tech hero.

Storm Wing the most experienced and popular hero with team is made official leader with Captain Australia as second.

Stormwing is a telekinetic power house able to fly, make force shields and crush enemies at will. Currently learning to use tk sense of touch as radar. Is a millionaire airline owner and ex fighter pilot. Her kid brother looks after the baby she had with cosmic entity.  

Captain Australia the latest in long line of wearers of this costume since WW2. Also an alien cyborg. Unlike previous captains he can roll high speed in a ball shape by grabbing ankles and tumbling. Can boost strength for limited period to highest in team (Am 60). 

Tank Armour, another millionaire weapon developer testing products as a super hero. Now suit has space capable life support, stealth field, and a new conventional weapon hard point. He can change simple elements like turn air into solid carbon and makes metallic hydrogen to power the suit's plasma forge.

Thunderstrike Armour, another millionaire weapon developer. All powers from suit of armour and has electrical field that protects him, damages those who hit him and makes martial attacks greater. He is a military engineer originally and super smart. New hero on the block.   

So team meet and squabble about new hero. Traveller shakes hands with and bumps new members, Titan suit is so new has no impressions. Thunderstrike and Tank don't realise they have been on same defence tech boards in civilian I.D.'s

Call to APIO controlled former spy bunker and heroes alerted as dealt with previous gate built and used by WW2 Nazis. As heroes arrived, mostly in travellers ufo/flying car, Stormwing Flew with Captain, Thunderstrike was carried by metahuman affairs copter with hook on his suit. Titan skated over the river.

Arrived in stages and surrounded the bunker. Heat and repeated blasts burrowing from concrete. Surface building exploded and 4 Notorious ww2 Japanese Villains remained looking haughty.

Supersumo a powerhouse wrestler with armoured fat but skilled warrior
Electric Samurai who creates his biometal armour and sword at will and electrically charge them
Sakura the cherry blossom girl, who can fly and move superfast and explode into fireball looking effortless and easy.
Dr Fang a horrible stereotype immortal cult leader with powers of alchemy

Traveller tried to scan their powers and not really any luck. Titan fired her concussion cannon wide open angle blasting three of the gang on low setting. Samurai had stepped forward hacking the new kid Thunderstrike making him bleed and their electrical fields go crazy in different colours. Sparky came from behind and threw a sticky power drain sphere on his back stuttering his shock field. Stormwing blasted villains with force. Sakura the meta geisha ran up heroes at hyper speed and exploded sending the UFO car crashing. Captain Australia accidentally rolled over it.The Japanese imperial time travel team recognised him instantly from uniform files from their time.

Geisha got taken down by teamwork first. Dr Fang disintegrated a hole through the Titan armour after teleporting behind it. He managed to hurt the previously hidden operator who screamed like a child. Other heroes disturbed and Dr Fang got picked on next. As was laying down with heart attack, traveller and his two clones did triage abd cuffed the villain. Traveller decided to use his psychometry on the wizened old chinaman and fell into a coma screaming. 4000 years of memories of the evil cult leaders torture sessions flooded into him.

Sparky, Thunderstrike and Samurai all battled with cascading sheets of different coloured lightning that most wouldn't go near. Capt Australia rolled about battlefield and rammed Samurai several times with her strength boosters on. Samurai swept through three heroes with one sword blow and critically wounded thunder who was bleeding but fought on. Eventually they brought Samurai down with team work.

Tank and Storm wing managed to hold Aumo airborne then drop him into concrete slab on bunker. Heroes all dogpiled him with everything, tank formed a carbon block on his head. Sumo eventually fell kept too busy by TK wrestling from Storm Wing.

APIO helicopter grabbed unconscious villains and asked Traveller the time travel expert what to do with them. They already had Dr Fang imprisoned in Canberra War Memorial since 60s and having two seemed odd. Threw villains back through with rude ote in Japanese and dropped one of Sparkys energy siphons and bombs through closing the portal and destroying the old time machine.

Heroes started a group Karma Pool finally and Stormwing in charge as most popular (50) with Captain Australia (42 pop). Traveller from scanning team mates realizes three of them have grey aliens in origin stories. He hopes they are the friendly kind. Picked up on Tank with Lemurian connections which Dr Fang also had. He went to train his Agility up and now has better than average human health (23 points instead of 20 - rest of party 60-120 each). Will improve his accuracy too.

Will start a bit earlier next time but enjoyable battle. Instant +5 Karma for dialogue and smack talk working really well - i think i stole this from Zac.

Exile Log: Into the basement of Doom

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As usual the heroes Nahme the Angelic relic bearer and Acula the greedy archer and cross species polygamist were as usual embroiled in setting up homes, caring for dependents and growing a little empir of their very own. Nahme has a poorhouse, a pure womens boarding house and her merchant husbands townhouse in Merchant district. Acula has a former murder house he got cheap. Allies of party have other property too.

All own a share of Mazewood village and underground former dungeon complex. Now Tunnels occupied by reformed poor people of Shadelport, converted good orcs (many from fem orc warrior order), kobold teens and tribes from several sources, a hunter clansman of acula and local farmers. Only a hotel on surface. Lots of herds are kept in dungeon by night. Farmers live underground now too. Population will be 200 soon, officially a sub village of the city.

Acula wants to be a kobold king and live for centuries on a pile of gold with lots of wives to sleep on. Nahme building a manour a bit from the village surface pub and seeks to establish a order of templars. She tried to convince village to all become Sun god worshipers and rename village to something with Sun gods name in it. Didnt work but they made her Mayor for 4 years as she had donated thousands to community.

Anyway so gang went to Aculas new tower of Assassins he bought cheap and evicted all the assasins from house in corpse form. Had his orcs spread assasins corpses in hedge thorn maze to scare off any who might return home to find whole clan of 200 years killed by Acula. So like orcish christmas the gleeful orcs turning tower into a scarier looking place. Brought in his orc kids and family pet owlbear. Was worried the lil gang would out grow and eat his human child in city.

New wife he rescued from assassins not so keen on tower going orcish and hearing of Aculas other human and monster wives. Olga the orc is now 3rd lv warrior orc heroine and knows she is number one wife by might alone. Has kept all peaceful. All wives now want own separate property and semi coooperating. Acula paid a Druid to help him miraculously impregnate the prettier and smarter of his kobold princesses.

So in the Assasins tower, found a old door hundreds of years old, predating 200 year old tower in basement. Shattered open and inside was ancient corrupted shrine, dedicated to Orcus. Battled some goatmen barrow wights and cleansed by removing evil occult objects and re - sanctifying as a temple of light with Nahmes clerical powers. Nahme lost level but credit in healing temple was a good buy health plan.

Found sub cellar with ruined grog and stores with ledgers. Bottom level was a necromancer lab and zombie sweatshop with an escape tunnel. Among books found map and mention that a necromantic veil relic was made in Ghostwood by necromancer. Party got very interested in finding and robbing his dungeon in Ghostwood. Also books dated the original church as from fall of the kingdom that became ghostwood overnight 800 years ago.

Party now 5th level and major flunkies going on third.

Party rested and Acula found the necromancer guy who who bought the murder house corpse furniture and always bought any evil or macabre or cult crap. Sold Orcus stuff and a wight monk they forced into a barrel to a necromancer (for the lost lore undead monk might know). Sold wight corpses in city alchemist markets. Dug up more info on dungeon and went to Ghost wood (only six miles away from Aculas Tower). Found area with old headstones uplifted by ancient trees, melded into the forest. Found two crypts including one with more wights and entry to the necromancers dungeon lair.

HobGoblin Halls lost relics and Chondaru the enemy sorcerer have been forgotten.

