Quantcast
Channel: Elfmaids & Octopi
Viewing all 2327 articles
Browse latest View live

d100 Strange little shops I had never seen before....

$
0
0


d12 Strange location
01 In a wall
02 In a waggon
03 In or under a bridge
04 In street accessible basement
05 Up tiny stairs o cramped upper floor or attic 
06 Inside another shop
07 Inside a Inn or pub in rented room 
08 In a rented warehouse corner or stables
09 In a boat, houseboat or rotting hulk in harbour
10 In crumbling upper floor of tower

11 In a gatehouse spare room
12 In shadows of filthy alley way well hidden from street


d12 Strange Features
01 Strange guardian
02 Strange guards d3+1
03 Spell caster owner
04 Feature in room is a gateway d4 1=mirror 2=door 3=rug 5=painting
05 Something in the shop d4 1=gremlins 2=spirit 3=poltergeist 4=giant rats
06 Shop is alive
07 Shop moves front around city
08 Shop has a teleporter pad
09 Important customers only d10 for minimal level to be served
10 Everything covered in webs and dirt yet always new stuff every visit

11 Shop has many cursed and difficult to use magic items
12 Shop has antique items with ancient scripts and nothing new

d12 Strange Shop Keepers (If not specified)
01 Is a arcane caster like a wizard or sorceror
02 Is a divine caster like a cleric or druid
03 Is a spirit handler like a shaman, medium or 
04 Is a necromancer or evil high priest or summoner
05 Is a sage, bard, monk, mystic or psionic
06 Is a non human race member like a demi human or humanoid
07 Is a beastman or abhuman or automaton
08 Is hideously deformed like a hunchback or even a mutant
09 Is a shape shifter like a lycanthrope, doppelganger or changeling
10 
Is a cultist of an elder god or planar being

11 Is a planar race from other world in disguise as a human
12 Secret police spy op 
to keep eye on murder hobo magic stockpiles

Gender d2
Age d100+d10+10


d10 Quick strange shop subtypes
01 Healing - often have d4 number of d6 healing potions 100gp each
02 Holy - various spiritual magical services like exorcisms, curses cast or cures
03 Arcane - wizards and sorcerers creations d4 minor magic items
04 Alchemy - chemical potion specialists d6 potions
05 Sage - various specialties and books d6 interesting documents or rumours
06 Bard - songs, instruments, poems d6 interesting documents or rumours
07 Cult - d6 interesting idols, drugs, rumours, cursed items or documents
08 Adventurer - d6 interesting supplies, weapons or armour, possibly firearms
09 Divination - d6 interesting goods and services including fortunes told, documents, drugs
10 Planar - d6
 interesting goods and services including fortunes 

d100 Strange little shops I had never seen before....

01 Strange little shrine with healing for profit cult
02 Strange decorated shrine with cultists and 2d6 local cultist attending healing guru
03 A old shaman with snakes in baskets sucks wounds out of victims
04 A old person mixing healing potions and herbs in dirty pots on floor
05 Filthy local people who offer healing milk of sacred d4 1=goat 2=rat 3=dog 4=Caterpillar
06 Shifty man with pushcart offers healing dust at cheap prices (1in6 illusion or poison)
07 Strange foreigner with exotic healing treatment with needles, incense and herbs
08 Person with strange creature that eats wounds away leaving victim healed
09 Robed cultists mixing strange substances sell healing brews and addictive drugs
10 Selling high quality exotic beer and healing brews from imported and found barrels

11 A shaman exorcist from far away wrestles spirits, surrounded by fetishes
12 A modern occultist ghost hunter and exorcist sells spirits and ghosts in bottles

13 A naked priest with shrine specializing in curse removal
14 Curse dealer sells curse items and prepared scrolls to punish your enemies
15 Mud caked mystic who cures poison and diseases via unusual ritual spells
16 A cleric who specializes in breaking spells, enchantment and curses with lots of shouting
17 A lizard man shaman who can restore memories and help you remember past lives
18 A goblin witch doctor using mushrooms to treat all kind of ailments or boredom
19 Cheap holy stuff pop up shop by church in need of quick cash, trying to avoid scandal
20 Holy relics going cheap, saint knuckles or hair, old statuary from ruins, headstones 
21 Dealer in magic weapons and armour from a single exotic ancient source
22 Magical armourer (1in6 Dwarf) makes custom objects over months
23 Wand dealer with many cantrip wands or a few almost burnt out old ones
24 Magical jewelry and gem dealer some with specific saving throw bonuses or better
25 Fetish making witch makes items with +1 one use saving throw or other bonuses
26 Old person with familiars brewing mostly herbal and exotic ingredient potions 
27 Scroll shop selling custom magical scrolls and occasional low level spell book
28 Sorcerer selling drugs, hookas, pillows, scarves, candles, incense and luck charms
29 Wizard selling books some occasional magic scrolls or badly damaged spell books
30 Wizard specialising in one use or limited use magic items
31 Poison maker with foul creatures, potions evil herbs and drugs with creepy customers
32 Golem maker specializes in type but might sell others, mostly household worker models
33 Apparatus brewing strange creatures, alchemist will rent or create custom life forms
34 Potion making lab with apprentices working away with lab equipment for master
35 Potion tester, former apprentice gives pretty good estimates for low price with his test kit 
36 Automaton maker building magic and clockwork devices and creatures, most are toys
37 War alchemist makes gun powder, fireworks, rockets, incendiaries, mines, smokebombs
38 Metallurgist identifies metal, traces in soil samples, makes acid and can refine metal
39 Researching transformation on side will convert currency and change coins cheap
40 Clone master can grow a hostile clone in a vat that hates original, very expensive
41 Sage specializing in dungeon maps and lore who really gets into research
42 Sage interested in dead monster body parts for research and dissection pays well
43 Sage historian interested in lost relics to prove bloodline claims and cause trouble
44 Sage is a expert on languages old new and exotic will translate anything eventually
45 Sage is scholar of identifying magic items and researching histories
46 Sage is historian on ruins and old houses especially in city or area around it
47 Sage is authority on undead and graveyards, collects rubbings of graves and family trees
48 Sage is expert on other planes and life forms, collects interesting left over creatures
49 Sage is keen on other races and collects relics and objects made by non humans
50 Sage collects heroic tales and stories of adventurers, has lots of old dungeon maps
51 Bard sells musical instruments of many exotic types and sometimes a magic one
52 Bard sells gossip, rumours and will spread propaganda about town for money
53 Bard sells sheet music and many include snippets of history, legends and dungeon lore
54 Bard identifies magic and researches history for a discount if he hears good stories
55 Bard sells love poems and inspirational speeches which prove to be very good
56 Bard sells magic stuff he has trades, some very petty, some cursed some good
57 Bard sells clothing for dashing swashbucklers and performers, some is magic
58 Bard shop is front for a brothel but has some very exotic workers and tricks
59 Bard lawyer with documents including deeds for property, dungeons and goods 
60 Bard play writer with stage props and costumes from old productions on sale
61 Squat robed cultist with idols and incense selling exotic tea and drugs
62 Cultist with lots of familiars d4 1=rats 2=frogs 3=cats 4=newts selling as pets or snacks 
63 Cultist selling grave goods like old jewelry, slabs or marble, headstones, sealed urns
64 Cultist butcher selling preserved human body parts for magical reasons and for cannibals
65 Cultist selling adventurers maps he gets sent by boss monsters on weekly basis
66 Cultist goods from converts at low prices for fast quiet transactions
67 Cultist vil books and fragments or forbidden lore, like rumours too
68 Cultist cursed goods and potions for quick sales no questions asked
69 Cultist selling slaves especialy children and useless old people, always buy virgins
70 Cultist assassination contracts for a side business
71 Exotic shields some magical some with mechanical tricks
72 Exotic armour some made unusually or from other races, some magic
73 Adventurer supplies especially ropes, rations and some magic
74 Thieves equipment store including quality tools. hidden things and exotic tech
75 Map shop of world, ancients, ruins, dungeons, sewers, towns
76 Gunsmith selling muskets, handguns, blunderbusses, grenades and a small cannon
77 Adventurer selling exotic animals and monsters in cages
78 Exotic horse dealer has some weird foreign breeds and mounts used by non humans
79 Exotic dog dealer has some weird foreign breeds and animals used by non humans
80 Trap and lock dealer buys olf trap mechanisms and damaged locks and fittings
81 Soothsayer sacrifices animals and studies entrails to warn customers of fate
82 Nomad seer has magical scrying device and esp, can locate people and things far away
83 Shifty diviner with magic cards will tell your future, most are fake but this one is uncanny
84 Tattoo master can give you tatoos with warnings of fate, he is in trance while working
85 Priest specializes in divination magic and astrology skills, has astrolabe and sky charts 
86 Priest or wizard specializing speaking to dead spirits charging loved ones substantially
87 Crazed wizard has spoken to planar beings too much, has great insight but confusing
88 Shaman communes with local or ancestor spirits and questions them for advice
89 Trance prophet inhales fumes through crack in floor to speak prophetic riddles 
90 Dealer in prophetic books, scrolls and books on divination techniques and omens
91 Acupuncturist can change alignment short or long term (takes a year)
92 Has maps and documents and items from other planes and bits of creatures
93 Wizard teleports or plane shifts people for cash, not very exact if he has not been there
94 Weather witch can create weather in locations or give bottles which release fog or storms
95 Wizard sells beings trapped in stasis as statues, not sure when wears off
96 Bumbling mechanomancer builds stupid gadgets that mostly disappoint, some work once
97 Crystalmancer selling possibly magical pretty crystals, some work some alive
98 Beastmaster selling trained tame exotic creatures only one to a customer ever
99 Man selling gremlins in cages, claims some trained specialist who obey one command
100 Crazed mutant selling strange relics and weapons from another reality (lasers?)

d100 Empty Houses In Shadelport

$
0
0
Shadeloport has many empty buildings. Not just the pre human haunted ruined areas where only desperate or adventurers go, but throughout the city. The wealthier areas are hard for adventurers to enter and wealthy houses abandoned are often guarded and and the militia will protect then more and listen to complaints from locals. In the poorer areas abandoned houses are common and many are inhabited by squatters.

Slum lords often pay adventurers to clean out houses. Such houses are cheaper and a good investment if you can repair them and chase out squatters. Many have worse things than squatters however and some are very long abandoned.

I had whole campaigns revolve around real estate empires.

Also see this
http://elfmaidsandoctopi.blogspot.com.au/2015/02/d100-real-estate-in-shadelport.html

Properties are seldom empty when purchased. Some have tenants with leases (some for life and cheap). The rest have squatters or worse.

d12 Quick Squatters
01 Homeless old drunks camping here
02 Drug addict youth gang use as base
03 Refugee family desperate for accommodation
04 Gang of thieves hiding from bigger gangs
05 Cultist using as a makeshift shrine and flophouse
06 Gang renting out as a flophouse for poor
07 Crazy homeless spell caster
08 Plague carriers
09 Humanoids d4 1= goblins 2=orcs 3=kobolds 4=beast men
10
 Demihumans d4 1=dwarf 2=elf 3=halfling 4=gnome
11 Viscous murder hobo adventurer party
12 Clan of mutants sick of normals telling them what to do

d12 Quick Property Damage
01 Crumbling rotting wood with leaking roof
02 Termite infested crumbling with termite mound in middle of main room
03 Roof missing with canvas tied for some cover
04 Fire damaged, blackened, holes in walls and leaking
05 Interior walls and furniture smashed everywhere
06 Gang graffiti and vandalism everywhere
07 Broken and empty bottles everywhere
08 Piles of discarded rotting camping supplies and stolen bags
09 Huge rat nests with rats under floors and under walls
10 Occult graffiti and ritual paraphernalia from cults like goat skulls and candles
11 Flooded lower floors and water damaged
12 Floors collapsed into basement and possibly into sewer 


d12 Quick odd features
01 Stables with lane way entry
02 Small plot of garden d3x10 square feet
03 Barred and locked
04 Attic room
05 Sub basement below normal one
06 Strong room
07 Courtyard
08 Water feature (1in6 working fountain or pool) 
09 Hidden cache
10 Secret room
11 Entrance to sewer system
12 Small plot of land with graves or crypt

d12 Types of Building
01 Cramped one room shack
02 Single floor with basement03 Town house with two floors and basement
04 Shopfront with apartment on top and basement
05 Three story town house with basement
06 Shopfront with two apartments on top and basement
07 Four apartments including one in basement
08 Three story inn with basement
09 Tavern with apartment on top and basement
10 Four story inn and basement
11 Four story townhouse and basement
12 Court with inn, townhouse and d3 shops in one complex


d100 Empty Houses In Shadelport
01 Former murder house with blood spattered about and hidden corpses
02 Spiderwebs with hundreds of large spiders and a giant mother, web bound corpses
03 Phantom haunts house until body in wall crawlspace buried
04 Escaped apes and monkeys from sailors and zoo have taken over
05 Fishmen spawning in flooded basement and kidnapping locals
06 Goatman coven use to sacrifice street urchins
07 Drug dealers have made crude lab for refining narcotics and growing mushrooms
08 Yellow musk creeper and guardian zombies live here 
09 Former alchemist house tainted with potions causes hallucinations
10 Gang of thieves actually were rats with loot, prisoners and pile of chewed bones
11 Robed cultists mostly laying about high on drugs led by a sorcerer
12 Cultists left ritual paraphernalia of crude altars, candles and blood, they might return

13 A evil wizard left his imp familiar behind which plays deadly pranks on intruders
14 Gremlins live in house with pet rats and horribly torment homeless squatters
15 Three witches squat in the house and scare away attempts to evict them
16 Cannibal clan from country squat here and use their young to lure in victims to eat
17 Ghouls come from the basement and rest here in between graveyard raids
18 A thieves guild has set up a sweatshop making bootleg merchandise
19 A young ogre came to city and has fattened up eating landlords and homeless 
20 Frogmen came to this flooded house as tadpoles and now they perform vile rites
21 Drunken ork beserker brotherhood squatted here with goblin slaves
22 Filthy dwarves squat here brewing narcotics and drinking chase away human pests
23 Elvish squatters have planted vines, trees, flowers and beehives and removed the ceiling
24 Halfling squatters operate a dining house preparing fine food and beer in the house
25 A elder race catfishman warlock in flooded basement turns other squatters into thralls
26 Devil swine charms homeless squatters and has them acting as a savage gang
27 Lizard men left a bonebreaker egg here and the small angry dinosaur eats squatters
28 An evil intelligent swamp squid crawled into the flooded basement as a baby
29 A necromancer squats herewith his zombie sweatshop workers and skeleton guards
30 A wraith haunts here, remains of a evil high priest who was killed and dumped here
31 Basement crypt is home to a crusader wight with a magic sword and lesser wight guards
32 A mummy sarcophagi left here by an alchemist, now the mummy guards the house
33 A lesser demon summoned by a cult years ago uses as a base for nocturnal murders
34 A witch and about a hundred cats live here, any cats harmed enrage her
35 Flooded basement is home to a giant toad who eats giant rats and homeless squatters
36 A spectre of a evil merchant lives here with piles of corpses of intruders
37 A clan of shadows dwell here growing slowly, by night they hunt the streets
38 Doppelgangers pretending to be squatting adventurers welcome newcomers to dinner
39 Crabmen came in through sewers and have clusters of eggs in flooded basement
40 A mad wizard believes this is his palace and is served by junk golems
41 Waggon nomad family squatting here working as thieves gang and fortune tellers
42 Local arsonist with incendiaries in bottles and shrine to evil fire elemental lord
43 Full of rotting leaves and garbage with roof missing, home to shambling mound
44 Full of sewerage bubbling from sewer home to a neo otyugh
45 Flooded basement home to several water weirds and a dozen rotting drowned corpses
46 Horde of gibberlings from sewer nest here and swarm maniacally if disturbed
47 Several dark stalkers from Underland living in building with boarded up windows
48 Troll grew from blood on murder hobo boots and ate sleeping squatters
49 Collection of elder relics including broken stone urn guarded by dark spawn of Tsathogua
50 Pool of slime mold in basement surrounded by grey oozes and gelatinous cubes
51 Building caked in yellow mould colonies, shriekers and crumbling human skeletons
52 Green slime colony in ceiling grew from hobo who crawled here to die
53 Pack of stray rabid berserk dogs furious at any who invade lair
54 Grell from sewer resting from sewer journey snaking on some homeless squatters
55 Dark elf spies with zombies and spiders using house as base of operations
56 Goblins have spread a giant fungi garden here and tend crops of magic mushrooms
57 Goblins running a sly piggery and recycling local garbage, enjoy wallowing with pigs 
58 Homeless war vets not going anywhere against will as long as they live
59 Secret police station with cells and torture chamber, always manned and unwelcoming
60 Thieves using as a warehouse for stolen merchant goods in crates
61 Merchant with hired thugs running discount warehouse with free rent
62 Beggar runs orphanage for street urchins teaching them pocket picking skills
63 Flagellants drinking, seducing local youths and whipping selves amid empty bottles
64 Giant rat nest mounds with many dozens of fat happy rats with king size of a black bear
65 Ratmen warlocks brewing plague potions and communing with netherspace rat demons 
66 Phantom family haunt building until corpses hidden by murderer are buried
67 Sheet phantoms and zombies among dusty rooms with sheets over old furniture
68 Spirit adopts human form to try and persuade adventurers to avenge their murder
69 Drunken bards if bullied out will lampoon and mock party ruining reps around city 
70 Thieves run as vice den for bucks nights with dancers, drugs and donkeys
71 Religious pilgrims sworn to poverty sheltering with makeshift shrine
72 Nuns operating soup kitchen for the poor with grizzled old homeless war vet recipiants 
73 Wizened corpses with crazed looking old man possessed by a ghost
74 Sly butchers shop with bloated butcher selling mystery and dungeon meats to locals
75 Sly grog shop where cheap grog sold from bucket by alewife technically a crime
76 Second hand shop run by retired old thief couple, charming and loved by locals
77 Halfling selling buttered stewed sewer lobsters, lampreys and eels with big grin
78 Hundreds of pigeons dwell here fed by homeless old man, actually a wizard
79 Hook horror has wandered up from basement to feed off homeless squaters
80 Owlbear escaped from wizard menagerie and found lair, pining for a mate
81 Dwarf sly brewery and distillery with copper pipes, barrels and clay bottles
82 Semiconscious pale homeless dwell here selling blood by night to vampires
83 Gang have set up a slave pen to store slaves bound for market, unwelcoming to guests
84 Low class brothel here run by local street gang, some workers polymorphed stray dogs
85 Gang of werewolf cultists in hiding from law pretending to be common squatters
86 Clan of mole men digging for pre human cult relics to restore their ancient glory
87 Hundreds of bats live here, floors about to collapse into flooded basement from guano
88 This building used for illicit sexual acts and orgies by a sex cult, full of mattresses
89 Grinning cannibal hobos cooking city land inspector on a spit roast 
90 Bugbear with goblin servants in fancy clothes have kept house in good contition
91 Artist colony with painters, actors, poets and others living bohemian lifestyle
92 Colony of street urchin kids suspicious of adult exploiters, will burn house if evicted
93 Old druid with pet giant lizards helping colony boom, local pets vanishing
94 Student squatters from noble backgrounds will call on families if harmed
95 Gang running sly casino with enforcers, card sharks, rigged games and bad booze
96 Giant scorpions nesting in heaps of rubble that crawled out of city sewers
97 A golem left by former ocupant scares everyone away, furnishings intact
98 Gang running coin clipping and counterfeit agressivly murder anyone nosing around
99 Crackling portal to plane of chaos guarded by a shoggoth and used by cults and mutants
100 Nest of stirges in attic  and pale corpses of homeless squatters on lower floors

d100 Things off duty devils do

$
0
0





Do the devils work and do it well! But even devils have things to do in their own time. Idle hands do the devils work they say but devil downtime means doing things for themselves. Tormenting souls might be a job but those souls belong to someone else. In their own time they torment souls they have shares in and are more profitable personally. They also socialise, wheel and deal, eat, drink, love, screw and have hobbies. Dukes of hell use free time to control the lesser devils but arch dukes in turn use them. Devils evolve over time by service while demons are more haphazard and mutate and use luck. Demons are lazy and indolent mostly but some serve greater demons or devils  to gain more opportunities to gain power. Devils advance slow and steady demons are a mess and go up and down with rare spikes advancing them or turning them into ooze.

There are a few commodities devils enjoy and trade

The damned are souls of the dead sent to hell for being lawful evil. They get a chance to be tormented and abused and possibly advance up the ranks. Mostly they are just slaves to be abused. Some are naked or wear grave shrouds. Some are corporeal some are semi intangible phantoms (they require more cerebral torments). Some hells have specific local damned. They are valuable as food, slaves and objects of torment and raw materials of other things. Damned are harder to kill and if they die are reborn from the soil of hell possibly in a new form.
.
Hell rum is distilled from the suffering of the damned. It is sweet spicy and fiery rum that gets you drunk and makes mortals scream in pain and terror. It is addictive but can be cured by regular alcoholism.

