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d100 High Tech Bugs

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Tech will always fail you. Could roll as flaws in latest products or like a event possibility in any tech game. Friction points are something you accumulate when you consider all the things that go wrong in a mission. Too many points and you call the mission off. New untested tech is a significant risk as is the complexity of operating it and the skill of the operators.

This is a list of cluster fucks for any tech game, go ahead and disappoint your players. Could be handy for failed repair rolls or found items or bargain goods. Flaws can be fixed and overcome. Some items rated by failure per 200 hours use - ideally .002 nice, shitty items much higher.

In game i would make mishap more common - especially in tech dystopia. Especially when players hurriedly upgrading with cool stuff in splatbooks.

This is best for hand held electronics or high tech fire arms. Im assuming most products have batteries, displays and some kind of computer.

Inspired by Scrap princess on G+ post.

Also an earlier post
http://elfmaidsandoctopi.blogspot.com.au/2014/07/roadwar2000-gentech-supply-catalogue-pt1.html

Cheap Stuff - often under half price - double failure odds - check first d20 hours
-From vending machines
-Knock off bootleg copy
-Superstore bargain
-Ikea kit

Moderate - check every 200 hundred hours for fault
-retailer standard
-rushed custom model

Expensive - 10-20x cost - one check after 1000 hours
-custom creation
-VIP super delux

d10 Common Problems
1 Emergent properties of hurried design
2 Poor design parameters - too many requirements, under performs
3 Inferior materials - poor sourcing, breakages
4 Crippleware - designed to make you buy more stuff or upgrade

5 Manufacturing flaw - not assembled properly
6 Inferior parts - parts break or ignites
7 Untested in real conditions - fails in certain conditions like cold, mud, wet, etc
8 Overly complex - repairs, maintenance take too long or bewildering
9 Corporate Sabotage - deliberate sabotage from rivals
10 Built in obsolescence - made to fail in time period to make you upgrade


d100 High Tech Bugs
01 Some units burst into flames peak use
02 Overheats and melts
03 Explodes when peak used
04 Part snaps off
05 Breaks in half
06 Jams easily
07 Something rattling stops working
08 Knob or switch or control breaks off
09 Knob or switch or control jams in position
10 Part loose making operation intermittent

11 Under performs claims on box or ad
12 If not maintained frequently critically fails

13 Not waterproof, moisture increases failure odds
14 Parts, accessories or ammo scarce
15 Power supply intermittent
16 Part breaks stops unit working
17 Incompatible part eventually breaks
18 Dust or dirt jams mechanism
19 Device a security risk, enables others to spy on you
20 Rapid temperature change breaks
21 Rapid humidity change breaks
22 Item snaps easily of dropped or struck
23 Batteries, magazines, memory hard to remove, get stuck often
24 Highly flammable if exposed to heat, fire, sparks 
25 Easily corrodes increasing failure
26 Hackers seize control of device
27 Hackers can track location
28 Hackers sabotage then contact owner pretending to e company
29 Hackers cause to go haywire
30 Bootleg unit falls apart after d100 hours use
31 System upgrade shuts down at awkward moments
32 Not compatible with non brand accessories
33 Upgrade makes accessories not compatible
34 Upgrade reduces efficiency
35 Virus reduces efficiency
36 Virus causes shutdown
37 Virus causes haywire
38 Virus activates at various times
39 Product recall due to trademark or copyright violation
40 Part loose and drops off due to poor assembly
41 Interface ports loose and get worse
42 Accessory attachments loose
43 Mildly radioactive
44 Causes interference in electronics
45 Activates when other devices turned on
46 Item is toxic to touch
47 Gives off toxic fumes when working
48 Item leaks toxic fluid
49 Item leaks lubricant
50 Parts corrode requiring replacement regularly
51 Parts disintegrate slowly in sunlight
52 Acid from skin eats coating, loses waterproofing
53 Screen scratches or cracks easily
54 When warms up parts expand and seizes up and even shatters
55 Paint falls off and looks like shit
56 Accumulates dirt in ports, gums up works, requires cleaning 
57 Requires special cleaning tools and products to continue functioning
58 Scandal with item manufacturer earns user scorn and abuse
59 Item rated uncoolest top ten tech for year, public laugh on sight
60 Item used and made famous by terrorists attracting police
61 Item used and made infamous hated celebrity, people spit on item
62 Part is delicious to animals
63 Bugs like to crawl inside
64 Item seizes up, help note from sweatshop inside
65 Company sells trademark, new one goes bankrupt, no new parts 
66 Discharges when puts away
67 Discharges when sit down
68 Discharges when when catches on other piece of equipment
69 Discharges randomly when jostled
70 Jams on cold start works best if warmed up
71 Designed to stop working when warranty ends
72 Requires regular servicing to function
73 Causes occasional repetitive injury or abrasion in use
74 After sales spam and harassment from manufacturer
75 Maintenance complex and difficult requires technician
76 Self service or modification breach of trademark inviting legal action
77 Self service or modification breach of trademark voiding warranty
78 Rival company releases superior copy just after you buy it
79 Part snaps in cold
80 Seizes up intermittently in heat
81 Security feature over zealous 
82 Slippery, easy to drop in hurry
83 Attracts dust and effects operation
84 Lag in activating time that gets worse
85 Battery use faster - something stays on all the time
86 Battery use faster - inferior and deteriorates 
87 Battery flaw explodes
88 Keeps restarting or setting change
89 Chips burn out if overcharged
90 Chips burn out if get moist or damp
91 Noisy annoying sounds when carried or operating
92 Charger overheats eventually melts 
93 Electric shocks from grips after sweat eats away seams
94 Constant static charges eventually bursts into flame
95 Software bug shuts down if confused
96 Software bug makes errors often
97 Software bug asking for confirmation in crisis
98 Electronics spaz out when near other powered devices
99 Hairline crack grows till casing breaks during use
100 Operating device stands out with high em profile

d100 Greater hauntings for Weird War One

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Will try and do more horror this month.

Sequel to this post
http://elfmaidsandoctopi.blogspot.com.au/2015/09/d100-petty-ghosts-and-hauntings.html

These are major manifestations witnessed by troops fighting in no mans land or even during active battles. I will do fantasy versions of both tables one day and possibly modern ones. Some based on propaganda, myths and hallucinations of exhausted men. The last table was more subtle and more for tunnel fighters. These are for troops in no mans land or on maneuvers. they are larger scale and more horrific and even dangerous. It is up to GM to decide if these supernatural or propaganda hallucinations are mere phantoms or physical threats. I envisage a Robert Holdstock kind of effect that soldiers encounter their dreams about the enemy amplified by death and sacrifice.

This includes some examples
https://en.wikipedia.org/wiki/Committee_on_Alleged_German_Outrages



d100 Greater haunting for weird war one
01 
Grim reaper leading off soldiers
02 Cannibal ghost eating corpses and crying
03 Men possessed by ancient long dead soldiers
04 Demons entering hellmouth of medieval underworld
05 Medieval demons laughing and marching or flying
06 Phantom soldiers trapped in a minefield warn you
07 Corpses broken up by shelling trying to move
08 A marching band playing patriotic tunes
09 Recruiting volunteers for Hel
10 Medieval archers and soldiers

11 Roman and Celtic soldiers fighting
12 Medieval plague era skeletons dancing 

13 Angel with sword killing enemies
14 Angel helping the wounded
15 Witches on brooms with familiars flying over battlefield throwing bombs
16 Soldiers running through minefield explode raining phantom gore and body parts
17 Rains blood from the sky
18 Severe shelling explodes graves, chunks of long dead soldiers cry and moan 
19 Apparent reinforcements marching to viewer, as close see more fatal wound
20 Corpses burst from ground struggling to escape earth
21 Thick storm clouds darken trenches, in brief flashes mauled marching men visible
22 Long missing troops aid viewers avoid a hazard then vanish
23 Lost in fog find a bunker and trench system of allies, dawn comes and evidence gone
24 Skeleton troops marching
25 Phantom soldiers battling
26 Millions of crows and ravens feasting on thousands of corpses
27 While walking step through rotten belly of corpse, corpse jerks to life screaming
28 Millions of flies cover everything like a blanket
29 Rotting corpses writhing under shallow water
30 Ambulance and medics carry dying away then fade into mists
31 Hundreds of hopping and crawling lost limbs
32 Drowned rotting phantoms reach for help from abandoned latrine pit
33 Huge black hell hounds eating corpses
34 Huge grim reaper with muddy faced soldiers cowering under robes
35 Malevolent aurora paralyzes everyone with choking fear and paralysis
36 phantom fog rolls over area with rotting gas mask wearing troops staggering within
37 Witness squad comprised of lost  friends who fade after sharing cigarettes
38 Phantom troops marching in formations shaped like skulls
39 Phantom tattered fighter flown by skeleton flies overhead
40 Phantom tattered zeppelin flies overhead raining skulls
41 Great bloody eagle on tree stump eating faces of men climbing from flooded trenches
42 Clouds of gas form phantom faces and choking sounds
43 A great ape beast with enemy helmed dragging dead woman 
44 Ground collapses and skeleton sappers burst out to attack
45 Clanking of tanks but find only sunken burned wreck covered in mud
46 Machine gunner post, seems to keep missing, find long dead skeleton crew
47 Dawn rises to see thousands of semi exposed skulls and sprouting poppies
48 Phantom medic treats wounded, those who drink his potion survive gas attack
49 Crusader on white horse with flaming sword exhorts men to attack 
50 Fog shrouded castle appears where none seen before
51 Hideous nosferatu gnawing on dead men
52 Horrible giants devouring corpses greedily
53 Phantom lights swarm over area 
54 Phantom cavalry seen in distance
55 Werewolves in enemy uniforms gnawing on human skeleton
56 Hulking figure staggering from no mans land falls, sewn together from multiple corpses
57 Enemy undead skull faced soldier, with clock work and metal parts 
58 Devils strolling with enemy officer looking at plans
59 Marching troops swallowed by strange cloud leaving no trace
60 Enemy plane struck by strange lights and crashes
61 Strange spectral forest uncovered by mist with cavalry riding into it
62 Intact village spotted not on map, it and citizens fade on closer look
63 Cloaked hooded men seen who sink into ground and vanish
64 Friendly soldiers approach offering ciggies and booze, turn to dust if touched
65 Line of phantom angels blocks advance of enemy troops
66 Biplane dogfight with glowing light, light crashes and explodes
67 Phantom enemy soldiers tormenting and killing peasants fade up close
68 Enemy nurse executed by enemy soldiers, gas cloud passes leaving rotten bodies
69 Enemy troop gorilla troops savagely charge from fog
70 Enemy troops gathering corpses and feeding into horrible machine on traction engine
71 Horrible enemy corpse factory processing corpses into rations, fat, soap and leather
72 Allied soldier crucifies with bayonets on barn doors
73 Phantom drowned genera appears to look over mountains of corpses (Kitchener 1916)l
74 Phantom zeppelin dropping poison ration packs, candy, rum and ciggarettes
75 House size vehicle crewed by scores of men rumbling through the mist 
76 Phantom exotic dancer in mist winks and gestures to join her
77 Phantom wild men of multiple sides roaming like wild beasts scavenging corpse flesh
78 Nosferatu in officer uniforms commanding zombies (privates) and ghouls (sergeants)
79 Phantom enemy marching civilians as living shields before them
80 Phantom cottage untouched, when farmer looks back all fade away
81 Phantom civilians mutilating enemy soldier corpses
82 Dozens of bodies hanging in barbed wire jerk and spasm vomiting blood as approach
83 Dead trees with soldiers hanging by barbed wire twitching by marionettes
84 Huge black storm clouds with huge tormented faces seen during flashes
85 Sound of thousands of marching boots like thunder
86 Enemy soldiers abusing nuns and burning a church vanish if approached
87 Officer compiling accounts of enemy atrocities, vanishes into mist after questions
88 Burning building, looks like imps dancing among sparks
89 Rotting phantom soldier with flame thrower, demonic face appears in flames
90 Tormented soldier with entrails caught in wire being tempted by devils with freedom
91 Swarm of drowned souls begging for vengeance against enemy
92 Friendly soldiers approach, visible backs burned and shrapnel ridden, then fade
93 Underage boys in baggy uniforms sitting and crying lost, fade away if aproached
94 Lost boy bugler or trumpeter overjoyed to see you, runs forward and mine goes off
95 Enemy soldiers bayoneting a wounded angel
96 Pigs in enemy uniforms eating corpses
97 Phantom enemy soldiers kidnapping women in waggon bound for military brother
98 Enemy executing captured allied soldiers with firing squad
99 Enemy marching captured allied soldiers into lake of mud to drown
100 Enemies tying priests to bell clappers in ruined church drunkenly singing


Non Corporeal Undead Horrors pt1: Standard Types

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This started as d100 then i got caught up in research but it was something I have planned a long time. Took way too long but the research based stuff does. Enjoy the new undead and I will do corporeal ones some time in future. Feel free to share about. Let me know if there are any screw ups.

Note on my turning rules.
Undead of less HD than cleric - cleric effects d12 per level
Number rolled is number of HD driven away for a ten minite Turn/Lv
If total is double then the undead is destroyed

If Undead is of greater HD than the cleric they get a saving throw and they require double the number of HD to effect them and cannot destroy them.

Weakest undead effected first - after they are turned or destroyed the remaining levels of clerics turning power applied to greater undead

Evil clerics can issue one command to undead instead of driving them away
Instead of destroying undead they can give them a permanent command
Guard something is most common command

This is mod on my previous system to make life harder vs tougher undead

Check out my previous petty undead post too

Non Corporeal Undead Horrors
I wanted a spread of varied strength undead.

These are the classic types in ADnD. OA has lots of good ones also. I hadn't used some of these much so this will help. Spectral minions originally in Dragon Lance a useful spirit type with great roleplaying fun for DM's turned by 4th ed into a playable race and ruined. I added animal types for interest to spectral minion. Actually I have made shadows with hound form before with no stat changes. I mostly changed haunt slightly. I added d3 to poltergeist damage as if it can be thrown it can hurt.  Heucuva described as a spirit so I took their polymorph ability as a material form disguise. I would give some spell casting abilities occasionally too.

Interestingly lots of female varieties. It's as if women had more to be unhappy about or more frequently died tragically through all history and fantasy worlds.

Part 2 tables tables no goats (probably) d100 Non Corporeal Undead

Undead are immune to mind effecting spells like charm, mental ilusions, fear spells. Immune to non magical cold and do not breath and cannot be effected by poison. Non corporeal undead immune to non magical acid and fire also.

New undead by me to fill some gaps:
Shade, Gloom Child, Spectral horde, Fright, Spook, Lurking Fear, Unholy presence, Headless Spirit, Plague lord, Grim reaper, Flame Shroud, Drowned Spirit

I'm including here stats of basic undead of this type. Im now using full target number for AC so 14 is same as +4 same as AC7 in adnd. "=10 foot indoors or yards if outdoors. *=how many magic +'s needed to hit.  I use stat based saves also.

Phantom AC- HD- ATT- MOV 9"

Unintelligent echo of a death or dying person
Mostly from tragic circumstances and bound to location
Any witnessing a phantom SAV vs fear -2 or flee
Holy water or symbol may make them back off, exorcism will destroy

Poltergeist AC +10 HD d4 ATT d3 fear MOV 6"

Invisible angry spirit that hurls common found objects
Attacks a 5HD if hits save vs fear, once saved immune to that poltergeist
Each round fleeing 50% chance of dropping anything
Repulsed by holy symbol or holy water
Silver or magic required to hit, turned as a 1HD

Shade* AC +16 HD 1 ATT Touch d6 MOV 12"
Spirits of the dead who dwell in the underworld, often failing to attain better resting place
Semi transperant as if formed of smoke
Shades are able to communicate and may have useful information
Are often hungry for essence of food, wine or blood sacrificed to them
Angry or hungry shades without a sacrifice might touch the living to drain life as HP
Shades are gloomy many dwell in squallor and degradation in the pit
Specific shades may be called and may require specific sacrifices to share knowledge

Spectral Minion* AC +18 HD 1 or more ATT As weapon if any MOV 30"

Spirits doomed to be trapped in repetitive action, many are harmless some armed
Faded transparent luminous figures
Some engaged in tasks like revelry or despair and do not interact
Some talkative and philosophical or searching area for something
Animal minions like guard dog, huge raven, dinosaur or horse possible
Some guards, crazed beserkers or warriors but cannot harm other spectral minions
Weapons if any are apart of them, unarmed ones cannot hurt anyone
Some especially warriors might have higher amounts of HD
Remove curse or exorcism will free them from the earth
Turning will drive away or banish to spirit wold for a week (instead of destroy result)

Heucuva AC+17 HD 2 ATT Touch d6 plus disease MOV 9"
Rotten flesh covered skeleton form actually spirits of priests, liars and heretics
Touch causes disease if victim fails CON save
Polymorph self 3/day used to appear as coporeal beings to decieve victims
Silver or magic required to hit, Turned as 4HD

Flame Shroud AC+15 HD 2 ATT Burning Touch 2d4 MOV 6"/12" fly
Skeletal spirit with flaming shroud is vindictive remains of person burned unjustly
Flying flaming horrors scream as they fly about and enjoy burning buildings
Silver or magic required to hit, remove curse can destroy one

Drowned Spirit AC+16 HD 2 ATT Grapple then drown MOV9"
Translucent spirit of drowning victim can appear beautiful or as rotting corpse
Bound to a body ow water like a well or pond or sea cannot go more than 3" from water
When changes to rotting form viewers make a save vs fear
Can charm person 3/day which uses to lure victim close, especially if too far away to reach
Hit victims grappled, make a STR save to escape to not be dragged into water
If dragged in water victim must make a CON save each round to not be drowned
Silver or magic required to hit, exorcism or remove curse will destroy it

Fright AC+15 HD 2 Touch d6 fear MOV 12"
Shroud wearing spirits that keep living away from places of the dead by night
Often in groups and carrying torch or candle or lanterns light
Touched victims make WIS save or flee in fear
Silver or magic required to hit when it is attacking

Headless Spirit* AC+16 HD 3 Axe or Sword d10 MOV 12"
A glowing translucent spirit of beheaded unsually executed victim,
Spirit seeks to steal heads of the living with a spirit weapon it can manifest at will
May carry own severed head alas no amount of stolen heads will satisfy it
Some quite talkative, some may ride a Spectral Minion horse
Can walk through walls and floors to ambush victims, enjoy hunting mortals
Can cause fear by laughing three times a day 3" radius
Exorcism will free it from location and put to rest otherwise will reform in week if destroyed

Shadow* AC+13 HD3+3 ATT Touch d4+1 drains 1 STR MOV 12"
A shadow of a deceased person risen as evil spirit
1 STR Drain per touch returned 2d4 turns later
Victims drained to 0 HP or STR die and arise as shadows
Mostly invisible in darkness or shadows
May appear in animal forms also

Gloom Child** AC +16 HD 4 ATT touch d6 drains 1 WIS MOV 12"
A child spirit returned to torment adults who it believes robbed it of life unfairly
Each has a human form and a small animal form and can turn invisible at will
May try to trick strangers into helping it and try to lure them into danger
Laugh creepily causing fear three times a day
Exorcism or remove curse send them to final rest

Spook AC+16 HD 4 ATT touch d8 drain 1 CHA MOV 9"/16" fly

A foul spirit engrossed in seven deadly sins such as greed, lust, envy
Spirits with floating upper body and torso tapering into a trailing tail
Spooks can be annoying by lifting things or eating food
Howl once a day causes fear to all in 12"
Victims grasped appear aged, lose hair and skin develops foul boils
Silver or magic required to hit when it is attacking

Haunt AC+20 HD 5 ATT Touch drain 2 DEX MOV 6"

Transparent spirit of person killed without forfilling a quest often turned evil in despair
Bound to 6" of where original person died (or last host died)

When DEX drained to 0 haunt possess victims body and DEX returns to normal
DEX recovers at 1 hp per turn otherwise (if drained but not possesed)
Haunt will use body to complete purpose and move beyond area it died in
Can strangle instead 1 HP first round doubling each round till it or victim victim dead
Exorcism will expel haunt from victim or location, if killed in combat reforms in week
Hold person will drive spirit from body if it is paralyzed by spell
Struck by silver or magic, normal fire and weapons cause 1HP damage (and any +'s)

Wraith AC+16 HD 5+3 ATT Touch d6 drains 1 level MOV 12"/24" fly

Black shadowy smoke like dark spirit with glaring glowing eyes
Formed from most evil followers of darkness like evil priests
Victims drained return as half strength wraiths in service to the one which killed them
Silver weapons half damage magic can cause full non magic cannot harm

Kuei AC+24 HD 3-6 ATT Touch depends on HD MOV 18"
Evil unforfilled spirit seeking resolution of evil desires with demonic appearance
HD 3* d6 touch 
HD 4** d8 touch HD 5***d10 touch HD 6****d12 touch
Posses victim 3/day standard undead immunities and half damage from fire
Will occupy victim for years until desire forfilled or exorcised


Lurking Fear* AC+16 HD 6 ATT Engulf d4 or Fear MOV 6"
Spirit formed in place where many died over long time in pain and despair
Invisible mostly but sometimes seen as mass of fused pain filled faces
Surround person invisibly causing fear or draining life
Exorcism or remove curse can remove them from the location they haunt

Con Tinh** AC+13 HD 6 ATT Touch d6 MOV 12"

Spirit of young maiden died unfulfilled inhabits old tree by day and roams by night
May appear attractive or turn hideous at will, may try and convince people to help it
3/night can laugh victims in 3" WIS save or struck mad
Madness results in WIS & INT dropping to 2 until 
Heal spell cast
Can posses a target and inhabit the person in daylight hours
Will use body to forfil maidens desires often selfish and destructive

Cutting down tree or exorcism will destroy the spirit
Whom cuts down tree save or struck with ancient curse affecting descendants 


Banshee* AC+20 HD7 ATT Touch d8 MOV 15"
Spirit of evil woman or elfmaid dwells in lonely forbidden places
Dark gloomy spirit lit by eerie green light from within
Sight causes fear WIS save
Wail 3" range CON save or die once a night
Exorcism kills them

Spectre* AC+18 HD 7+3 ATT Touch d8 2 levels drained MOV 15"/30" fly
Spirit of evil or wicked person, terrorfying glowing translucent figure
Victim drained to 0 levels or HP returns as half strength spectre slave or original
Raise dead spell will kill spectre if fails to save

Apparition AC+20 HD 8 ATT Touch MOV12"

Spirit of evil or wicked person in form of a translucent skeleton in clothing
Uses 20" telepathy to locate and surprise through walls and floors etc
Victim touched makes INT save, If fail make second INT save
Success makes victim flee as fear effect, fail causes heart attack and death
If victim corpse left they become apparition
Silver or magic required to hit when it is attacking

Plague Lord*** AC+18 HD 9 ATT Touch 4d6 disease MOV12"/24" fly

Spirit of evil high priest sent by evil god or demon lord to spread disease
A decaying robed skeleton that may turn invisible to inflict disease in innocent
Mostly it just causes disease by touch but if detected will manifest and kill witnesses
Any who sees it in visible form save vs fear or flee, can cast insect swarm 3/day

Spectral Horde* AC+14 HD 3d6+6 ATT 1 melee/HD d8 MOV 9"A mass of warrior spirits fused together forever usually bound to a past battlefeild
As each HD lost (HP divided by HD) loses a melee attack and reduces chance to hit
If one HD survives the horde recovers the next full moon
Exorcism will remove them from the battlefield and send them to the netherworld

Ghost AC+20 HD10 ATT Touch age d4x10 years MOV 12”
Spirit of evil or wicked person, horryfying glowing translucent figure
Age 10 years on sight and flee 2d6 turns if fail WIS save
6th+ lv clerics immune, others with 8HD+ get +2
Can possess as per magic jar or touch attack
Victims killed cannot be raised
Silver or magic required to hit

Unholy Presence** AC+20 HD 12 ATT engulf up to 12 persons d12 fear MOV 12"
A powerful spirit formed from most hideous massacre and slaughter
Invisible mostly but sometimes seen as mass of fused pain filled faces
Large enough to engulf a dozen normal persons in close proximity
Less if apart (six if one per 5 foot square) or more for smaller beings
Causes damage and fear to most targets but if under 4 HD save vs death instead of fear

Grim Reaper***** AC+30 HD 20 ATT Scythe 6d6 death MOV 16"/32" fly
A robe wearing scythe wielding skeletal spirit empowered by death god to kill mortals
Formerly individual who committed some great epic slaughter in the name of death
Anyone struck must save vs death, can strike anyone in melee range with a sweep
Immune to spells of 4th level or less, can see invisible, anyon it kills returns as a zombie
Can turn invisible at will and commune with it's patron god once a day

Goat Quest

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Goats have long been missing as a core race from DnD which I am rectifying

This is a basic skeleton for now and I will use for a con game of goat mystery solving adventure hunting cultists and leading farm animal rebellions.

