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Underland 4 - First version of a map

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So here is the underland i did for tenkars landing project as a small sample of a underland. I will use under my exile island. A big shake up for religion on exile island coming soon too as empire attempts to unify and update the pantheons.

The next version of this map is to put locations.

Villages, especially for the tribals.

Lots of citadels, intact and ruined.

Several ruined cities and monumental wonders including pyramids, ziggarutts and a colloseum.

Yoth-Ka is a remnant of the elder gods and has a great pink beacon that lights the caven or is at least visible from most of it. Any whee with -ka as a suffix is a elder age pre human horror location.

Orcs have the biggest land and most varied terrain - tribes have varied skin colour. White orcs were once albino subtereanean cannibal humans who served monster gods.

Lots of beings here declare themselves kings and hierophants down here.

I might add some texture to the terrain types.

This has given me ideas for interactions and factions and i can start torturing players tonight with it.

Could run whole campaign here - gettin in is easy. The place is cursed to contain the imprisoned evils here. Leaving a hostile sorcerer on the surface after party will have interesting results.



Here is the surface with place names but i changed the eastern most ones name since.

Yet to do location map for the surface and middle and underlands then start a gazeteer and lots of encounter tables.




underland 5 - Orc tribes of the Underland Wastes

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Orc tribes are pretty common inthe worst areas of the Underland. Originally made by evil wizards from elves then corpses of humanoids then mud, many tribes still find females scarce. Such tribes rely on tribal magicians or even still deal with wizards.

d12 What do orcs want
1 To eat eat you - raw, on a spit or a bonfire
2 To torture and terrify you for fun
3 To hunt you for trophies
4 Require leather and bone for craft
5 Breeding slaves
6 Slave labour for dangerous life shortening chores
7 Slaves to sell at market
8 Play horrible orc games with you
9 Interrogate you to see if you are plotting with enemies
10 Sacrifices to evil entities
11 Trade weapons, food or slaves (angry if you dont like their stuff)
12 Looking for mercenary employment

d12 What weapons of war do these orcs use

1 Stone age with bone, sinew and flint - clubs, javelins, slings, shortbows, mostly naked, irregular skirmishers
2 Stone age but with atlatl spear throwers, stone daggers, clubs and axes, padded armour, irregular skirmishers
3 High Stone age bone, sinew and obsidian - obsidian blade clubs, composite bows, spears, shields, leather armour, organised into teams based on weapons
4 Bronze age with shortswords, hand axes, battle axes, shields, spears, javelins, leather armour, organised into teams based on weapons
5 Bronze age with ranks of spear and large sheild followed by ranks of shortbows, swords for leaders, studded leather armour and capes, diciplined and organized formations
6 Warg riders with shortbow, spear (half numbers actually wargs counted as brothers), small sheilds and leather armour, irregular skirmishers
7 Bronze-Iron Age with round shields, spears, swords, axes, shortbows with scale mail, irregular beserkers
8 Iron age with ranks of long spears, hopolite sheilds, short spears and swords, sale mail, diciplined and organized formations
9 Steel age with round shields, spears, swords, maces, axes, short bows, irregular beserkers
10 Steel age with ranks of long spears, pole arms, large sheilds, crossbows, chainmail, diciplined and organized formations
11 War dog brothers with shortbows, whips, swords and half have a d4 war dogs on chains to terrorise enemies, irregular skirmishers
12 Berserk flagellants, prefer flails, chains, swords, axes, (two handed versions common) with round sheilds, mostly naked with skinned foes for capes, irregular beserkers

Skirmishers prefer to hunt and not direct confront well equipped disciplined enemies
Irregulars use loose formations and more likley to have poor morale
Beserkers fight with little concern for safety seeking heroic death and personal battle with enemy heroes
Dicaplined troops form sheild walls, turtle formations, phalanx lines and other tactics, professional and high morale

d20 Special orc tribe qualities
1 All orcs female and abuse male prisoners, torture and eat ones who displease them
2 Orcs are fearless drug addicts who fight to the death always
3 Berserk champions among them +2 hit and damage fight into negative HP
4 Evil priest and zombie or skeleton baggage handlers who fight as auxiliaries
5 Slave auxiliaries sent in first, poorly equipped d4 1=kobolds 2=goblins 3=humans 4=orcs of other tribe
6 Human wizard or sorcerer thrall to boss uses magic to soften up foes
7 Masters of camouflage use ambush, might draw foes into trap
8 Use burning oil flasks with slings, fire arrows and possibly a crude gunpowder grenade
9 Have monster thralls in chains they release on foes d4 1=ogre 2=troll 3=giant lizard 4=minotaur
10 Tainted missile weapons to soften up foes d4 1=diseased 2=sleep drug 3=1d4 poison 4=2d6 poison
11 Missile experts can shoot into melee without hurting allies or get extra missile attack or both
12 Huge orcs +1 HP per dice and damage on weapons, boss gets +2, champions get +3
13 Specialize in capturing foes, like traps, bola, lassos and nets, wrestling experts +1
14 Learned secrets of dinosaur domestication from reptilian beast folk
15 Have secret of turning enemies severed heads into explosive missiles with 4 year process
16 Swarming with bugs, fleas and parasites, like to hurl wasp nests at enemies
17 Shaman and assistants provide elites with blessings, charms and lucky fetish objects
19 Eating flesh after battle heals them 1 HP
20 All elites above basic grunts get extra unarmed attack and inflict d4 with a punch

Orc appearance


d12 Tribal Colour

1 White - like caves and night, enjoy cannibalism
2 Black (Jet) - like caves and night, enjoy conquest and slavery
3 Green - swamp and wood dwellers, enjoy fighting all the time
4 Scarlet - plain dwellers, blood thirsty killers like to drink blood and scream in battle
5 Blue - stony silent hill dwellers, like strangulation
6 Bone - hill dwellers like sucking marrow, eating and crafting bones
7 Dun - hill and mountain dwellers, use domesticated pets and creatures
8 Grey (Ash) - plain dwellers prefer to act dusk and twilight
9 Bile - nasty swamp orcs like to bathe in vile substances to make selves taste bad
10 Indigo - are gibbering madmen who like risk and giggle constantly
11 Yellow - live in vile places like swamps, diseased and like fever trances
12 Slate - silently torture and pointlessly murder, prefer twilight, no females

d12 Additional decor
1 Wear severed shrunken heads of enemies as decorations
2 Covered in bizarre piercings, plugs and implants; enjoy suspensions in spare time
3 Ritual scarification, mutilation and branding
4 Tattoos all over with secret meanings from initiation ceremonies
5 File teeth and fingernails sharper 
6 Outlandish hair styles including braiding, mohawks, beards, dye, etc
7 Elaborate head dresses, bigger the more status
8 Cowled robes or cloaks reminiscent of sinister elder cult assassins
9 Painted with ritual ochre, soot and blood depending on bloodline, status and current task
10 Necklaces and jewelery made from teeth, fingers, noses and ears
11 Horrifying masks, vary depending on current activity and status
12 Distinctive d4 1=hats 2=kilts 3=girdles 4=footwear

Exile Log: A funny thing happened on the way to the underland

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*Starring*
Acula a human archer from poacher family with orc wife Olga and several pack orcs
Nahme the angel with her pet orc lady and lamp bearer thief lad
A Tako octopus lad sorcerer with pack orc
A Dark elf psion with a bugbear drug dealer, a riding spider and a pack orc
And a donkey full of food, rope and other stuff for a underground romp

So from the brutish court of the orc king the party went to a village near the sinkhole to the underland the returned dark elf told them about. The villagers in their wattle and daub domed homes (wicker with mud walls) had been ordered to be hospitable to the party on pain of death. Had a cheif hall, a fighting pit, dricking hall/trade house and a shaman hut. Filthy orc kids, pigs and dogs and slave goblins wandering about the muddy laneways. Acula visited the shaman who offered to turn him into a orc and Acula jumped at the chance. While he lost charisma he gained strength and his orc charisma was 7+his level 5 so over all he was now more attractive to her. His other wives might complain his allies suggested but Acula was not a man to think much. He was more concerned that the secret police might be anti orc but apparently they liked orcs.

Party got some drinks and heard of sinkhole area was forbidden for kids to play in and mostly avoided. Acula went to fighting pit and beat up a champion of the chief which made Olga happy. Rest of party over orcs but the supply base value of the muddy shit hole was handy.

Arived at the sinkhole with extra helpers and Acula got lowered down. Nahme could have flown down but she was only in habit of revealing angel form for impressing people. On a leg on way down was a orc skeleton with a broken leg and bow who was trapped here long ago. Deeper into a huge cave covered in tribal cave art and hundreds of giant mammal skeletons, thousands of years old. Acula climbed down and avoided the well and scuttled over the bone heaps to look at tunnel entries. Others came down too but in process a cave rune was activated and skeleton wolves began to arise. Everyone ran into passage and pulled back letting Nahme, Acula and the orc warrior women to hold the undead back. Acua hurled several grenaides which missed but with cave thick with dead turned out OK.

As the wiped out the wave, deer skeletons arose, bear skeletons, sabretooth skeletons and the party were a bit forlorn at one point as they all pulled back deeper to restrict the enemy. The party usual heavy bow fire was less effective on skeletons but the orc women flails were fine. Eventually a great mammoth came charging but couldn't get to them in narrow cave. Orc women were hurt and party finished of the mammoth and grabbed his tusks. Looted animal teeth, horns and tusks and had taken to surface to be kept in supply village. Tako helped loot crap from the well. Orcs offered to take care of donkey and cart.

"By take care of you don't mean eat him do you?", asked Nahme.

"Oh no", promised the orcs who rushed home for a BBQ as they did not think would ever see party again.

So into depths and into a great passage with graffiti dating back to pre human times. It was one of the great highways said the dark elf who started stuffing his face with lichen and edible bugs, seeded here for generations. Acula tried some and thought it tasty with his new orc taste palette.

On way heard singing in odd language which by default realised  was dark dwarf. Met the evil dwarfs and traded goods for three pack orc loads of iron ore. Dwarves told of the dwarf trade town and mentioned several their dwarf holds.

Met band of savage white orcs from the deep, cooking dark elves on a spit. Ofered to buy party dark elf but declined. Managed to camp with the bastards and Acula had a fight with the leader over his wife. Orc boss threatened to kill acula, skullfuck his corpse, eat him and take his wife. Acula beat him to pulp and took his magic stone club. Olga was all gooey. Luckily didnt use magic club as was cursed of course. White orcs thought him mighty and party was able to rest without being eaten.

Went on and found town and got admitted as traders. Swapped some magic weapons with ones more suitable in most open magic weapon market they had yet to find. Mostly bad dwarves and some not so bad ones but were offered to b lowered down b a ancient elevator into the great Underland. The iron cage was most intact of many, once used for large scale armies to enter the deep. Was a bit rickety and a fee of 100gp still seemed like a good deal

Dropped into the depths and saw a great dark elf plateau, the pink lakes, great fungus swamps and a tower which supported the great cold magenta beacon that lit the land from the heart of the land.

Settled in a broken, craggy volcanic waste, very hard terrain. The elevator arose into the sky and at one point slid about 10 stories due to a malfunction. The the link to the surface was gone.

Marched with orc trail scouts south where seemed to be a ash grey plain and easier going. These were orc lands. Heard squeak from the sky and saw a great horror fly at them. It was a chimera but made up from a cave bear sized giant rat, with extra mole and lizard heads and bat wings. Hit it with arrows and it breathed great swathe of fire over party injuring all and vapourising several orcs and supplies. Olga fell and Acula hurt before it was killed. Worse beast they had ever battled and a bitter taste of more horror to come. Party made camp to rest.....

Babylon BRP: Sex rites in the garden at the dawn of time

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So in the gardens of Dilmu the party sat meditating with holy incense and followed the rites to enter the dreamlands as the Priests of Enki had advised them.

Awok in a great colourful garden where every plant was like turquoise and jade with every flower and fruit brilliant as precious stones. Were no stones or sticks or dead leaves the sun sat in the peak of the skydome watching them. All were naked with nothing. Ariana made herself a loincloth from some leaves and a vine. Pek the barbarian climbed a tree and saw beyond the garden was a great plain of silt deposits and the world seemed unusually flat.

Eventual heard water so found a crystal clear creek with nymphs playing. The nymphs were friendly but ignorant of ideas like direction (we are at the centre), being lost, what a human was, coming from anywhere and were pretty uninformative. They were playful and encouraged party to bathe and play and even splashed the dour Toth. Pek offered to teach hem to wrestle. While frolicking it was brought up that they were daughters of Enki born after he had had sex with then eaten their mothers (also his daughters) who were tasty herb nymphs. Erishkigal had got miffy so Enki had given birth to them.

"So where is Enki now?", the visitors asked.
"Oh just over there", said a nymph pointing.

Sure enough there was the great god, larger than any human 8 foot tall with a great beard of Lapis Lazuli drunkenly asleep under a tree. Next to him were two empty clay jars, each a talent load for a man. Amazed to see one of the greatest gods asleep but were also kind of afraid. But Ariana wanted to awaken him. Failing that she collected some of his drool in a fruit peel thinking it could be a potion.

So the party except Ariana and Sobek her chariot driver began having sex with Nymphs even Lady Iltani the Ishtar worshipper. After a bit Enki awoke and all stopped to hear his amazing wisdom.

"I didn't make any of you"

Various heroes asked about their gods and Enki explained they were in the heavens. Sobek asked what to do about Tiamat and the gods reply indicated they were indeed in the dawn time and Tiamat was still alive. He fancied Ariana but she wanted to save herself for her husband or her own god. Sobek was keen as she was pet and baby mad but Enki didn't want to touch anyone with less than superhuman beauty. Enki wanted to have sex with them both and Sobek begged Ariana to give into the gods lust. She sighed and the two women got down to business but Ariana craftily avoided being impregnated by dodging at the last second. Eventually he sobered up a bit and commanded them fetch him beer.

"Where do we get beer sir?"
"From the Beer goddess of course"

So they took empty beer jars and marched onto the muddy alluvial plan towards a distant shack. On the way they saw a huge dead tree. The first dead thing they had seen yet.

In the top of the tree was a great Imdugug bird, kin of the Anzu bird with a eagles body and a lioness head. In the bough in a hollow was a nigh hag with horrible hairy bird feet like an owl. Chewing on the roots was a small dragon gnawing angrily on the roots. Party avoided it and kept going with glares from the beings.

Arived at the shack where a mature woman in robes leaned on the bar resting her head in her hand. She declared she was Shulgi the bartender goddess and offered them beer for service. As party naked they had nothing to trade so she told them to make her a bed. They asked how and she told them to cut down the tree and make the bed from that. She gave them a bronze hatchet and instructions on how. Sobek cut off her hair and wove it into a sling. In the hut were some nice river stones for missiles. Some others grabbed stones to throw. Iltani and some others chipped stones into crude cutting tools with craft skills.

Back at the tree Kull the Marduk champion informed them all he had a spell to command dragons. So Pek took the axe and started to chop the tree and the others hurled spells and rocks at the bird as it buzzed them. The dragon (more like a crocodile with horns really) awaited below its mouth open to eat an other tree guardians who fell. Toth climbed up and smashed the hags leg shattering it and knocking her out then tried to reach in to grabed her hair and pull her out. Pek kept chopping and cast many charms on the axe to ease the process. Sobek used her sling and eventually shattered the birds legs. Toth finally grabbed the old woman anf hurled her into the dragons awaiting maw. He gobbled her up in two big gulps. As the lion bird menaced him Ariana used her jump spell to try and leap at it it then got idea of casting on the dragon and it leaped up 12 cubits and snapped but missed. The bird was intimidated and backed off and Toth came down to help pelt bird with stones. Kull said when spell wares off dragon will attack so he positioned it where tree was to be felled. Finally bird fell and kull grabbed it and threw it to the dragon. The tree fell pinning the dragon and all helped finish it off.

Toth was most hurt and Ariana was hit by spell also from the bird. Party carved a bed over hours the sun never moving from the apex of the sky. Carried the bed and dragon and bird skin to the shack and the goddess was pleased. She got them all drunk and filled their jars. She took the spittle Ariana had collected also and let them keep the axe. Iltani realised the goddess was an aspect of her own goddess Ishtar. Sobek was told she would bear a nymph. As she had given birth to a Satyr earlier this was a nice set.

Back in the garde of Dilmun Enki was pleased to take the beer and presented Ninhursag the great goddess, his lover and sister (gods dont worry about rules they make for mortals) and Ariana was a bit disgusted. She knew they were from the waking world and told them to visit her great enclosure in her temple in Nippur. All drunkenly celebrated and watched the gods play a game to see who could make the most useless being by damaging the moulds they used to cast humanoids. Enki found uses for all the goddesses malformed beings - the blind a masseuse, the sterile a prostitutes, cripple a scribe and many more. Enki won by creating old people, the hopeless, senile beings were incapable of any use so he won. As the gods squabbled drunkenly, the heroes awoke suddenly in their bodies fully equip with Kull's war dog barking happily.

Left Dilmun and it's holy temples and funny creepy fishermen who spied on them. Were blown b great wind demons at sea and were very lost. Arrived in the area of the River Indus and stayed for ship repairs and food. Met local cults, hunted some lions and gathered exotic trade goods and spices. Set sail and made it back to Eridu only three weeks late. Marched to Nippur where the temple priestesses gave them each earth power. A sort of magical reservoir they were told would save them if their souls were drained. At first everyone thought this sounded good until priestess said the Goddess knows they will need it. Then everyone reconsidered the wonder of having their souls destroyed or severed or stolen.

Returned to Babylon and rested an month. Father was pleased with their progress and their preparations They had now been from Indus to Anatolia, most of the civilised world. Only Egypt, Minos and Uratu to go and they will have been to every known civilisation on earth (except China). Soon they would have might to enter the underworld to plunder its secrets and power as he planned all along.

underland 6 - New Hazards in the Underland

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So played a bit of Underland tonight. Terrain and environment set the mood nicely. I need some more horror yet before I have them in ruins. The sample hex i did for Tenkar's Landing version is a bit small but was a good start. I might change scale in my regular setting.

The tunnel filled zone between the great Underland and the surface has many natural tunnels dug by monsters and volcanic vents and eroded by water through limestone. many have been altered and improved by animals and races of the deep. When marching you might find traces of mines, sub roads of underground cities, graffiti thousands of years old and more. Many smaller tunnels more erratic but larger ones longer, straighter and more evidence of habitation. They are the highways of Underland trade and connect many places.

So a big couple of encounter tables here for those tunnels in between the surface and the great Underland. Then some d12 tables for various terrain zones on the hex i have done so far.