Hell gems are worth hundreds of gold but in hands of mortals a save is required or owner becomes paranoid and greedy for more more. They are willing to keep wealth to themselves and believe others crave their hell gem and money. Devils leave them on the mortal plane to undermine economies and ruin the rich. Gems are made by putting damned in a special furnace for 60 years.

Hell Metal is reddish gold metal that can be enchanted to up to +3 and even without enchanting can hit beings requiring magic to harm. It feels warm to the touch and is receptive to fire enchantments. It is also used instead of gold and iron. It sparks if struck by iron or silver.

Devil Weed is a herb devils smoke, it is addictive ans being without it causes mood swings and spats of anger. When on it the user is dreamy and relaxed and reacts less to horror and fear. +2 save vs fear if user fails saving throw and develops mild addiction with first use. Three fails in a row causes permanent addiction. In the mortal world is hard to get as it only grows in hell..

Larvae are the first stage the damned take evolving into various devilish forms. These idiotic human headed maggots bite and squirm and cry like babies. Lower planar beings trade them. They may also be evolved into orcs which are handy when earth born troops are needed invulnerable to magic that stops planar beings but it is a bit of a waste.

Stench Kows are stinking hairy cattle covered in sores and also a evolved form of damned made from larvae. They provide meat, hide and stinking dairy products. Sausages are a popular byproduct. Their faces have a hint of humanity and are slightly more intelligent. They also are used to carry goods in baggage trains. They eat any plants in hell and especially steal devil weed crops.

Quick devil off duty deeds
01 Torture - earn diabolic merit and for fun, nice to try own torture styles out
02 Paperwork - diabolic bureaucratic documents keep poor devils busy 
03 Handycrafts - making diabolic goods to trade or just for fun
04 Culture - refined arts for sophistication and recreation
05 Socialising - hanging with friends, enjoying company
06 Domestication - looking after pets, gardening, farming
07 Dining - enjoying a meal, cooking food or friends for dinner 
08 Games - recreational table top games, sports and contests
09 Romance - time for love
10 Study - a course of self improvement to help promotions


d100 Things off duty devils do
01 Force feeding damned coins till they shit them then repeat
02 Whipping damned in chains
03 Boiling damned in cauldrons of d6 1=lead 2=oil 3=piss 4=acid 5-blood 6=poison
04 Impaling damned on poles and watching them twitch for days
05 Nailing damned to boards or wheels then erecting on poles
06 Using torture apparatus like wracks, iron maidens, wheels, etc on damned
07 Hurling damned into pits of d4 1=toads 2=snakes 3=lava 4=plague rats
08 Setting enraged hell hounds on damned with broken legs
09 Disemboweling damned and winding intestines onto wheeled apparatus
10 Making damned act as wet nurses and nannies for larvae (they like blood or milk)

11 Calculating time sheets and torture sessions till next promotion
12 Working out income tax with abacus

13 Copying out soul contracts for future business
14 Boning up on diabolic contract law from huge books
15 Writing flattering letters to superiors in lovely penmanship in blood from a damned victim
16 Reading reports on innovative torture and temptations
17 Reading up on sins of the damned to help next torture shift
18 Cataloguing larvae and gold savings in hell banking accounts
19 Writing in diary about last hundred years of tedious torments and turmoil
20 Illustrating a manuscript with blood and bile from eviscerated damned victim
21 Arranging skulls into architectural features and furniture
22 Flailing damned skin to make vellum sheets and blank books
23 Sharpening and polishing armour and weapons
24 Carving diabolic designs on d4 1=skulls 2=walls 3=damned 4=
25 Personal grooming, cleaning hooves, trimming hair, painting nails 
26 Tattooing diabolic sigils on d4 1=larvae 2=each other 3=damned 4=stench Kows
27 Weaving human hair into rugs, rope and baskets to relax
28 Grooming stench kows, brushing or braiding hair, decorating with ribbons and makeup
29 Constructing things like furniture from stretched hide and bones of damned
30 Fusing living screaming damned into furniture, huts, chests and other objects 
31 Playing instruments made from living screaming damned stretched and contorted
32 Having a dance off to wild fiddle music
33 Rehearsing plays and skits for amateur night theater (force damned critics to watch)
34 Whipping choir of damned souls so screams make music
35 Forcing damned artists to create new work with cruel deadlines
36 Playing with fireworks and inserting into damned
37 Devils book club discussing literary merits in front of damned authors 
38 Devil writing memoirs while comrades listening to screams in cumfy chairs
39 Watching ballet of damned dancing on metal plate over lava while screaming
40  Painting scenes of torment from life using posed damned
41 Devils dividing up treasure and larvae over beer and sausages
42 Smoking and gambling around a table drinking shots of rum
43 Chatting while tormenting a captured cherub in a cage
44 Splashing about in a lava pit laughing with imps
45 Devils drinking beer after hard shift at work 
46 Devil secret society meeting with ritual followed by beer and sausages and singing
47 Devils telling tall tales over beer and stench kow cheese
48 Devils practising acrobatics, flips and dance moves
49 Devils trading damned slaves, drugs, larvae and cattle
50 Devils trading weapons, armour and metal goods from stench kow baggage train
51 Herding stench kows to d4 1=dairy 2=butchers 3=pasture 4=market
52 Playing with hellcat kittens or hellhound pups
53 Stabbing larvae in flaming pits with pitch forks gleefully
54 Trading larvae with night hag riding night mare for virgin tears
55 Burning away flesh of damned turning them into mindless larvae
56 Devils comparing larvae to find who has the fattest and longest
57 Scrubbing larvae with sulfur and urine to keep them shiny and sleek
58 Crating larvae for shipping to senior devils and branding them with diabolic sigils
59 Watching over pupating larvae hatching into imps
60 Devils watching each other taking turns ride bucking stench kows
61 Devils eating roast stench kow served by damned servants
62 Devils turning a spit roasting damned victim
63 Devils distilling hell rum partly involving wailing cries of pain from damned 
64 Devils with furnace cooking a damned soul into a hell gem over hours
65 Devils with alchemical lab brewing up a batch of potions
66 Devils brewing up beer from snake heads and imp piss
67 Devils growing, harvesting, refining, drying and smoking devil weed
68 Devils collecting damned screams in jars to use in magic items or just for fun
69 Devils having a cook off testing dangerously spicy food on damned
70 Devil master chefs having contest to use rare ingredients with damned kitchen hands
71 Carnival with games, music, sideshows and tormented living flesh calliope 
72 Hellhound racing chasing damned runaways with devils placing bets
73 Forcing damned to compete in sporting events
74 Betting over fights between d4 1=larvae 2=hellhounds 3=hellcats 4=damned
75 Having a most horrible fart contest with sulphurous and even flaming gas emissions
76 Devils playing d4 1=chess 2=cards 3=backgammon 4=checkers
77 Making larvae and imps battle for cash prises
78 Making damned fight to the death in elaborate battle scenarios and reenactments
79 Devils playing dice games that involve torture for damned
80 Devils forcing damned to play spin the bottle with imps
81 Groping damned, tearing off their clothes, smooching and abusing them while they cry
82 Devils hugging and kissing on blanket of flailed damned skin
83 Devils having a off duty orgy with crying damned slaves
84 Devils coyly dancing and kissing at after work mixer with band of damned
85 Devil serenading she devils who giggle and blush
86 Devil dancer putting on burlesque show for comrades
87 Devil selling tiny naked damned in bottles making them dance with flame
88 Devils assisting screaming damned to give birth to live larvae or eggs
89 Devils making slaves get married and forcing them to perform wedding nuptials
90 Devil bondage club with damned gimps cleaning up spills and messes
91 An old bearded devil teaching imps and lesser devils the secrets of success
92 Working on forging hell metal weapons and armour with damned slaves on bellows
93 Devil school with senior devil teaching naughty imps, failures are devolved into larvae
94 Devils reading and practising techniques for abusing damned slaves from manuals
95 Devils sparring and duelling and performing drills with old veteran sergeant
96 Devils training larvae to perform tricks and testing evolution techniques
97 Devil instructing lesser devils on tempting humans into selling souls
98 Devils training slave damned int performing painful labours in giant apparatus
99 Devil students learning to recognise sigils of dukes and secret societies of hell
100 Devil trying to get demons to understand rules of being bounty hunters in hells service

d100 Street Urchins of Shadelport

$
0
0
Urchins dream of looking this fine

Urchins of the streets of Shadelport are a tough lot. Most are zero level thieves with two skills and a weapon proficiency. Most grow into thieves and a few into fighters. A rare one joins church. Urchins might flock together and squat in abandoned property. Some are affiliated with gangs who encourage kids to be criminals. Others are recruited by criminals to perform jobs where small size or adorableness are an asset. Some would like to get a better life. Some will fake it and rob charitable supporters. Many have witnessed horrible things and are damaged. Some might grow into murder hobos. This could be a good campaign start and could be used as a background. Orphan catchers sell orphans to sweatshops, slavery and servitude to houses, ships and tradesmen.

d12 Why is this kid a urchin?
01 Abandoned at orphanage couldn't handle strict religion and ran away
02 Ran away from abusive home life with violent drunk parents
03 Sold as apprentice to cruel abusive master
04 Sold into apprenticeship with gang or crime guild but escaped
05 Escaped slavery probably born a slave
06 Family respectable but murdered and fled to survive
07 Family succession conflict and bastards being murdered so fled
08 Committed some tragic crime by accident and ran away from home
09 Abandoned by lazy or desperate family as a liability
10 Family killed while travelling and child fled

11 Family comfortable but kid rebellious and hides past from other urchins
12 Is a mutant and keeps it hidden, afraid of intolerant family


d12 Random Weapon Proficiencies
01-04 Brawling
05-07 Throw Rock
08 Sling
09-10 Knife
11 Dagger
12 Club

d20 Non 
Weapon Proficiencies
01 Streetwise, Run away
02 Beg, Pick Pockets
03 Etiquette, Fast Talk
04 Taunt, Survival
05 Shadow, Spot
06 Wallrunning, Jump 
07 Pick Locks, Evaluate
08 Night Vision, Climb
09 Acrobatics, Juggling
10
 Traps, Locks
11 Sneak, Hide
12 
Ropes, Escape
13 Sing, Play Instrument
14 Carousing, Dance
15 Grooming, Disguise
16 Repair, Carpentry
17 Swim, Boat
18 Beast Husbandry, Beast Lore
19 First Aid, Fake Medicine
20 Numeracy, Sleight of hand

d12 Greatest Fear
01 Family finding them
02 Former master finding them
03 City feral child catcher
04 Sweatshop child catcher
05 Rival gang finding them
06 Being left alone
07 Hunger
08 Not protecting sibling or friend
09 Being weak or helpless or imprisoned
10 Attending school

11 Priests and dodgy do gooders
12 Whips, sticks or beating implements

d12 Greatest Dream
01 To make a big score and 
be showered in conspicuous status symbols 
02 To belong to a proper family without abuse
03 To live long enough to start own family and home
04 To care for siblings or friends
05 To get revenge on everyone who wronged them
06 To become so fearsome nobody will ever fuck with them again
07 To go to a good prison and make good connections
08 To join the coolest gang
09 To one day become a murder hobo
10 To escape city living and get a honest job in country

11 To find long lost good kin
12 To have some one protect and care for them



d12 Urchin Residence
01 Sleeps somewhere new every night
02 In gang squat in return for loot and favours
03 In a bin in a lane way behin a shop or workhouse
04 Under a bridge
05 In a sweatshop in return for work
06 In someones yard in return for chores
07 With creepy old merchant 
08 In a ruined building
09 In a graveyard or crypt or musoleum
10 In a sewer

11 In a box or barrel in alley
12 On a rooftop


d20 Urchin Loot (assume at least a shirt or loincloth)
01 Old moth eaten hooded cloak
02 A carved wooden or clay whistle
03 A sack of straw
04 A bag of a d6 turnips or onions
05 A bag of vegetable peelings
06 A d6 copper coins
07 A wooden club d6
08 A gang tattoo
09 A live pet d4 1=toad 2=rat 3=mouse 3=pigeon
10 A lump of old mystery meat on a stick

11 A reasonably fresh fish or eel
12 Half a stale loaf of bread

13 Apple cores d4
14 A small cracked cup
15 A small old battered bowl
16 A small moth eaten blanket
17 Dead rats d3 for dinner
18 Bag of 2d10 good throwing rocks or sling stones
19 A old starp or rope used as a belt
20 A tiny old bronze one edged knife d3

d20 Urchin Special Items
01 Sharpened coin
02 Piece of wire
03 Foot wrappings
04 Hand made shiv d3 or knuckle duster d3
05 A tattered old hat they imagine makes them look important
06 A horse chestnut on string to play conkers
07 Old bone or ceramic dice
08 Length of string good for cats cradle and other uses
09 Lump of chalk or charcoal for graffiti
10 A dirty satchel sling bag or carpet bag or backpack

11 Tatty toy or pathetic doll of wood, ceramic or fabric
12
 Broken cameo they imagine is someone who loved them
13 Thieves tools
14 Wire saw with wooden handles
15 Nice dagger in scrappy scabbard
16 A 10 foot rope 
17 A marlinespike used by dock workers and sailors
18 Scarf good for bandanna, sling, bag, face mask and more uses
19 Tobbaco and pipe or d6 cigar stubs
20 A nest of seagull d4 eggs and some straw and sticks

d12 Magic urchin items
01 Lucky coin (or other charm like clover or rabit foot) +1 on save roll
02 Lucky fetish +1d3 once on one roll often i tiny figarine
03 Healing dust cures d3 HP with a d4 doses or
04 Goodberries 2d4 fast d10+10 hours as days food or 1HP healing type
05 Magic paintbrush always good for vandalism as never runs out
06 Monocle provides d4 1=night vision 2=detect undead 3=detect evil 4=read 10m/day
07 Spiderclimb leg wrappings too small for adult human
08 Magic lolly lasts for a d4 years of sucking you can share with friends
09 Pet d6 1=gremlin 2=giant rat 3=blink dog puppy 4=hellcat 5=huge spider 6=Imp
10 Black lotus resin for d6 doses and a clay pipe

11 Potion d4 1=Invisibility 2=ingested poison 3=strength 4=acid 2d4
12 Dragon Scale charm +1 vs dragon magic or breath saves


d12 Regular Urchin Jobs
01 Tour guide for d4 1=murder hobos 2=merchants 3=migrants 4=students
02 Runner for d4 1=gang 2=city state 3=guildsman 4=noble 
03 Dirty job d4 1=Chimney sweep 2=sewer cleaner 3= 4=tannery
04 Sweatshop job d4 1=wool mill 2=mine 3=dye factory 4=handy craft
05 Begging, have good spot and deal with beggars guild 
06 Crier, makes public announcements and spreads rumours
07 Putting up graffiti advertising and political slander hoping to get into posters
08 Church provides food if you prey to their god and help make cheap jewelery for tourists
09 Selling crap on street d4 1=matches 2=flowers 3=dead rats 4=drugs
10 Working in alchemical factory handling poison and dangerous materials

11 Favours for creepy old people
12 Torch bearer for night travellers or 1in6 for murder hobos in dunge


d100 Street Urchins of Shadelport
01 King billy a cheeky fat shaven headed pug faced urchin who hopes to be a mob kingpin
02 Lars Krinkle likes to draw funny caricatures of rich on walls 100gp reward out for him
03 Molly Larson sell matches and candles on street and is watched over by assassins guild
04 Dennis Mannerson is a cheeky mischievous prankster and a werewolf sometimes
05 Golden Gunter is very handsome and has job offers for a bath house attendant 
06 Shanky Mcstabface loves his knife and is always keen to threaten or stab anything
07 Suzy Dumple works in sweatshops and factories and dreams of finding kin in the country
08 Black Billy works as a chimney sweep and is always filthy and caughing
09 Polly cares for the blind pit ponies in the tunnels and mines under the city
10 Eliza hobbles about in crutches begging at night she sleeps with her friends the rats

11 Meatspider is a crazy kid with funny eyes and he knows a mischievous cantrip spell
12 Mandy has a facial deformity making her grin no matter how awful her life is

13 Ten Tonne Tony is a fatty who works as a bakers boy and gets to eat the garbage
14 Tina stands crying mostly but dreams she is a lost snail princess
15 Big willy is a bully who robs other urchins and has a pet bull terrier named Sweet Pea
16 Corey is a cool troublemaker who likes the ladies, heists and hash
17 Rory works in a brewery and can eat all the vat yeast slops and beer he can drink
18 Habbo is a nasty sadist with a hat and cane who claims to be noble ruler of urchins
19 Saba came off a sailing ship one day and hopes to return to his home Monster Island
20 Latoya sings for her supper and restaurants feed her leftovers, she always has a flower
21 Beano Gutbust likes to fart and often clears crowds or acts as a distraction for gangs
22 Harace Horseface mucks out stables and dreams of being a jokey so he starves himself
23 Tabitha Trundle is a witch and older than she looks, she curses and kills in secret
24 Danny Muckfoot likes pranks and heists with his dog Grumble (actually a Imp)
25 Shelly collects shells which she sells to ladies and wizards and she wants a shop
26 Bluey Barnes is a tough tyke with a pet huge streetcat named Boston that kills dogs
27 Sharky is a spikey haired thug who likes fights and biting off ears
28 Golgo has just come back from being pole bearer for murder hobos with wild stories
29 Gemima was kidnapped and her nice clothes stolen and cant get home to Richtown
30 Varney likes to tells scary stories to urchins, sleeps in graveyard with holy symbol
31 Globby is a fishy faced urchin who swims well and gets free fish from the Squid cult
32 Belinda sells flours and does well and likes to help other urchins who protect her
33 Zippy is a ugly but agile boy who hopes to gets into a carnival but is wanted for stealing
34 Trevor Box ears parents are prostitutes and he wanders streets beating smaller urchins
35 Fanny sells seagull eggs in street and gang pay her to watch places
36 Buzby has a knack of finding beehives in city and has stings and sticky stains all over
37 Penny sells matches and works in factory, fingers turning green and she glows by night
38 Gobbo is a keen pick pocket and shows of his stab wound to anyone curious
39 Lorna sits about fountains looking sad and painters pay her to make artworks of her 
40 Donna and her huge feral cat steal food and mostly get away with it, cat has killed people
41 Gordon and his huge pet spider perform tricks and catch rats together
42 Vorga is a waggon nomad girl and reputed to tell fortunes for cash or make poison
43 Squddy is a mutant boy with tentacle arms, he hides them mostly and is well liked
44 Petunia smells of fish and is a bit green but the dock workers give her fish and coins
45 Randy is a goat thief and has a 12gp reward on his capture, goats just love him
46 Cindy sits quiet and sad but actually works as observer for the secret police
47 Fatty likes to rob urchins food and taxes local kids for shares of their dinner
48 Olga is a strong girl who beats up urchins who don't respect her
49 Vanessa lures other urchins to skinners who rob and strip them of everything
50 Audin keeps hanging around bards and has started working as a crier 
51 Durben has a big club and is a urchin beserker who has killed several drunks
52 Fatima works with a drug cartel as delivery girl and has gotten many urchins hooked 
53 Sasha has a pet fox and they have a good lair and bins to eat from
54 Zinda things murder hobos are good targets to rip off and offers to serve them
55 Gilroy likes to break into churches and shit on altars and has a few curses on him
56 Tucker is optimist who sees best in everything, he is seriously in denial about everything 
57 Vinny sucks up to gangs and thinks he has influence, hires bully urchins as bodyguard
58 Jackie Jones is a sassy second story thief who works with older gang members
59 Vickie is a shambles in shock but used to be a maid till demons ate her boss
60 Porcus is a greedy fat bully and is really a young devil swine without charm powers yet
61 Paula has worked on ships dressed as a boy and she has a falshion sword
62 Barry likes to sing for money and believes the star people will take him to paradise
63 Penelope came from a good family but was kidnapped by old creep who still stalks her 
64 Dandy mike has a magic monocle and a hat and cane and claims to be secretly noble
65 Velma can see ghosts and is constantly moving on and feels cursed
66 Viryana hears angels talking to her and is always getting into terrible situations
67 Goda Moong comes from far off land where humans enslaved by apes he claims
68 Glendas family died in a fire and anyone who crosses her seems to die by fire
69 Zithras Zorn is a swashbuckling pirate boy enjoying the city sights and loot
70 Ganny Minge has a knack for finding lost coins and pays other urchins to help him
71 Signy escaped slavery from north and is very strong willed and tough as nails
72 Sundra is actually in a cult and lures other urchins to be kidnapped and sacrificed
73 Tolby works for city urchin catchers and warns friends and reports enemies
74 Brianna is lovely and many local people feed and watch her and employ her
75 Flash is the fastest runner and increasingly uses rooftops to get around
76 Zanny Barg can quickdraw a knife like nobody and is getting work for his knife skills
77 Plebus is a son of a gang boss and uses this to intimidate and steal 
78 Virago is actually a sea spirit in human form looking for true love on the surface world
79 Glorgy Cole is actually a halfling faking being a urchin to help his crimes
80 Muzurzgy the dwarf is a downy faced dwarf kid born in slavery and ignorant of dwarf life
81 Chana is a exotic foreign girl who has been working as a servant to merchants more
82 Reznap is a filthy bard wannabe who relies on cocksure arrogance more than skill
83 Philby likes to smoke and spends all day looking for semi used tabbacco and cigar stubs
84 Manny is a squealing gossiper who sells information to gangs, he cant keep secrets
85 Simon is deeply religious and preys for hours for everything to get better
86 Johan Crieg from the continent always talks about how ghettos back home were better
87 Filby Oakley has become a blackmailer accusing newcomers of abusing him for cash
88 Portia gathers cloth scraps and makes clothes for her urchin friends who look out for her
89 Pandra is a shape shifting ogre wizard hag who likes like life as a urchin in city
90 Viriam has been blessed by gods and those who try to harm her are struck with curses
91 Puddool is a catfishman warlock who has changed to urchin form to study humans
92 Birelda was a noble but poisoned her family and fled, she now sells apples
93 Vilby is a mutant who hides is second stupid head under his clothes
94 Noname is covered in whip scars and never speaks but is a helpful friend
95 Zord fancies himself as a dashing thief and is obsessed with getting ladies kisses
96 Braznap wants to be a murder hobo, has own pole and a hatchet he stole
97 Torkan is a barbarian boy and his superiour leaping and survival skills have been a asset
98 Sonja is a scrappy red head who wants to be a warrior woman and not a slave
99 Conner was working for murder hobos and drank a immortality potion, he is a old urchin
100 Anastasia the blind goose girl with her seven geese (actually gold dragons)

Murder Highway Exposed plus d100 Roadkill

$
0
0









Inspired by....Roadwar2000 pc game and it's sequels
Games (sweat) Workshops dark future setting
Jack Yeovil Novels set in that universe
Dark Angel
Judge Dredd
Max Headroom
Speed Racer

You can mix stuff from these games in this setting:
Cyberpunk
Cyberworld (Death Valley Free Prison is a must sourcebook)
Carwars and Autoduel (also lots of good GURPS stuff)
Dark Conspiracy had some great monsters
TSRs FREElancers and FREE America setting for Top Secret
Mecha, mutants and undead from other settings are welcome
TORG was some weird and near modern stuff


A couple of points for my setting

It is set in Australia in the year 2000
Time changes slowly possibly time is broken

Timeline diverged in 1980s or 1970s from our own

Climate and economy suffered, crime grey and highways fell to first gangs. Crime especially murder increased at unprecedented levels. A new highway interceptor patrol was created to eliminate gangs. Their were lights in the skies government agents investigating Fortean phenomena.

