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d100 Village Carousing

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Carousing So Far

1 Red Light district
2 Social climbing in Nob Hill
3 Scholarly pursuits
4 Holy Endeavors
5 Rambling in the Wild
6 Shore leave
7 In a dungeon
8 Underland exploration
9 In Prison

This is one of the safest of these tables.
To fit in with other village things from recent work

d10 Quick Carousing Type

1 Festival
2 Tavern life
3 Simple life
4 Rustic Law
5 Opportunity
6 Meeting
7 Romance
8 Feasting
9 What a mess
10 Strange stuff

d100 Village Carousing
01 Wedding gets the village singing, dancing and gorging
02 A seasonal harvest dance leads to drunken revelry
03 Old way festival with fertility rites, nudity and burning a wicker man
04 Dressed up characters in local revelry pick you to be king of parade
05 Villagers get carried away and perform bloody sacrifices and make a mess
06 Violent drunken fight breaks out over sports event
07 Local competitions for petty prizes, you win ugliest face trophy
08 Beaten with sticks by villagers in costume for festival
09 Late after festival you saw a spirit haunting the village green
10 Masked villagers you danced with turned out to be spirits who disappeared

11 Spend time drinking, telling stories, feasting and vomiting
12 Poisoned spent time ill and feeling vile

13 Had a huge tavern fight and not welcome there again
14 Got a horrible disease like groin rot, parasitic crabs or worms
15 Got into a fight or duel with a local spent rest of time drunk
16 Played various games and contests with locals
17 Got drunk and went hunting, got gored by deer or pig
18 Woke up in another village naked covered in tar
19 Woke up married with local in family home
20 Hear stories of local possible dungeon or lair
21 Sitting by river or pond fishing, found long lost silver item worth d100 gp
22 Tranquil watching sunsets and nature, feeling at peace
23 Helping farmers with their chores learning about common life
24 Relaxing in cottage, put on a few pounds eating constantly
25 Saw a mysterious creature on nature ramble
26 Found top of stone gatehouse buried on a hike
27 Saw sylvan beings dancing lewdly in woods
28 Befriended a small hairy barn troll (or stove troll or bush troll)
29 Met some elves in the woods
30 Met a dwarf tinkerer offered a bargain
31 Parents upset you have corrupted their child demand compensation or a marriage
32 Spent days in sheriffs cell for drunken disorderly
33 Man claims you scared his horse in accident takes case to magistrate
34 Spent days in stocks villagers pelting you with rotten food, rocks and shit
35 Old man leaves you his treasure map
36 Chased by a bull and had to appear in court
37 Called on to decide on matter between two farmers, one now hates you
38 Witness for a street cart accident and had to testify in court
39 You caught a thief and the law beat them and drove them out of village
40 A angry mob chased you out of village
41 A village drunk talks about strange caves full of treasure in hills
42 A old wise woman gives you a d6 healing potion
43 Hunters offer to initiate you in their secret lodge dedicated to the wood god
44 Someone shows you where wild magic mushrooms grow in a field
45 Offered a patch of good land and a shack
46 Offered a old house cheap possibly haunted
47 Sheriff thinks you are a hoot and lets you do all kinds of rotten stuff
48 Hear about old man with several dungeon maps from his youth
49 Help a messenger and kings men send you 30gp reward
50 Meet travelling scholar or poet who has information on a dungeon
51 Made friends with a gang of bandits who all think fondly of you
52 Met hiking nobility and joined them for tea, later learn how rich they are
53 Made good new friend with same class and aspirations 
54 Meet a witch hunter and narrowly escape being burned alive as a test
55 Village head mans family take you in and treats you like kin
56 You meet a local spell caster who offers to cast a spell for you in the future
57 A noble passing through needs your help then  invites you to their city house
58 A village idiot decides will follow you everywhere
59 A secret policeman makes friends with you to assess your loyalty
60 A bard befriends you and wants to follow you a while
61 Wasted money on a cheap prostitutes
62 A dryad or nymph or elfmaid kidnapped you and luckily you were boring and set free
63 You had a romance but it turned sour at the end
64 You had a romance and they are waiting for you to return and marry them
65 You had a romance and got engaged
66 You had a romance with someone outside your station and it must remain a secret
67 You had a romance and your lover has followed you
68 Your lovers had a public fight, now whole village hates you
69 All the village thinks you a sleazy and loose, possibly a prostitute  
70 Someone publicly declares they have your baby you paid them to look after
71 Ate at a amazing feast with awesome bards, flirting, dancing and heavy drinking
72 A riddling bard at a feast told you in front of all to beware the weird apon ye
73 A witch came demanding hospitality, she gave you a potion for your respect
74 A stranger came to feast challenging all to wrestle, turns out was a faerie folk
75 Famous bards had a battle at feast and the story of this spread across land 
76 A bard lampooned the local leader, since then secret police came around
77 At the feast some one proposed a marraige to you (probably a parent)
78 Village idiot saved you from poisoning by drinking your beer
79 See an important local leader humiliate self shamefully while drunk
80 A grumpy visiting officer of the court threatens whole village for mocking them
81 Fire starts and village blame you for destruction
82 Sheep got out and a few didn't come home and they blame you
83 Villagers accuse you of bringing bad luck and making milk go sour
84 You get into drunken fight with tax collectors men, now they have eye on you
85 Huge wolf attacks you in bed but escapes (you think it was just a wolf)
86 Attacked by a dog which you killed but villager mad at you
87 A horse fell over and died and farmer wants compensation
88 Sexually harassed by villagers at every turn
89 Villagers tie you in sack and throw in river but you survived
90 Some masked villagers drugged you and tried to sacrifice you
91 Heard weird creature howling on the moors at night
92 Met a shady friar who escaped after ritually murdering someone you knew
93 Haunted by a thing scared you by night like a undead severed hand or ghost rat
94 Chased by a phantom while on way to inn from lovers house
95 Groped and whispered to by a lecherous phantom spirit
96 Spent night with friendly local, find out later they died years ago
97 Saw faerie lights dancing in the woods but you resisted temptation to join them
98 Attractive stranger flirted with you, later saw them fly away in their faerie form
99 A Imp or witch familiar threatened you demanding you leave area for good
100 A friendly child who ran errands for you turns out to have been a faerie