I welcome more suggestions

Standard Goat AC+13 HD 1 ATT butt d6 MOV 12"
Big Buck AC+14 HD 2 ATT butt d8 or two hooves d4 each MOV 12"

goats ignore terrain mods for rough rocky surfaces

BX-ish Goat Class for my GoatQuest adventure
d8 HD progress mostly as a reskinned cleric

Con is prime stat
Goats do d6 damage with horns or two d3 kicks
Base AC as leather

Nannygoats can make milk if they have kids or use goat magic
If they have kids they make a bucket every dawn and dusk but don't always want to share

1st Lv - Goat horns can hit creatures normaly vulnerable to silver or cold iron
2nd Lv Goat can learn animal languages
3rd Lv Goat can speak common as a human and other languages
4th Lv Goat horns inflict d8 +1AC hide may make two d4 hoof attacks instead of butt
5th Lv Goat horns can hit creatures normally requiring +1 magic
6th Lv Goat get d8 butt and extra two d6 hoof attacks


Charge With a 30ft run up a goat can make a single attack
d6 butt becomes 2d4 d8 butt becomes 2d6

Evil goats have different spells like peeing acid
possibly need goat skills


Goat Spells
Churn Butter
0
Churn bucket of crème into butter in one turn
Conjure Seeds
0
Summon handful of seed to eat or plant
Delouse
0
Kills ticks, worms, lice and minor fungal infections
Grooming
0
Gives a nice wash and brush all over
Grow Wool
0
Sprout lovely wool all over, save to resist
Knit
0
Knit spun wool into a item of clothing
Lance Boil
0
Lances annoying boil that goats prone to getting
Mark Scent
0
Covers 1” square in goat scent per level
Milk Goat
0
Invisible hands milk goat into bucket
Scratch
0
Gives a nice scratch all over
Set Cheese
0
Turns bucket of milk into 2lb of cheese
Shear Wool
0
Trims hair
Spin Wool
0
Spins wool into 10 yard per level
Sprout
0
Plants sprout shoots 1” square/Lv in goat scent
Trim Hoof
0
Trims overgrown hooves
Bless Hooves
1
Increases MOV by +2”/Lv
Bless Horns
1
Makes horns +1 magical weapons for a turn
Bless Milk
1
Makes bucket of milk heal 2HP/Lv lasts 24 hours
Bless Wool
1
+1 AC wool, T/Lv can cast on woollen clothing
Call Goat
1
Attracts a local goat usually d4 turns to arrive
Comprehend Language
1
Can understand spoken and written text for a turn/lv
Conjure Hay Bail
1
Conjure a hay bale per level
Fertility
1
Makes reproductive act yield best results
Invisible Servant
1
Invisible servant acts as hands for goat
Knockback
1
Target of butt save or fly 1 yard/Lv +1d6/3 Lv
Sure Hoof
1
Can run up any surface like spider T/Lv
Charisma Boost
2
+1d4 stat T/Lv
Charisma Boost
2
+1d4 stat T/Lv
Constitution Boost
2
+1d4 stat T/Lv
Dexterity Boost
2
+1d4 stat T/Lv
Displacement
2
First missile misses, +2 AC T/Lv
ESP
2
Can read minds of others who fail save 1R/Lv
Intelligence Boost
2
+1d4 stat T/Lv
Strength Boost
2
+1d4 stat T/Lv
Summon Goat
2
Goat appears from thin air in a puff of smoke 1T/Lv
Wisdom Boost
2
+1d4 stat T/Lv
Awaken Goat
3
Makes a common goat a magic intelligent goat
Blink
3
Randomly teleports about battlefeild
Heroic Milk
3
+1 hit & save to 1 drinker/lv for a T/Lv
Holy Bell
3
Sound of bell repulses evil 10 foot radius T/Lv
Multi Butt
3
Butt attack all adjacent person in melee range
Power Butt
3
As knockback spell but lasts R/Lv
Storm Hooves
3
Can run through the air T/Lv
Storm Horns
3
Horns do +d6 electrical damage per round
Tongues
3
Can speak and understand any language

Non Corporeal Undead Horrors pt2: d100 Hauntings

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I found this useful and scooby doo to make last part
http://www.lomion.de/cmm/_index.php

Will do a post on skills and variations for undead but might wait till i do coporeal undead. Corporeal i might divide into skeletal and fleshy types. I think most monsters should be more unique and spirits even more so. Im pretty happy with the new undead and petty undead I have done.

More undead stuff

So these are some tables t make hauntings. The d100 one is for generic manifestations you could use multiple undead types for stats.

My gothic section under my "
EMO DnD Rules and world" page has lots of good corpse related fun.

This one has tragic reasons to be a incopreal undead.
http://elfmaidsandoctopi.blogspot.com.au/2013/08/d100-hauntings-and-recap-of-last-year.html

Clerics might be sent to clear up some local hauntings. Once you get Exorcism spell you get even more busy.

Thinking about my turning stuff might allow skills to let clerics tiurn LV in HD of other monster types turn demon, turn lycanthrope, turn elf, turn devil etc.

d12 Places to haunt
01 Abandoned murder house
02 Ruined old tower
03 Ruined old manour house
04 Ruined old church
05 Lonely moors
06 Old graveyard
07 Under old bridge
08 Creepy local patch of woods
09 Lonely crossroads
10 Old mill pond

11 Mausoleum
12 Old farm shack


d12 Former life purpose
01 Revenge against murderer
02 Revenge against ex lover
03 Revenge against family betrayal
04 Revenge against business partner
05 Revenge against rival clan
06 Revenge against thieves
07 Find something of great wealth
08 Find lost or forbidden knowledge
09 Find something of power
10 Find ultimate pleasure

11 Find  family heirloom
12 Find true love


Spirits are usually crap at these that's why they are cursed and damned



d12 Remains
01 Burned ashes possibly in urn
02 Crumbling chunks of bones and teeth
03 Scattered bones
04 Pile of bones, possibly charred
05 Skull, possibly charred
06 Coffin, chest or box of bones
07 Intact skeleton
08 Intact skeleton with hair and clothes
09 Desicated dried corpse with streatched skin
10 Worm eaten semi liquid body

11 Presrved stinking slimey corpse
12 perfectly preserved corpse



d12 Burial location
01 Under stairs
02 Under floor
03 Secret wall panel
04 Forgotten hidden crypt
05 Under roots or in hollow of tree
06 Bottom of pond
07 Bottom of well
08 Midden heap
09 Under foundations
10 In wall cavity

11 In ceiling
12 Under field or garden



d12 How did they die
01 Strangled
02 Poisoned
03 Burned
04 Drowned
05 Stabbed
06 Fall
07 Diseased
08 Decapitated
09 Tortured
10 Hung

11 Eaten
12 Beaten


d12 Who killed them?
01 Nobility
02 Criminals
03 Mob of commoners
04 Suicide
05 Lawmen
06 Cultists
07 Family
08 Madmen
09 Clergy
10 Soldiers

11 Wizards
12 Monsters

You could roll trice and generate names and locations separately

Though perhaps they are a hoax to scare people away from a goldmine...

d100 Non Corporeal Undead Hauntings by Night
01 The Red Lady walks on lonely roads in country side following strangers

02 The Grey Friar stalks in ruins of old monastery spying on visitors
03 The Obsidian Man lurks in a prehistoric quarry lurking among rubble
04 The wailing woman screams by crossroads at night under a full moon
05 Awful Andy spirit of clown killed for bad jokes now kills drunks on way home
06 Lord Godfrey a dandy spirit haunts abandoned palace in city keeping out squatters
07 Lorriel Songstealer was killed by sleazy bard now her spirit kills any bard she finds
08 Setorian Vlan bitter merchant haunts the docks by night looking for prey
09 The Weeping Widow seen by city graveyard scaring nocturnal visitors
10 Ebor Gran a cruel miser torments sweatshop residents by night

11 Master Klargherdt a mean school master haunts the school grounds by night
12 The Tattered Man haunts local midden heaps chases away the homeless

13 The Drowned Maiden roams the riverfront leaving trails of water
14 The Scarlet Knight walks the city walls troubling city guards by glaring at them
15 Bloody John executed serial killer roams the city red light district alley ways 
16 The White Lady appears every winter driving people to horrible ice related accidents 
17 The Fisherman creepily seeks dockland victims for bait to catch ghost sharks
18 The Sewer king lurks in city drains upsetting sanitation workers
19 The Rat-Eater will possess victims and makes them eat rats till they die
20 The brown shroud is a hideous spirit that attacks those who roam streets by night
21 The bleeding woman drips trails of blood as she seeks vengeance on her killers
22 The flying hag is a revolting old woman spirit who jumps on rooftops by night
23 The grinning man is a knife wielding spirit with huge teeth who stalks people alone
24 Granny Grasp is a hideous woman spirit who snatches urchins near city bridges
25 Bloody Conrad a armed spirit challenges men to duels in city alleyway
26 Nanny Snatchcradle steals babies in the ghetto for some mysterious reason
27 Grim Vorgon gloomily stalks the streets pursuing homeless in the redlight district 
28 Peter Flatman haunts the streets he was run down in by a wealthy carriage
29 Scarlet Molly appears as a prostitute who reveals her gory form when intimate 
30 Jimminy Gutbucket died stealing guts from butcher and now he chases people
31 Jenny Iron Nail was murdered by a carpenter and now she kills with her finger nails
32 Byron Blood a fat greedy aristocrat died eating now his spirit tries to eat poor ghetto folk
33 Master Enkiron a famous black wizard who's spirit steals souls of pets and street urchins
34 Billy the Cod, executed for being fishman hybrid, now he drowns and stares at riverfolk
35 Zola Shankfinger a convict who died in prison rattles his chains keeping babies awake 
36 Ulrich Stormcrown mercenary publicly disemboweled, trails phantom entrails in streets
37 Golden Gareth former dandy, now as spirit steals pennies from the houses of poor
38 Tabitha Fireskull, matchstick girl died of phosphorous poison, now a glowing skulled spirit
39 Eliot Shearhands, shearer killed by bandits now skins people alive with his hands
40 Awful Oliver, former mugger killed by law, now bashes victims in back alleyways
41 Hepzibah the witch spirit was killed by a mob and now she starts fires in homes of poor
42 Tully Slitgut spirit of labourer gutted by master, now disemboweling haunts alleyways 
43 Lady Florentine patrols grounds of ruined old manour house watching visitors
44 Estaban Bileblood murdered gongfarmer makes foul odours driving people from homes
45 Sabatha Whorelock a murdered prostitute kills and emasculates drunks in redlight areas
46 Melmor the Tyrant menaces anyone near the city gallows hungry for revenge
47 The Baroness a cruel spirit kills servant on way home from rich town by night
48 The Iceman used to carry blocks of ice for the rich, his spirit freezes victims
49 Oscar the Belligerent was a garbage worker now a insulting spirit who steals tobacco
50 Betty Blackgut, was strangled and stabbed now her spirit strangles folk with her entrails
51 Zebidian the Foul, overly sensitive hideous spirit despot, attacks any repulsed by him 
52 Goathead Piss Stain, hybrid spirit of beastman urinates on his territory in the ghetto  
53 Droolbert Slimeskin, sneezing spirit leaves traces of smile and spreads the common cold
54 Nutgrab Grimghastly, former athlete as a spirit surprises men by punching in testicles
55 Valeran Starsigh, heroine spirit of old defends honour of womankind, kills sexists 
56 Blantrag Kruul, barbarian died drunkenly falling into river, now steal drinks
57 Timmy Trollborn, spirit of boy turned into troll by drunk wizard, burned after eating kin
58 Mrs Miggins Murder Maam, sold human meat pies killed with her sons, now angry spirit
59 Grandma Gleek, spirit of crime family head roams ghetto breaking legs of rival gangs
60 Snake Fingers, mutant killed by mob now angry spirit strangles and poisons in the ghetto
61 Zorgan the Cruel, mass murdering mercenary muscleman spirit strangles soldiers 
62 Penny Dreadful, killer nanny spirit drains blood from children, parents live in dread 
63 Awful Andy, killer clown spirit kills jesters and anyone telling jokes better than his
64 Creepy Felix, spirit climbs walls of alley ways dropping on victims and eating brains
65 Stab Foot Jack, armless spirit leaps city about stabbing victims with his feet
66 Old Man Flint, miserly spirit steals food and firewood from homes of poor he hoards
67 Bradly Skunk Fist, flies about ghetto slopping stinking ichor on victims
68 Fanny Skull Popper, spirit of murdered servant, crushes skulls of uppity merchants
69 Old Man Scatfingers, spirit of gongfarmer, slops feces on clothes of the wealthy 
70 Greedy Glob, slimy spirit who steals food from street venders and takes children's candy
71 Orlan Cat Stangler, spirit hates cats and leaves them dangling from sign posts
72 Metron the Hatemonger, angry spirit who starts feuds by murdering faction members
73 Tess Stabheart, spirit of maid executed for killing lovers, now kills young men in streets
74 Milly Bloodbonnet, jelous maid who killed rivals, now her spirit kills young women 
75 Old Man Fishlips, killed by mob for groping girls, now his spirit drowns them instead
76 Ten Tonne Tessa, obese noble woman died alone, now spirit crushes men flat 
77 Grandwa Bloodteat, evil granny spirit crushes babies with her murderous cleavage
78 Old Ben Miller, spirit of angry murdering miller, kills young lovers using his haystacks 
79 Abominable McDonald, failed chef suicided, now his spirit force feeds victims to death
80 Orrible Alf, nasty spirit who keeps kidnap victims in his private dungeon to abuse
81 Black Annie, horrible hag spirit drains the life from beggars leaving blackened corpses
82 Shifty Pete, spirit of a pick pocket now steals life from victims by reaching into hearts
83 Gnarf Bloodpike, spirit of town guardsman executed for corruption, now haunts city walls
84 Robert the Claw, spirit of nobleman killed by mob, spirit returned to continue predations
85 Lor the Mad, wailing spirit who gibbers and keeps local residents awake all night
86 Matilda Hellstomp, spirit of murdered dancer, makes victims dance themselves to death
87 One-eyed Bill, hook handed sea captain killed by lawmen, returns to kill by the docks
88 Lars Grumblefang, spirit roams about alleyways often spotted bloodily eating victims  
89 Roanna Needlenose, spirit sucks blood of victims though her mosquito like nose 
90 Orin Nighthaunt, angry warrior spirit backstabbed roams alleys attacking innocents
91 Grandpa Cackle, bloated bearded laughing spirit chases innocents about streets 
92 Mirrin Whiplepot, spirit of murdered schoolmarm, chases urchins to beat them with cane
93 Count Cruelpork, wicked spirit who murders and sets fire to pigs of the poor
94 Ebony Shunk, horrible hag spirit who drags victims into sewers and chews off their faces
95 Gloria Gutburster, a wicked spirit who infects victims with fatal explosive gastro disease 
96 Stygian Sally, spirit of tavern keeper killed by patrons, now she kills drunks on way home
97 Fanny Flenser, spirit who tears the skin from victims then wears them like clothes
98 Bloody Hobbs, bleeding pig headed spirit murders the elderly in their homes
99 Jerry Red Fist, spirit who tears the hearts form victims and leaves bloody trails about
100 Danny Prolapse, spirit attacks victims on the privy with his spectral intestines

took a while to get into vibe of this - first few a bit too soft before i got into spirits that would look horrible even in my setting...

Alliteration makes everything better


Recent Gaming Stuff and Thoughts

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So Im back in canberra. Stuff from my last art exhibit not here after two months and guy claimed he returned it and now not replying. I'm probably gonna have to bill gallery and hope I don't have to go legal. So will be looking for work in hopes of affording xmas family visit in 9ish weeks.

I have several regular topics again to write about but increased research has slowed me. Sometimes distraction research threads lead me somewhere else. Got to play last barrier peaks vs planet psychon. Eventually party and laser armed followers cut a swathe through ship and dished out 100-150 points a round. Many monsters fled, 150 vegepygmies was a three hour playtime battle after that all pretty rapid once they had pass keys, maps copied from library and had some robot pals. I got pretty lazy by end and thought sensible monsters would leave them alone. Anti plant shells and other plant spells made several decks of encounters impotent. Intellect devouter lasted 2 rounds before it fled and only ultrababy and a summoned bloodbeast could chase it and bring it down.

Players 10th lv and no fireball type spells still doing damage and pushing a dethenix zone on psychon to breaking point. Gods will start to dislike their mad sandbox to be out of balance. Spells they have will transform the kingdom. Loot from barrier peaks will help party firepower and the cross breeding of vegepygmies with corn men with barrier peaks fertilizer will produce giant plant humanoids. Party now building walls around city from stone and iron. Druid has built worst town into a religious attraction with earth temples in hollowed hills with stone circles, where corn men do all the work.

The druid is now a hairy plant with a beebeard and through lack of superiors calls himself Archdruid. Has built huge earthworks and hollow hill temple and stone circle. Has cornmen race of servitors and had them consume lots of fertilizer from the space ship to make 7HD cornmen warriors with bio pikes. His cyberdruid wife made lots of robot friends and they plan to take over the spacewreck of barrier peaks.

Theif now a floating telepathic sorcerer baby who works with a spy guild. Has a gas mask and a alien scatter gun he shoots at people from above.

Morlock operates several brothel towers with exotic workers found in dungeons and sits of city council and slavers guild. He turned on the Church of starry wisdom and lead a pogrom against them. He drives own land ironclad to his morlock bunker and wives on the mountain.

Blood wizard has a school and is teaching how to make black powder instead of the explosives locals use. He spends time making iron, walls and cannons for the city.

Cleric of Bool has remained unaffected by weirdness and is head of his church in city. Has new robot palls and managed to with his follower go from muskets to lasers also. Party reactivated and fixed lots of robots to help the ship. Many party learning ship tech and have made party robots talk to space wreck robots. Cult of Bool heavily involved with trade to robots.

Vegepygmie tribes thriving in outside world. Brown tribe move to the worthless north. Other tribe inhabit the plant monster filled forest. Bullette free too. A high tech Mindflayer fled with his enthralled Umber Hulks. Possibly this is how gods seed area for higher levels with new monsters and threats.

looking at map upside down i saw map had E.G.G. hidden in map structures - a sly gygax name drop - i had seen this map for 30 years and just saw it. Well done Garry.

Nice to have a extra long 8 hr session with break. Nice to kill the module. Possibly i could run some blackmoor or gammaworld adventures. The do have a nuke dragons were magically doing something with.

Player of Ultra Baby said he would like my ruleset and asked if i have published it. Version I wrote 5 years ago when sick about with some add-ons but might try to re do the whole game with more gonzo focus and able to be used with my settings. Ive done weapons including blackpowder age and lasers might have to do shell case ammo ad a few more weapon types. Will be a interesting shift change in play and my next rewrite (hopefully will finish this one).

I use luck points derived from WIS bonus+1 and +1/thief level. They let you make a reroll and mostly get saved for save vs death or very disappointing stuff. I started using gold plastic pirate coins out for luck points which has worked really well.

More optional spell lists and swapping about spell lists. I gotta finish my cleric lists and start some others. I gotta add summoning to clerics but will summon creatures related to cult or even followers.

Few things will do to make my house rules stand out more and link to my settings. Elfmaids & Octopi 3rd Draft or EMO3 for short. A magical murder hobo game with seedy sandbox settings. I think if I guide myself with this my version will be more unique. I can incorporate my dungeon zones into the project too as micro and sub settings.

Sadly looking at some stats and seeing Dyson headhunting made me decide to get 5th ed and do some stuff for exposure and moola rather than making it my choice version of the great game.

Regular Projects
Working through the monster manuals in my own style - simplified, grouped into types, with skills, mutations and samples

Hell 4/9th of the way through. Hellmouth village has some good stuff done. Lots of bits to work on.

Xor my flesh world cosmic cancer settin only needs a few things.

Psychon is pretty complete but more editing of the original pdf and adding updated extra stuff needs to be done. More animals for psychon or chimera making tables.

Shadelport/Exile Island is my fantasy setting but more and more im envisaging a core or 15thc tech for cities most modern with rest of island living like 1300s or 10th century or more backward. There is a post cosmic war desert wasteland to east, a frozen werewolf and witch filled fairytale land in the north and a drug addled despotic land to the west and a great fuedal kingdom of knights to the south.
Gothic stuff getting a pounding right now but must get a go at goblin mine zone stuff too. The main point of the setting is it's vice filled pirate city for murder hobos and the dungeon crammed island.

I think I need to finish these classes too

Arms & Armour lists

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Here is my current weapons and armour list
I suggest going to the print options or use  pdf or cut n paste it as my renowned ugly layout on this blog came out a bit shitty with the table. Possibly get a better computer shortly.

Arms & Armour lists
Arms are weapons you use to fight enemies or hunt food with

Combat and Fighting and Dying
You roll a D20 vs the target number of the the defenders Armour Class (AC) score


If you succeed you get to roll the weapons damage 


The amount you roll comes off the defenders Hit Point (HP) score


At zero HP the wounded defender is unconscious

At negative HP (-1 or worse) you are dying and lose a extra HP per one minute combat round

At -10 HP or an amount = to the characters CON score as a negative number
(choose best score) the character dies
eg Constitution score of 15 means you can keep bleeding until HP are -15 until dead

First aid skill or magic can stop a character losing HP
A normal person gains 1 HP per day plus their constitution bonus if they rest
Without rest they regain this amount per week
First aid skill can stabilise a dying character from losing more HP in a round of care
Healing skills can only be applied once to any amount of wound from battle
Healing skill adds D3 to HP with a hours treatment or 1 HP with a ten minute turn
Herbalist skill helps +1 HP to a healing or first aid and adds D3 to weekly healing
A common cleric spell heals a d8+clerics level score to HP


Special Hits

A Critical hit is scored on a d20  if you have the skill
All fighters have this skill and can increase it
Other classes can take only once

Some weapons have special properties like that allow them to be used for special maneuvers. Entangle, knockback or disarm and some skills allow user to make special maneuvers like knockback that require a hit at -4 or a critical roll to achieve. Fighting a invisible creature or in darkness or blind is such a skill feat.


Arms

This table explains the basics of weapons

Weapon
name of common version
Damage
Some have damage based on range or how close to explosive centre
Many guns can be used as cubs, some can be used as spears with a bayonet (dagger)
RateHow often can be fired or thrown in a round, some cannot be thrown
Many one handed melee weapons can be thrown with non proficiency penalty
You take thrown and melee version of weapon as a seperate proficiency
Range
Short has no penalty, medeum -2, long -4 to hit
Melee weapons have range also
S = short weapons can be used in confined space like wrestling or when swallowed by a monster
M=medeum weapons need at least 3 foot space
L=weapons need at least 5 foot space or more to use
Longer weapons get initiative in first round
Some skills gain aditional advantages for weapon length
Some weapons can act as ranged and melee weapons
Some missile weapons have range as a melee weapon because of the room they need
Ammo 
Type of ammo required, some have a number indicating shots fired before reload
Self means the whole weapon is used as one shot missile
Type
Lists hands required to use then the class of weapon proficiency needed to operate the weapon
You can use similar weapons without a new proficiency slot
Specialization is only in one weapon type
Lb
Weight in lb
Gold Pieces
Standard price for weapon

Special Effects Explained


Fire weapons inflict one set of damage then keep burning for a point HP damage per round for usually a d6 rounds. Most creatures or people make a morale roll or they run around panicking possibly to water. If they save they can spend a round putting out the fire. Possibly a servant could put you out while the cool burning warrior keeps up the fight against the undead were dragon.

