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d100 What is that Master of Magic up to?

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Ok here is a final monster R&R table, I promise. Hmmm but perhaps one more for unintelligent bestial ones in lairs?....

So this covers what sorcerers, evil priests, shamans and wizards in a dungeon or lair might be up to.

d10 Quick what is spell user up to?
1 Dealing with students
2 Engaged in ritual
3 Researching magical secrets
4 Forbidden vice
5 Dealing with business
6 Receiving magical guests
7 Every day drudgery
8 Working on hobby
9 Making magical thing
10 Something ghastly

d100 What is that Master of Magic up to?

01 Beating apprentices
02 Teaching apprentices
03 Practising Tantric ritual with unhappy apprentice
04 Sleeping while apprentices uses cantrip petty spells to clean up
05 Reading while apprentices stir cauldron and make dinner
06 Drinking while apprentices made to perform humiliating show
07 Researching spell while apprentices stripping flesh from corpses
08 Having a nice smoke while apprentices copy documents
09 Testing applicants for new apprentices
10 Telling apprentices to stop crying over fellow student accidentally killed
11 Preying to other planar being
12 Practicing divination ritual
13 Deep in trance
14 Contacting the spirits of the dead
15 Chanting names of planar beings, spirits or ancestors
16 Talking to familiar
17 Sacrificing a victim to planar being in return for knowledge
18 Drawing magical symbols
19 Painting symbols on face, hands or whole body
20 Casting runes, bones or engraved sticks for divination
21 Dissecting a monster corpse
22 Dissecting a human corpse
23 Building a model
24 Drawing up plans for alchemical apparatus
25 Drawing up alchemical calculations
26 Studying astrological charts
27 Measuring skulls with callipers to determine intelligence of deceased
28 Setting up lab for experiment
29 Tormenting a restrained creature to learn about magical abilities
30 Reading blasphemous tablets or books or scrolls
31 Turning animal into attractive sex slave
32 Inhaling magical vapours and powders for otherworldly visions
33 Trying to summon a succubi or incubus just from curiosity
34 Entertaining self with lewd illusions
35 Tormenting sexy imp in bottle
36 Practicing appearance enhancing illusions on self in mirror
37 Scrying on distant bath house with magic
38 Charming a attractive prisoner for sexual favours
39 Enhancing appearance of ugly servant for sexual favours
40 Promising a youth they can magically restore virginity after and other claims
41 Dealing with grave robbers for fresh corpses
42 Counting money
43 Writing letter to fellow caster about magical matter
44 Dealing with merchant for exotic supplies
45 Dealing with criminal for illegal goods
46 Dealing with slaver or kidnapper to buy someone
47 Being visited by prostitutes
48 Boss monster (or a servant) visiting for advice or a spell
49 Negotiating with cultists for forbidden lore books
50 Talking to guards about need to be alert for nosey adventurers
51 Playing chess with visiting caster
52 Visited by lover really trying to steal secrets
53 Communicating with distant spell caster though magical means
54 A peer come to exchange magical secrets
55 Arguing with rival about territorial claims or some offence
56 Talking to planar creature about a pact
57 A charming visitor offering power actually a outer planar being
58 Selling soul to visiting outer planar being in disguise
59 Making a deal with stranger actually a shape shifting monster
60 Talking to cult leader about an alliance
61 Writing in journal
62 Writing shopping list
63 Eating dinner alone
64 Sitting on toilet
65 Reading fiction in front of fire in comfy chair
66 Grooming in front of mirror
67 Getting dressed in front of mirror
68 Having a nap
69 Cleaning up lab
70 Cooking a meal
71 Polishing and sorting bone collection
72 Assembling a skeleton for display
73 Stuffing a animal
74 Pinning insect into display case
75 Alphabetising collection of blasphemous books
76 Feeding pets and familiars
77 Making artwork
78 Looking at stars and making notes
79 Sorting out collection of fetishes
80 Examining collection of erotic art
81 Brewing a potion 
82 Creating a monster
83 Summoning something from beyond
84 Raising the dead
85 Making a minor magic item
86 Making a magic weapon or armour
87 Making a wand
88 Making a magic scroll
89 Making a magic tool
90 Making magical jewelery
91 Communicating with a horrible being from beyond
92 Sacrificing people in bizarre ritualistic manner
93 Crossbreeding a monster with a human
94 Performing horrid rite to activate a vile relic
95 Growing nightmare creation in a vat
96 Growing a beautiful person in a vat as d4 1=child 2=lover 3=slave 4=to torment
97 Turning victims into monsters and putting in caged pits
98 Watching monsters devour screaming victim
99 Mating with otherworldly horror so it's spawn may dwell on earth as a native
100 Releasing a planar being into world in return for a service or curiosity or just fun

Babylon log: To the city of Kartulu

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My last for the year of this game

So in palace of king of Umma party decided to check out city of Kartulu to see if deserved the wicked rep it had as a sinking mess falling to corruption with unwholesome citizens. Spoke to agent of king in common clothes who advised dont explore city alone. Also they dont really grow enough food but do well in fish and have plenty of gold. They seem to bribe away Gutians and Elamites from invading them. They have funny version of Dagon more fishy and draconic and possibly far older than the Dagon cult of the north. The source of the gold was a mystery neighboring areas disliked them greatly. Many persons had vanished in city and area.

Went to docks where there was a warf used by men of Kartulu and a street adjacent where trade houses, warehouses, fish markets, a pub and brothel. Known as Fish street it was a dirty street of shifty men in loin cloths with a few poor merchants and shopkeepers. There was a house of Dagon which acted as a embassy and shrine for visitors from Kartulu. Went to brothel first and were unimpressed to see ugly people having sex in courtyard for few fish. Next to the pub where they drank beer from pots through a straw then got to drinking palm wine. Ariana was a former pirate and she got very drunk. Toth talked to a few men and heard the feast of Dagon was in city and men longed to return before the nigh festival began. Party intrigued so all took a hired boat to the city of Kartulu. Left non essential followers and money in palace of Umma. As swampy a chariot trip seemed unwise. Thi richest in party (Ariana, Toth, and now Kull) too the VIP trip with fans, food and more wine. The cheapest barbarians (Sobek, Pek and Kull's backward brother) took the working mans ticket and helped to row.

Boat arrived in 4 hours and captain took them to a good inn. The dykes were leaking, the fields were in array, the common folk ugly and hunched. Sighs of bad kingship or some curse. The festival folk were all buying masks with fish and frogs and eels being popular. Toth bought a panther in honour of Nergal. Rest got frogs and got robes. Kull wore his Marduk dragon warrior uniform and refused to dress down or leave his huge axe.

Ariana was a bit hungover from morning so accepted drinks from strangers who liked her breasts so she got very drunk. As festivities continued floats of fish monsters, dragons, sea serpents and kraken flowed though the crowds. Every one was banging drums, using whistles and rattling cistrums. Pek got a drum. Shift men kept trying to lure Ariana from group but saw she was under watch. Toth saw a really realistic fish man mask in crowd that unsettled him. Kull pretended to hang back and was invited into one of dozens of guild halls for extra drinking and feasting. Saw a ox get dragged in screaming into one and it was rapidly silenced. Pek kept being friendly but insisted his friends come in. They said was too busy and told him to wait. He was outraged at others getting in first. Finally invited in but he would not put down axe so got kicked out. Town was now quiet and rest of party admitted and Pek politely put down his maul as requested. Saw a dragon outfit with leggs of four men playfully snapping at other revelers. Four other in corner chanting in croaking voices with gold tipped warped looking spears in robes and masks. The cultists bolted door and Pek asked why?

"Oh to keep out drunks", they replied

"I am the octopus queen", shouted Ariana drunkenly

Finally the chanting increased. The robed men revealed their true faces of deep one fish men. The dragon dancers turned into a real wingless dragon, possessed by a liogor spirit forming flesh from magic power of the city rituals. But the party were not afraid and drew their hidden weapons while kicking and punching at cultists. Pek ran to his maul, his guardian spirit of Ninurta told him to be wary of the dragon spirit. Kull out side heard commotion and his spirit grew angry. Ariana called a lightning bolt from heavens through roof and struck the dragon upsetting it.

Our heroes cut and bashed the men senseless but the fish men sat back sending evil eyes, even demoralizing Pek. Pek's spirit countered the spells and Pek returned more violent than ever. As minions fell with ease the dragon and fish men edged closer but Kull smashed door down with axe and cast the command dragon spell of Marduk. The  liogor discorporated it's vulnerable fleshy form and angrily cast spells at Kull but his guardian spirit warded him from spells.

With no dragon the fish men were batterd. The dragon tried to reform and kull banished it again wasting the Dragons prescious magic so it fled in spirit form to alert other dragons and deep ones. Party killed deep ones and took one cultist captive and fled for docks. Ariana said she had never fought so well and should get drunk in battle more. They ran with a mob behind them and Pek dropped out to claim the party goods. At docks most held of crowd while drunken Ariana selected a fast boat. All jumped in and set off rowing hard. Burbling deep ones came at them from the water and Ariana shot at them with her bow. As they sailed past walls into swamp, Pek leaped from wall thirty feet up with all party loot. The got to nab some deep one gold medallions and had a cultist prisoner.

Escaped back to Umma and celebrated victory. Learned much from cultist about the fowl city and relation to the lords of the deep and other horrors.

Was a lot of fun as all players knew what they were facing, the Insmouth of 1751 BC

Exile Log: Mystery of level 17 revealed!

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Last game for year but my players in Adelaide requested oldschool DnD this year. Probably will not get to be in Adelaide this long for a while as my current job would employ me in that time period despite what manager said before I booked tickets. They since quit and have given me the spare days I had in their new centre (they didnt even tell other staff where they went too) when i get back so 4 employers for 20 days then I have no idea. Health good and feeling more sociable than last few years. And I still get to game.

Last time party badly wounded and retreated. Called to Orc kings dining hall where Acula and Olga were there with king also battered. Apparently they tried to catch up with party with some orc recruits but orcs all killed by spores and chased Olga and Acula about on the mushroom levels til they escaped. Party agreed to not split up and head straight for the entry ol level 17, where no green orc had ever returned from. King was pleased and Acula began to wonder if his wife on surface would like to be turned into a orc like he was. She was ugly enough already.

After a few days rest they departed and found the gates to the citadel upper levels open and drunken orc layabouts and guards chillin out. They leaped to attention when they saw Acula now well known as a orc hero as was his wife the orc beauty Olga. Nahme the Angel and the Tako kid Serren where getting sick of being known as Acula's strange followers.

Anyway the Nahme (with her orc guard, her theif boy, her bodyguard warrior and priest and bugbear assasin she hopes to eform) Serrin with his eelman buddy and Acula (with olga, two orc recruits and 5 grunts) went upstairs. Past the haunted bandit levels that orcs inspired by party had mostly cleaned out and int the next four former temple leves. Noticed things were a bit quiet. Heard some moaning sounds and found strange hoof prints. Acula went up stairs alone sneakily but slipped. He stuck his head around corner to face the gaze of a wierd elongated hairless cow-molerat thing.

Others wondered where Acula was. Thief boy was curious and went to fetch him. Found his dead body and saw rear end of monster guzzling a dead goblin. It's slobbery jowels where drooling on goblin then sucking up gelatinous flesh. Well Acula being dead was a bummer so they fled.

Met the court of the king who called forth his greatest holy men and shamen and healers. On wiseorc told of the dreaded gaze of the cateoblas. Offered one form of raised dead but party pushed for the best possible treatment. Priests of hell lords took the body and Nahme sighed and went back to inn. She didnt want to see this. Serren watched the holyorcs call on the power of hell and Asmodeus.

Acula awoke and seemed a bit diferent. He mentioned a funny dream where he sold his soul or something. Nahme could see he was lawful evil but to her lawful good eyes that was better than his pure chaos he worshipped before as an excuse to act as he pleased without restraint. At least he was lawful now.

Party returned to the ormer holy level. Nahme was determined to kill the beast that ought not to live and migt harm the innocent. Acula wanted revenge. Serren as usual was along for the thrills of the surface people. Followed beast tracks and tried to ambush it from behind but it was ready. The air was charged with it's fell gaze and the party charged mostly not looking under the cover of a silence spell. Acula took the risk and just kept shooting his deadly bolts into the beast but it had tough hide. Other swung at it mostly missing and Serrin cast magical bolts and a fire ball and Nahme shuddered almost succumbing to the death gaze. Olga bashed it with her flail and Serren finally killed it with a flaming shuriken.

Acula took the beasts head and they went looking for the fell beasts lair. In it's shit filled nest were three chests. Wondered why beast accumulated look but orcs supposed it was to be used as bait. Gelatinous half filled sloppy corpses surrounded the nest. Found a barrel of lard, box of tin snops and rivets, boots that increased leaping range by 20%, a tiara that made wearer sparkle, a +1 staff and some other crap. The thief boy opened them all safely but the last was most complex. First chest was filled with 12000 copper and party gave to the guest flunkies who were thrilled. Next was silver an gold. Finally found in last hundreds of platinum, several bejeweled items including a vulgar cod piece and several magical items. First was a sword of the empire never used +6 but would lose a plus every hit time enchantment faded. Many of these made by empire to kill magic monsters cheaply hundreds of years ago. The ther items were wands. One a red slender beauty with fire runes nobody could read. Last was a twisted black stick with cobwebs and dead flies on end. Nahme wanted to save her power to identify item for healing and go on.

So pushed up the mushroom levels stairs till came into the lost levels where nor orc had returned from. Came into a great chamber with many barricaded exits including a stair level up blocked with rubble. So marched into middle of room to see if they could look down halls. Then the savage white orc cannibals popped up. 25 archers fired away pinning party and wounding many. Flunky or all few and Nahme bless all while Serrin fireballed a blockade killing ten archers and their spearmen guards. Rest of party confused took another volley before fleeing, many grabbin a wounded party member first. Acula managed to pick off a few more archers and pull back so only one group could see him. Serren was not touched once. He destroyed another blockade before pulling back. Orcs were ringing alarm bells and summoning help.