Terrible Campaign Ideas: Bereton

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The Apocalypse is coming....

Twenty years ago a age of invasions, migrations, plague, famine and war ended. A decade of dark skies, bad crops and volcanic fumes ended. Since then everything has been green an people are happy. Conflict has ended as resources are common. You can still find ruined villages, tools and all kinds of goods in the woods. Most young have never known hunger, but the old are scarred, bitter and wary from past trauma.

Kings have started rebuilding borders. sending out tax collectors and establishing households of knights in every inhabited area. So far there is mostly peace.

But cultists, witches and monsters lurk in the woods and are working in secret to corrupt certain places. Ruins are thick in places, undead haunt old battlefeilds, shattered castles and ruined villages. Haunted abandoned houses are common near every village.

Players start as young eager adventurers who have lived in a time of peace. As economy grows people crave more than just sustenance and markets are growing. Adventurers get to deal with local mysteries, petty creatures and old wells and caves before discovering a conspiracy.

There is only a good market in each capitol. Most goods are made by request and not in stock. The capitols have more conspiracies. Cultists seek to corrupt local leaders and communities. While action of setting seems local actually a cosmic struggle is brewing. Demons are being called and re inhabiting underworld fortresses. The seek to open elder gates and release more monsters. Imps and gremlins are becoming more common. Terrible war machines of old gods are being found and restored by cults. Cultists are increasing and becoming more blatant. The apocalypse is being called and draws near. the universe will be drowned in cosmic creatures from beyond then turn inside out and be rendered into raw chaos. The gods are weak, recovering from wounds and battles decades ago. Nanny Binx the wonder goat is doing her bit to revive earth cults to help the world resist. A few other beings are trying to help but the faiths of good and law have declined since peace broke out.