In 1980s Zone Wars covered most of the equatorial nations of the earth. Started as brushfire wars and police actions then escalated into limited nuclear conflicts. Nuclear terrorism attacks in the west then the plague outbreaks finished first world involvement in the conflicts. The wars kept communism going and spread through the war zones. Crime rose and fuel shortages gripped the planet. The plagues made everybody retreat in panic.

By the 1990s world wide plague killed 40% of population

Many survivors were in fact carriers of an alien undead or mutagenic nanoplague. The plagues generally reduced intelligence and increased desires like cannibalism and sex.

Climate shifts and mutagens affected crop production

Cities built walls around cores and outer perimeters with quarantine forces regulating passage

By mid 90s zombies, mutants and gangcults were no longer a myth and most people wanted nothing to do with life outside cities. Wasteland is for the oor and criminal classes. Car combat races went from underground gangs to prime time TV. Airships increasingly took over trade for foodstuffs. New zone war involvement in west used cyborg technology and millions of cyborg vets returned home with minimal psychological support. Many went to the wasteland.

By late 90s rich dead and infected are kept in crionic mausoleums by Necrotech in hopes of restoring them to health. Most of the rest of dead are cremated by law. Mass graves started in late 80s become undead hotspots. Corporations increasingly take over. Governments mostly concerned with tax and military. Studies based on the nano plagues advanced many fields of technology including power systems, materials, energy weapons, mass customisation factories, robotics, cyborgs, androids, clones and more are available at a price. The wastelands have gone backwards salvaging everything and using retro but more easily repaired technology.

In the year 2000

Murder Motorsports are no1 TV viewing
Killing apearing in more ordinary shows to keep up

Zombies have made some wasteland areas no go zones

Mutant ghettos and shanty towns sprung up everywhere

UFO sightings have increased

Gang and cults in the outback are most common settlements outside of towns

Fortified outback towns operate as states with tolls and taxes and militias

Semi biological undead vehicles are found on highways with undead drivers

Murder Motorsports are everywhere, every community in outback has armed vehicles

Solar and bioslurry fuel plants are common. Roadkill and plants and anything organic can be made into fuel easily. There is a decrease in dumped bodies and cremations as anyone can turn them into fuel. Some collect zombies and mine graveyards. Strip mining forests has helped desertified some areas.

Meat production becomes prohibitively expensive, most eating modified algae, soylent green, altered yeast and grains. Fake meat products far more common. Cannibalism is common in outback.

City states operate police departments. Many police forces are privatized and multinational. Smaller towns operate elected sheriff departments. National governments operate military. Private and corporate security forces are common.

Drugs are not considered a serious problem anymore. Sobering drugs are common.

Mainstream religion has declined. Small sects and cults thrive with charismatic leaders. Catholic Church operates like a megacorporation with own espionage agents, military, arms factories, drug companies and sanctioned ops.

Richest corporations experimenting with androids, clones, cyborgs, uplifted animals and more. Several Prehistoric parks have gone bankrupt and some animals have wandered off.

Asteroid mining has been tested. Their are several national and corporate moon bases. Killsats and orbital arcologies are in orbit and growing in numbers. The mars mission disappeared and is clouded in conspiracy theories. The massive zombie outbreak after the mars mission black out is seen as suspicious. Funding for a second Mars mission is being raised now with joint multi national and corporate and military support.

Most undead are slow zombies. Faster zombies eat voraciously and are called ghouls. Intelligent ones vary but are sometimes vampire like. Undead sometimes act in coordinated manner and arise en mass as if directed by a signal. Undead have attacked the Necrotech crionic banks, possibly to liberate undead and infected corpses. Most people don't want to accept possibility they are some kind of cog in some scheme. There are possibly undead on the net.

More stuff for setting...

Celebrities have had different career paths and might turn up as astronauts, politicians or race drivers drivers.

Alter popular film, tv, game and book names to be more violent

News items every session to reveal the setting and create adventure hooks and NPCs

Introduce new tech frequently

Yes you can have mutant undead dinosaurs but not everyday but 90% of threats should be gangs

Conspiracy theories are rife. The Cthulhu mythos probably real. Yes there is an alien invasion underway. If you want include occasional Kaiju, ninjas, super agents, hammer horror monsters thats ok. You dont want to give objective answers to what is going on more worry that everything possible is going wrong..

Mobile phones are mostly used by elites and inner city Controlled zone residents. Having a phone attracts trouble. Pay phones are common but fifty fifty vandalized outside a pc zone. Car phones are common.with 6cd changer laser disc players.Slightly dated and future tech are welcome. Everyone smokes Marijuana cigarettes.


Things to do...
d100 weird wasteland encounters
d100 sanctioned ops
d100 race teams
d100 gangcults
d100 CBD encounters
d100 interzone scum encounters
Firearms
d100 Wasteland Cyborgs
d100 Vehicles for sale
d100 drive fumbles
d100 monster drivers
new vehicles including interceptors, renegade, boats, copters
d100 bike gang freaks
d100 roadkill table
d100 professional criminals
d100 wandering goodguys and vigelantes of the wastes?
Car mod packages with weapons and armour included for quick custom cars
Standard cars for gangs, cops, sanctioned agents

Example Race Events fully detailed with stats of drivers, cars, roads, encounters
-Sydney Murder Motor Sports League 2000
-Scouge of the Battle Rig
-Triffid Muster 2000
-Close Encounters
-Moon Murder Transit Bugs
-Race in Relyeh
-Bathurst Zombie Murder Race
-Bathurst To Bendigo Kill Zone Regatta
-Emeraldt to Gold: Sydney to Goldcoast Slaughter Spree
-Velocer Raptor World Scavenger Race
-Childrens Cancer Fund Charity Murder Race
-Wackiest Murder Race (novelty freaks with themes only)
-Prison races


Ad I have put up as I decided I need to do more art


Post Apoc Punks Wanted!

Im illustrating a book for myself - a non profit post apocalypse setting game pdf which will be free on my blog. I need photos of punks, bitching cars and post apoc mad max cosplay (original not derivative of anything). If i can get them high enough res i will turn them into illustrations in my stencil/graphic style and use them to illustrate a book. I will be happy for those who submit to use the art derived for themselves. I might paint some as stencils too. I can take photos if you want. Please make sure models/owners/photographers ok with this. If it ever turns ito a comercial product I will renegociate terms. Feel free to pass on to your friends. You can email stuff to me with your contact details to konsumterra@gmail.com Big thanks to Luca Rejec, Christopher Menell and others for encouraging this project


d100 Roadkill

d10 Quick Roadkill

01 Domestic and
02 Feral animals
03 Native animals
04 Exotic
05 Native birds
06 Native reptiles
07 Mutant Animals
08 Humans
09 Humanoids
10 Weird

This can be used as a quick corpse on the road during a car chase or even as a encounter table. Smoe roadkill 1in6 has some life and will thrash around and attack if disturbed.

d100 Ozzy Roadkill

01 Adorable Calf
02 Cute pink pig
03 Lovable farm pup
04 Exploded kitty
05 Chicken crossing road
06 Duck
07 Alpaca
08 Donkey
09 Goat
10 Farm triffid, docked and tagged
11 Feral trffid 

12 Wild rabbit 
13 Wild boar 
14 Wild cat 
15 Wild dog 
16 Feral fox 
17 Feral brumby (bush horse)
18 Feral deer
19 Feral cattle 

20 Feral camel
21 Wallaby 

22 Small grey kangaroo
23 Huge red kangaroo 

24 Wombat 
25 Koala 
26 Echidna or Platypus
27 Tasmanian Devil 
28 Dingo 
29 Tree kangaroo 
30 Possum 
31 Feral reticulated python 
32 Feral ostrich (ex farm) 
33 Feral water buffalo 
34 Feral pigeons 
35 Feral panther 
36 Marsupial lion 
37 Diptotodon 
38 Tasmanian tiger 
39 Bunyip (mutant or supernatural horror) 
40 Yowie (Sasquatch)
41 Magpie
42 Carawong (Crow) 

43 Wedge tailed eagle 
44 Fruitbat 
45 Emu
46 Cassowary 
47 Lyrebird 
48 Galah (pink and grey parrot) 
49 Cockatoo (sulpher crested or black)
50 Rosella (rainbow patterned) 

51 Crocodile
52 Frill necked lizard 
53 Goanna 
54 Cane Toad 
55 Blue tongue lizard 
56 Bearded dragon 
57 Shingleback or stumpy tail lizard 
58 Monitor lizard 
59 Turtle short or long necked 
60 Thorny devil lizard 
61 Mutant goanna 
62 Mutant dingo 
64 Mutant cane toad 
65 Mutant bat 
66 Mutant kangaroo 
67 Mutant goat 
68 Mutant cat 
69 Mutant turtle 
70 Mutant tasmanian devil 
71 Farmer
72 Policeman or sherriff
73 Biker
74 Gang member
75 Homeless swagman
76 Teen hitchhiker
77 Feral child
78 Missionary
79 Cultist
80 Tribal person
81 Fishman hybrid
82 Mutant humanoid 
83 Half human half beast 
84 Zombie 
85 Ghoul 
85 Tentacle filled burst open human 
86 Dead corporate or military android 
86 Crashed drone 
87 Feral robot infantryman covered in graffitti 
88 Corporate security robot 
89 Ex military cyborg vet 
90 Corporate cyborg mercenary 
91 Small shoggoth like mutant 
92 Hybrid chimera thing mutant 
93 Undead animal d4 1=boar 2=goat 3=dog 4=Carawong (crow) 
94 Grey alien in silver underpants 
95 Man in black alien hybrid 
96 Dinosaur or Pleistocene mammal 
97 Giant mutant yabby (freshwater crayfish) 
98 Gigantic insectoid alien or mutant thing 
99 Necrotic mutant tentacle horror 
100 Mi-Go alien explorer with no road sense

Murder Highway Image Dump 3

$
0
0

Here is my genre image dump for Murder Highway where I show some inspirational art I find and use it to spin some stuff on the setting.
http://elfmaidsandoctopi.blogspot.com.au/2016/06/murder-highway-image-dump-1.html
http://elfmaidsandoctopi.blogspot.com.au/2016/07/murder-highway-image-dump-2.html

One thought of this setting is to try some earlier periods in setting like 70s or 80s or do as flashbacks letting players add few features and careers between the decades - start out 70s toughs, go through cyborg wars with brains erased on release, a decade in wasteland where gain mutations. Let vehichles evolve each decade too. This is an awesome poster, Japan does some awesome film posters.

People forget about sub compact cars. It is cheaper to ermour them up and o for best wapon with your minimal space. They turn out tougher than people think. Armour plated with a laser turret for example and a gunner makes a beast in a death race.


This Porche is well armoured, still fairly fast and has a 4 pack anti tank rocket pack and medeum machine gun in the front, plus 4 anti vehicular over the horizone missiles. A deadly vehichle for quick engage and destroy missions and the speed armour and gun are still formidable once the main munitions hav been fired. Such a vehichle made blitzcriegs on tanks to good effect.



Fire can be pretty deadly even ust as a visual obstacle for drivers. Most panic but this op with fire proof armour also can relaz vs lasers. ECM systems scramble guided projectiles like missiles and rockets. It uses two forward and one medeum laser in the rear. A excellent but expensive modern persuit vehichle.



This vehichle has had its suspension raised for off road handling and ground clearance making it a bigger target. The bosted engine is a bigger target too. The cabins are well armoured with ports for passengers and a .50 cal gun on the roof operated by crewman through the hatch. Keeping water and fuel on the otside would be for long trips only. This would be a boss car in a gang or perhaps a militia or poor mercenary car.



Penal race shows prform well and criminals get to earn their freedom if they out kill all other contestants. Some circuits cover multiple races with different prisons with state, federal and private leagues. Many who win and earn freedom perform well in outside death races. Some of the crew in a team might be released or killed during the race which ads tension.



This prison racer has two medeum linked mini guns able to destroy an APC or whole biker gang in a burst. The performance and armour is enhanced and the rear has extra armour in a detatchable slab. The reinforced armour is made for ramming.



A well armoured death racer or urban gang boss with four frontal medeum machine guns and a gunner operated one in the cockpit. The front wheels are modded with hub scythes to destroy rival tires. The rear tires are covered by the car armour. Fast and well armoured built for offence, persuits and defence. A serious vehihle.



Murder motorsports well represented by the ladies. Many live short bright lives but those that survive are hard as nails. Sponsorship comes easy with million dollar mens magazine shoots providing pin p racers eams with the best quality and looking tech. This 70s looking hull conceals a host om modern weapons. Rear oil caster and machinegun and 4 rockets to the rear with twin MGs in the front. Relies on speed and arms to win over armour and fire power. Fans for these ladies can be a bit fanatic. Some merely ry to steal souveneers or meet them. Other avenge them and sabotage oponants. Plenty of women just stick to being tough with brutal cars but they still get offers for cash and selling out to sex.



This Japanese car is about speed and endurance and has gas and oil projectors in the rear. A pop up heavy laser in the hood is the main weapon. The crew wear armoured spacesuits which ad to their survivability and g force tollerance of rocket boosted acceleration.

Murder Highway Image Dump 4

$
0
0
Saltflat jet and rocket car racing is pretty exiting and big budget mostly corporate teams. Some are sponsored by space agencies. Murder racing made it international TV and even bigger batches. Seeing missiles soar over kilometers and cars shoot of track and explode in a cliff is awesome.

Jet and rocket cars influenced other high performance cars and death racing. This baby has two large missiles and a .50cal machine gun. There is a medeum laser on a swivel mount facing rear. Chromium jet age retro sf look to get camera attention.




Airships travel so high most ground fire cant see them. Some are used as troop transports. Not as big as the 10 000 man airship bases used in the zone wars but Australian military have some with 2000 man bases. Typical desert raiders like this intimidate small communities to surrender to be robbed them. They might also drop 20 paratroopers to perform a surprise attack. Some sky pirates are using designs with prop planes or ultralights.


You meet all sorts in the waste. Cyborgs, mutants and aliens oh my. You would be disappointed if it turned out they were just millionaires jacked into android bodies out for kicks.

Genetic reconstruction theme parks were all the rage from the late 80s but most shut down and their automated facilities have let some species roam free. Here Cretacious Park and Piestocene Green exhibits meet

Drones are getting smaller and more hive like. A Necrotech surgery drone team of six could handle emergency surgery in extreme conditions. The can be hacked and turned into assassin drones. They are a byproduct of space and military tech.

Bunkers like this dot the coastline after the 80s zone wars. Australians killed millions of refugees in famous "battles". Ruins of these bunkers still contain chem weapons and many are now mutant gang headquarters. Some rare ones have space for hundreds below the surface for nuclear warfare.

Punk never died in the 80s, it just got worse. Gangs rampaged arounf poor suburbs and the outback for thrills and territory. When the urban walls went up they were locked out. The rich glitter punks of the inner city are soft and fake. Most become suits when their teen years expire or the trust funds get empty. Punk gangs even broadcast their own tv channels with bands, nihlism and anarchy talk shows, punk porn and best gang murders. They also have own coverage of death races and encourage terrorist attacks on legitimate honest racers. Punks also hack the gov and corp data banks but their trustworthiness suffers from gang and cult dogma and conspiracy theories. Possibly 30-40% of the population are punk with even tribal punk clans.

Robot dinosaur battles are a new event with teams vs  cybersaurus. Various contest modes exist including harpoon and capture scenarios. Cheaper than real dinosaurs for the corp TV events.


This art and following is from Waste Knights which Im increasingly interested in. Has lots of spot on art and world building hex building fun. Seldom I see a game that screams movie please.

Anyway this game looks freaking awesome and contains elements of my favorite computer games.
http://www.gamesgazette.co.uk/gg/main.php?p=content/Board%20Games/Waste%20Knights.htm

Walls with look out towers are common defenses with car traps, pits, metal spiked posts, concrete pillars arranged to make car entry impossible all help fortify a town. They also act as cover for ground troops. Towers are very useful with a sniper or rocket defender for extra utility. They are obvious targets however.



Many areas are industrial wastelands. 80s era slag heaps of open cut coal, chemical waste, garbage, and miles of tidal muck. Only most secretive cults, desperate gangs or secret black labs would operate here. Hazardous for any surface or wet vehicles. Hovercrafts even risc tearing or damaging their skirts. Mutant crustaceans, protozoic colonies, crocks and squid things lurk here. Fishmen especialy enjoy human free habitat and water access. There is plenty of loot in containers to be found on warfs and warehouses and factories. Some manage to fortify and operate a factory and even grade a debris free route away for trade. I wish this pic had some tires.

Refineries are a important resource processing massive amounts of fossil fuels and bio fuels. As these plants can process anything organic the areas around them becomes desertified. The biofuel converters some cars carry process road kill and scraps reducing need to buy fuel. You can always spare something organic to get some fuel. The military use them in trucks to support other vehicles and to process mass enemy graves into fuel, thus reducing war crimes.. 

A store with a garage near a refinery and a gun shop are the minimum need for a long range murder racer. Some food to eat and perhaps a chance to trade or drink help the hospitality. Careful you don't take food from cannibals while in the country. Plenty of ruins and trouble everywhere, opportunities to die in a blaze of glory or build something to stand against the entropy of the waste.

Wands and the magic animals that steal them

$
0
0


Archbeasts are magical varients of normal animals.

Archravens

These thieving birds love magic trinkets but need wands to build a nest. Only a few will live in hiding near wizard common areas. Possibly they were bred to find lost wands or to rob apprentices performing silly deeds with cheap common cantrip wands. Some of the greater archravens possibly recharge dead wands or even make them.

Possibly created by a wizard to remove cheap wands from kingdom. Or chosen of a god or possibly a by product of magical pollution.

A raven nest requires at least three wands. Mother Archraven can fire off each wand in a round if she sits on the nest. Father archraven protects the nest and leads the older children to battle. He can also copy spells he hears being cast and cast them back.

Older children without a nest have 1HD AC+15 Att Peck1d6 MV 18" fly

Mum and Dad have a HD per wand AC+16 Peck dependant on wands and MV 24" fly

Three Wands 3HD D6 peck INT 9 snatch and grab wands mostly
Four Wands 4HD D8 peck INT 12 can open locks, disarm traps and pick pockets
Five Wands 5HD D10 peck INT 15 require magic weapon of +1 or better to harm parents
Six Wands or more 6HD D12 peck INT 18 plus gain magical recharging and craft spells

Dad can cast spell levels equal to his HD per day. He can copy any overheard spell he has heard that day and recast it. He can only remember one spell beyond a day at a time and can always use it. If he hears a better spell he can call that his one spell.