I had forgotten about my old dungeon zone 12 Underland which I should print to use in current game. http://elfmaidsandoctopi.blogspot.com.au/2013/03/long-stair-dungeon-style-zones-part-12.html

Hazard and mystery tables handy too. Hazards are more problems and obstacles and mysteries are things that imply plot or make you question or could even be plot seeds. As original Hazard table was only d50 will add some extras here.

d50 New Underground Hazards
01 Bad air causes hallucinations
02 Gremlins foul food and water with excrement or just by consuming
03 Gremlins ruin your tools for fun
04 Gremlins tie knots in all your string, cords and straps
05 Rats eat your sacks and rope
06 Cave snakes crawl in your bed
07 Cave spiders and scorpions crawl in your boots
08 Break out with fungal rot on skin, everything needs a good wash
09 Walk over ancient graves and awaken the dead
10 Leather and cloth goes moldy and fragile
11 Giant ant nest disturbed
12 Giant scorpions follow your scent
13 Accidentally climb over huge camouflaged cave lizard
14 Zone of magical darkness left in some ancient struggle
15 Deposit of cursed animal bones assemble to attack intruders
16 Hidden sentry post with messenger system warns a faction
17 Area covered in cobwebs and tiny spiders concealing secres and passages
18 Area covered in giant invisible web by giant spider
19 Flaming pit of salamanders curious about outlanders
20 Totem pillars of faction signal faction or curse intruders
21 Waist deep water home to killer albino giant fish
22 A hellcat awaiting a new master to corrupt to path of evil
23 Burrows of huge snakes or cave eels in walls like to snap at intruders
24 A defensible campsite around a squat toad shaped monolith that causes nightmares
25 Abandoned beast of burden or pet, friendly and hungry, carries horrible parasites
26 Deadfall of rocks set by a faction or gremlins
27 A foot snare set by a faction or gremlins
28 Poison dart traps set by a faction or gremlins
29 Slimy slippery rocks
30 Red devil gem makes those who see it crave for it and fight friends to possess
31 Walls riddled with great flesh eating worm tunnels
32 Primitive explosive trap set by a faction or gremlins
33 Strange glowing auroras make you want to sleep or other behavior effects
34 Magical cave painting of beast, beastman shaman or demon comes to life
35 Spirit of long dead explorer haunts area seeking rest or a new body or burial
36 Cloud of spores causes choking and sets fungi growing on possessions
37 Crumbling cliff path over great gulf
38 Bridge of zombies or skeletons holding each other across chasm
39 Long undisturbed coffin on a plinth surrounded by withered corpses
40 Shrine with offerings, if disturbed curses interloper
41 Slippery blood all over rocks near cliff
42 Slimy giant slug trails around huge pit on path
43 Dripping acid from ceiling
44 Toll bridge with monster guards
45 Strange bacterial slime crawling with huge grubs, byproduct of alchemy gone wrong dump site
46 Mounds of monster excrement full of parasite eggs waiting to be picked up
47 Giant dung beetles rolling huge dung balls down tunnel
48 Huge boulder comes loose from sounds of adventurers and rolls towards them
49 Cursed idol makes all food and drink toxic or carry disease
50 Tar pit, concealed under dirt and debris

Regional Encounters of the great cavernThese are for this map

d12 Water - Pink Sea etc - open water
Great lakes of pink tinted water are rich source of life and albino cave fish

1 Plesiosaur
2 Tylosaur
3 Icthiosaur
4 School of ripperfish
5 Sea Serpent
6 Shoggoth
7 Fishmen Warband
8 Sargassum - carnivorous animated seaweed
9 Necromancer Longboat
10 Giant Octopus
11 Catfish man sorcerer with sharkmen or eelmen
12 Cave tako octopus folk
 
d12 Water - Pink Sea etc - beaches
Great lakes of pink tinted water are rich source of life and albino cave fish. Many critters come here for food and water and good hunting

1 Plesiosaur beaches self to reach victims on shore
2 Pteradactyls
3 Orc raiders
4 Cultists in robes seeking sacred objects of evil sea demons
5 Sea Serpent
6 Shoggoth
7 Fishmen Hunters on kidnapping raid
8 Frogmen looking for enemies or food
9 Undead soldiers (skeletons or zombies with leader elite)
10 Albino cavemen cannibals beachcombing for food
11 Catfish man sorcerer with sharkmen or eelmen or crabmen
12 Cave tako octopus folk

d12 Swamps and bogs
Dominated by savage frogmen and other slimy horrors, many ruins are found here

1 Giant snapping turtle
2 Giant bog octopus
3 Frogmen savages seeking captives
4 Crested Newtmen or salamander sorcerers with minions
5 Civilized amphibian beast men expedition
6 Goblins hunters of swamp tribe
7 Savage tribal orcs
8 Ogre hunters
9 Giant frogs or toads
10 Giant lizards or dinosaurs
11 Undead soldiers (skeletons or zombies with leader elite)
12 Killer swamp mushroom men pygmies

d12 Goblin Mushroom Forest
Crawling with life and plentiful food, dominated by goblinoids. The markets are a good source of interesting petty magic at low prices but buyers beware

1 Goblin hunters
2 Goblin labourers gathering shrooms and grubs
3 Hobgoblin bandits
4 Bugbears looking for thrills
5 Bat riding goblins
6 Thoul, nilbog or other goblin elite with followers
7 Mushroom folk minding own business
8 Ogres hunting for goblins
9 Gremlin swarm
10 Goblin merchants
11 Giant lizard
12 Giant grubs or worms or caterpillar

d12 Reptile Men Fungus Jungles

Ancient reptilian fued over which is the master race reliving feuds from pre human times

1 Raptors 1in10 actually a t-rex
2 Giant lizards
3 Lizard men primitive hunters
4 Dragon men warriors seeking battle
5 Serpent man wizards and lizard men guards
6 Dinosaur men berserk barbarians
7 Triceratops or stegosaur or anklosaur
8 Pterodactyls 1in4 with pygmy lizard men riders
9 Noble lizard men knights riding dinosaurs
10 Peaceful saropods 1in4 with lizard men shepards
11 Slime, jelly or other deadly goop
12 Giant grubs or worms or caterpillar

d12 Orc Lands in wastes or broken lands
These are the most worthless and inhospitable lands

1 Orc hunters looking for food
2 Orc warband seeking a fight
3 Orc shaman and retinue
4 Orcs with an ogre in chains
5 Giant Lizard
6 Giant grubs or worms or caterpillar
7 Giant Snake
8 Terror birds
9 Warg pack 1in4 with orc riders
10 Sabretooth tiger
11 Giant insects
12 Giant scorpion

d12 Beastmen Fungus Forest

These woods are home to savage beastmen who resent human intruders who kill or enslave them

1 Beastmen hunters
2 Beastmen shamen with retinue
3 Beastmen with wizard master
4 Giant rats d4 1=cat size 2=wolf size 3=deer size 4=bears size
5 Giant bats
6 Flightless bats hunting in pack
7 Terror birds
8 Sabretooth tiger
9 Giant rabbits
10 Mammoth
11 Giant grubs or worms or caterpillar
12 Slime, jelly or other deadly goop

d12 Dark Elf Fungus Forest

These ancient forests are warped dark places where dark elves frolic and practice petty cruelty

1 Goblin thralls gathering shroom crops
2 Peaceful mushroom men
3 Giant lizards 1in4 with dark elf riders
4 Giant spiders 1in4 with dark elf riders
5 Dark elf nobles looking for fun
6 Dark elf cultists seeking mischief with hobgoblin guards
8 Ogre looking for trouble
9 Dark elves dancing naked in cult ritual
10 Bugbear assassins lead by dark elf
11 Giant grubs or worms or caterpillar
12 Slime, jelly or other deadly goop

d12 Witchland Fungus Forests
This matriarchal kingdom has many secrets they intend to keep. Rins and monoliths and barrow mounds aplenty

1 Witches on business with orc guards
2 Warlock with orc hunting for outsiders
3 Witch familiar spies like cats, bats, spiders or imps
4 Hellcat or Hellhound
5 Shadows arise from the earth
6 Ghoul pack
7 Giant toad or Giant newt
8 Flying witches riding bats or brooms or other oddity
9 Witch coven meeting before ancient monolith
11 Giant grubs or worms or caterpillar
12 Slime, jelly or other deadly goop

d12 Other Fungus Forest
This wild fungus forest belongs to nobody in particular but many come here hoping to claim it or at least get a meal

1 Goblin hunters
2 Ogre hunter
3 Orc war band
4 Giant lizard
5 Peaceful mushroom men
6 Horrible mutants
7 Mutant cultists
8 Chimera thing made up of mashed up animal
9 Shoggoth
10 Human cultists
11 Giant grubs or worms or caterpillar
12 Slime, jelly or other deadly goop

d12 Necromancer Lands
Necromancers have come here to hide from surface and plunder secrets of the ancient age where they ruled the earth. Many towers here inhabited and abandoned

1 Zombie patrol lead by wight
2 Skeletons led by skeletal wizard
3 Pack of ghouls
4 Great necrobeast war engine with necromancer apprentice driving
5 Necromancer with undead and orc retinue
6 Necromancer aprentices with orc guards exploring
7 Necromancer apprentices with bone wagon full of corpses
8 Wargs with orc riders on mission for necromancer
9 Cultists on a pilgrimage or seeking relics
10 Giant scorpions
11 Demon or devil in disguise pretending to be friendly
12 Mindless zombies wandering about aimlessly

d12 Deathlands
Are roaming with free willed undead resentful of human necromancers coming to enthrall them. Rich in tombs and graveyards

1 Zombie patrol lead by wight
2 Skeletons led by skeletal wizard
3 Pack of ghouls
4 Mummy with skeleton or zombie minions
5 Skeleton warrior with skeleton soldiers
6 Wight warriors hunting
7 Wraith arises from ancient crypt
8 Spectre arises from crypt
9 Vampire or death knight with zombie soldiers
10 Zombie lord with superior fast zombies
11 phantom spirits try to drive outsiders away
12 Ghost seeks to possess or trick intruders

d12 Pale Plateau
A cold and stony place where ancient beasts and giants dwell in shadow of a glacier. Some giant ruins from a more civilized age are here

1 Ogre hunters
2 Ice coverered revenants looking for living to torment
3 Hill giant hunter
4 Cyclops shepherd with goats
5 Ettin with bet bear or sabretooth
6 Cavemen hunters
7 Sabretooth tiger
8 Terror birds
9 Wooly mammoth or rhino
10 Pack or wargs
11 Cultists seeking relics
12 Frost salamanders or fire salamanders near volcanoes

d12 Stone City Plateau
A great gathering place of human shamen and staone age wizards in the past when humans threw off the yoke of slavery to the pre human masters. Many barrows, monolths, caves, towers and remains of walls in crude cyclopean style, many made from magic

1 Cavemen hunters
2 Morlocks hunting for food humanoids
3 Undead ancient beast d4 1=sabretooth 2=mammoth 3=cave bear 4=rhino
4 Sabretooth
5 Ogre hunter
6 Cave bear
7 Caveman shaman with assistants and pets
8 Terror birds
9 Wooly mammoth or rhino
10 Pack or wargs
11 Barbarian beserkers
12 Ghoul pack

d12 Lost City Plateau
A huge sprawling city of degenerate remnants of the age when prehuman monsters kept the human race as slaves. Remains of many buildings and streets keep the secrets of the past

1 Cultist pilgrims seeking relics
2 Mutant degenerates looking for food
3 Wizard with mutant thralls
4 Bugbear gang
5 Giant spider or scorpion or centipede
6 Gigantic rats size of wargs
7 Giant Lizard
8 Goblin bat or boar or warg riders riders
9 Hobgoblin patrol with a dark elf
10 Serpent man wizards and lizard men guards
11 Shoggoth
12 Giant grubs or worms or caterpillar

outer caverns are species specific or crawling with mythos horrors like darkspawn and shoggoths and cultists and degenerate devolved humans and lizard men

Roadwar Journal: The great Triffid Muster pt2

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So out riders found more corpses on the road but one day the sherrif and the mutant were scouting in the front when they came across a bearded man from nowhere. Both stopped and looked to see if they had hit man but nobody found. Weird but went to town to tell locals thousands of triffids coming. Barmaid helped them tell locals and everyone locked up houses as if a nomad gang was coming. Mentioned funny old man incident and barmaid mentioned the weird old man they hung a few months back for making big flaming occult symbols in the grass right where they thought they saw the man. Apparently locals had hated his family for a hundred years.

Found his house and joined by the professor in his van who liked history. Mutie slapped down barricaded back door like paper and began to look through the house outfitted in early 1950s bush poverty style. Sherrif unconvinced this was meaningful and got in car to join triffid herders. Mutie found a side bench full of silver and started filling his pockets.

"We need to check this out could be same cult following the triffid herd stirring up trouble".

Proff started putting old occult books into his van by the box as were worth thousands including some Byzantine manuscript in Greek by about some wizard named Eibon, possibly a thousand years old. As they looked the failed to notice sounds from upstairs and the mutie felt a slimy tentacle wrap around his torso pinning his arms to his chest. He screamed and tried to kick but fell over, the heavy breathing horror climbed on top of him pinning him down. Proff drew his foil from his walking stick and came in room and gasped at the tentacled gelatinous thing with a huge gibbering baby face. He ran it through twice and called the sheriff by headset. A tentacle slapped him in the face and he screamed and passed out with toothed sucker wounds.

Mutie managed to flip over reversing the creature then breathed fire in it's face. It cried like a baby and scuttled upstairs and slammed a door. Sheriff and the cyborg trooper arrived to help and found mutant giving first aid. The sheriff helped out with a high tech plasti-flesh bandage and all went upstairs with guns. Kicked door in and all fired at thing hiding under coils of rotting old mattress in metal frame bed. Liquified the screaming horror and blew hole in wall.

Proff joined them searching threw basement and found lockable pits which mutie opened and found in first a long dried out version of thing upstairs. Next pit was a withered dried out twitching one which svreamed as they shot it. Cyborg flipped and jumped in pit and began tearing off things skin. Others watched awkwardly and sherrif left. Found old faily bible detailing a hundred years of inbreeding and some un named males breeding into family every 30 years. Mutie considered what he first thought a mutant was in fact predating the appearance of muties in the 80s by decades.

On road again till camp. Proff talked farmers daughter into playing xbox in his van on condition he not talk or touch her. He and mutie started reading occult books.

Next day Sherrif and mutie on road went to drive under some pipes going over the road and saw figures hanging on. Both swerved and several figures dropped under and near sheriff's black interceptor. Several dropped into the mutie ram buggy. One was head first in back open seat trying to move and other tried throttling the Mutant from behind. Sheriff turned to help and mutie punched the zombie in the head partly smashing it's head and slopping goop on his huge ham fist. As rear zombie adjusted himself the sheriff fired hollow point magnums into it blowing off its head. Mutie punched zombie skull again and removed upper skull so brains slopped onto his lap. Stopped and stepped out tearing off zombie arms.

Went back to machine gun and run over zombies so rest of triffid wranglers could pass.

Meanwhile in rear horde of cultists in pickups was spotted by the drone the cyborg had looted so he set up ambush near road with phosphorus rounds in a six shot grenade launcher. The utility trucks moved in each with rear tray full of robed cultists. Boom first truckload were on fire and cultists in rear jumped out screaming till they fell. Burning truck stopped and drivers got out. Adjacent truck a bit singed and passengers a bit on fire when next grenade  went off setting truck alight and sending passengers running about on fire. Missed next two as truck came at him and he flamed that one too. Driver with shotgun charged firing at him but no match for army flack suit and dermal plating. Got close with empty gun and cyborg shattered his arm with his hammer punch arm. Then he hunted down rest and put out spot fires in long dead grass. Killed 24 men. Not bad before lunch.

Another night at camp as Proff started to realise the funny Greek book would take a while. Mutie read of family history from house how they had moved to Australia in 1880's driven from New England USA. Interrogated a surviving cultist and he was useless but big event coming in two days. Team put on a show about executing prisoner

Next morning found a crucified sheriff and buried him according to the Mutants christian and Sheriff's aboriginal customs.

Later found a farm women running at them screaming. Sherrif asked whats up. She told how she went looking for help as a big lizard on her farm, biggest she had ever seen and her kids in house hiding. While she changed a tire from broken glass on road a gangbanger had run from hiding spot and and stolen her truck.

Sheriff was happy to help.

Meanwhile in rear cyborg had detected a high altitude predator drone spying on them. Nothing in party could touch it.

Sheriff and mutie found house and saw kids climb on roof waving with .22 rifles. Guys pulled around house (surprise guest miniture) and saw giant frill neck lizard twice length of a car.

Next time the Sheriff would ask how big. Blaze with guns and it spat cloud of acid the both swerved to avoid. Tires a bit melted and mutie rammed it with his front plate. Both drove past and around house for second attack. It snapped at them wounded in rear. Mutie kept same course while sheriff went opposite direction crippling lizard front legs. Mutie rammed from behind and drove over it. Finally dead the triffid herder crew all stopped for a big feast of lizard stake. Farm woman tried to seduce Sheriff and failed but mutant helped her out. Professor stole her underwear and put in his collection in van.

While eating a triffid staggered from herd and went towards the proff stinging him in the face. Was one of the wild ones that joined the heard days ago they never found. Mutie with machete and cyborg with fist attacked it while sheriff dragged proff out from under triffid. Mutie cut off its head. Proff lost an eye and face was swollen purple and in a daze. Farmers daughter drove his van while he in back dreamt of tentacles and triffids slapping his face again and again.

Next day was a blockade ahead. Sent out drone and 5 cars worth of security forces on road ahead from a private dodgy security firm. Famous for gang like behaviour and ignoring rural lawmen. They insisted party let themselves be searched for fugitives. Sheriff looked on his satellite link was no legal man hunt in area. That drone a bit intimidating also.

Party invited sec forces to camp and they searched vehicles. Found proffs panty collection and he blushed. Cyborg could see them plant transponders on every vehicle except the farmer couple wich proved they were the infiltrators. After they left he looked at transponders, built a signal jammer and put a boosted one on the farmer couples white jeep.

As night approached saw ahead under full moon with drone a huge crop circle with hundreds of torch bearing cultists chanting and screaming. Party had a quick meeting and decided to run triffids though the field. Many triffids regrowing stingers rapidly and were popping out of the pods ready for action. Proff was able to drive again and getting used to loss of eye. The farmer said he could get a new eye in Tamworth the nearby destination only two days away.

As herds moved towards the field and cult tried to call Shub Niggeruth the drone fired 8 hellfire missiles. Cyborg activated his kill switch and the missiles wiped out the crooked farmer and his stepford wife.

Triffids smashed into cultists murdering them with ease with stingers and pure weight. Party had other cyborg (the sex maniac) buddy appeared to join them. Then from a swirling mist ahead in field four huge Dark Spawn appeared and tried to control the triffid heard. Most of the hands lost it. Several ran but one with twin miniguns managed to kill a 40 foot dark spawn. The merc couble buggy went out of control as the husband and wife team drove out of control and were crushed flat by the disgusting tentacled tree monsters. The three legged tentacled horrors were blasted by party who swerved to avoid them Sheriff fired burst then worked on driving triffids away. Mutie rammed most injured one splattering it's leg and felling it. One vehicle of wranglers with dewy eyes drove at the biggest one carrying the priestess and the great beast scooped up the SUV and ate it whole. Proff and others helped herd triffids away and the darkspawn fell in a blaze of machine guns, rockets and phosphorous grenades. Cyborg managed to hit priestess with phosphorous grenade and she fell underfoot in her blazing robes.

Worked all night to move triffids away and settle them. A few more peaceful days till Tamworth where former meat yard received Triffids. Only the Farmer, his Daughters and the car of city bimbos out for adventure remained. Three other cars had fled from the horror meaning more shares for all. $30 000 dollars each and Farmer shouted them to night in best brothel in town. He gave party his farm and was moving to town with his daughters.

Spent days in biggest country music festival in country and Proff got a black market laser assassin eye with a video camera, his first upgrade.

All pleased with the big job well done knowing they were Aussie legends of the last great triffid muster.

Underland 7 - Outer Chasms Encounters

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This is just a quick look at the outer chasms and I realized I didn't cover the inner land of Yoth-Ka. Will start do detail the communities and probably a bit on surface Island gazetteer for Tenkar's Landing. Citadels will probably get a hit next week.

d12 Yoth-Ka Central Plateau
The centre of the Underland where the great citadel lights the whole cavern with the great cold light Magenta beacon. The greatest citadel in the underland where prehuman monster kings met and once ruled the surface. While the gods tried to bury and destroy this place and bury it forever they failed. The plateau is covered in ruins and things best not disturbed.