Wounded battered party retreated back to the green orc kings palace. Told him of the white orc savages with bone and stone tools and he was outraged. Commanded party to prepare to lead his army into the 17-20th levels (was still a spherical structure left after that).

Party battered but wiser trained up to the next rank of power. Acula finally learned sword and (?) recruited a dibolic orc devil worhiping priest. Nahme while in payer was startled by a flash and her kid brother had been sent to join her. Serrin found the brother of his crab man and adopted him (from a clutch of hundreds of siblings). Many of their flunkies were beefed up also. Trained with green orc heroes for a week preparing to exterminate the vile white orcs, the most recent tribe who were men who chose to be orcs to adapt to the deeps the gods had imprisoned them in.

All keen to resolve this and return to surface. Acula worried about wives and what the evil sorcerer Chandaru has been up to. One of the wands was a fire ball which Rerin could have single handed killed all the white orc barricade brigade. The other was a cursed arachnid wand that could hurl a web spell daily but would turn wielder into a spider centaur next full moon. Sold most of the loot and came out pretty rich.

Chodaru went to visit his mom in the city and discovered she had been visited by party claiming to be school friends. They had crossed aline so he visited Acula's wife and pressured her to try and see if the man Acula was still alive by divination. As he was technically a orc not a man the results said the man Acula could not be found. Chandaru comforted the widow and made her an offer....

I had battered party worst ever this session and felt a bit bad but all had fun.

D100 From the waters deep

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Monsters found in the deep sea could be in undersea caverns as well. You might catch something from deeps on your anchor or magical fishing rod or net. Some creatures surface and hide in the cavernous underland waters and migrate to other realms such as the deep sea or the surface occasionally. Some deep sea air breathing monsters may get access to air in deep sea caves and never surface under the sun. Fish men hybrid creatures such as dolphins, marine dinosaurs, dragons, sea serpents are granted the ability to breathe water as true amphibians so they never need come up from the depths. Albino specimen are common in the great depths as well as creatures having bioluminescence, antenna or tentacles. Evil gods and demons and fey folk and more lurk in the depths interbreeding with local spirit folk like elves, abhumans and changeling’s as well.

Anyway the point is evils underwater death darkness chaos monster encounters. Has been on my to do  list for a while.

Use these tables for when:
Deep sea fishing
Deep underwater exploration in the dark depths
Strange things at sea at night, often attracted to lights
Exploring deep underground water ways
Deep in a well or sinkhole or aquatic caves
In a backwoods lake or stream
In pool near a time portal
In a alien saucer hight pressure tank
Pool in the frog cult temple
In pit under newt kings bed

d10 Quick deep horrors
1 Hybrid horrors
2 Giant sea monsters
3 Tako folk from good or evil kingdom
4 Slimy spineless horrors
5 Exoskeleton horrors
6 Cephalopoda and tentacles
7 Undersea abhumans
8 Fishmen up to no good
9 Other humanoids of the deep
10 Weird stuff

d12 Deep Water Species Changes

1 Albino
2 Blind with white eyes, but rely on other enhanced sense
3 Thermal vision, can see body heat
4 Bioluminescent, some have luminous lamp from forehead or use to communicate or scare
5 Facial tentacles are superior touch and can act as a hand for motor skills
6 Poison bite or sting extra attack or combine with existing one d4 1=paralasys 2=sleep 3=dead 4=disease
7 Additional sense d4 1=sonar 2=huge eyes with nightvision 3=pressure sense 4=direction sense
8 Biolelectic powers, can see other living fields and can cast a stun spark every turn, save or stun
9 Chaos Sorcery powers
10 Chaos mutation
11 Glasslike transparent flesh and bones
12 Extra d4 tentacles can make unarmed grappling attacks at long range

100 Deep water water chaos horrors
01 Undead chaos mermaid part deep sea fish casts spells
02 Sea ogre with net and trident tries to kidnap for slavery or snack
03 Sirens using magic to be amphibious
04 Sea-lion actually half fish and lion hunt in packs and can flop about on land
05 Chaos crabman torso on giant crab body like a centaur
06 Blood kelp sea plant plant that swims, entangles and eats prey. 1in6 intelligent and use illusions
11 Cruel plesiosaur 1in6 intelligent with spells
12 Angry tylosaur 1in6 intelligent with spells
13 Crafty ichthiosaur 1in6 intelligent with spells
14 Giant turtle or tortoise some are hostile with hostile humanoids living in shell
15 Huge manta ray one in six surrounded by court of evil chaos worshipping intelligent spawn
16 White whale bristling in rust harpoons hates humanoids, will return as ghost if killed
17 Sea serpent hostile to humans and can crawl on land to nest or eat sheep or children
18 Giant fish hostile to humans who make tiny snacks and may survive in wreck filled stomach for years
19 Island fish beast resembles a land mass from a rock to a island with possibly vegetation growing
20 Degenerate magical sea titan with elemental servants, demands sacrifice, worship and food
22 Tako chaos sorcerers riding a giant d6 1=eel 2=lobster 3=crab 4=trilobite 5=man-o-war 6=baracuda
23 Tako knights riding d6 1=seahorse 2=cheeky dolphin 3=nautilus 4=ammonite 5=flying fish 6=seal
24 Tako hunters of good or evil kingdom with hunting beasts d4 1=shark 2=eel 3=huge squid 4=serpent
25 Tako wizard with another sea horror companion
26 A vampire tako from the dark seeks victims to drain of life
27 A band of young tako tribal hunters good or evil
28 A tako swimming with human spell caster lover, with magical means of breathing
29 A tako servant of a nymph or hag with band of her guards looking for enemies
30 Tako adventurer band from good or evil kingdom
31 A horrible flesh eating polyp rooted rock, lures prey with illusionary mate, food or someone in trouble
32 Huge spine covered star fish with savage beak that grabs victims
33 Horrid huge worm that hides under debris or burrows into floor, ambushes with snatching jaws
34 Horrible red worms that live in calcium tubes may ooze out en mass if flesh nearby
35 Huge beautiful luminous jellyfish with long tendrils groping for food
36 Gigantic aquatic slug can flatten self over large area when swimming or grappling
37 Huge worm nests in burrow and can swim or crawl out of water, or burst through ground
38 Huge tentacled anemone can grow move out of water often in groups to seize creatures
39 Man-o-war with trailing tentacles dragging out a huge distance 1in6 have magic to lure in victims
40 Gelatinous horror crawls on land or swim in sea, paralyzes and engulfs prey
41 Giant nautilus with hostile undersea humanoids or monsters live inside and protect home
42 Kraken overlord of the deep with spells and minions of a servitor race
43 Giant Wiley squid tries to snatch a snack by stealth at first 1in6 intelligent with spells
44 Giant ammonite looking to steal some snacks
45 Young kraken looking for slaves to steal to his undersea cave
46 Giant octopus angered by humans turns crimson and goes beserk
47 Octopus pulling chariot clam shell with catfishman sorcerer and his sharkman bodyguard
48 Flying giant squid seeks prey he can drag back to lair to eat (skysquid)
49 Mutant octopus with thorn tentacles and swollen brain and magic powers
51 Aquatic centipede like thing chases, poisons and snatches corpse to lair
52 Aquatic Scorpion aggressive preditor
53 Lobster tries to snatch victim and flee to lair
54 Crab crawling carefully with precise yet brutal flesh shredding claws
55 Trilobite savagely attack often in groups flopping about biting wildly
56 Aquatic Spider lurking in ambush or staling creepily tracking a victim
57 Dragonfly larvae with possible adults near or adaptation for permanent aquatic form
58 Giant sea urchin rolls on poisonous spines and can impale them into victims
59 Giant hermit crab possibly with family of creatures in shell who defend home
60 Horseshoe crab with might armoured shell
61 Sharkmen berserker mercenaries out killing for their master
62 Crab men with nets who live to eat tasty meatpeople for the surface world
64 Aquatic tribe of lizard men like sea iguana, savage hunters of deep or land
65 Lobster men wearing hand necklaces excitedly close on party
66 Squidmen performing foul rites to summon aquatic or amphibious demons
67 Jellyfish men attack mindlessly flinging stinging tendrils at humans
68 Serpent men amphibious science/magic team on a dread mission of evil
69 Newtmen angered by humans will become enrages and form a growing mob that peruses party
70 Eelmen stalking prey and making sleazy comments to enemies
71 Fishmen with captives being taken to temple in the depths
72 Fishmen tribe carrying holy leader on submersible palanquin with gold statuettes
73 Catfish man sorcerer with gang of minions d4 1=eelmen 2=fishmen 3=sharkmen 4=crabmen
74 Fish men commandos with spell caster riding mechanical bronze fish automaton
75 Young fish men gang playing with severed human head, winner gets to eat it
76 Sharkman ogre with fish men gang looking for loot and food, enjoys terrorising prisoners
78 Fishfolk witch coven call upon d4 1=manta ray 2=seademon 3=sharks 4-sea serpent
79 Fishmen druids call sea creatures and create sargassums of weed with magic
80 Fishmen with dolphin hybrids
81 Sea dark elves horrid chaos cultists try to cruelly torment and kill with magic
82 Chaos sea horse men riding flying sea horses
83 Sea goblins riding d4 1=goblin sharks 2=chaos tako 3=manta ray 5=
84 Sea unicorn half fish half unicorn protected the under sea kelp forest
85 Giant jellyfish with sea goblins living inside
86 Mermaid royalty with shark chariot guards
87 Chaos merman berserker tribe looking for a fight
88 Selkie seducers lure to place of human sacrifice
89 Kelpie beautiful amphibian horses actually dark changeling sorcerers, children of great sea hag
90 Demonic sea changelings with d4 1=pet giant animals 2=lamprey men assassins 3=barracuda men
91 Sea dragon from sea king court in human form in shimering robes
92 Sea spirit folk changeling connected to 1=seaweed forests 2=fish court 3=darkness 4=sea dragons
93 Kleptocrabs follow sneakily to steal equiptment, if spotted will scatter, grab stuff and flee
94 Hostile bird men warlock adventurers d6 1=puffinmen 2=dodomen 3=gullmen 4=ibismen 5=penguinmen 6=albatrosmen
95 Sea lycanthrope turns from men into amphibian monster d4 1=wolf/shark 2=seal (selkie) 3=shark 4-
96 Philosopher jellyfish man with tiny limbs on bloated body, gives wise advice advice while eating victims
97 Swarm of killer krill eat everything in path for 8 hours a day and lay millions of eggs (tasty)
98 Sea hag in hut who might provide knowledge in return for something shameful of horrible or both
99 Slimy swarm of electric eels with collective consciousness formed from their bioelectric swarm aura
100 Undead crewed ghost treasure ship with phantom marines and a spectral captain attack the living

Adventurers Prep School

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So in Adelaide got to run game for 3 old friends. One builds life sized daleks who make appearance in public lots. Another has a 3d printer i want to ask about. One had a baby on hand which was fine.

Each generated four zero level characters from common to poor backgrounds who had received scholarships from an unknown source. Ranged from street louts to rural hunter lads, urban craftsmen and several who could read. They were enrolled at the Shadelport Adventurers Preparatory school by someone. Some thought the Barron wants more dungeons cleared to expand his control and settle more rural areas. Others postulated the 800 year rule by the Barron is proof he is a duke of hell in disguise.

So the youths were shown the school grounds with a cottage garden, graveyard (with several fresh student plots), sports field, forbidden apple orchard and a grove of old oak trees. Inside were student labs, dining halls, dorms,lecture rooms and more. Was explained they were to be trained for making a living as noble adventurers not just grubby murder hobos out for grubby loot.

Given student robes and floppy pointed caps for uniform and given room in first year dorm. Thuggish older bullies and a few mean rich kids eyed them off as they settled in the first year dorm. It was just a big hall with military cots and a foot locker with bedroll and blankets. There was little privacy. The second year room had lacquered paneled wooden hutches with nice beds, wardrobes and chests of draws. Third year students had a private room with a door but rich kids in velvet were strutting about like jerks, many with thugs in tow.

So settled into learning basics, most studied to read and those that could already learned goblin and ancient and other exotic dungeon tongues. Apparently language study established a basic test of student potential. One day while out playing stickball, the dozen new youths with a few extra students when a few saw something spying them from the woods. It was goblins who furiously charged. Several students bolted away including Wheezie the sickest kid int the dorm. Others wondered if hey were goblin servants of the school. A number of kids stood their ground with bats, others threw rocks and sticks. The first three kids were butchered horribly and a few of the tougher kids made their first kills. Some kids had brought slings and daggers and joined in too. A few youths fell wounded but most of the ten goblins were pushed back. Masters impressed by students and a few of the school orcs chased few surviving goblins away. A master explained a goblin hole nearby had been producing problems.

After that many more student talked to them no doubt seeking people to rcruit into a adventuring party of their dreams. Most of them could read now and began to look at possible adventuring class programs coming next term. Kids had some fun finding secret passages in school Did get attacked by a rat swarm, saw some gremlins, and found a imprisoned demon all in secret doors in the library. Got into attic and found lots of weird barrels pulled from dungeon. Inside found food, tools, short swords, strange foodstuff and a small bomb. One heard croaking in toilet block late at night and they found and killed a giant frog in a group next day. Eventually heard off haunted midden heap full of rats and creepy graveyard. Found a buried pit in middenheap and explored a root filled dark hole with lots of huge rats the size or farm dogs. Found entry to graveyard and fought goul who paralysed several kids.