This was night of floods all way home and internet got broke

Card Props From my Alpha & Gamma games

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Quick cards i did for con game design. Used for metamorphosis alpha and my gammaworld out of the bunker games. Was possible to end gamma world adventure with space travel.

While playing with cards to allow for mutant,cyborgs, undead, androids, robots, plants etc for games realised the basic use of cards for race/class/occupations for rpg's work really well. Jaded players can pick at random for surprise.

My character sheet in a A6 or A5 zine form idea needs some work too.

The long promised mutation rules project i will try and start.

Designing a hex too...

Exile Log: In the trash heaps of necromancers

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So Acula, his no 1 orc warrior woman wife, Nahme the Angelic relic bearer with her orc maid, assistant priest and linkboy theif opened the vault in the ghostwood. They probed other crypt and found no trace of evil or magic within so left it. Were seeking the secret lair of a famed evil relic making necromancer.

Inside was a shrine of a chaotic neutral underworld luck goddess. On top was a silver cup with silver coins inside. Room lined with sealed family standing vaults ten doors in all. Acula took the silver cup which others frowned at. Then he pissed on the altar. -2 Save curse for him.

As touched the secret vault lid that was really a well used hidden door, all the doors opened. Half bathed in daylight and the wights stayed within. But five melee range wights surprising you is a scary thing. The wizened horrors screamed and Acula and Olga the orc and Nahme got drained. Olda twice. Monsters half destroyed others driven through secret door by priest who can now possibly turn undead this mighty.

Party fled back from Ghost wood and to Aculas Tower. Then fled to renamed again Silverthorn village/dungeon as she was officially Mayor and spent thousands on village infrastructure.  Finally got to Shadelport and the temple that owed them thousands in healing credit as part of relic deal. 1600gp credit used in healing level draining and curse removal.

Poor Nahme gasped at cost from a good church for heroes fighting evil.

Having rested in their city homes, Nahme with her husband in their new blood rich district apartment. The couple looked at property to invest in, looking at more boarding houses that could be turned to virtue. Acula spent time with his first human wife (no2) and human kid. Life a bit boring here since the orcs and owlbear baby moved to his grim tower.

In city they met the plucky Tako warrior still fresh from the sea and ignorant of surface folk. He was seeking battle and adventure so they all set off through Silvethorn estates. Tako showed off is underground hume under village well that linked to dungeon.

Nahme tried to wrangle workers and money to finish her small manor (12 000gp) faster. But hard being a lawful good taskmaster. Decided should check out tower of gold the party saw in deed office and was nearby so party would look at on way back to crypt.

Someone mentioned that evil sorcerer Chondaru and all reminiced about wanting him dead.Oh that's why we were looting the Hobgoblin Halls to kill him. Finding all those relics was great. So now we are off to loot a necromancers lair in the haunted forest to place we know full of wights.Some head scratching here.

So found on crossroad some vendormen with boxes of travellers treats. Except no 4 he had sacks of last season turnips. Rest less shabby vendormen sold braces of sausages, another had meat pies and third had eel stew. Bought all goods and told to invite masters to send goods to Silver thorn. One told of the fabled gold tower (a bit more flashy than the City deed offering ownership for 10 000gp).

Party found it in hidden mountain forest gulley. An immaculate shiny gold tower six stories of 16 foot each. With a spire on top and all windows shuttered. Acula knocked loudly and claimed this property was open for inspection. A angry elf began to abuse them and it turned out they predate humans on island and don't recognise city claim. Nahme offered to write a letter to city law makers that city should acknowledge them. This and a free pie helped elves be less abusive. Party tried to offer them visit Silverthorn which intrigued them. Party explained Elves no longer can be murdered on sight in the Barony. So went on their way. Seems gold just a glamour. Possibly un-allied elves not from bright or dark elves. Party hope to try and deal with again as all in the same hex.

So arrived earlier in day 9am and inside crypt sunlight had sealed less crypts than last time. This meant two more doors could open inside. Saw two doors of vaults had remained opened, matching with their earlier kills. So entered ready this time. Five dead came at them and were not a surprise and some already wounded (I make undead heal as a human in unhallowed graves). So dead fell fast. The cleric who noticed his silver magic mace could reflect sunlight that annoyed the dead now had a polished his now silver plated shield. Sealed vault doors covered by sun and heroes pried open doors and killed two more wights with no harm this time. So nine killed in both fights total. Looted the crypts and found symbolic tools of trade and dress inside individual wight vaults.

Saw lots of undead had been walking around here

Down below found a barracks with zombies (easily finished). Robbed trunks for weapons and junk. Found strange urns on shelf. Each player in prayer to luck goddess for help meddling with such items. Acula found some scraps of gold leaf with animals stamped on it worth 3gp. Mahme had a foot wide spider jump out onto her which Acula shot off her with an arrow. Old ate its legs off while holding arrow in hand, looking at her hideous human husband, smiling. For a moment party was all liking each other. Octopus ad opened one to be covered in magical filth giving him mummy rot. Was put to safe spot in party and Nahme worried about the parties medical benefits at the temple. She would discuss this with the Sun Gods Patriarch of the Shadelport.

Opened into corridor and chose the more evil looking black door with silver metalwork. Smashed open and a filthy foul messed necromantic lab was behind. Bench to strap victims down. Alchemist array of glass work, filled with grey, violet and black dust. Coffins were in room which of course opened.

Party pulled back to lst choke point. Warrior zombies, dressed as knights with two handed swords and twice as strong a normal ones. Party filled with arrows and dead kept coming. Nahme and Acula hurt, Olga was unconscious. Found bench of 6 more urns. Nobody else but Acula were willing to touch. He got a nasty scorpion bite then a gem with continual light. Octopus got exited and tried one and got a spirit almost posses him so backed away to far end of room. Acula found some clay cult tokens, and some coins. Best thing was a screaming flying skull which he grabbed and re-sealed. Will be handy one day. Some dumb incense he found and gave to Nahme who saw it was a favourite of the gods from 800 years ago and rare today. This started a quarrel about loot division. A good thing to feud over while in a dungeon.

Other door in corridor was a living room. Found Wardrobes with necromancer robes. Another of noble ladies, one of sexy slave outfits and another stuffed with peasant clothes. The wardrobes magically preserved clothes and killed bugs entering them.The octopus decided to wear some robes or take some to wear later. If the freakish boils on him didn't kill him. Room had desk with writings about the evacuation 800 years ago to the Black School on Devil Hill.



Next room a library. Looted when long ago when lair abandoned but the Octopus selected many works to sell to those dumb guys who use spell books and study. He thought this undead human making could be a weapon in the great below-the-sea-war. He would appeal to his patron entity of sorcery for wisdom on this matter.

Final room was bed chamber. A big fancy bed with a eight poster giant spider theme made a nightmare  canopy. Covered in webs with elf spun spider silk sheets on a human hair mattress. Next to bed was a cabinet of delicious liqueurs  with narcotics. Including something called bone medicine. Was made from grated unicorn horn, now death sentence to possess in city. Another had strange devices and fetish objects Acula and Olga stashed in their packs. Gave each other funny looks made others feel awkward. Most amazing treasure was three of the wizards wives in powdered form. One rated evil.

Having looted everything on the donkey waggon the party was ready to go. The orc warrior women made great scouts and guides in the woods allowing the best route for a cart. On way something was stalking them. Acula hid and party moved on. Was a strange albino elf riding a silver warg. Accula shot wolf and elf cast a sleep spell on him. He resisted and shot wolf and elf as wolf actually charged and bit him. Party heard fight and began running back. As arrived Accula had been badly hurt by poison arrows and warg. Both down and he was ready to kill warg but wife convinced him she could hire wolf master or learn herself. Strange elf bore sighns of necromancy and chaos.