At six wands mum and dad can use arcane skills and rituals to restore a charge per day. Given a month they can make a wand from dads chosen spell or copy a existing wand. It is easier to make a cantrip wand than a better spell and they are lazy. It takes a week to make a cantrip wand and a month per level for greater spells. The do this when the colony needs to split.

At seven wands children will leave nest to start a new colony with three wands. The detect magic items at will and can spot a spell caster. The nests have arcane patterns and parent birds demonstrate unusual magical skills to identify wands and use them. Any family member can use a wand and they might each take a wand and fly away if they have no eggs and are under threat.

Normal ravens contaminated by magic and stealing a first wand might change the whole clan into Archravens. They need at least three to get the basic powers and stats.

Some have managed to trade wands but they are not easily tricked. They prefer two weak wands to a more powerful one that has little use to them. Offensive wands are the most desirable. Sight of a new wand gets them cawing and croaking.

Most wands are petty ones that cast cantrips with 1in6 chance per wand of a superior wand.

Archbeavers
Build dams from magical wood woven into sigils which grants the beavers and their dams magical power. They are magical awakened when beavers gnaw on tasty magical wood like wands. Similar stats to giant beavers but their dam stores magical spell energy levels and the leader beaver gets extra powers of Raise/Lower water, wall of water and create wood golem three times a day. 2HD wood golem servants and guards are a important part of the beaver community. For every ten yards wide of magically woven wood the beavers dam has a spell energy level. The beavers draw on this to cast spells as if they were casters with levels equal to HD. Different beavers cast as clerics, wizards, druids and sorcerers.

Beavers will integrate found magic items into dams especially wooden ones. Effects of these are inconsistent but grant all beavers in family a benefit. A +2 spear might give all beavers a +2 in combat. A wand could be fired in defense by the spirit of the dam. The dam is regarded as holy and alive with it's own spirit. The wood golems are a part of the dam. Angry beavers might prepare a army of golems to  gain magic items or protect the dam or foraging area or river. Druids often place additional defenses for dams. Frog and toad folk might also protect the dam. A Archbeaver dam might go to war with a village over water rights or resources.

Murder Highway Image Dump 5

$
0
0




http://elfmaidsandoctopi.blogspot.com.au/2016/06/murder-highway-image-dump-1.html
http://elfmaidsandoctopi.blogspot.com.au/2016/07/murder-highway-image-dump-2.html
http://elfmaidsandoctopi.blogspot.com.au/2016/09/murder-highway-image-dump-3.html
http://elfmaidsandoctopi.blogspot.com.au/2016/09/murder-highway-image-dump-4.html

Will be looking at some more extreme apocalypses far more extreme and gonzo than Murder Highway

Anyway this above images from Waste Knight game looks freaking awesome and contains elements of my favorite computer games like Roadwar2000. Poor Ayers Rock now a missile silo.
http://www.gamesgazette.co.uk/gg/main.php?p=content/Board%20Games/Waste%20Knights.htm

My setting not like this pic from but alternate Sydney's might be already intermixing. Emanations of alternate futures might be interacted with in a dream like state or during temporal anomalies.

In murder highway the centre is desertified but some coastlines shrinking. City centres so walled and enclosed and above waterline they are not effected. Outer zones have more flooded sections. Some cities like Venice where people hang on like Sydney other like Adelaide leave semi sunken ruins to hell. Mutant crocs love global warming.

My planet Psychon is what i made when unsure if i could run gamma world or dnd. It is where my gamma world type gonzo games. Murder highway keeps it's face more straight. It is more like a 2000AD comic or anime while Planet Psychon is a Saturday Morning Cartoon for adults.

Also look out for upcoming mutant crawl classics

And Mutant Epoch

My game is a slow motion apocalypse in progress not a true post apocalypse

Im a big fan of TSR Gammaworld second edition, it is one of best games ever, and one of best designed box sets ever. Gammaworld could be my setting in 300 or 400 years in the future but needs more undead.


Ghost in the Shell and a few anime influentual too.



Morbis Gravis and Druuna comics in heavy metal was awesome and a big influence on my decaying bunker/city/spaceship settings. Xor and my ruined spaceships and mutants all owe something to this. Lots online but very adult and a bit too much bondage and butt rape for my taste. The story is a dreamlike mess but the setting is incredible https://en.wikipedia.org/wiki/Druuna

 
So Dark future to return as a PC game. 
http://www.beastsofwar.com/games-workshop/games-workshops-dark-future-digital-reboot/
Not much newer info than this



Some more classic dark future - I cant't recommend the Jack Yeovil/Kim Newan Books enough 









d100 Petty Wands or Cantrips

$
0
0

So i just finished a newsaper on medical marijuana for a client and got huge job specs done for a job application. So i could end up in either of two states based on this. So I want to get on with some stuff on the back burner and projects. I have a long list of blogs to do but now I have a bunch of series to finish.

Xor stuff a few more posts, some adventures and then i will make a darft compilation

Hell has a lots more bits to go. I'm through the core kingdoms, probably will do a shadow hell, nightmare hell, sea hell, cold hell, iron hell, dungeon hell, whatever. Will solve my high level adventures for a few years.

Got set up to work on my old school monster manual re write, have more to make and ref books loaded

I'm glad i started my mutations stuff of - done fleshy ones and necro mutants will do more like amphibian mutations, elemental mutations, mental mutations, plant and fungal mutations

I have few roadwar things to do too

Hope to do d100 Blasphemous books from the black library soon

Petty Wands

Lesser Petty Wand d10 Charges 200gp
Non rechargeable equivilent of zero level cantrip spell power

Greater Petty Wand d100 Charges 2000gp
Recharged by casting spell and performing ritual skill and 10gp per charge
Many of the greater ones have a condition that the user is a apprentice of a certain wizard or the right alignment or race

These items are handy for low level beginners or amusement. Cheap ones affordable for low level wizard. A high level wizard wouldn't be seen dead with one of these at the wizard club but if they were at home on wash day they might. Some are good for punishing apprentices. Bards quite like these. Druids and priests have own versions.

These petty wands are basically usable as a Arcane cantrip list also

D100
Petty Wand or Cantrip
01
Acid Spray 1d3 1”/lv
02
Animate Broom R/Lv touch animates a broom, mop or brush to work
03
Animate Toy hand size toy ball, doll or puppet animates 1r/lv
04
Arouse under 4HD person or animal who fails save R/Lv Touch
05
Calm Person Relaxes hysterical person 1HD or less
06
Candle Light Lights a room 1” across R/Lv
07
Charisma +1 for round+1/lv
08
Clean One person, object or 1” square floor
09
Coin Trick changevalue 1 round/lv
10
Conjure Ball 1 hand sized leather or wooden ball good for juggling or handball
11
Conjure Black Powder Creates black powder for one shot from a fire arm or to make crackers
12
Conjure Blood Creates one cup volume of blood per level to act as bait or false evidence
13
Conjure Boil 1”/Lv R/Lv victim save or develops painful pussy boil on face
14
Conjure Bun Creates one small dinner roll
15
Conjure Cobwebs Create mass of cobwebs over person, object or 10 foot square of floor or wall
16
Conjure Cup Create a small fragile but functional wooden or clay cup
17
Conjure Dart Create one dart to throw lasts R/Lv
18
Conjure Dirt Soil one person, room or thing
19
Conjure Egg Create a one egg in hand, fresh, hard boiled and coloured or rotten
20
Conjure Fish Create small palm sized twitching fish to eat or set free or use for pranks
21
Conjure Flowers 1”/Lv R/Lv make a handful of pretty flowers, can fix to hair
22
Conjure Frost Freeze a pot of water, person or inflict a d3 by touch 1”/Lv R/Lv
23
Conjure Gremlin d4HD tiny Goblinoid prankster who will not do anything you want
24
Conjure Heat Heat a pot of food, person or inflict a d3 by touch1”/Lv R/Lv
25
Conjure Icicle Create dagger made of ice R/Lv
26
Conjure Mirror 1”/Lv R/Lv create one foot square mirror surface per/Lv
27
Conjure Mushroom Makes a edible mushroom or nasty toadstool sprout from ground or wood
28
Conjure Noise Distracting sound 1”/Lv R/Lv
29
Conjure Oil Lubricates, protects from rust one thing like a hinge, weapon or cog or fill a lamp
30
Conjure Paint Sprays paint from wizards hand R/Lv for dungeon graffiti or marking, foot range
31
Conjure Pipe Weed Creates one dose of tobacco or hemp to fill a pipe
32
Conjure Plum Creates one ripe plum to eat or throw
33
Conjure Rock Creates typical rock to throw or sling
34
Conjure Salt Salt serve of  food or drink
35
Conjure Scarf R/Lv  create a one foot square coloured cloth good for a hanky or tricks or gift
36
Conjure Smoke Bomb Light fuse and throw, covers a ten foot square in stinky coloured smoke
37
Conjure Snowball 1”/lv soft snowball but does d3 to fire beings or use to cool drinks
38
Conjure Streamers Covers a 10 foot square area or person in paper streamers and confetti
39
Conjure String Creates one foot cord per level
40
Conjure Sweet Sweeten food or drink or make one boiled lolly
41
Conjure Trap Create palm size trap to catch a mouse or alert by snapping sound, works once
42
Conjure Turnip Create turnip to eat, plant or a rotten one for throwing
43
Conjure Vermin Palm size harmless animal like a mouse, rat, spider, beetle or frog
44
Conjure Vinegar Makes one cup of vinegar for cooking pickling or cleaning
45
Constitution +1 R/lv
46
Courage +2 next morale check
47
Detect Chaos 1”/Lv R/Lv
48
Detect Direction 1”/Lv R/Lv
49
Detect Evil 1”/Lv R/Lv
50
Detect Good 1”/Lv R/Lv
51
Detect Hostility 1”/Lv R/Lv
52
Detect Law 1”/Lv R/Lv
53
Detect Life 1”/Lv R/Lv
54
Detect Magic 1”/lv
55
Detect Mind 1”/Lv R/Lv
56
Detect Sentient 1”/Lv R/Lv
57
Detect Spirits 1”/Lv R/Lv
58
Dexterity +1 for round+1/lv
59
Disrupt Undead 1d6 1”/Lv
60
Evil Eye -1 on a next save during T 1”/Lv
61
Exterminate Pest Kill 1d6hp of vermin in room
62
First Aid Heal 1hp only use on same wound once
63
Flash 1”/Lv victim under 4H fails save blinded for R
64
Flatulence 1”/lv victim saves or lets out loud fart
65
Glue Makes a tablespoon of good rabbit glue by touch to affix 4 normal inches square
66
Gust of Wind Blows small object or sail
67
Gust of Wind Blows small object or sail 1”/lv
68
Ice Ray 1d3 1”/lv
69
Ignite 1d3 1”/lv
70
Intelligence +1 R/lv
71
Itch R/Lv 1”/Lv victim under 4HD who fails save itchy -1 everything for duration
72
Mend Minor repair on goods
73
Open/Close Open or close door 1”/lv
74
Palm Illusion R/lv in palm only
75
Phantom Pen 1”/lv range R/lv dictation with pet, chalk or stylus
76
Praise +1 next hit once
77
Preserve Up to a human body day/lv
78
Rattle 1”/Lv R/Lv makes a object twitch and shake like possessed, annoying distraction
79
Read Magic R/lv
80
Reanimate Vermin 1”/Lv R/Lv make a dead hand size animal a temporary zombie
81
Resist +1 on a next save once within a T
82
Scare 1”/lv under 4HD 1round who fail save for R/Lv
83
Smoke Puff Hide body 1 round
84
Smoke Rings 1”/Lv R/Lv make preexisting smoke from a pipe perform tricks
85
Sneeze R/Lv 1”/Lv victim under 4HD who fails save sneezes -1 everything for duration
86
Snuff Light torch, lantern, candle 30ft+10/lv
87
Spark 1d3 1”/lv might ignite flamables
88
Sparkles Cover body or thing in sparkly light R/Lv
89
Sting Summons tiny stinging bug 1”/Lv under 4HD victim takes 1 HP and distracted if fail save
90
Strength +1 R/lv
91
Strike 1d3 slap 1”/lv
92
Stun 1”/lv under 4HD 1round
93
Virtue +1 HP 1T
94
Water Spray 1”/lv squirts water at target with hit roll or douse a small flame
95
Whisper Carries message 1”/Lv
96
Whistle R/Lv loud whistling signal that carries in caves or mountains to get attention
97
Winners Grin -+1 Reaction roll, R/lv
98
Wisdom +1 R/Lv
99
Wizard Hand Teleport from palm to palm
100
Wizard Hurl Throws a hand size object in range 1”/Lv with casters hit chance

I recommending making PDF as im still getting hand of tables columns and formatting

d100 Blasphemous Books of the Black Library

$
0
0
Near Shadelport are several unlawful schools for illegal wizards. Some are lone renegade masters, Devil Hill has several levels in a great dungeon. But the black school moves or at least the door does. Students sell heir souls and perform vile acts to pay for tuition. Demonic lecturers are unseen. Horrid hands reach from secret panels and give students assignments and books to read. These wizards move into dungeons or start their own towers in the wilderness. At night the students are in absolute darkness and demons grope and beat them or whisper special assignments.

Many books from the forbidden library go missing and many find their way to occult booksellers and dungeon treasures. They are risky but wizards know the risk may be worth it. Some students change class to evil priest at the bidding for their unseen demon tutors.

d12 Book Binding
01 Cow leather
02 Pig skin
03 Reptile leather
04 Fish skin
05 Metal
06 Human skin
07 Orc skin
08 Elf skin
09 Demon skin
10
 Devil skin
11 Monster hide
12 Dragon hide

d12 Book Decor

01 Intricate patterns on cover
02 Face stamped in cover
03 Woodblock printed with illustrations
04 Full of margin notes and diagrams by past reader
05 Fanciful borders and ornaments throughout
06 Gold leaf titles and capitals through out book
07 Monster face or body part worked into cover
08 Set with silver and gold and semiprecious stones
09 Hand Illuminated text with illustrations
10 Splattered with demon or devil blood

11 Battered, burned, crumbling and fading yet endures
12 Highly illustrated with many diagrams


d12 Book 
Defenses
01 Locke clasp
02 Locked clasp with poison needle
03 Poison ink save every session reading
04 Hallucinogenic ink save every session reading
05 Explosive runes
06 Holder develops irrational love for the book (save vs charm)
07 Holder develops insanity from reading book (save vs charm)
08 Book is cursed (save vs spell)
09 Book has greater curse (save vs spell) will effect descendants
10 Book alters readers alignment (save vs spell)

11 Book turns reader into monster (save vs spell)
12 Book contains a magical guardian (see sub table below)

d12 Book Guardians

01 Gate opens every night releasing a gremlin
02 Invisible imp or quasit lives in the book
03 Lesser demon or devil lives in book
04 Major demon or devil lives in book
05 A haunt, phantom or shadow lives in the book
06 A ghost, spectre or wraith lives in the book
07 Book has protection from good and acts as holy un symbol
08 A horde of humanoids are trapped inside awaiting release
09 A monster is contained in the book (sphynx, troll, giant, etc)
10
 A dragon lives in the book
11 Unique demon or devil can see anything near the book or detect book being harmed
12 Book's previous owner bound to book tries to possess reader


d12 Book Creepy Features
01 Has a picture of everyone who ever read it inside including you
02 Terrible sense you have read this book before but forgot it
03 Book has family tree in back with your ancestors named
04 Scrawled message to future readers warning them of damnation
05 Portrait of current readers face on goats bottom
06 Name already written in book on list, other names crossed out
07 Start to have strange dreams every night after reading
08 Small animals shun you after reading
09 Grass, flowers and small plants die on contact with reader
10 Strange voices call out to reader from the darkness

11 Sometimes reader sees strange shadowy forms stalk them
12 A demon or devil in human form tries to buy soul of reader (keeps trying)


d12 Secret Lore Within (3d6 hour read, INT roll to find secret)
01 Research for a spell
02 Location of relic
03 Truename of planar being
04 Location of a dungeon or ruin
05 Recipe for a potion
06 Recipe for a magic item
07 Contains a d6 level wizard or priest scroll
08 Contains a d4 number of wizard or priest scrolls of level d3
09 Description of a cult in great detail
10 
Description of unique planar being
11 Description of unique magic location
12
 A possibly true prophecy seems to be due

d100 Blasphemous Books of the Black Library

01 Erotic Delights of Necromancy
02 The Grave Cannot Stop Me
03 My Love with a Incubus
04 Buggerized by Frog Demons
05 Concubines of the Witch King
06 Charmed by Devil Swine
07 Finding a Virgin in Shadelport
08 Seven Unpopular Means of Life Extension
09 I Lived with the Ghoul Kings
10 Black Lotus Love Secrets

11 Nine Weeks in the Demon Dungeon
12 Grave Robbing a Beginners Guide

13 Midnight Madness in the Mausoleum
14 Vampires: the Forbidden Delights
15 Dark Elf Ornaments From the Forbidden City
16 Abominable Gods of the Monster Empire
17 Slaves of the Necromancer Kings
18 Against Life Against the Gods
19 Seven Heavens of the Were Spiders Web
20 Choir of the Eternal Night
21 Stories From the Witches Sabbath
22 Serpent Man Hybrids, How they are Made 
23 Dread Chaos Unleashed 
24 Succubi Sluts of the Abyss
25 Moistened by the Slime gods
26 Seed of the Devil
27 Call of Eternal Darkness
28 Defiling the Sanctity of Sainthood
29 I Spit on Your Soul
30 Base Desires of the Goat Folk
31 Mushroom Gods of Goblinkind
32 Black Blood of the Demon Reign
33 Monoliths of the Toad Lord
34 Worm God's Harvest
35 Fangs of the Night Mother 
36 One Thousand Imps
37 Plaything of the Nighthags
38 Polymorphing Perversity Vol 9
39 Moans of the Night Demons
40 Deflowered by Dark Elves
41 Serpent Men Tore My Soul
42 Ravished by Beastmen
43 Slave Pits of the Monster Kings
44 Concubines of the Death Lords
45 Dungeon Fluids I Have Known
46 Horned Demon Gods of The Underland
47 Goat Lords of the Demon Wastes
48 My Poisoned Lovers
49 Gigantic Mushrooms in the Goblin Grotto
50 Sex Secrets of the Dwarves
51 Dark Secrets of the Rat Men Warrens
52 Dark Wine of the Ebon Gardens
53 Passions of Eternal Night
54 Kidnapping for Profit or Pleasure
55 Tentacles from the Well of Eternal Sorrow
56 Devil Contracts and how to Escape Them
57 Million Chittering Voices of the Void
58 Domination, Subordination and Charm Spells
59 Flesh for the Meat God, Wanderings of Xor
60 Probing the Orifice of Eternal Evil
61 Ship of Fools Sails the Undersea
62 Tavern of the Damned, places of Respite in Hell
63 The Nightmare Kingdom, Seizing your Domain
64 Carnal Secrets of the Netherworld
65 Raising Your Demon Child
66 The Rancid Meat Sceptre of the Beast
67 Blood and Sorrow, the Warlock's Lament
68 A Complete Guide to Cannibalism for the Novice
69 Piercing the Heart of the Ice Princess
70 Forbidden Alchemy Germination of Monsters in Apparatus
71 Damned Artifacts of the Monster King's Age
72 Forgotten Terrors of the Dawn Age
73 Fingers of the Devil Await the Wicked
74 Ghost Towers of the Hell Wizards
75 Six Fingers for Seven Holes
76 Mirror of Delusion and the Souls of the Damned
77 Bright for the Lich King
78 Blood & Souls for Arioch
79 Tears of Pain for the Forbidden Prince
80 Perfume of the Demon Lust Garden
81 Pentacles and Cups for the Lords of Hell
82 Students and Secrets of the Black Library
83 Secret Stench Pits of the Undercity
84 Madness of the Red Queen 
85 Impaled Flesh Puppets of the Hell Gardens
86 Ruins and Forbidden Place of Lost Lore
87 Wedding Feast of the Corpse King
88 Crown of the blood lords thrice cursed
89 One Thousand Nights in the Tentacle Chamber
90 Forgotten Places in the Celestial Spheres
91 Anatomy and Vivisection of Angels
92 Chants and Recipes of the Mad Monks
93 Pursuit of the Night Kings Bride
94 Across the Moon Kingdom by Dream Ship
95 Knowledge Gleaned Drinking With Demons
96 Unicorn Recipes and Uses of Alicorn
97 Devil Whales of the Depths
98 Grooms of the Goat Queen
99 Phlegm Pits of the Undergarden
100 Unholy Unions of Evil and their Treasures

d100 Kids of Nanny Binx for GoatQuest

$
0
0
Next time your game needs more goats your GoatMaster can use these tables. You've probably been worrying about the lack of goats in your games but now with games like GoatQuest, Goats and Grottoes, Dungeon Goat and other new games you can now relax. Possibly need to do goats as a BX character class or use this to create goats for a one of con game. A goat lore skill will help you unravel local goat secrets.