1 Shoggoth
2 Mummy and skeleton guards
3 Iron golem on patrol to kill living
4 Ghoul lord and pack of ghouls
5 Cultists seeking wisdom kill any possible rivals
6 Beast Men d6 1=serpent men 2=bat men 3=catfish men 4=spider men 5=goat men 6=leech men
7 Beast Men d6 1=lamprey men 2=Insect men 3=fish men 4=lizard men 5=wolf men 6=eel men
8 Lich with servitor undead or summoned pets
9 Death knight with zombie hopolites in formation
10 Mighty skeleton warriors with skeleton spear men
11 Spectres 1in6 led by a ghost
12 Other planar being d4 1=devil 2=demon 3=elemental 4=evil spirit will secretly posses victims

d12 Yoth-Ka Swamp
The great evil swamp is a barrier to keep out enemies, made by the Yothians themselves or their enemies. No living being remembers or will tell. It s a land of abject horror.

1 Sons of Kyuss, diseased maggot filled undead
2 Slime zombies carrying corrosive olive slime colonies
3 Black dragon
4 Giant lizard
5 Giant octopus
6 Angry mushroom men pygmies with poison weapons
7 Lizard en tribes sworn to keep out outsiders to the death
8 Giant cave lobsters
9 Wight warriors of the ancient monster empire
10 Catfish man wizard with fish men followers
11 Giant eel swarm
12 Giant purple worm

d12 Outer Darkness Cavern

This land is bathed in magical darkness that drinks any light brought here. Only sonar and thermal vision works here. Sensing life force or minds or magic can help too. It is a great slab of broken volcanic rock with razor obsidian lined pits. Temples to Tsathogua with his dark spawn and to the living darkness.are found here. Shadows and negative planar beings reside here. Cultists pilgrims here require guides or surgically modify their sight or magically transform themselves to survive. The great black citadel is contested by man beings of evil and holds many secrets. Lights may function in parts of the citadel so it is used by pilgrims the most.

1 Night hag riding a nightmare
2 Giant bats 1in6 ridden by goblins
3 Swarm of vampire bats
4 Modified cultists riding quadruped degenerate humanoids with sonar
5 Flightless bat quadrupeds 1in6 ridden by bat men
6 Darkness elemental spawn of the living darkness
7 Shadows arise from long dead cultists or beasts
8 Wraiths of old priest kings
9 Tentacled mutants often with toad or bat like features
10 Darkspawn of Tsathogua
11 Toadmen worshippers of Tsathogua
12 Albino reptile men savages with obsidian weapons

d12 Grey Gnome Cavern
This is home to the gloomy cavern gnomes who dine on palid fungus and toil in their great smoke and steam belching factories. Not evil but indifferent to suffering or the plight of others they have been waging war against the dark elves and spiders for thousands of years. Their great citadel is a sprawling semi collapsed heap but still is populated and full of busy sweatshops. Tracks for a train across the kingdom. They harbour little ambition beyond survival, trade and stockpiling for the war at the end times. Iron golem guardians on the border sleep awaiting activation in the apocalypse to come.

1 Clockwork automaton workers will ignore intruders
2 Steam powered automaton insects defend land against intruders
3 Miserable gnome workers gathering grubs, palid fungus and ore
4 Gnome warband on patrol for enemies and intruders
5 Gnome merchants seeking exotic trade
6 Giant lizards eating fungus but possibly hungry
7 Ogres from outlands seeking delicious gnomes
8 Dwarf merchants here to trade
9 Dark elf assassins on hit and run raid
10 Giant spiders seeking tasty gnomes
11 Stone golem with handler challenges intruders
12 Shoggoth on rampage
d12 Spider Cavern

This is the kingdom of the spider goddess, covered in web and crawling with spiders and bugs they feed from. Great dark fungal growths are crawling in maggots and covered in webs. Humans are not welcome and mostly never leave. The spider citadel is home to their slumbering spider goddess and the spawn the mage spiders who can turn invisible and can sit on a mans back to control them. Humans are kept in the citadel and tin villages as food for royalty.

1 Swarm of tiny spiders
2 Giant spider d6 1=black widow 2=huntsman 3=trapdoor 4=funnel web 5=tarantula 6=redback
3 Spider kaiju demands sacrifice or will eat you (30 HD)
4 Human thralls gathering bugs and fungus
5 Human warriors in service of spider god, leader has invisible mage spider on back
6 A palanquin carried by humans with a mage spider inside
7 Spider men warrior band
8 Were spiders
9 Spider demon spawn of the goddess
10 Spider silk undead mummy, a priest of cult given final reward
11 Spider cultist pilgrims
12 Giant riding spider cavalry ridden by dark elf spider cult

d12 Zoran-Ka

This blue lit cavern is home to a degenerate albino cannibals ruled by immortal sorcerers and priests. They worship degenerate prehuman gods and and their priest kings. Their crumbling citadel was a ancient ruin when they were surface dwelling human. It is the source of the blue beacon that lights the cave. They ride quadraped humans and often battle albino lizard men who persist to live in outer areas of the cavern.

1 Shoggoth
2 Albino cannibals farming mushrooms and human quadruped cattle
3 Albino cannibals feasting on prisoners, with more in cages
4 Albino cannibal warriors riding human quadruped
5 Albino cannibal cultists with priest overjoyed to see sacrifices and food visiting this cave
6 Albino cannibal sorcerer and guards with slaves carrying palanquin 
7 Wight ancestors of albino cannibals defending the homeland
8 Ghoul pack hungry for food
9 Albino degenerate lizard men savages on warpath
10 Cultists on pilgrimage to learn from locals wisdom
11 White skinned orcs kin of the albino cannibals here to sell slaves
12 Wild human quadrapeds wary of being caught will attack in self defence

d12 Demon Cavern 
This horrible broken volcanic poison land is home to demons who keep some torture pits for human headed laval souls of evil here to trade with other evil beings. They also welcome evil cultists with hundreds of evil shrines to demon powers. Demons here reward evil pilgrims with dread secrets and dread relics. Many gates to the Abyss are here.

1 Larvae crawling alone having escaped 1in4 chance is being tracked by demon
2 Succubi/Incubus tempt explorers to their shrine with a luxurious bed
3 Quasits taunt and pester adventurers
4 Vrock demon guarding stone monolith and former sacrifices
6 Hezrou demon in a stinking pond guarding treasure in the bottom croaking to self
7 Glabrezu in human form offers gold if swear to join evil with blood contract
8 Nalfeshnee guards a gateway and groans to ward away intruders
9 Marilith guards a treasure filled shrine of evil
10 A Balor demon guards a great hoard of treasure and human skulls in a shrine
11 Rutterkin hoard inspecting shrines for intruders and larvae pits
12 A demon lord is here advising cultists and is angered by visitors without sacrifice

d12 Devil Cavern
This flaming pit filled land where devils maintain torture pits and a great embassy citadel of hell. Minions of the devils from here are given orders from hell and schooled in evil by devils. The pits contain larval human headed souls the devils torment and trade. Gates  to several layers of hell are heavily guarded by devils.

1 Larvae crawling alone having escaped 1in4 chance is being tracked by devil
2 Barbed devils keen to torment intruders with hellfire
3 Bearded devils tending larvae in a pit by tormenting them
4 Bone devils hunting intruders
5 Horned devils instructing cultists
6 Imps offer you help and advice in return for blood and signed contracts in blood
7 Ice devil guarding a ice geyser
8 Eryines devils looking to punish interlopers without permits and oath breakers
9 Pit Fiend with abishai servants collecting tax and larvae
10 Abishi hoard on patrol for enemies
11 Spined devils marching on patrol to escort cultists
12 Lord of hell addressing cultists and servitor devils in great black mass
d12 Dwarf Land
Dark dwarves of many types including some Derro and morlocks dwell here in their iron citadel of bitterness. From here they sit sulking about past glories and failures but will trade with outsiders, especially weapons of war like guns. The dwarf citadel is partly ruined and abandoned but many factions operate districts and offer market places.

1 Black bearded wicked dwarf warriors keen to fight, pretend friendship and betray
2 White bearded morlock savages hunting for edible humanoids
3 Beardless derro slave traders up for any chance to enslave or torment others
4 Grey gnome merchants wiling to trade
5 Brown bearded mountain dwarf merchants willing to trade
6 Red bearded surface forest dwarves spying on evil kin with riding badgers or moles or weasels
7 Goblin horde looking to run riot in Dwarfland
8 Ogres looking for dwarf dinner but not fussy
9 Chaos dwarf beserkers out for murder to please demonic masters
10 Common dwarf miners not interested in anything but work
11 Giant carnivorous moles
12 Giant cave weasels
d12 Uula-Ka
This red lit cave is mostly abandoned and empty of intelligent civilisation and forgotten. It's citadel bears the great red beacon and is a shambling ruin. Beings from other caves come here to loot . There is plenty of danger remaining however, even if nobody knows who dowelled here originally. Other races have tried to colonise the ruins and have disappeared.

1 Shoggoth
2 Blood elemental (evil water elemental made of blood)
3 Willow the wisp
4 Grave elemental (evil earth elemental filled with rotting corpses)
5 Insectoid bronze golem
6 lone vampire starving
7 Explorers from outside cavern looking for loot or lore
8 Inhuman insectoid mummies
9 Tako evil octopus folk piloting a great tripod death machine with heat ray
10 Animated carpet of red blood drinking fungus
11 Dust elemental (evil air elemental made of red dust)
12 Pyre elemental (evil fire elemental made of burning alien corpses)

d12 Brine Cavern

This is mostly flooded with a great semi submerged temple complex where fish men monks worship their goddess. Catfishmen wizards also dwell in towers and other ruins are common above and below water. Captured human are put in breeding pens and restrained to stop them killing themselves and rugged to perform breeding chores. Fish folk welcome humanoid visitors.

1 Shoggoth
2 Fish men hunters with nets and man catchers and bolos
3 Hybrid fish man human cultists on pilgrimage 1in6 visiting giant octopus pool
4 Fish men monks ready to test unarmed combat abilities on intruders
5 Fish women witches in disguise as beautiful women
6 Fishmen holy warriors in armour ready to fight intruders
7 Fish women carrying baskets of babies to temple pools
8 Fish man priest and followers angered at unholy defilers of the Brine cavern
9 Fish men herding naked yoked human slaves to market
10 Catshfish man wizard with fishmen guards seeking vivisection victims
11 Hybrid cultists pretending to be adventurers offer to join forces to betray later
12 Hezrou demon with fishmen worshipers at a holy pond

Exile Log: Into Orcland

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So after the smoke of the strange rat-mole-bat-lizard chimera the party were sore and crawled into a crack to rest. They debated directions and considered which citadel to head for and Nahme's lantern boy-thief detected smell of cooking food. Headed for smoke and saw a cliff dwelling with orc domed huts. When brown skinned orc saw party they retreated and pulled up ladders. Nahme used her friend spell relic and charmed them into inviting into fort.The Dark elf bugbear buddy saw feilds of narcotic mushrooms and licked his lips. Inside the dun skinned orcs wore masks and staggered and slurred from perpetual high. They traded some ore in return for riding and pack beetles that could also burrow. Got directions and decided the greenskin orcs of the swamp best to visit. Got some rope woven from orc womens hair to replace that lost when orc pack bearers turned to ash from chimera.

Crosses the wasteland quietly and came to edge of swamp. Knew thety would find a village with a boat and guides and saw tribe stockade on Island. Got exited an headed towards it and saw som big gold eyes pop out of the swamp. Thirteen huge swamp frogs as big as buffalo hopped at them, nipping their riding beetles and most of party. The Tako was swollowed but he cast a fire shuriken as he knew secrets of gestureless casting and the frog spat him out. Another ate the dark elf but his bat familiar mind blasted the frog and the bugbear dragged him out. Killed most of frogs and realised corpses good for trade.

Got closer to the green skin stokade and friendly orcs invited them in. Acula the archer, now a green orc and his orc wife came in. They saw orcs ready with nets, bolos and mancatchers and acula dodged a net from above. Bolo's hit many party members and Olga got her feet trapped and fell over. Acula turned and killed fout out of five bolo users and got a mancatcher get him. Olga broke free and Nahme turned fully angel and flew over to the fence top and killed last one. Others had jumped down with clubs to get Olga and Acula. Four more mancatchers got him before party charged in and wiped out most orcs and rest surrendered. Boss and harem came out and said was dirty of party to kill them when they only attempted to enslave party. The cheif abused Acula who challenged him to a fight. Nahme thought dueling a inferior was lame and walked off. The dark elf healed Acula and the orc shaman blessed his chief. Acula won but lucky orc did well early on with a boosted strength.

Orcs all begged for mercy and to serve Acula in the orc manner. Shaman turned dead into zombies and dragged inside frogs. Acula mated with orc chief wives and demanded a boat to citadel. Said he would return. The raft took them to the shambling orc town at base of citadel which pre dated orc's existence in the world. Tower was crumbling and fungi covered. Went though the causeways and walled islands connected by rope bridges to the common market at the tower gates. At market they bought arrows with frog flesh. Bribed way inside to better market where foreign orcs with better technology dwelled. Upper level had inns and brothels and third floor was noble housing and fourth had kings lair. Uncertain how tall citidel was as it went into mists and possibly the great Underland ceiling. Had a basement and the Tako octopus lad explored wells, well cleaned and connected to whole citadel. Clean bit made him wary. Acula went to orc love hotel with his wife and chose a bath theme room and paid for it to be filled with orc milk. Others went to brothels.

First was staffed by slave albino subterranean humans and Nahme bought one. Next had orc's and Nahme bought four youngest in hopes of reforming them. Next brother was full of grey gnomes of the Underland who lived longer than orcs and had been in pimps family for generations. They cost too much for Nahme. Last one was a undead brother where shaman pimp offered to cast illusions for a price but explained customer rates and welcomed abuse of the girls he dug out of the swamp and animated. Party horrified and went to hotel district. Found a strange creepy human looking inn keep who offered rooms that were clean in monster empire style from before humans were a major race. Innkeeper was a serpent man shape shifter and explained many customs of land below. He showed them map but refused to sell it but let Acula make a crude copy. Explained some history of the domains and territories and citadels.

Were interested in exploring ruined sections of green orc citadel or possibly going to the lost city plateau.

Babylon BRP: Journey to Knossos

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So the party debated where to go and as they had developed a taste for sa travel and Ariana was hankering to visit her birthplace in Knossos the party headed to the Minoan civilization in the medertereanean.

Spent time boating and swimming training then headed west. Had two chariots and a wagon so made good speed and culd avoid unwanted foot encounters. Met some Hurrian barbarian nobles on road a few days outside of Babylonian Empire and met them peacefully. Stayed to feast with king and draw up trade allegiances. Continued west and at one pont saw 30 men aproaching them. Amorites judging by their hats and arms. As the had Chariots normaly might think twice but confident with their magic and skill and relitive weak armour om men with mostly just sheilds. Charged them and men formed three lines. Rear archer line and party members began deadly volleys. Heroes managed to whittle down the front rank with shields til javelin range kicked in. Then both sides hurled even more missiles. Peck, champion of Ninurta took several hits in the chariot driven by Kull the Marduk champion. Sobek herseslef an Amorite was a skilled chariot driver and mostly her donkeys were hurt. The front line of sword and sheild men were badly hurt. The archers in fear scattered as the chariots crushe dthe single line running down eight men. Several heroes jumped off to kill those still able to fight and the archers were run down of shot by bow fire.

A tough battle but heroes captured seven men and filled their wagon with a fortune in weapons. Travelled on to Hadadbad, dedicated to Ariana's adopted storm god. She was thrilled to find a great city between her birthplace on Crete and her home in Babylon that put her god number one. Etablished a trade house and sent letters back to dad informing him of the extnsion of the family trade routes. After a week moved onto Tyre a Phonecian coastal city. Nobles bought nice purple robes and a ship. Ariana refused an offer for a lift to Knossos from Minoans as she didnt trust them. Part bought a ship, a ex pirate raider captured by navy and set ail with crew of extra ten phoneceans. Nahme was good enough a navigator she went by thr deeper water non coast route. They found a tiny rock outcrop and decided to stop for water and saw goats. When they scanned Island with second sight saw a man hiding. He was a hermit fleeing political trouble after his youth as an adventurer, pirate and philosopher. Told them how to get to two magical Islands he visited 30 years ago.

Party stayed a few days and bough cheese and relaxed till stars were right and went to visit the magic Islands. First was populated by a cyclops herder who made magical wooly boots for the gods and was a son of Posieden. Hermit stole a vase worth thousands here as youth. So they bid him farewell and left on the full moon after six days.

The newly named Wavebiter pulled to shore and sneaked up and watched giant. After a while Ariana and Iltani the Ishtar worshiping Sumerian sorceress called to giant while others in hiding. All a bit split on this action but at least the women might be good bait. Cyclops invited into his cave offering them wine and cheese and the girl followed him in while the silent and grim Nergal hero Toth and wiley Pek the barbarian followed. Kull and Draco the Gutian brothers followed. Sobek remained on boat. Saw three amazing gold urns and girls seemed interested in writing so as lonely cyclops invited them to read the inscriptions h stepped back to roll a boulder over the door. Toth and Pek ran out and smashed his led felling him. The Gutian brothers followed up with attacks to the head and giant clumsily failed to stop them and passed out. Iltani instructed to leave the cyclops as he was a gods son and it would be sacrelige to kill him. Pek said all monsters were divine and we must kill them anyway. Party grabbed wine, cheese, caught 4 giant wooly sheep, the three gold urns and fled. As they sailed away the cyclops crawled to peak of Island ang abused them as thieves demanding to know who they were.

Kull cried out "we are Egyptians".
Toth moaned as he was half Egyptian.

Terrible storm appeared and all struggled against the wrath of gods then it stopped. The air was calm and the boat wa smoving of own accord. Ariana the best swimmer tied a rope to herself and jumped overboard to see. A sea god with a fish tail sixteen cubits long was dragging boat. She climbed aboard amazed. All puzzled by this but real reason gods spared them was Sobek was pregnant to the Sea god Enki with a sea Nymph.

Saw horrible rocky Island. Was last day and warned must go south of island on full moon or be trapped seven years. No way to land so dropped anchor stone and swam to shore then climbed up cliff. Heard ferocious sounds and saw two wingless male dragons battle while two females looked on. Party were amazed at the 24 cubit (12 metre) beasts. So the scattered and hid when dragons noticed them. Some jumped to cover, Draco hid behind a veil of darkness he cast and Ariana got chased up mountain cliff with her jump spell. A female dragon folloed her and on top of rocky volcanic hill was a cave she ran in. Inside was wealth of a kingdom glistening. Dragon behind her she dived in and burried herself in loot. Dragon came in and two males followed. Meanwhile Kull called on Marduk and commanded she dragon searching for them below to allow him to ride her. Then commanded her to take him to her nest. Others amazed by this and several jumped off cliff and back to ship.

Ariana in the cave was trapped under the gold and gems while the male dragons resumed battle on top of her. Kull saw three more dragons before came to the nest and bid her dig and he snatched a egg. Weighed a talent so got dragon to return him o ship then go to opposite end of island and sleep. She dimly waddled off to obey and all waited tensely for Ariana.