Eventually heroes battle demons, and enter gates to seal them. The more gates and plane shifting and chaos taints the 
worse world gets. Demons might even provide adventurers with magic items that really make the world worse.

The point of this setting is to start looking petty and local with very little civilization. At first they get to know area and locals outside their village. The capitols wont hold much interest and nobility wont accept party as they are low born. Non humans are rare but increase as apocalypse draws near.

The Village
Is shit. Has communal sheds for produce and animals and a ale house run by millar, blacksmith and a 1st Lv Cleric in a shack who uses a barn for service and has a few religious nick nacks to sell tourists who come to see sacred rock of St Branagh. Population under 50 scattered over a fair area.

d10 Phase 1 Adventures (0-2 level challenges)
1 Giant rats in the orchard and in the barn and in the cellar - kill them all
2 What happened to Mrs Muggles pussy? - did it fall down the well?

3 Shepard's Hole where farming lads rest from the sun has never been explored
4 A goblin has stolen a pie and ran into the woods - follow his trail

5 A shifty man has been planting strange urns around the village - cultist marking area to attract evil
6 A fancy youth came seducing folk and ran away with stolen goods - doppelganger?
7 A old barn has Stirge Owls and people are upset they will breed - did someone plant them?

8 A creepy old house has a spirit - defeat several undead and meet a spectral adviser
9 Someone stole the holy rock and shitted on church altar - priest offers a reward
10 A goatman has been seen eyeing off the village sheep and has everyone scared

1d10 Phase 2 Adventure (3-6 level challenges)
1 Sheep all stolen by a band of goat men who wish to mate with them or eat them or sacrifice them
2 Woodland goblins up to mischief and stealing metal tools, live in a woodland village
3 Well has been inhabited by something! d4 1=water weird 2=giant snake 3=giant toad 4=fish man
4 Charlatan visits, tries to get rid of party on goose chase with fake maps so he can work evil

5 A villager has been charmed by a cultist and is tainting graveyard with chaos potions
6 Currupt officials from king come demanding things, cultists use to spread discord and resentment
7 Someone horribly murdered in home - ritual or random monster hard to tell
8 Sherrif has been kidnapped and his beadles want help getting him back from who has him

9 Bandits in area attacking tinkerers, traders and clergy and villagers have had enough
10 Smoke has been seen from the old tower where wizards made orcs in the war

1d10 Phase 3 Adventures (7+ level challenges)
1 A Knight comes to visit and wants some youths to help find a monster seen in area

2 A regular coven site of worship has by identified by locals, cult will prepare a trap
3 A great dungeon door has been uncovered in hill, inside evil tries to restore a great chaos engine
4 A cave has been found by farmers - beast men, orcs and goblinoids serve a planar visitor inside
5 A bubbling pool of chaos guarded by monsters is tainting the area with mutants
6 Elves, dwarves and other old races seen openly and willing to talk about problems in area
7 Stairs in ground with magical chaos maze of magic traps, treasure and trauma
8 The graveyard erupts one night in zombies of dead townsfolk of last 40 years
9 A monster randomly attacks the village randomly to eat people and then wanders off to start a lair
10 A famous cultist hero comes to area to destroy it with occult powers

This is all based on a friends game. No matter how great and cosmos shatteringly weird we got, everything stayed local and mostly in villages. Many actions degraded the universe. Evil tries to trick party and frame innocents or left them tainted artifacts and spells which did cool stuff butt added to the mass of chaos in the universe each use. Players learned strange cosmic secrets which made them seize artifacts from demiplanes but in fact chaos wanted the party to open more gates and bring in more artifacts to weaken the world. All this cosmic stuff over about 6 villagers. Players might have to be creative to get fancy equitment or salvage goods from abandoned places. Military grade items not for sale outside a capitol many days away!