Explosions radiate damage with amounts of damage within various ranges from where the blast went off. Usually with three damage figures for various ranges in the description. 
It can be dangerous to carry and fire might set it off easily


Scatter attacks like blunderbuss or shotgun are cone shaped. Such guns can hit more targets in a 5 foot 
(D3 people) square at mdeum range or a 10 foot  square (D6) at long range. Sonic weapons might work like this also.


Black powder is scarce but available from the alchemists guild. It is illegal to sell home made powder or rival products outside the guild market. No smoking, avoid sparks and flame. Avoid getting wet also, weapons often cease to work in rain. 

Shell weapons are more advanced and have magazines or revolver chambers for fast fire. The have less problems of flintlocks and matchlocks with water or smoke or difficulty loading. These weapons typically come from other times or dimensions and are rare. Some may still manufacture them like machine ruins.

Energy weapons are even more advanced or even alien tech. Such destructive weapons are considered god like. Use expendable or rechargeable battery clips or hydrogen fuel plasma cells that can be refuelled. They are effective at melting armour and most materials of the pre modern era have half saving throws to resist. Gamma ray guns, xray lasers, masers, pulsars, arc guns, plasma, fusion, sonic disruptions, stunners or blasters and many more exotic energy weapons have been discovered. Usually the state will claim them and control who may have them (10th level typical).

Flexible weapons like whips, flails, chains and exotic martial art weapons might have options like entangle, bypass shield and others 



Elfmaids & Octopi Weapons
Weapon
Damage
Rate
Range
Ammo
Type
Lb
Gold Pieces
Arquebus
D10 (d8)
X1/3
M 8/16/24
Shot
2H long gun
10
1000 5/shot
Heavy primitive matchlock rifle, requires stand that takes one round to set up, a assistant speeds loading by one round, Fuse is lit with match or with hot coals or other open flame, D8 if used as a 2H club, makes lots of noise and smoke
Axe Battle
D8
X1
M 1
Self
1H axe
2
40
A large axe made for combat rather than chopping wood
Axe Hand
D6
X2
S 1/2/3
Self
1H axe
1
10
A small fighting axe or hatchet can be thrown also, tend to bounce wildly when miss
Blowpipe Hunting
D4
X1
L 2/4/6
Dart
2H blowpipe
3
20 1/dart
A long blow pipe almost 2 yards long that shoots possibly poison foot long darts
Blowpipe Light
1
X1
S 1/2/3
Dart
2H blowpipe
1
1 .1/dart
A foot long tube that silently inflicts only 1hp damage but can deliver poison
Blunderbuss
2D4/D4/1
X1/3
M 1/2/3
Shot
2H long gun
6
600 1/shot
A coach guard gun, can shoot scrap, nails, rocks, salt but needs powder.  Damage reduces with range but no range penalties. Medium range can effect two adjacent targets within 5 feet, long range 3 targets in 10 feet
Bola
D4
X1
1/2/3
Self
bola
-
8
Two stones linked by leather cord, can damage or entangle
Bow Composite
D8
X2
M 8/16/24
Arrow
2H bow
3
300 .05/shot
Difficult to make powerful bow, quite compact, requires 13 STR
Bow Light
D4
X2
S 5/10/15
Arrow
2H bow
1
20 .05/shot
Small compact easy to store bow can fit on belt, some use with poison
Bow Long
D8
X2
L 10/20/30
Arrow
2H bow
4
100 .05/shot
Huge difficult to use bow for war and long range, requires 13 STR
Bow Short
D6
X2
M 2/5/10
Arrow
2H bow
2
40 .05/shot
Standard easy to make and use bow for commoners to hunt or in war
Chain
D6
X1
SML 1/2/3
Self
chain
4
40
A length of chain with weights on end can be used in melee or as a ranged entangling weapon, can be used at short or medium or long melee range by skilled user requires 13 STR and DEX
Chainsword
2d6
X1
L
Self
2H blade
12
800+20 fuel
Rare ancient melee weapon can saw through doors, trees, fuel lasts 20 minutes, requires 13 STR
Chakra
D6
X2
S 2/4/6
Self
1H chakra
½
10
Razor sharp disc may be stacked for easy storage or concealment, requires 13 DEX
Club
D6
X2
M 1/2/3
Self
1H club
1
4
A common wooden club, some decorated and used as throwing weapons also
Crossbow Pistol
D4
X1
1/3/5
Bolt
2H crossbow
1
200 1/shot
A rare compact missile weapon, can be fired one hand but requires two to reload
Crossbow Heavy
D10
X1/3
5/10/20
Bolt
2H crossbow
12
350 .1/shot
Can be carried loaded, used for siege, requires hand cranked pulleys to load
Crossbow Light
D6+1
X1
3/5/10
Bolt
2H crossbow
3
100 .1/shot
Can be carried loaded, easily cocked with mechanism, popular for city guards
Crossbow Medium
2d4
X1/2
4/8/16
Bolt
2H crossbow
8
200 .1/shot
Can be carried loaded and ready, requires tool to pull back string to load with foot in stirrup on end,
Crossbow Repeater
D6
X2
2/4/8
10 Bolts
2H crossbow
4
600 1/load
Exotic crossbow with a hopper that bolts are dropped in, each pull of lever fires a shot and reloads, takes a round every 10 shots to load or helper can drop in while shooting uninterrupted
Dagger
D4
X2
S 1/2/3
Self
1H short blade
½
20
Large often foot long blade for fighting or survival
Dart
D3 x3
X3
S 2/4/6
Self
1H spear
1
10
Yard long pointed sticks with feathers on end for rapidly throwing, often used to incapacitate shields by sticking in and reducing effectiveness, easy to carry and throw
Dragonfire Tube
2d6
X1/3
L 1/2/4
Fuel 1
2H flamer
12
800+10 fuel
A primitive flaming oil sprayer often decorated as a dragon, uses piston to squirt liquid, keeps burning for 1d6 rounds taking one damage per round, victim can spend round extinguishing with a DEX save
Dynamite Bundle
6D6
X1/3
M 1/2/3
Self
2H -
6
1200
Explosive bundle of dynamite for demolitions, 6d6 within 1”, 3d6 up to 2” inches, 1d6 up to 3” radius
Dynamite Stick
D6
X1/2
S 1/3/5
Self
2H -
1
200
Explosive bundle of dynamite for demolitions, d6 within 1” radius
Energysword
3d6
X1
M
Self
1H blade
1
3000+300 clip
High tech hand grip with stud when pressed makes a three foot long blade of fire, clip lasts 10 minutes
Flail  Great
D10

L
Self
2H Flail
6
85
Iron shod staff with a linked spiked articulated head, often used by peasant soldiers
Flail
D6
X1
M 1
Self
1H Flail
2
10
Two cord or chain linked pieces of wood used to thresh grain and sometimes fight, requires 13 DEX
Flail Military
2d4

M 1
Self
!H Flail
4
75
A spiked ball or several attached to a haft. On a roll of 1 to hit strike self or ally, requires 13 STR and DEX
Flamer
3d6
X1
L 2/5/7
Fuel
2H flamer
60
3000+140 fuel
Advanced flame thrower backpack, keeps burning for 1d6 rounds taking one damage per round, victim can spend round extinguishing with a DEX save. Can spray fuel without igniting then set off whole lot with last shot, will use up oxygen in confined spaces, weapon vulnerable to fire attacks explodes for d6 per shot left
Flaming Oil Bomb
2d4
X1/2
S 1/2/3
Self
2H thrown
2
20
A bottle of fuel with a fuse that must be lit before throwing, keeps burning for 1d6 rounds taking one damage per round, victim can spend round extinguishing with a DEX save, for 50 you can get a holy version
Flintlock Musket
D6+1
X1/2
M 6/9/15
Shot
2H long gun
4
400 1/shot
Blackpowder fire arm, can be used as a club or with a bayonet as a spear, noisy and makes smoke
Flintlock Pistol
D6
X1/2
S 3/6/9
Shot
1H handgun
4
400 1/shot
Black powder pistol often carry several at a time, can be used as clubs
Flintlock Pocket
D4
X1
1/2/3
Shot
1H handgun
1
500 1/shot
Tiny concealable pistol can be hidden in sleeve, some have multiple barrels which doubles the cost per barrel up tp six, other guns may have one extra barrel
Grenade Frag
3/2/1D6
X1/2
S  3/6/9
Self
1H thrown
1
300
Pull pin and throw explodes on target start of following round, target can save or flee. Within 1” 3D6 damage, 2D6 within next inch and on D6 up to three inches
Grenade Gas
-
X1/2
S  3/6/9
Self
1H thrown
1
100-300
Pull pin and throw explodes on target start of following round, target can save or flee. Smoke 100gp, knock out  gas 300gp, tear gas 100gp, vomit gas 200gp, poison 300gp, plague 300gp, other exotic types possible
Grenade Incendiary
2D6+
X1/2
S  3/6/9
Self
2H thrown
1
300
Pull pin and throw explodes on target start of following round, target can save or flee, targets in 2” take 2D6 flame or D6 next inch. Those inside 2” keep burning for 1d6 rounds taking one damage per round, victim can spend round extinguishing with a DEX save
Grenade Iron
2D4/D4
X1/2
1/2/3
Self
2H thrown
1
100
Cast iron ball with fuse full of black powder, light fuse and throw explodes on target start of following round, target can save or flee, targets in 1” take 2D4 next inch take D4
Holy Water
2d4
X1
S 1/2/3
Self
1H Thrown
1
30
Small bottle of blessed water can harm any undead or evil planar creatures hit directly or splash several within 5 feet for d4. Unholy water heals beings of evil instead and harms good planar beings
Javelin
D6
X2
M 3/5/7
Self
1H spear
2
20
A small spear made to be thrown great distances usually before enemy gets close, carry 3 in off hand
Knife
D3
X3
S 1/2/3
Self
1H short blade
.1
10
Small blade mostly a tool for cutting food and work but compact and concealable. Throwing versions available also. Often the only acceptable weapon in public
Laser Pistol
2d6
2
10/50/100
Clip 10
1H handgun
2
3000 300/clip
Advanced technology of the ancients fires a coloured ray, rare and fragile, hard to recharge
Laser Pistol Heavy
5d6
1
20/75/150
Cell 10
1H handgun
4
10 000 1k/cell
A rarer and more powerful laser used by military, tougher can melt locks, uses ancient hydrogen fuel cell
Laser Rifle
2d8
2
50/150/300
Clip 10
2H long gun
6
4500 450/clip
Advanced technology of the ancients fires a coloured ray, rare and fragile, hard to recharge
Laser Rifle Heavy
7d6
1
100/300/1k
Cell 10
2H long gun
8
12 000 2k/cells
A rarer and more powerful laser used by military, tougher can melt locks, uses two ancient hydrogen fuel cells
Lasso
-
X1
1/2/3
Self
2H lasso
1
5
Used to entangle, often by farmers and horsemen on cattle, can be deadly if lasso rider has rope tied to horse and jolts entangled person or drags them for extra d6 damage for initial fall d3 per round being dragged
Mace
D8
X1
M 1
Self
1H club
2
30/100
A simple metal headed war club, more expensive are solid metal, spiked or flanged inflict 2d4 and weigh 4lb
Maul
D10
-
L
Self
2H polearm
8
40
Iron shod war staff with spike covered heavy head or more common workers tool for smashing rocks
Pistol Heavy
3D4
1
S 3/6/10
Shell 6
1H handgun
4
4000 20/shot
A huge pistol in revolver or automatic configuration with seven shot clips
Pistol Medeum
2D4
2
S 2/4/8
Shell 10
1H handgun
2
2000 10/shot
Standard automatic pistol with clips but revolver version with six shots common also
Pistol Small
D4
3
S 1/2/4
Shell 10
1H handgun
1
1000 5/shot
Compact pocket defence automatic pistol but revolver version with six shots common also
Polearm
D10
-
L
Self
2H polearm
4
50
Covers a vast variety of hafted weapons with axe, spear or sword like heads, some have hooks to trip or disarm, some have spear heads to set against a charge, requires 13 STR and 13 DEX with entangling versions
Powder Keg
5D6
X1/2
M
Self
2H -
12
300
A black powder keg that can have fuse lit and rolled or dropped or placed to explode start of following round or more with longer fuse. Does 5d6 within 1”, 4d6up to 2”, 3d6 up to 3”, 2d6 up to 4”, 1d6 up to 5”. A nearby target can spend action to save or flee if they see the keg. Noisy and makes lots of smoke
Power Mace
10d6
X1
M
Self
1H club
4
12000+1k cell
A hand held rod with a stud when pressed produces a crackling energy globe that smashes through armour plate, a deadly weapon of the ancients and fairly fragile with power for 10 minutes with hydrogen fuel cell
Rifle Automatic
2D6
X10
M 3/5/20
Shell 20
2H long gun
10
8000 25/shot
Ancient military weapon, larger magazines available but cost more and rarer. Larger machine gun weight 20 and has belt or cassette drums with 50 shots and cost double but only fire full rate burst fire, an assistant with a machine gun allows constant reloading. Weapon jams if roll a 1 to hit requiring repairs
Rifle Hunting
2D6
X2
M 5/10/50
Shell 10
2H long gun
8
2500 25/shot
Ancient 4 foot long hunting rifle, can be used as club or spear, range drops to 3/5/20 if sights damaged
Rifle Sniper
3D6
X1
M 10/50/100
Shell 6
2H long gun
12
5000 50/shot
Ancient rifle 5 feet long for shooting megafauna or light vehicles. range drops to 3/5/20 if sights damaged
Rifle Survival
D6
X3
M 3/5/20
Shell 10
2H long gun
6
1500 15/shot
A light short carbine 3 foot long, some versions have folding stock or brake up and can be stored in stock
Rock
D3 x3
X3
S
Self
1H Thrown
½
.1
Common fist sized stones that can be thrown by anybody
Shield Buckler
D4
X1
S 1
Self
1H shield
1
25
A small plate sized shield that allows user to hold another item in hand. Some hold with dagger or with a two handed weapon, or use them to punch with. Some have spikes. +1 AC vs melee
Shield Large
D6

S
Self
1H shield
4
40
Knight, hopolite or viking type shield used by professional warrior. Can be interlocked and provides better cover for allies vs arrows, even if slung on the back, +1 AC +2 vs arrows
Shield Target
D4
X1
S 1
Self
1H shield
2
20
A small shield often used by common soldiers, easy to carry or sling on back +1 AC vs melee and missile
Shield Tower
D6

S
Self
1H shield
8
60
Huge shield providing complete cover often used in sieges. Sometimes even carried by one person to protect archer or others behind them, +2AC or +4 vs missiles, bulky but can be used on horse, requires 13 STR
Shotgun
3/2/1 D4
1
M 1/3/5
Shell 5
2H long gun
8
3000 10/shot
A defensive or hunting weapon.  Damage reduces with range but no range penalties. Medium range can affect two adjacent targets within 5 feet, long range 3 targets in 10 feet. Can use 2d4 slugs which act more like rifle. Variants include sawn off with only short range, break open with only one shot ½ fire rate, double barrelled which are break open types but each has separate barrel to fire one or both rounds. Military ones have 10 or more shots with drum or magazines and even automatic ones. Some exotic ammo possible too
Shuriken
D3
X3
1/2/3
Self
shuriken
.1
5
Tiny sometimes poisoned throwing weapons in a variety of shapes, requires 13 DEX
Sling
D4 stone
D6 slug
X1
3/6/12
Stone
Slug
sling
.1
1 +.05 Stone
      1 Slug   
Common folk weapon for hunting but deadly. Typically throw stones but deadlier with more expensive lead shot. Some also heat clay bullets for incendiary effects
Sling Staff
D6 stone
D8 slug
X1
5/10/150
Stone
Slug
sling
½
5  1 stone
    1 slug
A deadlier heavier sling that can hurl half bricks, often used in sieges
SMG
2d4
x20
S 1/4/10
Shell 20
2H long gun
6
6000 10/shot
Ancient military weapon, larger magazines with 40 or 50 available but cost more and rarer and +1 Lb. Jams on a roll of one requiring repairs. Can set to normal fire with two shots per round. Often have folding stocks. Rare larger or smaller calibre versions fire d4 or rarer still fire 3d4 shells (+1 Lb)
Spear
D8
X1
L 1/2/3
Self
1H spear
2
10
A common weapon for hunters and soldiers, 2 yards long has advantage of reach and cheap, plus the standard spear can be thrown as enemy closes
Spear Long
D10
-
L
Self
2H polearm
3
40
A long over 10 foot long spear that can still be used with a shield even though two handed, some even longer and iron shod (16 foot long pike), also used on horseback as a lance, used en mass very effective to set vs cavalry or charging opponents. Requires 13 STR
Staff, Iron
D8
-
L
Self
2H polearm
3
50
A metal clad heavy staff for war requires 13 STR
Staff, Wood
D6
-
L
Self
2H polearm
2
5
Common wood staff can be used with a bundle or as a walking stick so not treated as a weapon by law
Stick
D4
X2
S 1/2/4
Self
1H club
½
1
A yard long thin club used for beatings or by children or small weak creatures and not a serious weapon of war. Some hunters throw them into legs of running creatures to trip them (make a entangle attack), they are easy to find and you can carry a bundle or 6 in one hand easily
Sword
D8
X1
M 1
Self
1H blade
3
50/100
Come in many shapes and forms, mostly 3 foot long, a standard military weapon useful for beheadings. With a 13 STR can use a bastard or long sword for 2d4 damage with cost of 100, four foot long and 4lb
Sword Great
D10
X1
L
Self
2H blade
6
100
A huge 5 or 6 foot long sword often handy to break through walls of spears and shields, requires 13 STR
Sword Rapier
D6
X1
M 1
Self
1H blade
2
50
A light 4 foot long sword with good reach requires 13 DEX
Sword Short
D6
X1
S 1
Self
1H short blade
1
30
A smaller more compact 2 foot long sword but more easily carried and concealed
Unarmed
Brawling
D2
D3

S
SM
Self
Self
None
Brawling


Unarmed kick, bite, punch, slap or headbutt anyone can use if unarmed.
With a brawling skill you can inflict more damage and reach further
A 3gp brass knuckles lets a unskilled  person inflict a D3 .1Lb +1 with brawling
A 10gp cestus or punching knife or scissors unskilled inflicts a D4 1Lb 
+1 with brawling
Whip
D3
X1
1
Self
1H Whip
1
5
A entangling weapon also good to grab things, punish and cause pain, can be used like a melee or short ranged missile weapon Requires 13 DEX, if you roll a 1 whip yourself or close friend

Armour

This explains the basics of armour and armour class AC

Armour type profile gives AC score, the modifiers to base movement rate and the price

Standard armours

No Armour AC1 Move 12 What wizard types use, anyone can use by default
Leather Armour AC13 Move 12 30gp What thieves use
Mail Armour AC15 Move 9(-3) 60gp What Clerics use
Plate Armour AC17 Move 6(-6) 300gp What Warrior use

Expanded Armour

Non Armour types

No Armour AC10 Move 12
Cloth AC11 Move 12 1gp
Padded AC12 Move 12 10gp

Light Armour types
Leather Armour 
AC13 Move 12 30gp
Ring or Scale 14  Move 9(-3) 45gp

Medium Armour
Mail Armour 
AC15 Move 9(-3) 60gp
Banded 16 Move 6(-6) 120gp

Heavy Armour
Plate Armour AC17 Move 6(-6) 300gp
Full Plate 18 Move 9(-3) 1000gp

Tech Armour
Jumpsuit 
AC11 Move 12 100gp basic bodysuit with belt, ready to have tech jacked in
Explorer suit  AC12 Move 12 250gp heavier padded suit with temperature regulation
Ballistic cloth AC13 Move 12 600gp bullet resistant cloth suit, is a anti energy silver version
Flak suit AC14 Move Move 12 1000gp military light combat dress to resist explosives
Riot Armour AC15 Move 9 1500gp bullet resistant semi rigid plastic police armour
Polymer Armour 
AC16 Move 9 2000gp rigid plastic armour for infantry
Reactive Armour AC17 Move 6 3000gp armour that reacts to impact and absorbs energy
Space Armour 
AC18 Move 6 5000gp armour designed for space armour covers a light duty suit
Molecular Plate armour AC19 Move 9 10000gp monomolecular crystalline mesh with rigid plates
Powered Space Marine armour AC20 Powered armour with weapon hardpoints and 18 STR

Dwarves base move is 9 not 12 but they get no MOV penalties for armour
A small species like gnome, hobbit, goat, miniature pony or normal dog can spend half
Huge dog or goat or nomad pony or small cow or dolphin same as a human
Warhorse or bull or polar bear costs triple
Ogre x5
Elephant x10


Basic Armour class plus the characters DEX bonus
Possible modifiers to attackers roll 

like weapon type and range from attacker Short - or Medium-2 or Long-4
Weather conditions -1 to -4 from rain or overcast to volcano or hurricane
Light conditions -1 to -4 from dusk or glaring to pitch black
Cover -1 to -4 from tall grass or bush to stone tower with arrow slits
Non proficiency mod for weapons unskilled in based on specific class
Damaged or broken or inferior weapon -1 to -4 also reduces damage
Victim asleep or unaware or ambushed +2 or +4 if a thief
Magical plus of a weapon +1-+5 to hit and damage
Spell effect +1 or more to hit and damageSpealist proficiencies for skill can add ddamage
STR bonus on melee attacks to hit and damage
DEX bonus on missile attacks
Level or HD of enemies give hem a to hit bonus, with monsters it is always +1/HD
Firing into a group  +1-4 shoot at several people a gang or squad or army not specific individual


Equipment


Tools of the murder hobo trade

Money
1pp = 5gp = 20sp = 200cp100 coins weigh 1lb
16.25 coins weigh a ounce

Standard Coins
PP platinum from the north 5pp = 1gp
GP gold from the empire to the south
EP epsilon from exile island 2ep=1gp
SP silver from the east 20sp=1gp
CP copper from the west 200cp=1gp

Special Ounce Coins about 1/16th of an pound
Platinum ounce = 180gp or 1lb of platinum = 2880gp
Gold ounce = 36gp or 1lb of gold = 576gp
Elecrtum ounce = 18gp or 1lb of electrum = 288gp
Silver ounce = 7gp  or 1lb of silver = 112gp
Copper ounce = .2gp  or 1lb of copper = 3.2gp

Other exotic currencies

Paper money from the secret empire worth 300 silver or 15gp
Hell money turns up occasionally and accepted double gold vaue
Clay tablet worth 30lb (talent of silver) worth 3000gp
Ancient lead coins from

Light 
range in inches, see that far again but dimly
Candle 1" diameter of light for 2 hours, can stick on helmet 1gp box of 20 small
Large candle 2" diameter of light for 24 hours 1gp
Torch 2" diameter of light 1gp for box of 10
Clay lamp 2" diameter Bottle of oil lasts 8 hours 1gp
Miners Headlamp 2" cone lasts 4 hours per unit of oil 3gP
Storm lamp or miners lamp  3" cone or diameter lasts 2 hours for 5gp
Electric torch 1" cone one hour per battery 50gp or some hand cranked 75gp
Flash light 3" cone 
one hour per battery,  holds 4-6 batteries 100gp
Oil flask 1lb 2gp

Chemical batterey .5lb 10gp

Storage
Sack holds 10 lb 1gp
Sack hold 50 lb 2gp
Sack holds 100 lb 3gp
Satchel 20 lb 4gp
Toolbelt 10 lb 10gp
Belt pouch 2lb 1gp
Purse 1lb 1gp
Backpack 40lb 5gp
Bottle 1lb 1gp
Keg 30lb 5gp
Barrel 120lb 10gp
Cup 1cp+
Bowl 1cp+
Wineskin 4lb 1gp

Holy Supplies
Holy Symbol .1 if metal or 1Lb wood 25gp
Holy water 1Lb 30gp
Holy water sprinkler 1Lb 10gp
Silver bucket for holy water 1Lb 20gp
Holy oil for rubbing, a drop for a spell or holy napalm 1Lb 50gp
Sheet music or prayer scroll 10gp
Prayer book .5Lb 100gp
Holybook 2Lb 500gp
Funeral urn 1gp+
Painted wooden icon 20gp
Small saintly body part in reliquary container 100gp
Burial 1sp cheap 1gp nice 10gp posh 100gp fancy 1000gp noble
Cure Light Wounds 100gp
Small clay or wood idol 1Lb or less 1gp
Large
 clay or wood idol 60Lb or less 10gp
Wooden grave memorial 1gp
Stone  grave memorial 10gp
Wood coffin 2gp
Wood fancy sarcophabi 100gp
Stone Statuette 10lb 50gp
Stone Statue 200lb 500gp
Menhir, needle or monolith 1000gp
Robes 1gp
Fancy robes 30gp
High priest robes100gp