Ariana swallowed as much gold and gems as she could and while dark ran from cave and jumped into the sea. She swam to boat and almost failed when her peers threw a rope to her. They sailed away on time to return to the waking world. Araina passed the treasure a bit awkwardly and cleaned it up. A fortune. The gold vessels from the cyclops were examined and had apple symbols and Minoan like script with screw lids. Inside was gold liquid. Ambrosia of long life from the gods. Then the Nobles of the group Sobek, Ariana and Iltani deemed they should as they were most important. They felt vital and good but lightning and thunder crossed the sky. No other noticeable effect. A second sacrilege in only a few days. In the morning Knossos palace city of king Midas was visible at last and Ariana was glad to be at her birthplace.
 

 Some Minoan warriors


My plans for next year here...

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Planning my projects at moment so suggestions comments and requests welcome. Comment boxes been quiet for a while here and they do encourage me and keep me going. I have been prompt with my requested d100 table in past. Sorry Im still not on 5th ed bandwagon yet.

Health best in several years, income good and being social like i was years ago with gaming and artworld again.

My DnD and Fantasy games...

On a side note my longest game players since 2012 said next campaign game can we play somewhere different setting wise which is a bit irksome after developing this blog and writing so much about the place and players having not even explored half the island and only visited some suburbs of the city once. Underland is intended to be a major ad on to my setting. A uber horrible inhuman post apoc fantasy with remnants of all the evil ages and prehuman monsters. Leaving will be hard. I could start next game in new region of another land mass. Exile Island was intended to be the most dungeon filled craphole in world with most chance of social mobility. The old world is rigid with near god like high level types maintaining rigid hierarchies. Perhaps after Underland and the old empire settings Exile will look good.

I might do Planet Psychon for a break and I suspect they might like Downstairs modern military vs dungeon but I know is a very unpopular choice for some players. The point of my Exile campaign is to explore my take on 80s UK gaming tropes like Pre warhammer white dwarf and Fighting fantasy which suits DnD well. If i did a new fantasy setting I would probably use BRP with bits of magic world. I got many of the extra magic systems for BRP and Magic world and I dont like any of them really. Rewriting a whole world or digging out a old one seems like a drama. Sadly I like writing for oldschool DnD and I feel it is very accessible for my online readers and peers but i generally am shunned by newschool gamers at clubs. Writing and running original oldschool content and not a canned nostalgia ridden TSR setting probably costs me lots of players. I have to agree with others who critics of late and post 80s TSR for fluff filled text which is painful to read and no room for DM content. Also nostalgia players want to use their nerd fanaticism of the texts in play and are willing to learn setting more than me. Gorantha only setting I would run as is unchanged and possibly griffin Island 9but i prefer mountain version but Island nice for a 6 month game).

Anyway will possibly give Exile campagn a break next year. If only for a few months.

Things I hope to run next year
Will run Babylon RQ3/BRP game into next year. Now getting to Rune level and very mythic. Want to explore some mass combat, every player with a chariot, and some over the top power levels so will last into next year. Marvel getting good but inconsistency of players makes character driven plotting hard. Marvel has been fun and is easy to run. Using hero clix and models has been good and will run as a co game. Roadwar game big fun and will play as long as i can. Power gain is been easy to reign in and plenty of room to grow. A good con game too.

BRP rome still on way as company ran out and printing one for me. Will mix well with rome cthulhu and will get me reading history again. Viking Rus sequel to my last viking game set 16 years after last game but a mini campaign to use up scenarios i never ran. A intermission of Cthulhu in space and cthulhu metropolis too. Thats a years worth of Sunday games again. Even my Cthulhu 1920s arkham county or UK sandbox seems tempting for a bit. I am getting lots of 20s miniatures next year. Some kind of cthulhu monster miniatures would be handy. Or I could sculpt some tentacle things myself. Silicon sealant blobs full of tiny googly eyes might be fun. Cthulhu is what got me regular players and got me weaning onto my BRP/RQ3 games so bless him. RQ3 Glorantha or my old setting possible. Gammaworld seems hopeless but might get in a fri one off game. Psychon and roadwar scratch my post apoc itch. New player recruiting might be good for club once new venue safety issues resolved. Lots of mini con and theme days.

Xmas in Adelaide and Redbrick book

Over Xmas in Adelaide with mostly no net and writing best activity so will finish lay out draft of Redbrick book for my readers to proof. I have several editors who i trust living there and can game with my old crew 3 or 4 sessions. Some getting days off for me. Might try and bury old hatchets with one of my old gamer buddies. My artist (thats his work) is there and he plans to kill himself next year when his money runs out. I wish getting hm work would help but I dont think it will and I now he is very behind. If I thought he was open to work I would promote him. I hope to Finnish my last commission with him over xmas. He is utterly inflexible and unwilling to adapt but that is what makes him best illustrator of comics and pinups anfd fantasy in Australia. Also get some statement about our co-created products as my name not clearly on some documents. All sounds cold but I can only help drowning person so much if they dont want to live without risking myself. Most of my hometown friends without babies seem to be suffering depression. The others all left for greener pastures. I will revise my EMO DnD rules too into 2nd edition and get published as PDF here too. Am getting back in to non game art making and zines again next year. Buy photo lighting soft boxes for photographic portraits and scanner so i can digitise my boxes of drawings next year.

Upcoming writing for this blog
A few more magic item things for my game
More Underland stuff/Tenkar's Landing gazetteer possibly for a PDF in few weeks
Underland citadels will be for post 600 soon

To do list
d100 Tragedy table - haunting covered some ideas for this too
d100 Random Strange Crypt Table
d100 Non Corporeal Undead Encounters
d100 Corporeal Undead Encounters
d100 Wandering holy folk, hermits and hunters of unholy
d100 Found notes on "holiness factor" for grave areas
d100 undead boss monsters - might do sub-bosses also  
d100 catacomb and Gothic decor
d100 alluring strange headstones
d100 Madness table for failed WIS checks vs horror, tragedy or shock
d100 Secret Societies
d100 honest undead motivations
d100 madmen and their monsters
d100 Elemental/Demonic relics with corruption fxd100 Law/chaos/elven/cthonic and other relics with corruption fx

d100 crypts
d100 village life
d100 humanoid loot
d100 shrines
d100 cults
d100 lairs

Castle Geomorphs - keep and wall and tower section
Manor Geomorphs - a few mansions for haunting and tragic nobility
Crypt and tomb - lots of small funeral structures
Ruin Geomorphs
Catacomb Geomorphs - create a maze of tunnels
Mausoleum Geomorphs - this will be basic one
Cathedral geomorphs
Fantasy citadel zone
Alchemy

story/plot tables
goblin mines zone ideas
d100 goblinoid tribal factions for your goblin mine megadungeon
Scan Sir Banister Fletchers architecture book will help all of this

Redbrick to finish
who built and why - convert to d100
entrances change to locations and d100
floor table
expand redbrick a-z
d100 dungeon documents
common monsters
fix vermin table to real d100
mid and high level encounters
monster market
convert barrels and boxes to variable containers
false traps and secret doors - animal nests, repaired leaks, etc

Undersea setting(pirate and travel could be Exile game Fix)
the deep dark and undead chaos mermaids

sunken city
captains
d100 weird odd and nonhuman sailors
d100 sea undead
ship weird ships
Undead chaos mermaids from the depths
deep sea
d100 pirate captains of shadelport
d100 weird sailors, weird captains, weird ships

Upcomming Psychon & SF Stuff
Citadel pubs
Elder Gods and pre human horror
Organizations and other creeds of psychon...
Heroes, warlords and wizards - champions

Pregens created for different genre piece adventures
ancient ruin generators

the twelve rays of Psychon

Post Cash ship exploration

Robots and mutant characters class
Spaceman characters class?

Post crash space hab modules 1 features industrial type
interior/superstructure ship sections
1 Engineering - power and engine sections
2 Ships boats, docking, drone rack, fighter bays
3 fabrication, factories
4 superstructure
5 gunnery, weapons and defense systems
6 exodus storage and supplies, terraforming
7 medical, suspended animation, dna vault, life support sections
8 crew quarters, mess, training, relaxation
9 Sensor/coms/electronics/computer section
10 Bridge and command sections
bio dungeon treasures
d100 alien space ruins


Decopunk

Deco punk tech list
d100 pulp planets for deco punks

Roadward100 wasteland encounters

d100 sanctioned ops
d100 race teams
d100 wasteland road hazards
d100 gangcults
d100 urban tables
design rules

long stairs Dungeon Stormers DnD Modern

Lists of officers and personalities at three bases (about a third to half play time was in base).
rough maps of base and local zones
Print out equipment lists and info for players
Need to get my modern era skills sorted...
d100 Base missions - protect miners, bug hunt, whodunnit?
more stuff to do in base


Dingo dungeons of gamma oz
(psychon/gammaworld)

koala wagon
dingo dungeon

possumclaw tower
glory falls 
emus and elves
Bunyip Burrows
Gumboot gallows
koala wagons for gamma oz setting

Reviews
will write a comprehensive review of 80s RPG from Melbourne RUS a Russian fantasy fairytale romance game and will include Super Squadron and Hunter Planet also - Australian gamers now dont remember most of these 80s Oz games

Curses, Conditions, Corruption and Relics pt3

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Ok back to a older project as magic items are always popular and as Im mean with items I can make players suspicious of any magic they get.

Necromancer relics, holy relics and Stone age relics
http://elfmaidsandoctopi.blogspot.com.au/2014/10/curses-conditions-corruption-relics-pt1.html

Elder god relics and Khaos relics
http://elfmaidsandoctopi.blogspot.com.au/2014/10/curses-conditions-corruption-and-relics.html

So here will try to finish left over types from my notebook
Dwarf, Dark Elf, Bright Elf,
Next part Reptilian, Arachnid, Amphibian

Bright Elfkind Sylvan Relics

d20
Bright Elfkind Sylvan Relic Origin

01 Court of the Elf king
02 Court of the Elf Queen
03 Guardians of the flower kingdom
04 Guardians of the crystal caverns
05 Unicorn riding warrior maidens
06 Haunted huntsmen of the woods
07 Elfkind to mortal to defeat great evil long ago
08 Stolen by thieving human long ago
09 Dropped from the celestial vault by elf hero riding moonbeams
10 Faeries for human hero long ago
11 Left from a magic castle that appeared and vanished long ago
12 Last relic of doomed elf breed of long ago
13 Gift to a changeling from true parents
14 Taken from elf land by raiding orc hero
15 Given to human hero to reform their evil ways as a trick
16 Stolen from elfland by a human kidnapped as a child
17 Given to a mortal half elf child who left elfland
18 Lost in a great interracial war long ago
19 Gift to a mortal lord
20 Stolen from elf grave mound by theiving mortal

d12 Bright Elfkind Sylvan Relic 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
05 If carried 7 days
06 If carried next full moon
07 if near a gate to Elfland or fairy circle or other weak point between worlds
08 If in the presence of an elf or faerie being
09 If user not a elf
10 If the user harms any elf or sylvan being
11 If the wielder is effected elf spell
12 If user is wrong gender 

d12 Common Bright Elfkind Sylvan Relics
01 Magic silver arrows in bundles of 13 wrapped in silk, each one a artwork, may hit magic beings and some with + to hit and damage
02 Magic bows short or long or composite may hit magic beings and some with + to hit and damage, 1in10 intelligent like magic sword with additional powers from spirit of ancient elf
03 Magic silver long sword may hit magic beings and some with + to hit and damage, 1in10 intelligent with additional powers from spirit of ancient elf
04 Living bow short or long or composite may hit magic beings and grow one arrow per day, 1in10 grow arrows with + to hit and damage also
05 Silver elf ring of  provides + on armour and saving throws, 1in10 provides invisibility for up to 10 minutes a day usable in several parts if needed
06 Copper elf ring grants the gift of understanding animals 1in10 allows you to speak any animal speech too
07 Elf boots make you silent as if you had sneak skill 1in10 leave no tracks also
08 Elf cape lets you hide as if had the hide skill when not moving in natural setting 1in10 let you pass difficult terrain without penalty also
09 Elf cap lets you see invisible beings and 1in10 let you recognise things from other planes too
10 Elf gloves let you climb as if you had the skill, 1in10 let you climb like spiderclimb instead
11 Elf wallet, a satchel with a tasty elf packed lunch once per day, 1in6 provide 3 meals a day instead
12 Elf ointment jar heals 1d4 once per day 1in10 heal 2d6 three times a day instead

d12 Bright Elfkind Sylvan Corruption effects
01 Animals fear you and sense you from far away
02 Flowers grow in your footsteps
03 Cannot touch iron or steel without 1pt damage, any weapons inflict +1 damage on you
04 Cannot cross running water without being carried
05 Randomly plane shift to elf land back and forth when stars are right
06 Cannot stand being indoors, anxiety attack if fail WIS check every time leave safety of open sky
07 Cant stand hallowed ground (graveyards or temples) sweat and itch, take 1pt damage every turn
08 Holy symbols repulse you if held in front of you, you cannot pass without taking 1hp damage
09 Gender becomes androgynous, lose facial and body hair, CON save yearly or become hermaphrodite
10 Your hair becomes plant like and flowers grow on you, you prefer to be naked as often as possible
11 Your voice become high pitched and effeminate, you can only sing or talk in poetry not just speak
12 Smell sweet like flowers and taste delicious, you always stand out and creatures track you easily

Dark Elfkind Nightmare Relics

d20 Dark Elfkind Nightmare Relic Origin
01 Court of the Elf king
02 Court of the Elf Queen03 Given to orcs or goblins
04 Allowed human thieves to steal as trick
05 Found in hands of dead elf near dark woods
06 Given to madman as reward
07 A gift to human leader as a trick
08 A gibbering mad albino man came from woods with this then died
09 Found in hands of a werewolf killed by local heroes
10 Found in river by fisherman or a well by farmer
11 Taken from dead assassins
12 Gifted to human cultists
13 Taken by hero from a raid into caverns
14 Used by dark elf heroes in blood wars
15 Spider demon champion used to fight human hero
16 Giant moth riding heroine wielded against bright elves
17 Taken from sacred forest grove
18 Taken during raid on nightmare castle
19 Found inside tree or giant mushroom
20 Found in dragon hoard

d12 Dark Elfkind Nightmare Relic 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
05 If carried 7 days
06 If carried next full moon
07 if near a gate to Elfland or fairy circle or other weak point between worlds
08 If in the presence of an elf or faerie being
09 If user not a elf
10 If the user harms any elf or being of dark frorest
11 If the wielder is effected elf spell
12 If user is wrong gender

d12 Dark Elfkind Nightmare Relic Common Elder Magic Objects
01 Magic silver arrows in bundles of 13 wrapped in silk, each one a artwork, may hit magic beings and some with + to hit and damage
02 Magic bone bows short or long or composite may hit magic beings and some with + to hit and damage, 1in10 intelligent like magic sword with additional powers from spirit of ancient elf
03 Magic black metal long sword may hit magic beings and some with + to hit and damage, 1in10 intelligent with additional powers from spirit of ancient elf
04 Poison toadstool can taint a melee weapon or 10 arrows a day plus 2d4 poison save vs poison no effect 1in10 2d6 damage save halves damage
05 Cape lets you hide as if you had skill if remain still in darkness 1in10 provides invisibility for up to 10 minutes a day usable in several parts if needed as well
06 Boots let you sneak as if you had skill 1in10 let you climb like spiderclimb as well
07 Cap lets you see in magical darkness 1in10 let you cast spells even if magically silenced as well
08 Cauldron fills with feast of dead flesh of the idiot god once per day for 1d12 persons 1in10 turns a body placed inside into obedient zombie 1d12 times a day also (in both cases roll d12 for each separate relic)
09 Magical narcotic mushroom produced nightmares for dreamers 1d12 uses per day considered fun by dark elves but disturb sanity and addictive for humans
10 Spider web rope 100 yards long weighs nothing, a little bit stretchy
11 Vile dagger if used in ritual sacrifice casts speak with dead on victim
12 Black soul crystal stores 1 spell worth of energy instead of own at first level 1in10 has 1d4+1 levels which can be split or used at once as pleased

d12 Dark Elfkind Nightmare Relic Corruption Effects
01 Bit by bit every night turn into a d4 1=orc 2=bugbear 3=hobgoblin 4=ogre
02 Fungus and mushrooms grow on you -1 CHA per month, die when zero
03 Cannot touch iron or steel without 1pt damage, any weapons inflict +1 damage on you
04 Cannot cross running water without being carried
05 Randomly plane shift to elf land back and forth when stars are right
06 Save vs Poison halved
07 Cant stand hallowed ground (graveyards or temples) sweat and itch, take 1pt damage every turn
08 Holy symbols repulse you if held in front of you, you cannot pass without taking 1hp damage
09 Gender becomes androgynous, lose facial and body hair, CON save yearly or become hermaphrodite
10 Your children are all part monster and grow into vile fiends
11 Evil animals attracted by your presence when near forest or caves
12 Shadow comes to life as undead shadow, if killed and driven off lost forever

Dwarf Clan Relics
 
d20 Dwarf Clan Relics Origin

01 Gift from Dwarf lord to humans for aid given
02 Sold by dwarfs for a fortune
03 Stolen from dwarfs by d4 1=humans 2=orcs 3=goblins 4=ogres
04 Made to fight in pre human wars with d4 1=giants 2=goblins 3=orcs 4=humans
05 Found in underground ruins by explorers
06 Found buried in abandoned mine
07 Found in goblin horde
08 Found buried in city  while digging foundations of new house
09 Used by dwarf hero who disappeared long ago
10 Made by priests of the dwarf ancestors
11 Found in stomach of a troll
12 Found in dwarf tomb opened by greedy adventurers
13 Made by dwarf enslaved by human king
14 Found inside rock in quarry
15 Left out for humans to find during crisis
16 Dwarf gifted relic to a ruler for executing all alchemists in region
17 Found in lair of a giant by hero
18 Dwarf came and made for human hero to aid his heroic deeds
19 Given as ransom by dwarf king to return his son
20 Part of a dragon hoard taken by adventurers

d12 Dwarf Clan Relics 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
05 If carried 7 days
06 If carried next full moon
07 if pass any dwarf gateway or door or threshold 
08 If used to harm a dwarf
09 When wielder takes more than half damage
10 If the user flees a battle
11 If the wielder smells gunpowder or blacksmiths forge
12 If user not a dwarf

d12 Common Dwarf Clan Relics
01 Helm of dwarves comes with magical head lantern 90 yard 30 degree cone turns on and off at will, 1in10 also provides 10 minutes of oxygen a day if underwater or exposed to poison fumes
02 Iron sword or axe or dagger or spear can hit magical beings many with + to hit and damage 1in10 light if detect orcs, goblins, giant or ogres within 100 yards
03 Firearm like musket or pistol or blunderbuss magically reloads self with powder and ball once a day, 1in10 also weapon can hit magical beings and may have + to hit and damage
04 Magical ammunition like musket or pistol ball, quarrel or arrow in set of 12 can hit magical beings and may have + to hit and damage
05 Magical iron shield or armour with magical + to AC 1in10 halves movement and encumbrance penalty
06 Automaton usually in form of a dwarf warrior or mount, needs winding every 10 minutes for one round can wind up to an hour at once, follows simple commands like move and attack, 1in10 sentient with spirit of a dwarf ancestor
07 Iron tools like lock picks or anvil or hammer or apron, adds + to skills usually +1d4 but 1in10 add +2d4
08 Portable siege door size of playing card on command once per day can grow up to 10x10 foot locked reinforced oak door which opens for owner, can be made to shrink once per day also, 1in10 are bigger or iron or have more uses per day
09 Repeating self cocking crossbow fire rate 2 per round with 10 shots, reload by dropping in hopper in one round and could have assistant, big ones fit on carts 1in10 also can hit magical beings and may have + to hit and damage
10 Iron chest of the dwarves only unlocks for legitimate owner, can be claimed if old owner dies, very difficult to break but spells might unlock, 1in10 sentient with ancestor spirit and can have instructions like open for friends or legal heirs and can move at speed of a dwarf and follow master, does not talk
11 Divining rod of the dwarves detects a single mineral or gem type or water at 30 yards, 1in10 detect at 100 yards any valuable mineral or gem or water
12 Mining tools like spade or pick or hammer, can dig one cubic foot through rock per round and inflicts 2d6 magical damage on beings made of rock or earth 1in10 make removed rubble and earth disappear

d12 Dwarf Clan Relics Corruption Effects
01 Cannot light a fire while owner of item
02 Non magic weapons or armour rust, become -1 in a day and useless in a week
03 Any mechanical mechanism including a door or lever or crossbow seizes or breaks if used
04 Any gunpowder weapon misfires disadvantageously in presence
05 Any missed arrow or quarrel or bullet in area gets a reroll to hit item wielder
06 Cannot see in darkness or even night greater than twilight
07 Candles, torches, lanterns, stoves and forges snuffed out in your presence
08 Hair grows impractically long every night during sleep, even eyebrows, back, etc
09 Owner shrinks to half height losing a inch per night
10 Dwarves can sense wielder within 100 yards
11 Item becomes self aware and abuses wielder constantly
12 Owner becomes insane with greed and jealousy will kill friends over treasure

Curses, Conditions, Corruption and Relics pt4

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Hmmm looking at new players handbook and not feeling it. Better than last few eds but i find lots of entries obscure, not explaining terms used and I went back to oldschool level based RPG for simplicity. I will play it im sure but cant be bothered learning it all despite lots of good bits to steal. Will write up m revised DnD players book for my version over xmas or at least players version. A few DMs I play with in various eds using bits of my system as saves looking in a book.