Chaos nearly one and burnt out much of the magic in the world and the gods have slept since. The more dungeons and demi planes are opened the more chaos wins. Getting that cool weapon or destroying that magic relic often only had short term benefits.

By phase 2 non human races turn up and are allowed as characters. They often bring clues of some of the wonders hidden in the area. They also bring new enemies and problems and are competative as to what race survives the apocalypse.

By phaze three some villages will be gone,many NPCs dead or tainted or undead, ancient horrors walking. Chaos gates bringing in demons and pools spawning creatures more common. Lead cultists seek to spoonfeed heroes to open more gates and release more creatures using spies, planted evidence and fake documents. Eventully the universe starts bursting at seams and gods start dying.

Eventually it involves attackin devils and demons and elemental lords on their own plane.

Some useful tables

A bunch of my tables could build most of this setting
Low level Challenges
http://elfmaidsandoctopi.blogspot.com.au/2016/03/d100-dungeon-vermin-revised-little-guys.html
http://elfmaidsandoctopi.blogspot.com.au/2016/02/d100-petty-undead.html

Exploration
http://elfmaidsandoctopi.blogspot.com.au/2013/06/d100-strange-lonely-old-houses.html
http://elfmaidsandoctopi.blogspot.com.au/2013/06/d100-crossroads.html
http://elfmaidsandoctopi.blogspot.com.au/2014/05/return-to-ghostwood.html
http://elfmaidsandoctopi.blogspot.com.au/2013/07/haiku-of-encounter-tables-of-sandbox.html
http://elfmaidsandoctopi.blogspot.com.au/2016/06/d100-petty-lairs.html

http://elfmaidsandoctopi.blogspot.com.au/2013/11/d100-things-on-lonely-moors-at-night.html


Chaos intrusions
http://elfmaidsandoctopi.blogspot.com.au/2014/01/1d100-evil-kids.html
http://elfmaidsandoctopi.blogspot.com.au/2013/09/d100-monster-babies.html

https://elfmaidsandoctopi.blogspot.com.au/2016/08/d100-madmen-and-their-monsters.html
http://elfmaidsandoctopi.blogspot.com.au/2014/09/1d100-magic-monster-machines-for-your.html
http://elfmaidsandoctopi.blogspot.com.au/2013/04/apocalypse-more-another-world-breaking.html
http://elfmaidsandoctopi.blogspot.com.au/2013/04/cataclysms-to-change-your-boring-old.html

Village life and decline into Chaos

Village Idiots
Nice Village Encounters
Mob Violence
Villagers mistake adventurers for...
Mildly suspicious village happenings
Weird village happenings
Rampant chaos village happeneings

Fairgrounds
Evil Commoners
Evil Frontier Farms

Terrible Campaign Ideas: Captain Coquettes Explorations

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So the captain has discovered how not to let a crewman die every week and can sail further than ever before. So he finds islands of tattooed humanoids and seeks to trade with them and possibly establish a outpost. Adventures are explorers and junior officers. Players should be able to influence outcomes but struggle against the crew and officers to do the right thing.

Haradari
This orc island is having a holy festival when visited and the orcs seem friendly. They are forbidden to fight in this season of the fertility goddess and greet strangers with feasts. If the explorers return they will be killed and skinned.

Arlunly
This land of orc tribes subjugate goblins and will trade a goblin for anything made of metal even some nails. The natives seem friendly and willing to trade so the captain wants to build a outpost and leave some crew here for a year when he will return with ships to build a penal colony. Once the ships leave natives are unimpressed by strangers overstaying welcome. Explorers need to make natives respect them and earn a place or they will be eaten.

Eventually colony arrives and those who remained will be allotted land and convict slaves. Now the natives are really unimpressed at humans. Plague devastates the natives before they can raise a army and exterminate the alien humans.