Took back to Accula's tower torture dungeon for containment. Elf was a bone wood elf, niether light nor dark, bound to death and demons and the cursed wood. They were kin and masters of the bone goblins. Part of the great mystery curse 800 years ago.

Heroes and flunkies rushed to city to heal the plucky cephalopod. Had lots of stuff to sell but went to the dodgy guy who buys any evil relics Acula has flogged off before. Bought lots of the fluff evil loot. Octopus bought a zombie halfling manservant. He wants to ride on his head wearing necro robes and pretend to be a mindflayer.    

Necromancer was interested in buying the elf but they gave him to the secret police instead as both informants. Got given 50gp and Accula told well done for procuring the assassins tower for them. Gave him a black uniform of sub lieutenant and sent him home with security advisers.

The priest following Nahme is a bit forlorn as he has not been made a honorary follower of Nahme. He followed her previous follower when party serving temple and stuck around. When the acolyte girl died The young cleric assumed he would get job. Nahme snooping after new follower and considered the bone elf upset him.

All feuded over proper treatment of the powdered women. Nahme was persuaded that the women should be freed even the evil one. Acula offered to take the evil one and sell her to necromancer pal. More fantasy urbanisation, retail adventures and grave robbing next week.



mesopotamia image dump 9

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 Some Assyrian auxiliaries doing what they do best. Assyrians bringing home the bacon.
 Some Sumerian and auxileries including Gutians with bottom left with the hair braids.
A jolly good mess
 An Assyrian king on the loose after a battle
 Sumerian infantry - what are stats for a studded cape in your game? GURPs had skills for capes
 Reproductions of wall art niceley done.
 I still unsure of the significance of Assyrian shield types. Other than bigger shields more formation based and defending of others like missile troops. Wide variety of missile troops too. Must be some very exact logistics and deployments and kill zones to consider here.
 A nice Assyrian gateway

 A nice photo of a model showing lots of detail. I like the maze gardens




 This realy nice series based on relief wall art and found objects. Great detail.
 Most of the heavy armour of the bronze age deployed from chariot and often seem to have flexibility of a potbelly stove.

In my game i give fatigue mods on sneak, dodge and other skills if you wear sleeves or leg coverings in heat. Carry heavy armour for battle and caves.
Quadesh, the battle that ended Egypt, Hittites and chariots from military supremacy.
 A battle donkey wagon ready for war. Have had a few bronze age car wars moments in my game. Mostly for running down fleeing bandits but a few monsters and a prone giant even went under the wheel
 Egyptian chariots seem much lighter affairs
 Early temple complex
 Sea peoples, and many horned hat barbarian peoples about menacing cities and fighting as mercenaries. Egyptians had a royal guard of heavy armoured guys with swords and horned hats. This guy has a fighting spear and a javelin and a sword.
 More serious Assyrian siege action
 
 Time travellers always dropping in
 Wall relief painting reconstruction
 A nice image of Ur
 Quite a nice reconstruction with some greenery at least



I think this is a Assyrian Ziggarat

Old posts

A quick sea hex with a secret

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So i chose a sea hex between two land masses for Tenkar's landing project Hex 18-13. Scarford Reef is a awkward patch of water disliked by sailors who prefer to go via the south coast. This situation has made pirates thrive. Many pirates are crewed by inexhaustible amounts of the albino savage cannibals who once lived on all these islands. Occasionally one is found where none have been seen for generations or a throwback is borne.

This is level 1 of the map.

The Islands are former mountain peaks of a sunken area from pre-history.

Second level is just beneath sea and has tunnels connecting complexes on all islands. Some tunnels assessable only low tide, others are always flooded. Even the mainland could be linked.

Third level will be a great chasm dotted with mighty citadels and abandoned war engines of the gods. Underland races send search and destroy teams to keep out rivals and snatch best magic loot for selves. This is where the albino cultists and cavemen come from. And lots of undead and serpent folk.

I can stick this in my own setting or use as a mini campaign from surface. Underland has been on the way for a while now. I want to make old fashioned underdark settings seem nice.

Secrets under the seabed (hex level2)

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So this map shows the great slab connecting the islands underwater.

The pink are tunnels usable by air breathers. The aqua lines and bodies are great underground freshwater rivers and lakes. The dark green are saltwater intrusions often used by salt water breathing horrors of the deep to invade.

The green and brown are to show locations of the above islands (or rather mountain tops depending on your perspective).

The dark grey is the extent of the great mountain range of rock that some say fell from the sky when the area was a surface kingdom. The light grey shows the great underland chasm of hex level3.

The pink lines connect various surface and subsurface settlements past and present, surface and underland. It also intersects with the salt and fresh water tunnels. There are three large underground kingdoms on level 2. The biggest one to he west is a dwarvern one. The second one a great prehuman vault where albino cannibal men have fully devolved into savage white orcs. The third is a dark elf settlement which deals frequently with the great underland's goblins, humanoids, beastmen and elves.

This is a quick map of the surface settlements. Most are villages of only a hundred or two. The largest marked with a bullseye are the Amazon town and the serpent man colony. These have populations of possibly over 500. Populations from other lands settle the islands but things from the underland boil up in great hordes or single horrors from time to time. The underland has larger numbers than the surface.







Babylon log: Hittites, Mittani and Assyria and Back

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Ive been pretty lapse on this game and have today done 3rd session  without a blog so this is catch up. Lots of this game is travel, fighting bandits and wild animals, home decor, social climbing and training to get accepted as ranking priests and champions of their cults.

So party committed to finding the four ancient evils minions plotting to end the world.

Starring:

The 1/2 Babylonian nobles, children of Mardukbanipal

Ariana the 1/2 Minoan pirate girl, now acolyte of Adad the storm god and now married to an Assyrian noble of a great trade house.

Toth the 1/2 Egyptian follower of Nergal the lord of Death. Gatekeeper to the the house of the underworld.

Iltani the 1/2 Sumerian, scribe offspring of divorced mother to father, raised in Ishtar Temple. Hungry for magic and secrets of the universe.

The Barbarian bodyguards

Sobek a Amorite warrior maid, pregnant to a satyr and collector of pets. Still seeking path to magic through Ishtar or Shamanistic Ancestor lion cult. Has a nice house prepared for baby and her pets.

Kull Draco a Gutian wild man turned civilized and become a hero of Marduk, chosen to recruit barbarians to the forces of Babylon. Wears dragon skin armour. Married with a shack.

Pek son of Farg, a Kassite initiate of Ninutra, a great hunter and warrior committed to glory and killing monsters.

So the party after time resting after the wedding of Ariana spent several weeks marching into the north int the shattered Hurrian kingdoms. The Assyrian traders made the route safe despite the wars between the Hurrians and the Hittites and the invading Mittani. Took a side route to a Mittani kingdom and were greeted by nobles for trade. They were intrigued by similar but different religion and names of their gods (actually more like Hindu gods like Agni). Told of a mountain pass of terror birds which intrigued them. So they took a side trek and climbed a cliff into a mountain pass. Attacked by prehistoric flightless carnivorous birds bigger than ostriches and twice as mean. The great devil birds were defeated and a few fled. Others were captured and bound and lowered down the cliff.

Found cave with eggs and took them back down mountain. Signs of the bird demon Anzu were on the wall carved thousands of years ago. Took eggs back and local king was happy to try and hatch them. Sobek was keen to have a new pet but all moaned no.

Marched on facing bandits and lions and wolves till reached the Hittite lands with safer roads. Met Hittite kings and saw parades of chariots, mountain palaces and isolated valleys. Just beat the snow and spent winter in luxury. Met some Europeans, Mycenaean, Egyptians and Minoans. By end of winter Ariana and Sobek were very pregnant.