Dont forget Nanny Binx in petty gods tome but here is my early draft
http://elfmaidsandoctopi.blogspot.com.au/2013/04/petty-gods-stuff-nanny-binx-and-behni.html

She is in this book which you must get
http://www.rpgnow.com/product/149434/Petty-Gods-Revised--Expanded-Edition
I hope we get more osr books like this or has everyone gone pro now?

Nanny Binx wanders the multiverse leaving intelligent magic goats behind. Possibly she made other animals intelligent too and organised them into a anti chaos earth cult. Her descendants are not as powerful but still carry on her good work. She has tried to influence goat men and were goats into worshiping nature but this project is more difficult. Possibly her atheism gets in the way but earth goddesses appreciate the mana she has earned them which helps keep chaos at bay.

Typical magic goat
AC+3 HD 2 Att 1 d6 butt MOV 16"
Goats can climb like a thief and will climb sheer cliffs, tightropes, stand on a pole, rooftops or trees 16 or less on a d20
On a natural 20 they butt over opponents, they can do this if surprising anyone bent over
Magic Goats have a d4+1 other skill or lore fields of expertise

d12  Goat Type
01 Toggenburg - black or grey and white with toggles on neck
02 Anglo Nubian - various colours rounded nose
03 Angora (more like sheep sorry) or Cashmere
04 British Alpine - black and white 
05 Golden Guernsey - gold and wooly
06 Dutch Landrace - black and white, long haired, norse and irish versions too
07 Saanen - white
08 Black Bengal - black muscular
09 Booted Goat - shaggy red and black hair
10 Barbari - white with brown spots

11 Boer - big meat goats brown and white
12 Kalihari Red - large red 


d12 Goat Decor
01 Leather collar
02 Horns removed
03 Old hat
04 Floral garlands
05 Macrame decor with small brass bells
06 Leather collar with large bell
07 Carry bags
08 Scarf
09 Blanket coat
10 Ribbons

11 Dyed strange coloured fur
12
 Mystical tattoos

d12 Typical Goat Powers - all can speak common
d10 for billy goats d12 for nanny
01 Speak to any species
02 Druid of d6 levels
03 Priest of d6 levels
04 Wizard of d6 levels
05 Sorcerer of d6 levels
06 Only harmed by magic weapons
07 Can sense chaos and evil
08 Self reincarnation - if killed is reborn within 24 hours
09 Magic horns +1d3 to hit and damage roll once
10 Extra HD +1d4 whole HD

11 Always has d3+2 healthy kids each birth
12
 Healing milk two d8 doses every dawn and dusk (nanny goats only)

d12 Goat Quest
01 Investigating local petty crime like theft
02 Spreading warnings to animals about chaos cults
03 Seeking predator stealing farm animal children like fox or wolf
04 Investigating animal abusers or cattle mutilators
05 Bored and looking for adventure
06 Seeking missing human child
07 Seeking missing farm animal
08 Seeking a bad farmer who fled his crime scene
09 Helping animals revolt against wicked farmer
10 Seeking other magic goats or animals

11 On quest to enhance magic powers
12
 Investigating animal sacrifices of chaos cult

d12 Evidence of magic goat in area
01 Dead burned troll by local bridge with goat hoof prints as if they danced on corpse
02 Burned building with charred corpses holding curved weird knives inside
03 Animals all watching visitors as if spying on them
04 Farmer with head stuck in gate swearing about how was this possible
05 Funeral for farmer who fell off cliff somehow
06 Homeless ex farmer begging by road with charred stumps instead of hands
07 House covered in animal shit, every beast in area shits here
08 Wolf carcass hanging from tree with innards dragging on ground
09 Stomped flattened fox covered in hoof prints
10 Animals in barn bleating, stop and silently stare if human looks

11 Corn goats and goat decor and jewelry very very common in area, possibly vegetarians
12 Gang of goats by roadside look at visitors evaluating them




Kuseru Satsujin gave me some ideas I expanded on.


d100 Magic Goats
01 Mr Winky the magic goat wears a peaked wizard hat and glasses. He usually has a pet charmed monkey to open books for him. Teaches commoners wizardry for free

02 Nanny Zandra is an excellent dancer and entertainer who keeps a human dupe to collect money for her. Shes spends this to care for old and lame animals
03 Gordon the Golden prince prince of goats is handsome and golden furred. He fights monsters with his enhanced horns and HD. He likes to fight trolls and goblins most
04 Mimsy the Ghost Buttster can see and butt invisible spirits and drives away ghosts. She can even butt a spirit possessing a person out if she surprises them and butts them from behind
05 Billy Grumbleduke is a fierce fighter of chaos and cattle thieves and wolves. He allows short persons to ride him as a mount as long as they don't try to guide hid direction
06 Penny Zephyrtrot is a attractive nanny who moves nimbly and is faster than a racehorse
07 Conrad Roofssquatter likes to dwell on rooftops to keep safe and see enemies coming. In cities he gets excited and runs about on rooftops for hours where he is uncatchable
08 Polly Pennydrop cast's illusionary coins to trick victims into bending over for a laugh. She also is skilled at eating shreds of fabric off peoples posteriors
09 Gobredrikah the Druid Goat has a long beard and uses spells to sprout trees and tasty plants on roadsides. He likes to ride in the branches of tree folk and hops among the treetops
10 Cassy Doublecream makes the most delicious milk that fattens babies and makes magic nutritious long life cheese rations. She has luscious white glistening fur and has many protectors who she fattened as babies

11 Terraks the War Goat likes to wear armour and ha served as a mount for many smaller races. He regenerates wounds 1HP/round and goes berserk in negative HP
12 Ms Prissy wears a floral hat and likes to smoke long clay pipes. She can cast cleric spells and turn undead too

13 Machan the Mystic is a Goat sorcerer who can turn into a satyr or human at will. He has several identities he uses to learn magical secrets and investigate evil plots in human or elf lands
14 Sonya the Ruby Goat is a briliant evaluator of gems, jewelry and psescios metal. She claims she is a evaluator of fine wine but really is a drunk who lies to get booze
15 Barney Gigglepox is a brilliant goat comedian who can cast Natasha's Hideous Laughter three times a day. He shares material with bards in secret in return for beer and food
16 Corriana Pepperpot is a connoisseur of fine food who travels swapping recipes and reviewing eateries which is hard for a goat pretending she cant talk so she often travels with a fat youth
17 Nobby Hornbutt is a rascally goat who is surprisingly good at manipulating his horns even using them to pick locks, disarm traps and open secret doors
18 Cheryl the Peril is a brave lady goat acrobat with many incredible stunt skills. She uses them to lure chaos into deathtraps and ambushes and even likes living in dungeons or helping farmers trap wolves 
19 Mr Zippedy likes to bounce about crazily and bowl people over. He is quite sneaky and a master of surprise who can butt targets like a thief backstab skill 
20 Lady Moonhorn mistress of the night hunts evil by moonlight and is immune to energy drain attacks and paralasys. She hates ghouls and wights most and her horns are silver plated
21 Mr Cloppetey can run up any surface like spider climb spell and is immune to web effects. He hates giant spiders and is dedicated to squishing them all
22 Zrilla the Prophet Goat can answer three yes or no questions a day and can contact other planes once a week. She helps investigators of evil
23 Shaggy the Wonder Goat is a greedy, cowardly slacker but he still is awesome at hunting evil. He usually dupes some youths into helping them and occasionally is briefly heroic enough to save them or find clues 
24 Lady Penelope is a sophisticated goat of great charm who likes to eat paintings, scrolls of poetry and expensive instruments. She is a wonder at finding lost treasure and employs a butler to help her and save her when in trouble. She like to spy on people too
25 Kazzrah the Khaos killer is a might goat as big as a pony who gets additional two hoof attacks per round and han hir targets requiring magic. He has a permanent protection from chaos spell and can smell chaos tainted beings and objects. He lacks subtlety of his magic siblings
26 Shepizah the Glamour Goat likes to wear jewelry and make up and fakes exotic foriegn objects. She can use a body ow water as a crystal ball three times a week to help her solve mysteries
27 Jason the Great Goat is beloved by the gods and he is often aided by them whenever he becomes despondent about his quests failing. At least once a day a god will get him out of a jam or assist him. He often companies young heroes to teach them adventuring
28 Pamela the Mystery Goat is a super sleuth who can follow trains, scents and can detect evil. She often helps local law officers solve crimes and lets them take the credit 
29 Hobo the Wanderer likes to wander the world helping people solve problems then moving on. He is surprisingly good at finding the needy and carrying wounded, administering basic first aid and making traps and snares with rope using his hoofs and mouth
30 Lucy the Diamond goat hates evil wizards and can fire two 1d6+1 magic missiles from her magic udder per round. She often in disguise as a normal goat infiltrates wizard households and has butted several wizards off tower tops or into fire pits. She is immune to magic spell damage and dragon breath
31 Clancy the Butt Master lived with monks and now has a improved AC, HP, MOV and can make five d6 headbutts or kicks or hoof attacks per round. He is very humble and law abiding for a goat and knows hundreds of snappy but not very profound maxims 
32 Cerilian the Spirit goat can enter a trance allowing her spirit to explore areas or enter dreams of others three times a day. She can also speak to dead once a week
33 Sam the Piebald is a black and white furred red neckerchief wearing billygoat with the power to see through normal non magic walls and searches village housing for chaos cult objects. He then contrives a lynch mob to destroy the owners. He is very good at keeping his magic goat power secret
34 Corinda the Harmony Goad is a mistress of spacial dynamics and by artisticly chewing on things can render a area sanctified or protected vs chaos for up to a month. Some dont appreciate her gnawings at first. Wis effort she can make dimensional membranes less fluid making plane travel and phazing more difficult in a area
35 Toby the Indestructible has a bristly grey iron body and a +3 magic weapon is needed to hit him. He doesn't like rust monsters and always runs double speed away
36 Nanny Daphne likes to wear and eat flowers and uses her druid spells to spread floral plants. Her spell effects always have floral side effects. She likes to decorate villages and move on. If she finds a chaos village she plants giant carnivorous plants instead
37 Bucky the Brave loves exploring dungeons and he can knock down most reinforced doors half the time with one butt. He can knock down any humanoid with a roll of 16 or better in his attack roll and can knock giants down on a 19 or better
38 Nanny Phil knows hundreds of stories and legends which adventurers might find handy. She knows dungeon locations, cult rumours and monster lair locations. She dislikes going on adventures but loves to hear about them 
39 Vinny Shankhorn has unusually sharp horns that act as +1 and do double damage. He is a expert on organised crime in rural and urban areas
40 Samantha Gobbleguts can eat anything even cursed relics, evil gems, annoying intelligent swords, poison, green slime and even fire
41 Colby Blinkbutt has the ability to blink in combat and almost always gets to hit a foe from behind. He can teleport with a whole party once a week to his secret island cave base 
42 Cindy Queen of Goats likes to wear a tiny crown and gold bell on her gold collar. She actually shits 1d100 coppers pieces 1d6 times a day but only if she is happy and content
43 Happy Gutglob is a big fat billy who can bounce 3" up to four times a round or he can move full speed and make a 6" bounce. These bounces can go up or across and he can carry a normal person or two small passengers
44 Garry Plunket Goat detective is very good at spotting clues, trails and detects lies three times a day. Once a day he can commune with the Archons of Law to ask a yes or no question
45 Tabitha Twitchtail can never be surprised and detects secret doors and invisible things half the time. She is easily exited by her discoveries bleating and twitching her tail
46 Kane the Witch Hunting Goat can smell magic or persons with spell abilities. He hates unlawful magic and likes to work with inquisitors and witch hunters
47 Gruff the Crime Goat (Kuseru Satsujin) uses his incredible powers of deduction and trivia to solve mysteries. He likes to smoke a pipe and read but is always up for a mystery with his human helpers
48 Sofie the Wise Goat is a knowledgable she goat who gives great personal advice about personal matters, especially effecting family and love. She occasionaly helps authorities solve a mystery or intervenes to help the innocent falsley acused
49 The Scape Goat (Kuseru Satsujin) can eat curses and bad spells afflicting other persons freeing them of effects. He is immune to harmful magic effects and curses he eats but it takes him a round of nibbling to eat a magic effect. He can also eat harmful effects of sin which has similar effect to a priest confession helping a dying person reach a better afterlife
50 Crysophathia the She goat hates chaos and has improved HD and AC. Her udders can shoot two acid bolts per round inflicting 2d6 each or disolving metal bars or locks
51 Korby the Riding War Goat (Kuseru Satsujin) is a huge goat who can carry a armoured knight or several dwarfs into battle. He has 4HD and does double damage with a charge
52 Nanny Phantasia the Illusionist goat tricks criminals and cultists into exposing themselves with her magic. She is an expert and casting without sound or gesture and keeps her identity as a magic goat secret 
53 Byron the Billy Goat is a meloncholic poet prone to tantrums and meloncholia, but he loves the ladies and writing poems. He can use bardic abilities which sound just like bleating to humans but are still effective. Despite his deplorable side he is a clever mystery solver due to his experience and obscure knowledge. He has had his poems published in common under a fake naame
54 Nanny Cassandra is a cunning spy and has killed many cultists by aranging accidents. She often uses other animals to assist so many involve cultists being run over or ropes being gnawed through or burning branches being dropped on thatch roofs. She is quite ruthless and moves from town to town judging and killing cultsists
55 Gimpy is a small, limping billy goat but he is cunning and a natural sorcerer. He is a bit of a drug addict and gnaws drug crops and eats mushrooms. He likes to hold portals then uses spells to burn houses of cultists. He often is acompanied by normal goats as billy goat body guards
56 Nanny Miranda is a sophisticated goat who likes to smoke cigars and drink fine brandy. She has exacting knowledge of the vice dens of the rich and tries to steer investigations to them or at least the local pub. She is quite the scapper and gets two extra hoof attacks and wears a bowler hat
57 Godfrey the Gladiator Goat wears bronze armour and earned his freedom. He owns several humans who dress him and cover for him when on missions not apropriate for a heavily armoured goat. He has double HD and his suit gives him magic +2 to hit. He is fearless and immune to flame when dressed.  
58 Nanny Cordelia likes the fine things in life like being fed grapes on a sofa in a palace. She blatantly displays intelligence to get adopted by the rich as a curiosity then makes herself indispensable even without talking. She often helps slaves and will direct them with speech to aid her investigations 
59 Max the Magnificent is a handsome goat with big horns and a ornate collar. He infiltrates bandit camps then reveals their secrets by sending notes via pigeon using a spell cantrip to write by dictation. His fatal weakness is vanity and he loves being winner of country handsome goat contests
60 Shorna the Nannygoat likes to educate human children in secret to be kind farmers as she thinks this the best way to fight cruelty and cults. She even turns up at orphanages and educates whole gangs of urchins in secret. The urchins also act as her spies and she enacts terrible vengeance with her cleric spells on evil cults, especially ones that prey on children
61 Kaleb the Ice Goat friend of frost and snow is a shaggy long haired angora goat who specializes in cold related spells. He is immune to cold and has frozen cultests then shattered their bodies like glass by dancing on them. He even speaks to wind spirits who act as his spies and even carry him to far off lands. He doesn't like being domesticated but needs a haircut and hoof trim occasionally
62 Petra the Explorer carries a backpack and leads expeditions of human youths she has saved from sacrifice to explore ruins. She often recruits a band of murder hobos to act as monster killers if danger is about. She can spot traps and secret doors and advise her humans how to open them
63 Jimmy Black Buck is a were human able to adopt human form occasionaly and under the full moon. When human foes need silver or +1 weapon to harm him. He can resist his human urges and even has human followers to carry clothes for him. As a human he is a expert thief 
64 Penny is a Nanny with many mentalist spells like divination and ESP who can track a cultist down with ease. She even charms them and makes them betray their cults and turn themselves in to authorities 
65 Old Pete is a veteran goat wizard who has several human apprentices with him. He is crotchety but fair. Several of his apprentices have gone on to become teachers and he stays with them when travelling. He likes to plant trap spells on cultist implements and altars and kill them off one by one with evidence in hand. He likes to smoke and eat cream buns even though neither are good for him 
66 Donna the Wise is a far thinking nanny who offers her engineering advice to aid villagers with windmills, dams, waterwheels and defenses. Her followers have been know to set up siege weapons as traps to kill monsters
67 Clarence the Reading goat loves books but now he needs glasses which his human followers help him with. He encourages literacy programs and tries to disencourage cult activity. He offers a curriculum of classics to inspire heroism and virtue. He tries to help villagers overcome problems that drive them to desperately seek out cults. Many libraries admit him even though he eats the odd scroll absent mindedly (only ones with poor grammar and spelling)
68 Coriander the sea goat can turn into a fish from the waste down at will and specializes in sea mysteries. Many sailors have been saved by her and trust her. She infiltrates ship crews to find evil fish men or kraken cults
69 Luke the Unstoppable can shoot a d6+1 magic missile every round and can fly magically. He uses these powers to fight aerial monsters and track flying witch cults and even infiltrate them. Once he knows their habits he sends a message to inquisitors who mop up for him. He often is accompanied by young clerics in disguise on secret missions for the church
73 Miss Tawny can summon and bind earth elementals which she keeps in the bell on her collar. She uses them to improve the land around villages in secret and to battle demons
74 Tanner is a rascally billy goat who loves adventures and dungeons. He happily carries backpacks and is brave enough to fight a goblin or a wolf. Fortunately he is cleric and can heal wounds and turn undead. His collar has a holy symbol. He has saved whole parties of heroes who will come if he call for them by post 
75 Cora the Malcontent Nanny encourages free thought and ideas while trampling heresy and cult ideas. Her gang of youthful sidekicks stalk and beat cultists and robbing them for money. Her gang love to hear her tales of morality around the campfire at night
76 Barry is a big jolly goat who tells crude jokes and farts often. He likes to eat things he shouldn't but is a avid chaos cult hunter. He protects goat kin first but will look after kindly goat herders and farmers. He can turn invisible at will which helps him spy and fight but occasionally his flatulence betrays him 
77 Katie the Vigilant uses her communication skills to establish spy networks of birds to find cultists. She uses talking ravens to inform authorities and keep her anonymity. She thinks humans are flawed unlike goats
78 Sprinkles the Bro Goat, is every bodies friend, a top guy whos has supergoat sharisma, roguish charm and wit. He likes to move around so as to not overshadowing everyone. He loves the ladies of course but he enjoys spending time with gangs of manly murder hobos. He rolls two lots of dice for everything and he picks the best set for the result he wants. He serves the cosmic balance and fights for the gods of fate
79 Nanny Clover likes to use her human and animal followers to foil political corruption especially as a tool to find and secretly murder cultists. Her personal gang wars with secret societies has destroyed many towns in her purging. Some mistake her gang for a murder cult for some reason.
80 Solar the Sun Goat, claims to be son of the sun god in is youthful form as love god. He has a high charisma but has decadant dandy aristorat tastes. He is decadant but can fire two light ray once per round from his horns that inflicts 3d6 vs chaotic evil, 2d6 vs evil and 1d6 vs everything else. He doesnt like physichal contact with humans but tolerates 
81 Diana the She Goat is a swashbuckling wild forest goat who fights bandits, trolls, wicked hunters, or poachers on sacred hunting reserves. Chaos monsters and wicked goat men and were goats she might try to save them and redeem their taint, but if they dont follow through she kills them. She has double HD, bettar AC and MOV and does double damage
82 Barney the Good Goat is a wholesome sailntly goat with a stragley drown beard anf fur. He preaches love and understanding and can call a 3d6 fire or lightning bolt from the sky if outdoors at unrepentant sinners. Barney has to move around becaus his sainthood cult is threateneing to the echlisiarchy and nobility
83 Virtual is a strange other world goat.  He can walk through walls, move with blink of thought, and sometimes his form becomes lower resolution. He has multiple d6 lives which replace his corpse one round after dying. he doesnt talk he just says "denial of services attack". He possibly fights evil and is very attracted to butting zombies for double damage. but mostly runs about aimlessly butting things
84 Zachiaria is a grey hoat with longer black hair. He has awesome tatoos that store 
85 Keziah tyhe Strange Goat uses Tantric Goblin Shamanism and has drained all the local goblin shaman of her spells. At any time she has 2d6 first level spells, 2d4 second level spells and a d4 third level spells. At peak power she glows and floats over the ground, she walks like a mortal. If the ever fills up her power to maximum role able capacity she evolves to being a petty god. She is mostly nightmarish making some doubt her goodness 
86  The Hypno-Goat is believed to be the squicky offspring of Nanny Binx's dalliance with an alien creature who has developed a hypnotic gaze. All Hail the Hypno-Goat (Kuseru Satsujin)
87grimi the Leaper is a nanny goat who can leap vast distances (somewhere between 2 and 200 miles, or as far as the horizon can be seen from it's current vantage point) in a single bound. While Agrimi can carry a single rider on these leaps, she rarely consents to do so  (Kuseru Satsujin) 
88 Martin the Clever goat wears glasses and a tie and sometimes a scholars mortarboard. He loves to tell people what they did after the fact and "I told you so". He can offer good advice and is a wizard. He even went to wizard school. He likes dungeon adventures because he gets to be clover lots
89 Angora the Explorer is a cartographic traveler whose travels are displayed as map on her wool. This wool is periodically discarded whole, providing a fairly accurate regional map  (Kuseru Satsujin) 
90 Corey the Star Player Goat is a fantastic athlete and had double HD, better AC and does double damage. He likes to train goats and villagers to resist chaos and knows a wide arrack of military drills and training techniques. Once the locals have improved he moves on. he has been a sergeant in several militias. He also teaches wonderful sport to improve society
91 Bagot the Postal Carrier is a wandering nanny goat who delights in delivering mail and packages between distant locations. She has an unerring sense of direction when it comes to deliveries and ask only for small coinage in exchange  (Kuseru Satsujin) 
92 Rainbow the Spectral goat can change his dimensional frequency and gender at will. The goat passes through walls and teleports anywhere within sight. It can turn human for one hour a day It shoots prismatic rays of different types once a round and can plane shift or time travel a whole party once per week. Has enigmatic purpose
93 Zaron the Unigoat has a mighty d10 damage unicorn horn that can cast heal and purify food and water three times a day. He says unicorns copied him. Sometime Zaron appears as a nannygoat and claims to be his own sister. You never see them together at parties  
94 Trolgo the Goat-Troll is a huge regenerating goat monster hybrid. Has double HD and damage Goat who regenerates 3HP per round. She is not bright but means well and is smart enough to subordinates herself to one of her sisters mostly
95 Two Headed Pete is twins. Two front halves joined at the waist. Where Pete poops nobody can figure out.  Has two butt attacks and each has a separate spell casting class. Hard to surprise and can run forwards or backward the same