Over holidays some had parents visit bringing kids ham, pies and fruitcakes. Other got embarrassed by hugs and kisses and parents boasting about children's superiority. Most other students returned to families over holidays but had a few days enjoying treats. Got to have run of school mostly empty so looked for more secret doors. Found a creepy stairwell behind a secret door where found a stone crypt. A wight came out and several school masters and librarians killed the beast but two students disapeard.

Got to meet some of the school secret societies by late in year and a few joined in. One joined the stick dancers who practiced in the woods. One found a brotherhood of archers. Others were offered inductions into creepier groups who demanded they stab people around the school and steal school mascots. Eventually decided to go into tunnels again taking a different route. Killed a giant frog and a huge beetle. Found bowling ball size grubs and took them. Finally came out in graveyard and heard odd noises and hid. Saw former students who went missing in wight hole being let inside the run down crypt.

Next day blacksmith among group silvered everyone's arrows, clubs, daggers. At night bashed door down and fought the two dead students now demi wights. Was a terrible battle and two kids died but monsters killed. Lead survivors were graduated to middle stream (a fighter and a rogue) and met a halfling. Became best friends over term and next term began asking old men about ruins and treasure in the nearby village pub. Went poking after a witch house and climbed in the roof. Took some loot but house moved and every hour moved to a new location in a strange dreamy interplanar phase shift.

Eventually went through cycle and witch returned. Managed to kill her and her toad and escape. Back to school to study and relax for a while....

Tables for Dungeoneer Prep School

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 I saw this when landed at Adelaide Airport
So while on plane over here I wrote up school and mapped it and wrote some tables to fill in between adventurers. The point of this was that zero and first level adventurers could use school as a base early on, recruit extra help and even get emergency aid quickly. I figure they will graduate about third level if they dont run away and become unqualified murder hobos.

Players happy to just ask in local pubs for adventure now. A bit wary of Shadelport city which is sensible.

Player reminded me that witch familiar not killed and hey shopped her to bits and dumped them in different locations the witch house moved to.

Hmmm d100 cheap possibly cursed city houses might be needed...

Also will do a d100 small cult table also many with junior versions. Junior versions under different names might hide dark secrets or might engage youth in anti social acts. A small able for some youth ones included here.

Characters at first level recruit and hire other students as followers. Could try and get a professor interested in your research so they help with further discoveries or pay them to fireball someone for you or to identify relics. When leave school may (3rd level max), adventurers who remain respectable may invoke the school name and possibly gain the school and masters as contacts, possibly getting employed as guest speakers, demonstrators or tutors. 

Hillfast School
A Preparatory school for professional Adventurers (no murder hobos allowed!)


Characters
Roll up 4 zero level heroes, each is 16 and each character can speak their native language

To create characters roll 3d6 for each stat but get to arrange them in order of choice.

INT bonus gives a bonus number of slots points that can be allocated as pleased among the three types of skills: WP weapon proficiencies, NWP non weapon proficiencies and languages. Characters could use to gain writing before attending school starts which could be handy or get a weapon that your character class does not normally teach.

So next pick a career background from Fighting to a Skilled Career Background. Roll your HP (You will get to re-roll them when you turn first level). Then pick a background type and pick from the recommended  WP, NWP and Languages. Finally give the student some tools, weapons, armour and other stuff they receive from their families or found in a ditch and.

Then the students are ready. Various incidents encounters are rolled per character every term. As  secrets of the school get discovered by the meddling kids some will die. Entry into the tunnels should be enough to get them turn first level. After they turn first level they can quit but most graduate during third level with honours. The school monitors all students after graduation and if any are embarrassing murder hobos they put their names on a kill list. The characters have been funded by a mysterious benefactor. Fees are 120gp a term and most students receive a d4gp per term for books and beer.

Fighting Career Background 
Bandit, gladiator, pit fighter militiaman, guard, marine, trooper, street fighter, barbarian, templar, archer, hunter, bailiff, beadle, mob thug, dock worker
1d6 HP can wear up to medium armour or sheilds
Two WP weapon proficiencies (can buy a 2 slot martial group of weapons)
One non-weapon-proficiency

Skilled Career Background:

Gardner, scribe, cook, shopkeeper, farmer, sailor, actor, student, teacher, monk, criminal, shepherd,
1d4 HP not used to armour or shields
One WP weapon proficiencies
Two non-weapon-proficiency

Backgrounds
Each is described by the following sets of common choices: WP, NWP & Language. group. The weapon group of four can be used as a WP Group making you skilled a if in all for for only 2 slots
Spend two slots and have access to whole group or just use for idea of weapons used by social class

Poor Dirt FarmerWeapon Group:
Sling d4 can use stones for ammo, carry several slings, or get lead bullets +1damage but cost a sp
Spear d8 can fight melee or missile
Club d6 cheap, easy to improvise
Sickle d4+1, can cut off a head

NWP
Spot, Listen, Hide, Sneak, track, First Aid, Hunting, Survival, Climbing, Brewing, Herbalism, Farming, Animal Handling, Drive Cart, Leather Work, Carpentry, Weaving, Mining, Stone masonry, Fishing

Languages
Speak Common, Speak Empire, Speak Goblin, Speak Dwarf, can choose one animal language

Crop Farmer

Weapon Group
Shortbow d6 two attacks
Polearm d10 farm tool on a pole type with long reach
Handaxe d6 can fight melee or two missile attacks
Knife d3 can fight melee or three missile attacks

NWP
Animal Grooming, Animal Husbandry, Animal Handling, Animal Training, Drive Cart, Plant Lore, Animal Lore, Farming, Herbalist, Carpentry, Redsmith, Trap Lore, Brewing, 

Language
Speak Common, Write Common, Speak Empire, Speak Hobbit, Speak Elf

Yeoman FarmerWeapon Group
Two handed sword d10 to attack mass pike and spear formations
Longbow for two long range attacks per round
Dagger d4 can fight melee or two missile attacks
Staff d6 can carry anywhere

NWP
Animal Grooming, Animal husbandry, Animal Handling, Animal Training, Drive Cart, Plant Lore, Animal Lore, Farming, Herbalist, Carpentry, Blacksmith, Trap Lore,  Bowyer&Fletcher

Language
Speak Common, Write Common, Speak Empire, Speak Orc, Speak Hobbit

Urban Poor Weapon Group
Club d6 easily improvised
Rock d3 (both thrown or to bash)
Chain d6 can fight melee or missile attacks
Knife d3 can fight melee or three missile attacks

NWP
Animal Handling, Drive Cart, Sneak, Hide, Climb, Listen Streetwise, Pick Pockets, Begging, Nightvision

Language
Speak Common, Speak Empire, Speak Orc, Speak Goblin, Speak Kobold, Speak Hobgoblin

Urban Craftsman
Weapon Group
Hammer d6 can fight melee or missile
Staff d6 can carry anywhere
Dagger d4 can fight melee or two missiles attacks
Crossbow d6+1 missile

NWP
Blacksmith, Redsmith, Rope Use, Weaving, Tailor, Drive Cart, Numeracy, Evaluate, Lock Lore, Trap Lore

Languages
Speak Common, Write Common, Speak Empire, Speak Dwarf, Speak Goblin, Speak Kobold

Urban Citizen Militia Weapon Group
Javelin d6 can fight melee or missile (two shots)
Spear d8 can fight melee or missile
Sling d4 can use stones for ammo, carry several slings, or get lead bullets +1damage but cost a sp
Dagger d4 can fight melee or two missile attacks

NWP
Drinking, First AId,

Language
Speak Common, Write Common, Speak Empire, Speak Orc, Speak Goblin, Speak Kobold

Urban Man at Arms
Weapon Group
Spear d8 can fight melee or missile
Sword d8 standard weapon of law
Dagger d4 can fight melee or two missile attacks
Crossbow d6+1 missile

NWP
Spot, Listen, Trap Lore, Lock Lore, Climb, Intimidate, Guard, Muscle, Trap lore

Language
Speak Common, Write Common, Speak Empire, Speak Orc, Speak Goblin, Speak Kobold

StudentWeapon Group
Knife d3 can fight melee or three missile attacks
Staff d6 can carry anywhere
Club d6 cheap, easy to improvise
Dart d3 three missile attacks, fast and easy to hide

NWP
Numeracy, Ancient Lore, Scribe, Research, Bureaucracy, Kingdom Lore, Elder Lore, Herbalism, Healing, First Aid, Fast Talk

Language
Speak Common, Write Common, Speak Empire, Write Empire, Write Ancient, Write Elder

Urban Nobility
Weapon Group
Rapier d6
Dagger d4 can fight melee or two missile attacks
Crossbow d6+1 missile

NWP
Ettiquette, Drinking, Eating, Fast Talk, Scribe, Poetry, Play (Instrument) , Taunt, Command, Evaluate

Language:
Speak Common, Write Common, Speak Empire, Speak Orc, Speak Goblin, Speak Kobold

About the School
Founded 30 years ago by a public company with permission to operate a charity. Rich sponsors built the school to train the adventurers of tomorrow who would apply modern methods of exploiting dungeons. This was in response to the increasing appearance of dastardly murder hobos who would drive the humanoid tribes to constant warfare by exterminating their family stronghold dungeons. Many new villages have been spreading in recent years and chance for a better life in a quiet village has become a viable dream.

Modern gentleman adventurers bring a large group of followers into the fray and will even sell real state on top of the dungeon and use the builders to seal every entrance then strip mine te complex. Pumping smoke into a sealed complex so underworld horrors flee one exit into a gauntlet of caltrop filled trenches and archers. Poison monster baits are popular too. Even these modern dungeoneers can make good use of a scouting party. Murder hobos on the rise have caused unrest with the humanoid populations and made the wilderness more dangerous. Concerned guilds and substantial support from the Barron's Secret police established the school committee. Once established it was quickly seized from public committee and now ran as a asset by the state.

The hope of increasing adventurers of the more responsible kind had some successes. The school produces 3-6 adventurer parties every year with fairly good success rate.

The school is a cheap refurnished mansion built on a ruined monastery of murdered summoner warlocks. The school has had some problems with hauntings and several masters have been accused of actually being monsters.

The House is a three story mansion with two wings. The gardens include a house cottage garden where much of the fresh food is grown. The gardens have turkeys, geese and peacocks roaming the grounds. The garden also grows many magical and medicinal herbs. The midden heap is a trashheap that covers several prehistoric barrows possibly from the age of necromancy. A graveyard has over a hundred and twenty marked plots and possibly more. It includes 14 crypts several predating the school and a spiked iron and stone wall around the outside. The entry also has a multi faith burial plot. Their is a small orchard of apples forbidden to students. The teachers use it for cider. A great fir tree and oak tree (rich in mistletoe) with a game field in front is a popular feature for stickball and lawn darts and other youth sports.


The ground floor is mostly the great assembly hall, common dining hall, a study hall and the first year dorm of over a hundred. The first floor also has the admin. The second floor is where the sixty odd second year students have semi private stalls (the hutches). Also school tutors and admin live on the second. The third floor is where the library, labs and masters live. The twenty third hear students get private rooms. There are three compartmented attics many sealed for a few decades with weird stuff brought back from dungeons and failed experiments. The basement has three levels with the upper one used most especially as a gym or meditation room. Lower one for storage and a boiler room with bottom one off limits to students. Lots of secret doors about school many left as tests intended for students to find in study notes.

City university snubs the school but the cities fighting men and those investing in exploration hold the school in high regard.

School Rules
1 No Murder Hobos
2 Obey all master and
3 Respect all school staff
4 Thievery among students forbidden, especially apples
5 Murder among students forbidden
6 Duels must be registered in the school office
7 Curfews are strictly enforced
8 Cheating in school tests forbidden
9 Students must report bites and wounds to the office
10 No cultists or secret societies permitted

d12 Tunnel Encounter (Includes Midden pit and Graveyard at night)
Tunnels under the school include the following

1 d4 Giant rat HD d4 Bite 1d4 SAV vs disease after battle
2 d4 Giant Centipede Bite 1d4 + CON poison save+2 or take 2d6 damage
3 Giant Toad 2HD 2d4 bite swallow smallish foe on a 20 critical
4 d6 Skeletons
5 d4 Zombies
6 Ghouls 2HD d2/d3/d6 claw plus CON save vs paralysis 
7 Demi Wight 2HD needs silver or magic or holy or fire to hurt, d4 dark weapon plus level drain
8 Giant Beetle 1d4 1HD+1HP d6 bite breeding here have glowing glands alchemists want
9 Gremlins taunt and sabotage you for days
10 Long gone wild lost familiar d4 1=Imp 2=Spider 3=toad 4=gremlin

d10 What is the thing that lives between walls?
1 Horrible were rat midget that used to be a student
2 An attractive lady ghost who murders anyone who makes out
3 A demi wight formerly a teen student lost searching for secret crawlspaces
4 A scrawny old carrion crawler that has learned to be careful
5 Giant trapdoor spider 2HD d8 Bite and venom, can build secret doors with web and scraps
6 Mr Grinchykin a lost evil familiar gives terrible advice and dodgy ID on cursed magic relics
7 A mummified cat undead that hunts the rats and mice or any who follow darkness
8 Barney McGoogle is a hairy goggle eyed old man goblin who steals hair and undergarments
9 Wall goblin clan of ma and pa and dozens of children, giggling, drooling, farting and stealing
10 Tentacled shoggoth thing lurks and spies from cracks and drains grew from bacterium

d20 Staff
1 Theron Hubbard master of magic
2 Zarius Kane master warrior
3 Dorian Blake master priest
4 Mistress Doran Zorg, rogue
5 Groundskeeper Nasrun Barj (Orc)
6 Magdar Windlow school cook
7 Ziogarn Drun, librarian and rumored lich
8 Tornigan Vanderan Alchemy master
9 Trecia Ran hall mistress
8 Horigan Pudd hall master
9 Borizan Karg hall master
10 Ron Ham sport and fitness coach
11 Sister Perpetia school nurse
12 Fresh young attractive tutor with a dark secret in past
13 Cranky brilliant disturbed tutor with secret project
14 Dirian Piule school bard
15 Brother dorien, monk and custodian
16 Zulan Karg assistant headmaster, in charge of punishments
17 Henudra Pnaargax school custodian and care taker
18 Kradak Jar security custodian
19 School pet or mascot
20 Current Headmaster, last months or a few years at most, most are grumps