I'm interested in 5th ed warlock as a class but seems so inelegant and confusing. https://www.youtube.com/watch?v=ulosnECCvmc This vid answered many question but all seemed a bit slow with choices though to be fair so much new content to get to know and lots of good things. I get impression 1st or 2nd 5th ed warlock could kill a party of BX players. Lots of offencive spells seem to be fairly similar and if i can zap with deadly cantrips every round i think having a crossbow irrelevant. Still a Cthulhu cultist sage might be worth a go. I feel too scared to tweak 5th ed as concequences feel beyong my grasp while BX era with most rules 30-60 pages in both box sets feels managable to add on. Feels more modular to add my content or any oldschool content. 5th ed is modular but i still feel designers don't really know the cosequences yet - like all the ogl splatbooks with hundreds on untested classes.

Think I will hunt down a hardback Cyclopedia edition next year. Wizards really shitted me for not reprinting a book that covered decades of the game in one book.

Here is last bit of this for a while. Suggestions on more possible. I like the idea of giant magic items too big to use for normal folk.

Reptilian Relics


d20 Reptilian Relic Origin

01 Made in old times when reptilians ruled
02 Made by lizard king for loyal warrior
03 Serpent man wizard made for human agent
04 Vampire lizard lord wielded this when young
05 Dinosaur cult leaders made this item to serve cult
06 Dragon men made this item during war with humans
07 Found in a dragon horde by adventurers
08 Found in possession of reptilian hybrid cult burned for witch craft
09 Found on reptilian corpse floating in water by fisherman
10 Adventurer brought this back from monster Island
11 Given by a dragon to a warrior as a trick
12 Found inside belly of a huge snake
13 Found on reptile hybrid traitor in leaders court
14 Found during quarry excavation in niche of basalt monolith
15 Found in swamp by prospector looking for bog iron
16 Dinosaur man champion used this on bloody raids of human lands
17 Found in deceased estate in old trunk
18 Ruler found while inspecting his ancestral vault
19 Found inside ancient volcanic rock
20 Traded with lizard men by swamp folk

d12 Reptilian Relic 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
05 If carried 7 days
06 If carried next full moon
07 if read text or study artist depiction of reptilians or cults
08 If hears a sees any exotic reptilian, dinosaur or draconic being
09 When wielder takes more than half damage
10 If the user draws blood on reptile holy ground or lair
11 If the wielder is effected by reptilian or reptile cult spell or powers
12 If user non reptilian

d12 Common Reptilian Relic
01 Maquahuitl, a great club studded with sawtooth obsidian or reptile tooth blades may hit magic beings and some with + to hit and damage, some more refined magic swords of dragon bone or enchanted obsidian mostly single edged, spears and maces made by similar processes too
02 Dragon bone composite bow is a huge bow with range of a longbow and damage of a composite bow. Also durable enough to parry and block without damage like wooden bows may hit magic beings and some with + to hit and damage
03 Saurian shield made from dinosaur hide with rim of teeth and claws and great spikes for stabbing in front a d6 weapon may hit magic beings and some with + to hit and damage
04 Ruby ray crystal wand fires a d6+1 heat beam with ten shots per crystal clip, 1in10 2d6 beam with bigger clip than the normal one, 1in10 clips recharge one shot per day if left exposed to sun, 1d4-1 clips found with ever ray device
05 Ring of the chameleon lets the wielder hide in vegetation as if had skill and stay still, 1in10 allow wielder to turn human and back once per day, used by spies
06 Cloak of the lizard provides a + on saving throws and armour class 1in10 allow wearer to turn into a specific type of man sized lizard and back once per day, different versions attuned to different lizards or small dinosaurs
07 Dinosaur amulet turns into a small 1d6 HD dinosaur once pr day for one hour that will fight or bear a load, if killed item ceases to work, 1in10 is a large dinosaur with 10HD
08 Eye of the serpent can cast charm person with versions with 1 to 3 charges per day if held in front of target that can see the eye, 1in10 charm any reptile or dinosaur but not dragons
09 Dragon orb lets wielder ask a dragon a question once per day it will answer as best it can 1in10 has a elder dragon that can locate specific persons or objects known to user, both require a one turn trance to use
10 Ring of the ages or more deceptively named a ring of sleep, when activated sends wearer into a year long state of hibernation, if ring removed wearer awakens, 1in10 greater rings turn user into unbreakable stone for a thousand years complete with ring
11 Necklace of consuming form allows wearer to adopt the form of last humanoid they eat for a day, 1in10 can maintain the identity for years, when change back the wielder must eat a new victim to change again, popular with intelligent giant snakes
12 Snake Stick come in boxes of 2d6 sticks each turns into a 1HD snake with 2d6 poison bite save for half. Some sticks one use but some can be used once a week or month. 1in10 are staff snakes instead that act as +1 staffs. Most turn into a 3HD constrictor with a 2d6 crushing grappling attack. Viper staff has a poison snake head with a poison bite as per the stick sakes. If the snakes are killed the items are destroyed

d12 Reptilian Relic Corruption Effects
01 Only eat living animals
02 Reptiles in 100 yards awaken and aware of you
03 Cold makes you lethargic and enter a torpor if sustained
04 Develop d6 1=forked tongue 2=fangs 3=tail 4=reptile eyes 5=scaly skin 6=
05 Turn into a reptilian hybrid over a few month
06 Develop speech impediment
07 Descendants all carry reptile taint for
08 Live snakes grow from body parts d6 1=fingers 2=shoulders 3=wrists 4=hair 5=genitals 6=waist
09 Shed your skin weekly takes a day, increasingly reptilian
10 Fevered dreams or reptile ancestors nightly, 
11 Become cold, detached and emotionless creep
12 Lay reptile eggs weekly

Amphibian Relics

d20 Amphibian Relic Origin

01 Found in a pool or well
02 Man catching frogs for stew found it
03 A wizard was killed by mob and this found in remains of house after burned down
04 Found with well preserved newt men corpses in bog from elder times
05 Adventurers killed a village of frog folk and found this on shaman
06 Fisherman arrested for murder tried to use item to bribe the sheriff before hanging
07 Frogmen gave to boy who spent night dancing with them under the full moon
08 A wizard riding a huge salamander gave it to a by for kindness to amphibians
09 Found in a coal seam by miners
10 Peat bog turf cutters found while digging up peat for fuel
11 A girl was given in exchange for kissing a stranger, he had a huge tongue
12 A man heard voices amid the croaking frogs instructing him to dig on the edge of the swamp
13 A lad dreamt of a past life as a newt man then found item where his dream self hid it
14 Found in treasure horde of giant intelligent salamander
15 Adventurers cut open giant frog that ate a goat and found inside
16 Farmer by swamp had in bundle as heirloom since ancestors came here long ago
17 A salamander man wizard gave it as reward for killing adventurers who defiled frog god shrine
18 Shepherds started a bonfire and hibernating salamander man burst out leaving item behind as he ran
19 Diminutive newtling folk traded it for captives of their kind that villagers planned to eat
20 Fire toadman wizard terrorised area in hills with this relic

d12 Amphibian Relic 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
05 If carried 7 days
06 If carried next full moon
07 if read text or study artist depiction of amphibian gods or minions or cults
08 If hears croaking frogs at night
09 When wielder takes more than half damage
10 If the user submerged in water
11 If the wielder is effected by amphibian or cultists spell
12 If user non amphibian, cultist, servitor or hybrid

d12 Common Amphibian Relic
01 Amphibian skin cloak, wraps around you skin tight in water and lets you stay underwater for an extra hour, 1in10 sprout gills as well and allow you to live comfortably under water as long as you please
02 Ring of bad taste, anything swallows or bites you reluctant to do again if fail CON save and with vomit you up, 1in10 creature must save or have hallucinations or blindness or 2d6 poison (one per item) if fail save as well
03 Boots of leaping let you jump 30 yards 1in10 let you cling to surfaces also like ceilings or walls
04 Spear of bog iron may hit magic beings and some with + to hit and damage 1in10 leaps into owners hands, some also in form of club or staff
05 Coat of toads is a sturdy warty leather coat as studded leather armour with extra + or more on armour, 1in10 can create 1d4 2HD toad men a day who serve for a fight then leave
06 Frog pipe is a long thin pipe for smoking marsh weed that allows wielder to create smoke rings, animated shapes and other follies 1in10 can three times a day make wall of smoke or create a stinking cloud like effect but choking smoke instead
07 Amphibian Amulet turns into obedient amphibian beast for one hour a day with d4+2 HD with se HD and species per amulet like a type of giant frog or fire toad, 1in10 call a 1d4+4 HD specimen
08 Net of slime is a sticky throwing net (some in bola form) that entangles a victim on a hit requiring action and a STR roll to escape, if fail 3 rolls they are trapped hopelessly, 1in10 versions victim only gets one save attempt or stuck but if they struggle a full three rounds then start chocking
09 Goggles of the frog god allow wielder to have night vision and to see through water with no hit penalties, 1in10 also detects enemies
10 Ring of concealment allows wielder to hide as if had skill in water, swamps or vegetation as long as they don't move, 1in10 allow wielder to turn into a small common amphibian breed set to each ring once a day and back
11 Ring of amphibious healing regrows a missing body part in one week but if damaged while healing 1d4 organs grow back instead, 1in10 heal one HP per turn
12 Necklace of Insect summoning 3 times a day calls a 1HD insect which will obey for a turn even allowing self to be eaten, 1in10 calls 4HD insects

d12 Amphibian Relic Corruption Effects
01 Only eat live bugs, vermin and creepy crawlies alive, tempted by them
02 Develop great googly eyes and croaky voice
03 Must keep moist or take 1hp damage per hour
04 Peculiar shuffling walk or hopping gait -3" move
05 Increasingly evolve into amphibian over three months
06 Attract frogs, toads, newts, salamanders
07 Vomit up amphibian spawn when arrive near fresh water body
08 Dream of the amphibian gods of the past and they see through your eyes
09 Fear of fire and dehydration
10 Skin has toxic secretions, mildly poisonous, tastes foul, people lick you to get high
11 Frogs, toads, newts and salamanders crawl out from your bed clothes every dawn
12 Every full moon become ravenous sex maniac risking your life and will try anything

Arachnid Relics

d20 Arachnid Relics Origin

01 Found in huge spiderweb by forest wardens
02 Mummified in web dessicated corpse found in cave had this item
03 Spider cult in sewers wiped out by lawmen found item on leader
04 A child stole from lair of a great spider in the woods
05 Dark elf staggered from a cave with hundreds of spider bites then died carrying this
06 Spider queen warriors menaced area long ago and noble family captured relic
07 A warrior turned into a spider abomination in a inn and this found in his bed
08 Rangers killed huge spider transporting item in a web sack with treasure
09 Farmer found under house in huge spider nest
10 A noble turned traitor and attacked ruler and had item on him when caught
11 Spider witch coven killed by law had item on the coven leader
12 Dungeon ruled by spider cult warlock was killed by adventurers who took item from his corpse
13 A child saved spider from other children and was granted this item by talking spider next morning
14 A giant trapdoor spider in orchard was killed by farmers and this found in hole
15 Crazed dancing sailor fell from exhaustion with this item and a tarantula bite
16 A were spider prostitute was caught eating customers had this item
17 Elves took it from spiders servants long ago and traded it with humans
18 Heroes went to the spider queen realm through a gate and returned with this
19 Confiscated by tax men from cultist then sold in auction
20 Strange hairy man gave it too merchant then decapitated himself

d12 Arachnid Relics 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
05 If carried 7 days
06 If carried next full moon
07 if read text or study artist depiction of Arachnid gods or minions or cults
08 If hears a Arachnid related magical chant or spell
09 When wielder takes more than half damage
10 If the user is surprised by a spider or spiders
11 If the wielder is not a arachnid or spider cultist
12 If user in presence of elder god, entity, servitor or hybrid

d12 Common Arachnid Relics
01 Spider silk slippers give you spiderclimb ability, 1in10 let you ignore webs magical or from spiders
02 Spidersilk robe acts as leather armour with a + or more and no weight, 1in10 reduces piercing missiles like arrows one less damage
03 Spider carapace armour  acts as chainmail some with a + or more with half weight, 1in10 also gives plus AC bonus to poison saves as well
04 Spider web rope 100 yards long weighs nothing, a little bit stretchy
05 Venom blade dagger may hit magic beings and some with + to hit and damage, also adds +1d4 poison damage if victim does not save, swords, spears and arrows have been found too, 1in10 inflicts +2d4 with save still taking 1d4
06 Silent cape allows one to sneak if in darkness as if had skill, 1in10 is magically silent except for speaking or spell casting
07 Spider cowl allows wearer to hide in darkness as if had skill if not moving, 1in10 cant become invisible up to 10 minutes a day which could be used in 10 lots of one minute or other amounts
08 Web wand once a day casts web spell with 1in10 casting three a day instead
09 Vile wand shoots a poison bolt for 1d6 damage with a CON save resisting, 1in10 more ornate or possibly a a rod or staff inflicts 2d6 with 1d6 damage even if victim saves
10 Ring of creeping horror calls a swarm of spiders like insect swarm spell with users level once a day with 1in10 casting three times a day
11 Ring of spinneret can fire a silken line to catch wearer when falling as ring of feather fall, 1in10 can spin up to 100 yards of weightless rope that lasts and hour per day also
12 Necklace of horrible hunger allows wearer to regurgitate a 3d6 spurt of acid up to 10 yards which caster can drink liquid up after harming someone as a means of feeding, 1in10 can be used three times a day

d12 Arachnid Relics Corruption Effects
01 Covered in creepy black hair all over skin
02 Eat only live prey by sucking fluid through disgusting spider mouth
03 Covered in tiny spiders who cover you in web cocoon while you sleep
04 Slowly over a month turn into a mindless giant spider
05 Tempted to eat your companions and especially your lovers
06 Develop multiple small black eyes to replace your normal ones
07 Chittering voice of the great spider queen telepathy commands you to serve her and sees through you
08 Develop genitalia and reproductive capacity of a spider, spiders seek to mate with you
09 Agoraphobia, hate open spaces and prefer to scuttle about from cover and hide in holes
10 Dislike light, if startled by light often try to scuttle off and hide, prefer to do everything by night
11 From below chest you are a spider-centaur but you gain superior climbing capacity
12 You can understand spiders and little creeps tell you murder and fornicate constantly


Fish Man Relics

d20
Fish Man Relic Origin

01 Dragged from sea by fishermen in net
02 Sailor was given by mermaid lover when stranded on island for years
03 Bearded old man from sea gave to coastal villagers for saving a dolphin
04 Found in slate quarry with stone fish skeletons
05 Traded by creepy fisherman for a boat
06 Adventurers found in cave home of giant crabs
07 Fishmen attacked a lighthouse and one dropped this
08 A ship crew swallowed by a sea leviathan found inside beast before escaping through blowhole
09 Fishermen dragged up angry fishman and killed him, he carried this item
10 Catfishman wizard from swamp gave this item to local ruler as payment for some long forgotten deed
11 Inside belly of shark caught by fisherman
12 A talking fish promised treasure if life spared to fisherman
13 Fisherman captured a mermaid and sea king used item to pay ransom
14 After frightful battle with ghost ship of coral encrusted dead sailors, lone survivor returned with item
15 Man escaped village he said was full of fish men hybrids, took this from one as fled
16 Mysterious coral and slime encrusted tower rose from sea and adventurer returned with item
17 Explorers found on island in creepy abandoned village
18 Hero wrestled a sea serpent and killed it, really a shape shifter prince of the sea, had relic in his cave
19 Ship wreck on rough rocky atoll had lone gibbering mad cannibal survivor had relic on him when killed
20 Woman gifted item by mysterious lover from the sea

d12 Fish Man Relic 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
05 If carried 7 days
06 If carried next full moon
07 if read text or study artist depiction of fish men or minions or cults
08 If hears a elder god related magical chant
09 When wielder is immersed in water
10 If the user gets blood on them
11 If the wielder is effected by elder god cultists spell
12 If user not fish men or minions or cultist

d12 Common Fish Man Relic
01 Fish cloak adds + to saves and armour and 1in10 allows wearer to become a fish of same size and back per day with +16 AC and d8 bite
02 Fish necklace becomes gills when immersed in water allowing wearer to breath under water (and vice versa for a water breather) 1in10 give you a fish tail and full movement rate in water (or legs for a fish or mermaid)
03 Trident of the fish may hit magic beings and some with + to hit and damage with many being in spear or harpoon form, 1in10 have full range and no penalties to hit in water
04 Crab gauntlets allow your hands to become crab pincers allowing you to do 1d6 claw nip and an extra attack with a grip for automatic hits on a critical hit, 1in10 makes prime claw bigger and inflict a d12
05 Squid mask is a tentacled cult mask that allows your face to make a extra d6 or grapple attack or perform fine motor manipulation tasks, 1in10 tentacles inflict 1d10 and can reach 10 feet and can perform gross motor tasks like lifting or carrying or climbing
06 Net of slime is a sticky throwing net (some in bola form) that entangles a victim on a hit requiring action and a STR roll to escape, if fail 3 rolls they are trapped hopelessly, 1in10 versions victim only gets one save attempt or stuck but if they struggle a full three rounds then start chocking
07 Sea Dart harness has 12 darts which can be used underwater no penalty and are regrown by the seaweed belt every day, 1in10 the darts can hit magical creatures as well, the darts shrivel and crumble if away from belt more than a hour
08 Speargun resembles metallic drift wood and acts as a heavy crossbow, usually comes with 10 darts which are easily made, 1in10 the gun regrows 1d4 darts a day as snap off spines, some with + to hit and damage with no penalties to hit or range in water
09 Human skin coat made from flailed human skin lets you adopt form of the murdered human once a day and back, 1in10 can also appear to change gender, hair colour and usually more attractive
10 Horn of the deep calls a obedient 4HD sea creature to serve you for one hour a day, 1in10 calls a 10HD creature, the creatures understand the user and will allow themselves to be killed and eaten
11 Seaweed pouch contains 1d6 doses a day of narcotic chewable weed that causes eater to have visions of tentacled sea gods, 1in10 allows you to contact them and ask a question once a day but they may mislead you. Weed is tasty and can be put in food or drinks with some preparation
12 Crown of the sea  allows you to walk on water at will and move underwater as if on land freely, 1in10 allows you to summon 2d4 2HD fishfolk servants from a body of water to serve for one hour then they may wander off

d12 Fish Man Relic Corruption effects
01 Develop gills, can no longer breathe air
02 Sin needs moisture 1HP damage per hour if dry
03 Develop googly eyes and slimy scaly skin
04 Turn into a fish man if immersed in water
05 Develop cannibalistic and sexual mania
06 All your descendants will bare the fish man taint
07 You can only eat live small creatures or aquatic weeds
08 If anyone eats or hurts fish near you, you are outraged as if someone murdered your family
09 You need to be immersed in water to sleep, it starts by you sleep walking into bodies of water
10 Fish gods call you to join them beneath the waves when near any body of water
11 You are only sexually attracted to fish like beings
12 Fishmen and cultists sense you within 100 yards, you never catch a fish


Scarford Reef Gazeteer pt1 The Islands

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So I chose a sea hex with islands so people could use it in any setting. I will probably locate them of my western coast of Exile Island. Will do bunch of sea themed stuff. One player wants to bring back his halfling pirate as now current party has similar level. One thing I found on my things to do list was horrors of the deep sea so a little taste of that here.