Medical Suplies
First aid dressings 1cp per batch used in a first aid
Herbalist supplies 1sp per use or find your own in forest or grow own
Leech 1sp
Bleeding kit 1gp
Syringe 3gp

Surgeons tools 25gp
Garlic 1/2Lb 1cp scares vampires

Mistletoe 1/2Lb 1sp used as druidic holy symbol ten uses worth, also treats poison
Mandrake 1/2Lb 1gp used by wizards for fertility or luck potions (+1) but poison
Holy Moly bunch gp protects +1 vs magic once, halucinations, amnesia, delusions
Wolves Bane bunch 10gp scares were beasts and treats lycanthropy
Mugwart bunch 1gp anti insecticide and +1 on a save vs spirit possession or attack
Healing Potion D6 HP 1Lb 100gp
Sleeping Drug CON save 1/2Lb 20gp ten doses, edible or injected types
Poison Drug CON save+2 1/2Lb 40gp ten doses, edible or injected types 


Tools
Crowbar 4lb 10gp
Hammer 2lb 2gp
Iron Spikes 10 per Lb 1cp
Iron Nails 100 per lb 1gp
Bucket of paint 1gp
House painters brush 1gp
Sighnwriters brush 20gp
Quill 1gp
Ink bottle 2gp
20 sheets of vellum 1gp
200 sheets or cheap paper 1gp
Writing sets 1lb 5gp with pen, paper, wax, seal, quill, ink in box
Cargo Hook 1gp
Awlspike 1lb 1gp
Hand Saw 1lb 4gp
Hand Drill 2lb 8gp
Rope per 24lb half inch supports 1 tonne 200 yards 12gp or 1gp per 50 foot
Chain 1lb and gp per foot
Manacls with lock 5gp
Bolted on manacles 1gp
Cord per 100 yards 1gp
Sewing kit 4gp
Cooking stove and several pots 10lb 25gp
Lock pick set 25gp
Tinderbix 3gp
Match 1cp each or box of 10 for silver
Lighter 30gp

Wooden Pole 10 foot 1gp

Grooming Supplies

See this previous post on clothers
Filthy beggars or peasant rags 1cp
Commoners outfit with trews and shirt or dress and cloth hat 1sp
Merchant or crafters sunday clothes 1gp
Posh well to do outfit with ruffs, codpiece, curly shoes, the works10gp
Noble court clothes 100gpComb 1gp
Brush 12gp
Hand mirror 25gp
Cosmetic tin 1gp
Wig 12gp
Pig gut condom 1gp for tiny tin of 4
Fake moustache set 1gp
Disguise kit 2lb 25gp
Makeup kit 1lb 12gp
Eyepatch 1gp
Chastity belt 25gp or 40gp with secret release mechanism
Ring copper 1sp silver 10gp gold 50gp
Arm band copper 1gp silver 20gp gold 50gp
Necklace leather or cord 1gp copper 5pg silver 30gp gold 100gp
Torc or crown copper 20gp silver 300gp gold 1000gp
Cheap razor 1sp
Folding cutthroat razod D3 Damage 3gp
Soap 1cp
Electric razor 100 shaves on a battery 1Lb 40gp


Cheap Murder Hobo Vice and Vittles
Wine 4lb 1gp cup for a silver
Beer 4lb sp cup for a copper
Spirits 1lb gp cup for ep
Betel nut 1/2Lb for 1sp for 100 chews  - mild stimulant
Tea Leaves 1/2Lb for 1gp for 100 teas cup for a copper
Coffee beans 1/2lb for 1gp for 10 cup for silver - mild stimulant
Coca Leaves 1/2Lb for 1gp for 100 chews or teas copper a cup - mild stimulant
Tobbaco pouch 1/2Lb for 1sp for 10 smokes - stimulant
Opium resin block 1/2Lb for 5gp for 10 smokes - dreamy
Hash resin block 1/2Lb for 2gp for 10 smokes - relaxing

Shroom Dust 1/Lb for 5gp for 10 smokes helps comune with spirits
Soma 1Oz (1/16Lb) 1gp for one smoke - legal only for priests and nobles
Black lotus 1Oz (1/16Lb) 50gp for one smoke - illegal
China or wood pipe 1gp
Fancy Hookah 1gp
Cheap dinner like porridge, stew, bread n cheese, sausage and mash, sandwich 1cp
Good food like a mix grill, steak, 4 course meal, leg of meat, pie, chicken, kebab 1sp
Rich food like bear paws, goose, buffet feast, boars penis, suckling piglet 1gp
Wooden articylated toy 2gp
Stuffed leather ball 1gp
Pretty posies 1sp
Fabulous floral arangement 1gp
Honeycake or bun or sweet dumpling1cp
Bag of candy or tart or fruitcake o r nutloaf 1sp
Gourmet novelty cake 1gp
Painting (x2 if smut or illegal subject) small 10g medeum 50gp huge 300gp
Pornographic print or scroll 1gp
Flagellation receiving 1cp giving 1sp fancy flogging automaton 1gp
Knee tremble, filthy ally sex standing fully clothed 1cp 

Cheap bordello or graveyard prostitute for night 1sp
Classy mistress per day 1gp
Demonic drug orgy party 10gp CON save or die

D20 vs Stats for Saves and Non Weaon Proficiencies

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I have used the OA and dungeoneers survival guide type proficiency system for a long time and Im pretty committed to it. I also like using stat based saving throws and skill rolls with a d20.

Some of the big flaws of the system include petty stat mods that don't make much difference and fairly high success odds for situations and not many guidelines on varying this. I like stat based saves and skill checks as it makes stats more of a core mechanic. One problem is that stats can be too high or make odds less risky than old saving throws. Players mostly save and spells less effective.

So this table based on normal stat odds, tough 2/3 stat odds and terrible odds with 1/3 the stat will be my go to method.

Considering that higher level caster vs lower HD defender could drop a degree of difficulty to resist to tough odds. Likewise a monster with less HD than defender level with venom or dragon breath would get a typical save. This will give a new dynamic.

Terrible odds I would save for rare possibly stupid or impossible snuff stuff. Like resisting greater beings ability or spell while cursed or tired or diseased or heavily encumbered.

Easy tasks cant fail and don't need a roll

D20 Stat Roll Difficulty and Bonus Table
Typical Stat Feat Odds
Tough Stat Feat Odds
Terrible Stat Feat Odds
1/1
2/3
1/3
3
2
1
4
3
1
5
4
2
6
4
2
7
4
2
8
5
3
9
6
3
10
7
3
11
7
4
12
8
4
13
9
4
14
9
5
15
10
5
16
11
5
17
11
6
18
12
6
19
13
6
20
13
7
21
14
7
22
15
7
23
15
8
24
16
8
25
17
8
26
17
9
27
18
9
28
18
9
29
19
10
30
20
10


Easy Feats
Have plenty of time and resources
No stress and perfect conditions
Make easy product of craft skill
Build something with assistants
Spot someone walking towards you from front

Typical Feats
Resisting effect of lower HD or Lv being
Crafting item with time and tools without pressure
Performing athletic feats with no encumbrance in good health (or Lbs under STR)
Spending an hour wrecking the joint to find something hidden
Noticing something while distracted
Spotting monsters approaching in dark on guard duty
Break down a shack wooden dooor

Tough Feats
Resisting effect from a higher level or HD being
Crafting in a hurry or with improvised tools or poor materials
Perform athletic feats with armour and a backpack or fatigued
Finding hidden thing while searching for a turn
Spotting monsters sneaking towards you while on guard
Break down a tough locked dungeon door

Terrible Feats
Resisting effect from higher level or HD being while cursed, diseased or exhausted
Spotting a hidden thing while just passing through
Detecting a sneaking monster from behind or while not on guard or alseep
Desperate athletic feat while overburdened by encumbrance
Rushed craft with improvised tools in the dark or prison
Break down a metal reinforced castle door with a ram

Im considering dropping save mods gained with level to reduce complexity
Lots of ways to get pluses anyhow with skills and magic
This system rewards higher levels vs lower ones anyhow

I have a luck point system also which makes this all more functional and better than level based mods.

I might on my next character sheet put in space with stats for third values

Monsters can have HD+7 base saves if I dont know their stats
Makes them kinda vulnerable at low level and pretty tough at high level.
Makes inferior monsters weaker and superior ones tougher
Im happy to assign a monster a stat in some cases

Luck points let you re roll and dice
Most people have a starting amount equal to WIS bonus +1
(had to make stat do something)
Thieves get extra one per level to help them pull of suicidal feats, survive and look cool
As I make all classes level same up this was to help beef up the class
I give players a gold coin per point and hand them to me with each roll

Also for curiosity sake here is same table with half and quarter odds which you might prefer and is kinder on players maths ability. I like thirds because dnd has some septidecimal qualities and the odds are a bit kinder. A 3/4 difficulty might work to balance out a bit more.

I did consider both 1/3 and 1/4 together on a table but i thought three odds worked fine
D20 Stat Roll Difficulty and Bonus Table
Typical Stat Feat Odds
Tough Stat Feat Odds
Terrible Stat Feat Odds
1/1
1/2
1/4
3
2
1
4
2
1
5
3
1
6
3
2
7
4
2
8
4
3
9
5
3
10
5
3
11
6
3
12
6
3
13
7
3
14
7
4
15
8
4
16
8
4
17
9
4
18
9
5
19
10
5
20
10
5
21
11
5
22
11
6
23
12
6
24
12
6
25
13
6
26
13
7
27
14
7
28
14
7
29
15
7
30
15
8



Planet Psychon Book of Beasts & Terrain Revision

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Planet Psychon Common Book of Beasts
Psychon has beasts born of science, wizardry, mutations and even the stars. Poor druids will suffer with animal languages anf forms if Planet Psychon does not have some basic common life forms.

Psychon hex building started here
http://elfmaidsandoctopi.blogspot.com.au/2013/04/planet-psychons-glorious-geography.html
Revised here
http://elfmaidsandoctopi.blogspot.com.au/2013/11/psychon-terrain-revisited.html
Lotsa plants and slimes here
http://elfmaidsandoctopi.blogspot.com.au/2013/09/psychonia-botanica.html

I am also revising here the classic terrain table with additions below

Animals might have local mutation or colour shifts but basically be same

D12 Terain Types
1 Desert - dry sand wastes
2 Tundra - frozen snowy wastes
3 Rock - broken rocky wastes
4 Volcanic - lava and ash wastes
5 Forest - Temporate forest
6 Jungle - Tropical forest
7 Swamp - wetlands
8 Deathlnds - apocalyptic wastes
9 Water - aquatic and coastal
10 Manna - magical wastes
11 Developed - human settled
12 Hostile - contaminated wastes

d12 Animal Types
1 Small grazer
2 Small scavenger
3 Huge grazer
4 Medium herd grazer
5 Pack hunter
6 Solitary Hunter
7 Solitary omnivore
8 Scavenger
9 Small flyer
10 Predatory flyer
11 Arthropod
12 Other

D12 Most Common Alterations to Species
1 Colour Change
2 Defense like horns, spikes, armour, quills, musk
3 Alter locomotion like feet to flippers, flightless bird, biped to quadruped
4 Hybridism with some other species or even part plant or human
5 Symbiotic or close relation to other species so never apart
6 Size like giant or pygmy version possibly change social structure too
7 Intelligence change or some behavioral tactic or become slow and dim like sloth
8 Change environment adaptions to arboreal, nocturnal, aquatic, underground or land
9 Offensive weapon like claws, missile attack, fire breath, tusks, spit acid
10 Altered appendage like trunk, tentacle, thumbed hands, glider wings, stilt legs
11 Altered body parts like two heads, 4 eyes, bat ears, extra organs
12 Hideous appearance with drooling, loss of hair or feathers, open sores, growths

D12 Animals by Terain Types
1 Desert - dry sand wastes
1 Sand Hopper - horned rabbitoids
2 Sandrat - huge burrowing comunal rodents
3 Brontithereum - huge mammalian herd grazer
4 Kangas - Red kangaroos and walabies
5 Dust Dingos - wild desert dogs
6 Sand Shark - huge burrowing ambush preditor
7 Sandworm - huge burrowing horror eats anything
8 Scorpion - gigantic hungry arachnids
9 Sandbird - flightless birds from turkey to ostrich size
10 Death bird - gigantic vultures that scavenge and hunt
11 Trapdoor - giant spider hides in disguised burrow
12 Sandrunner - streamlined fast striped camel

Many snakes and reptiles, cats, rodents, 
armadillos and bugs also

2 Tundra - frozen snowy wastes1 Penguin - various sized swimming walking birds
2 Ice weasel - large white
3 Wooly Rhino - prehistoric ice rhino
4 Carriboo - huge antlered ice deer-bison hybrids
5 Dire wolf - prehistoric evil wolves
6 Snowcat - pack ice lions or snow leopards or lynx
7 Icebear - huge polar bears with horns
8 Ice ape - primitive snow ape men
9 Ice Owl - huge arctic owl
10 Ice Eagle - giant white eagle
11 Ice Worm - predetorry segmented burrowing worm
12 Snow Hopper - rabbit with huge feet

Often overlap with aquatic types

3 Rock - broken rocky wastes1 Rock Rats - huge burrowing comunal rats
2 Rock Lizards - many colours and variations
3 Cave Men - primitive ape men
4 Zorgs - mountain goats or sheep
5 Terror Birds - fightless carniverous birds
6 Sabretooth Tiger - prehistoric cat
7 Cavebear -  prehistoric bear
8 Rock Baboons - herd apes
9 Rock Falcon - small hunting bird
10 Mountain Eagle - giant eagle
11 Tarantula - giant predatory spiders
12 Thorn Devil - giant spiky lizard sucks blood by touch

Many small rodents, 
armadillos and burrowing animals

4 Volcanic - lava and ash wastes
1 Small grazer - Giant Locust 3foot long
2 Rock Lizards -
 many colours and variations
3 Rhino Beetle - gigantic insect
4 Strider - flightless featherless bird
5 Firesnake - fire spitting snakes
6 Salamander - burning lizard like amphibians
7 Hyanadon = prehistoric hyena
Scorpion - gigantic hungry arachnids
9 Ash Hen - game birds hide in ash heaps
10 Pheonix - huge fiery birds
11 Rock Crabs - mineral eating giant crabs
12 Isopod - giant burrowing scaled bugs

Many rodents and reptiles and bugs

5 Forest - Temperate forest
1 Bush Hens - grazing game bird
2 Scrub Weasel - giant red weasels
3 Deer- also giant elk, mooses and smaller deer
4 Porkers - huge hairy boars with large families
5 Wolfoids - pack of wolves
6 Giant Lynx - solo cats with various colour schemes
7 Hedgehog - giant hedgehogs, more like bears with spikes
8 Badgeroids - burrowing herd omnivores
9 Pigeonoid - forrest gamebird
10 Bush Owl - giant owl
11 Black Widow - giant creepy web spinning evil spiders
12 Mega Squirrels - huge forest squirrels

Also giant beavers, hoppers, lots of birds

6 Jungle - Tropical forest
1 Capiburra - giant forest guineapigs
2 Scorpion Monkeys - small poison monkeys
3 Forest Elephant - giant herd animals
4 Tapir - shy pig elephant things
5 Velocer Raptor - pack of medem predator dinosaurs
6 Sabretooth Tiger - prehistoric jungle cat
7 Orangutang - giant forest ape
8 Pterodactyls - common scavengers and oportunists
9 Rainbow Cockatoo - talkative noisy parrot
10 Casawarrior - flightless giant colourful angry bird
11 Giant Centipede - predatory 4 yard long
12 Fruit Bat - flying fruit grazers

Many small strange birds, bugs, animals, lizards

7 Swamp - wetlands
1 Marsh Hens - swimming reed hens
2 Otter - gant 2 yard long pack hunters
3 Brontosaurus - giant peaceful dinosaur
4 Slime Deer - algae covered deer
5 Crocagators - huge lazy reptiles
6 Anaconda - giant snake
7 Giant Frog - agressive preditors
8 Snapping Turtle - giant version of snapping turtle
9 Marsh Duck - common waterfowl
10 Giant Stork - huge sythe like stabbing beak
11 Dragonfly - giant version, aquatic larva deadly too
12 Utility Birds - strange tool like beaks like ibis, flamingo, spoonbill, pelican

Also fish, lamprey, lizards, turtles, bugs, giant axolotl, dinosaurs

8 Deathlands - apocalyptic wastes
1 Rad Roaches - radioactive huge cockroaches
2 Plague Rats - diseased giant black rats
Brontosaurus - giant peaceful dinosaur
4 Giant Hopper - giant herd rabbitoids
5 Wolf Rats - huge pack hunting dog size rats
6 Tyrannosaurus Rex - apex hunter dinosaur
7 Rat bear - biggest of the mutant rats
8 Rock Babbons - huge baboons
9 Bloodraven - flying swarm birds
10 
Pterodactyls - common scavengers and opportunists
11 
Scorpion - gigantic hungry arachnids
12 Triceratops - huge aggressive herd dinosaur

Robots and cyborgs are fairly common too

9 Water - aquatic and coastal
1 Marine Turtle - some giant specimen
2 Sea Gull - pesky common seabirds
3 Whale - huge sea beasts some with raming horn
4 Seacows - dugong, manatees and others
5 Sea Lions - herd fishing beast, some walrus
6 Megaladon - aggressive giant shark, smaller sharks common
7 Trilobite - from swarms to giant solitary ones
8 Plisiousaur - long necked hostile marine dinosaur
9 Flying Fish - can be dangerous carniverous swarm
10 Sea Eagle - giant sea bird
11 Giant Crab - giant crustacean, some hetmit crabs
12 Kraken - tentaced giant squid or octopus thing

Many types of fish, crayfish, jellyfish, birds, marine dinosaurs, crocs

10 Manna - magical wastes
1 Rainbow hen - colourful ground birds
2 Giant Squirels - nut gathering rodents
3 Titan Snail - huge snail can be ridden or lived in
4 Unicorns - common type just like horses with horns not magic
5 Giant Ants - colonial insects
6 Rainbow Lion - colourful huge lions
7 Giant Bee - giant bugs make honey
8 Hairy Devil - tasmanian devils but bigger
9 Brilliant Parrot - huge coloured parrot
10 Roc - collosal giant bird
11 Giant Praying Mantis - dangerous insect
12 Giant Butterfly - peaceful pretty bugs

Giant flowers attracts many giant bugs and flying or magic animals more common

11 Developed - human settled
1 Chicken
2 Pig
3 Bull or Cow
4 Goat
5 Dog
6 Cats
7 Fox
8 Turkey
9 Geese
10 Pigeon
11 Hopper
12 Rat

Tend to be animals that live with humans gone feral or owned
Giant flies, cockroaches and giant rats might be attracted

12 Hostile - contaminated wastes
1 Mutant Hopper - weird mutant rabbitoids
2 Plague Rat - black diseased giant rats
3 Aurock - giant agressive cows
4 Slime Deer - covered in fungus
5 Mutant Dogs - weird mongrel dogs
6 Scab Lion - diseased filthy lions covered in sores
7 Stink Bear - sickly hairless diseased bears
8 Giant Skunk - feared black and white mammal
9
Bloodraven - flying swarm birds
10 Flying Jellyfish - float with gasbags
11
 Scorpion - gigantic hungry arachnids
12 Giant Flies - steal food and spread disease

Most creatures unhealthy, mutants and undead animals more common, lots of bugs





































Planet Psychon - 12 Sacred Terrains

D12 Terain Types

1 Desert - dry sand wastes
2 Tundra - frozen snowy wastes
3 Rock - broken rocky wastes
4 Volcanic - lava and ash wastes
5 Forest - Temporate forest
6 Jungle - Tropical forest
7 Swamp - wetlands
8 Deathlnds - apocalyptic wastes
9 Water - aquatic and coastal
10 Manna - magical wastes
11 Developed - human settled
12 Hostile - contaminated wastes

D12 Desert
1 Plains of black and grey ash with burned skeletons and charred rubble
2 Haunted blood red desert with crystal spirit nodes of the dreamlands
3 Coloured Dust with unique flavour but inedible
4 Bone and boat covered once sea bottom
5 Yellow hot desert with savage plants and hidden preditors
6 Blasted lifeless land of humanoid skeletons from war or a vast necropolis
7 White sand lifeless waste of salt from ancient sea beds
8 Coloured crystalline desert prone to narcotic weapons of the ancients
9 Desert of metallic filings, cogs, scraps and recycling heaps of ancients
10 Glowing mutant crater filled hell
11 Plains of sand with crystalline monoliths
12 Toxic mineral deposits desiccate living things leaving mineralised mummies

D12 Tundra
1 Tunnel ridden glacier
2 Frozen grasslands home to herd beast and predators
3 Icy lifeless hell with a few hidden beast hunting
4 Ice over water with adapted animals
5 Huge ice maze with water features and difficult crossings
6 Snow filled plain hiding dead falls and deep crevices
7 Crystalline monoliths and structures could almost be ruins
8 Frozen mountain range seemingly impassable
9 Plains of fine frozen narcotic dust, everything high and wasted
10 Frozen wasteland shrouded in fog and gibbering gargantuans
11 Freezing waterless rocky waste with mummified animal corpses
12 Snowy pine or fern forest roaming with ancient animals

D12 Rock
1 Rock labyrinth though giant rocks or mountains
2 Gigantic rocks and boulders with hidden routes and valleys
3 Huge mountains with some difficult climbing features
4 Petrified forest with pools of tar and oil
5 Huge megalithic rocks buried in ground
6 Plain of statues and blasted stone
7 Cliffs and fjord of harsh possibly former coastline
8 Canyon with cliff dwellings, ruins or animal colonies
9 Area riddled in caves and sinkholes, warn down mountain range
10 Giant pillars or stone features which resemble giant buildings
11 Barren stony plain with coloured stones and gravel
12 Plateaus and mesa often with different ecologies on isolated peaks

D12 Volcanic
1 Geothermal geysers and pools of mineral salts
2 Lava flows over broken basalt with a few safe crossings
3 Shallow steaming warm waters with scattered lava islands growing daily
4 Erupting volcanoes throw pumice, cinders and ash clouds constantly
5 Broken black landscape, with lava tube tunnels and smoking volcanic vents
6 Burning pits and smouldering craters of burning flammable gas
7 Flaming forest of ever burning trees
8 Blasted crumbling ruined factory and forge buildings which used lava as furnaces
9 Sulphur blasted waste coated in yellow crystalline deposits and dust
10 Plains of boiling bubbling mud and sticky warm clay
11 Half buried abandoned civilization
12 Ash covered wasteland with acid rain

D12 Forest
1 Covered in cacti and succulents, covered in thorns, many contain water, some hallucinogenic
2 Mushroom forest with moulds, puffballs, toadstools, slimes and rich in creepy crawlies
3 Fur trees with pine cones, some giant, packed thick with berry and shrubs in between
4 Sylvia Trees have slime filled branches that attract and absorb animal life
5 Flesh forest of plants-animal hybrids, some with eyes, or mobile or intelligent or hostile
6 Bamboo grove of thick bamboo of many thicknesses home to bandits, poets, animals
7 Giant redwoods and ancient oak trees, home to beast and humans who earn a livelihood here
8 Scented eucalyptus give off fragrant coloured oil vapour, harsh and dry, eerie haunted land
9 Mist shrouded giant fern trees, often inhabited by prehistoric looking creatures in ground litter
10 Flower and fruit trees of great beauty and variety, usually prime territory and defended 
11 Giant flowers as big as trees attract insects and sylvan creatures
12 Forest of highly reflective plants that direct sunlight to destroy predators