Spring they came down from mountains back to the land of two rivers to Assyria. Visited Ariana's new in laws and then marched back to Babylon. Noted how few bandits were here but the heads on poles and flailed skins nailed to walls maust have been good for local order. Back in Babylon the bandits came as son as the crossed the border. The kingdom was still reeling from King Humarabi's death almost a year ago.

On the road saw great coloured tents and lines of common folk with possessions. Ariana pushed to front and all backed off from her regal bearing. Got admitted to sorcerer who feasted with them and asked about magic items he could see. Party tried to bargain and Toth and Iltani swapped spells with him. Iltani went for normal type spells but Toth gained Contact Tsathogua.

So almost in Babylon and saw a village menaced by a lone Auroch Bull. All went to investigate and a wounded panicked woman ran out begging the heroes to help them. Party were all keen and prepared charms and prayers. Ariana called down rain clouds with the power of Adad the weather god. Crept through village and Bull suddenly charged from behind a house. Ariana called down a lightning bold from the heavens striking the bull in the genitals. Pek fired a fire arrow at it in the same place and the bull's read end collapsed. Kull walked up with his great axe and before the bull could try and gore him he split its skull with his huge axe.

Villagers were healed and cheered and had a impromptu BBQ. Heroes artfully butchered and skinned the bull and Kull stripped the skull and began carving a cuneiform dedication. The next morning arived in Babylon and news of the bull kill proceeded them. Rode their chariot with the bull skull on display and arrived to family palace. Father was ready with guests and a feast and all celebrated their return.

Father spoke to each in private and each visited their temples. Then each set about training till the girls of the party had given birth.

Ariana was granted a iron sword from a ancestor and hero of Adad also. She went to temple to debrief and recover spells. Trained in various skills till gave birth to a son after two months. Left baby with servants and husband in Trade house and got ready for adventure.

Toth continued his studies and continued to dabble in forbidden lore and the arts of violence. Spent time with the priests in the great Nergal Temple in the city of Cutha.

Iltani brought the sorcery spells she had gained and other secrets she had learned to the Temple of Ishtar. They took her to the blind sorceress in the great temple and she became an apprentice. Finally learned the means to manipulate sorcery spells. She asked for more spells but order told her four spells was plenty for an apprentice,

"Perhaps in a few years", they said.

Pek became a champion of Ninurta and gained a spirit that was placed in his armour to serve him. They wished him to kill monsters. His slave lover gave birth to a son.

Kull became a champion of Marduk charged with recruiting barbarians in the coming war to save the Empire. His wive gave birth to a son also.

Sobek visited various Shaman as to what could be done about her Satyr child. A shaman convinced her to let a ancestor possess the unborn child so his inhuman character would never manifest. She went ahead and served several shamen to become an assistant shaman. She was more and more committed to ancestor worship and her totem lion spirits.

So as babies were packed off to nursemaids, the heroes went to see father. He was pleased they had become so powerful in such a short amount of time. But they were not ready to enter the underworld through the gates in the cities of Eridu or Cutha. So he told them to visit the island of Dilmun. Fabled garden Island where the first humans were created.

So they sailed down to the city of Eridu and spent a week with holy men, being bathed in holy water and talking to elders. Explained that the supernatural beings they have met were intruding at certain moments into the waking world and the heroes could be taught to cross the wall of sleep.

So down to the holy warf to board a horse prow ship to Dilmun. Ariana was exited to be on the sea again after several years away. A pleasant trip with several stops for trade and water. Saw Enki was worshiped as only god and met traders from Aftrica and Arabia. Finally arrived at the ancient island ans found Sumerian like culture and temples to the old gods. Visited temples with letters of introduction and trade goods. Boght a house to use as trade hall for the family and after settling in visited the great garden where some said Enki and the Earth goddess made mankind.

Together they inhaled sacred incense and prepared to enter the mythic dreamland.

Roadwar Journal: The great Triffid Muster pt1

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So the team were invited to the largest triffid muster in Australia ever by a farmer they rescued a while back from being chased by a triffids on a highway. So Karumi the ninja biker, the mutant in his ram buggy, sister Uriel in her combat Alpha Romeo,  a dodgy ex professor in his van and the Sheriff in his Interceptor went for the job.

Farmer explained he was being sabotaged and threatened by triffid rustlers so offered party 5% each if they helped get to market in Tamworth (home of biggest cuntry music fest in nation). Sister Urial had joined team as she had been murdering cultists in her spare time and found cult of Shub Niggeruth had farmers vege wrangler ads. She was convinced cult wanted to misuse triffids.

Farmer and his two daughters gave them a training course in triffid wrangling. Including the triffid grip tongs that two users would hold it down, while another person snips off triffid stings. Herd of 1000 were un genetically modified and free range. Farmer explained lead cars had triffid sound fx speakers to lure herd and other vehicles would nudge the stragglers. Other cars carried the kitchen, triffid wrangling supplies. Triffid food would be air dropped in during second week. Warned that wild triffids might join herd and try to lure off course or at least migh surprise some one. All crew supplied with triffid masks.

Corporate farms all had GM triffids modified restrained and plumbed in. Such farms were very expensive but our farmer had copied Sth American methods of free range breeding and had ammased a very valuable herd.

Met other wranglers. A herder car with a Italian and Spanish team of guys who were seasoned wranglers. A married couple who needed cash to save farm. A gay couple ran the kitchen truck. A couple of old hands from the farm in a big utility truck. A couple of girls from city who thought would be a good adventure trip. The farm security man in a buggy with two miniguns. A extra russian merc in a buggy. A couple of mercs in a armoured off road buggy. Team spent some time getting to know crew. Some team had to borrow off road vehicles for trip. Farmer and his daughters in ex military utility truck with a hatch and MG on roof.

So the two week journey began. Mutant in buggy scouted ahead with Karumi in case they had to talk way through anywhere. Most communities did not want a thousand triffids in area.

Day one found some corpses on road. A few vehicles had troubles off road avoiding towns. Some wild triffids joined herd and heroes had to search herd on foot. Tagged them with paint then killed them Wild ones smaller and more straggly.

One night heard triffids whistling oddly so the team searched the herd and found a whistling noise from distance. Found a camp of mutant cultists playing a flute. Karumi hid in woods while sister Uriel charged with her car and machine gunned the camp. A few stragglers climbed up hillock into woods and Karumi ambushed them. Interrogated mutants and they knew very little.

The proff in hi van kept inviting camp women into his van to play video games but they were all cheeped out by him. Others looked up his controversial books that got him sacked from his university job.

"Not my fault people misinterpreted my work"

A cyborg mate of party turned up to join the trek. He was a bit of a psycho if he heard loud noises but a good techie and killer.

One day found a crashed military plane wreck and corpse of a pilot. Sealed classified mission folder explained plane was searching for possible terrorist threat predicted (by classified means). Uriel called military and a copter came to collect wreck. She tried to convince them of threat of cults but farmer upset government might kill his herd. No explanation how pilot killed.

As team scoured rear for cultists, the sheriff took scout role and managed to deal with town sheriff in path. Eventually a gang with trucks and a bus and three cars began to follow team. Sheriff and Mutie headed to them. As the cult hunters were spread out the surrounded gang and launched a ambush. The lead gang cars tangled with Sheriff and the Mutie who rammed one.  The truck (intended to load triffids on) was jackknifed when tires destroyed by rocket and a following gang car hit the wreck. Karumi chased the bus and the mutie rammed it from behind and managed to lock into it. He climbed up and into back and started killing gang members. Karumi joined in the fun too. When the cyborg managed to flip out he rammed the ruined truck then got out to kill survivors with his steel fist. Other stragglers were gunned down. Two gang vehicles were taken by party as loot.