Had a good Marvel game tonight, Babylon Tomorrow and DnD Tuesday but as next post is number 600 I will work on my Fantasy Citadel tables, a version of my Psycho ones for fantasy settings, epecialy ruined ones in my Underland settin that is swarming with them. Found a unnamed one in my maps too doh! Will do version of this for my middle underground land and put the whole Island thing in a PDF hopefully before I go to Adelaide.

The ShallowsThe shallows are areas within a few hundred yards of beaches. Some of these things might come near a beach or even walk or crawl on land.

d12The Shallows

1 Dolphins playing
2 Sea turtle
3 Sharks
4 School of fish d4 1=herring 2=anchovies 3=barracuda 4=tuna
5 Mermaids
6 Fishmen 

7 Other sea beast men d4 1=shark men 2=catfish man wizard 3=lamprey men 4=crab men
8 Tako octopus faerie folk
9 Marine lizard men

10 Huge sting rays
11 Giant crab or lobster
12 Sea wolf, a were beast can shift from wolf to shark to man or combination
 
The Deeps

The deeps are areas between Islands where humans encounter life mostly on boats.

d12The Shallows
1 Whales playing
Giant man-o-war jellyfish
3 Sharks
4 School of fish d4 1=herring 2=anchovies 3=barracuda 4=tuna
5 Sea Serpent
6 Fish men 

7 Giant octopus or squid
8 Boat d4 1=merchant 2=pirate 3=cannibal outrigger 4=fishermen (1in4 fish men hybrids)
9 Boat d4 1=Pilgrims 2=refugees seeking home 3=vikings 4=reptilians in dragon boat

10 Sea leviathan resembles a tiny island, eat any who and on him, inside are whole wrecked ships
11 Giant crab or lobster
12 Sea wolf, a were beast can shift from wolf to shark to man or combination

The Dark Deeps
The dark deeps are areas on the edges of hexes and far below the surface on the floor of the sea around the sea mountains that connects all the Islands. Here are deep dark horrors unseen by humans. Sometimes they pop up to surface for a snack, or desperation or air.

 
d12 The Dark Deeps
1 Giant eels
2 Giant deep sea angler fish
3 Cephalapod d4 1=Kraken, intelligent & evil 2=giant amonite 3=giant squid 4=giant octopus
4 Marine Reptile d4 1=Plesiosaur 2=Mosasaur 3=Icthyosaur 4=Archelon (turtle)
5 Dragon turtle
6 Giant albino sharks
7 Fish man village carved into a reef, will sound alarm if intruders seen
8 Fish man elite band with catfish man sorcerer or squidman priest
9 Giant invertebrates d4 1=trilobites 2=sea scorpions 3=lobsters 4=crabs
10 Undead chaos mermaids
11 Fishman giant, a priest of the old ones
12 Star spawn of the deep

Bright Island
A lighthouse built unfathomably long ago is maintained by a succession of old man. Each finds a replacement who in turn finds a replacement before he dies. Guests are common. Lower levels have many basements including a bubbling oil well. The old man might ask adventurers to clean some out. Possibly connected the the great underground labyrinth. The west coast is more craggy and lined with cliffs and reefs. There are many wrecks precariously stuck on rocks around here. The east coast beach has been sinking and waves have exposed graves of a unknown race of sea marauders. Further inland are boat shaped cairns and borrows, some with complete ships inside. Some undead have been seen prowling around, even coming out in day under dark clouds and rain. The Island is windy with clouds quickly appearing and disapearing with frequent rain.

d12 Bright Island Encounters
1 Old man hunting or fishing, friendly and invites strangers to the light house
2 Smuggler scum, wreckers, pirates, castaways or looters looking for trouble
3 Fishmen expedition looking for captives
4 Wights of the sea raiders graves looking for mayhem
5 Cannibals visiting from other island
6 Zombis from shipwrecks looking for flesh to eat
8 Predator d4 1=cave lion 2=brown bear 3=wolf 4=cave lizards
9 Herd beasts d4 1=boar 2=goats 3=iguanas 4=cattle
10 Goblins from cliff caves looking for mischief on the surface world
11 Gull man shaman attending sacred site
12 Small sea serpent prowling on surface for food

Bone Island
A harsh rocky island with a great thick thorn forest and hostile tribes of humans, beast men and humanoids. The forest is damp and boggy with sinkholes common. The weather is muggy and rains daily with seasonal variations from cool to hot. Mist is common. Besides thorn trees the Island is covered in ferns and fungus. Rich with huge bugs, worms and mosquitoes. Horses die rapidly from insect borne disease. Canibal tribes live in huge stokades with rooves which they move a mile or so every ten years. Tribes all hate each other and outsiders with moral codes that teach outsiders are abominations fit only for food. Ruined shrines, step pyramids and temples are to be found in forest, half swallowed by tree roots and water. Outsiders come here to catch slaves.

d12 Bone Island

1 Cannibal tribe or the Fang tribe with headresses and necklaces and weapons from monster teeth
2 Cannibal tribe Bone tribe dresses in warpaint with bone weapons and armour
3 Beast men 1d4 1=lizard Men 2=fish men 3=frog men 4=salamander men
4 Beast Men 1d4 1=dog men 2=goat men 3=boar men 4=crow men
5 Beast Men 1d4 1=bat men 2=lamprey men 3=crab men 4=shark men
6 Giant bugs 1d4 1=tarantula 2=scorpion 3=carnivorous beetle 4=giant scorpion
7 Herd beast d4 1=Giant rabbits 2=Wild boar 3=Goats 4=Iguana
8 Predators d4 1=Sabretooth tiger 2=wild dog pack 3=constrictor snake
9 Flyers d4 1=giant bat 2=pterodactyl 3=giant eagle 4=giant dragonfly
10 Slaver expedition of civilized scum from outside with a boat on shore
11 Humanoids  d4 1=goblins 2=hobgoblins 3=bugbears 4=gremlins
12 Others d4 1=kobolds 2=orcs 3=ogres 4=cyclops

Crown Island
Two villages with a long rivalry and history of intrigues between them. Bastion settled by merchant family driven from home city centuries ago. They are snooty and think themselves better than everyone. Dagger beach was a theives guild who settled here about a hundred years ago. The have settled as farmers but are still thieving, greedy and untrustworthy. Many other people have settled on both villages and a few farms belong to neither comunity. The moors have temperate weather with fog at night. Most avoid them as crawling with no goods and horrors by night. Old graves and monoliths from the islands unknown past are common.

d12 Crown Island
1 Common men from Bastion d4 1=shepherds 2=wood gatherers 3=farmers 4=children
2 Common men from Dagger falls d4 1=sheep rustlers 2=treasure hunters 3=thieves 4=children
4 Rich youth from one of ruling families looking for fued
5 Witch ceremony, witnesses must die
6 Witness liaison between villagers of different clans d4 1=cultists 2=lovers 3=plotters 4=traders
7 Were beasts looking to eat or infest someone
8 Wights crawled from old grave or barrow
9 Terrorbirds hungry for flesh
10 Deer herd, shy but stags might get protective
11 Doppelgangers pretend to be friendly villagers
12 Bandits, outcasts of both settlements



Raven Island
Island is rocky and covered in fog shrouded moors. Villages are both decreed and degenerate and are rivals for fish and prosperity despite being similar. Both have cultists of many sects among them and about a quarter are fish folk hybrids. The taint of fish folk blood is common.  Inland is a region where many monastaries and templars are built. Many hermit caves and grottos are in are which has ironicly atracted pilgrims. Templar clerics arrived to protect the pilgrims and now a substantial religious populace is on the island. Ruins of a old kingdom are common and monoliths from before that are easy to find. Graves from alost a thousand years are common with many run down and no longer sanctified. Undead wander at night and bandits and cults are a problem. Ravens of huge size are thieving bastards. The like to steal shiny objects and food. Crow mwn in the mountains include shape shifting magicians but they avoid confronting humans. Wind and rain and fog are common.

d12 Raven Island
1 Hermit prefers to be left alone d4 1=naked 2=with animal friends 3=writing a text 4=reluctant prophet
2 Monks on a walk d4 1=gathering firewood 2=contemplating 3=visiting a shrine 4=repairing graves
3 Cleric d4 1=hunting undead 2=hunting for rumoured fish men 3=visiting holy site 4=hunting cultists
4 Ghouls looking for food or hiding from sunlight
5 Giant Ravens looking for food or shiny things to steal
6 Raven men shapeshifters in disguise as d4 1=hermits 2=rogues 3=drunks 4= rich youths
7 Villagers from Flounder bay, 1in4 are hybrid fish men and will murder, kidnap and abuse strangers
8 Villagers from Squid cove, 1in4 are hybrid squid men and will murder, kidnap and abuse strangers
9 Robed cultists on processional march will hunt and kill those who see them
10 Procession of skeletons or zombies visiting graveyards then returning to own
11 Raven beastmen making blood sacrifice on monolith
12 Warg with back pelts roam at night, some strange like a one eyed one who causes fear

The Crack
A harsh over grown thick forest with tribal cannibal men, frog men, a pirate base and a reptilian citadel.  Very similar in climate and vegetation to bone Island and the cannibals here are albinos but kin to the savages of bone Island also. The skin eater time attribute their albinism to spending a aeon in the Underland and shaman still travel there to share rituals with their cousins still below. They like to wear skins of enemies to steal their strength. Their log stockade village has human skins nailed to the walls. They even speak and write in Undercommon tongue of the Underland using skin as parchment. Other small non albino tribes exist but are more secretive.

The Serpentine citadel is home to an aliance of reptilians including lizard men, serpent men, dinosaur men and dragon men. Many factions of each with different horns, frills, crests, wattles and skin colour. The citadel is so old it is nw mostly underground but still impressive. Few humans who get to see it leave though. Reptilians enslave and eat humans mostly. They trade with various reptiles of the Underland freely. Surrounding the citadel are sacred enclosures of each tribe, united by hatred of humans.

Saratogra is a pirate fort where members are given free board and medical care. Trade opportunities are good but they torture and hang suspected spies. Very good carousing here and most momen who are not pirates are prostitutes. The pirates raid savages for slaves and the albinos fetch good prices for exotic sex appeal, even though they file their teeth. Children fetch a high price. Pirates also have unsavory rituals with shrines of evil cults and demons openly in the streets. Some good temples exist but preachers are careful not to draw too much attention and use influence as healers to help negotiate recovery of pirate prisoners.

The frogmen hate everyone also and dont even bother talking to humans, preferring them only for sex, meat or to sacrifice. Their marshy village is surrounded by traps, pits. Also in flooded trenches are giant salamanders and newts and axolotls that snap at anything that moves. They too trade with Underland kinfolk. Their ritual croaks are heard for miles every full moon.

d12 The Crack
1 Frog men savages hunting
2 Skin eater tribe of cannibals wearing flailed human skins
3 Pirates looking for treasure or slaves
4 Adventures looking for treasure
5 Lizard men hunters with a pet dinosaur
6 Lizard men with serpent man wizard on holy trek
7 Dragon men hunting humans
8 Dinosaur men cavalry on patrol
9 Demented castaway been hiding here and now insane
10 Giant Invertibrates d4 1=beetle 2=scorpion 3=centipede 4=dragonfly
11 Giant reptilians d4 1=cave lizard 2=chameleon 3=iguanas 4=dinosaur
12 Giant amphibians d4 1=frog 2=fire toads 3=salamander or newt or axolotl 4=

Maiden Island
The Amazon Island where men folk are rare and mostly slaves or eunachs and compramise only 5% of the population. Most of the population prefer druidical magic that allows virgin pregnancy. Men are not even permited in the Silver Star Citadel, the holy Amazon bastion. Unicorn rider corps are all virgins and unicorns are used to assess the state of a woman's chastity and are present in courts of law and at the citadel gates. Silver star citadel is a splendid wonder with many stories and floors of museums, art and trophies. Many hybrid creatures dwell on the Island and Amazons practice sustainable hunting and the smarter monsters know it. Monster fighting is a important test for elite champions. The Amazons were once active in world affairs but too many betrayals taught them isolation is best. Many peoples hate them and see them as a threat to male dominated life. They in past sponsored female led revolts even among orcs. Among them are women elves and other rare shape shifters like winged folk who descend from angels. Elf males are tolerated and allowed in their Citadel. Intelligent birds also choose to dwell on their lands and are protected by law and have roosts granted for nesting. Beast folk in the woods and the Amazons are on good terms and often fight together.

d12 Maiden Island

1 Unicorn rider cavalry
2 Eunuch corp, patrol country side and fight fanatically for the queen with javelins and slings
3 Amazon warriors d4 1=spear phalanx maidens 2=axe maidens 3=sword maidens 4=bow maidens
4 Amazon champion and her battle sisters
5 Lion's are common and male lions are culled
6 White Deer, some with saw single saw toothed crescent horns
7 Hybrid beast d4 1=Manticore 2=Chimera 3=Lamussu 4=Sphynx
8 Hybrid Beast d4 1=Unicorn 2=Pegasi 3= Centaur 4=Shedu
9 Giant Intelligent Bird d6 1=Eagle 2=Falcon 3=Owl 4=Condor 5=Albatross 6=Raven
10 Beast folk d6 1=Lion men 2=Falcon men 3=Vulture men 4=Owl men 5=Raven men 6=Unicorn men
11 Nature spirits like d4 1=Nymph 2=Sylph 3=Dryad 4=Hag
12 Amazon magicians with servants d4 1=Priestess 2=Wizard 3=Sorceress 4=Elf 5=Winged folk 6=Witch


Underland Citadels - Celebrating Post #600

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Celebrating 600 posts here on the blog that time forgot. When I did my Psychon citadels I considered they would be possible in a fantasy setting and my Underland came to mind as a way to use them. I had my first visions of a post fantasy apocalypse setting I have finally began to use and develop. Sauron a bit to blame too. Found a bunch of Barlow art that really looks like my Underland (only a bit more colourful as I envisaged ash as main colour and since i started using design markers my palette has become softer). Perhaps some kind wonderful person will automate this set of tables for me. Ill write a d100 on anything for person who does (though a d100 inalienable rights of women's agency in Gor setting - might be too hard unfortunately).

Original citadels for psychon - please ignore sentence that reads "muscle or steak powered elevators"
http://elfmaidsandoctopi.blogspot.com.au/2014/01/complete-guide-to-psychonian-citadels.html
Second set of extra stuff tables
http://elfmaidsandoctopi.blogspot.com.au/2014/01/extra-citadel-stuff.html
Auto Psychonian Citadel generator
http://www.random-generator.com/index.php?title=Psychon_Citadels


These are Psychon Citadel Silhouettes - I will do some Underland ones - also good spaceships
http://elfmaidsandoctopi.blogspot.com.au/2014/01/psychon-citadel-silhouettes.html

This was also first attempt at making a fantasy citadel with what i had in tables already
Also for Psychon fans lots of public holidays next year so will do a few days of Psychon play. Might try and revise the Psychon PDF this hols too.

The main difference is removal of references to technology, psionics, androids, morlocks and automation. The power plant section was removed entirely. Surface and crowning features have been changed most.

Monster murder machines post has lots of things that could be useful to include in a citadel elfmaidsandoctopi.blogspot.com.au/2014/09/1d100-magic-monster-machines-for-your.html

Citadel Generation
These are to help you generate citadels which should inspire plenty of adventure for many sessions of play.In the underland citadels, ruins, horrible wastelands and remnants of great monster machines of ancient wars are the most dramatic features. Citadels in Underland tend to be semi abandoned with mostly bottom floors inhabited and unaware of upper floors or life there. Exploring citadels is a common quest. References to habitation in random locations can be referring to original function and now could be abandoned.

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


Citadel Habitation 1 (1d4) this indicates how inhabited by any semblance of civilisation
Citadel surrounds 1d3 this is the surrounding countryside
Citadel Surface 1d3 this is the actual skin of the citadel
Additional Features 1d3 these are other interesting local phenomena and adventure ideas
Event 1 this is something to happen when adventurers turn up to get adventure rolling


Sub levels 1d4+1 You may assume catacombs, cisterns or storage and roll rest
Ground floors 1d4+2 You may assume a gatehouse and roll rest
Mid levels 6d6 You may assume a ghetto or middle housing and roll rest
Upper levels 1d12 You may assume a palace for rulers and roll rest
Crowning feature 1 is a object on top for some function

Basic details of a citadel:
Surface and surrounding area features



d12 Citadel Habitation
Use this to populate a citadel. If you want one defiantly inhabited roll other dice like d8+4 d6+6. You could alternatively roll for different sections of the citadel like lower or mid levels by rolling a d4 times on he below table to generate areas ruled by a faction or many or none.

1 Like a ghost citadel, with silent dusty corridors and lonely hallways, often actually haunted by dead

2 A blasted ruin with a few hermits, bandits, explorers and some tribal monster factions
3 A hidden faction try to avoid detection are sealed away and try not to interact with outside
4 Nomadic tribal factions come here seasonally for cultural reasons or to hunt relics
5 A number of hamlets in the ruins possibly competing or related, scrounge for resources
6 A town, fortified and wary but willing to trade but other hostile outlaws and other groups in ruins
7 Several competing factions d4+1, possibly of different racial stock, religion or formerly united
8 A fortress of a military order or force or warlord guards the citadel from anauthorised explorers
9 A religious community or sect or cult with hermits and relic hunters searching the ruins
10 A large comunity with criminal and cult factions within and on fringes dominate multiple floors
11 A densely populated citadel with some abandoned and haunted or uninhabitable floors
12 A thriving civilisation is contained in citadel but still run down and with buried secrets of the past

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

1 Fortifications including sharpened stakes, tank traps, mines, trenches and walls
2 Farmland with farmers shacks and barns, people retreat in citadel in emergencies
3 Sprawling slum with crudely made dwellings with population usually not allowed inside
4 Water features with moats, ponds, lakes stocked with fish and aquatic creatures
5 Geological formations like boiling mud, calcium structures, alkaline pools, lava
6 Garden earthworks with fungus, strange follies, shrines and statues
7 Ruins of ancient city or abandoned town sprawl around city with unwelcome residents
8 Tents and wagons of foreign travellers and nomads who seasonally visit for trade
9 Pits of garbage, polluted discoloured pools, pits, mounds of dirt and other crap
10 Dense fungal growth for food and defence including magic and toxic toadstools
11 Biological slime lake of gelatinous goop, fungi or shoggoth matter used for food and defence
12 Open mine pits, factories, mills and other industrial structures possibly abandoned


d12 Citadel surface
Most citadels are highly ornamental with spires, towers, statues, gargoyles and and other ornaments. Here are some common variations. Many seem to merge with the ceiling of great chasms but this might be an illusion.