D12 Jungle
1 Carnivorous ecology of mobile and non mobile carnivorous plants, some intelligentenough to herd animals
2 Slime jungle of oozing foam and dripping gelatinous mounds and tendrils
3 Single huge plant dominates and connected to lives of all inhabitants, all serve the great tree
4 Thorn jungle of savage dangerous plants and hostile to man, home of beasts and outcasts
5 Macroscopic alien swarm entity engulfing and assimilating all life, neural peptides are it's favourite
6 Floral dream jungles produce hallucinogenic and mind control chemical weapons
7 Jungle city of tree houses and walkways high above ground to avoid enemies
8 Ruined ancient cities and statues overgrown by vegetation, forms mazes with water features
9 Trap filled haunted jungle battlefield, remains of dead soldiers and ancient booby traps
10 Swarming and over run with a single species like giant frogs, triffids, rats, spiders, etc
11 Hyper aggressive alien jungle of killer plants and deadly animals seemingly united
12 Living plant city with plant men or creatures living inside living homes with living weapons

D12 Swamp
1 Salt marsh and mangrove forests, encrusted in salt, giant edible worms and crabs
2 Shrubs, reeds and vegetation over shallow water. Rich in beast and outcast men
3 Fog shrouded marsh full of buried bodies preserved since ancient times
4 Swamp drowned civilisation with islands of intact structures
5 Bog of quicksand, pools of ooze and tar pits and remnants long dead since primordial times
6 Dark and fog shrouded but glowing vegetation, toxic dump and monster breeding grounds
7 Sentient evil swamp pits its beast against intruders, inhabited by all manner of creatures
8 Vile stench of nausea, disease and vermin ridden hell hole, everything is nauseous
9 Dinosaur and primordial species in deep primitive swamp, with megalithic stones and bog iron
10 Sunken ancient battlefield, still covered in remnants of corpses and deadly armaments
11 Settled marsh area with stilt houses and reed woven halls possibly still inhabited
12 Noisy misty bog full of giant giant amphibians, bugs, reptiles and beastmen

D12 Water
1 River divides the land and dominates everything, often thickly settled and a ferry needed to cross
2 Lakes cover the area some just patches of bogs, home to cultists and monsters
3 Ocean with no land, filled with monsters, pirates and occasional merchants or fishermen
4 Boiling ocean of steaming waters, hidden islands and great beast reside here
5 A single huge lake dominates the area, with settlements and island kingdoms
6 Crater lake surrounded by rock wall and forest, weird coloured and long lost remnants of past
7 Lakes on salt plain flats, with different colours, temperature, flavour and even magic properties
8 Sea filled with visible islands, each with tiny dormant volcanic cone, forest and caverns
9 Seabed covered with lost civilization, many islands are former mountains of the old empire
10 Shallow sea with huge coral reefs with tunnels filled with life, even humans live on reef islands
11 Shallow prehistoric sea with ancient arthropods, gastropods and dinosaurs
12 Remains of ruined structures supported above water with ruined city, fish farm, village, oil rig, wrecked ships or lab now partly overgrown

D12 Deathlands
1 Toxic swamp with powdered chemical mounds and huge mounds of ancient jars of poisons
2 Blasted ruined wasteland of former mega city, inhabited by hostile machines and a evil god
3 Part of the Moon fallen to earth, aliens, astronauts and weird insect people and ancient ruins
4 Everything glows with strange light, dangerous auroras and crystalline caverns
5 Collapsed into the sub world, a huge subterranean city, mine or cave complex, underworld perils
6 Huge wastelands with fully active ancient weapons and deathfeilds and intact domes inside
7 Sprawling gigantic ruin crawling with monsters, gangs and wandering plundering killers
8 Green slime covers everything but some islands hidden within and isolated
9 Ruin and crypt covered land crawling with rot grubs, psi worms and sons of kyuss grubs
10 Monster kingdom, appears normal but dark, monsters rule and control their farmed humans
11 Landscape overgrown with cancerous mutant flesh with hairless and featherless animals and strange tribes living within and inside
12 Strange crystal ecology with eerie auroras dangerous to non mineral life

D12 Mana
1 Plateau above land with radically isolated ancient land, filled with tunnels and ruins
2 Floating Lands drift in the sky, a single huge island or many smaller ones
3 Floating ruins drift in sky, partially inhabited, guardian servitors, long lost loot
4 Ancient citadel covered by huge energy barrier, sealed from the ages by secret entry
5 Magic Kingdom, dominated by non human species and possible a earth born godling
6 Everybody dead, acting like nothings wrong, some controlling power
7 Benevolent Utopia like Tanelorn or a Mile high silver pyramid, wary of outsiders, might seek help
8 Under construction, incomplete zone or in the process of being changed by nanofog from a god
9 Ruins and people and beast frozen in stasis, awaiting re use at whim of some god
10 High mana conflict zone, gods battle each other with armies, sprawling trenches, ruined camps
11 Robots and androids serving the gods are wiping out or kidnapping all life to recycle the land
12 Locals experiencing a apocalypse sent by the gods to wipe out the failures of this land

D12 Developed
1 Automated empty high rise sprawl a few feral humans fight the machines
2 Sprawling farmland with villages and farmhouses with some patches of cultivated woodland
3 Sprawling farmland maintained by machines and robots, monoculture crops and herds
4 Ruined ancient suburbia with inhabitants battling roaming gangs of looters
5 Citadel with extensive urban sprawl, surrounding villages, parklands and wilderness
6 Crisscrossed by roads, overpasses, train-lines, sub tunnels, pockets of ruins and wilderness
7 Multiple domes surrounded by ruins or villages, may contain ancients, isolated utopias
8 A large city surrounded by several towns with high population
9 Settler farmers, miners and colonists from elsewhere rapidly grabbing land and territory
10 Civilisation living like some past era or humanity unaware of the rest of Psychon
11 Bunker complex opened and population trying to recover land and kill mutants
12 Ruins and monuments guarded by savage descendants protecting ancestral holy place

D12 Hostile
1 Crater covered wasteland where objects fall from space often including missiles
2 People living in collective hallucination from psychotronic warfare weapons
3 Severe weird hostile weather and strange clouds change hourly
4 Death fields, necrovirus and undead nano weapons pollute area crawling with monsters
5 Severe dark cold snaps that make life difficult to survive, may be more livable by day
6 Severe hot bright wastelands making survival hard may be more livable by night
7 Plague lands with coloured pools of slime, bacteria and medical waste, highly infectious
8 Always visible auroras affect technology, magic, psionics and even mental activity
9 Sprawling garbage of ancients including fields of burning tires, rusting scrap and crap
10 Rainbow coloured mounds of chemicals often toxic and dangerous with poison fog clouds
11 Machine and rogue nanite colonies madly building a incompetent utopia for synthetics
12 Area maintained as a open prison with convict camps and ruined prison walls

Setting and me fitting them into arbitrary heaps

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Revising my Deadly Dungeon Dozen Zones and welcome some input These dungeon zones describe classic dungeon setting through tropes and tables. Im revising it and need to fill two more slots for 7 and 8 or at least reconsider them - so any comments on what to include or fill the two slots in with please comment Current keepers1 Gothic Realm - haunted by horrors and the dead 2 Brick Dungeon - cheap quick brick throwup dungeons are spreading 3 Goblin Mine - ancient goblin occupied mine complex 4 House of Amber – rich madmen in eternal sprawling palace 5 Giant Fortress – crumbling giantland fortress goes on forever 6 Sunken City – semi sunken coastal and reef filled ancient ruins 7 8 9 Lost Temple – crumbling ruins of the ancients cities and tombs long lost 10 Forbidden City – jungle shrouded lost world of monuments and monsters 11 Glacial Citadel – frozen elder ruins among ancient glacier kingdom 12 Underland – subterranean races and kingdoms, remnants of lost worlds Candidates:Xor - magic meat dungeonElfland - faeries and goblins n stuffHell - devils and death and torture!Shadelport - under the eternal citySpace dungeon - apocalpe future tech wrecksAlien ruins of the space gods HPL horrors Alcheringa2 - Australians invading yer dungeon mate Xor is a world of living flesh and gristle where savages and demons battle for power. Xor would possibly fit into hell but i think it would lose out. Hell as entirety might be a good fit - boilerplate horror was long a choice for this list but ive now included it in my hell schedule Shadelport is in effect a urban dungeon zone - it is my big grotty city Elfland for living druid dungeons in forests, faeries, goblin, tree spirits, brownies and bugbears and more, supernatural forests Spacey dungeon of robots and tek and alien habs gone wrong. Metamorphosis alpha and Starlost tv show meets 40K spacehulk and gammaworld get drunk and have this baby A lovecraftian eternal alien ruin. Misty ruins inside yog sothoth, or when looting sunken Ralyeh, exploring a strange dimension, a migo outpost, frozen old ones plateau, a city of undead alien gods? Alcheringa2 - Originally I had Alcheringa Australian spirit world, with misty ferns, pliestocene animals, dinosaurs and lots of spirit folk and beastmen tribes which i have trouble doing. Could integrrate other hunter gatherer spirit worlds. Puapa New Guinea or islands and New zealand and indonesia could be put in mix Some of my urges to do stoneage land ideas can fit in the glacier setting or the underland setting, and the forbidden city ok. I feel very uncomfortable using Alcheringa Dreamlands stuff but other possibility is merge it with my australian army invading the dungeon stuff to make it even more gonzo. Was planing on 21stC human special forces teams or actually any time zone vs fantasy ones. Get to put Australian colonialism into the mix old and new. Possibly lost characters like bush rangers, British redcoats, pirates could be included. I'm liking this idea more because it can address the stuff that i find problematic through pulp instead of just aking in fetishistic tribal

d100 What does a devil keep in his chest

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It had too happen
No trivium of hell will not be tabled

d10 What does a devil keep in his chest
01 Documents
02 Tools
03 Regalia
04 Trophies
05 Traps
06 Pets
07 Entertainment
08 Vice
09 Treasure
10 Magic


d100 What does a devil keep in his chest

01 Contract detailing demons territory, entitlements and duties
02 Contract for a mortals soul
03 Pornographic parchment 
04 Letter from a witch or suplicant wanting a favour
05 Legal letter concerning law suit, fine, bill, tax or other problems
06 List of goods to obtain or tasks to perform from superior
07 Criminal or treasonous document conspiring some wickedness
08 Documents concerning proper torment of a soul 
09 Secret police papers for hell's authorities
10 Passport permuting passage through hell's fiefs and other dimensions

11 Thumbscrews
12 Whip or cat-o-nine tails

13 Butchers knife or axe or machete
14 Club and sack
15 Manacles or leg irons
16 Brands with devil symbols
17 Tongs for tormenting
18 Hammer and d100 iron nails
19 Box of hot coals packed daily
20 Scribes set with pen, ink and paper
21 Ornate cult robes
22 Pitchfork or rod of office
23 Signet ring
24 Fancy hat of office or qualification
25 Crown according to rank like lead ring for the low
26 Fashionable curly toed shoes
27 Ceremonial wig
28 Manacle or spectacles denoting a scholar
29 Bundle of important keys
30 Ceremonial apron for special cult days
31 Branded human skull
32 Flayed human skin folded neatly
33 Medal or letter from superior
34 Picture of a human on parchment or in compact
35 Hat or robe of a fallen priest or corrupted ruler
36 Hissing angry larvae
37 Dried human heart
38 Cup or pipe made from skull or horn
39 Bronze trophy for some event long ago
40 Magic trap
41 Bear trap
42 Poison creature like snake or spider or scorpion 
43 Poison gas trap
44 Poison Dart Trap
45 Crossbow bolt trap
46 Curse on intruder
47 Alarm - possibly a spell or imp with a bell
48 Bottle of poison
49 Cursed gem or commemorative ounce coin
50 Cursed weapon
51 Imp trapped in a bottle
52 Imp taking a bath or sitting on tiny toilet taking a dump
53 Hellish fleas and tick swarm covers room
54 Gnome or halflingf tied in bundle
55 A baby or child d6 age
56 Strange large egg
57 Familiar spirit or imp in animal form
58 Two headed hell hound puppy
59 Hell cat kitten and ball of twine
60 A large glaring toad croaks if disturbed
61 Hourglass
62 Exotic undergarments for owners choice of gender
63 Dueling pistols in box
64 Ventriloquist dummy or sock puppet
65 Musical instrument made of skull and bones
66 Block of incence 1lb worth 500gp with infernal favorite herbs and spices
67 Knucklebones set
68 Dice set
69 Packet of cards
70 Chess or Backgammojn set
71 Bottle of fluid d4 1=blood 2=rum 3=urine 4=bile
72 Devils weed cigarettes an addictive stimulant worth D10 x 5gp and D6 matches
73 Pipe and box of black lotus resin worth D10 x 50gp
74 Block of stench kow cheese wrapped in paper with knife
75 Pomegranates and other underworld fruit cursed to mortals
76 Bottle with sexy dancing imp
77 Erinyes or succubi figurine
78 Impressive fertility Symbol
79 Mask that enhances or alters a devils appearance
80 Bottle of tears
81 Sack of copper coin 2D6 x1000cp
82 Sack of silver coin D10 x1000sp
83 Sack of electrum coin D8 x1000ep
84 Sack of gold coin D6 x1000gp
85 Sack of platinum D6x 100pp
86 Document promising D6 Larvae the bearer
87 Paper currency of hell D3 notes worth 300gp each
88 Collection of D10 special edition rare ounce coins
89 Hell gem curses owner to become greedy, selfish and evil
90 Rubies 1d4 worth D6x 100gp each  
91 Wand of d4 1=burning hands 2=charm person 3=magic missile 4=identify d10 charges
92 Crystal ball with d10 charges
93 Dagger d4 1=+1 2=silver 3=returns to hand 4=dagger of venom d10 charges
94 Potion d4 1= 2=poison 3=unholy water 4=D6 healing
95 Girdle of gender change with lock and key
96 Soul trapped in metal head in a box, must answer three yes no questions a day
97 Magic crown mostly circlets or skullcaps  +1 save on one type of saving throw
98 Ring d4 1=+1 Protection 2=Featherfall 3=Cast Light/day 4=comprehend language/day
99 True name medalions of d4 lesser devils or demons or angels
100 Devils true name medalion

Hells Boiler Room Part 1

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Boiler Room - the basement of torment that went on forever
This is another part of my hell travelogue which is set at a higher danger level than many of my tables here in accordance to my earlier episodes on hell. All praise the lords of hell.

Plague lands 1 and 2
Infernal lands 1 and 2
Underworld lands 1 and 2
Hellbog Lands 1 and 2

Currently thinking will be a ice hell and possibly a cave hell or a city hell city one could be an addendum to make any city in hell. A jungle of forest hell
Some point when hells finished can work on items like damned in each hell, currencies, food, all sorts of stuff we have in the wings...

Some of my projects are so old Im having to change some names of stuff...
Just to not be confused with someone els or their products

This hell is inspired by 80s horror films, heave metal album covers, DOOM, serial killer movies, bad dreams, and Buddhist hells. Modern ruins and shipwrecks also inspired this.

It also could work well with my red brick dungeon stuff because the geomorphs i did would work pretty well for this hell.

Hell's Boilerplate Lands
A endless sprawling complex of industrial workshops, sweatshops, basements, slaughter houses and ruins. Where devils torment damned on industrial scales. Where lost souls wander eternally avoiding tormentors. Where horrors find hidden lairs to tormented souls their own way. Where rooms or torture house devils boiling souls in blood and hundreds of other torments human poets only dream of. Bloodstained rust metal corridors connect chambers and marauding monsters murder and abuse any they find. Souls of chosen madmen killers are permitted to roam free to prey on escaped damned souls. Even devils bound by duty are wary of exploring or chasing a escaped damned soul. Demon bounty hunters and mercenaries are called to hunt escapees to deep in the abandoned complexes. 


The damned are brought here for mass slaughter to evolve them into larvae. Some are released with false hope of escape only to be stalked by demons and madmen and monsters forever. Most damned wear hospital like smocks. Some damned are missing limbs, organs and have unclean dressings from surgery. Some damned become ogres, orcs or kobolds and get to be workers or return to earth.

The impression is that it was a once organised industrial complex, the workshop of hell. But over aeons business has been pool, heaven and hell more work together than war and even demons can get working visas to do things devils dont want to. Older devils are too embarrassed to work here or mention it. While still many souls are processed and refined here, much is wasted and chaos seems to be rampant. Ogres and demons and madmen are main examples of chaos. Except ogres never tire or killing and tormenting while orc and kobolds start finding trouble like politics and organizing societies. Demon mercenaries and bounty hunters are used to track down trouble makers or escaped souls when devils too busy and duty bound to wander about taking risks.

Devils sent here are lowest sort or being punished for treason or corruption.


d12 Quick Boiler Room Terrain
01 Riveted metal wall corridors
02 Riveted metal corridors covered in rust
03 Paint over brick and concrete
04 Tiles over brick and concrete
05 Huge rusted machines in crumbling building
06 Huge ruined factory
07 Ruined hospital or asylum or prison complex
08 Sweatshop with chains and work benches
09 Maze of rusty pipes, gauges and controls
10 Abattoir with pens, slaughter rooms, meat slurry sluices, etc 

11 Huge functioning furnace complex
12 Complex of rusted metal tanks of vile fluids and dirty water

d12 Quick Boiler Room Decor

01 Graffiti featuring devil and demon names and threats
02 Blood spattered walls with chinks of meat hanging from ceiling
03 Ankle deep in filthy water
04 Fire damaged ash and burned rubble
05 Peeling paint, water damage 
06 Walls partially collapsed with holes and rubble
07 Garbage strewn everywhere and vermin
08 Medical waste including bloody bandages and body parts
09 Flickering lights
10 Steam shrouds everything

11 Rotten meat crawling in maggots splattered everywhere
12 Skeletons and bones scattered everywhere


d100 Boiler Room Dressing
01 Fleshy sacks of gore attached to walls or hanging from ceilings where monsters keep stuff
02 Burned bone ash heap with charred skulls
03 Bloody hand prints everywhere even on ceiling
04 Chains hanging from roof ending on chunks of gore on hooks
05 Bloody gibbets welded to walls with gory corpses inside
06 Executioners block with blood exerywhere
07 Rack of horrible blood covered weapons with blades, hooks and spikes
08 Hole in wall at floor level, bones scattered by entry, a hellhound hole
09 A hellcat washing itself from a perch looking for a new friend
10 Net full of human heads hanging from wall

11 Wheelbarrow full of human guts covered in flies
12 Clouds of flies pour through area

13 Smoke smells of charred flesh or coal
14 Cauldron boiling with human fat, candle and soap moulds on bench
15 Huge stove with pots boiling away with human blood and flesh
16 Wrack with flailed human skins freshly flensed
17 A filthy curtain blocks passage
18 A curtain made from human skins blocks passage
19 A throne made from human flesh and bone on a trash plinth
20 Wall covered in hundreds of tiny notes connected by red string by some madman
21 Hundreds of filthy dolls hanging everywhere, many have missing limbs
22 Filthy coat, mask and weapon hanging from wall d4 1=axe 2=machete 3=scissors 4=knife
23 Bloody striped sweater, hat and claw glove found on a chair
24 Hundreds of chairs, many stacked or broken
25 Filthy stained mattresses in stacks
26 Piles of human hair in sacks
27 Room full of artificial limbs
28 Table with tattoo tools
29 Brazier with branding irons smoldering 
30 Gurney or stretcher with filthy sheets 
31 Small wagon or cart with sacks of badly aged building materials
32 Piles of human teeth, many bloodied
33 Buckets, barrels or tubs with still warm blood left out
34 Walls covered in spikes
35 Floor and ceiling with spikes
36 Chains dangling from roof beams
37 Barbed wire fences inside room or dividing coridoor
38 Coil of metal wire
39 Pile of metal plates and bucket of rivets
40 Pile of 4 inch metal beams
41 Tracks on floor with d4 minecart d4 1=garbage 2=bones 3=rusty cogs 4=bloody skulls
42 Sledge hammer and iron spikes in a bucket
43 Hole in floor to lower level with spades and picks and rubble piles
44 Large oil lamp hanging up high
45 Wooden crates and barrels
46 Corpse with missing limbs in night shirt
47 Something running through pipes in wall heard
48 Person bleeding and dying impaled in elaborate trap
49 Cages hanging from roof with prisoners
50 Corpses impaled on spikes on walls
51 Small furnace for burning corpses and piles of dry bones for fuel
52 Filthy cot with box underneath of ears or other horrid souvenirs 
53 Filthy lab with improvised glassware making something horrible
54 Still making hell rum with barrels of water, sugar, strange hellish spices
55 Crates or barrels of booze, mostly addictive wine or rum made in hell 
56 Buckets of rusty broken chains, cobs, nuts, bolts and rivets
57 Pile of old pulleys in a iron bucket
58 Room with human carcasses suspended from roof being smoked into ham
59 Huge threatening sign in splattered blood
60 A human corpse with rips spread and all lungs and guts gone
61 Chained to the wall a naked torture victim naked and 
62 Area turned into a filthy cramped tavern run by out of work demons
63 Devil selling food an drink from a pushcart
64 Rows of cauldrons with victims chained inside and boiling blood and a devil caretaker 
65 Row of iron coffins with creaming damned inside being roasted over fire
66 Wrack with several devils torturing victim
67 Man in locked pit screaming as snakes slowly fill pit from tubes in walls
68 Pits of garbage and pale corpses
69 Kitchen with butchered human on bench and dozens of iron pots and pans
70 Burning screaming victims tied to steaks with devils attending
71 Imp selling bottle of delicious tears
72 Imps playing cards or dice
73 Drunken imp abuses passers by
74 Goat men dancing about altar with struggling sacrifice
75 Heavily pierced ogre butcher chopping up wheelbarrow full of limbs with clever
76 Row of d6 cell doors empty but 1in6 with skeleton
77 Row of cell doors with damned inside, devils come to allocated personal torment daily
78 Extra heavy reinforced door with chains and padlocks
79 Ogres feasting on mugs of blood and human limbs
80 Orc troops parching a prisoner somewhere
81 Door to refrigerated area full of frozen human torsos and possibly a icetoad
82 Orcs making damned fight for the chance to torture the loser
83 Blacksmith one eyed orc making torture implements and chains
84 Kobolds with mops and buckets on patrol
85 Beastmen laying about naked in drugged stupor after a feast
86 Laughter of madman or monster echoes past
87 Pneumatic postal tube rattles as message pod whizzes past
88 Damned whipped by orcs feeding dry human bones into devil faced furnace
89 Huge pile of fingernails and toenails
90 Bucket of eyballs
91 Pumping human heart or brain bubbling in glass and brass canister
92 Bench with scribal station writing contracts on human skin vellum scrolls
93 Preserving jars of human organs on shelf
94 Creepy ginning clown with blood on clothes and his weapon
95 Clown eating from abdominal cavity of human
96 Hell Hound guarding locked door
97 Bronze or iron golem or living statue on guard
98 Crude shrine dedicated to devil made by crazy killer hoping to earn patrons favour
99 Conveyor belt enters some machine through bloody curtain 
100 Flayed skin of human nailed to wall (1in6 is someone you know)

d100 Boiler Room Wonders
01 Office of devil scribes with pit fiend in managers office processing damned documents
02 A elevator that can take you to any level run by imp operators
03 Titanic bronze bull size of palace, prisoners inside cells within screaming, devils tend fire
04 A bronze pyramid with altar atop where bloody orcs sacrifice hundreds to lords of hell
05 A huge metal sculpture covered with scaffolding dedicated to lord of hell but incomplete
06 Hall with plaques detailing devils deeds of long ago, whole orders of forgotten fallen
07 Sacred killroom floor where ogre butcher evicerate human corpses in the hundreds
08 Metal wagon loads of humans dumped on road like conveyor belts into titanic furnace
09 Damned herded into elevator down, devils send them down into furnace level
10 Inside a huge flaming furnace where devils drag damned into to burn, fire everywhere

11 A trapdoor from above ever pours meat slurry and gore into a similar shaft in the floor
12 Huge mound of human dead stacked in a thousand person heap like a haystack 