Nardju
These islands are ruled by bugbears and are dangerous but willing to trade land. Colonists or outposts can be negotiated but some tribes wont recognise any deal and will eat any humans left behind. Bugbears ate other goblinoids years ago and welcome human settlers.

Atilav

These islands are occupied by brutal pierced orcs who bloodily sacrifice non orcs to their demon gods on pyramid mounds. Dominated goblins can be convinced to unite against orcs and the orcs do have lots of gold. Officers suggest a small force are left to deal with the orcs, take their gold and turn island into a plantation colony.

Melan
This island is occupied by tropical flower elf tribe who are very friendly and amorous. Your filthy rat infested crew rapidly degrade island, introducing disease, weapons, murder, jealousy, gambling, drinking, etc. This idyllic paradise was fine for thousands of years till you guys turned up. Might meet slaves from here years later.

Zamma
A foreign power has almost finished building a gold storehouse and fort by working native hobgoblins to death. The power has brought in orc slaves but but about a fifth of slaves native hobgoblins. You should probably attack or rival powers will gain influence. You might have to clean up the mess here.

Auraurabora
Wizards have been testing magic here for aeons

Ulenga
War like hobgoblin islanders suspicious and hateful of outsiders. File their teeth and do best to look savage and horrible

Torrama
Warrior tribes of orcs vs goblinoids, battling to exterminate each other. Keen to use strange visitors to help them win. Treason and theft is a virtue here.

Zantavia
Shipwreck stranded colonists but one took control and turned population cannibal. Now the personality cult leader will try to hijack any ships while some colonists will try and warn visitors.

Oordra
Inside the volcano fragile crystal lattices containing the last knowledge of aeons old catfish folk. Any sailors from ship will want to smash them for salable trinkets.

New Types of Fire

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New Types of Fire

Because your old fire is boring

Mostly useful as exotic dungeon decor or when on other planes

d20 Types of fire
1 Mortal Fire
2 Oilfire 
3 Wizardfire 
4 Witchfire 
5 Balefire 
6 Ghostfire  
7 Dreamfire 
8 Dragonfire 
9 Primalfire 
10 Forgefire  
12 Angelfire 
13 Faeriefire 
14 Demonfire 
16 Frostfire  
17 Darkfire  
18 Hellfire 
19 Soulfire 
20 Elderfire

Mortal Fire
Normal fire as named by otherworld beings, all the propertiesatributed to normal fire, short lived unstable, requites fuel, non magical


Oilfire
Typical lamp fuel fire, effective but weak and short lived typically 1d6 and +1 for d4 rounds. Commonly made from vegetable or mineral oil. Not as effective as most people wish and easy to extinguish.

Wizardfire
Alchemist made fire with fuel typically 2d4 +1 for a d4 rounds with a flask or 2d6 +1 for d6 rounds if fired from a piston like tube, often made in shape of a dragon. Made from exotic rock oil, naptha and bitumen it is harder to put out. A splash of water not very effective but imersion with water, sand or a wet blanket work better. Usually this is a military secret and recipies not commonly for sale. 


Witchfire
Supernatural fire that will keep burning and harms any magical being. Ingrediants include many exotic herbs gathered in a swamp. It is yellow and smells of swamp. Witches make pellets of magical fues for fires or attatch to a stick to make a torch. Such a torch can harm magic creatures or spirits. Fire burns a long time but does not spread or start fires at all without special fuel.

Balefire

Haunted green flame seen in swamps, warns area haunted or fairies, hurts spirits. Burns naturally in magic swamps. Secrets of gathering fyuel and swamp gas allow a bottle of bale fire to be made portable. Burns for one turn and flares up if spirits or elves or faerifolk and possibly other beings in area. Ghost hunters employ these. 

Ghostfire
Spectral pale fire burns but cant be put out by anything in mortal world. It is remains of a luving fire killed which haunts a location. It might burn in a wizards fireplace or under a witchs cauldron. Produces light but no heat. Sometimes torches can be found and are very useful light sources.