d6 School pets
1 Captain Horatio the school bulldog worth a notable inheritance connected to is well being
2 Scrags the cormorant sits on roof from time to time cawing or flying off to nearby bog
3 Mr Jink the cat actually a Imp reporting to hell, advises students of how to join the black college
4 Mr Fluffy a big fat old ginger tom in the library, actually librarians familiar
5 Monty the school goat, popular kidnapping victim for secret society battles
6 Ur-El the salamander a great flaming lizard in a pit in the advanced staff lab, occasionally goes for walk supported by student with a floating disk spell so he doesn't burn floor

d12 Mysteries

1 Who stole the apples? something has been nicked
2 What bit the school mascot? mysterious injury what caused it
3 What ate  who? somebody is misssing
4 Who vandalised graves in school or local graveyards
5 School bullies looking for d4 1=slaves 2=victims 3=money 4=party
6 Someone needs help d4 1=with homework 2=with finding love 3=being bullied 4=with home life
7 Strict teacher bullies student for mysterious reason
8 Secret society targets student for d4 1=sacrifice 2=torment 3=information 4=help with a crime
9 Spooky staff member gives unwanted kindly attention in front of everyone
10 Scratching in walls at night, croaking in cistern or other strange noises
11 Goblin raiders cause mischief in school attacking students and other mischief
12 Some experimental thing goes out of control resulting in surprise combat test

d12 Punishments for a term

1 Care for school pet for a term
2 Help groundskeeper for a term
3 Help the cook for a term
4 Clean for a term the d4 1=graves 2=latrines 3=labs 4=dining hall
5 Forced to city charity mission on weekends
6 Join Choir for a term
7 Play Sport for a term
8 Help Librarian for a term
9 Serve a Master for a term
10 Monitor duty d4 1=blackboards 2=hall 3=sport equipment 4=books
11 Fine 3d6 gp
12 d6 damage worth of flogging

d20 School Secret Societies
1 Grey Skulls are privileged rich useless youth who dream of easy power, members graduate to more serious power cults with parents, Students receive a extra d6gp each term
2 Esoteric Eidolons are mysterious scholars of magic who abuse drugs and mystical rituals, many become wipe out losers, some just grow out of it, they put on best parties with weird rituals
3 Wood Brethren meet in woods to discuss mysteries of nature and politics, some become bandits, rangers or druids, actually train members in outdoors and combat
4 Sisters of the dark are a ritualistic cult headed by girls interested in necromancy and summoning
5 The horned brotherhood help you discover your ideal demonic patron through wicked cults and ordeals and tests dedicated to the million screaming ones
6 The order of the Trident are a band of cruel youths who flaunt their influence and power while holding depraved secret parties, you join by providing a new exotic entertainment or victim
7 The back hand are a criminal group who aid each other and help members join a gang on maturity
8 Blood princes teach brutality and serving the hidden masters goals of conquest
9 Inquisitors hide and try to find evidence of cults, mutations or secret societies which the anonymously report, others know them as squealers, many hope to join secret police they think school linked to 
10 Dark Bretherem practice secret rituals but especially like costumes, wine, make-up, drugs and porn
11 Forest dancers who practice under the old oak, dancing and performing in seasonal costumes, have some secret nocturnal chantings but mostly like parties, performing and theatrics
12 The Golden Hourglass Sect meed in secret to ponder celestial mysteries observable in natural phenomena for divination. Have many books of prophecy and preach enlightenment

will do d100 school encounters

d100 Dungeon Prep School Encounters

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I used last article mystery table for major party for a term, with one of these rolls for each player. Also see my d100 Magic School encounters and d100 secret doors could be handy. I used my articles on urns and barrels and boxes tables handy too for crap in school and stuffed in wardrobes, attic cells and other places about the school.

In my game school is co-ed with no differences made but rival schools could be interesting and some could be same sex or for one character class only. University in city handy also. There are secret and illegal schools also which is a good place for school rivals to go and be seen later using evil teachings. Partied from same school tend to be polite and gentlemanly resolving arguments with a duel or chess game or a small fee. Lots of murder hobos, monsters and other folk dislike anyone with a fancy school background. Students in the city should wear school robes and avoid conflict. City guard favours students in uniform over street scum thankfully. If the school has to collect you from the drunk prison or secret police cells students will be fined and given punishment.

City militia code has legit students special privileged status but police are allowed to castrate male students caught in public coitus, a tradition hundreds of years old. They in most cases lock up student and call the school.

Students are expected to defend school property and interests and should defend other students and staff in public. Abandoning a student to a rival school, gang or cult is the most shameful error. Students are taught to call for the militia and not be afraid of the secret police. There was a time though when a student asked police orcs for help and they killed the rival school students dead and everyone blamed the student for many years.

If students are expelled it is a big deal and shameful. Many end up bandits and murder hobos. Failure is considered respectable as is dying in school. Failures often get administrative jobs in the city or enter officer training for the military. Many even sit the secret police exam with favoured ones being awarded with bridging programs to enter secret police school immediate.

Students are invited to participate in the dungeon sport labyrinth under the city which attract adventurers from all over the world. The dungeon is maintained by an army of professional monsters and trappers and events are monitored by scrying relics and spell users. Some witness the games via illusions made by magicians but the most common see puppet show versions on the streets. Only the richest really see what happens and the survivors are usually offered jobs including with the Barron. Some become gladiators or murder hobos. A few school teams have been wiped out.

Graduates are monitored by the school and occasional by the secret police if tagged by the school as dangerous.

Former students 4-5th level may stay on as tutors if they get o well with staff. 6-7 may get positions as part time teachers with 8th level benig accepted as master teaching staff. Any literate ex student can possibly get admin, scribe or assistant duties. Occasional a teacher leaves and takes several students with them as followers.

d10 Quick Trouble Chart
1 Bullies
2 Teachers
3 Staff
4 Shenanigans
5 Mystery
6 Joke
7 Monsters
8 Dream
9 Kinfolk
10 Hi jinx

d100 Random School Events
01 Bullies looking for loner victim
02 Bullies seek slaves to work off their punishment duties
03 Bullies seek literate types to do their written reports
04 Bullies look for someone to get ball out of strange hole in grounds
05 Bullies offer test to join a secret society
06 Bullies have a gang war
07 Bullies robbing younger students
08 Bullies high or drunk having a bender
09 Bullies mistreat school pets
10 Bully cries for help, stuck in a deathtrap
11 Librarian hunting book thieves
12 Alchemist looking for taste testers
13 Master attacking students by surprise to teach them to be wary
14 Language proff trying to find copyists
15 Metaphysics proff needs help finding hat
16 Pugilism master seeks helpers to train students in ring
17 Teacher suspicious that some students are really murder hobos
18 Headmaster shooting at students with bow to keep lively
19 Teacher awards student with encouragement prize
20 Asked to move masters collection of blasphemous idols
21 Cookie offers good boys to lick clean her spoons and pots
22 Groundskeeper spying on students
23 Sport master thinks you look weak and takes you on a hike
24 Steward offers spare key if you do him a favour
25 Steward lost and drunk, will reward if helped to bed
26 Gardener filling in mysterious holes on garden
27 Gardener chasing school pet
28 Nurse fusses over you because you seem so sensitive
29 Seen sneezing and locked in sick room for a week
30 School councilor thinks you look disturbed, interviewed to assess if murder hobo
31 School pet or artwork being stolen by secret society or rival school
32 Hazing new students in bizarre manner
33 Students meet in secret with dungeon models, monster figures and dice
34 Students breaking into exam office
35 Students sneaking about with stash of booze
36 Students in nightclothes sneaking to kitchen for midnight feast
37 Student club actually cover for a make out session
38 Students hunting for secret hidden cache of allowances and candy
39 Students on scavenger hunt to impress secret societies
40 Students trying to hide a corpse (possibly biology assignment)
41 Phantom seen scratching at walls
42 Odd noises heard from outside by night
43 Student heard screaming but source never found
44 Disappearance from dorm only a few beds away
45 School pet fleeing something in terror and whimpering
46 Secret society in robes spotted gathering for ritual
47 Cult or secret society book found, they will want it back
48 Letter found mentioning secret black college of evil wizards of devil hill
49 Groundskeeper or students faking supernatural appearance
50 Missing apples has cook upset, can any one find the thief?
51 Someone sabotaged your potions in alchemy lab d6 damage
52 Frogs in your bed
53 Poop in your boots
54 Your underclothes are all missing
55 Gossip about you round school
56 Graffiti about you on toilet walls
57 Corpse under your bed d4 1=sheep 2=monster 3=student 4=tutor
58 Accused of crime by rival students, truth can be uncovered
59 Fake love letters sent to you supposed from staff or student
60 Fake invite and challenge from a non existent secret society
61 Imp in secret offers to help you join a secret society
62 Doppelganger among your dorm killing and eating students
63 Were rat seen in student robes squeezing in to crack in wall
64 Rats chew on you in sleep and scurry in wall or under floor near your bed
65 Giant centipede in footlocker or latrine
66 See a phantom of a past suicidal student in hall at ight
67 See ghoul dragging and snacking on corpse late one night
68 Gremlins torment you and your property, might make a deal
69 Strange croaking from latrine cistern while you are sitting on at night
70 Goblin scout sneaking in school house, flees if spotted
71 Dream of being tempted by dryads, nymphs and satyrs
72 Dream or encounter with incubus or succubus, feel tired next day
73 Dream of home and d4 1=trouble 2=beating from parents 3=disappointed grandma 4=family pet
74 Dream of tiny hairy men living in walls
75 Dream of nightmare entity inviting you to dreamland adventures
76 Dream of past student hiding something d4 1=3d6gp 2=love letter 3=map 4=past exam answers
77 Dream of fellow dorm mates torturing you
78 Dream of nice warm bath, wet your bed, 1gp fine for first offense
79 Dream of goblin ritual in their hidden lair in the hills
80 Dream of secret police questioning you about school life and other students
81 Mum or someone sends you desirable d4 1=ham 2=smoked fish 3=fruit cake 4=boiled lollies
82 Grandparents visit tell everyone embarrassing personal details about you
83 Mum visits and tells everyone your special and sensitive and better than them
84 Dad visits and disproves of your shameful wicked wasteful life
85 Sibling visits for entry exam, other students d4 1=tease 2=lust over 3=secretly initiate 4=make a slave
86 Kin visiting kidnapped by bullies who want d4 1=cash 2=food 3=public humiliation 4=homework done
87 Letter from home, family d4 1=all murdered 2=taken by monsters 3=in prison 4=got plague
88 Letter from home, kin d4 1=died 2=arrested by secret police 3=eaten by monster 4=lost everything
89 Grandma sends you a lovely vest with ducks and bunnies on it
90 Sibling comes to school joins bullies or hostile secret society
91 Midnight panty raid afoot, most garments of opposite gender wins
92 Midnight pantry raid afoot, most impressive stolen food items wins
93 Contest on to steal school mascot and keep hidden for a few days
94 Students trying to steal most blasphemous document race
95 Oportunity for secret amorous encounter with d4 1=student 2=tutor 3=professor 4=staff (dinner lady?)
96 Find a map of school in dorm with puzzles and secret doors, scavenger hunt is on
97 Find a secret door in school
98 Discover a secret society stash of robes, rings and documents but no real names found
99 Dorm plan to steal from the masters grog stash
100 Plans to brawl with one of other dorms or a rival school

Dungeon Forms

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Made these to use with my random dungeon generator ad will use to pregen some stuff. Could make up a bunch of one level dungeons or pre gen lots of rooms or use to plan a multi level dungeon.


Grey Halls

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A simple style dungeon presentation to experiment with. Doors not marked. Could be a rich site of the ancients or just a rubble filled mound full of bandits, cultists and others who like to meet in haunted places. Monsters and cultists often will camp at same time with a bit of room apart. Most will unite versus adventurers or lawman or inquisitors or templars.

May well be typos - i can fix these if anyone want to point them out to me.

Caves could be varied most in layout. I would put behind secret doors a well as the round crypts section, but these might have been ruined long ago.


I could make more multi use maps like this like a summoners hall or a cult underground temple

Exile Island Unveiled

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When I started the campaign map mot of the island was unexplored and a mystery but after three years of play the unknown lands are a bit more explored. The elves are at peace with humans, the dwarfs are coming down from the mountains (mostly to get revenge). While hobbits and humanoids are everywhere near humans.

Plan to start next band further north in barbarian country surrounded by monsters.

Lots of potential for my Abhuman class which can include beast men, elemental men, orcs or barbarians. Possibility of seeing the western lands.

Some thoughts of a bigger epic fantasy world with lots of kingdoms each persecuted by a different evil god or demon. I did this onec with RQ and have all the maps from that (three nice old maps i could use - will scan and post later).

As for expanding the Island setting this is a much needed project and will let me be fairly creative.

As far as a setting for epic campaign I could use one of my old RQ settings and even use RQ as everything ready to use. Or I could expand the Exile Island setting and explore rest of the world. Reasons I got into oldshcool DnD again is that it is easy to play with system, add content and lots of fan made free content out there. Old DnD has very simple record keeping and lots of shorthand in the form of monsters and items people know.

Outside other Island I have mentioned a great southern continent ruled by a mad young emperor. A great eastern land currently overwhelmed by a drug cult. And thats about it. I have been using Babylonian cults but will change as im also running a babylon game. They made a good short stop for a generic fantasy but something more specifically tailored to setting or recycle one of my old campagn pantheons. My taste in mythology is a lot more complex than it was ten or twenty years ago.