13 Huge bloated damned souls in stalls being force fed and nutrient pumped out in tubes
14 Huge mound of human organs with kobolds snacking on them 
15 Huge damned humans naked in stalls being force fed, live snakes, toads, meat and dung
16 School complex where damned souls and misguided devils are sent to learn laws of hell
17 Diabolic black lodge of one of hell's secret orders, collections of robes, aprons and badges
18 Shrine to a lord of hell who had this part of hell built in a funding campaign long ago
19 A huge madhouse where normal damned are turned into serial killers and returned to earth
20 A huge trash sorting machine operated by kobolds handling thousands of tons of garbage
21 A huge rending plant where thousands of bodies are boiled and turned into fuel
22 An evil lamia has set up court with devils and other hellish inhabitants
23 A choir of chained damned sinners have been plumbed into a huge keyboard organ 
24 Huge canteen where monsters fed plates of gore by mean ogre kitchen staff
25 Assembly line beheading human corpses and removing limbs (orcs or a machine)
26 Kobolds have built a house out or human corpses and seemed very pleased
27 Chamber where dozens of orcs whipping failed ogres for being too chaotic
28 Devil scribes with dozens of kobold copyists making volumes of hell's rules
29 Devils whipping thousands of newcomers and forcing them into titanic devils mouth
30 Kobolds in thousands sorting pneumatic canisters sorting hells internal mail
31 Hundreds of kobolds shoveling burial shrouds into a mighty furnace
32 Kobolds packing pneumatic canisters with meat to send to devils for lunch
33 Huge cogs and working parts of some unfathomable infernal machine
34 Devils building a great scaffolding covered flesh colossus to animate with black magic
35 Crying babies cared for by imps in nursery actually are all damned in baby form
36 A village of devils shacks built into great machine, dwell here when not at work
37 A enormous cattle market where devils buy damned souls recently arrived 
38 Rebel devils rendezvous where devils relax off duty to dance and drink and screw
39 Huge ruined chamber where floor is missing and devils watch escapees flee devils below, devils like to bet on sure outcomes
40 Devils put hundreds of damned to work in sweatshops making shoes and clothing
41 A flowing river of blood with waterfall dropping into darkness 
42 A huge statue of a iron devil and a brass demon fighting over a treasure chest
43 A train of damned souls boarding at a platform and entering subway
44 A abandoned station with huge train tunnel complex
45 A train with d6 damned in freight cars d6 devil troopcars and a luxury car for boss devils
46 A wrecked station where trains collided in a heap long ago
47 Huge area of ceiling collapsed long ago with sprawling broken machinery
48 A sprawling market where souls, stench kows and imps are traded and gambled
49 Multiple levels collapsed through floor exposing d4+2 levels
50 Vast sunken area with huge pipes, cargo boats and tunnels
51 A huge ramshackle arena where armoured mutilated ogres battle damned souls for sport
52 Complex where chaotic damned are force fed flesh and become ogres run by orcs
53 Huge recycling cerntre where barroms of scrap are sorted by kobolds with orc bosses
54 Huge gateway where devils receive and catolog demon arrivals looking for jobs
55 Swarming shanty town of escapees living in squalid ghetto, nothing to eat but meat
56 Team of devil engineer with orc ogre and damned slave labour
57 Huge elevator size of a multi floor palace, inside community can be unwelcoming
58 In a great brick pit a titanic being is being tormented by hundreds of devils and monsters and giant machines d4 1=devil 2=titan 3=demigod 4=demon prince
59 In a great pit workfloor below armour and weapons are being made for a huge being d4 1=devil lord 2=titan 3=demigod 4=petty demon prince
60 Rows of huge furnaces pouring streams of molten metal with hundreds of devil smiths at work providing arms for war in the human world
61 Huge chamber where cranes drop damned from hoppers into mouths of huge reclining  lazy titanic devils, a giant fountain of blood is used to fill their cups
62 A titanic being's corpse is being stripped by thousands of kobolds with scafolding holding open cavities, they have built tiny towns inside and are forming factions
63 A huge rusting ocean liner or tramp steamer on drydock connected by walkways, can be several in a row, no idea how they got here, passengers stranded on board of gone feral
64 A huge failed indoor greenhouse magically lit with huge dead garden beds
65 A flesh golem factory where kobolds work assembly line and devils and damned necromancers finish, golems marched off to some horrible war
66 Huge dome over a lake of liquefied living flesh, sort of alive things spawn from it and are carried off by imps
67 A viewing platform with a dirty glass ceiling dome looking up into bottom of filthy water
68 A huge flow valve control centre for colossal pipes of fluid pumped through controlled by ogres in soiled overalls
69 Kobolds building new ruined complex while devil art director makes suggestions
70 Mass of stairs and ladders into hub of huge walkway ceiling tubes
71 Mountains of decaying war and siege weapons collapsing into heaps of rust
72 Huge warehouses full of shoes, clothes, grave goods abandoned for ages
73 Huge coal power station long abandoned and toxic
74 A huge zeppelin shed with rusty skinless frames and intact gondolas, so huge has own micro weather 
75 Thousands of beastmen worshiping a statue of a great devil lord in a hall
76 Open area where fiends gather to award prizes to peers for cruelty, greed, efficiency. Candidates display work each has a bench and a tent, some have signs
77 Closed down huge gate and custom station to some plane hell lost interest in
78 Huge sprawling library where devil librarians protect books from scum, mostly legal matters concerning bargains made with mortals in various worlds
79 Huge filthy public shower block for hundreds now ruined and filthy, haunted by madmen
80 Huge palace where elderly lady devils come to drink tea and see some good murder on the way, they talk about hell's old standards dropping
81 Huge sewerage plant where precarious kobolds work on a lake of filth, connected to hundreds of filthy sewer pipes and many levels, burning gas vents surprise visitors
82 A forgotten menagerie where a devil lord kept interesting monsters and madman, now the sprawling stable sheds have gone feral
83 A sprawling barracks here hundreds of kobolds or orc sleep away between shifts
84 A ruined plaza with a huge broken clock and steam trumpets that used to control the shifts down here
85 A horrible dilapidated circus have settled in a collapsed chamber, killer clowns torment damned for pleasure of devil families
86 A huge shed with a devil housing estate, families live shop in local shops and send their kids to local schools. Not very approving of riffraff outsiders 
87 Atrocity museum where curators and workers have created wax sculptures of atrocities and horrible deeds to educate young hellions
88 A orphanage sweatshop where damned in fat creepy children form make candied sweetmeats for the upper class devils, the mistress sells poor performers to local serial killers
89 A horrible assembly line where imps turn ordinary damned into locals by dressing and equipping as killers and clowns then torment them into insanity 
90 A mess hall where dozens of ogres gobble roast damned while sitting on toilets
91 Huge conference of devils in uniform and princely outfits gather to plan production and implement cost cuts and demon migrant problem
92 Huge blazing factory, imps and devils watch it burn while kobolds try and put it out 
93 Abandoned rail yard with hundreds of graffiti covered sheds of smashed trains
94 Crumbling ruined apartment buildings strewn in garbage
95 Huge bridge structure over filthy canal or blood river, includes shops, apartments and shanty town
96 A huge scaffolding covered gothic cathedral in a concrete shed, favorite roost for devils
97 A sprawling junkyard with trains, factories, shipwrecks, with stray helhounds and kobold scavengers
98 A huge cannery where kobold workers stuff meat and gristle in cans to be used as food
99 A ruined old theatre where killers and clowns do murder performance art for snooty devils in hopes of being promoted
100 A huge sprawling drunken feast for devils, orcs, kobolds, ogres and serial killers. Live performances and sacrifices hourly

Hells Boiler Room Part 2

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Boiler Room - the basement of torment that went on forever
This is another part of my hell travelogue which is set at a higher danger level than many of my tables here in accordance to my earlier episodes on hell. All praise the lords of hell.

Plague lands 1 and 2
Infernal lands 1 and 2
Underworld lands 1 and 2
Hellbog Lands 1 and 2
Boiler Room Lands 1 and 2

Have some good mutation tables coming up too - plant - devil - reptile

As I'm doing quick encounter tables for each hell im back dating the ones I should have done.

d12 Quick Plague Lands Encounters
1 Damned commoners marching and lost
2 Plague carriers, moaning and wailing for help
3 Damned Skeletons d4 1=dancing 2=working 3=marching 4=tormenting
4 Flagellating monks  prostrating themselves
5 Procesion of skeletons performing burrials
6 Zombies, damned brought to semi vegetal state for herding
7 Ghouls scavenging for food living the high life
8 Orcs on duty as militia troops
9 Demon bounty hunters with chains hunting someone missing
10 Imps will follow invibliy looking for fun
11 Devil squad on patrol with seniour leader
12 Devil leader being carried with entourage and troops

Damned are skeletal and about 1/3 zombie like mostly here
Goat, cockerel, rat, cat and toad most common beast men



d12 Plague Land Monster Decor
01 Carries bones and skeleton motif items
02 Body is emaciated and skeletal if already a skeleton gains a magical glow or fire
03 Covered is pox, boils, discoloration, sickly pallour 
04 Black slimy necrotic rotting flesh
05 Wears scratchy chainmail or hair shirts or carries flail to torment self
06 Musical instrument made from corpse parts
07 Out of style clothing of various epochs, tools of mortal trade or status
08 Burial shrouds and funerary jewelry
09  Funeral attendant and ritual clothing of various times and status
10 Semi faded into shadow, dreamlike quality

11 Armed and dressed in human military garb of status
12 Spectacularly rotted away with flesh hanging off exposed bones


d12 Quick Infernal Lands Encounter
1
 Damned commoners marching and lost fleeing a war
2 Damned mercenaries looking to bully someone
3 Hellhounds tracking victims

1 Local devil militia on patrol, lesser devils and a scout
2 Important duke of hell's lesser devils with a mid rank leader
3 Devils on some job with tools see opportunity (probably larvae farmers)
4 Devil slave drivers herding the damned to some place for fresh torment
5 Demon mercenaries or bounty hunters searching for someone
6 Damned human mercenaries doomed to die repeatably for hell's drama
7 Orcs on pilgrimage or recruits for some evil lord's campaign
8 Swarm of scouts like imps looking for something for the lords of hell
9 Evil adventurers recruited from the mortal world on a contract
10 Rogue devils acting on behalf of some boss who is a wanted criminal in hell

Damned often naked or dressed as past lives as commoners, some burnt looking
 most common beast men goat, dog, ape, pig, cat, rat



d12  Quick Infernal Lands Monster Decor
01
 Armed and dressed in human military garb of status
02 Hideous war wounds possibly artificial limbs
03 Out of style clothing of various recent eras, tools of mortal trade or status
04 Naked with no possessions
05 Dressed in opulent gold clothing with gold symbols of office like a rod
06 Dressed as commoner, shirt and hood and leggings and foot wrappings
07 Dressed as merchants and mercenaries with fancy clothes and shoes
08 Battered clothes and armour, covered in small wounds as if just battled
09 Burned clothing and equiptment, burn sores
10 Branding marks with devil sigils of ownership

11 Burning with phantom hell fire (1in6 can cause damage)
12 Jewelry especially of status or social rank


d12 Quick Underworld Lands Encounter
01 Zombie damned mindless or standing still till aproached
02 Damned soul begging for help or food or wine
03 Giant constrictor serpent 1in6 is a sorcerer
04 Orc soldiers on the march
05 Demon bounty hunters or mercenaries
06 Pack of ghouls looking for food
07 Harpies fly overhead
08 Skeleton warriors in bronze age military kit
09 Hungry shades desperate for food and interaction with living
10 Shadows stalking damned souls to drain

11 Devil military patrol, boss in chariot, coach or riding a monster
12 Night hag merchants looking to trade


Damned here mostly stand about moving little unless disturbed, many zombie like others are insubstantial smoke like shades
Goat, bat, jackal, snake, dog, owl, raven, hyena and bull most common beast men



d12  Quick Underworld Lands Monster Decor
01
 Semi faded into shadow, dreamlike quality
02 Bronze age tools and weapons and clothing
03 Pallid and corpse like
04 Naked with no possessions
05 Dressed in opulent gold clothing with gold symbols of office like a rod
06 Dressed as commoner, shirt and hood and leggings and foot wrappings
07 Dressed as merchants and mercenaries with fancy clothes and shoes
08 Wearing funeral shrouds
09 Mummified or skeletal
10
 Funeral attendant and ritual clothing of various times and status 
11 Spectacularly rotted away with flesh hanging off exposed bones
12 Jewelry especially of status or social rank, chains, bracelets, keys, medallions, rings


d12 Quick Hellbog Lands Encounter

01 Huge hungry fish gator or turtle or eels or snake
02 Beastmen hunters d4 1=frog 2=rat 3=lamprey 4=crab
03 Corrupt nature spirit folk d4 1=pond slime 2=reed 3=fungus 4=wetlands bird
04 Giant scorpion or spider or cave lobster
05 Orc troops on patrol, well adapted and self equipped
06 Kobold tribe hunting for food
07 Demon bounty hunters looking for escapee
08 Swamp hag desires interaction and favours for trade
09 Lizard men hunters possibly with snake men wizards
10 Damned souls living in swamp shacks as a clan of mad killers

11 Dinosaurs rampaging about looking for fights
12 Devil soldiers on patrol looking unhappy with local guides humanoids


Damned here are human but many ugly, inbred, degenerate, mutant hybrid monsters or rotting corpses
Snake, rat, cat, waterfowl, amphibian, reptile, fox, crab, lamprey  goat, boar and wolf most common beast men

12  Quick Hellbog Lands Monster Decor

01 Bloated gassy flesh, bursts when cut with gas
02 Slimy greasy oily flesh, always damp
03 Albino
04 Worm ridden flesh
05 Green skin, covered by vegetation and  growing all over like moss and leaves
06 Burst open body cavities crawling with critters and guts hanging out
07 Filthy rags and home made survival arms and armor
08 Pygmies version 2/3 normal height, with blowpipes and shrunken heads
09 Covered in thick stinking slime and mud
10 Scaly or chitinous skin

11 Reptilian faces and scales, 1in6 snake hair
12 Snakes or bugs crawling all over


The Boiler Room

d12 Quick Boiler Room Lands Encounter
1 Kobold work crew
2 Orc soldiers off to mission or patrol
3 Oge foremen of to slave pits
4 Damned soul escapee
5 Killer Madman
6 Evil Clown a type of madman but occasionaly find orc or devil clowns
7 Imps are everywhere some working some out being jerks in spare time
8 Hellhounds looking for food or victims
9 Demon bounty hunters lloking for escapee
10 Lesser devil work crews with tools of trade often whips
11 Lesser devil Squad on patrol with a higher ranked leader
12 Senior devil with retinue of lesser devils

Damned here mostly humans in smocks, some dress as madmen or clowns or work clothes
Goat, wolf, ass, dog, ape, scorpion most common beast men

d12 Boiler Room Monster Decor
1 Wearing chains from iron with padlocks, manacles and keys
2 Piercings, rings and studs and jewelry
3 Tattoos and brangs or scars of diabolic script
5 Flesh tunnels and streatched flesh, stitches, cut marks
6 Clown clothes or nurse outfit or nightshirt or overalls
7 Workmen helmets and boots with tools belts
8 Butchers costume with bloody aprons and blades on belt
9 Covered in blood all over
10 Shaved all over with creepy stubble coming back
11 Metal false teeth or artificial limb
12 Jewelry with too many gaudy gold rings and necklaces

The Boiler Room
While the boiler room is still very productive part of hell it is semi dormant nowadays with 90% in unworkable ruins. This leaves a lot of room for escaped damned souls and demon infestations. Devils hate this hell, it is an embarrassment to b kept here. Usually it is punishment for incompetent or criminal. Spies here are common with many factions reporting to other hells. Demons like it here and it is their favorite hell and the come ever more frequently. Migration is difficult for demons but worth it for work and what they think is awesome.  More illegals gated in by peers hide in the wastelands increasingly. Many rogue devils and exiles hide in the ruins also.

There is the theory that the great supreme devil actually wants boiler room broken and sabotaged. Others blame the legal ties to lawful good and the state of mostly peace with heaven.

Clowns are a popular subcult in this hell. By dressing as a clown you cut yourself off from other duties and lives and devote yourself to murder, mischief and mayhem. Some clowns are set free on earth to cause trouble. Most are damned souls already madmen and now wear the clown uniform. Clowns cooperate with other clowns while madmen kill anyone and are solitary mostly.

Madmen are spawned here often by selecting from millions or damned or tormenting human damned for aeons. Many are sent home to earth as crazed killers. Mostly solitary but some form a clan and find a secluded spot and eat folks.

Mad magicians among the damned have managed to live here also. They often do anything for money or spells or things their schemes need. This is why they are tolerated. Mad magicians also like to make monsters.

Sometimes there is a mass break out of madmen, clowns or damned into the hellbog.

Traps are a big part of this hell. The possibility that this hell is linked to many dungeons and has had kobolds digging cheap brick dungeons everywhere is troubling. Kobolds love traps and like to work hard and many work in this hell. Some mortal damned especially laborers might be turned into kobolds. Orcs rather love to fight and hell has legions orc soldiers and laborers. They can be made from humans damned easily and most prefer to be a orc in hell than a human.

Feel free to play with trap triggers awap them
Wire tripline
Tripline on door or container
Trigger on floor in doorway
Floor pressure plate
Kobold controlled from hiding
Magic



d100 Boiler Room Land Hazards
01 Spikes pop out of floor
02 Rotating knived pop out of floors
03 Caltrops with diseased fluids on floor
04 Spikes pop out of walls 
05 Spikes pop out of walls, then begin to close in 
06 Darts shoot out of walls
07 Spikes pop out of floor and ceiling and begin to close in
08 Iron bars drop down from ceiling
09 Cage drops from ceiling
10 Net drops from ceiling

11 Filthy diseased garbage and medical waster
12 Water on floor covered in rainbow film of flammable fuel

13 Flammable gas in room explodes if open flame
14 Diseased fluid from several buckets set fall with tripwire
15 Blood or sloppy gore from several buckets set fall with tripwire
16 Net full of skulls drops them if tripwire goes off
17 Slippery oil all over floor, 1in6 with razor blades set up too for extra d6
18 Acid vial poured on any who trigger wire
19 Explosive mine set among garbage with trip or remote wire pulled by kobold
20 Increadibly toxic liquid spilled over floor
21 Rotating sawblades pop out of walls
22 Giant chainsaw on automated arm drops from roof and cuts everyone in a line
23 Guillotine in door frame
24 Pendulum trap with giant swinging axe like trap
25 Swinging spiked beam swings from around corner
26 Sythblades set to hit arms or legs, can case crippling wounds
27 Doorknob shoots spike into hand
28 Doorknob with poison needle trap
29 Poison dart trap
30 Boiling water dumped from pipe above
31 Steam from pipe filling area 
32 Mechanical elevator
33 Mechanical bridge
34 Huge vault door
35 Huge locked iron door
36 Iron bars block area
37 Barbed wire used to seal off area
38 Razor wire placed to stop climbing or on top of fence
39 Choking smoke
40 Fire burning out of control in area
41 Floor section has flaming gas jet holes on plates
42 Electrified door or wall section or floor
43 Poisonous vapors in area, increases in toxicity
44 Stinking vomit inducing fumes in area
45 Diseased stinking miasma in area spreading a illness
46 Trap that imprisons victim with locks then kills with poison
47 Trap that imprisons victim with locks then kills with drills
48 Saw blade at neck height swings through room
49 Saw blade at ankle height swings through corridor
50 Damaged elevator shaft
51 Trapdoor with broken ladder
52 Fragile floors
53 Water flooding into section
54 Swarm of flesh eating flies
55 Axe rigged to swing at door or corridor
56 Crossbow trap
57 Sleeping ogre on tiny chair
58 Drunk kobolds laying about 
59 Bored imp looking for someone to harass
60 Swarm of rats
61 Swarm of maggots
62 Giant rats
63 Rat size of a cavebear
64 Giant leeches
65 Pit with sealed lid starts to fill with boiling water
66  Pit with sealed lid starts to fill with poison toads
67 Pit with sealed lid starts to fill with poison snakes
68 Pit with sealed lid starts to fill with swarm of d4 1=rats 2=flies 3=bugs 4=spiders
69 Pit with sealed lid spikes pop from walls and floor
70 Pit with sealed lid spikes pop from walls and floor, walls compress
71 Orcs camping here while on maneuvers
72 Devil exile seeks mortals to help with his scheme
73 Demons with captured damned soul just want to collect bounty
74 Ogre with mop and bucket, surly but just wants to mop up blood
75 Observed through air vents and holes
76 Imps following and observing
77 Hell cat offers help and directions
78 Sleeping pack of hell hounds or devil dogs
79 Ochre jellies attracted to buckets of blood
80 Gelatinous cube on clean up duty
81 Devils cataloging property damage
82 Kobold post office, custom house and tax office want to search you
83 Gigantic worm horror crawling about eats through walls effortlessly
84 Beastmen having a celebration of some devils birthday
85 Clowns hungrily eating someone, you could sneak past them
86 Flaming gas jets will passage with curtain of fire
87 Dead fall of garbage rigged to drop on intruder
88 Ceiling set to collapse if loose pole slips free from vibrations in floor
89 Ogre nurse station treating or eating a patient busily
90 Kobolds up  near ceiling with scaffolding with bows, caltrops, and flaming oil slasks
91 Poison spike in floor hidden by rubble and garbafe 
92 Chains with hooks drop from roof and are animated to spike and imprison visitors
93 Walls drop before and behind, chamber floods with water
94 Walls drop before and behind, chamber floods with boiling water
95 Walls drop before and behind, chamber floods with poison snakes or scorpions
96 Circular saw blades shoot out of the walls 
97 Cursed symbol of pain or madness on wall
98 Magic sigil if crossed summons a devil
99 Tons of garbage drops from above like a avalanche
100 Huge collapse of area into mass of rubble, pipes, beams and bricks




d100 Boiler Room Land Encounters
01 Damned souls in gowns beg for help to hide them
02 Mad damned idiot sitting on floor talks madness
03 Damned in work clothes and manacles herded to work by orcs
04 Damned led on chain by ogres
05 Damned in hiding being attacked by kobolds
06 Damned in hiding begs you not to say anything and move on
07 Damned post op surgery zombies in gowns hostile to living
08 Damned hauling sacks of garbage for kobold masters
09 Damned chained to walls and locked in cells attack if released
10 Lonesome clown wants to make friends, has made intestine balloon flowers

11 Gang of marauding clowns hostile to everyone
12 Serial killer stalks party

13 Insane flesh golem
14 Poltergeist
15 Animated weapons
16 Animated armour holding weapons
17 Animated chains
18 Spectral minion on doomed quest
19 Phantom spirit trapped in ruins
20 Shadows lurking in darkness hungry to drain living
21 Haunt spirit will attack any body it can get
22 Sheet phantoms covering old boxes and furnature
23 Sheet ghouls created and controlled by sheet phantom
24 Kobold horde wont back down
25 Kobold scouts track and spy on party 
26 Imp scouts track and spy on party
27 Imp assassin team try to make traps and encounters worse
28 Zombies in smocks on way somewhere but hungry
29 Vampire diplomat with devil escorts 
30 Spectre or other hostile evil spirit
31 Trolls have grown from flesh scraps here and adopted clothes and lairs of serial killers
32 Clan of degenerate mas murderers and cannibals out in area hunting 
33 Ogre walking along chewing on human limb
34 Ogre gang sneaking way about on mission for demon prince
35 Orc warriors out looking for bounties loose in area off duty
36 Lesser devil foreman and orcs think they can take intruders
37 Lesser rank noble devil on a mission to get promotion
38 Squad of lesser devils with polearms in plate armour have elite morale
39 Several rank devil with lesser devils on inspection tour
40 Shifty rogue devil exile has got a deal for you
41 Demon illegal immigrant and possibly a spy
42 Group of hidden damned have built shrine to good and are busy preying
43 Ogre clown gang in a highly chaotic mood
44 Jester tries to follow and tells annoying riddles in snide tone
45 A paladin and his follower adventurers are raiding hell, wary of non lawful good types
46 Heucuva pretend to be damned in polymorphed forms
47 Banshee spirit here to kill any genuine mortals it can
48 Apparition of former inmate here to terrorize living
49 Mimics dwell here often as chests wrapped in chains (half the time)
50 Carnivorous apes clan lives in rubble
51 Displacer beasts on prowl
52 Giant scorpions some in metallic sheens
53 Hyenas sometimes 1in6 led by kobolds
54 Were rat damned looking to rob and eat others
55 Werewolf damned 1in6 used as hunting dogs by some devils 
56 Wereboar damned hungers for mortal flesh
57 Wereravens hungry for meat titbits 
58 Pack of hellhounds have your scent
59 Manticores on patrol for a devil 1in6 pulling his or her chariot
60 Quasit spy and saboteur for chaos
61 Giant bloodworm pack
62 Giant ravens pecking corpses
63 Beastmen hunters on the loose, rat or wolf or pigeon
64 Kobold clown suicide bombers carrying lit cast iron grenades
65 Huge aggressive vultures
66 Wild pack of dogs stripping a corpse
67 Ogres hunting humans for some reason
68 Devilswine with damned followers and hellhounds
69 Evil dwarf workers come to repair something and nick any gold they can nab
70 Evil gnome technicians here to fix some specialist subsystem like unblocking a drain
71 Clown kobolds setting traps cant stop giiggling
72 Damned souls painting over unauthorized graffiti and wary of strange gangs
73 Kobold masked graffiti crew looking at you funny till you leave
74 Clown berserks fall through ceiling enraged
75 Orc deathsquad with crossbows and poison bolts
76 Deathwatch beetle eating spilled meat slurry
77 Giant beetles cleaning up garbage, exited to see prey
78 Minotaur with huge axe and bloody apron bellows in rage if he smells mortals
79 Minotaur soldiers on mission for hell
80 Clowns riding huge blood worm steeds charge angrily
81 Goatmen and clowns in battle will assume newcomers enemies
82 Ogre orderlies and nurses with madmen on chains 
83 Doppelgangers in form of old friends or followers
84 Automaton madman searching and destroying area
85 Mechanoid killing machine hungry for devouring corpses and scrap
86 Iron golem searching for creatures not allied to lawful evil
87 Club has camped where devils and ogres enjoy flagelation services
88 Zombie ogres wearing bloody smocks covered in stitches
89 Patchwork zombies built from scrap 
90 Fire giant boss with ogre workers keen for chance to kill strangers
91 Flesh golem and patchwork zombies led by a surgeon wizard or devil
92 Tallow golems led by damned wizard trying to steal human fat to rend
93 Skinless ghoul gang cult led by ghoul priest here for the food
94 Giant fly tending maggots and looking for more meat
95 Killer madmen gang who escaped together, screaming cannibal psychos
96 Bronze golem looking to things to feed to his internal furnace
97 Animated furniture especial work tools or weapons or chains
98 Spirit in evil object might posses any who handle it turning victim into a mad killer
99 Clown ghoul gang out for a murder spress
100 Gang of rebel devil gang, wearing chains, tats and piercings


d100 Reptilian Mutation

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This will be a set with my other mutation tables so i can have a gamut of genetic freaks and tainted blood lines. Reptilians are the older race, they held great power but have lost it. Most lizard men are degenerate mutants and barely sentient but able to build stone tools and even some make underwater crossbows. Ancient ones were different, there were many breeds and factions and alignments.