96 Nanny Sleepy Time the Sandmans Goat at night can enter your dreams and look for evidence of cultists to try and redeem with nightmares. Can cast Sleep once every ten minutes, Stomps on the skulls of enemies with her hooves with two extra d6 attacks
97 Corben the Big Buck has double HD and Damage and can carry loads and even a unarmored person as a mount. His horns are +2 magic. He likes to work with Chaos killers and quickly his abilities are realized. he gets bored in peacetime and wanders off to the eternal frontier if peace breaks out
98 Sheila the Unreal is a wizard nanny illusionist who uses illusions to fake the supernatural. These illusions draw out evil and leave them exposed and easy to kill. She has a die hard gang of teenage followers to help her faux mystery solving antics
99 Big Kev the Bold Billy is a huge wargoat as big as a knights horse who loves battle. He has Double HD and damage and has two d6 hoof attacks. He wears chain or plate or leather barding depending on his mission and even silver or cold iron skull caps to battle certain monsters. Big Kev likes to carry knights or several smaller unarmoured persons into battle. He laughs loudly and likes beer 
100 Nanny Petunia likes to find and raise baby monsters and humanoids to be good and upstanding creatures opposed to Chaos. Chaos cults hate her so she often hires murder hobos to protect her children 

More Important Goat Secrets and Chaos Goats

$
0
0


































Now you are utterly convinced about the need of magic goats in your setting here are some more important goat factors.

d12 Goat Community Tech Level

1 Nomadic and prefer cliffs for shelters otherwise bushes and bent over trees
2 Cave goats live in clif or hill cave shelter, most not very deep and goats don't go too far
3 Tree goats have inhabited cluster of thickly branched trees they all roost and play in
4 Shelter in human ruins d4 1=house 2=wall 3=church 4= crypt or Tomb
5 Live among humans with shepherd, provides shelter and protection. Humans think they are boss
6 Have convinced gnome s or other race to build shelters and a well
7 Have convinced gnome to build tiny adorable goat cottages and goats can crank a water pump
8 Got village with fields tended by other animals or possibly human hirelings
9 Crudely cobbled goat town with specialist goats and many other animals and races as specialists
10 Stone wall around a goat fort house where goats in armour parade, while non goats are peasants
11 Goat village protected by fairy illusion with fey races and talking trees part of community
12 Marble goat citadel on difficult to access peak or rock or giant tree. Humanoid golems and unseen spectral beings serve the goats advanced magical civilization. Their own written language of little hoof stamps and libraries of books that taste bad. Fey shape shifter goat changelings are common part of the community. Goat knights often have magic skull caps and armour. Occasionally a god or fairy lord comes to visit them. They wage war with trolls since the dawn age and have deep cosmic wisdom

d12 Preferred Goat Trading Partners and Allies
1 Dwarves are good for tools and metalwork and goats like to carry stuff up 60 degree slopes
2 Elves make nice parties and have lots of faerie friends and goats are the life of the party
3 Animals especially magic talking ones but less so the meat eating ones
4 Humans have hands and can do stuff goats cant and are cheap, goats provide dairy products
5 Halflings and goats get on famously and halflings can ride goats, hobbits love cheese
6 Beast Men can be useful allies but the chaos tainted ones or slaes of wizards are best avoided
7 Gnomes and goats are best friends and goats are the proffered mounts of goats
8 Fauns are common allies and kin, always happy to help goats and live with them as equals
9 Goat centaurs are like centaurs but with goats and have a goat head they are powerful spell users
10 Goblins are grubby creeps but they have many tasty trade goods and skills and goblins like milk
11 Sylvan magical beings like goats and trade wine for milk, like dryads, treefolk, satyrs. centaurs
12 Evils, goats dislike being slaves and goat eaters but might deal with devils or non chaotic orcs

Chaos goats mostly worship chaos like demons because nobody else wants them once carrying the taint. Mutated goats are beyond redemption even if they seem ok.

Now when you consider goats in a pre industrial setting were as common as humans you will have to start adding goat kingdoms and territories to your setting maps.

Goats are not all just kindly, wise and good. Some bad goats are tainted by evil. Here are the most common types that menace the countryside.

d12 Standard Chaos Goat Creatures

1 Goat Men tribes a type of abhuman or beastmen often used by evil for fecundity and survival
AC13 HD2-4 ATT Melee and a butt attack or Misile weapon MOV12"
2 Were Goats are wicked men who become goats by night or when enraged to do evil
AC14* HD4 ATT butt/bite/hoof/hoof 4xd6 MOV12"
3 Mutant Goats are multi limbed, tentacled insane horrors with weird features tainted by chaos
AC13 HD3 ATT butt d6 have 2d4 major mutations which may enhance attacks MOV12"
4 Demon Goats are plane shifting great black fire breathing goats with wings and forked tails
AC16** HD6+6 ATT butt/stomp/stomp 3x1d8 or 4d6 ranged cone of flame MOV12" fly 16"
5 Fire Goats are evil elemental goats that explode on death and can shoot fire
AC15* HD4 ATT butt or breath 2d6 fire MOV12"
6 Dragon Goats are partly reptilian with wings that breathe fire
AC+17 HD8 ATT butt, bite, 2xwing, 2xhoof d6/d8/d6/d6/d8/d8 plus breath as dragon type MOV12" fly 24"
7 Gorgon Goats are iron scaled and breathe gas that turns foes to stone
8 Chimera is a lion-goat hybrid with two heads and a snake tail, some have a dragon head and wings too
Traditional AC15 HD7 ATT  Butt, Bite, 2xClaw, Tail d6/d10, d8, d8, d4+poison MOV12"
Chaos AC HD ATT as traditional plus 2d6 dragon bite and breath attack MOV12" Fly 16"
9 Ghoul Goats are rotting undead who dig up corpses to eat their butt causes paralysis like a ghoul
AC13 HD3 ATT Butt d6 plus ghoul paralasys MOV12"
10 Vile Spirit Goats are corrupt land spirits who can form a goat body or can cause fear as spirits
Spirit Form AC16** HD3 ATT Fear DEF Invisible and Intangible, spoil food and water MOV12"
Coporeal Form AC14 HD3 ATT Butt d6 can reform once a day, if killed fades away MOV12"
11 Chaos Satyrs are evil satyrs often with mutations, are bigger, stronger and music abilities
AC14 HD4 ATT Spear or club plus butt d6, Cast Charm Person 3/day or fear 3/day Confusion 1/day
Faun only AC12 HD 2 ATT Weapon and d4 butt or missile, some are d6 level spell users
12 Goat Centaurs have goat body with mans torso and arms and goat head, they are powerful spell
casters with different powers and use them to enhance their melee weapons
AC16 HD7 ATT Weapon and butt or missile Each has 2d4 levels as a spell casting class MOV20"

* need silver, cold iron or magic to hit mostly need +1 to hit per *

Goatmen, satyrs, goat centaurs and goat spirits have good versions. Good spirits can purify food and water instead and protect good farmers who are kind to goats. Farmers who like them make corn goats from bundles of wheat. Mutants might be unhappy with lot  and not so evil but physically tainted and shunned by good goats and gods. Good cults dont let mutants enter holy ground.

Fire Goats are but one element, air goats can walk on air and carry witches to sabbats, earth goats can burrow at 3" and steal food stores, water goats can swim freely in water and can turn rear ends into fish tails, they like to drown kids. Elementals can be various alignments but the nicer ones mostly stay home and dont bother people. Good or neutral ones could be commanded to do evil. Colour hue best way to tell apart as evil ones darker or tainted by shadows. Greater elemental goats have more HD and can create elemental walls and fire elemental bolts. Quazi elements like ice, lightening, crystal, lava and fog might have goats too. All elemental goats explode on death and their effects don't harm their own kind. Elementals resist the element of their own type and dislike other elements.

Non magic satyrs are fauns, they are a bit nicer than satyrs and less likely to rape you. Fauns might just take you home for tea and want to play checkers or go on about their families. As fauns don't have powers they rely on being chatty even evil ones. Wicked fauns are sadists.

d12 Why Are There Chaos Goats About?
1 A bubbling pool of raw chaos has tainted area and a poor goat has been touched
2 A wizard, witch or warlock has been corrupting area and making monsters
3 An alchemical toxic spill has caused corruption, mostly from illegal dumping of waste
4 A demon has been corrupting goats as part of evil plan possibly rode to earth on demon goat
5 A gateway to chaos is corrupting area and releasing abominations
6 A breed of chaos mushrooms has been left out by dark elves
7 A cave with a chaos grotto has become accessible after been hidden for aeons
8 A cult have been releasing evil forces and leaving tainted food out for goats
9 A chaos magician passed through and left monsters in his wake
10 A chaos god passed through area and left a taint or made some monsters
11 Mighty Goats battled here long ago in primordial times and occasionally a remnant is exposed
12 A foolish goat or dissatisfied cultist tried to obtain more power and instead was tainted

Of course they could have just moved from somewhere else

d12 What Signs of the Anti-Goat Might Be Clues...
1 Occult signs gnawed into meadows or tree bark
2 Horribly mauled and disemboweled corpses covered in hoof prints
3 Bloody hoof prints around houses and stables
4 Trails of toxic toadstools everywhere
5 Stinking piss trails where goats marking territory or being jerks
6 Sticks aranged in witch signs in meadows and near houses
7 Witness pretty sure saw goats, witches and goatmen cavorting in nocturnal orgy
8 Bleating and screaming sounds at night
9 Large rocks moves at night into annoying places
10 Horribly brimstone scented tar like chaos goat poop everywhere
11 Goat herder found frightened to death in field or bed
12 Young goats kidnapped to be corrupted!
d12 What dastardly Anti-Goat Schemes Are Afoot?
1 Polluting water supply
2 Tainting common folk with chaos, especialy the young, greedy and power hungry
3 Terrorizing common folk to drive away
4 Seeking a evil relic
5 Helping a cult dominate area
6 Vandalism of anything of civilized
7 Causing a avalanche or other natural disaster
8 Arson of forest, fields or farms
9 Making noises all night, keeping people awake and making babies cry
10 Acting as bandits leaving a mess of spoiled goods and gnawed corpses
11 Churches, shrines and holy places defiled with vandalism and dung
12 Awaken a ancient entity slumbering in these parts

Will do a d100 Evil Magic Goats sgortly
Also working on d100 Evil Wilderness Farms

Reading CoC 7th ed and Pulp Cthulhu

$
0
0


I'm a bit miffy because my win10 laptop reloads tabs constantly and lost 75 evil farms i described lovingly on a 3 and a half hour bus ride commuting interstate for work. Not in writing mood since then. Have big job interview friday which might fix my life up and end my hellish travels and living arrangements. Playing last few rooms of ASE and 5th ed cthulhu fridays and going to run my Murder Highway game for two saturdays. Gonna work on some generic drivers and cars for drop ins and as examples.

Anyway here is what I have to say about Cthulhu 7th ed I have been reading loan copies. Despite what I say here I will definitely get the Pulp Cthulhu Book physically and possibly the keeper and then the investigator books. This review is more like bullet points so far.

More complex than previous editions but possibly more complete with many more character options and history. Extra stats to care for. I don't like the stats being x5 old rules - i rarely used idea and knowledge rolls or luck rolls in previous editions. Monsters now have unwieldy huge numbers. I can live with it but i keep feeling like im playing tsr d100 games. Slightly annoying i cant swap monsters from brp products as freely.

Mostly 1920s i think could have not bothered with modern sttuff and saved for another book - no attempt really at gaslight era. I will have to get last gaslight book as my box set and 90s book stolen and I hated the sherlock stuff (but i like rat things). Possibly a players book for each era would work.

So many differences it is another game. Not really BRP anymore. Feels like a liability to have played old game to learn this one. Im sure many mistakes will be made by old players and awkward moments will happen.

Very complex and over written for new players or gamers. Over the top in places but some good suggestions and explanations. Biggest complaint I get from non chaosium HPL gamers is that it is too complex. I should have seen that bit on avoiding playing racism and sexism too historically before my current anti catholic character. Some concessions to modern trends in mechanics and design.

Great art and layout. I dislike the full colour cofee table RPG book style but this is one of the best ever. Overdesign has not harmed readability and more games could be like this. Great artwork and photos. lots of content in keeper and player book repeated. Without repeats and adventures could have been one book. Thank god they dumped the moth eaten buggy pages that made readability suffer. Solo adventure would have been nice they should do more and re release old ones. I remember old scenarios only a few pages - modern ones seem wordy, too complex, too many monsters. Marketing wise the new ed feels like 5th ed dnd a bit or aiming at the larger gaming audience. The art alone is very tempting. Im more impressed than I was by the the monster field guide.

More stats to record - spendable luck points I think it makes me feel less helpless. Which spells utter failure for horror setting. Every new edition has made easier to survive and this ed feels more pulpy. Adds complexity i would happily not have even though the mechanics are ok. I liked optional magic points rules in brp that did a lot of what luck does in this game and would have been simpler to implement. Having more uses for magic points would have been good. I get the feeling this mechanic a bit of a story gamer touch to make players feel in control more which I think makes less scary.

The pushing skill idea that you can re-roll some non combat skills for a second try but risk disastrous failure if you don't make it is really good new mechanic. I don't really get or like the bonus dice and new skill opposition system. I might get it later though. Seems a concession to modern games. I still like the old resolution table.

Ads nothing really new to mythos - stuff in old eds like hpl npc stats gone. I do like the spell section and ideas on spell failure and variations. A few good things in the mythos book sections. Changed the classes of entities so no more lesser independant races.

Lots of good spot rule ideas I might use in my other BRP games and older Cthulhu games.
Healing different and ok.

Credit rating is greatly improved and more obvious feature of game.
All unarmed damage 1d3 no martial arts. Actually I like this. I did use a gangbusters/top secret SI based non lethal damage system in my game that made fist fights less deadly. This might be simpler. No more muscle bound martial artist guys doing 3d6 kicks to poor mythos monsters.

Tommy guns 5 times too expensive and harder to get than reality contradicting the text and history books. Listed price is $1000 black market. Funnily Pulp Cthulhu has the 1921 price, more like $200 in 1921 and $228 by end of decade. Ridiculous conceit about Tommy guns after text states purchasable from sporting good stores not through black market as stated in gun stat block. Better ways to control over kill weapons. Brits returned thousands of drum mags to USA for being too noisy and rattling which is a great indicator big drums have problems and suggesting a way to make them liabilities.

Taping two 20 round box mags together deemed more reliable for quick change, later on versions with mags welded together used by military. I had player turn up with a 1920s ad for surplus BAR at low prices. It is kind of ridiculous to make these weapons too hard to get. Tips for dealing with this would be better than crazy prices. Ive seen images and films with Lewis guns used by explorers so getting military surplus stuff in some places more permissible.

Explosive damages all raised to TPK strength and more useful for monster destroying.

Actually with the cthulhu pulp book all this works better somehow. Id rather play the new ed as a pulp cthulhu campaign. This book makes the new edition shine. Much better than the BRP pulp book but that might work better with this book too.

I will still play older version probably 1st ed. Despite all these grumblings I am more likely to play 7th ed now than I was when I heard of it and when I first looked at the books. Possibly all goes back to getting home from con with 6th ed leather bound to hear news that 7th was in the works. Hopefully this doesn't happen again.

Laundry might be something i get more and will snap up all the cthulhu now stuff i can while on shelves. Good ideas from 7th ed will filter into my brp home rules.
Still hoping Chaosium and Moorcock beef will be resolved.

d100 Evil Frontier Farms

$
0
0





























In the frontier there are many single family farmsteads. Many are alone for years, desperate, poor and afraid Many of the supernatural beings that lurk in the wilds are evil. Many become tempted by evil for survival and fall to temptations of chaos. Some of the entities of evil are mostly vindictive to civilized invaders and might leave local tribes alone. Some of the generational settler families are corrupted or tolerated but in fact are weaponized against newcomers. Backward frontier folk are often backwards in many basics like technology, good manners, who they should marry, what they should eat. Their cults are often non orthodox and backwards, even archaic. Occasionally a city priest comes through and if he doesnt get eaten or sacrificed will get a display of lip service to the faith of civilized people. You would think being so backward and odd they might be tolerant but no. Many city folk or foreigners strange ways or might enrage them. On the other hand if they like you they will find someone you should marry and they will eat your friends if they disagree. Many clans have a prisoner who has been surprise adopted. Some want to escape, many have been brainwashed and stay or worse, as visitors for help then change their mind and betray then to the clan.