Dreamfire
Illusionary flame only effects living minds but injures victims who dont make a save roll. Mostly used by illusionists. Some magical gems with a few yours of dream fire for light have been found.

Dragonfire
Stuff the universe is made of, breathed by draconic beings. Equipment hit must save or be destroyed


Primalfire
Living inteligent self fuelling flame. Intelligent and can fight as a monster, bigger size more HD, harms magic things and equiptment.


Forgefire 
Flame of dwarves that can melt any metal including mithril, adamantium or orichalcum, uses secret alchemical fuel and furnacess humans dont understand

Angelfire
Flame of heavenly light that burns evil or undead or magic beings. Hidden from mortals and forbidden to them. Some angels might provide a item to mortals for a single use often in form of a gold sphere with a timer


Faeriefire
Used by elves, cool to touch but sterilizes water and food, cannot spread fire, makes dim yellow light and uses secret long burning fuel.

Demonfire
Burn wounds dont heal naturaly but medical skills or spells will heal. Mostly used by demons fire attacks it is fuelled by demon life force. If fire spreads or ignites it produces normal fire only. Demonologists might bind a lesser demon into a lanters for a light source but the deomons hate it.


Frostfire
Elemental cold made to parody fire by the lords of cold, burns carbon to make cold, burns in ash heaps or dead fire pits. Cold dim light and does not spread without burnt fuel like a house burned by normal fire. Elemental cold and supernatural beings might use it.


Darkfire
Shadowy negative life draining shadow flame ire that drains attributes, levels or life force, unholy life eating flame. Different samples harm diferent attributes with worst draining levels. It is fuelled by life force and brought into this world by necromancers. Sacrificial victims keep it alive. It does not spread and casts no light burning only where evil symbols engraved.


Hellfire 
Fire that burns body and soul and leaves victim afraid and demoralized. Mostly produced by beings from hell, fuelled by the life force or magic in a relic. Thesre are forests in hell blazing etenally in helfire. This tree resin might hold secrets to utilizing hellfire. Helfire causes morale checks and fear checks in the stronger form.

Soulfire
Fire that uses souls for fuel, used by arcane beings, only hurts beings with souls. Souls are refined by unknown means and used in lamps, candles and torches. Souls are left ashen and utterly destroyed by being burned.

Elderfire
Dark purple fire that eats HP permanantly (can be restored by spell) to feed the elder gods

Planet Psychon: Under Pollen Skies

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This is a revision of

http://elfmaidsandoctopi.blogspot.com.au/2013/04/planet-psychons-wierd-wild-weather.html

The sky encounter tables in the original are fine but other stuff needs updating to true d100 and to fit in with terrain types more. This was from a time i hadnt trained myself to do proper d100.

D12 Base Colour 

As for everything on psychon use random colours
roll for sky, cloud, lightning and aurara colour

1 Red
2 Magenta
3 Cyan
4 Aqua
5 Yellow
6 Tangerine
7 Emerald
8 Light Green
9 Violet
10 Turquoise
11 Ivory or roll d10 twice
12 Jet or roll d10 1d4+1 times

D12 Typical Psychonian Weather

1 Hot - warm and dry

2 Cold - cold and dry
3 Cloudy - clouds in sky

4 Clear - sky is still and empty 
 Windy - blowing constantly
6 Frosty - frost, ice particles and snow

7 Scorching - desert like severe heat
8 Foggy - mist shrouds everything
9 Damp - everything is damp and humidity is high, often light rain
10 Rain - everything soaked
11 Stormy - strong wind, thunder, lightning or d10 twice results
12 Roll d10 d4+1 times or choose a exotic type of weather


d12 Exotic Psychonian Weather
01 Storm - rain, wind and severe storm types
02 Ice - featuring solid ice and suspended ice crystals
03 Fire - pyrotechnic phenomena including fires, meteors, ash and smoke
04 Quake - geological phenomenal from tremors to dust clouds
05 Chem Clouds - chemical agents often left overs from wars
06 Biological - made made spores, plagues and bio agents from ancient wars
07 Pollen - natural clouds produced by exotic plants
08 Auroras - coloured fields of light in sky, em feilds, lightning, magnetism
09 Mutagen - various agents to modify life forms
10
 Nanite Swarms - nano terraformers or weapons or buildings or mutagens