The Empire follow a heavenly pantheon of sun star and sky gods. The Barony is more open but with devil and some demon and elemental worship being pretty common. Beast, plant and nature spirits are popular too. Ancestor worship is very common too.

A few more maps...

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So a blogosphere scandal of stolen blog content has begun raging. I can understand posting contents and tables but campaign reports? Im hoping they are just naive and not trying to acquire content for some strange purpose like getting a job in the industry. Really all you need to do is put a name and a link. On the other hand here is someone using my maps in a way i find flattering and they attribute me. Also they have gloranthanized it which is awesome.

I will produce a Exile Island Book and a City book one day.

I made some really good progress on two indesign projects for RED BRICK BOOK and my EMO house rules
http://2ndage.blogspot.com.au/2015/01/old-school-hexcrawl-contd.html

So as ppl using these maps here are some more a bit naked for you to play with and a revised one with reptilian lands instead of reptilian lads which will be a streetgang in shadelport.

Also more of my art game maps and stuff here
https://www.flickr.com/photos/konsumterra/sets/72157631656547261/

Generic Lairs

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So the 1/2 page version of my simple style dungeon sheet will be good for lairs. Now I have these set up I can make more easily.

These are small enough to clear a few a session or as part of a wilderness hexcrawl or a beginners adventure.

Generic locations:
tree house
pubs
barn
militia lock up
tree fort
tower
witch house
warehouse
boarding house
church
old mill
farm house

i welcome suggestions

1/72nd Mini Madness

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So my 1/72(ish) scale collection coming along nicely. This scale loosens up by necessity and budget and genre.

Mostly started with toy cars matchbox and hotwheels. For some reason i tolerate scale aberrations in marvel superheroes where i use hero clicks for heroes and other scales for cars, civilians and dinosaurs. My BRP im more of a scale snob. When i get a 1920s cthulhu set of stuff going will have to change vehicle scale as slightly bigger scale has more 1920s stuff. There is a model of armoured car used in chaosiums Fearful Passages. Cool but too much moola.

Hotwheels are cool. Some strange and sexy others unfathomable. Weird hotrods of the gods suitable for death racers.

Matchbox is techy nerdery and adventure. They have lots of offroad and rescue vehicles and riot trucks. Also have some tanks, copters, predator drones, some fighters that looked like 80s concept jets (one seems to be like firefox). A half track monster with a panther in a cage in the back. A airport fire truck. A huge mobile armoured police command bus with a ram, huge hook and fold out armour screens for crew cover (easily fit a dozen to twenty inside).

Used tarmac section came with plane provided template for my home made highway tiles.

Got some train HO motorbikes we cant find where we got them from and get more. Id get 30-40 more happily. Mix of police and others too. was under $20 for 16. More police might be handy. Got some cheap HO civilians which running down with tiny cars I enjoy possibly too much.

About 130 toy cars later i split set (possibly not very objectively) between myself and the club. Had lots of donations from club and building up a collection of old stuff suited for customizing. Other gamers use for shadow run and cyberpunk.

Got a shonky scale bag of 100 zombies which i will paint as i cant really go to wrong. Will eventually paint but want to get collection up first and practice. Handy for zombie highway games.

I have found a few toys and put bases on them. A restaurant 2 Inch Thor toy I cut clip off and made a base with flocking now i enjoy how he menaces my 1/72nd sheriff of noting ham posse all too often.

Toy bugs, dinosaurs, other critters have been fun and im happy to abuse scale. A tylosaur for a boat war scenario im writing will be a cool addition. Bugs I also use for for Mars attacks instead of bug token. This game has more expansions I will get this year and i realized army men + club dnd minis good for long stairs dnd games.

My ancient set has been booming too with a few divergences. Found a few hours concentrating and fiddling with prepping them good for my insomnia. Ive been getting a few things i wanted and nabbing anything cheap. Adeaide went to my old store and found a few things at very old prices a dream come true. Newer stuff comparable with net prices. Seeing cars scale in real life convinced e to nab 1920s cars and planes some time. My current era of gaming is pre horse.

So I have built mostly Ceaser and Hat mini collection of:

Sumerian infantry and three chariots. 92men in Hat brand box.
I might try to customize some ox wagons, lil dinosaurs look good pulling chariots too

Assyrian "sampler box" with a sprue of Hat chariot, cavalry, infantry and auxilery cavalry & infantry. Its a good beginer set some recomend etting three of. Got extra three chariots and recently got auxiliary army infantry box set. Auxileries a bit more poorly equipped but i use as Babylonians. As the Hat set had no swordsmen I got a caeser set of Assyrians to diversify poses. This will make two armies eventually. Can get Assyrian siege set too and a diferent brand of chariots i could use as Babylonians.

A box of Caeser brand Sea people make good barbarians in game.

I had a set of Airfix Romans who were lonely so got two sets of ancient germaniacs many fighting nude, one of each brand.

Just got Airfix Sherrif of Nottingham set and will later get robin hood set - has a monk, staff fighters and a woman.

Also a ebay buy of a chariot and infantry Hittite sets. Will get Mittani and Egyptian ones later. Got a sale indian chariot which has a time scale off (4thC BC) but a indian models with elephant too exiting too miss.

Early Mycenae possible too.

Will get some 1920s cops and gangsters (with armed civilians). Some modern special forces and terrorists possible to for modern and my roadwar game. There are several fantasy lines too with orcs, zombie pirates (including a squid face), elves, dwarves, skeletons and wargs you could  use for LOTR or warhammer or warcraft stuff.

Mars Attcks has wrong scale minis but broken wall sections are genius so I got extra one for super heroes and post apoc games. Mantic promise an undamaged kit and make some sf scenery I might try.

Sadly i had been into this scale since 5 and i gave away my lifetime collection of ww2 1/72 men including 400 8th army and same amount of africa corp. Ive hear guys say they gamed wiith them which was nice as I had mostly hoarded them and ever got used in gaming properly.

As my collection grows I occasionally find ones to suit characters in my RPG which is handy. Will get some dark age vikings and anglo saxons, some more romans and enemies and some more medieval armies like templars. I guess cheap bargains will pop up too.

I sadly found a awesome 1/72 plastic kit vehicle specialist selling vintage kits incredibly cheap. WW1Cthulhu with flying aces has been a long term dream....

Pleistocene mammals and terror birds are possibilities too.

I have considered running a whole time travel campaign based partly on the Dr Who story from the 60s The War Games (where dr2 morphs into dr3). Rituals of infinity by Moorcock handy source too im sure influenced the Luther Arkright comic and game (rpg coming too to BRP/RQ) that i could do any psuedo history or parallel time stories I want. Will definatly run a bit of Vikings and Rome this year. My Rome BRP has been on order now for about 3 months and getting time to hassle  them again.

Nice to see my fave models as a kid still being made under different brands. Some of the Caeser brand modern terror/militia/special forces sets have a few items that look like action movies too.

Alas there are no martians with set of tripods like these but Mars attacks and that war of worlds miniture game are just for that. Some more animals and dungeon monsters would be awesome. A set of Uniformed security, armed suits, yakuza boss with swords and other corp theme could be nice for spy films. Heck boiler suit lair mooks, hippie protesters and riot cops could be cool. Mad Max this scale would be awesome. Games featuring those things could be interesting. Battle suit infantry and super heroes too but sounds unlikely to happen.

http://www.plasticsoldierreview.com/Index.aspx

Im after copies of these RPG products at non dickhead prices

TSR DnD Cyclopedia 1991
Chaosium Escape from Innsmouth
Chaosium Adventures in Arkham Country (Lovecraft Country)
Chaosium Tales of the Miskatonic Valley

Two of these I ordered from Amazon in november and no show yet. I keep missing out on auctions and ive been wanting these for years to run my Arkham county sandbox game again. I have some as legal pdf's but real thing nice too.



Babylon BRP: To Serve The King

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So having fled the City or Kartulu, half sunken and degenerate worshipers of forbidden sea gods and dragons, the heroes returned to the city of Umma.

They told their friend the king how the residents of Kartulu were evil cultists who were best destroyed and scattered to the winds. The kindest of the party, the Amorite Charioteer Sobek suggested they be rounded up and sold into slavery for their own good with the active cultists beheaded and burned.

Toth warned of their black magic and witchcraft.

The king considered their words and considered casting out the street of merchants and fishermen of Kartulu in his own city. He would speak in secret with other kings and asked them to tell the king Samsu-iluna of Babylon about the matter.

So back to Babylon where the heroes returned to their homes and loved ones. Many now had church obligations. The noble born half siblings were put to work with managing family affairs for months.

Ariana the half Minoan pirate maid worked with her church and fathers trade houses and learned many new languages. Spent time with her Assyrian husband. She was pregnant again.

Toth the half Egyptian was not ordained and was happy to be an initiate of Nergal. When not working with father he spent time social climbing in Nergal's holy city of Cutha. He was well reguarded by the church and finally got to befriend the king of that city.  Performed various rituals with priestesses of Erishkigal and spent time with his new serpent spirit wife and managing his estates. He became familiar with noble funeral rights his city was famed for. His bride bore him a healthy child.

Kull worked mostly with the temple of Marduk, leading and converting barbarians like the Gutians into the service of the empire. He set up a war dog breeding farm in his former shack on his property. He was very assimilated now and Gutians no longer recognised him. His brother was in Umma with his beautiful young wife serving the king there.

Sobek spent time with her pets, children and shaman-lover. She was very pregnant. Her pets got into a fight. Her terror bird and lion cub ate her monkey. She had warned it a few times. With her husband she re-learned all her magic to perform better in combat. Her sister and house maid learned a spell to create temporary perfume. Her follower was sent to fighting school to learn to be a better bodyguard and shield bearer. She had been training the bird to be a mount and ride on her chariot.

All become more familiar with chariot to in hope each could have a chariot for themselves and servants.

After four months during the wet season when the city streets were flooded, they were presented to the king of Babylon by their father/patron. The king was fearsome and silent but he warmed during a feast they were invited to. The king spoke to each hero and was obviously well informed of their actions. Notably the party had been to the four corners of the earth and had killed many witches and monsters. Most had brought their wives and were wearing best clothes and heaped with exotic jewellery from the heroes travels. Ariana especially had a fortune in gold jewellery and made a point of showing her boobs. She hoped the king wouldn't fall in love with her.

Kull was asked to recount his encounters with Dragons in Kartulu and the Mediteranean. Sobek was talked to about lion hunting and Chariots and the king was interested in going on a hunt some time. Toth spoke of the ancient funeral rites of his city and mothers homeland of Egypt. Also of his encounters with the underworld. Ariana spoke of her youth as a pirate and the king was especially interested in what Mediterranean cities he should conquer or trade with.

In the morning after a late night as the kings guests, they were summoned to a garden courtyard where the king spoke to them. He explained their father/patron had given them to him to be his agents. He wished them to eliminate cultists and witches who served wicked gods. Pretty much what they were already doing but now with status. Kull was made seal bearer of the party with documents from the king insisting all assist and aid the party which should intimidate most city state kings.

They were instructed to head south as the north was frozen and windy right now and boat should get them speedily to the south to the city of Lagash. Toth was pleased as his wife had mentioned going to the city. In the meantime they were to enjoy the extra holy holiday month that adjusted the lunar and solar calenders every so many years and participate in the Yearly ceremony on the great Ziggarutt of Babylon. There they would view the high champion of Marduk in his dragon armour  execute and dismember a captured Elamite prince representing Tiamat. They were also introduced to court officials that might aid their quest against Asag the stone giant, the Anzu bird, Tiamat the chaos dragon and Humbaba the wind demon.

As they had a week before the ritual they joined the biggest party they had ever seen, all across the city was dancing, singing, drinking, processions and holy folk in ritual dress.

On the fourth day the head of the secret police called them in. He was wary of them but he had a problem in that the sacrifice had escaped using his Elamite witchcraft. The guards who failed were tortured and executed just before heroes arrival and they were called on the find and capture him withing hours. Every city gate would be watching for the man so he would be looking for something different. Kull brought in his trusty war mastiff. A slobbering brute of a dog worthy of a Marduk champion.

Sobek used her shamanic magic to speak to the dog and also sent some doves to look for the man. Arian consulted her weather divination, sensing the villain would escape by the wall where there were few witnesses on the outside. Toth called on the vapours of the underworld huffing on incense determining that the man had much magic and his body was covered in tatoos. Kull cast dragon and manticore teeth determining that the man would seek countrymen for aid. All followed the fresh trail through the rope makers district as it was fresh and the dog tracked it easily. Found a tavern full of Gutians with two suspicious Elamites. They saw the men react to them and try to leave. Sobek told the dog to guard the rear exit of the tavern as the heroes all entered the courtyard. The Elamites spoke in Gutian that the newcomers were enemies of all Gutians and had spoken of them as cowardly wet nurses. The Guti arose angily but Toth in his original Guti dialect barked out that the Elamites were liars and cowards using them. The men fled out the back and were bailed up by the dog.

The men were thretened and confessed the escaped Elamite prince was afraid of water and planned to cross a wall. Kull and Toth set off with te dog. Sobek ran to the wall section to cut off the sacrifice and Arian grabbed some troopers to help and watch the men and headed to the wall.

Sobek waited among the reveling crowd and missed the robed man climbing the guards stairs on the wall, large enough for chariots to drive around. Toth shouted to her and Kull set his dog and cast a disrupt hex on the man. The public would normally be outraged by public magic but when they saw the dragon warrior of Marduk the crowd parted. Sobek still very pregnant ran behind the Elamite prince and punched him in the head. Meanwhile Ariana seeing this shot the man in the leg. The prisoners from the pub became unruly and began fighting the troopers but Ariana ignored them. The prince overwhelmed by damage fell down the stairs unconcious. Sobek first aided him and Toth ran up and bound him completely, blindfolded and gagged. Kull ran to help Ariana and the guards killing one prisoner and the llast one surrended. He earned a less horrible death for his surrender.