Adult Males 1d4 

Adult Females 1d4
Male Youth 1d3
Female Youth 1d3
Male Children 1d6-1
Female Children 1d6-1
Male Elderly d3-1
Female Elderly d3-1

This generates 4-26 people


d12 Farm Styles
01 Ramshackle huts built against cliffs or trees 
02 Single log cabin house
03 Cabin and shed
04 Farm house and shed
05 Farm house and barn
06 Several farm houses and barn
07 Several rude huts
08 Multiple cottages
09  Multiple cottages and one large house
10 Several houses connected to cave system

11 Walled wooden stockade with sheds, houses with lookout tower
12 Hilltop stockade with houses and barn



d12 Local Livelihood
01
 Huntin & fishin
02 Prospecting
03 Banditry
04 Smuggling
05 Cannibalism
06  Drug abuse and production
07 Alcohol abuse and production
08 Helping cultists on pilgrimage
09 Trade with non humans
10 Fur trapping
11 Trade exotic herbs and fungus
12 Finding treasure

It is possible a clan does all of these things


d12 Creepy Features
01 Pathetic graveyard with 6d6 crude wood markers
02 Wooden frames with glistening red animal hides and fish left out to dry
03 Wooden block where animals and enemies are beheaded, years of bloody mess
04 Older crumbling shack semi collapsed they used to live in
05 A underground store house for root vegetable, pickles and possibly secret murder room
06 A creepy shack where animals disemboweled and smoked 
07 A horrible outhouse with snakes and huge spiders possibly worse
08 A pit full of offal, surrounded by horrible flies
09 Scraggly fields with poor quality methods, sickly looking animals
10 A sad looking well with a rope and bucket, possibly some kind of chamber down there

11 Huge piles of clay bottles and brewing equipment
12 Huge pile of mostly animal bones and skulls, best ones in the house



d12 Odd pets (Possibly kin)
01 Pack of semi wild dogs
02 A huge smelly meat eating ape
03 A dire wolf or giant lynx
04 A scarred old grizzly bear
05 A giant lizard or frog or gator or newt
06 A zombie pack pony
07 A giant bug or spider
08 Retarded youth kept in a shed is actually now a ogre
09 Shoggoth hybrid mutant idiot thing lives in a pit or well and actually a fa
10 A family of stirges (family members all scared)
11 Giant Rats or evil giant beavers
12 A elder god servitor species, super evil and intelligent kept in shed, cant communicate

Pets do as they please but if you kill them the clan will go crazy. Rednecks feed critters babies they find to fatten em up to eat and some turn out so pleasing they get kept like a family member


d12 local Problems
01 Fleas, in grass, in the dust, all over the area
02 Worms, parasite eggs everywhere
03 Huge rats or possibly huge bugs like bedbugs
04 One clan member was kidnapped and want help to escape 1in6 betray you
05 Drunk or High and neglecting health and children
06 Need fresh blood in clan looking fer marraige
07 Gambling over any event, neglecting family and loosing all wealth
08 Always keen for huntin and murdering folks
09 Feud with another clan of degenerates a few miles away
10
 Old person near death, everyone worries
11 Clan leader is a wizard who needs to sacrifice a human urgently so visitors welcome
12
 Locals are d4 1=inbred 2=diseased 3=starving 4=idiots or all of the above

d12 Favorite food when havin company fer dinner
01 Possum pie
02 Jugged Hare
03 Rabbit or dog stew
04 Frog casserole
05 Stuffed Mole
06 Squrrel on a stick
07 Mystery Meat Jerky
08 Ham and turnips (possibly orc ham)
09 Pickled lamprey
10 Carrion crawler eggs

11 Kobold or goblin stew
12 Pork ribs or gator flaps


d12 Things to do for fun round here
01 Wittling horrible figurines of tentacle monsters eating people
02 Skinny dipping in local pond or creek with animal friends
03 Shooting squirrels or frogstomping
04 Skinning animals alive
05 Provoking each other or pets or local monsters into violence
06 Playing kickball with a hog head
07 Spying on each other especially ones having sex
08 Getting high and drunk till they fall over
09 Preparing to raid enemy clan
10 Spit roasting a orc they caught

11 Torturing or lynching a prisoner d4 1=goblin 2=orc 3=tibesman 4=shifty lone traveller
12 Serving their dark lord


d12 Who is their dark lord?
01 Personality cult with head who acts as religious leader
02 Work with tribal or humanoid clans and cults
03 Clan Patriarch or Matriarch some kind of spell caster
04 Ancestor worship, possibly keep the body preserved
05 Animal spirit cult
06 Worship a local monster
07 Worshiping dark fey beings
08 Serving a wicked elemental being
09 Serving a bad spirit
10
 Serving a demon

11 Serving a elder horror from beyond
12 Serving a bad god


Cult shrines in every settlement. WIzards, witches, druids and priests common with shaman often for the spirit and ancestor cults.

d100 Evil Frontier Farms
01 Red Shed Farm, home of cannibal clan of deranged killers who collect human skulls
02 Black Creek Farm, clan of fish folk hybrids, always lookin to marry newcomers 
03 Swine Tree Farm, ruled by devil swine charming newcomers into clan with charm spells
04 Black Bog Farm, moronic hillbillies like to skinny dip with randy frog folk
05 Axe Stump Farm, crazed serial killers like to kill and dance naked in blood
06 Blood Creek Farm, patriarchal cult clan desperately seek next sacrifice to lord Krondor 
07 Frog Eye Farm, frog god cult clan like to drown victims in bogs then feed giant pet frog
08 Leech Farm, clan of leech folk hybrids, hungry for blood, like to hide in mud 
09 Skull Hill Farm, clan of lazy inbred necromancers, use skeleton ancestors as labour
10 Gizzard Creek Farm, inhabited by were rats, crawling with plague carrying rat swarms

11 Kidney Gully Farm, clan of peat miners, collection of evil artifacts from monster age
12 Bear Head Farm, clan inbred with cavemen bear demon worshippers hungry for blood

13 Kneebone Farm, huge obese clan lookin fer new blood in family, imprison strangers
14 Skank Hill Farm, obese patriarch and attractive flirty daughters, actually all succubi
15 Chunder Creek Farm, horrible drunken clan brew beer, have huge pool of rotten vomit
16 Black Gut Farm, clan worship horrible monster in pit they feed fermented man entrails
17 Vulture Farm, clan worship vulture demon imprisoned in stone monolith in barn 
18 Ribcage Gully Farm, necromancer clan building a colossus from gore in barn to raid town
19 Shank Neck Farm, ex convicts have gibbets full of rancid corpses hanging in trees for fun
20 Blood Oak Farm, clan of blood druids sacrifice strangers to thirsty evil treant
21 Crap Hill Farm, built on garbage tip of forgotten evil city, sell trinkets to cult pilgrims
22 Gorgon Hill Farm, chaos cult clan have mutant bull in barn to unleash on intruders
23 Klorgon Hill Farm,  built on ruins of old temple, cult clan worship idol in catacombs
24 Grave Gully Farm, built on remains of ancient graveyard, clan elders are ghouls
25 Slime Hill Farm, clan like to sit around pool of chaos watching critters crawl out
26 Filth Gully Farm, crawling with fist sized ticks among garbage, sore covered clan
27 Hog Head Farm, decorate farm with heads cut off pig men who roam area at night
28 Zephyr Hill Farm, clan worship evil air spirit who drops sacrifices from great heights
29 Crooked Stream Farm, ex city gang clan growing drug crops and secret smuggling
30 Bleeding Pig Farm, inbred degenerates stabbing screaming pigs in cages for fun
31 Toadstool Farm, covered in mould and fungus with goblin slaves being whipped by clan 
32 Nugget Farm, hillbilly prospectors keep gnome prisoners to slave in mines and for eating 
33 Giblet Creek Farm, clans happily spitroasting a orc and making orc hams for market
34 Hempbend Farm, stoner clan lazing about while children torturing farm animals
35 Goiter Hill Farm, clan keep a pit with hungry half shoggoth children wallowing in filth 
36 Phlegm Gully Farm, degenerates wallow in slime mould pools, growing gelatinous cubes
37 Scab Hill Farm, sore covered degenerates let pet stirges suckle blood from them
38 Squid Hill Farm, clan keep pet land squids as pets, worship the burrowing god beneath
39 Bloodnut Farm, clan of gingers keep degenerate ape men in tunnels growing mushrooms
40 Shit Hill Farm, clan worship a neootyg,  living in septic sewerage pit of the ancients
41 White Stain Farm, clan of albinos, mostly live in tunnels of serpent folk ruins under farm
42 Flesh Pit Farm, clan of degenerate butchers operate smokehouse, wallow in rotten offal
43 Snot Gully Farm, children of clan play with tame grey oozes while adults praise slime god
44 Twisted Hill Farm, mutant clan in hiding from city folk, cannibalism rampant
45 Fang Hollow Farm, cult of demon worshiping killers worship shadow demon in caves
46 Blood Tree Farm, grow and sell decorative gourds and spread pod people plants to city
47 Jack-O-Lantern Farm, clan use pumpkin headed scarecrow golems labour and guards
48 Pot Shard Farm, built on ancient ruin, clan attracts demon worshiping pilgrims to stay
49 Slug Valley Farm, crawling with slugs, clan worship giant slugs living in catacombs 
50 Gargoyle Bluff Farm, ruined old walls with roosting gargoyles worshiped by clan
51 Raven Bluff Farm, keep manticores in shed who share hunts with clan who raised them
52 Chumbucket Farm, clan catch monster fish but always short on meat to lure them
53 Bleak Hill Farm, melancholic clan only want true love and have built cell to keep them in
54 Turnip Hill Farm, worship bloody demon aspect of turnip god and summon him often
55 Bat gully Farm, clan interbreed with were folk who live in local caves with ruins inside
56 Black Goat Farm, clan dominated by magic chaos goat guarded by chaos goat men
57 Giblet Gully Farm, sell beef to local orcs and live off offal and giblets, a few are half orcs
58 Fang Hill Farm, clan of mutants with enlarged fangs, gift from their demon patron
59 Spider Gorge Farm, giant spider infested area ignored by most settlers except this clan
60 Ogre Valley Farm, clan of half ogres living in shattered hovels, each generation dumber
61 Sour Creek Farm, some thought water caused strange dreams but clan of cultists love it
62 Stink Gully Farm, stinking sulfurous pools in area slowly mutating farm clan into freaks
63 Vile Valley Farm, clan grow garden of huge carnivorous chaos vegetables 
64 Knob Hill Farm, clan trade and breed with colony of derro in caves under farm
65 Slime Flats Farm, rocky ground with slime pools the local clan eat from, devolving slowly 
66 Claw Bluff Farm, clan under thrall of vampire ancestor, some have demonic abilities
67 Rock Lizard Farm, sell giant iguana meat as mutton, worship lizard god in local ruin
68 Spine Rock Farm, built among titanic stone skeleton, worship prehistoric beast lord 
69 Clump Farm, clan of idiots living on poorly built houses, use weird glowing rocks for light
70 Tanners Creek Farm, filthy clan pollute streams with tanning plant, wear human skin suits
71 Flesh Pit Farm, clan matriarch pimps out daughters to prospectors and worships demons
72 Storm Bluff Farm, clan of witches use weather to drive away strangers from arcane rites
73 Glob Gully Farm, clan worship and sacrifice to chaos pit where ochre jellies ooze from
74 Rust Gully Farm, area crawling in clan pet rust monsters who eat iron nodules in bogs
75 Red Hill Farm, clan worship blood god, often visiting cultists and chaos templars 
76 Ant Hill Farm, clan use giant ants to tend crops by keeping queen hostage in cage
77 Sand Loaf Farm, clan cult resurrect prehistoric fossils into living monsters
78 Prudence Hill Farm. appear to be fundamentalist good folk, hide demonic shrine in barn
79 Wizard Hill Farm, clan of magic users with evil patriarch teaching demonic syllabus 
80 Cloister Hill Farm, built in ruins of monastery, clan serve evil undead monks 
81 Dragon Creek Farm, dragon now retired waited on by cultists it kidnapped over the years
82 Cadaver Gully Farm, built on ancient battlefield grave, clan eat preserved corpses
83 Lice Creek Farm, crawling all over everything while clan worship parasite god
84 Rodent Hill Farm, clan farm giant rats, mothers nurse giant rats with babies, sell jerky
85 Goblin Creek Farm, clan slave goblins farm mushrooms they trade with dark elves
86 Fester Gully Farm, clan of plague carriers serve plague god, ship infected food to city
87 Crow Eater Far, hopeless clan have eaten farm and wild animals even crows, starving
88 Eel Creek Farm, clan farm eels and worship eel demon, increasingly mutating into eels
89 Shit Creek Farm, filthy diseased degenerate clan wallowing in sewerage easily offended 
90 Corpse Creek Farm, dead bodies wash down stream from here for years
91 Slurry Hill Farm, clan keep a pet gibbering mouther in a pit of rotten liquid waste
92 Glorp Gully Farm, chaos cult wallow naked in slime pools, welcome visitors to join them
93 Blind Worm Form, albino clan gather white grubs from caves under village
94 Toad Bluff Farm, frog faced clan like to skinny dip with local friendly frog folk
95 Foul Creek Farm, stream flows from cliff cave carrying mutagens, clan hideous freaks 
96 Big Top Farm, retired circus clowns settled here with odd animals, worship chaos jester
97 Bloat Creek Farm, stream full of bloated rotten corpses in pond clan like to fish in
98 Clot Hill Farm, clan cult have huge blood covered idol, if clan threatened it comes to life 
99 Venom Creek Farm, crawling with snakes the clan care for, worship serpent man idols
100 Cheese Cliff Farm, clan have heard of chaos goats they make into cheese for maket

Strange Omens and Portents

$
0
0

When destiny draws near or fates turn sour, signs of warning appear. Some are warnings to stay away others are invitations for heroes to face your doom. One god will send a warning while others want heroes to face their doom.

I wanted these results to be reversible for good or evil omens. Some tips to make omens good or evil included in quick types version.

Spells or prophecy might warn you with signs to look for.

You could add several together.

Omens mostly warn you  are displeasing a god or straying from a prescribed mission. Also might be warning signs of a curse or prelude to supernatural encounter or receiving a new quest.

You might receive a warning of the sign and what it represents so when you see it you expect trouble or a clue for your quest.

You might receive as a warning or invitation at a obstacle, river crossing or cross roads.

You might get a omen after an adventure as a enemy god scowls at you or good god salutes your actions.

An omen might warn of a petty god or demon or deity manifeting

d12 Sources of prophetic warning
1 Written divination in book or scroll or monument in stone
2 Hear a poem or song possibly from bard or other source
3 Crazy old person yells at you
4 Local tells you old story
5 Temple prophet or diviner sends you message (donations welcome)
6 Cultist or evil priest curse you with bad fate
7 Humanoid boss or shaman mutters curse as dies before you
8 Witch curses you
9 Former surviving enemy has you cursed and sends you message
10 Professional curse maker sends you copy of tablet
11 Supernatural messenger or spirit tells you in a dream
12 Supernatural creature warns you

Omen
3rd level Cleric Spell
Curses or blesses a person to judgement from the clerics god and give them a warning. If target fails a spell WIS save.  They can also cast it on self another person to warn them of gods displeasure. If cast on self . Remove curse removes all effects.

4th Level version can be cast with conditions to activate a omen
5th Level version can be used as form of prophecy by asking a question and receive omens good and bad (hotter/colder) when you seek a quest, nudging you accordingly at the hand of god. One omen nudge per level per quest or 
lasts a day a level.

d10 Quick Types
01 Weather Signs - horrible or nice weather like storm or rainbow
02 Earth Signs -  fair or foul like quake or blooming flowers
03 Bird Signs - benevolent or evil birds like vulture or dove
04 Animal Signs - benevolent or evil beasts like wolf or kitten
05 Birth Signs - two headed or talking baby born
06 Written Signs - evil burning script or glowing angelic script 
07 Bodily Signs - horrible boils or youthful
08 Star Signs - sinister star signs vs fortuitous
09 Monster Signs - good monsters vs evil monster
10 Magic Signs - strange lights haunted or holy

Feel free to change results of species or change to human or non human or any other details


d100 Strange Omens and Portents
01 Strange breeze whistling a song of despair/cheer
02 Fog mysteriously boils from nothing haunting/refreshing all
03 Peculiar odour smells of foulness/sweetness
04 Strong breeze blows your face/rear
05 Whirl wind blows in path confusing your party/enemies
06 Crackling storm cloud thunder fill you with fear/courage
07 Fierce stormclouds blast across the sky driving you to stand-still/on-wards
08 Lightning blasts creates/removes a obstacle in path
09 Sky dims as cloud blocks sun or shines a shaft of light in path
10 Black clouds cover/clear the sky covering all in darkness/rainbows
11 Ground shakes underfoot knocking people down/rooting worthy to ground
12
 Strange disturbing/encouraging noise from underground
13 Plants die/grow in path making patterns
14 Plants in area wilt/sprout
15 Wind blows weird/pretty pattern in grass
16 Tree fall on path making a obstacle/bridge
17 Blowing leaves (or snow or rain) forms patterns
18 Road or river crossing is flooded/fordable
19 Area bleak and garbage strewn or candy covered love garden
20 Path ahead is dingy crumbling and unsound or sunlit and sound
21 Tiny birds cheep to warn/welcome you
22 Raven (or gull or pigeon) hops about and follows
23 Bird seen flying backwards/acrobatics
24 Hundreds of tiny birds circle area chirping angrily/cheerily
25 See a rare bird overhead connected to ill or good fate
26 Flee/see a hungry colossal flying creature
27 Rare bird spotted dead/alive
28 Followed by hungry vulture or talking bird
29 See a planar bird from hells/heavens
30 Followed by malevolent/benevolent bird
31 Witness a animal spirit acting as a warning/guide
32 A animal spectacular attacks/passes
33 Herd or migration of animals
34 Quest beast guides you to doom/victory
35 See a planar beast from hells/heavens
36 Sacrificial animal has swollen liver indicating evil/good
37 Peculiar animal with mutation/virtue
38 Find dead mutant animal or blessed adorable baby animal
39 Witness a angry/friendly monster 
40 Followed by malevolent/benevolent beast
41 Local two headed or talking baby born
42 Find a crawling cackling horror/adorable baby
43 See a hideous mutant or noble savage pass
44 See miserable mother with dead baby or meet happy family with newborn
45 Swarm of horrible/adorable critters like rats/butterflies
46 Plague of blood-sucking/sweet singing insects
47 See rare baby monster 
48 See corpse on road or water or see healthy fair bodied traveller
49 Witness passer by (anuimal or human) with deformation or birthmark
50 See heraldic symbol of noble clan
51 Flaming writing spells out approval/disapproval
52 Swarm, school or flock of creatures form into advisory script
53 Tattoo appears on flesh and disappears as mission completed
54 Writing in stone, clay or sand signals approval/disapproval level
55 Water trickles into words or symbol of advice
56 Cloud forms or shadows of something at right time form letters 
57 Find a blowing letter, paper seal or note in a bottle
58 Words appear in food or drink or body
59 Words appear scar or blood or brand
60 Words appear on object  like weapon, lamp light or 
61 Skin breaks out in boils or seems to shine 
62 Hair falls out grows longer
63 Hair changes colour
64 Feel nausea/glowing 
65 Feel itching/tingling
66 Blood nose or feel blood surge with heat
67 Teeth and fingernails feel loose or buzz with energy
68 Skin turns sickly and sweating or a warm inner glow
69 Every breath choking/invigorating
70 Brain on fire or great clarity 
71 Eclipse darkens the sky or sparkling sunlight shows path
72 Sinister hairy star falls from sky or blessed rare planet seen
73 Malign/kindly constellation rises
74 Combination of constellations fighting/friends represents fate
75 Planetary star seen indicating influence of a god 
76 Star of wicked/lucky influence winks
77 Rare constellation clearer than normal
78 See shooting stars fall to earth
79 Aurora of colour flickers in the sky
80 Planet seemingly off course representing deity
81 Find dead remains of foul creature or dead creature with valuable remains
82 Find remains of long dead monster or witness a rare mythical creature
83 Witness two monsters fighting
84 Witness monster chasing animal for food
85 Monster appears and speaks to quest takers
86 Monster creates/removes hazard or obstacle
87 Monster destroys something like a shrine or tree or border stone
88 Monster kills person of certain character 
89 Spirit being or ghost advises 
90 See titanic or colossal monster like titan or great dragon or dinosaur approach/pass
91 Magical vision shimmers in the air warning of failure/success
92 Two opposite character wizards battle
93 Glowing magical sign in path
94 Glowing magical sign in sky ahead
95 Crackling wall of fire or magical bridge
96 Divine messenger warns/directs
97 Divine symbol warns/welcomes
98 Visions from aspect of god
99 Divine being appears like flaming devil or lactating angel
100 Deity projects phantom making hand gestures

d100 Urban Structures in Ruins

$
0
0

Since the plague many small cities abandoned and sections of large cities abandoned. This is some handy table Im doing to create modern urban ruins on the fly and I will do some others too. I would probably generate as blocks or quarter blocks. A small rural city might only have a few dozen important sites. Bigger ones will have hundreds or thousands.

Rural pitt stops on the road was a early attempt
http://elfmaidsandoctopi.blogspot.com.au/2015/04/d100-complete-murder-highway-pit-stops.html
Random Law encounters
http://elfmaidsandoctopi.blogspot.com.au/2015/09/d100-cops-and-law-officers-for-roadwar.html
Slumburbs - mass housing estates outside of walled cities
http://elfmaidsandoctopi.blogspot.com.au/2015/11/d100-slumburban-bogans.html

d10 Condition
1 Very good pristine, recent advertising d6 months old
2 Slightly worn, dated ads a year old
3 Some damage, older advertising d4 years old
4 Vandalized, ads are ten years old often vandalized
5 Covered in graffiti
6 Partialy burned
7 Partially collapsed
8 Mostly collapsed, mostly walls but some shelter
9
 Entries collapsed but sealed rooms
10 Pile of rubble

d10 Advertising and Signage
1 Food or beverage items 
d4 1=soda 2=snacks 3=takeaway 4=
2 Vice Cigarettes, drugs and alcohol
3 Public warnings 
d4 1=terroroism 2=fallout 3=mutants 4=cults
4 Public messages d4 1=drink driving 2=election 3=war recruitment 4=patriotic
5 Mural 
d4 1=patriotic 2=local pride 3=paid street art 4=abstract colourful blots
6 Media d4 1=pop music 2=movies 3=book 4=magazine
7 Television network adds d4 1=show 2=news 3=network promo 4=sports8 Health care d4 1=vitamins 2=drugs 3=medical care 4=plague
9
 Clothing d4 1=shoes 2=underwear 3=fashion 4=work
10 Vehichles 
d4 1=bikes 2=off road 3=family sedan 4=sports


d10 Quick Structures
01 Public fittings, monuments
02 Public buildings
03 Residential apartments
04 Industrial
05 Retail
06 Office blocks
07 Government
08 Recreation
09 Demolition and construction
10 Other strange stuff possibly dangerous


d100 Urban Structures in Ruins
01 Bus shelter or depot
02 War memorial
03 Graveyard
04 Park with pick nick and bbq facilities
05 Plaza with public art work and sculpture
06 Bridge
07 High rise car park
08 Pay toilet d4
09 Phone boxes d6
10
 Train station
11 Police station
12 Hospital (1in6 mental facility)

13 Fire station
14 Library
15 Public admin
16 Museum
17 Art gallery
18 Aquatic centre
19 Sport centre
20 Council works depot
21 Town houses 2-3 story
22 Apartment block
23 Gated community of town houses
24 Private Mansion
25 Motel complex
26 Luxury hotel complex
27 Apartment block
28 Apartment block with shops on ground floor
29 Highrise apartment complex
30 Sealed archology
31 Power station
32 Garage complex
33 Small Factory
34 Printing press
35 Gated industrial park
36 Gated science park
37 Warehouse complex
38 Grain silo
39 Recycling centre
40 Garbage dump
41 Shopping mall
42 Supermarket
43 Hardware warehouse superstore
44 Row of basic shops
45 Row of boutiques
46 Row of takeaway stores
47 Market complex for meat, fish, vegetables, flowers
48 Car accesories
49 Car yard
50 Petrol station and garage
51 Small building of office suites
52 Large building of office suites
53 High rise of office suites 
54 Corporate arcology
55 Homeless shelter
56 Cyborg war veterans shelter
57 Nurses housing complex
58 Student housing complex
59 Prison complex or arcology
60 Church complex or cathedral
61 Army base or recruitment centre
62 Airport or helicopter pad or airship moor or docks
63 Post office sorting centre
64 Courthouse
65 Local government chambers
66 University campus
67 Technical College
68 School complex
69 Youth centre
70 Preschool centre
71 Cinema
72 Game console arcade
73 Zoo
74 Bowling alley
75 Shooting range
76 Sport field
77 Race Track (dogs, horses, cars, gocarts)
78 Casino
79 Convention Centre
80 Gymnasium
81 Demolition site
82 Construction site
83 Boarded up building to be reconditioned
84 Building was full of squatters and marked for demolition
85 Building was a sweatshop
86 Cargo container depot
87 Open pit construction site
88 Long abandoned fenced construction site with pond and vegetation
89 Armoured crack house for gang or druglabs
90 Partially constructed wall or road with mobile sheds
91 Theme park operated by androids (War World)
92 Dinosaur or pliestocene theme park
93 Botanical gardens (1in6 over run by triffid hybrids)
94 Centre for disease and mutation control
95 Space Research lab
96 Bunker complex
97 Cryogenic facility
98 Temporary field or refugee hospital
99 Black Lab in disguise
100 Secret society lodge hall or cult temple

d100 Wasteland Compound Structures

$
0
0
I have some days off so getting to chill and possibly game extra and write.