11 Psi Storm - telepathic infrastructure errors, mind hacking weapons
12 Manna - global or local magic arrays of the gods going crazy 



d12 Storm
01
 Sweet tasting coloured water rains in thin steady streams, nutrient enriching
02 Salty bitter rain, unpleasant but drinkable, just reduces your life span slightly
03 Flavoured coloured rain possibly effervescent or carbonated
04 Rad rain is luminous forming glowing pools of sweet radioactive water with short half life
05 Chem rain is most often poison and comes in a rainbow of colours that mix weirdly
06 Mud from ground water raising and saturating soil making it muddy
07 Flood raises water level covering coastlines, flood planes, dams and embankments
08 Lightning storm with deadly electrical arcs and balls of electrical plasma
09 Thunderstorm with deafening ground shaking noise that terrifies most animals
10 Rainstorm with heavy wind causes light damage to everything

11 Rainbows or halos and coloured rays in the sky
12 Cyclone or twister or whirl pool or waterspout sucking in everything in path



d12 Ice
01
 Hail of frozen ice pellets from pea to egg sized inflicts 1 HP per round to unarmored 
02 Light snow of fluffy white coloured crystals forming small amount of slush 
03 Heavy snow dumps d12 inches of snow on the surface of everything
04 Snowstorm area gets d12 inches of snow, visibility poor, temperature very cold
05 Frost covers surface of everything in shiny frozen dew, mud becomes slick 
06 Sleet with heavy rain and ice crystals covers ground in slush briefly during rain
07 Floating ice crystals sparkling in the sky like diamonds
08 Thick ice is deposited over everything over several hours of blizzard inch/hour
09 Icicles form on surfaces and overhangs during chilling winds
10 Ice is actually fire retardant chemical snow from a fire fighting nannite factory

11 Nitrogen storm showers liquid nitrogen everywhere freezing everything
12 Icicle storm showers huge spikes of ice from sky seeded by military weather nanobots



d12 Fire
01 Smoke plumes in distance, air slightly choking
02 Smoke clouds fill sky and partially block the sun, eyes water and air choking
03 Mirage shimmering in distance like water, rippling waves of heat 
04 Sky is filled with fire, every living thing panics
05 Flaming hailstones of volcanic rock fall from sky igniting some spot fires
06 Grass spotfires and smoke 
07 Bushfire driving animals into a stampede 
08 Volcanic ash rains like snow
09 Black rain a mix of volcanic ash and rain
10 Meteors fall from sky, distant explosions  

11 Fire Whorl is a column of fire created by fire creating a whirlwind, moves and very deadly
12 Firestorm is a raging incendiary storm that lays waste to everything above ground



d12 Quake
01 Dust clouds, vision obscured and sky coloured
02 Dust storm sky dark and discolored and choking sand covers everything 
03 Dust devils swarming across flats carrying dust and dirt
04 Ground shaking in short bursts alarms animals
05 Modest quake causing trees to shake and people to fall over
06 Severe quake triggers mudslides, avalanches, damages trees and buildings
07 Cracks open in the ground
08 Light volcanic rocks rain from the sky
09 Sinkholes open in the ground
10 Rain mixed with soil covers everything in mud