Less than a week to go with the Triffids....

Exile Log: Into the unknown north

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So party up to usual downtime antics in city when Acula had a knock on his home door. It was a battered dark elf they had nor seen for almost two years. Explained he had been lost in underland while visiting his clan. He and Acula the archer had some beef over women in the past but were both greedy and mean enough to overlook this.

Caught up with Nahme the angelic relic bearer in her church. The octopus lad who had joined them was with her.

All went to drink and discuss future treks. They all hated Chandaru but reluctant to return to Hobgoblin Halls. Perhaps it was too organised and responded too efficiently to invaders. Elf found his old follower a drug dealing bugbear (party call him a Drugbear). He also had hiss riding Spider.

Nahme's wannabe follower Thomas the cleric quit as she had not made him a follower despite his loyal service. She said he wasn't good enough. Party still not interested in raising dead followers with healing credit pool at temple. Thomas stomped off angrily.

All seemed keen to visit the underland wastes with god relics and ruins deep under the island.

Did some shopping to prepare and decided to deal with the powdered women in jars party had found in necromancers lair. Aculard had opted for the one that detected as evil and sold to his necromancer buddy who bought all the god awful crap he found. The octopus lad though this a good del and sold his jar too. Acula bought some explosives and tried to use his secret police card to get a discount. The Dwarfs replied they had secret police friends too and could get a low ranking noob like him killed. So he paid full price and extra to forget his rudeness.

Nahme took hers to temple and opened and found a atractive noble girl of 800 years ago. He smashed jar freeing her from being a slave and gave her a job looking after her new estate. Did keep her from her husband though.

So all marched north and into the border lands, Found a woman in a gigget for collecting unicorn dung in elflands. Nahme declared party not interfear in justice remembering guy they saved from hanging turned out to be a pig and the mob almost lynched the party. Into cliff road between moutains and evil swamp and canibal horde came after them. Easily out ran mob as they had a cliff to climb.

Saw some familiars meeting in woods and dark Elf sent his bat to talk with them and he got to share picknick. All too powerful to kidnap for ransom.

Found the old prehuman bridge above the waterfall into the swamp that crossed a great river but decided to check out a train off the road. Turned out was a village of escaped slaves and fugitives from the barrony. After awkward questions if the party were friends of Barron, the party (Nahme and acula are card carrying secret police informants), the guards fired arrows at party.

Nahme sprouted her wings and cast a light aura spell and the Dark Elf added extra illusionary FX. Guards stopped and spoke to party and let them in. Stayed in tavern and Bugbear dealt drugs, Nahme spoke to priests in shabby shrines and Accula tried to seduce the ugliest women he could find. His orc wife and follower offered to get him new brides in the monster kingdoms in the north. Next morning Nahme spoke to mayor and offered to bring aid to the shabby village and Mayor thought it very brave to help enemies of Barony. So she backed down a bit.

Party marched to bridge. Heard there was a dungeon inside and Dark Elf sent his bat inside to confirm. On bridge were 30 barony orcs and a captain with Barron's Banner. Acula spoke to them and they passed without a hitch.

Finaly in uncharted lands with only crude maps they entered the unknown.

Heard a distant battle and found a disciplined lawful orc army or  fighting a larger 900 strong irregular chaos orc army. Most party unimpressed but Acula wanted to help lawful orc (Barron's allies) vs the demon worshiping mob. He ran up and began sniping leaders. A squad were sent against him and Nahme's orc guard ran to help Acula and his orc bride Olga. Dark Elf and the octopus fired at charging orcs. Nahme sighed and joined in, putting up her Aura and charging the band after Acula.

Acula managed to snipe leaders of the chaos orcs and the Elf made a smoky moaning phantom menace the horde. Party efforts helped the lawful orcs route the chaos horde and party helped chase the demon orcs into the swamp to the south.  The orc chiefs spoke to party and offered to take to their king. The party orc maids were green skins, these orcs were jet skinned. Party agreed and marched forrrrr 3 days north without problems. In orc camp king gave them some minor magic weapons and 11 000 silver which Nahme couldn't be bothered with. Orc king offered to fight for party in future. he also offered to take them to the Sinkhole the Dark Elf crawled from when escaping the Underland.

Had crude map extended to include now sealed off giant land and beast men kingdom in the north.

After a few days feasting and rest they went with escort to the sinkhole. Octopus lad recruited a orc lad as a follower and others took some orcs as baggage handlers.

Underland 1 - Terrain types

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So ive found a few blogs of late on a similar idea for super hostile terrain. I want to use such horrible places for my new underland setting in play and for under my islands in the Tenkar's Landing shared setting. Also handy for my Psychon setting. The underland is a hostile remnant land where ancient and prehuman remains have been hidden away and forgotten by surface folk. It is a post apocalypse dark fantasy setting that should be horrible. This post is about the basic terrain. Another will be on citadels. Another on dungeons, ruins and settlements. One on fantasy versions of my citadel generators. Ive foolishly sent my players there so will be pumping out more content.

Light in this setting is dim but present in most cases for at least night vision to function. The are great lights on the tops of some ruined citadels also used as navigation beacons. These artificial lights might be any colour or have colour tints. Some flicker or fade seasonally. Bioluminescant growths are common but surface human vision may struggle at times.

December 18 to jan 8 will in Adelaide with possibly poor net access but will spend time editing old works.

1d10 Quick Terrain
1 Ash plains - wasteland covered in loose ash or possibly compacted or sodden
2 Gravel and rubble possibly from crushed city or carried down by rivers
3 Mudflats - vast flats of viscous semi liquid muck like a swamp or bog
4 Natural structures like cliffs, caves, petrified forests
5 Ruined structures - remains of shattered citadels
6 Remnants of humans or mere look alike
7 Semi submerged and flooded with liquid
8 Volcanic debree - dormant volcanic vents, basalt plugs, fields of volcanic rock
9  Fungus Forest or biological zone from shrubby giant lichen to giant shroom forest
10 Exotic hazardous terrain -