Rural pitt stops on the road was a early attempt, i have recycledd some data. These tables good for small comunities and has comunity defence tables worth using. These setlements are common on trade routes and welcome travellers. I might convert these into d100 instead one day. Previous post to this one has some useful links too.

http://elfmaidsandoctopi.blogspot.com.au/2015/04/d100-complete-murder-highway-pit-stops.html

Wasteland compounds are settlements off trade routes, mostly completley rebuilt from trash partly using ruins. Most compounds have a wall. Technology is lower. They are not just used by desperate farmers and neo primatives but popular with gangs, cultists, tribals, ferals and others who prefer to live in the forgotten wastes. They make good settings for missions like mad max 2 rescue the village from bandits. They can also be targets for attacks or subterfuge or headquarters of enemies. Corps might use them as covers for black labs.

d10 Walls (can have mixed types)
01 Trash heaped into wall with wire and logs
02 Mesh baskets full of rocks stacked
03 Log stockade with corigated metal sheets
04 Dry stone wall heaped loose stone and earthworks
05 Wire fence with concrete anti vehicle bollards
06 Recycled brick wall, reinforced in defencive areas
07 Stone bricks with mortar
08 Ruined brick walls reinforced with trash
09 Trash with vehicles like air craft, train, trucks or stacked car wrecks
10
 Reinforced concrete covering garbage and mesh wire and steel beams

d10 Wall defences
01 Watch towers - high towers for observation, snipers and weapons
02 Spikes and barbed wire - making climbing hazardous
03 Pit or moat - pit around walls with spikes, septic water or flamable liquid
04 Mine feild - trigered by foot, car or remote detonated explosives
05 Crude tank or car traps - concrete spikes or bollards and pits
06 Chemical weapons - use gas, smoke and irritants, defenders have masks
07 Flamer weapons - using gas or refined fuel and incendiaries
08 Balistia and catapault weapons - often using truck springs 
09 Machine Guns - ammo often limited and low or mid cal but effective
10 Light Artillery - mostly light anti vehichle weapons


d10 Quick compound structures
01 Residence
02 Industry
03 Agriculture
04 Storage
05 Defence
06 Public
07 Admin
08 Emergency
09 High Tech
10 Strange stuff


d100
compound structures
01 Clusters of small humpies, filthy little single person hovels
02 Small wooden and scrap huts for families
03 Large shack for multiple families
04 Barracks with bunks for workers or fighters
05 Slave pens for labour
06 Prison cells for criminals or hostages
07 Ramshackle scrap cottages for families
08 Large communal living multi story shed
09 Small guest shack
10 Multi room hotel

11 Fuel refinery using bio slurry (meat or shit) or petrochemicals or gas
12 Windmill or water wheel

13 Shack with tools for specialist like blacksmith
14 Sweatshop work house shed for often unhealthy labour
15 Mineshaft pit with waste rubble heaps and toxic water pit
16 Garage for car fleet and repairs with piles of arts
17 Blast furnace for smelting and casting metal
18 Steam plant burns coal or wood to provide mechanical energy
19 Water refinery and pump house
20 Shed of mining equiptnment and excavating equiptment
21 Green house garden for special crops
22 Hog sheds eat sewerage and waste produce biofuel
23 Chicken sheds for meat and eggs waste produces fuel, fertilizer, explosives
24 Grain silo for storing grain and flower
25 Cannery to store food
26 Refrigerated cold store
27 Mushroom growing sheds
28 Trees growing in sheds
29 Root vegetable store room
30 Slaughter house
31 Vault for keeping valuables
32 Quartermaster store for goods and sales
33 Brewery
34 Fuel dump
35 Ammo dump
36 Library
37 Warehouse
38 Lockers for clan personal stuff
39 Scrapheap full of parts, wrecks and store sheds
40 Cistern for water storage
41 Gunpower mill
42 Anti aircraft gun tower
43 Spotlight tower
44 Underground bunker
45 Guard animal pens
46 Fire control sprinkler pump house
47 Shooting range shed
48 Armoury for weapons and armour
49 Radio  and radar shack
50 Ultralight scout plane shed
51 Saloon Bar
52 Meeting Hall
53 Gallows or guillotine
54 Fighting pit for gladiators or animals
55 Bath house
56 Brothel
57 Mess hall
58 Theatre
59 Shrine
60 Billiard hall
61 Record office
62 Boss house
63 Council Meeting hall
64 Market Place
65 Tax office counting house
66 Bodyguards barracks
67 VIP guesthouse
68 Statue of founder
69 Cult statue
70 Plaza with artwork, flags and statues
71 Fire house with waggon shed
72 Infirmary for sick 
73 Doc surgery
74 Drug lab
75 Crack house for laying about stoned in
76 Torture dungeon
77 Agricultural lab for developing new crop strain
78 Museum with collection of antiques and collectibles
79 Collection of occult paraphernalia in shed
80 Home of former celebrity or shrine to dead one
81 Tank or APC in shed
82 Cyborging black lab, military surplus or corporate
83 Ultra tech experimental weapon like laser
84 Drone bat and control room
85 Airship mooring
86 Surplus combat or gladiator robot
87 Advanced mainframe fell off back of a truck
88 Satellite uplink station
89 Several cruise missiles and launch system
90 Cable tv station with studio
91 Enormous mutant plumbed into building sucking out ultra nutrient fat
92 Cave shrine with prehistoric idol to elder god
93 Hidden lab with brains in vats and alien biotech
94 Witch house with d6 witch cultists
95 Psi house with d4 psionic 
96 Sheds with mutant creatures
97 Sheds with undead prisoners
98 Shed with a stolen dinosaur
99 Shed with strange glowing thing that fell from sky
100 Drums of mutagen in a tunnel complex 

d100 Space Wreck Loot

$
0
0
This is loot from a space faring culture but not too alien. More like 2300 or low Traveller, Star Frontiers, pre artificial gravity probably. It could be for a wreck to look in space or planet fall. Could even be on a space port. I might try a weirder alien one in the future.

Consider condition of objects - could be useless or damaged or scared or scrap.

d10 Quick Space Loot Types
01 Apparel
02 Tools
03 Weapons
04 Emergency
05 Survival
06 Engineering
07 Structure
08 Life systems
09 Cargo
10 Crew


d100 Space Wreck Loot

01 Space suit gloves 1in6 a pair
02 Helmet
03 Jumpsuit
04 Space suit boot 1in6 a pair
05 Tool belt or webbing
06 Radiation suit
07 Light space suit (without life support pack)
08 Wrist com
09 Satchel
10 Long underwear

11 Magnetic clamp
12 Safety line

13 Rad scanner
14 Hand held thrust pack
15 Binoculars
16 Flashlight
17 Line gun
18 Thermal cutting torch
19 Micro tool
20 Hand scanner
21 Extendable baton 
22 Survival knife
23 Survival Axe
24 Crowbar
25 Light sidearm
26 Ammunition clip or box
27 Armoured vest
28 Non lethal side arm
29 Hand cuffs
30 Grenades d6 (lethal or non lethal)
31 Fire extinguisher
32 Hull breach patch kit
33 First aid kit
34 Life support pack
35 Space suit patch kit
36 Ration Pack
37 Water pack
38 Gas or filter mask
39 Pneumatic drug injector
40 Cyborg limb
41 Atmospheric scanner
42 Re-entry survival kit
43 Emergency bubble
44 Emergency suit pack
45 Survival kit
46 Expanding foam crete tube
47 Dome kit
48 Gill suit with flippers
49 Food analysis scanner
50 Water purifier
51 Monitor
52 Chain
53 Rare earth magnet
54 Large wrench
55 Rivet gun
56 Plasma torch
57 Industrial battery
58 Metal bonding tape
59 Fabric tape
60 Pipes
61 Light fitting
62 Door
63 Porthole
64 Bundles of torn cables
65 Sheet of plate metal
66 Metal beam
67 Reactor shielding
68 Chunk of console
69 Chunk of mainframe
70 Solar panels
71 Clone vat
72 Sleep berth
73 Toilet pod
74 Medical diagnostic bed
75 Acceleration couch
76 Chunk of food recycler
77 Chunk of hydrponics station
78 Container of seeds or dna
79 Flight station couch
80 Radioactive fuel
81 Pod of biological material
82 Tank of poison gas
83 Missile
84 Tank of reaction mass fuel
85 Radio beacon
86 Black box
87 Cargo pod
88 Steel or plastic drum
89 Safe
90 Locker
91 Crewman corpse 1in6 infected
92 Android corpse 1in6 insane
93 Damaged robot 1in6 insane
94 Damaged drone 1in6 insane
95 Escape pod 1in6 with corpse
96 Escape pod with survivor
97 Dying survivor 1in6 insane
98 Cryonic pod 1in6 with body
99 Coffin with corpse
100 Charred crew skeletons

d100 Kobolds for sale

$
0
0

In Shadelport kobolds are popular slaves, useful for hundreds of reasons. From expendable potion testers to door openers, kobolds are working hard. Do remember while cruelty to kobolds in public is not shunned like horse beating, treating them badly in kobold territory could be a problem. As kobolds treat each other often badly treating them a bit better is easy.

Kobolds are easy to store and ship. They tolerate conditions other races would die in. A well cared for kobold lives twice as long as a wild one.

Some religious leaders and a troublesome women's movement claim they have souls and can be almost civilized even deserving the same rights as goblins and orcs. Most people would look twice at a owner beating a kobold to death in the street. Kobolds work with phosphorous in match factories, mines, dye factories and other dangerous jobs. Many humans in the ghettos complain about kobold slaves and would also like to see them emancipated (and cooked in soup). Even urchins and mutants in the ghetto complain. Orcs and goblins dont care about how humans treat kobolds. Orcs rarely acknowledge they are visible. Goblins are happy humans don't treat them like kobolds even if only slightly better.

A few wizards with carpet bags of holding gave up using spells and just used kobolds.

Kobold Packaging and accessories
Sack 1cp
Apple crate 1sp
One kobold small keg 4sp
Six kobold barrel 2gp
One kobold carpet bag 4sp
Two kobold carpet bag 6sp
Wood backpack with iron bar door 2gp
Fancy iron cage 14gp
Kobold skin oil 1sp for 3 months of healthy shiny skin
Kobold skin oil scraper 4sp makes oil last twice as long
Booties 2sp
G-string 1cp
Loin Cloth 2cp
Pointy little cap 2cp
Adorable little trousers 2sp
Cute little jacket 3sp
Charming little hat 2sp
Fancy slightly silly court outfit 12gp
Pliars for removing teeth 1sp
Manacles 5gp with lock
Leg Irons 1gp bolted on
Neck Chain 3gp with lock
Silver nose ring and chain 15gp
Chastity belt 12gp with lock
Leash 1sp
Spectacles 25gp for literate kobolds
Owners Manual 12gp "On the care and breeding of kobolds" by R. QuiglyBranding 1cp
Tattoo 5sp
Neutering 1cp
Kobold ownership neck tag 1sp
Kobold kibble 1cp for a dry day survival rations but gives them kidney stones long term
Kobold candy 1sp for ten pieces (butterscotch most favorite)

Kobold egg 1cp
Baby kobold 1sp
Teen Kobold no skills 10sp good for expendable jobs
Adult kobold labourer 1gp
Adult kobold experienced personal servant 4gp
Expert Kobold 25gp+


d100 Quick kobolds for cash types
01 Expendable
02 Labourer
03 Servant
04 Tradesmen
05 Fighting
06 Subterfuge
07 Murder Hobo
08 Exotic
09 Petty magic
10 Magical

Extra HD for fighting types
10gp 2d4 HD
20gp 3d4
50gp 4d4
100gp 4d6

D100 Kobolds for sale
01 Trap tester - open doors, chests, walk down corridors, easy 1gp
02 Pole boy - poke stuff with ten foot pole in dungeons 
1gp
03 Food taster - eat and drink substances 
1gp
04 Matchstick maker - glow in the dark, rotting flesh 10sp
05 Hole inspector - investigate mystery holes 
1gp
06 Chimney Sweep - clean soot from 10sp
07 Gong farmer - unblock deadly city drains and sewers 10sp
08 Monster keeper - feed and clean up after captive monsters 10sp
09 Machine tender - work amid cogs of mills and machines 10sp
10 Dye worker - stomp in vats of toxic dye 10sp
11 Miner - digging and tunneling 
1gp
12 Baggage hauler or water bearer - carry 40lb loads 10sp
13 Fisherman - catch and dry fish 10sp
14 Picker - pick fruit and other crops 
10sp
15 Pig tender - look after pigs, try not to get eaten 
1gp
16 Shepherd or milk maid - watch animals or milk them 
10sp
17 Muck scraper - clean horrible filth of boots and stuff 
10sp
18 Rock cracker - smash big rocks into gravel 
10sp
19 Meat worker - assist butchers 
10sp
20 Wood collector - gather branches, chop and carry 10sp
21 Privy attendant - assist master in toilet 
4gp
22 Doorman or lamp bearer- open doors for masters or carry lamp 
1gp
23 Animal Groom - brush horses, cats and dogs 
1gp
24 Dressing Groom - brush clothes, help master dress 
5gp
25 Bath attendant - heat water, soap and scrub 
2gp
26 Barkeeper - serve and mix drinks, listen to losers 2gp
27 Bed attendant - keeps linen clean, catches fleas using body as bait, warm beds 3gp
28 Barber - cut hair and shave 4gp
29 Cook - cook common basic meals or make bread 2gp
30 Nanny - care for children 3gp
31 Spinner - operate spinning wheel to make wool or thread 2gp
32 Weaver - operate a loom or make rugs or baskets 5
gp
33 Mechanic - service and oil and maintain machines
 10gp
34 Smith - make metal goods like tools and basic weapons 
10gp
35 Cobbler - make boots 4gp
36 Tailor - make and adjust clothing 5gp
37 Scribe - takes dictation, reads aloud 
10gp
38 Potter - makes pots and dinnerwear 2gp
39 Barrel maker - makes and tends barrels 4gp
40 Leather worker - tan hide and make goods like clothes 3gp
41 Dart thrower - skirmisher and scout 4gp
42 Archer - forager and scout 6gp
43 Spearman - often aid hunters, might carry several javelins 8gp
44 Swordsman - sword and shield fighters 
10gp
45 Maceman - mace and shield 
10gp
46 Axeman - axe and shield, also woodcutters 
10gp
47 Gladiator - two short swords, helmet 20gp
48 Hunter - catch small game and birds 
10gp
49 Rock thrower - cheap skirmisher and bird scarer 
2gp
50 Drummer or horn blower - for marching and signaling 3gp
51 Stabber - sneak, hide, slit throats 
10gp
52 Arsonist - expert fire starter 
10gp
53 Suicide bomber - carries lit cast iron grenade to target 
10gp
54 Military Scout - observes enemy troops and camps 
20gp
55 Infiltrator - enters dungeons or households and spies 50gp
56 Poisoner - pollutes and food water supplies, poison knife
 50gp
57 Assassin - infiltrates and kills leaders usually while asleep 100gp
58 Sniper - often use heavy crossbow for long range targeting leaders
 50gp
59 Theif - all purpose stealthy agent
 50gp
60 Kidnapper - expert in kidnapping targets, might need help carrying them off 100gp
61 Trapper - make or disarm traps
 50gp
62 Sapper - military mining and plant demolitions 50gp
63 Locksmith - make or disarm locks
 50gp
64 Incendiarist - render fuel from corpse fat and use flammable oil and smoke 100gp
65 Demolitionist - make explosive devices and black powder
 100gp
66 Climber - expert climbing cliffs and buildings, assisting others 50gp
67 Potion taster - fairly good at identifying potions from taste
 100gp
68 Dog handler - manage four trained dogs 50gp
69 
Beast handler - manage a chained animal 100gp
70 Monster handler - manage a chained monster 500gp
71 Water breathing Species - excellent aquatic worker 
100gp
72 Gliding species - can climb and glide, good scouts
 100gp
73 Extra arms - extra melee attack 100gp
74 Invisible - has invisibility cast to be spy, turn visible if attacks
 100gp
75 Luminous - has has continual light cast on it, can cover with cape 100gp
76 Supernatural - needs +1 to be hit, competant warrior
 100gp
77 Spider mutant - can cling to walls like spider
 100gp
78 Berserk kobold - can fight up to -10 HP 100gp
79 Magic taster - can determine if thing magic by taste most of the time
 100gp
80 Random mutant - weird mutation 
100gp
81 Petty magician - knows d4 clean cantrips 
100gp
82 
Petty magician - knows d4 detect nagic cantrips 100gp
83 
Petty magician - knows d4 stun cantrips 100gp
84
 Petty magician - knows d4 conjure egg cantrips 100gp
85
 Petty magician - knows d4 conjure salt cantrips 100gp
86
 Petty magician - knows d4 candle light cantrips 100gp
87
 Petty magician - knows d4 arouse cantrips 100gp
88
 Petty magician - knows d4 conjure flowers cantrips
89
 Petty magician - knows d4 conjure sweet cantrips 100gp
90
 Petty magician - knows d4 exterminate vermin cantrips 100gp
91 Kobold apprentice wizard d4 levels 500gp
92
 Kobold apprentice sorcerer d4 levels 500gp
93
 Kobold apprentice acolyte d4 levels 500gp
94
 Kobold apprentice healer d4 levels 500gp
95
 Kobold apprentice druid d4 levels 500gp
96
 Kobold apprentice wizard d4 levels 500gp
97
 Kobold apprentice psion d4 levels 500gp
98
 Kobold apprentice monk d4 levels 500gp
99 
 Kobold pistolier d4 levels 500gp
100
 Kobold musketeer d4 levels 500gp


Kobolds are 90% doglike or small goblins in Shadelport with knockers and koboldi being next most popular slaves. Other types have been brought in by traders and adventurers.

d20 Revised Kobold Subtypes
1 - Canine, get along with dogs
2 - Draconic, tainted by draconuic blood, former dragon serfs
3 - Koboldi, drunken fornicators, giant genitals, amusing companions
4 - Knockers, mining folk, good craftsmen
5 - Pale dwellers, albino cave tribes, primative
6 - Frostlings, live in glaciers and snow
7 - Yellow, cunning jungle murderers
8 - Fire Newtlings, live in volcanoes, newt like
9 - Bogling, dwell in city sewers and swamps, carry infections and parasites
10 - Ratlings have rodent traits
11 - Saltkin, coastal scavengers with blue skin
12 - Bloodcaps, blood drinking pointy hat wearers
13 - Gliding, primative but good at climbing and have glider membranes
14 - Weasal kin, horrible fanged and hairy
15 - Frogkin, part frog like swamps
16 - Goatlings, have little horns to butt and hooves instead of feet
17 - Crablings, have crab claws and, chitinous armour
18 - House kobold, live in barns and under stoves, shy scavengers
19 - Raptorlings, tiny angry dino hybrid men
20 - Trollkin, weedy and hopeless part lesser troll

I will do d100 elite kobold squads soon
Viewing all 2327 articles
Browse latest View live