They returned the prince to his scell and the Kings spymaster was pleased, eve impressed.

The ceremony was a success and Marduk accepted the Elamite sacrifice. They watched him be dismembered on the ziggarut and his chunks of body raised to the crouds as the creation story was sung by priests. This was how Marduk made the world from the corpse of Tiamat.

One day rest and then a peaceful trip to Lagash by boat.

--------------------------
A little bit on Humarabi the kings father and his awesome code of law
"Anu and Bel called by name me, Hammurabi, the exalted prince, who feared God, to bring about the rule of righteousness in the land, to destroy the wicked and the evil-doers; so that the strong should not harm the weak; so that I should rule over the black-headed people like Shamash, and enlighten the land, to further the well-being of mankind"



"Anu and Bel called by name me, Hammurabi, the exalted prince, who feared God, to bring about the rule of righteousness in the land, to destroy the wicked and the evil-doers; so that the strong should not harm the weak; so that I should rule over the black-headed people like Shamash, and enlighten the land, to further the well-being of mankind"
- See more at: http://badassoftheweek.com/index.cgi?id=454889922613#sthash.hyqEZpI6.dpuf

"Anu and Bel called by name me, Hammurabi, the exalted prince, who feared God, to bring about the rule of righteousness in the land, to destroy the wicked and the evil-doers; so that the strong should not harm the weak; so that I should rule over the black-headed people like Shamash, and enlighten the land, to further the well-being of mankind"
- See more at: http://badassoftheweek.com/index.cgi?id=454889922613#sthash.hyqEZpI6.dpuf

"Anu and Bel called by name me, Hammurabi, the exalted prince, who feared God, to bring about the rule of righteousness in the land, to destroy the wicked and the evil-doers; so that the strong should not harm the weak; so that I should rule over the black-headed people like Shamash, and enlighten the land, to further the well-being of mankind"
- See more at: http://badassoftheweek.com/index.cgi?id=454889922613#sthash.z4BytV4F.dpuf

"Anu and Bel called by name me, Hammurabi, the exalted prince, who feared God, to bring about the rule of righteousness in the land, to destroy the wicked and the evil-doers; so that the strong should not harm the weak; so that I should rule over the black-headed people like Shamash, and enlighten the land, to further the well-being of mankind"
- See more at: http://badassoftheweek.com/index.cgi?id=454889922613#sthash.hyqEZpI6.dpuf

Roadwar2001: New Era

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Season 2 for this year will take the death racers to strange new places. Handily got a pack of 100 zombies for $20. Not great variety or scale but good value. Got myself Dark Conspiracy game from early 90s which has great aliens for this game. Also miking in my Necrotech storyline from unpublished comic treatment I wrote when I was a slave in comic mines in early 90's.

So the mutie, ninja girl and former professor got prepped to enter the zombie infestation zone. Mutie finally welded a canopy on his open top buggy to be more zombi proof. The Proff installed three plastic anti personnel flechette grenades on each side of his van.

Drove into zombi territory outside of Bathurst intending to find more information about the new sentient car driving undead they had discovered. Also they were among few on earth that new some alien presence was the real director of zombies. So looking for more evidence and clues. On borderland saw a school bus on side with bodies on road. Parked a hundred meters away and all but proff walked in. As they got close of course the zombies awoke and the road warriors ran for their lives. Prof drove forward and fired machine guns. Finally he drove up close and set off a flechette grenades destroying several. everyone else got in vehicles and drove away. Came across another small group and evaded. Wisely thought of conserving bullets.

As they approached town in centre old cyborg vet buddy called on radio to join in. Hundreds of zombies surrounded town in a wall. Possible due to the plague burial site from early 90s when quarter of the earths population died. The mutant in his improved buggy rammed through the main street, plowing down dozens. Proff drove in and used his flechette grenades. Karumi went around fringes hacking down with her sword. The vet fired phosphorous grenades killing many and starting fires but the flashes and bangs set off his flash backs and he braked. Dropping his gun he ran into zombies with his deadly metal arm jack hammer punch.

After killing 40-50 of the undead Proff heard a motor start and a undead interceptor burst from the garage. Necro car couldn't fire rockets among zombi minions. Mutie and he chased each other in circles till the mutie already high speed gave him the edge. A few mg bursts and rams and the dead racer escaped.

After several hundred zombies killed, team pleased they had control and looted the garage. Found necrobiologiocal machines and car parts and some other valuable loot. Drove back to Bathurst to car wash and dinner.

Sold parts to Gentech and got a few thousand bucks for trouble.

Had heard of new mega corp Necrotech. Combined medical, mercenary and funeral company. Apparently the mass plague graves from 8 years ago world wide were reviving en mass. Kemelkon a fuel company was cashing in mining the dead for bio fuel. Cremations were becoming mandatory.

The team got an offer to be Necrotech Search and Destroy team. Went to Sydney for Psyche evaluations and got a nice contract. Karumi was briefed by Gentech to spy on Necrotech even though the older company owned 20% shares. Apparently they were on call to hunt exotic undead and other missions but otherwise could carry on as usual.

Necrotech was building huge freezer buildings to cold store corpses and those partially infected with alien necrovirus. All the plague victims who lived apparently could become zombies on death. Necrotech also were freezing other terminal patients offering them to be healed at some future date. After some were completed several were swarmed by hoards of zombis that seemed attracted. Corp security and gov military were busy fighting zombies and guarding zombie hotspots. New plague outbreaks were occurring. Everything is on the brink again.

Exile Log: Serving the lesser evil

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So Acula, Nahme and the Tako youth finished training and all were getting tired of life in orc citadel. Acula had terrible pangs about his wives on the surface and some divinations warned him Chondaru the Sorcerer was up to no good back home. He wondered if his wives would care he was now a orc. Olga had given up being good, a trait gained when she was Nahme the angel's follower, to keep in line with her now devilish husband.

The orc king wanted heroes to breach the chaotic cannibal albino orc defenses on level 16 of the citadel, offering them titles and a palace in the tower of their own with the top nobby orcs on level 3. Keen to finish with their growing band of followers they crept up the stairs. Acula and his orc wife Olga crept into the bottleneck chamber past several orc barricades.

With a slight noise he was spotted so he stepped in front of a pillar for cover from several orc positions and slew many orcs at one post near him. The Tako simply stepped out and fireballed a barricade and it's guards to ash. Nahme cast a protective prayer and blessing then just flew over a barricade. As the Tako blasted more barricades and drew fire, mostly ineffective the enemy was struck by terror. All the party poured in and split into two teams one going for the temple and other for the boss halls. While they were battered they stopped to heal and allied orcs poured through after party. Allied goblins poured from the air vents at the citadel core and some had climbed up the outside and through windows. The bosses and priests were tough but defeated. Acula was paralyzed by the curse of a priest and also blinded. He since being killed by a cateoplas gaze had learned secrets of blind fighting and kept up his hail of deadly arrows. Nahme battled a boss but her group were badly hurt and the boss fled upstairs. Reinforcements saved both groups an ugly mess. Ass hundreds of allied greenskins poured into upper three levels our heroes went beyond to the great dome chamber at the peak of the citadel. Tako made a horde of skeletons to help.

There the chaos orc king, his priests and a great vrok vulture demon with elite body guards awaited in the great vaulted wonder chamber. While orcs with skeletons clashed, the heroes went around the orc lines and began killing the elites and their acolyte servants. Acula had his bow shattered by the demons telekinesis and he furiously drew his dagger from his wrist sheathe and charged the demon. Nahme's theif boy crept behind the action and tried to backstab the demon but Acula downed it first. The boy took the chance and stabbed the demon in the throat cutting it's head off. It was a good massacre, over four hundred of the degenerate demon cultist bone orcs were dead, their corpses hurled from twenty stories below.

The king gave them all gifts including a relic for Nahme, a +1 longbow for Acula (he uses a composite bow but might help him trade for what he needed) and a wand of missiles for the Tako. While the king loved Acula, other orc nobles didnt so it was time to go. A small army escorted them across the ashen wastes of the great cavern and to where the dwarves lowered them into the depths via elevator. Nahme flew to the vaul and got dwarves to lower the elevator. In days they managed to reach the surface.

Back to the local orc village they found the party donkeys eaten but the orcs gave them a pack lizard. They never thought they would see the party again. To the court of the Black orc king where they prepared to return to the civilized south and Shadel port, quite tougher than when the entered with many weird followers.

Next - While the cats away...

Exile Log: Dungeons and Divorces and Domesticity

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So the party of Acula the now LE Orc Archer, Nahme the Angel and The Tako kid have finally escaped the underland after several months. Acula had divinations from orc Shamen warning there was trouble with his wives and the evil sorcerer Chondaru. The party have about 19 flunkies now, plus three riding beetles and a pack lizard.

So they had got out of the pit and viited the Black orc king's court then departed for home. The mountains were slow and dangerous travel but two of the orcs were expert scouts who could move faster. Floods had wiped out way party came.

Saw a kobold ambush on cliff above road but Nahme flew overhead and scared them away. She no longer bothers to hide her wings (now 7th level). Found a crumbling fortified bridge where two bandit gangs were discussing turf (about 40 men in all). One savage cannibals in turbans, the other mountain brigands. Nahme carried the Tako over head and he lobbed a fire ball inside vapourising most of them Leaders managed to flee, Two cannibals and a brigand luteneant dragging charred leader. Accula killed the bosses with arrows. Surviving bandit jumped over the bridge into rapids and Nahme tried to grab him but he was dashed against rocks and his innards drifted down the river and became entangled in rocks. Other party flunkies shot the last cannibal.

At night some kobolds were scuttling around the camp but Acula heard them and snatched two. The rest fled and managed to convince kobolds to come to party dungeon to join kobold tribe there. Olga the orc told them it was a kobold paradise with food and pay and retirement benefits.

Found a flimsy rope and board bridge over chasm and 5 hermits, cast out from civilization and cooking rats in a birch bark pot. Gave them some money and invited to join party. Thy were too lame so they wee given rides on beetles. Found a small tribe of rare Indigo orcs creating new warriors from mud pit. Acula watched the enchanted moment then recruited 4 to join him promising to help Indigo orc population (they had no females and dont breed true without magic).

 Found a crumbling stone elevator that once carried travellers to lower road but party climbed and flew down easily. Found great river fork and a crossing where giant turtles swam surrounded by crocodiles. Party unconvinced was safe so Nahme scouted by air and saw a giant tree crossing canyon about six miles back. So got to tree and Nahme and her young brother flew over. Acula began to cross and a demon appeared from sulpher cloud to block him demanding souls of who crossed. Acula sprung to attack and Angels flew at him and demon fled unused to opposition. Met some druids who were friendly and pointed way to Highland kingdom where they could travel faster. Advised to meet border guards and ask permission to pass.

Arrived at borderlands and Nahme being the nicest part member went ahead to speak to border watch. They thought party of orcs, crab men, eel men, octopi and bugbears were a formarian plot so fetched chief. He demanded 200gp to enter kingdom and escort "for protection". Even though the three heroes had 20 000gp each they all complained. Acula was outraged about being ripped off and insulted their king. The beserkers began chewing their shields a nd howling but Nahme calmed them. She made a deal for some of her aphrodisiac drugs and some cash which the chief enthusiastically accepted when hid bard recognised the drugs. So in a single day they traveled by highland road further than the last few days and by night were at the great road overlooking the horror swamp. Saw distant black dragon, one of lands two most famous.

Morning they came down road and saw the Bloodsand whaling town which like the last three yeasr of adventurers avoided. Nahme knew  town of degenerates 99% male and feared for her chastity. By lunch came to Marshtown and had lunch at druid school. Didn't see Linden the bard who owned it as he was abroad. Acula uncharacteristically bought everyone a beer in the pub.

Avoided Grogtown and met traveling priests who praised Nahme and told her how the good churches had had a religious reformation since a hierophant from the Empire came with new scriptures. Apparently her sun god was now a celestial emperor. Some were refusing to modernise.

So party tired but forced marched to the renamed Silverthorn village where most of party based. It was basicly a pub and a mansion with a underground dungeon (stolen from Chondaru) full of kobolds and reformed beggers from city working a clothing and brick factory population 120 humans and 300 kobolds.

Tako with his aquatic beast men (including a marine iguana beast woman from Marshtown) jumped into his well and showed them his grotto.

Nahme found the lady he left in charge (rescued from powdered form from a necromancers loot) was sleepin in her bed and acting like she owned the completed mansion. She had been flirting with Nahme's merchant husband. Nahme was furious and called Thomas the priest to cast detect lie. Thomas still had hots for Nahme and blushed and all were awkward for a moment. Having cleared her husband of blame and the girl grovelled for forgiveness, Nahme demanded she and Thomas got married. Worked out ok. She had done a good job of running estate but wasn't allowed to live in manour house any more. Thomas had been running shrine in manour and the dungeon well so Nahme commissioned a 6000gp temple to be built next to manour. Thomas set off to recruit acolytes and ordained his new bride.

Acula had lots of wives to check on. Spent night with his Kobold brides. Had four human/kobold hybrid babies thanks to druid magic. His two kobold brides didn't mind him a orc at all. He felt bad for the idiot one and considered if he could get her "healed". Morning he rushed of to his hidden forest tower (taken from assassin cult and now full of orc budies). His most attractive bride was horrified and demanded a divorce and a house. Acula now lawful evil agreed to divorce her and give her 700gp if she gave him their daughter and one last shag. She grumblingly agreed if lights were out. Orc buddies and the new orcs from travels all mingled: black, green and indigo. His Devil worshiping priest built a shrine in the basement. The eveil shrine under tower was consecrated to good by Nahme and the evil powers rejected it. 