1 Defences bristling with battlements, turrets, guns, towers, observation posts and guards
2 Fungus and algae and slime coated with dripping water and stagnant pools, attracts many creatures
3 Dripping with lava, boiling mud, steam geysers, burning gas or other geothermal horror
4 Illusion covers the tower making it pristine or nightmarish or invisible or on fire or haunted
5 Magical aurora such as fear or damaging wall of flame/cold/lightning or visible but in other dimension
6 Scared pitted ruined appearance from battle and environmental damage
7 Organic coral or flesh or fungus coating giving citadel organic appearance
8 Rocky coating resembling natural stone formation possibly keeps hidden
9 Covered in unholy shrines and statues of forgotten elder gods and horrors, things lurk among them
10 Crystalline or obsidian solid sheathe coating highly impervious and beautiful
11 Shambling huts, shacks and tents of impoverished class
12 Dripping calcium growths, alkaline pools, acid pools and mineral salts

D100 Additional Features 

These are to add colour to local communities or factions among inhabitants.

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


D100 Citadel Events 

This is to be used by adventurers staying in the citadel foreign and mercantile quarters. I have done this in a way to be usable in other settings too. Handy to have a event ready for visitors. Citadel events imply a faction operates as a community like a town but if all ruined use dungeon tables. Often citadels have many factions separated by ruins, some are unaware of each other.

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


Citadel Locations

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

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


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

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


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

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

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

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

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


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

 
d12 Church
Temples are used but people to worship gods in most cases but could include shrines to ancestors, the state, the rulers, abstract philosophical concepts. Some may have specific roles and clientele. The popular faiths are part of the civilization but fringe, foriegn and forbidden ones possible too.

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


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

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


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

1 Huge sweatshops where workers sleep and work for life
2 Industrial factory with rows of workers tending machines in unison
3 Automaton assembly lines with golem workers in sealed system
4 Great guild halls of specialist craftsmen trade and meet to discuss trade restrictions and licenses
5 Huge smelting facility with workers toiling in horrendous heat
6 Huge workshop with separate cottage craftsmen skilfully making goods
7 Docile subhumans bred or lobotomized or charmed for compliant labour in sweatshop
8 Shoggoths imprisoned in great vaults working on all manner of goods
9 Huge mills with children scuttling among deadly spinning apparatus
10 Animals or slaves turning huge wheels powering mills
11 Gremlins, gnomes, dwarves or goblins bound in sweatshop with enchantment
12 Steaming factory powered by
torture apparatus with prisoners screaming in pain
 

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

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


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

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


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

1 Monoculture of single crop with specialized tools and chemicals and labour
2 Mixed gardens with many variety of crops and animals
3 Eco garden which appears wild and unkept but is a thriving ecosystem
4 Hydro garden with crops grown in water on rafts, possiblyaquaculture like fish underneath
5 Aquaculture farm with fish, insect larvae, frogs, eels, lampreys and shellfish grown in tanks
6 Bug farm with insect and larvae farming, often low maintenance
7 Wild greenhouse of savage ecology mobile plants or fungi
8Colossalsleeping beast (or many) are drained of blood and flesh hacked off by workers
9 Often secret facility where intelligent slaves are bred or kept for giant abattoir
10 Overgrown with toxic slimes and fungus and inhabited by unwelcome creatures
11 Culture farm where huge vats of bacteria and yeast and algae bubble constantly
12 Cattle or livestock or other animals graze on fungus or vegetation under artificial lights

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

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


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

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


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

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


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

1 Huge collection of dusty tomes in a maze of enormous shelving
2 Scrolls kept in tubes in collections in huge shelves
3 Scriptorium where documents are copied by hand by scribes
4 Tablet collection in huge shelves, tablets of clay, stone, jade and wood
5 A school for youths to learn basics of writing and technical trades
6 A monastery of holy folk rote learning lineages and poems handed down through time
7 Citadel records of citizens birth, death, marriages, and other administrative records
8 Collection of relief art carved in stone or painted on walls or stele in galleries
9 Crumbling mess of damaged books, rotting shelves with no organisation and vermin
10 Locked vaults of forbidden lore guarded my magic beings and magically locked
11 Magical being or holy sage dispenses wisdom with scribes recording every utterance
12 Strange alien tablets or metal perforated plates nobody can read
anymore, stacked in shelves

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

1 Market square filled with barrows, pushcarts and wagons with small stalls
2 Warehouse district with huge stockpile of bulk goods available
3Redlight district of taverns, restaurants, and clubs specializing in depraved vices of the rich
4 Streets of specialty craftsmen named for the trades that operate on them
5 Rows of tiny specialist shops in a mall with street vendor food and drinks
6 Rows of vending machines, actually with gremlins or goblins inside
7 Great arcade with shops selling prestige goods with vice for sale on the side in secret
8  A sprawling goblin market selling peculiar goods of questionable value at low low prices
9  Magic market where magicians, alchemists and others sell charms, potions and magical goodies

10 General stores with clutters of goods and crotchety old shopkeepers
11 Shifty blackmarket with goods sold off back of carts, no questions asked
12 Huge junk heap and plies of goods tended by crazy old man with big dog


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

1 Rows of apartment blocks with doormen controlling access
2 Large courts with fine houses separated with gatehouses and gatekeepers who limit access 
3 Rows of multi story shared houses with nosyneighbors and patrolmen militia
4 Well to do large houses with courtyards with large families including students
5 Huge towers with automated elevators, laundry services heating and lighting
6 Decrepit high rise apartment with decaying walls and failing infrastructure
7 Large organic shaped open living areas with gardens and communal living space
8 Living giant mushroom or flesh housing with food growing from walls with ecology of cleaning critters
9 Quaint cottages and landscaped gardens, pools and features of a charming village recreated
10 Family and extended clan communes with shared enclosed spaces
11 Subdivided decrepit old palaces size of city blocks turned into hundreds of units
12Mega village of sprawling houses stacked on each other and interconnected with no status variation


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

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


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

1 Historic artifacts telling story of the citadel and its denizens through the ages
2 Apocalypse museum telling story of the fall of the ancients containing strange constructsand weapons
3 Museum telling what local experts believe ancients lived like before apocalypse
4 Art museum of paintings, sculpture and fine design of citadel and other lands
5 War museum of cities battles and struggles of the past, statues of mighty heroes
6 Heroes museum of leaders, scholars, magicians, athletes, warriors and holy folk
7 Black museum of hidden lore, well guarded and filled with alien relics of the elder gods
8 Natural history museum of stuffed animals, meteors, fossils, bottled creatures and insect displays
9 Museum of erotic culture with displays on sex from many cultures and species
10 Religious museum with shrines and statues dedicated to thousands of beings
11 Industrial museum with displays of tools and technical progress
12 Propaganda museum of how citadel superior to other civilizations


d12 Palace

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

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

 

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

1 Long ago citizens fled here then overcome by necromancy, a lich rules a community of the undead
2 Huge chambers for general population for a week or so
3 Bunker where elites can survive for hundreds of years
4 Bunker for elites has been forgotten and overrun by unwelcome creatures or entities
5 Magically sealed vault containing a elder god or monster imprisoned since pre human times
6 Bunker has been forgotten with former citadel folk in hibernation
7 Bunker overrun with organised crime gangs
8 Shelter used by secret cult for forbidden rites of evil
9 Doppelgangers or goblinoids or mutants dwell in secret preying on citadel population
10 Undead, mutants or worse ready to arise
11 Used by political faction to prepare secret army of terrorist or revolutionary thugs
12 Past population came down during disaster now in hiding or unaware of outside


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

1 Huge square for rulers to address public rallies with podiums
2 Huge gladiatorial arena for blood sports with men and beasts
3 Race track for races with chariots or beasts
4 Fighting pit for lowbrow dirty blood sports many illegal
5 Green sports field for athletic contests
6 Waterpark with pools for leisure,  racing and aquatic games
7 Stage for operas and staged spectacles for royalty and elite
8 Speakers square where public can hear various debates and talkers on soapboxes
9 Theatrical arena for dramatic and comedy performances
10 Public gymnasium with equipment 
11 Rings for wrestlers, martial artists and duelists for training and public sport
12 Exhibition halls for craft competitions and trade shows


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

1 Huge silos for citadel food supplies in long term storage
2 Cold store with huge magical frozen food warehouses
3 Huge warehouses for city trade goods and supplies
4 Storage lockers rented for citizens personal storage needs
5 Powder keg vault where barrels of gunpowder are stored, often lined with copper sheeting
6 Shantytown of storage lockers where poor citizens live if can’t afford ghettos
7
Ossuary deposit vault for citadel skeletons in thousands often arranged in art objects
8 Run down forgotten warehouse squatted by youth gangs or criminals or cults
9 Huge warehouse housing  building supplies overrun by goblins or kobolds
10 Armoury for weapons decommissioned by treaties or out dated
11 Huge cellars filled with bottles and barrels of wine and alcohol
12 Forgotten warehouse occupied by rat folk, mutants or monsters


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

1 Tunnels for religious processions now collapsed and haunted by unclean spirits
2 Station connecting rail system to distant land or even other citadel or nearby resources, mostly ruined
3 Long forgotten pipelines for gas or fluids many now occupied by unwelcome creatures
4 Entry to natural caverns now crawling with life in dynamic ecology
5 Secret tunnels for military and government agents
6 Emergency tunnels for evacuations sometimes used by unauthorised persons
7 Tunnel complex for farmers to bring food and goods into the citadel
8 Long collapsed sub roadway now occupied by wild creatures
9 Tunnel complex dug by goblins or kobolds or gnomes or some other race
10 Tunnels used by locals but dug by giant creatures like worms or  moles
11 Tunnels to long forgotten wild cavern or ancient city
12 Tunnels to small subterranean cavern kingdom with artificial sun

 

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

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



D12 Crowning Features
The topmost special features of a citadel. Quite often they don’t work requiring some missing components or skills to operate. When they do work they are an important part of a citadels prosperity.

 

1 A great eye shaped corona of energy that acts as a beacon lighting the land
2 A engine that allows the citadel to move to other locations, leaves trail of destruction
3 A great temple where th spirit of the citadel may be communed with and provide miracles
4 A great apocalyptic engine unused since the wars of the ancients for seige or defence
5 Magic amplifier crystal array expandsmagic powers of ruler, possibly causes madness
6 Great observatory with telescope or scrying device to spy on distant lands
8 Landing area for aerial troops like griffon riders or dragons possibly beasts still use as a roost
9  Landing area for air ships like dirigibles or magical vessels
10 A imprisoned or sleeping god awaiting the end times
11 A gateway to another world, often the domain of some other planar ruler
12 A great tower connected to the cavern ceiling and beyond
or magical skyland above citadel 

D12 Crown Feature Condition
1 damaged beyond repair
2 damaged requires repairs to reactivate
3 damaged requires missing component to reactivate
4 damaged requires awful price to reactivate
5 damaged and inhabitants attempting repairs
6 damaged requires summoning a horrible god to repair and restore
7 functional but controlled by a god and not by inhabitants
8 functional but no one understands the operation anymore, secrets lost
9 functional but requires souls or gems or other difficult fuel to operate
10 functional but only those of lost bloodline may activate
11 functional but a god is displeased and withholds great power till apeased
12 functional but control room is lost or sealed

Harald Wagener made idea of table for condition of device, this is a update
Id like to thank Zak for helping get the automated generation stuff happening and getting people to have a look

Marvel Log: Dino Wars

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So less players than lst session and proving tough to make player dependent plots with characters changing and variable rosters.

So this session party sent to spy on lab that had been sabotaged in a country town in outback South Australia. The Uni lab had a micro accelerator trying to send a proton back in time a nano second to help build a time travel detector for the government.

The Traveller - a alien time traveller and agent of APIO the government super spook monitoring agency.
Titan - a kid girl genius in a battlesuit who for this built a android body and stayed in battlesuit in van.
Tank - a Lemurian sponsored battle suit builder with superior human attributes and power to alter elements. Wearing a Lemurian flesh suit disguise.

So they arrived together with Tank in disguise as a techie, Titan's life model deco as a computer tech and physicist and Traveller as new assistant security chief.

Arrived and shown base by managing professor and set to work. Tank upset everyone by quartering the size of a fuse device for the accelerator and the bos was pleased of his section. As co workers got grumpy he turned on his super charm and helped all of them earning himself popularity and co workers taking him to the pub after work.

Titan got busy discovering someone tapped into base and installed a remote link to sealed system. Also tampering of bae security footage. With the Traveller determined lots of random changes to camera logs as to make harder to find culprit. Discovered someone attempting to hijack Titan log in and kicked them out of system.

Traveller detected a burst of unusual signal but no leads as to where. Titan heard of Professors private lab and power drains.Had a good time at pub making friends. Looking for staff to poach for his own company. Titan looked about own and heard town drunk screaming about monsters. Took him to police then searched the area and found giant possible dinosaur footprints. Heard the power plant and fabrication section manager fight with professor.

Traveler spent most of night searching centre and got abused by proff and chief of security for trouble.

Next day all worked on the next test and checking for sabotage. Tank convinced fabrication team to build him a spy bug and looked at secret lab. He didnt notice the pentacle array of force feild emitters.Titan found someone trying to set up an alternate plan to send proton back 165 million years with a complex imparted spin. Program tested the nanosecond jump as intended. As all celebrating Titan while android typing randomly Tian in back of van drove off to area dinosaur seen and a raptor was chasing people. Rammed the beast and managed to stun it and trap it in a force field bubble while Traveller explained to police nothing to see here. Apache helecopter arived from Woomera rocket range as part of a back up plan. Dino scratched at force bubble when he awoke then faded away. Meanwhile a manager has poking the decoy android and Titan resumed control and explained the alternate experiment program that almost ran. All very concerned and exited. One scientist noted proton spin was actually a message. Spied briefly of Dr Magister the replacement for a scientist found dead in hotel room from allergy attack a few month back. He was a bit devilish looking with a pointy beard after all and was working with professor in upstairs closed lab.

All went to pub to discuss all Traveller followed Magister on terrible pretense and got abused by him. Then outbreaks of dinosaurs attacking all over town. Roars and scream everywhere. Titan rushed out to help in battlesuit. Traveller copied himself to help police, and ran after the Dr Magister with his disintergrator. The evil Dr tried hypnotise him and boasted he had already one. Traveller shot him revealing his lizard skin under his flesh suit and then teleported him out window where he fell to ground and left in a coma. Then he joined his quantum clones in the streets.

While dinosaurs everywhere Tank flew to lab and beat up a pterodactyl on way. He disintegrated the wall and went straight to the secret lab and found system had rebooted the power plant, shut off Titans security and sent the proton 165 million years back. In the pentacle forcefield emitters showed hologram of the supreme dinosaur intelligence who boasted he would come to the present to destroy the repulsive lactating monkey beasts world. Tank flooded with flammable liquid hydrogen destroying the lab. Then flew off to help civilians. Gave instructions for security chief to shut off micro reactor.

As the heroes battled dinosaurs new ones appeared and were getting bigger. Tank got message from lab os screaming security guard and flew back to lab. Titan was crying about not enough heroes and not being able to save everyone when apache arrived and snotted a dino in the street with anti tank gun. Chinook helicopters outside town dropped of vehicles and heroes cheered as various vehicles arrived on scene.

First a humvee with anti tank rockets. Then a dinosaur containment van (actual matchbox car model), then anti aircraft tacked vehicle with two big autocannons. Then two tanks and finally a missile artillery vehichle.  Finally a harrier fighter arived. All performed well and spectacularly killed dinosaurs all over town while heroes helped civilians and got dinoasurs from a gas station and supermarket. Once civilians clear Traveller blew up petrol pumps and killed three stunned dinosaurs.

Tank back at lab to see a Godzilla sized horned devil dinosaur, the supreme reptile intelligence. Started to fight it and realized it was no use so he grabbed the reactor, rebooted it and ran away from town taunting the evil dino tyrant. When the Intelligence started being shot by military he mind controlled the harrier to destroy a tank and harass the others. When far enough away to hurt the tyrant and not the town, Tank dropped micropile, ran back and covered his suit in block of ten tons of carbon. The he shot the portable reactor with a anti tank rocket. Boom.

After cloud cleared the dino king was furious, glowing and burned all over. A last salvo of the army and he went down and all the dinos faded away. Traveller got to save the serpent man and get in the dino containment truck.

Heroes praised by government but kept whole thing secret.

Tank employed the techies. Traveller grilled the serpent man. Titan went home to upgrade her junkyard suit.

All this was played over whiteboard town map, with increasingly bigger dino toys and matchbox cars, planes and tanks. Was a fun mini based game and i enjoy putting bigger things on map and players reactions. After 30 years of gaming i finally get miniatures. Inspired by Dinosaurs Attack cards by Topps, cousin of Mars Attacks. Will introduce dinos in my mars attacks games too as i have awesome box set game and extra ruined building set. Will replace all game card stock pieces with plastic toys and get the civilian/burning cow set. Keenly awaiting new sets of this awesome game.


Im pretty sure these cards are not a documentary. Will get more dino toys and prehistoric life.

Also this: http://therobotmonster.tumblr.com/post/102040208249/pterobat-biliouskaiju-tyrannosaurslair

Exile Log: Into the underland orc citadel

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After a night in the orc love hotel with the big bath full of orc milk with his wife Olga, Acula received a letter from a fawning ruff wearing page orc from the king. Couldn't read it but Nahme's bodyguard orc did. Wa a invite to court. So all went to court where page orc told them court manners. Into great cathedral throne room where 100 old orc priests waved incence burners and hundreds of guards with scale and halberds protected the hug bloated king. The king liked Acula and his wird friends and pets and Acula told him he couldn't speak orc as he was raised by humans. Acula came off as charming, but not too charming, greedy and not too bright. Just the sort of orc the king liked. Acula gave him deed for the orc swamp village he conquered and a grenade. King lit fuse and threw among the old priests and laughed as they scattered from blast. He asked for several more till Acula ran out. Gave the party a quest to investigate the upper 35 floors and see who lived on upper levels past the haunted bit and the fungus filled bit.

Offered titles, a palace in the orc nob district and their weight in copper. Nahme said she would come despite this "reward".  So orcs let them in one of four great doors and told them the password. Warned them floor full of rebel orcs, undead, gremlins and goblins that escaped the kitchens.

Went up stairs into huge plaza and when halfway across Nhame the relic bearer had her lamp boy thief spot ogres coming a them. The ogres where disgusting fat white eyed green glowing skinned mutants with tentacles. Several fell to missiles and the Tako octopus sorcerer got slapped and the thief bot got tentacled twice and lifted up. All fell on the mutants and when the boy passed out from shock the ogres where sliced to bits and full of arrows. Ogres had sacks of gold and throwing rocks the party pleased by.