The greatest master plan of survival was hybridizing with humans in the long run but this might have been their decline also as many variant breeds couldn't unite or agree.

These could be used for yaun-ti and other variants of reptilian peoples.

Even elves and dwarves and other races might have some reptilian taint. Elves once mated with dragons with the gods and some fairies children have reptilian traits but elves usually shun them. Reptilian taint elves live in seclusion but might mate with humans from desperation.

Possible mutant types upcoming  include plant, insect, mechanoid, elemental, mineral and more.

http://elfmaidsandoctopi.blogspot.com.au/2016/07/xor-mutations.html
http://elfmaidsandoctopi.blogspot.com.au/2016/08/d100-necro-mutations.html
http://elfmaidsandoctopi.blogspot.com.au/2013/05/anachronisms-of-cosmic-order-my-first.html might revise this one to fit new tables, sprouting compass dials, temperature gauges, etc

d12 Taint came from...
1 Been in family since slaves in ancient times
2 Family had secret serpent cult but mostly forgotten clues left
3 Reptilian cultists in family till recent times, possibly some families still worship
4 A wanderer settled in town and carried taint into your clan through marraige
5 An exotic bride was claimed by a clan leader and she brought the taint
6 An adopted child possibly a slave married into clan bringing the taint
7 Some ancestor battled creatures and rescued victim from them and married them
8 A family member married into the cult and for several generations intermingled
9 Woman was captured by reptilian degenerates, was freed and married by clan hero
10 Ancestor drank a strange potion given to them by stranger
11 A clan took in a fairy bride and several children had fangs, the bride escaped
12 A strange traveller in area had illicit affairs with many local women spreading the taint

d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain


Notes minor mutations
Many attacks are not extra just options for unarmed attacks
Major mutations add extra attacks

d100 Minor Cosmetic Reptilian Mutations
01 Snake eyes
02 Thin flat lizard lips
03 Thermal vision 6" range
04 Sealed ears flat ears
05 Eye membrane protects from water or dust
06 Flattened nose, sealable nostrils
07 Hairless
08 Eye ridges
09 Wattles on neck and face
10 Elongated face

11 Skin peels like reptile
12 Fine scaly skin

13 Thick reptile skin +1AC
14 Wattles and ridges all over
15 Skin darkens or lightens depending on light
16 Spiny needle like scales looks shaggy or leather like
17 Diamond pattern skin
18 Stripe patterns skin
19 Piebald skin colour
20 Huge scales all over like shinglesback lizard
21 Floppy spines on back
22 Sail like fin on back like dimetradon
23 Small rigid plates or spikes on back
24  Snake like flexible torso
25 Spikes on sides 
26 Spikes on spine
27 Spikes on chest
28 Poisoned spikes on body with painful mild poison -1 all rolls/24 hours
29 Can spit fire oil once a day d6 + burn d4 rounds if a critical hit
30 Can spit venom once per day d3 + on critical blinds for a turn if fail save
31 Small stubby tail 
32 Long flexible tail d3 whip
33 Knobby lump on tail d4 club
34 Snake like flexibility
35 Carapace shell
36 Reptilian genitalia, females lay eggs
37 Stomach stretches to over stuff with days worth of food
38 Musk gland for marking territory
39 Low waste, excrete a sloppy pellet infrequently
40 Can evacuate bowels rapidly when running away, +d4" MOV first round fleeing only
41 Clawed fingernails d3 help to cling or fight
42 Suction cup grip fingers for climbing
43 Webbed hands for swimming
44 Extra long fingers
45 Snake like flexible fingers
46 Snake like flexible arms
47 Missing thumb
48 Huge single fingernail claw d4
49 Ambidextrous
50 Double jointed arms
51 Clawed toenails  d3
52 Suction cup grip fingers for climbing
53 Webbed hands for swimming
54 Backward knees
55 Good Jumping +1" to any jump
56 Snake like flexible legs
57 Prehensile toes can grip things
58 Single huge toe claw d4
59 Enlarged feet
60 Long toes
61 Forked tongue to smell with
62 Pointed teeth d3 bite
63 Elongating jaw can eat things as big as your head while alive
64 Hideous croaking and hissing sound
65 Lisp when talking
66 Huge fangs with d4 necrotic venom bite
67 Beak d4 bite
68 Elongating sticky tongue
69 Jaw like a trap, once bite can hang on continually damaging victim
70 Expanding jaw can gobble fist size critters in a instant
71 Frilly ridge of armoured bone around head +1AC
72 Lumpy thick skull d3 headbutt and +1AC
73 Small horns on head
74 A horn in the middle of head d4
75 Two horns in top of head d6
76 Scaled feather or bone head dress or folding crest and frills
77 Elongated neck a yard long
78 Neck flexible like a snake
79 Can walk on all fours as fast as a lizard 12"
80 Can crawl on belly and swim like a snake without using limbs 6"
81 Resistant to off food and poisoned food stomach
82 Can survive without eating or drinking for a week
83 Can go into torpor in extreme cold hibernates
84 Resistant to disease and infection especially through food
85 Slowly will regrow lost fingers and small body parts
86 Can live off algae, cacti, fruit, leaves
87 Lives off large invertebrates, rodents, eggs, fish, snails and other stuff
88 Expanded lung capacity hold breath 1R/CON point
89 All offspring carry even greater reptile taint, a chosen one
90 Special bloodline, all fanatics of ancient reptile dynasty, inborn characteristic
91 Cold and unexcited
92 Finds all mammals and birds look and taste delicious
93 Urge to restore reptile dynasties over the world
94 Like to lie about on warm rock in the sun for hours in the morning
95 Easily startled and alarmed by noise or movement or sound
96 Territorial over living arrangements
97 Can remain perfectly still and even stop blinking for hours
98 You are convinced of natural superiority of all things reptilian
99 Dreams and visions of the old times when reptiles ruled
100 Reptilian sexual fetishes

d10 basic types

1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain


Notes Major Mutations
Major mutations add extra attacks
Snake body parts are extra heads they can see and bite
Bite can be d3 for hair or fingers, d4 hands or d6 for larger
Mostly have mild poison inflicts 2d6 if victim fails save



d100 Major Reptilian Mutations
01 Independently moving bulging eyes
02 Track by scent
03 Sense by motion within 3" in darkness
04 Enhanced hearing, locate directions of noises
05 Sense invisible within 6"
06 Thermal vision 9"
07 Low light vision see in dark or minimal light
08 Face covered in snakes like a beard
09 Sick up a small poison snake once a day save or 2d6 poison damage
10 Two snake antenna grow from forehead

11 Chameleon skin improves hiding ability if naked
12 Toxic skin, anyone biting you when stressed save vs poison or go blind for a day

13 Disguise with 24 hours can alter appearance when shed skin, once per week
14 Can shed skin once per week to look more human or reptilian each time
15 Dinosaur hide +2AC
16 Armoured plates in skin +3
17 Slimy skin +1 AC or difficult to grip or wrestle +4AC
18 Bleeding wounds stop after one round, self stabilize in negative HP
19 All scars heal 
20 If inflicted only 1 HP causes no harm, Immune to insect swarm bites
21 Amphibian, can remain underwater for CONx5 rounds
22 Spit Fire 2d6 damage 1+CON bonus times per day critical burns extra d4 rounds
23 Spit acid 2d6 damage 1+CON bonus times per day critical burns extra d4 rounds
24 Spit blinding venom save or blinded 1+CON bonus times per day
25 Carapace shell +4 AC
26 Small wings fly 6" for CON in rounds per day if light encumbered
27 Large wings fly 12" or glide for CON in rounds per day if light encumbered
28 Reinforced Spine +1STR
29 Durability +d6 HP and one more per level
30 Can writhe out of any chains or ropes, can dislocate limbs to fit through small gaps
31 Snake tail venomous bite and has face
32 Snake tail constrictor can make entangling attack
33 Prehensile tail for swinging or holding stuff
34 Spike blade tail d6 extra attack
35 Swimming tail move full speed in water, very wide like oar
36 Able to cross breed with many species
37 Snake mouthed genitals most find threatening
38 Skirt of snakes grow around waist or pubic hair snakes
39 Fatty tail stores a months food
40 Snake heads grows from hip
41 Huge claws d6 not good for tools
42 Glider membrane
43 Arms are snakes
44 Fingers are snakes
45 Snakes grow from shoulders like to eat brains and offer evil advice
46 Extra set of functional arms
47 Additional attack for a claw
48 Arms are blades d8 attack
49 Envenomed tooth concealed in hand
50 Arms can extend three yards
51 Snakes for legs
52 Legs fused into snake body below waist
53 A reptilian quadruped from waist down with 4 legs
54 Can run on water if unencumbered for one round at a time
55 Run faster +6"MOV sprint up to CON in rounds
56 Double normal jump range
57 Extra set of legs +4"
58 Arms can extend 3 yards
59 Two arms grow from elbow
60 Can hold grip for rounds equal to STR if grappling or climbing
61 Prehensile tongue a foot long
62 Snake for a tongue
63 Venom bite
64 Extra attack for any bite attack 
65 Can swallow person or animal your own size but usually sleep it off for a week
66 Reptilian charm +1 CHA
67 Speak to all reptiles
68 Teeth constantly fall out and regrow, possibly useful for tool making or trade
69 Big teeth d6 damage extra attack
70 Teeth spread necrotic venom, Save or victim slowed with  fevered infection 1/2 MOV
71 Snake hair like medusa
72 Extra head fully functional with diferent personality
73 Extendable neck up to 3 yards long
74 Cobra like hood makes head seem flattened and huge when angry
75 Extra attack for horns or headbutt
76 Horns d6 extra attack
77 Frill neck make head seem huge and face turns red when angry, a bit scary
78 Detachable head if removed can be reattached with first aid
79 Elongated nose or beak for hiding underwater
80 Spiny beard can blow up to seem larger and impress others 
81 Venom resistant
82 Extreme long life
83 Improved vigor +1 CON
84 Drug and alcohol resistant
85 Regenerate one HP per round
86 Regenerate any missing limb or organ inside a week
87 Produces repugnant scent that makes taste awful if bitten
88 Enhanced agility +1 DEX with adrenal boost
89 Attract small reptiles, usually a few in your bed in morning
90 Hormones give you a +4 CHA only to reptilian beings
91 Reptilian intellect +1 INT
92 Dreams offer advice from reptilian consciousness from prehistoric times
93 Immune to sleep spells - resist any sleep inducing drugs or powers
94 Immune to charm spells - resistant to basic mind control
95 Minor mental power Command/day (issue a single word instruction)
96 Minor mental power ESP/day (read mind)
97 Minor mental power Charm Person/day (enthrall)
98 Minor mental power Hold Person/day (paralysis)
99 Minor mental power shape change self/day into a single type of reptilian form and back
100 Minor mental power Charm Reptile/day (enthrall)

Terrible Campaign Ideas: Karth-Oom

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Characters exiled by ship to colonial territories far away. In the land of Karth-oom, a ancient society of humanoids castes live in sprawling subterranean cities and holy citadels. The Humanoids have a ancient cast system.

Hobgoblins are the warrior caste and do the fighting, they train and hunt and execute criminals
Goblins are the fungus farmers, foresters and herd giant caterpillars
Kobolds perform butchery, funeral services, garbage removal and gongfarming
Bugbears are holy men and ritual assassins and may break any taboo they please including cannibalism

Goblin kin claim they reincarnate from kobold to goblin to hobgoblin to bugbear

Humans arrived twenty years ago and used superior sorcery to replace the king bugbear with a governor. Goblins now grow sugar and tobacco instead of traditional crops. Human hunters like to hunt the giant caterpillars which upsets the locals.

Players are expected to help the governor:

Look for the secret bugbear murder cult hidden among the bugbear caste
Find the hobgoblin bandits who are operating with support from native neighboring kingdoms
Kobolds are popular house slaves with humans which discuss goblinkind who try to murder kobold house slaves for transgressions like talking to masters and touching food of superiors
Orcs have been brought in by humans and need to be trained to patrol the kingdom - this outrages goblinoids who regard orcs as demons lower than kobolds.
Find missing ladies from a palace raided by "wild" goblins
Goblin gods demand a thousand sacrifices or the moon will eat the world, if Humans don't facilitate this a night of murder and mutiny erupts
Human troops killed several bugbears performing a sacrifice and now area is in rebellion
The priests were known to have hidden wealth when the occupying forces arrived, search their temples and holy caves and fungus groves for the treasure
Those graveyards some drunk men robbed are having some undead problems go clean up
A trouble making human priest is stirring up the goblinoids, capture this man
A human priest has been accused of kobold abuse and outraged local goblinoids, punish the non human savages
A bugbear priest has taken rebels and holed up in a citadel fortress, find their weakness
The governor appears in public riding a horse and locals outraged he will not ride or ritually mate with a Caterpillar
Bugbear priests make blood idols from blood and spongy fungus, human church declared this sacred crop be destroyed
Goblins are becoming opium and tobacco addicts, and sitting about being indolent, sales are good but work is down
Bugbear priests have been up to something in wilderness, some kind of huge ritual and building a new huge idol, find out where and kill them and burn whatever they were up to

The governor always gives terrible advice to win:

"Don't listen to natives just kill them until they are pacified"
"Burn down a few temples until they locals hand over the trouble makers"
"We need missionaries from home to administer the troubled districts"
"Torture them, they don't feel pain like us and the good gods will forgive you"
"If they hide in their caves execute their women and children till they surrender"
"Burn their crops and store houses then they will cooperate"
"Publicly flog their leaders till they cooperate"
"Take some wizards and fireball them on a high holy day to teach them respect"
"wade in blood and gore!"
"For the emperor we can do no wrong"

Sorry this sucks why are we here?
The empire uses colonies to get rid of most vile criminals, cruelest despots and most corrupt
Possibly party will realise that following orders will destroy the colony
They could take over or replace the governor with a letter to the emperor
Grab as much loot as possible and escape before the colony goes up in flames
Go native, help goblinoids repel humankind
Invite pirates and plunderers to take over and make everything worse
Invite necromancers because that always ends well
Let the bugbears summon a demon god to drive the humans back to the sea

Happy Halloween To Me

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So i had mars attacks game and extra set of walls (actually i got wall first then was so happy i got game). I got compilation rule book hard cover first. I had the lil yello book reprinting the cards and recent mars attacks art. Im a big stormin Norman Saunders art fan and have a hardback fat book on him.

So recently i got a incredibly unreasonably good deal on a bunch of accessories in a quiet bit of shop shelf space. I thought i had gotten parhaps 200 bux in value and was wrong. It was more like $600. So thank you kind benefactors.

So I have a huge stash of most of range (no cripples & lame humans or burning cow sets though which replace card ones in box. I should get. I possibly lost a pack with helmets but only single helmet packs for a bug director.

Ive been a 1/72 man mostly with 25/28mm being rarer in my stash. Mars game has me more seriously committed to 25mm. I some hero quest bard game minis. Star ship troopers arachnids. This game got me collecting expensive replica dinosaur figures which has progressed over the year so i could play Dinosaurs attack variant of this game. I has lotsa dinosaurs now. Doh.

I was gonna make a dog event in cards a figure part of the game somehow

Dinosaurs and animal and other monster  or even robot figures are are great. I can practice drawing them too. Many monsters are handy for both scales. I also have a few hundred heroclix nowadays soon so they are a good crossover. Maybe do marvel or DC vs Mars Attacks. It might be good to make alien figures that are to be human allies in game could be more exotic mercenaries serving the Invasion. Of course the early DC crossover in early 80s called Invasion was a Mars Attacks rip. I cant remember which company but I think mars attacks attacked some smaller comic line universe. I have a good heroclix scale batmobile too.

When playing marvel and building a city i am less fussy with scale because Marvel is like that. I use tiny train scale civilians and motorbikes and use hotwheels and matchbox toys. Works pretty well. Toy cars good for Roadwars games to as are lotsa giant aussie animals. There are several kits online to sex up toy cars with guns at my toy car standard size and close to 1/72. Have some DnD monsters once again chosen to work in different scales. Have some good terrain bits. Im gonna set up model making again.

Minis I hope to afford again one day include some brit plastic sets of post apoc men and women and zombies with variant parts that would work well with mars attacks.

Are some brit action tv retro minis like dr who, avengers, blakes seven, james bond.

Found a cthulhu mythos mini game which would expand my cthulhu wars and has 25mm investigators we use in our Cthulhu campaign.

I could do a huge game of mars attacks with these factions.

Mars military faction - saucers, grunts, marines
Mars science faction - robot walkers, stealth martians, bug handlers and science troops
Dinosaur faction - all dinosaurs and a ultimate saurian overmind figure
Zombie Faction - zombies nuff said
Bug faction - starship trooper bugs  or arachnids and other bug figurines
Space aliens - variety of more pro human types
Human Military
Human MIB science superspies
Human Civilians - lots of heroes and bait
Super Heroes
Super Villains
Robots - have a few minis worth getting any robot toys
Godzilla - haven't thought this through
DrWho - various dr who incarnation, assistants, unit
DrWho Enemies - master, dalek, sontarans, cybermen
Brit superspies
Orange boilersuit guys in villains lairs or hooded cultists
Federation - from blakes seven

Solo Mars attacks might be in order

Marvel rules might work well

Am gonna study and looking for new local job. As lack of qualification in my current work is hampering me im going to study a bit. Bosses pretty flattering butlotsa over qualified ppl applying unskilled version of my job. I have 3 degrees this job doesn't count. Hanging with my visiting niece from West Australia. Dads crook and giving me his exit plan as he is 80 and has 2 fatal illnesses now. He plans to refuse treatment. So I might have to go back to South Australia and sort out stuff and move there any time over next two years so im a bit loosey goosey about future but im pretty ok. My niece is great maybe i can platy martians with her and my flatmates. I have made her dress up as two separate unicorns since visiting and we have had some memorable adventures together in last week.

Schemes for Necromantic Masters

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d100 plots for undead boss monsters and necromancers
So this is for when you need a ambition for a big boss undead or necromancers or death cult. A bit of Halloween fun. All pretty good at moment - im back in canberra with nice not bone chilling weather. 

d10 Quick Plot For Undead Boss Types

01 Send out minions for a cause
02 Revive someone or something
03 Call beings to current locations
04 Kill Somebody
05 Destroy Something
06 Find or recover a lost thing
07 Build a lair
08 Perform a ritual
09 Recruit followers
10 Seek Ultimate power


d100 Schemes of Necromantic Masters

01 Send out grave robber minions to grow an army of the living dead
02 Send out cultists for sacrifices to appease a evil supernatural being
03 Send out undead to terrorise trade routes
04 Send out undead to wipe out regional and isolated farming communities
05 Send out minions to gather fiends and horrors to raise a army
06 Send out minions to kidnap important skilled trades men to equip masters agents
07 Send out forces to scare locals away from a secret project of the master
08 Send out swarms of tiny horrible creatures to harass locals away
09 Send out phantoms and spectral minions to haunt a area
10 Send out undead to occupy local ruins as future staging posts for invasion

11 Revive stone age necromancer from glacier
12 Revive undead cavemen mummies from a rock sanctuary

13 Revive a lich king from an ancient ruin from age when necromancer kings ruled
14 Revive a death demigod from their resting place
15 Revive a vampire lord killed by rebellious slaves aeons ago
16 Revive pre human catfishman wizard who knows long lost spells of the monster age
17 Revive a mummy who was a great tyrant in ancient times
18 Revive a tyrant killed several hundred years ago who is still feared by everyone
19 Revive a apprentice of a necromancer lord who might have stolen and hidden a artifact
20 Revive a murdered wicked prince and help him seize his rightful throne
21 Call the ghoul king and his court to terrorise the area
22 Call the dead of the land to arise up and eat those who do not obey
23 Call down a death god to earth to ask him to kill all life for miles
24 Call the plague lords to return and ruin the land with horrible diseases
25 Call famine spirits to kill all the crops and start a famine
26 Call the Sons of Kyuss to come from the hidden crypts beneath the city
27 Call the king of a hoard of undead worshipping beast men
28 Call the court of vampire lords to meet in area to discus some terrible scheme
29 Call a council of Necromancers to assemble a new updated common spellbook 
30 Call a wandering lich lord and his armies to lay waste to the land
31 Master wants to kill a important ruler and install a puppet
32 Master wants to kill monarch then revive as a undead servant and destroy kingdom
33 Master wants to kill adventurers or descendants who defeated them years ago
34 Master wants to kill all the villagers who destroyed a favorite monster creation
35 Master wants to kill a noble youth who spurned their romantic offers
36 Master wants to kill priests of a religion who have hounded their plans for years
37 Master wants to kill a paladin who has now retired and wants no more conflict  
38 Master wants to holy magical beast as an insult to the gods
39 Master wants to kill a monster and turn it into undead horror 
40 Master wants to kill all who live forever and rule the undead
41Wants to destroy a wall that holds back undead of the frontier 
42 Destroy a holy place and it's relics which could harm future plans
43 Wants to destroy a kingdom to punish its people for not submitting to will
44 Wants to destro a vital bridge or road that is a important supply route
45 Wants to destroy a city or town or village that wronged them once
46 Wants to destroy crops and farmland to starve a region
47 Wants to destroy a castle that has defended a region for centuries
48 Wants to destroy the merchant fleet of regions and cut off trade
49 Wants to destroy an order who defend the weak and innocent
50 Wants to destroy a order of holy healers
51 Looking for a ancient engine of destruction long lost to the aeons
52 Looking for reincarnation of long lost love and will kill anyone to get
53 Looking for a mine of precious metal to bankroll more evil schemes
54 Looking for adventurers who ruined a former scheme but any will do
55 Looking for secret text on how to create a new type of undead horror
56 looking for ingredients to create a mighty evil artifact
57 Looking for a evil relic of the necromancer kings of old
58 Looking for a missing body part hacked off by adventurer years ago
59 Looking for a relic stolen by a theif decades ago now hidden from the master
60 Looking for lost ruins which contain lost spell books of forgotten evil
61 Convert a dungeon into a undead factory and dominate the region
62 Restore a ruined castle of ill repute and return it to past maleficent glory
63 Establish a camp in a cursed forest full of ruins and thorns 
64 Take over a smugglers island base and use it to spread evil instead
65 Corrupt the leaders of a town and use it to spread wickedness across the region
66 Grow a giant fungi forest and use as camp for monster minions
67 Take over a cavern complex allowing master to strike across region by surprise
68 Take a ruined temple and use in secret to spread cultists over region
69 Storm a supernatural gate and attack one of the pillars of the universe
70 Plunder another world or exploit it's people and life
71 Perform ritual to let evil god enter the plane
72 Perform ritual to release race of evil beings into the world73 Perform ritual to unmake the universe and return to raw chaos
74 Perform ritual to call a foul cloud from the underworld and sicken a nation
75 Perform a ritual to make dead of land arise
76 Perform ritual to enchant a flesh colossus, a kaiju size flesh golem
77 Perform ritual that makes anyone in kingdom who dies awake as a killer zombie
78 Perform ritual makes monarch slowly turn into a ghoul sending kingdom into chaos
79 Perform ritual to awaken the elder gods
80 Perform ritual to turn back time annd restore the monster empire from the past
81 Seeks to corrupt young apprentices
82 Find a member of another race who knows arcane information about the past
83 Raise an army of bandits and criminals
84 Raise an army of mercenaries
85 Recruit wizards into cult
86 Establish harem
87 Sway guilds and merchants 
88 Take over magic school
89 Call a horde or orcs or barbarians or beastmen
90 Seize a library and take forbidden knowledge
91 Seize and seal a palace and hunt the inhabitants to take power
92 Control the catacombs and sewers of a city
93 Take over organised crime and banditry
94 Use espionage agents to manipulate authorities
95 Subvert a secret society or religion to serve a new leader
96 Recruit a cult and be worshiped like a god by idiots
97 Marry a bloodline by force for legal reasons for power
98 Release the armies of the underworld to plunder life from the living
99 Control a bound elder god or demon with a artifact 
100 Make a pact with the evil elemental lords and conquer the world

Terrible Campaign Ideas: the Underwood

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http://sandara.deviantart.com/art/cat-s-party-wallpaper-427461213 - awesome stuff

A Cross between English pastoral romance animal fiction, LOTR, furries and adorable fuzzy animal race. Possibly include plant folk and tree and bush spirits. Wind in the Willows meets Pan only with more stabbings. It kinda has cute animal folk but mixed with DnD murder hobos and supernatural horror. Nasty adventurers and bad animals and bandits are only about 5% of the population. Things are mostly syrupy sweet but when you find a gagged and bound my rabbit with ritual cult mutilations in his diabolic robes hanging from a street sign it makes for good incongruity and all the more and horrible.