Next morning party went to city to check up on properties. Nahme had her poor house and ladies boarding house and shopped for a warehouse to build a bigger sweatshop to convert poor to lawful good. Accula asked her to speak to his city wife.

Tako came along for a laugh with Nahme. Servants let them in and gave condolences for Acula's death and explained kindly friend Chondaru had looked after everything. Wife (a hideous unpleasant hag now a well to do city woman) explained how kindly Chondaru took her to soothsayer and asked "how fares the man Acula" but the soothsayer said there was no such man. Acula arrived a bit angry and she was surprised to see him a living orc. They had second marriage annulled by deed and Acula tried to convince her to become a orc. Nahme said his children must wait till of age and choose to be turned into orcs and Acula agreed. Acula was surely vexed and wanted t kill Chondaru (who had fled that morning) and wanted to kill Chondaru's family. Nahme said he could not harm innocents and his wife said she had become good friends with Chodaru's mother (party had met her claiming to be his friends earlier). Acula muttered he should marry or at least have sex with her. Apparently Chondaru had got a PHD and had fled back to the Hobgoblin halls to serve the hobgoblin king.

Tako went and bought a large prison hulk in the harbour and had repaired. Got his own wharf to save on moorage fees and started making zombie crew men.

Party all keen to get Chondaru once and for all. Acula was inlaw with kobold king and the party kobold tribe and hobgoblin hall tribe had some communication which party used to establish spies in enemy dungeon.  Acula had his tower torture dungeon cleaned up and had burt the Bugbear offer to help make ready for Chodaru. Secret police amended Acula's citizenship papers race section and he was promoted to lieutenant. Hinted they might offer him some wetwork. Helped him swap the magic long bow for a composite bow. Having got his dream bow at last he now wanted life extending abilities. Olga finally convinced Acula's city wife to become a orc. Better a typical orc than a hideous human.

The Blood Wizard Harvest

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(I started this a month ago on holidays) So got to Adelaide and ate a ham and drank beer and hid from world at old friends house till dad turned up in a panic thinking I was dead because I didn't phone him. Anyway all plans I heard were concerning xmas eve so I was carried away to Goolwa with short notice. Have gotten a long way through my EMO dnd house rules book and Red Brick Book.

For now here is a school of necromancy: Blood magic
(thanks to Miss E, age 9 for help)
I mention other elemental-necromancer lists here and will do them later

Spell Format:

Spell Name
Range: Duration: Target: Save:
Description

Blood magic
This is a school of Necromancy predating humanity that consistently re-appears on Exile Island. Probably due to the many remnants of prehuman and necromancer ruins. Partly due to blood necromancy one of several attempts by the elementals to re interest humanity in the elemental magic. When the Necromancer kings began to fragment after their thousand year reign many heresies developed. The elemental heresies led to the return of full blown elementalism that supported the barbarian hordes destroying the Necromancer kingdoms.

Blood magic is a hybrid of water elementalism and necromancy
Breath magic is a hybrid of air elementalism and necromancy
Body magic is a hybrid of earth elementalism and necromancy
Spirit magic is a hybrid of fire elementalism and necromancy

When calling or creating any water elemental being they may replace water with blood to make blood elementals for example. Another note is there are other spells from common wizard lists blood wizards use, especially making or summoning undead, ghoul touch and vampire touch spells. Generally prefer flesh and blood and gore to dessicated or bony undead. A version of a standard spell used by a blood wizard might have a more blood themed rational like a death spell variant called Congeal Blood or Boil Blood

These spells are found in the great book of blood the Hemonomicon. Rare to find a fully intact volume but fragments turn up. The complete book also includes recipe to create homonculi.

Spell Level zero (cantrips)

Bleed
Range: 3" Target: one person Duration: one round  Save: CON Negates
Causes a blood nose on a foe or other petty bleeding messy wound. Some wizards use to fake mortal wounds, soil clothes, humiliate foes or make their own eyes bleed for dramatic effect. Causes no damage and results automatic if subject willing.

Cauterise
Range: touch, Duration: Target: Save:na
Stops a bleeding wound instantly stabilising any one below zero HP bleeding to death

Bloody Stain*
Range: 3" one target or 1" cone Save: DEX Negates
Squirts a cup of blood 3" or a cone fx spray over 1" staining the target with revolting warm blood, a DEX save can avoid getting hit. The reverse of the spell (remove bloody stain) removes a bloody stain from a outfit or small room or murder scene

Blood Knife
Range: own hand Duration:one round per level, Target: creates one knife Save:na
Sacrifice one HP and form a sharp functional knife that turns to useless blood spatter at end

Cramp*
Range: 3" Duration: 1 round Target: 1 medium creature Save: Negates
A stab of sharp pain makes target save or drop a weapon if cast on hand or if cast on foot of running person who fails a save will make them fall. Reverse makes a nasty cramp go away.

Slippery Clots
Range: 3" Duration: one turn Makes 1" radius circle per level
Anything passing through area or trying to grip slips in sticky thick congealed clots. Some animals may stop to eat it and forget chasing people

Detect Blood
Range: 6" Duration: Round Target: blood Save: None
Detects living beings with flowing blood or spilled blood, blocked by any wall over six inches

First Level

Thirsting blade
Range: Touch Duration: round/lv Target:one weapon Save:CON Negates
Cast on a weapon and anything it hits capable of bleeding will bleed one hit point per round until the spell duration ends. Example a 10th lv caster puts spell on a sword, on the next round it hits a victim who for the next 10 rounds loses a HP.

Vomit Blood*
Range: 10"/lv Duration: one round Target: one person Save: CON Negates
Cast on a target who loses next action while violently spewing up a gallon of vile blood and taking 1HP/lv. The reverse version lets you liquefy a corpse and devour it to gain the equivalent HP called Absorb Blood.

Reduce Wound*
Range: Touch Duration: round/lv Target: one being Save: CON negates if unwilling
Target takes one less point of damage per dice during the duration. The reverse is increase wound and victim takes one extra point damage per dice. 

Regenerate Wound*
Range: Touch Duration: round/lv Target one person: Save: CON negate if unwilling
Heals one point of damage per round. Reverse makes foe bleed from miraculous wound.

Second Level

Vampire Mist
Range:3 " per lv Duration: round/lv Target: 2" radius Save:na
Caster places the mist in a desired location, it appears as a cloud of red mist but it leeches one HP per round per living being who touches the mist in a round

Blood Charm
Range: 3" per lv Touch: Duration: 1 turn/lv Target: 1HD/lv Save: WIS negates
Caster can temporarily charm multiple HD of equal or lesser creatures as long as they are wounded or bleeding or have blood on them. The charmed victims each get a save to resist. Charmed victims will keenly obey most suggestions but if abused and mistreated may get extra saving throws. If controller treats them well they will charge to defend their master.

Blood Font
Range: Touch or 1"/lv Duration: round/ lv Target: One place on ground Save: None
Makes a pint of blood every round pump from a point on solid rock or earth. Can attract predators or defile a location or cook to produce one meal per pint. Some cook with rice or make blood sausage.

Blood Trace
Range: Duration: Target: one living being Save: None
If you have tasted blood of a living being can track that beings location, can follow a direct line to the targets location when spell cast. 

Open Wound
Range: 3" /lv Duration: round/lv Target: one living being Save: WIS negates
By pointing a great gob of flesh on a target explodes for a d6 damage then they take one point damage per round.

Blood Shield
Range: Touch Duration: turn/lv Target:one being Save:na
Coats the recipient in a clotted coating of pulsing clotted blood that absorbs damage by giving the target a buffer of 2HP per level. Act as extra HP buffer. Often use to create enhanced undead or bodyguards or self.

Red Corpse Dust*
Range: 10"/lv Target: one corpse/lv Duration: one turn per level Save:na
Converts one corpse per level into a pound of red dust so as to make easy to carry or to turn into a preserved food stuff. The reverse of the spell rehydrates corpse into normal. If incomplete or mixed or contaminated the corpse becomes a hideous monster. This is used to create instant corpses to make undead. Possibly use to transport sides of beef.

Third Level

Bloody Bones
Range: Touch Duration: Permanent Target: One skeleton Save:na
Upgrade skeletons with +1HD +3"Move +1AC DAM1d8, also gives them a red fleshy coating, the ability to scream and known to jump or climb skillfully to attack targets. A Necromancer may only enhance one skeleton per level max at any one time, if creator dies the skeletons run free and wild.

Blood Goblins
Range: Touch Duration: Permanent Target:Ground
Sacrifice one HP to create a goblin per level that obeys for a turn per level before running free if you don't make a deal with them.The scarlet goblins feel some bond with their creator which can be exploited.

Blood Feast
Range: Touch Duration: Permanent Target: one HD of corpses per level Save:na
Corpses collapse into a mass of semi liquid gelatin that can be eaten easily. Extracts liquefied flesh from a corpse per level, each batch if eaten either acts as a days food or heals 1d3 HP. The marvellous magical meat slurry can be kept only three hours without refrigeration, after that it causes violent retching.

Reverse Zombies
Range: Touch Duration: Permanent Target: One Zombie Save:na
Upgrade zombies with +1HD 12"Move +1AC DAMd6 with 2 attacks, also gives them inside out wet red skin and enhanced mobility. Can jump or climb normally as if living and is far more alert. A Necromancer may only enhance one zombie per level max at any one time, if creator dies the zombies run free and wild.

Blood Rage*
Range: Touch Duration: Recipients CON in rounds Target: one living creature Save: WIS if unwilling
Enters a fury where recipient can remain conscious in negative HP and receives +2 to hit and damage. Will hunt and kill foes but without a target of hate will attack any near target. After CON in rounds spell the victim is exhausted and must make a CON save or pass out a d10 rounds. The reverse Cool Blood sedates victim -2 to hit and damage, half speed and will not pursue anyone out of sight, preferring to stand still if no threats.

Liquefy Form
Range: Touch Duration: turn/lv Target: one living being Save: WIS if used against will
Flesh melts into red liquid slime that can squeeze through gaps, climb like a slug, swim underwater or cling to ceilings. Only moves at 6" and cannot speak. Used for escapes and surveillance.

Fourth Level

Wall of meat
Range: 3"/lv Duration: Permanent Target: create a wall Save:na
Creates a section of wall of meat 10 foot high one foot wide 20 foot long per level. To pass the disgusting fleshy wall you must get over it or hack through 10HP per level to create a hole that a normal person can pass. The wall dies a turn/lv after creation and begins to decay as normal meat. The wall can be used to feed 100 people per level if it is cooked before it goes off. 

Seize Gaze
Range: 3"/lv Duration Permanent Target:One being with eyes Save:WIS negates
Victim in range makes a saving throw or one of their eyes flies into the hand of the caster inflicting 1HP damage a round and damaging the victim eye sight until restored with magical healing.

Blood Beast
Range: Touch Duration: turn/lv Target: makes a monster Save:na
Creates a 1HD per level monster with AC+14 MOV 15" ATT 3 DAM d8bite/d6claw/d6claw. The beast is made from blood and gore from corpses requiring 1HD of corpse per HD of blood beast.

Flesh Tentacle
Range: 1" /lv Duration: turn/lv Target: self Save:na
A horrid red fleshy tentacle erupts from your body inflicting a d8 (+STR bonus) or grappling any target in range. Can also be used to swing, open doors or hold tools. Rolls to hit as normal, replacing a standard combat action.

Blood Monolith
Range: 3" /lv Duration: round/lv Target: within 3" of monolith Sav:na
A scab coated giant blood clot arises from the earth a foot high per level and 1/2 a foot wide per level. Moves towards enemies at MOV 3". Living beings within 3" of the monolith take 1d4 a round and must save vs WIS or suffer fear for duration of spell. The monolith can be destroyed by attacking it as unarmoured person with 1HD per caster levels.Can block doors ways and passages.

Regeneration
Range: none Target: self Duration: one turn per level Save:na
Heal 1 HP per round. 1% per use develop a pound of your flesh into horrible tumours per use. Long term users become a hideous mass of lumpy flesh growths

Fifth Level

Purify Blood*
Range: 3"/lv Duration: Instant Target: One living thing Save: CON die if fail
Removes traces of disease, parasites and poison in the blood. Reverse version, Foul Blood acts as poison killing targets who fail a CON save.

Wall of blood
Range: 3"/lv Duration: turn per level & permanent Target: create a wall Save: STR
Creates a wall of swirling liquid blood which after one turn per level congeals into a sticky chumpy solid mass of clot which will attract animals and peasant cooks. Starts 10 foot high, one foot thick and 3" long section per level but the height halves when liquid form expires. While liquid requires a break doors roll (1/2 STR save) to pass through, stops missiles and most spells. If STR roll fails the victim is dragged around the perimeter until they escape with a STR save at a speed of 9".

Blood Warrior
Range: touch Target: self Duration: permanentt  Save:na
By cutting self for 1d3 HP a blood being erupts from the wound with one HD per level of the caster with AC+6 and a move of 12". It inflicts 1d6+ 1 per caster level. Obeys the bidding of it's creator but may be ignorant things having limited worldly knowledge. Only one blood warrior at a time can be made. They heal 1HP/lv/day.

Blood Ward
Range: touch Target: surface like wall, floor, box lid Duration: one week per level Save: CON Halves
Cut finger for 1HP and trace bloody sigil on surface that glows with scarlet light. If touched by a living being it arises, a hungry thing, biting and draining the intruders life force for 1d3 per level.

Hungry  Blade
Range: touch Target: one weapon Duration: one turn per level Save: CON Negates
Cast on a weapon, wounds will bleed for 1 HP a round on living beings the round after being hit. Equal to the casters level. If the victim saves they do not bleed. Only effects living things.