Went forward into a huge elevator and stairwell hub in centre of citadel that went all the way to the top. In the middle were huge cages for mass transport and freight while in the middle of the big elevator was a hall of smaller lifts. Three of the cage doors were down with corpses inside and the corridor in middle was fungi forest filled.

Lifted cages carefully and found bodies had starved in here trapped and eaten each other before dying. Found nice trinkets, exotic knives, a big locked book of elder age law, make up tins and the Tako adopted several wigs. Dark elf's pet bugbear found a Iron pipe of black lotus and lit up. Also doubled as a club.
 All cautious to look for ceiling monsters and surprise undead. Looked at the fungi hall and discussed using Acula's incendiary bombs but Tako cried out in undercommon and little blinking eyes looked back. Mushroom men from inches tall to huge 8 foot specimens with adorable faces gathered to talk. They were very friendly and Nahme adopted one on the spot. They didn't mind as would help their kind spread. They offered them ogre corpse and community helped party drag ogres to fungi corridor an fling torn scraps and gore everywhere the way they liked. Promised to grow party some magic shrooms on return.

Into the nob district where a great hall with 12 courtyard gates leading off with skeletal dead guards. Acula collected guards hats. Found one court with fungus garden where mushroom folk knew everything about last encounter by message spoors they were all carrying.

Found a new orc padlock on a gate with recent use so went to have a look. In stables Acula sneaked up to have look with thief boy. Wargs attacked and thief got a backstab in while four mauled Acula. Rest of party rushed in and killed wargs.  Found small torture chamber with dead chewed orcs on apparatus including one burst open on wrack.

Crept into servant quarters and found kitchen and unused rooms and store room. Found a few trinkets and a old explosive barrel trick. Went upstairs to palace level and found two doors and open passage to open area with balcony around the below courtyard. Heard orcs drinking. Checked other door first to empty room then burst in killing orcs noisily with Acula's last incendiary bomb and melee. Heard commotion next room and burst into once sitting room now a evil orc shrine. As shaman fled his dozen zombie orcs attacked. Was a bit slower but heroes killed them and charged. Next drawing room four orcs with heavy crossbows covered the shamans retreat. Acula took brunt and rest came in and killed the orc heroes.

Found next room with cowering she orcs in chain bikinis cowering under sheets. Left the party she orcs to guard and rest went to look shamans room while Acula and Nahme came out other side of courtyard. As they crept around ten orc archers popped up from behind opposite side of courtyard with bandit chief behind them. Both  heroes copped arrows and Acula returned fire twice as fast and deadly, while Nahme rushed around courtyard balcony edge and attacked them. While a lone orc dropped bow and tried to punch Nahme and other archers fell from Acula's awesome arrows, She pushed past him and took on the mighty chief. The Tako stopped looting treasure and ame to see all the fuss and also helped fire arrows. Whole party experts at firing into melee so the lone chieftain valiantly battled Nahme while being perforated like a pin cushion. He swore to eat her eyes and make her his slave and when he fell she clumsily kneed him in the face.

Heard shaman in his pot and pan armour so while tako went after him and Nahme sprouted her angel wings and flew down to lower level to corner him. Acula went to see she orc harem and they winked saucily at him. Before he could react the party she orcs set on them and beat them to death revealing under the sheets the had knives waiting. The shaman had a sound beating and fell dead in his crappy armour. The party took the pile of cash and several relics.

Returned to lower levels after giving bodies to shroom folk tribe. King gave reward for shaman and bandit chief heads. Orc temples paid up for the collection of orc magic items. Kept bottle of stone fire oil with fuse. All spent time training, learning new spells and skills ready for next sortie. Acula at last could speak some orc which is handy as he had been one for a few weeks now.

I just forgot - all need new followers now...

My Minitures Wish List

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Have updated my pages and links to blogs by subject. Added new bar of some fave bogs but not working yet.

Sad result of my income doubling. Have most of my game stuff book wise in the post (Amazon EU are slow). Gurps ROME being printed for me also very late. Have been using matchbox (techie) and hot wheels (cool) cars. Got trucks, some fighters, copters and more. An A-10 to scale would be nice. HO scale folk for trains, I put bases and flocking on the ppl and are ready to go. Got some street signs will order stop lights as not available in australia. Been getting dinosaurs also to use in a few games and possibly mars attacks.

Plan to get a bag of 50 trees as needed.
Make some smoke, mine and other tiles for roadwar game.
Some more animals handy too for roadwar like cows and a giant snake
Just got some cheap bugs and frogs and snakes. Flies, roaches and spiders would be handy.
Some warhammer spare guns to put on cars would be good. Will have a crack at painting and modding the b grade second hand car models I have some time to be more apocalyptic.

Got Mars Attacks game and will be using cheap toy bugs instead of card and token ones. Farm and domestic animals handy too to replace animals and something for the martian tech tokens. Will buy more army and martian grunts and the civilian set with burning cows. Have two sets of ruined walls look forward to the undamaged ones.

A pack of 100 zombies for $20 is very tempting for same scale.

Club has a nice collection of hero clicks and I may look out on e-bay for some more for super hero games. I built foamcore interlocking roads and card buildings that can stack and fold flat in under a minute whic where were good in con. Ive made some little shacks and fence sections to. Will try posca detail on roads or might stencil. Buildings will look good if I stencil on windows.

I have had strange idea of building dino pulled chariots and cavalry but limited use even if cool.

Must get on with my bronze age chariot building which has been slow.

Several dream projects for next year.

1/72nd or HO or 20mm call of cthulhu. I want a set of vintage cars, a set of cops and armed civilians and a set of gangsters. A few biplanes could be handy as I considered a WW1 flying ace cthulhu game. There are some nice sets of this scale for traditional fantasy too. Some special forces and terrorist/militiainsurgent sets might be nice too. Im awaiting Cthulhu wars but I might try and make some horrors myself. Will be racing in Relyeh in my Roadwar game soon.
http://theredbox.com.ua/set/39.htm

Found a company selling Danger-5 and brit SF and spy-fi minis that look good. Even have Blakes-7 minis and federation troops. Dr who this scale appealing too.
http://www.crooked-dice.co.uk/wp/product/starter-set-danger-5/

Have found very nice 1/1000 scale space1999 stuff perfect for my future sf game needs. Some good robots and techie things for tech counters in mars attacks
http://www.shapeways.com/shops/verses?s=0&section=Spacer1999

One nice company in Australia has lits of toy dinosaurs, mythology and animals I want to get. Delivery handy. Very nice minotaur and lots of dragons.
http://www.minizoo.com.au/

One of my players scored 20 HO scale motorbike which were great but now we cant find any supplier with deal this good. Some charge $20 a bike. Consider getting Dark future box set and cast bikes from that.

Well as im on holidays soon will save this mostly for next year. Also need scanner for my drawings and to reduce my paper archives, another drive, some photographic lighting and possibly a macro lens. Alas xmas i get no pay for nearly a month. Am pre paying my rent and flights for xmas trip to Adelaide now.

Hacking the classics: Eye Tyrant

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Ive rarely used beholders. Even though i was fond of them the ridiculous numbers of versions of them is over the top for a rare creature. But if mostly customized and one off variety seems workable. Id rather make each unique and not a true species. As I have a low level spell to create flying eyeball spies, beholders id rather be creatures of chaos created with high level spells. A mid range floating eye which fires a single spell fx would be nice too. A friendless, handless bunch of arseholes are not going to have a civilization. More like abandoned pets of wizards with no friends. As i generally use Wikipedia descriptions over official monsters so i made these eyes up for my games. A hat tip to Doom and Warlords PC games too.

Eye Spies

AC11 HDd4 MV12" (Flight) ATT:- Morale 1 Neutral

These are spies that float high in dungeon ceilings and keep a look out. The can see in the dark but they dint hear so well. They flee if noticed and are incapable of harming anybody. About a foot wide. They cannot speak but can squeak urgent yes no answers a experienced owner can understand (has Jordie the kobold fallen down a well?). They have no means to where masters are but will report to masters lair, last known position or possibly to known companion of the master. Most are created by a spell. Some are found wild and some are beginner wizard familiars. The are as smart as a typical person. Ideal for scouting a dungeon, watching during a rest, forming a perimeter around a party, finding something in your kingdom. They feed of magical energies ambient to the plane. Five can carry one unburdened wizard bt a bit precarious but looks cool if you practice. Sometimes due to bad instructions you find a few waiting in a dead end or lost. I still use ADnD inches for range 1"=10 foot indoors or yards outdoors.

Eye Wizard Spells

First level version creates one per level of the caster that last a ten minute turn per level
Second level version creates a permanent one

Third level version creates a temporary one per level of the caster  
Third level version creates a temporary one with a 120"range mindlink that knows where creator is
Third level
version spell creates a temporary one that can cast a cantrip (known to caster) at will
Four
th level spell that makes a permanent version of cantrip caster handy for magic chores like lighting candles or cleaning. 


EyeFiends

AC14 HD3 MV12" (Flight) ATT: by spell
Morale 7 Nuetral
These more advanced horrors make excellent guards and make good support for your orc guards who fear them. Each has a possible first level spell like effect it can cast based on spells known by caster. These are the most common.

d4
1 Burning Eye Fiend - Burning hands 10 foot cone 1d4+3, save for half damage every second round
2 Shooting Eye Fiend - Fires a d6+1 magic missile per round
3 Sleeping
Eye Fiend - spell but only 3 shots then dies
4 Electric
Eye Fiend -1d8+3 with a touch but must ram and make attack roll

Eye Wizard Spells 
Third level version spell creates a temporary that lasts one round per level
Fifth level version summons a permanent eye fiend

EyeTerror

AC16 HD6 MV12" (Flight) ATT: bite 2d4 or by fireball
Morale 9 Chaotic Evil
These are a larger guard beasts but less used as they are stupid, violent and indiscriminate about using powers. They tend to attack anything that come in area even shooting at each other or masters if startled. Scream at each other frequently. They shoot a fireball (4d6 1" wide 6"rage,save for half damage). Some rare variants use cold rays (4d4+4cone3"rage,save for half damage)  or lightning bolts (4d6 effects one target 9"rage,save for half damage) but need a different spell. Some distinguish them as infernal eye, storm eyes and frost eyes. Each type is immune to same types attack. Wizards must be careful as while good guards and search destroy monsters their trigger happy nature makes them attack master if surprised.Making them stop once frenzied is very hard. Even wearing a diferent hat or robes confuses them.

Eye Wizard Spells 
Fourthlevel version summons a eye terror for one round per level
Sixthlevel version summons a permanent one

EyeMaster

AC18 HD10 MV12" (Flight) ATT: 2d4 bite/ram or by spell
Morale 9 Lawful Evil
A huge eyeball one and a half yards across. Have clusters of smaller eyes on tentacles or stalks. These are the largest and are geniuses and most difficult to control. They take commands literally and are capable of betrayal and murder. They speak creators language, common and Diabolic. Once they kill a master they are free to do a they please. They also require flesh unlike more basic versions. Once free they find a lair and mostly kill and eat everything they can. They would like to be bullies and in charge but tend to eat vassals and drive rest away. Not very considerate of slaves needs. They will work with lesser eyes but quarrel with own kind, displaying jealousy and paranoia. They can be placated by offering them a crown briefly.

d8 Main Eye effect (30 degree cone 6" long) 

1 Slow ray, save to resist lasts 10 rounds
2 Magic neutralizing ray prevents spells being cast and magic items with spell like effects
3 Remove invisibility and illusions
4 Curse eye save or -4 all saves, to hit and attribute rolls for a turn (10 rounds)
5 Plague eye save or inflicts mummy rot
6 Fear eye save or flee for a turn (10 rounds)
7 Brilliant lamp save or blinded
a turn (10 rounds)
8
Plague ray save or get mummy rot
 

d20 Lesser eye effects (2d4 total) 
1 Animate dead converts HD of being into zombie up to 10 HD for an hour range 3"
2 Telekinesis with 100lb strength, save with STR to avoid grasp, usually lift and drop
range 9"
3 Lightning bolt 5d6 range 9"
4
Sleep ray eye as the spell range "3
5 Fireball 5d6 range 6"
6 Frost ray cone 5d4+5 range 3"
7 Magic missile 1d6+1 but double normal eye range 12"
8Paralysis beam save or paralyzed a turn (10 rounds) range 6"
9 Burning hands 1d4+6, save for half damage range 1"
11 Poison ray save or die range 3"
12 Death ray save or die range 2"
13 Charm person ray as spell range 6"

14 Illusion ray as phantasmal force range 6"
15 Curse spell range 6"
16 Polymorph ray range 3"
17 Flesh to stone ray range 3"
18 Metal to rust ray (magic items get a save) range 6"
19 Animate object ray (great on enemies armour or make helper)for a turn (10 rounds) range 3"
20 As main eye table but effects only one not a cone fx
 
d12 Other features (sacrifice one eye to get one) 

1 Claws +2 2d4 arracks
2 Huge jaws 2d6 bite
3 Undead
4 Tentacles 1d4+2 attacks with d4 damage, 1' range and grapple if more than one hits a target in round
5 Breathe water
6 Can turn invisible as spell unless attack or use a eye power
7 Dimension door once per day
8 Displacement field first missile always misses, +2AC and saves vs spells
 

9 Armour +4 AC
10 Spike covered can ram for 3d4 attack
11 Emit a stinking cloud around self at will
12 +1d4 HD


Eye Wizard Spells
Eight level spell summons one, they cooperate for a time getting a saving throw every day after the first to revolt. They might hang around to betray master at opportunemoment. Happy to swear oaths of loyalty with qualifiers ("I will serve you as long as you are my true master"). Every extra eye lord created makes rest get a save to resist creators control. Lots of wizards never get a chance to repeat this spell.

The great Eye God

A wizard tried to summon a greater eye thing once and the huge eye dominated every being with mental control and made them worship it. Only great heroes managed to kill it after ruining a kingdom. Many starved while worshiping or died of exposure as the great eye demanded worshipers go skyclad. Presumably there is a dimension full of magical eyes.

One wizard summoned eye men with great eyeballs for heads. The abhumans were snappy dressers, mostly silent and up to mysterious things. When wizard died the eye men scattered to parts unknown.

Eye creatures with mental powers notably telekinesis and telepathygrow in macrobe colonies, directing giant mindless horrors and spreading colonies. The attach themselves to things and uses servants to move them or TK each other about (dragon mag
gamma world moon article).

Alchemists have managed to create eyes also and have put in potion bottles ready to use by smshing them.

Because of the horrors that some eye wizards created their kind were hunted and killed by mobs but their books and scrolls remain.

A Uni Table for BRP

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 I'm still saddened about changes to Call of Cthulhu and deviations to the BRP system. I rarely used the x5 derivative rolls like idea other than luck and SAN. 7th ed new changes suck. Some marketing group could not multiply or divide by 5 and nobdy considered just doing this instead of making stat blocks that are incompatible with 30 years of product. What will monster stats loo like? Wounds system look interesting. Im still not over the increase in skill points since 1st ed so every PC tends to be a combat veteran now and more pulpy.

When I played BRP for everything except super heroes which i used marvel, I got better at maths and % calculations. After a year of playing my players mostly struggle with maths so I made these to help. So this should speed up everything. RQ3 had a table like this and players use it but it was very tiny. A greyscale one too. Hopefully I didnt make any dyslexic screw ups.

Some of my friends running Cthulhu are very generous on stats and skills and one even wants too beef up HPs like DnD. Sigh. I did my PC as per older editions because I want to play a sickly scholar not Indiana Jones. I have had long term campagns where I used BRP skill and stat training. Of course the scholars drop out of play 3-5 times faster than the illiterate types. A baseball coach and gangster lasted longest in my games. A priest did well but retired when lost INT points to be looked after by his wife in Tasmania. He was one of the lucky ones. I like BRP for grittiness and fragility of life. Always DnD and TSR Marvel for other stuff.




Roadwar Journal and update

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So did a quick session today and heat kept players hiding home. So i did lots of writing then had a quick battle. Was a massive birthday larp with smoke machines and air raid sirens set in ww2. Very classy background. Two big writing sessions and another on layouts and i will have rules set up in a pdf and be able to play as one off battle game. Will run a day of marvel, a day of roadwar and a something else next year.

The BRP uni-table i did was awesome and sped up this and Babylon game.
Did list of standard cars, equipment and car mods ans some basic rules.

To do

Minis
Finish my road sections and buildings, make some more houses and fences
Get trees and some farm animals and somehow find cheap HO scale bikes
Make smoke, fire, mine and explosion tokens (cotton wool)
Build some bunkers, turrets and a gate house
Get some warhammer guns i can mod for cars

Rules

Guns sheet
GM Screen
d100 Death Racers
Build cars from scratch rules
Car sheets for other vehichles like copters, jets, boats, GEV, Mecha
Stat sheet for standards (lawmaster, renagade buggies, gentech intercepter, stat up some toys)
Hit location charts for  various vehicles from front side and rear

Setting
d100 weird wasteland encounters - ufo's, undead, occult, mutants, cryptofauna, weird science
d100 sanctioned ops - agency and solos
d100 lone road warriors - loan
d100 race teams and list of various motor death sports sports
d100 gangcults - satanists, cthulhu cults, tech cults, ufo cults, Christians
d100 urban encounter tables for walled and feral zones
d100 corporations will be handy for a few games

So the wasteland mutie was called by poor mutants on the fringe of wasteland who were being killed by a mysterious skull/skeleton themed race car in black and white. At night it came into settlements and burned down houses and ran over escaping mutants. The mutie praised god for a chance to kill and headed from Tamworth to preceded to shanty town of outback humpies.

Mutie ma and pa and gramps and six kids lived in fear. Jeremy was a bloated fishboy mutant with tentacles who could barely move on land. Most of town burned out. Spent day welding spikes to his wheel hubs. So our hero buried car under burned corrugated iron sheets and waited. Heard car coming, a deep rumble of a high performance road beast. Charged out and caught car approaching family shed. The clan on the roof fired .22 rifles. Rammed in frint side damaging steering. As it turns out car made for road fights not dirt so now it's axle bent and suspension broke it's turning capacity. So he chased it about ramming the car, damaging it's weapon systems and keeping from it's fire arcs. Strange car damage more like wounds. Left black goo on his ram plates and saw car covered in occult sigils.

At one point he smashed boot over and out came corpses which got up. Ran down three corpses and one climbed up his bonnet. Finished it off with his mutant flame breath. Finally rammed the sliding roadster through jeremies humpy and the mutant fled huffing and puffing. The mutie family fired shotguns at windows of the mystery car and shattered windscreen and injured the driver. Our hero disturbed by the back blood driver connected to his car. He finally rammed the car's rear flame caster and used breath to ignite. Car tried to head for road and two more rams made turning almost impossible. As burning car rolled uphill from momentum the undead driver got out and ran for humpie hamlet. Driver was leaking black fluid. Torn suit revealed emaciated body and necrotic flesh. Opened visor to reveal skin pulled tight over grinning skull.

Our mutant defender got out og his car and got out his clever. The two brutes punched each other for 20 seconds before the dead driver fell. The winner looked at burning car screaming in pain and came back to find zombie racer moving. So while mutie rednecks impaled masked driver to ground with pitchforks our hero chopped to bits and threw on fire. A unsolved mystery to be sure but a job well done. Watched the parts dance in the fire with yokels singing hymns.

Players have met plenty of zombies but first zombie driver encountered with strange hybrid biological necrotech.
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