1d100 Underland Terrain
1 Ash plain desert from some volcano or cataclysm or industry
2 Dust plain deposited from a past explosion or wind
3 Bone dust and fragments, near powdered with fragments and chunks from some ancient tragedy
4 Black soot from ancient fire or industry
5 Sand plain from some ancient beach or body of water
6 Salt plain with dunes from some dehydrated sea bottom
7 Sulphur plain of yellow powder from volcanic activity
8 Chemical wastes of toxic or corrosive dust
9 Dried and powdered algae dust plains
10 Dried plains of spore dust
11 Plains of gravel chunks worn down from larger rocks
12 Guano from bats or other creatures
13 Semi precious stones of low grade value but very attractive
14 Crystal shards often clear but other colours like red or blue or mixed
15 Ground down rubble from ancient ruins of past civilisation
16 Plains of tiny fossils mostly of ancient sea life
17 Seam of coal rubble with fossil chunks of carbonised wood and creatures
18 Chunks of rubble from ancient headstones and tablets cover plain
19 Chunks of  compressed ash from past volcanic activity, very lightweight
20 Mounds of twitching undead body parts
21 Mudflats bubbling up from below and oozing over terrain
22 Swamp with simple vegetation and fungi barely growing in dim light, smells of decay
23 Salt mash with stinking black mud covered in crust of salt
24 Colourful bacterial sludge seemingly dirty water with rainbow shimmering on surface but alive
25 Transparent slime mould growing rampantly over area
25 Glowing raft of luminescent fungal slime twitching and moving
26 Warm mud boiling up with geysers, steam and colourful calcium deposits and bacterial pools
27 Slow moving lava plain with huge rafts of black rock crust hot to touch and dangerous
28 Great lake of god flesh twitching, gibbering. Spawning crawling flapping mutant things
29 A liquid living lake of evil with skin on surface allowing passage, spasms at touch of good
30 A great raft of twitching ambulatory fungi, giving off spores and squeaks
31 A petrified forest with stone tree trunks and other mineralised ancient life
32 Canyons and eroded galleys, with caves and remnants of ancient creek beds
33 Great stone towers cover plain from ancient erosion
34 Mesas and buttes covered area with plenty of hiding places
35 Sinkhole filled landscape with trickles of water and natural wells, some hidden
36 Riddled with ancient mines with many hidden shafts, mounds of rubble and rubbish
37 Great stone monoliths naturally left behind by glacial or erosion, seemingly man made
38 Hills and cliffs riddled with caves, some huge spaces with waterways and great shafts
39 Plain of cooled lave covered in great slabs separated by several meters jump
40 Bizarre wind carved monoliths that whistle in the wind
41 Processional path lined with great statues of strange sphinxes or other mythic creatures
42 Great stone heads of old gods or prehumans, semi exposed from soil and embedded in cliffs
43 A great plain of stone megaliths in circles and processional routes, with great earth mounds
44 Huge graveyard with worn semi exposed graves, ruined mausoleums and crumbling tombs
45 A crumbling estate with manor, ruined walls, overgrown gardens and servants houses
46 Great ruined fort with battlements, crumbling gates and towers with remnants of ancient battle
47 Rubble of ancient city with remaining intact buildings and walls, possible degenerate residents
48 Ruins of villages and farmland with overgrown fields (probably with fungus)
49 Remnants of a old battlefield chocked with corpses, broken weapons, bones and feasting animals
50 Remains of a collapsed sprawling monument like a pyramid, citadel or other wonder
51 Blasted hills actually mounds of ancient cities with remnants of bricks from lost civilisation
52 Giant hexagonal stone steps and columns with caves probably formed by volcano or giant built
53 Semi submerged stones and pillars possibly cut or naturally formed with submerged tunnels
54 Algae covered cobblestones and huge stone slabs with submerged structures and caves
55 Garbage from ancient cities of flushed from distant cities of the surface
56 Ruins covered in growths of colossal fungus, sculptures and archways semi consumed by growths
57 Charred and burned rubble of some civilisation destroyed by volcano or great fire from heaven
58 Craters and scattered fragments of civilisation as if destroyed by great weapons of godlike power
59 Alien ruins of unfamiliar design and strange geometry with remains of huge inhuman skeletons
60 A once titanic organic structure with inhabitants, now dead and crumbling haunted ruin
61 Pure fresh water, crystal clear with albino cave fish and crustaceans of long extinct types
62 Dirty pools of contaminated water clouded with coloured soil, surrounded by rubble heaps
62 Salt water with crusted deposits on shore, higher buoyancy than normal sea water
63 Heated springs steaming and surrounded by calcium deposits with occasional geysers
64 Bodies of water with strange colours and shades from bacteria and minerals but drinkable
65 Pools of corrosives and acid, bubbling with vile vapours and strange colours
66 Bubbling pits of bitumen and highly flammable tar, possible animal remains of trapped victims
67 Pools of oil some bubbling with natural gas and toxic fumes
68 Hellscape of pits of burning oil and jets of flaming gas
69 Coloured warm water full of minerals and bacteria form great cloud like rafts of foam and calcium
70 Bubbling natural spring water with healing and rejuvenating properties
71 Steam covered plain of mud, geysers and hot spirings, shrouded in mist
72 Rivers of lava with bridges and land masses of basalt in between
73 Black stone domes, warm to touch, in some places collapsed into volcanic pits of fire
74 Great craters with strange coloured lakes some possibly alkali and corrosive, while others pure
74 Dark rocky flowing stone with vents of black sooty smoke pouring out, pits full of salamanders
75 Rough ground with strange vapours pouring from cracks causing visions or illness
76 Psychedelic wasteland of mist, coloured crystalline mounds and steam vents and strange pools
78 Black glass plain with glass citadels and castles remaining from the wizard wars apocalypse
79 A huge maze of volcanic rock where aerial predators swoop on those who try to climb walls
80 A grey plain of boulders and caves littered with bones and prehistoric art and graves
81 Giant shroom forest with great prehistoric lizards and giant bugs in a complex eco system
82 Great plateaus surrounded by mist supporting own strange eco systems from the distant past
83 A slime covered land of mould, lichen, gelatinous goop, oozes and other disgusting horrors
84 A great fungal mass all connected with other creatures living and growing amid its mass
85 A fungal plain of fungi which reacts to intruders with explosions, spore clouds and even screams
86 Fungi landscape where creatures converted to same breed of hostile fungus in fake ecology
87 A fungal land crawling with mushroom and toadstool folk swarming in strange rituals and spore clouds
88 A fungus forest densely populated by goblinoids and dark elves who live in giant mushroom houses
89 Great rafts of frothy slime where giant slugs and other invertebrates gather to drink and eat
90 A land of scrubby giant lichen, fungi, giant bugs and ant mounds, where huge ants tend landscape
91 A forest of giant crystals with occasional odd colours, magical fields and crystaline creatures
92 Magical aurora blasted landscape of rubble, craters and ruins, visitors are affected by weird magic
93 Animated terrain of rubble, garbage and piles of rusty cogs where golem things spontaneously form
94 Fused bone landscape made by elder necromancers in bone towers, crawling with undead
95 Black basalt towers of serpent and lizard men surrounded by fungus jungle and albino dinosaurs
96 A land of stony pillars and caves covered in cobweb homes of spiders, some in swarms or gigantic
97 Covered in spasming twitching worms, vary from region may include maggots, leeches or earthworms
98 Land of people or other creatures in stasis standing or in heaps for some forgotten purpose
99 Pits of larvae with human faces tormented by devils in this region with gates to hell and volcanoes
100 Frozen mountains of ice riddled with caves, some hollowed by volcanic activity

some others...
lakes of blood probably from blood sucker dung mixing with water in rotting mess








Marvel log: Yesterdays Heroes

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A nice game tonight. Had some older players in club keep on playing DnD so changed dynamics and my plans a bit. +5 spot Karma for dialogue and roleplaying has been working well and more speaking in character.

So a new hero Ion joined team, a journalist with alien suit who could transform to electricity and run into people at high speed. Very fast and agile. Good on defense and damage with only mediocre health.

The traveller a alien detective was getting a bit forlorn that he couldn't damage anyone but was best investigator and had lots of useful abilities outside of combat. Got him tto use his dimensional armoury more so noe he loads up his car boot with depleted uranium slugs, grenaides, assault rifles with tungsten ammo then equips his quantum clones. Worked pretty well.

Joined by Titan Armour, secretly a kid in base when warned of government science warehouse from 70s being robbed. Came across gang fleeing with robots loose. One a streamlined crimson jap design and other a bucket of bolts with conventional weapons. Took down the gang but robots loosed were harder. Found links to Defence Service Tech Org, a retro hero team that kind of disapeared from 80s and pro human hero haters from a political group monitored by government. The new guy Ion infiltrated and they found signs of a long missing Scientist Hans Koch from gov labs working with old hero team to build anti metahuman robots.

Hero Maw dropped in to help with his super eating powers, back from decontamination from eating nuclear waste. Also advertising fly spray and garbage bags.

Ion joined the volenteer militia group and was taken to camp. Others hid and watched while Ion in a cabin with bunks of recruits. He was being watched and tried to get out to go to toilet but they showed him a bucket. Outside group had a meta detector backpack and closed in on hut. Ion tried to bullshit his way out almost turning rest of conscrpts into atacking his watcher when doors opened and gang attacked. Ion acidently went electric so he ran through hut wall superfast. Militia looked about to see heroes approach in Travellers car and Titan aproaching on hover skates. Alass it was too late for them because the Maw burrowed under them by eating soil and men all fell into trench of loose soil.