This could be a plane to visit, a big island, a exotic region or a whole setting

Firstly No humans! No dwarves, orcs, halflings, goblinoids!
Possibly faerie folk but they look like humanoid animals with bug wings
Mostly based on smaller animals

Dogs = fighters, possibly barbarians, rangers or paladins

Dogs are lawful and mostly good, but some mad bad crazy dogs are LE or CE or NE
Good dogs always want to reform bad dogs but good dogs will kill by necessity if pushed

Cat Folk = elves or thieves

Cats are crafty, sulky, hedonistic, and vary in alignment. Cat matriarchs usually keep the order but cats like fighting and mischief and drunkenly sing all the way home from pub at night. Cats are scallywags and vary greatly but most of the ones you meet are good and they are good at dealing with rats. They have a love hate thing with mice and clash with dog lawmen.

Rats = thieves
Not all rats are bad like river rats or shrub rats but the tunnel rats and the dark woods black plague rats are definitely minions of evil and serve the plague god.

Mouse = hobbit or cleric
Mice are cute and like home comforts and live inside giant brambles so others don't eat them. They can be quite crafty and brave.

Rabbits = thief or wizard or cleric

Rabbits are a bit hyper and mostly good but they do employ traps, tricks and surprise to terrorise enemies. Some have a affinity for magic.

Hare = thief or druid
Hares are like rabbits but are more solitary, weirder and don't burrow. They also can be quite mean to rabbits and are a bit more savage.

Moles = dwarves or clerics
Moles are common underground race mostly good

Hedgehogs = halflings or druids 
Charming in hedge cottage burrows eating bugs, grubs and berries, mostly good

Guinea pigs =
halflings
Exotic immigrants have settled in nicely and often co habitat with good rats, mice and rabbits, they like to use bolos and atlatls and slings and grow their own exotic garden vegetables which sell well.

Crows = thief
Crows can be ok and rascally but many serve evil

Owls = clerics and wizards
These are very serious lawful guardians of the night and scholars but some have turned evil

Pigs = fighters or rangers
They can be jolly and like to feast and hunt and forage. Some are evil brutes turned to evil and chaos

Cows = clerics or fighters

Cows are kinda placid and dopey but pretty lawful

Goat = fighter, thief, wizard, druid or cleric

Goats can serve good or evil

Ponies = fighter
Ponies are goodly animal folk mostly nice

Fox = thief
Murderers, bandits and cut throats, most birds and small animals fear them. They lie and cheat to get you in their houses to kill. Some are ok and use their cunning to help community. Robin Hood was one such fox.

Duck = thief
Ducks are good but kinda dumb and impulsive. They are mostly good but easily anger and do some dumb things

Badger = dwarf

They are the strongest fighters of the underwood and can be good or evil.

Weasel = thief
Weasels are murderers, child abusers and all round awful blood sucking psychos

Deer = theif or druid
Sweet deer folk can also be scary supernatural horned druids who protect nature, mostly shy and nice

Bear=fighter or druid
Bears can be good or evil but many are neutral getting grumpy if you deny them food

Beaver = druid or cleric
Beavers are awesome guys and do most building and carpentry, evil tainted beavers help build walls and forts for evil

Wrens, Starlings, Pigeons = theivesMost small birds are good and a bit cheeky, pigeons and doves are more wary and a bit dopey but still thieves

Otter = thief
Otters are awesome fun guys who often work around water or run mills or rent boats or fish.

Squirrels = theif
Squirrels are sneaky ninjas who like to hoarde and snatch things. Red, grey black and gliding types are about.

Frogs, lizards, even fish are possible too.

many types of giant and non sentient animals are a problem like giant eagles.



The above worlds is forests, hills and gentle grasslands. idyllic and where animal folk live in tiny tree cottages of mushroom houses or giant logs all with adorable curtains and little pot bellied stoves and tea sets. The villages are mostly anarchic, communal and each home has a cottage industry.

Some woods are dark and scary and full of weasels and tough creatures only go there
Ghosts, ruins, gangs and bad people hide there it is always a scary adventure

Creeks and water ways and lakes are nice for fishing and have different animals. Some swampy scary places are home to creepy animals like swamp rats

Underwood is a network of caves, mines and passages connecting burrows and tunnels dug by races since the dawn of time. Many are full of kingdoms like mole men and badger men and rat men and weasel men who argue and fight mostly. Most people dont realize the underwood is so populated and war like. Sensible upworld animals avoid it.

There are also undead animal kingdoms and kingdoms ruled by evil animal warlords or wizards or priests. By kingdom they probably mean 30-100 animals in a village or possibly for the underground ones up to a thousand animals. These fight other kingdoms which stops self important monarchists taking everyone over and charging Tax. Free animals don't pay tax.

It's kinda a mystery how the economy works exactly and nobody cares about anything more than a hundred miles away. Many animals make things and trade at cottage industry scale. Wandering tinkerers travel days away to swap goods from far away and visit often. To the south there is a sea shore and a light house and nice fishing villages of seagulls and puffins. People go there for a holiday (kinda like Cornwall). If you could somehow breathe underwater for a while you could have a underwater holiday in the fish folk world that is a weird version of the surface world with intelligent sea folk everywhere. Its one thing to hold your breath or be an amphibian but true marine life can walk and talk and move as if they were on land which breathe water spells and potions imbue.

Bad animals are aplenty to fight but some enemies like monsters are created and summoned by magic  makers. Evil magicians are Ebon Bindings and Carcosa and Elric type weird and evil summoning. many monsters are called from the otherworld and dont want to return. Good animals uproot evil and kill it.

Many demons look human or humans with coloured skin and possibly tusks and claws and wings. Dont trust them. Possibly gnomes might work and most human like critter in setting.

What if Alignment was like Sanity?

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Plot your alignment scores on and see if you gain any positive or harmful effects. Alignment rolls like Pendragon with temptation saves.

I say make oldschool alignment more complicated!
Players win points for acting up to an alighnment
The higher scores more extreme characters become
High scores earn you a boon and special features or mutations
If you get a point to choose what to do with you can remove a point you already have


Characters might start with some points (WIS bonus +1) and earn a point per level 
Gods award points every adventure based on conduct
Doing awful things makes you more evil etc
Points awarded by gods and cosmic powers
Remember they are jerks
Alignment is shorthand from the gods who must be killed
It is to help you start fights and possibly pick your allies faster

Hopefully with alignment as stats characters might try to gain certain effects or try to keep alignment to the middle ones. The middle states of alignment make you harder to detect with detect alignment powers and dont stand out so much in a crowd. At zero in both ends of brackets you you are in the middle state. You might also have high numbers in both sides protecting you from standing out as one extreme over the other.

I would be interested in playing this system next peril and sin filled campagn. Would players min max to get powers or remain low profile. Would clerics be used as alignment advisors more? Would people role play up all kinds of shenanigans? It opens lots of doors for oddness. You could trick a antipaladin into doing good deeds to make him lose some boons. Or behave differently to balance out a previously gained point. Im pretty open to ideas here. Possibly come up with other uses for scores in play or temporary effects that alter alignment scores or items that add to them. A +1 sword that adds 4 to alignment score might be interesting. Possibly some spells could supress evil or enhance devotion to influence NPCs or gain temporary boons. Feilds that temporarily modified alighnment. Lawful Artifacts that change everyone 10 steps to good making chaos mutants more human in presence.

Alignment Schemata


(0) Chaos - Balance - Law (0) 

(0) Evil - Nuetral - Good (0) 

Types are categorised according to left and right axis
Left handed path - Middle path - Right handed path

or to type of social order - morals defined by groups and imposed by the community
(0) Chaos - Balance - Law (0)

or to type of personal order - ethics defined by individual in interpersonal interactions
(0) Evil - Neutral - Good(0)

The sets are arranged in order - left hand extreme with bracket indicating characters score in this alignment. Then the middle state when a character has no score in either side. Then the right hand extreme with bracket indicating characters score in this alignment.

So a character could have an alignment score of:
(1) Chaos - Balance - Law (2)
(1) Evil - Neutral - Good (4) 

making them mostly lawful good

or

(0) Chaos - Balance - Law (0)
(3) Evil - Neutral - Good (0)
making them balanced on order related matters and a minor evil

A starting character starts with 0 in both brackets making them the middle state on both axis. They can allocate 1 + WIS bonus to any of the brackets if they choose or they can save these points and use them later or to negate points gained in game.

In game after completing a adventure DM considers each players actions and possibly adds one point to a alignment score. One exceptional player in a session can get two points if they truly stand out in conduct and other players bow to there extreme actions. You might reward a very good roleplayer by letting them choose where to allocate a point instead of allocating for them. If you find their actions complex yet not aligned any ony way just let them spend the point as they see fit.

Every level you get a point and can give it to a follower or yourself or subtract a point

At three points higher on one side of axis you detect as that alignment with magic which might effect your reactions with some beings.

Every four points more one one side you get a minor boon
and you develop a new temptation that you require WIS saves to resist

If you get 10 more on one side than the other you gain a major boon
and your temptation that you require tough 2/3 WIS saves to resist temptation

If you get 20 more points you may start receiving direct communication with the powers and receive a relic

Boons are minor or major. They could include mutations or magic gifts or other kinds of abilities. Minor ones are mostly cosmetic

Most normal NPC's have zero to four points at zero or first level

WIS saves to prevent temptations

Evil Temptations:
Sadism - seek opportunities to make others suffer
Greed - seek wealth and power and tempted to gain any unfair means
Selfishness - resist urges to steal, betray and put your life before others

Good Temptations:
Altruism - try to help every lame duck
Charity - not motivated by wealth, give it to needy
Benevolent - will risk life to save others

Chaos Temptations:
Pride - self aggrandizing, boastful, likes to look at self, others don't matter
Deceit - lies as often as possible
Discord - likes to disrupt society with jokes, pranks and cause trouble

Law Temptations:
Modesty - never boasts, accepts false credit, just doing my job
Honesty - really hard to lie or use trickery
Order - cannot walk past an injustice or mess without saying something

Common Temptations:
Love - tries to recruit others to change alignments, religion or side
Hate - wants to battle or challenge oposite alignment on sight
Superior - believes own alignment is always best and everyone should join
Inferior - others out to get you, so get them first, they are everywhere
Courage - wants to be forefront of fight and take greatest risk vs opposite

Fear -  avoid and run away from opposite alignment

A Chaos champion after reaching  6th level and going on several campaigns attains 12 points of chaos and have: 3x Temptations and 3x lesser boons and a major boon

(15) Chaos - Balance - Law (3)
(5) Evil - Neutral - Good(1)
Temptations :Superior, Discord, Sadism
Lesser Boons - black blood, small stubby horns, glowing eyes
Major Boon - self reincarnation when killed, appears somehere safe

A 10th lv Paladin (or a fighter acting like paladin like gets some paladin stuff through this)
(1) Chaos - Balance - Law (12) 
(0) Evil - Neutral - Good (16) 
Temptations : Superior, Love, Charity, Honesty, Order, Courage
Lesser Boons - halo, flawless skin, cure light wounds x2, command
Major Boon - Plane shift, Single d6+1 Magic missile at will per roundThis guy is slightly tainted and with one Law point = new boon and temptation

I will make some simplified boons soon
Some spells too
-Every hit with weapons adds temp alignment points +1 good per blow
-Saturate good +10 1" radius
-Suppress evil -10 1R/Lv

I'm interested what ppl think of this or any extra tweeks i could add
It is a refined version of something i kinda did early on in this blog

d100 Diabolic Mutations

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Mutagen Links
Reptilian Mutations
Xor Mutations
Necro Mutations
Lawful Anachronisms to be revised


Im considering other mutation lists including plant, machine (law), elemental, plague, ice, whatever for future.

Devil mutations could be signs of taint, rewards for devilish deeds, sign of a damned soul evolving to devilhood, curse or product of being reincarnated or raised while in hell. Devilish features could be dangerous and unpopular.

This could be a handy table to make new devils with or for unique devils or for rewards for helping devils

d12 Taint came from...
1 Cursed by evil ancestors deeds
2 Family witch cult mated with devils for aeons
3 Family had witches till only a few generations ago
4 An ancestor served hell and all now bear taint of crime
5 An exotic bride/groom appeared and married clan leader a few generations ago
6 An adopted child or slave brought taint into clan
7 Some ancestor battled creatures and rescued victim from them and married them
8 A family member married into the cult and for several generations intermingled
9 Clanmember read a diabolic tome and gained the taint
10 Clan member gained mysterious wealth and taint at same time
11 A child of clan was saved from illness by mysterious person and then carried the taint
12 A strange traveller in area had illicit affairs with many local women spreading the taint

d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain

Extra faces might be capable of speaking or biting but most often on cosmetic versions are eating lower body parts so it looks like chest face eating another being from waste down.

d100 Minor Cosmetic Mutations
01 Ass or goat ears
02 Shell like ears
03 Bat ears
04 Coloured pupils
05 Glowing eyes
06 Long pointy nose
07 Bestial elongated snout
08 Pointy beard
09 Bulbous fat nose 1in6 functional penis
10 Scaly like a lizard

11 Bristly like a pig
12 Hairy like a beast

13 Slimy like a frog
14 Bright colour change
15 Coloured body parts
16 Devilish tattoos
17 Hard chitinous skin like bug
18 Chunks of rotting flesh dropping off
19 Skeletal or mummified corpse looking skin
20 Resembles ornamental armour
21 Face on chest
22 Tiny wings, flap when exited but not functional
23 Hunchback
24 Spikes down spine or from back
25 Spectacular boobs
26 Saggy flat witch tits
27 Many boobs D4+2
28 Insects or vermin live in folds of chest flab
29 Leonine mane
30 Eyes on chest
31 Face on stomach
32 Small tail like a goat or pig
33 Forked tail
34 Reptilian tail
35 Enlarged genitalia
36 Face on genitalia
37 Snake like face on genitalia
38 Flabby gut
39 Face on buttocks
40 Enormous buttocks
41 Faces on shoulders
42 Faces on elbows
43 Faces on wrists
44 Claws on fingers d3
45 Bird fore arms
46 No thumbs
47 Tattered flaps of membrane from arms
48 Spikes on arms
49 Crab claws d4
50 Hooks for hands d4
51 Faces where legs meet body
52 Faces on knees
53 Faces on ankles
54 Large claws on feet
55 Hooves for feat
56 Scaly bird feet
57 Webbed frog feet
58 Backward bending knees like goat
59 Bristly hairy legs
60 Spurs on feet or spikes on legs
61 Tusks d3
62 Pointy teeth d3
63 Beak d3
64 Foot long red forked tongue
65 Doglike mouth d3
66 Cat like mouth d3
67 Goat like mouth d3
68 Horse like mouth
69 Sphincter mouth
70 Lamprey tongue
71 Small d4 animal heads like cat, rat, monkey, puppy, lizard, bug
72 Tiny crown
73 Stubby horns on head d3
74 Curved ram horns d3
75 Goat horns d4
76 Long curved ibex horns d4
77 Single horn d4
78 Cockerel like wattles
79 Fiery halo
80 Cyclops
81 On death explodes into 3d6 brimstone blast 2" across
82 Organ produces gold, pass out 1gp per day in feces
83 Chronic flatulence at least once a turn
84 Flaming farts at least once a turn
85 Internal body heat can be used as a food warmer
86 Smoke emits from mouth and nose 
87 Regenerate finger, limbs or organs over a week
88 On death smoulder away into mess of charcoal
89 On death body breaks into swarm of lizards, toads, bugs, rats
90 Sulfurous egg gas odour reeks from flesh
91 Cry tears of  d4 1=blood 2=mild acid 3=unholy water 4=vinigar
92 Become legal pedant, argue about interpretations of rules
93 Desire slaves and servants
94 Desire conspicuous wealth and money
95 Desire glory and social climbing
96 Detect poison
97 Detect chaos
98 Detect good
99 Detect magic
100 Diabolic alignment shift to lawful evil

d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain

d100 Major Mutations
01 
Fly head with compound eyes can eat rotten garbage
02 Sonar vision bat ears can see in absolute darkness
03 Eyes emit light in a 3" cone at will
04 Long thin proboscis nose can suck d4 blood per round once stuck with first head 
05 Snake mustache
06 Flaming hair and or beard 
07 Frog face hold breath CON in rounds under water
08 Goat face eat anything and a beard
09 Extra face on head, whispers demented lies
10 Glowing eyes provide night vision

11 Leathery hard skin +3 AC
12 Hard metallic scale plates +5 AC

13 Warty leather hide Immune to natural fire -1/dice other types
14 Blubbery skin Immune to natural cold -1/dice other types
15 Rubbery skin Immune to natural electricity -1/dice other types
16 Immune to energy level draining
17 Slimy rubbery skin cannot be grappled or constricted
18 If skin punctured or bleeding stops after one round of bleeding
19 Only harmed by silver or magic weapons
20 Skin reduces melee damage by 1 point per attack
21 Tiny bat wings, can hop 3" once per Lv/day
22 Buffeting wings +3" speed with a straight charge or can make 2x d3 hits
23 Gliding membranes can glide across as far a height off ground at 12" speed, silent
24 Functional wings can fly at 12" speed noisily
25 Face on chest can talk and huge mouth can bite for d6
26 Plastron turtle like shell +4 AC
27 Diabolic skeleton +d3 STR
28 Barrel chest +d3 CON
29 Huge +d8 HP and 1 foot height
30 Spitting chest face fires fist size darts d3 twice a round 
31 Face on belly can talk and huge mouth can bite for d6
32 Revives as undead being d20 hours after death
33 Urinates acid that can poison plants (they save or die)
34 Acidic urine 2d6 roll to hit save halves extra d6 5th Lv/HD and every 5 Lv
35 Immune to poison
36 Immune to disease
37 Vomit up nauseating bilious spew, victim saves vs CON or nauseated like stinking cloud
38 Shits flaming hot coals that can be thrown like a rock for a d4 and might ignite flamables
39 Shits bitumen which can be used as seals, fuel, building and all kinds of uses 1gp a day
40 Prehensile forked tail 2-3 yards long, can hold things or swing from
41 Huge slashing or crab like claws d6 extra unarmed attack
42 Detachable hands can be sent on missions and reattach, share HP with both 
43 Cast a Burning Hand spell once a day + INT Bonus
44 Cast Protection from Good spell once a day + INT Bonus
45 Cast Protection from Chaos spell once a day + INT Bonus
46 Cast Detect Alignment spell once a day + INT Bonus
47 Cast fireball spell once a week + INT Bonus (some cold devils cast ice storm instead)
48 Cast wall of fire spell once a week + INT Bonus (cold devils cast wall of ice instead)
49 Have a a magical rod (part of souls) can cast Monster Summoning equal to HD or Lv once a week + INT Bonus. Rod appears and disappears at will and makes a d6 club
50 Pitchfork can be summoned and be made to appear and disappear 2d4 magic spear
51 Huge toenails or spurs +1 d6 kick attack
52 Skate with toenails moving on ice with ease
53 Firewalk can climb and walk up any fire like stairs or a ladder, immune to normal flame
54 Wallwalking with knife like toenails that stick into walls or ceiling
55 Can leap +3" inches like a locust or flee
56 Waterwalk can walk over water
57 Levitate can walk on air at a leisurely pace 1/2 speed max
58 Featherfall feet can fall ant distance unharmed
59 Diabolic Speed can run 50% faster
60 Charge +d6 damage +1 to hit if charge at least 1" in a line and make single attack
61 Forked tongue immune to detect lies 
62 Track by tasting with long red tongue 
63 Dog snout extra attack d6
64 Pig snout d6 tusk extra attack
65 Cat face extra bite attack d6
66 Snake tongue immune to detect alignment
67 Cast Command spell once a day + INT Bonus
68 Cast Charm spell once a day + INT Bonus
69 Cast Sleep spell once a day + INT Bonus
70 Immune to charm spells
71 Extra horn attack d6
72 Huge horns or single horn d8 damage
73 Magnificent gold crown grows from skull
74 Flaming halo aurora at will d4 damage to any in melee range 
75 Extra head, can talk, help cast spells, each can take turns to sleep
76 Skull glows at will or if angry, 6" radius light
77 Armoured face plate +1AC 
78 Cyclops ray eye 2d4 heat damage 3" range one beam per round
79 Fold out crest or frill +1 AC
80 Extra thick skull +1 AC
81 Regenerate 1hp per round unless silver or holy water used to cause wound
82 Rancid stench when angry produces a troglodyte like stinking cloud to all within same 1"
83 Flesh is poison to any who bites
84 Grow gems inside organs or on skin 100gp per HD or Lv
85 When killed body burns leaving mas of charred ash and gold 100gp per HD or Lv
86 When killed d4 lesser devils or imps crawl out of body when killed
87 When killed insect or vermin swarm attacks all in 3" 2 dam/round a round/HD or Lv
88 When killed a non corporeal evil spirit is released
89 When killed a similar rank devil is summoned to investigate death
90 First bottle of blood drained from corpse is a magic potion
91 Superior internal balance +d3 DEX
92 Diabolic intellect +d3 INT
93 Diabolic charm +d3 CHA
94 Diabolic strategist +d3 WIS
95 Cast Planeshift spell once a week + INT Bonus 
96 Cast teleport spell once a week + INT Bonus 
97 Hellfire, any hit by a flame attack make fear check also
98 Terror cloak, any under 4 HD creatures make morale check within 3" or flee
99 Cast unseen servant at will and uses like simple telikinesis
100 Cast contact other plane spell once a week + INT Bonus 
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