Sixth

Taint Bloodline*
Range: touch Target: one person Duration: permanent level Save: CON Negates
Victims offspring and every generation thereafter has taint d6 1=part fishman 2=lycanthropy 3=mutant 4=part reptilian 5=idiot 6=hideous cripple. Reverse removes a taint or family defect and is used by inbred dynasties to remove degenerate taints. A remove curse or reversed spell removes taint.

Flail Skin*
Range: 6"/lv Target: one weapon Duration: permanent Save: CON Negates
Shreds and removes persons or corpses skin leaving it in a single sheet and the body in a horrible disfigured state. The victim takes 1d6 damager per lv and is hideous to behold requiring serious healing magic to replace the epidermal organ. Reduces victims life span by half unless restored by reverse or other healing magic. If used on a leader will give followers a morale check.

Seize Heart
Range: 6"/lv Target: one person Duration: one round Save: WIS Negates
Tears out living victims heart which flies into casters hand killing the target

Mass Vampirism
Range: 6"lv Target:  Duration: instant Save: CON Negates
Drains up to one HP/lv from any living thing in range of life in the form of liquid blood that pours from victim into the caster. Works on friend or foe. Once fully healed can have up to double normal HP but lose one per round over normal HP.

Seventh


Vampire Curse*
Range: 3"/lv Target: one person Duration: permanent Save: WIS Negates
Victim can now only live by feeding off blood and no other food or liquid ingested. They have a constant craving and feel tempted to kill others possibly requiring a WIS save to resist urges to drink others blood. A willing person could produce a small amount of blood to relax them for a while but would be unhealthy to do more than once a week. The reverse or Remove Greater Curse cures the condition.

Blood Storm
Range: mile radius Target: sky Duration: round/lv Save:na
Red clouds form over a d10 rounds then a downpour of blood pours from the sky covering everything in range in foul blood. Most beings in area freak out requiring a morale check or will flee area. Many inteligent beings will see as an omen of the end of the world.

Troll Regeneration*
Range: touch Target: one person Duration: turn/lvl Save: CON Negates if unwilling
Target regenerates 3 HP per round while under effect. If reversed as Troll Degeneration target bursts into horrible hemorrhages and tumours all over and if they survive resemble a hideous troll like freak. If they are "killed" they arise as a troll, totally taken over by chaotic maddening tumours and no longer a normal being.



Eighth


Blood Golem
Range: touch Target: one pile or pit of corpses Duration: one turn per level Save:na
Can create a colossus of gore using 1000gp ingredients per HD up to 2HD percaster level. Each corpes used gives the thing 1HP to a maximum allowed by HD. Each HD is one foot tall. The horror has AC16 MV12" and has a 3d12 punch or stomp attack. The creature id psychotic and angry but mostly obey while in wizards sight. If left out of control it wanders off to kill and eat anything it can find while gibbering and screaming. Some wizards keep the being in a well or tower and seal in when they are asleep.

Tower of flesh
Range: touch Target: creates a tower Duration: permanent Save:na
Creates a living tower of flesh 2 foot high per level and one foot wide. It has passages, windows, rooms and 1d4 sub basements. The living tower twitches when harmed. Tends to attract vermin and parasites, possibly developing a internal ecosystem in time. It has 40 HP per level AC10 and may be killed by death magic and other means. It has a CON equal to casters level to resist disease or poison of death magic. If killed takes month to rot away attracting vermin and animals. May be burned and will feed a army of 200 men per level with roast wizard flesh.


Ninth


Clone Flesh
Range: touch Target: one inch cube of flesh Duration: permanent Save:na
With a cube of flesh and a lab with great bell jars worth 1000GP per creature HD, can grow a identical copy in one month/HD. It hates the original, can sense it's location and sees to destroy it. After it totally assumes normal manner of original. Some wizards manipulate the growing being using non weapon skills to give beings minor cosmetic changes like swapping it's attributes or adding features of other species. Clones often feel ungrateful to creators and will quickly wish to avoid them in most cases. May be possible to store flesh cubes or clones with cold or stasis or in jar in lab with alchemical apparatus.

Blood Throne
Range: none Target: self Duration: 3 rounds/lv Save:na
A great geyser of blood erupts under the wizard supporting them several feet off the ground in a standing or walking position and moves with them. While drenched in the unholy fountain the caster cannot lose HP's or be killed by death magic. The caster feels elated and is drenched in ore after.

Let me know if ive made any major mess ups or feel welcome to make suggestions

Long Stairs Mission Log

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So ran a session with a player from earlier group with several newbs. The vet I made a corporal and 1st lv wizard (secret) and rest had 4 zero level soldiers and civilian experts recruited to explore the dungeon dimension as part of operation Alice and the experimental operations group.

The recruits were taken to the surface base in Emu Flats for training. The corporal had lost his whole squad and returned tainted by magical texts and was now a apprentice wizard with training to hide his magical effects. His squad had no idea.

After basic training they went through the nuclear blast doors and the apature into the dimension to the forward base. Of course vets ignored them as most would probably die. After settling in a few saw signs of the base mission. Medics saw some wounds in hospital they couldn't comprehend. Others got to clean monster cages and dissect some dead orcs. A few saw documents seized from the alien species including elves, dwarves and goblins.

As one player had done basic scenarios and I knew another was coming late, the squad was to look up a old abandoned forward camp. Went with a sarge to the distant deep cavern. On way found a unmapped small cramped tunnel. Sent in a green recruit who crawled with a pistol and a torch into a chamber with a huge chest with four locks. Seemed it couldn't fit through only exit. Kid tapped chest and lost radio contact.

Squad ordered to turn backs while magician corporal summoned three halflings to explore the hole. One returned complaining of gas before he vanished back to where summoned beings come from. A trooper climbed in with two gasmasks, found unconscious kid and dragged him out with a mask. He recovered promptly. Sarge marked on tablet map and got squad moving.

Found huge cave with a crumbled structure of stone on rock outcrop connected to entrance with a raised path. Most of floor level 20 feet lower. Was a lake and three other passage ways. One passage was up high on a cliff overlooking cave. As approached the ruin saw Australian army rubbish dated from 60s and evidence others had camped here more recently. Found a toilet pit buried of something not human. Some fish and elf bones chewed near fire place.

Set up camp and sarge got six squaddies and corporal to check out perimeter. On way hears voices no like any recording they had heard. So sneakiest men went ahead to get better angle to see in cave saw 5 short white haired bearded humanoids with white eyes. Two had hooked glaives, two including boss had hammers and one with a crossbow. They seemed aware someone else in cavern. Two crept out and rest of squad saw secondary boss with hammer sneak out but not  crossbow user.

Squad opened fire obliterating visible hammer man. Snipers shot leader and surprised leader took so many bullets and still standing. One foolish squaddie charged with a bayonet into cave and stabbed a creature but crosbowman shot him down. Rest of squad moved up and blasted rest till all down but one with glaive who reached snipers. Two men pulled back the over zealous kid and stabilized wound but he was also poisoned by crossbow. The radioed sarge and requested doc move in. The glaive man took out two troopers before one sniper grappled him allowing three other men to bayonet him. Guy went down dropping glaive but broke free before a hail of boot brought him down.

Poisoned man was kept alive with constant cpr and adrenaline shots before doc managed to find antidote on a creature and risked it. Other men regained consciousness and four of five creatures stripped and cable tied. One squad member badly hurt unconscious still and poisoned guy was saved. Sarge ordered cave quickly scouted then all returned.

Back to base where two in hospital and other participated in base life. Playing volleyball, brawling in bar, spending time in brig, studying monster tech and getting familiar with base tech. Heard of doppelgangers and mimics in base. Also how sterilised dogs had become fertile and were impregnated by blink dogs.

In hospital late one night a man awoke to find a ghoul infantryman sucking on his bandages. He screamed and flailed and got a claw but awoke another wounded man who called out and punched ghoul. When ghoul turned on him, the first trooper ran for guards who came and killed creature. Doc came to see fuss and treated mens scratches.

"Lucky only a proto ghoul" he remarked.
Then noted on medical records men might be susceptible to ghoulism on death.

Creatures captured identified as Derro. In cells they lied and threatened and tried to turn interogators on each other. Strange mentality and brain structures intrigued base scientists.

Next did a quick return to the cave. With some new team members including a drone operator. In the cave the Derro were guarding before they went till they found a mini keep gate house with portcullis operated by derro. A side passagehad a well with bald grey skinned gnome fishing. Best sneakers tried to grab him and gnome got to slap one in face with rod before being pu in a sack and carried back to camp. Turned out corporal knew elvish and gnome knew a dialect so communications were established. Creature was friendly and offered to establish trade if humans were here to kill derro. Gnome was keen to get help but sarge said we can take this gate now.

Stealthiest in dungeon cam gillies suits got close with demolitions troops and pulled back. As guards spotted them the demo crew pulled back under cover from kill drone and rest of squad. Corporal summoned several dwarves inside gates causing derro to swarm around gates to get them when demo charges set off. Destroyed walls and injured most of the derro. Squadies threw 3 grenades which finished them off. Looted some silver and more poison antidote and said fare well to gnome. Set some booby traps on derro base remains and went back to base.

All went well and several new players keen to do again. No regular time proposed yet but will run if i can get at least 3 more players.

Roadwar2001: Dinobusters

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So the team awaiting call from their corporate masters had a possibly rogue suit from Gentech ask them to help rob dino embryos from a closed dinosaur theme park. Karumi the ninja on her bike, the good christian mutie in his now living hotrod built for ramming, the ex Sherri in his interceptor and the veteran cyber psycho in his light truck kitted out for em warfare.

Were to be paid $150 000 plus four star insurance (incuding air extraction) and ammo costs while on mission.

Team trundling along in outback saw lone biker on road waving them down. Warily stopped and gave him water. His gang ditched him and he would die out here. Was a member of a mutie motor gang. Guys gave him a job and put him in the back of interceptor where he could be watched. Guy seemed really happy with his turn in luck. Name was Sludge, never said wha his mutation was but everything but his mouth covered..

Later came across locus swarm and all pulled over to wait it out. Mutie glad he had enclosed his cabin finally. After the grass was all gone and six inch locusts too weak too fly were crawling everywhere. Mutie and sluge grabbed lots for food. Hmmmm sky prawns.

Almost at target when saw road half collapsed. Closer still saw cliff bend was reinforced with concrete bunkers making collapse very unlikely. Some men spotted hiding near by and a 4wd hidden of road in trees. Mutie floored accelerator intending to ram through then spotted mines so he jumped pile of rubble and killed two hiding men.

Sherrif fired RPG blowing up mines and killing more men and drove through rubble fine. Men left fled for 4wd. Karumi went off road, waited till the men got near then fired a large high explosive rocket killing them all and setting 4wd alight. All stopped to search the dead. Found uncut gems and gold flakes. Were a prospector gang who also used explosives in ambushes. Mutie opened his boot to feed unconscious men into his bio fuel plant grinders. Horrible screams ensued. Put a few corpses in back seat for later. Had a few bites and offered some to Sludge who said he only ate humans from necessity. Another funny little test.

Finally arrived at perimeter of DinoWorld, a subsidiary of Global Theme Parks Ink. The wall started with 3 meters of concrete then 9 meters of metal beams, bars and electric razor wire. Some other tracks nearby. Mutie went scouting while others camped. Found a tree had damaged wall at one point so a risky climb and leap could possibly get through. Found campsite of multiple bikes, 4wd and a 4wd truck.

Back at camp Sheriff on crime data base found a gang obsessed with dinosaurs. Used cybernetics, biomods, tattoos to modify selves and had been caught trying to smuggle raptor embryos into Australia from Singapore.

In night a sneaky pterodactyl crept up on all fours to steal food but Karumi meditating on the EM warfare trick among satelite dishes and antena saw it. A few shots drove it off.

In morning the suit opened gates with a former employees card. Inside was overgrown hotel theme park rides and museum. Beyond was hectares of jungle and dinosaurs. Grazing peacefully inside gates were three Anklosaurs. Karumi wheeled in her bike and sludge and suit came in too. When Cyborg started his truck the Anklosaurs flipped and assumed aggressive stances. Karumi read the mind of lead male who felt his ladies threatened by noise. Shut off van and eventually calmed down. Hid all the vehicles outside except bite hidden in door in gate house.

Went into admin as they could only get perimeter cam feed from gatehouse terminal. Opened lock of admin and cyborg jacked in his deck to the security station computer. Got maps of service tunnels and some cam feed but some one else in here had been in system and left traps. The system computer refused to talk to that deck. Suit had his deck but wanted to await for an emergency or nearer precious embryos.

Sheriff looking around found a head sized dino poop. Warned all to look out. As headed to elevators saw 4 huge raptors coming. Suit and and sludge puled back others opened fire. Two killed and two wounded tried to flee but sheriff magnum finished them off.

Went into sub levels and fixed a electric transport and all headed into the depths. Some patches partly flooded and roots coming through ceiling. Came to red zone on map where roof collapsed. As Cyborg and mutie went to clean up rubble so car could get through, Karumi saw a curious raptor peer through hole. he screamed as raptors dived in. Bullets everywhere and screaming. In confusion Sludge got arm torn off and raptor grabbed him and jumped out of hole to surface. Most of others killed.

Past block almost at dino nursery lab and passage caved in. Climbed out hole and approached base to see a ceratasaur hungrily looking at cyborg. Rest all hid and ambushed beast killing it. Got into lab and found it was being ransacked by gang. Karumi sneaked in close with her katana killing their techie. Others killed gang while they were confused about their boss. Nabbed all the lab embryos and some extra samples for the eski (what Australians put things they wanna keep cool in like beer or goon bags).

Fled bunker and gang members riding raptors came and they managed to kill them. Sheriff tried to jump on a raptor but it ran too far so he quit trying. As almost escaped park when t-rex came. It too killed in hail of lead. Landed and almost killed berserk cyborg. Let out when calmed down.

Escaped park, got payment. Happy trails.



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