Police came and rounded them up and found evidence to declare nation wide org as terrorists.

Ion tried to use hero base computers to hack the party office and fried base computer system. He revealed he had luck powers that did odd things sometimes.

Finally agreed to visit base of old heroes (based on characters from 80s club game of super squadron). Stormlord a hero with a hundred years of history joined them for visit. He was a boorish boastful thug but handy (actually is the fifth version descended from WW1 hero).

The old heroes were (Apologies to old crew for making characters a bit horrible):
No-man a super genius in a red jumpsuit with massive ego
Mantis a battle suit wearing power mimic and a jerk
Persuader an axe wielding super strong barbarian actually with mind control powers
Andromadan a alien turned law enforcer with tractor-presser beams and flight

Arived on island and transmitted safe codes. Traveller was permitted to fly military transport across Australia to western Australia. An old USA built war era strip with concrete bunkers were visible. Walked up to security door and started to argue with door. Was a pause. Ion threw up his electric form and Stormlord covered self in Ice. Twin bunkers fired 20mm auto cannons at team injuring all of them in crossfire. Maw swallowed the armoured door and ran in. Traveller stunned a auto gun with his EMP pistol and Stormlord encased it in Ice. Ion ran through other one.

Inside was a huge entry hall with statues of heroes and elevator. Also cameras with computer controlled lasers the now ready heroes attacked. Argued with door then hacked it. Took turns going down elevator to second floor. Argued with robot receptionists. Entered great meeting room with statues of four heroes. Each statue had a doorway to heroes private hall with three doors. Also two other doors. A huge meeting table and screen were main features of room. Maw played with remote while Ion went into No-mans rooms and Traveller cloned himself and explored other two while original kept look out. Others warily hung out in entry while Titan went into Andromedan's room.

Persuader had a big bearskin rug with mammoth tusk beds in bed room and next room was holding cells and a bench for tying people up. Unsure if for bondage, villains or a sadist. No man had a fancy bead with giant tv over it with lava lamps and synthetic leopard skin bed. Other rooms were a lab guarded by security beams (Ion left alone) and third room with base AI. Andromedan bedroom had a black plastic coffin with scenes of space. Traveller's info on Andromeda was all 2000 years old and no help. Other room was a automated hydro garden. The clone exploring mantis found bedroom with huge stash of porn mags and bits of battlesuit. Turns out he had copied no mans hyper smart powers to build all his tech. In lab was a battlesuit in recharge coffin that began to come to life. Screamed and ran back to hall and others stopped incomplete searches and squabbles and came back.

The mantis suit threatened them to lay on floor and back off which party argued and semi complied, reminding combat craving ones this was a hero sort of. Most suspicious and backed off and lowered guns. Stormlord declared he was superhero royalty and would never lay down. Then the Mantis laughed zapping a clone mashing his skull with a steel boot. All fired and attacked and mantis fired plasma beams back. Ion noticed stomping metal boot sounds and ran down unexplored corridor to find automated machines building anti meta human robots like the Japanese model they met in warehouse. As they couldn't hurt him he trashed factory and battled the five complete ones.

Meanwhile Maw was distraught that Mantis armour destroyed the huge TV he admired so he ate mantis with one gulp. Rest a bit surprised but Maw was smoking from nose and mouth from lasers inside him. Stormlord formed a Ice busket for Maw to spew into and rest waited with weapons. Eventually Maw couldnt cope and tried to spew up the armour but too late he passed out. As Mantis stumbled, pitted with acid and crush damage and tooth marks the rest shot the automated suit to bits. Remnants power plant began to overload to Titan tipped suit remains into ice bucket and jumped on maw with forcefeild, even managing to move hi down corridor despite he had mass of front doors inside him. Stormlord sealed in ice and followed down side passage and iced up passage. Traveller teleported through ice leaving his clones in room. So they ran after Ion to see if he was OK. Ion had filled room with massive boiling electrical plasma which clones kept back from.

The Mantis suit exploded collapsing main room. Ion finished off the robots and burrowed to the others.  Ice did its job but all melted, Traveller was singed. Exploring the remains of the complex found spare parts of manti and most was trashed in the micropile blast. Another corridor revealed cryonic pods wich psychometry revealed were full of young superhumans which the evil missing proffessor had stolen. One pod contained the hero the Persuader but failing equiptment power was killing him. Luckily Titan did really bad job reviving him and put him in a coma with brain damage. As turns out nobody would have resisted his remarkable area fx mind control powers. Psychometry revealed No-Man had put a villains demonic gem in his head, went mad (more mad) then departed to demonic dimension.

Records showed Andromedan had left before team went mad and real Mantis nowhere in sight. Heroes had been making robots to round up metahuman's for some reason and the evil proff had come here and made many for his private army and left. Heroes returned home with wounded Maw, his face bloody and teeth broken. Took Persuader home too to put in government metahuman hospital for coma patients. everyone assumed he persuaded people with muscles and charisma, actually he was a deadly psion with muscles.

Stormlord offered Ion to be his sidekick and he refused. Ion did get Stormlord to teach him how to throw lightning bolts.

Party have plenty of leeds to follow for next time....

Marvel and Roadwar games work very well with drop in players, not so well in dungeons

Underland 2 - Your underdark is soft

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Life here is tough. It survived the god wars at the dawn age. Survived the gods dropping mountains on top and submerging under the land and sea. Survived waves of survivors escaping great dooms on the surface only to be forgotten by surface folk. Survived the great death engines of evil wizards running rampant and the fall of the great age of Underland citadels. So when you come crawling down here blinking at the luminescent waste lands, the things down here will think you are soft and sweet and curious treats for their pleasure. You wont make it back home. This is your doom. The Underland keeps its secrets well and the surface will forget you ever existed.

The puny surface folk forget that life came from the deep and darkness and when the surface is scoured clean by another apocalypse, it will be repopulated by the things of the below kingdoms. A great pallid exodus of horrors will return to the surface again to claim what the weak sunlit dwellers are too soft to hold. The million chittering young of the depths will gorge themselves on sweet soft flesh of the sunlit lands beings and replace them. This has happened many times. Only the deep remembers.

So part of my visualization of the Underland include monsters.

1d20 Quick sentient beings you might meet table

Common intelligent life you might find in ruins, settlements, camps or on patrol or trade routes


1 Goblinoids (goblins of various colours thrive in fungi)
2 Elves (dark elves, bone elves, shadow elves and ash elves)
3 Dwarves (mostly dark dwarves, morlocks and derro)
4 Gnomes (mostly dark and cave gnomes)
5 Orcs (many formerly albino human evolved into elves by black magic)
6 Ogres (many weird local variants)
7 Troll (the common insane regenerating chaos kind and others like dark, bright and cave trolls)
8 Abhuman Beast men of mammals (goat, bat, weasel, hyena, rat, mole, badger, cat, dog and wolf men)
9 Abhuman Beast men invertebrates (spider, scorpion, centipede, trilobite, crab, lobster and worm men)
10 Abhuman Beast men of reptilians (snake, lizard, draconic and saurian types)
11 Abhuman Beast men of elder waters (fish, frog, newt, squid, catfish, lamprey, octopus and eel men)
12 Abhumans hybridised with elementals and or beasts like fire newts, rock men, ice men
13 Abhumans hybridised with fungus like mushrooms, toadstools, mould
14 Abhuman hybrid mongrels with human, mutant and beast characteristics
15 Humans (necromancers, sorcerers, wizards, witches, psions, cultists)
16 Humans (mutants, some humanoid, others barley recognisable)
17 Humans (albino cannibals degenerates)
18 Undead (many corporeal varieties)
19 Undead (many non corporeal varieties)
20 Other planar (humanoid devils and demons mostly, but some elemental)

d6 Quick types of life that might meet and eat you

Adapted for subterranean life and often long extinct on surface - often gigantic, albino or mutant

1 Slimes, oozes, fungi, lichen, jellies, macrobes
2 Giant Invertebrates (slugs, centipedes, scorpions, spiders, leeches, worms, grubs, beetles)
3 Marine creatures and amphibians (cave pike, lobsters, frog, toad, salamander, lamprey)
4 Dinosaurs and lizards (herd animals of reptilian beast men, could include featherless terror birds)
5 Mammals (rats, bats, moles, weasels, badgers, swine, boars, cats, wolves, bears, mammoths)
6 roll on the horrors below table

d12 Quick types of horror that will destroy you
This covers the main types of thing that lurk in the deep

1 Mutants (altered by magical auroras and hybridisation into new horrors fro mundane creatures)
2 Draconic (dragons, wyverns, worms, reptilian magical hybrids of many types)
3 Lycanthropes (rat, devil swine, bat, mole, spider, lizard)
4 Necrobeasts (undead creatures made by necromancers to serve as domestic animals)
5 Centauroids (human waste up with animal bodies like man-rat, man spider, man-scorpion, man snail)
6 Sphynxoids (often human headed beast hybrids, inteligent like human-boar-bat or human-bear)
7 Chimeroids (bat-mole-rat, rat-snake-bats, weasel-boar-badger-bat, bear-bat, and hybrid horrors)
8 Automatons (golems and magical constructs and engines)
9 Abominations (basilisks, cateoblas, rust beasts, eye killers and other unnatural magical hybrids)
10 Elder servitors (shoggoths, dark spawn, mi-go, byakee, shambling horrors, moon beasts)
11 Elementals (standard types by elemental beasts like salamanders also)
12 Other planar (non humanoid devils and demons and others)

Other guidelines
1 Pleistocene creatures, dinosaurs and other prehistoric life might be found here but altered
2 It could be mutated, hybridised, reanimated from dead or altered by other planar influence or magic
3 Skin of many creatures might be pallid, hairless, featherless, albino, transparent, glowing
4 While light is dim and many adjust senses, other develop thermal sense, sonar or improved smell
5 Some beings have bio luminescent organs or symbiotic algae or fungi growing on them
6 Gigantism and long life are common changes, many can sleep for long periods and eat little
7 Cannibalism and inbreeding is common aiding the mutation process
8 Local beings may resist terrible environment they dwell in, while other types might be fatal
9 Use creatures from many settings like dark sun, spelljammer, ravenloft, deities and demigods
10 Cross breed any creatures or swap surface species elements for sub world ones like birds=bats, plants=fungi, etc

Underland 3 - Ogres

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So while working on my monster rosters i had forgotten about Ogres. Ogres are a good one vs party at low level and a good one on one monster at mid level. All the various monster schemes i had devised and histories have neglected the to date so now a quick bit of ogre lovin. In fairy tales and myths ogres are very diverse. So I made this ogre customizing kit for stranger ogres. Your basic ogre is a fat slob caveman rock chucker. These ogres are stranger still and might deserve to be leaders of the common sort. Indian comics, Japanese oni and fairy tales are all fair game. Ogres while might compete with cave men are definitely a class of fairy being. In DnD often related somehow to orcs or giants, being able to breed with orcs (ogrillion). I dont like the orc link preferring they are the pinnacle of goblinoid and the bottom of giant kind. Most modern ogres are low tech tugs but in the past and in the Underland they might be more advanced and organized and even lawful more like Japanese oni. Ogre magi are a elite semi divine type. Primitive ogres might be shamen or witch doctors, the advanced ones will be sorcerers or wizards.



Str damage bonus typically +1d4 for common ogre or +d6 for elite
Con bonus typically 1d4-1 for common ogres per HD or +d4 for elite

basic 4HD cave ogres are the more common on mountains get none of these
typical ogre breed has one cosmetic
superior specimen like a 6HD boss might have 1d3
ogre heroes 6-8HD will have 1d3 basic and 1 superior
ogre lords have 8-12HD will have 3 basic (all one in six versions) and 1d3 superior

d20 Basic cosmetic features (roll 1d3 per sub type met)

1 Exotic skin colour (1in6 has specific resistance like fire, poison)
2 Curved goat or sheep horns (1in6 extra d6 headbutt attack)
3 Huge fangs (1in6 extra d6 bite attack)
4 Huge slobbery pointy or forked toungue (1in6 constricting tongue attack)
5 Great Hairy Ears (1in6 incredible hearing, surprise only on 1)
6 One single blazing eye (1in6 fire a 4d6 ray every 1d4 rounds, save halves)
7 Extra d6 eyes (1in6 incredible awearness, surprise only on 1)
8 Tattooed all over (1in6 has a spell like ability)
9 Horribly hairy (1in6 has +1AC)
19 Scaly skinned (1in6 has +2AC)
11 Huge beard or long straggly hair, possibly done in some style (1in6 has +1d3 spells)
12 Huge frighting sexual characteristics (1in6 can reproduce with other species)
13 Strange coloured blood (1in6 has acidic blood inflicts 1d6 damage if hurt with edged weapon)
14 Tail (1in6 constrictor or weapon tail for extra attack 1d6)
15 Claws (1in6 has extra 1d6 claw attack)
16 Cloven Hooves (jump own height from standing position, double with run up)
17 Slime covered (1in6 weapons stick to body, Str test to remove after hit)
18 Piercings with metal rings, chains, bones (1in6 has minor charms and fetish objects pierced)
19 Scarified and sore covered (1in6 diseased any who wound or are wounded bu ogre save to resist)
20 Scrawny and taller instead of fat (1in6 +1d4 move)

d20 Superior features (roll once possibly for leaders or loners)

1 +1d3 heads cannot be surprised, one always awake but they might argue
2 +1d6 heads and a spell per head once per day from semi divine heritage
3 Fire breath 4d6 300 degree cone 20 foot long every 1d4 rounds, save halves
4 Shaman 1d4+2 level with possible non corporeal undead ally or pet
5 Sorcerer 1d4+2 level with familiar or student
6 Priest 1d4+2 level with 2d8 HD of skeletons or zombies
7 Superior culture wears armour like scale or chain and has quality pole arm and other weapons
8 Necromancer has 1d4 weights or 2d4 ghouls can create 1d6 HD undead every full moon
9 Reptilian hybrid +2 AC has 2d4 lizard men followers or a serpent man wizard d4+2 level
10 Undead ogre regenerates as a troll, corpse eating, prefers night
11 Elder ogre has squishy, slimy skin, breathes water, 3d4 tentacles on face or body, extra grapple attack
12 Gaseous form at will can be trapped in a container
13 Shape change into animals or likeness of person, could fly as bird or breathe water if fish
14 Beautiful ogre 18 Cha, cast charm person 1d3 times a day, has 1d6 followers/lovers
16 Speak with animals and has a pet like bear, lion, dire wolf
17 Wings can fly as per ground speed, usually bat or possibly filthy raven or vulture wings
18 Return from dead 1d4 days unless body treated with secret ritual
19 Dimension door at will
20 Wears gold jewelery worth 2d6x100 and has a magic item and 1d4 potions

I played 2nd ed again of late shocked how we never noticed things like changes to dragons and some spells, we ran as just a better edited adnd 1st ed - was badly screwed when my dragons only breathe 3 times a day and dam = hp idea was totally wrong....

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