11 Quake collapses massive subworld of the ancients
12 Ground shakes causing h
ills and mountains drop in height



d12 Chem Cloud
01
 Teargas like irritant causes crying and burns eyes
02 Vomit gas causes nausea and violent retching
03 Iritant gas causes itching and skin sores and blemishes
04 Corrosive cloud damages leaves and plastics, burns skin
05 Severe corrosive eats stone, concrete and rusts metal, burns flesh
06 Dye stains everything for a d4 days
07 Mood altering cloud of coloured gas
08 Memory erasing nerve gas, victims awake from comas with memory loss
09 Blindness inducing nerve gas save or blind 24 hours
10
 Poison gas causes lungs to foam and horrible death if fail save

11 Hallucinogenic gas cloud with shimmering stars, surreal melting land forms
12
 Psychotropic weaponry gas clouds create a collective halucinations



d12 Biological
01 
Mild bioplague cloud causes flu, sneezing and nausea
02 Fungal spore clouds rot cloth, leather and hair
03 Fungal spores sprout giant fungus everywhere
04 Clouds deposit floating seed pods with new breed of plant 
05 Skin colour changing bio agent if save lasts a few days if fail is permanent
06 Clouds drop millions of spiders with tiny web parachutes, harmless but creepy
07 Plague spores cause severe respiratory illness and death in 3d20 hours
08 Plague spores liquefies flesh in d6 hours if fail save
09 Spores turn victim who fails save into ambulatory fungal horror
10
 Zombie plague, any infected and fail save become undead d20 hours after death

11 Undead plague strain transforms victims who fail save into zombies
12 Exotic undead plague save or transformed into ghoul or more advanced undead


d12 Pollen

1 Coloured fuzzy fluff blows from sky, edible and nutritious
2 Coloured dust clouds cause sneezing and sore eyes
3 Coloured dust causes hysterical laughter and increases appetite
4 Coloured dust temporarily changes gender if fail save for 2d20 hours
5 Coloured pollen causes vegetation growth spurt of several inches per hour
6 Coloured pollen causes skin colour to change for d20 hours
7 Coloured pollen implants symbiotic vegetation on skin or hair
8 Coloured pollen dust covers hair or feathers with lovely flowers
9 Coloured pollen dust causes carnivorous plants to sprout over region
10 Coloured pollen dust infects system, if fail save turns into a plant
11 Coloured pollen dust infects system, save or turn slowly into hostile mobile plant person
12 Coloured pollen dust infects system, save or turn turn into free willed mobile plant person

d12 Aurora
1 Coloured glows in distance flickering pleasantly
2 Sky swirling with coloured auroras across the sky
3 Glowing fireballs float in sky and flaming auroras flash across 
4 Hypnotic lights observers save or stare into sky hypnotised by beauty
5 Neural frequency energy fields cause fits and stuttering if fail save
6 Radiation clouds glowing in sky, rains sweet water and causes burns and hair loss 
7 Auroras and magnetic fields light the sky scrambling radar, radio and navigation
8 Auroras flickering across skies make electrical technology stutter and malfunction
9 Auroras pour electromagnetic pulses damaging electronics and shutting down tech
10 Auroras effect gravity fields, making everything lighter and some objects float
11 Auroras effect gravity fields, making everything heavier and flight difficult
12 Auroras effect gravity fields liftijg land masses into the sky which float away

d12  Mutagens
1 Coloured dust from sky enters cells and becomes new organelle, various purposes
2 Coloured dust from sky lands and grows into short lived tentacle polyps
3 Coloured dust alters skin colour possibly in accord with some ancient faction
4 Coloured dust from sky inflicts cosmetic minor mutations
5 Coloured dust from sky infects plants, become ambulatory, sentient or carnivorous
6 Coloured dust from sky infects animal life making amorous and hybridise species
7 Coloured dust from sky infects dwarfism on many species
8 Coloured dust from sky infects gigantism on many species
9 Coloured dust from sky infects animals with bio weaponry and increased aggression
10 Coloured dust from sky makes animals swell up into huge imobile sacks of nutrient
11 Coloured dust from sky reduces intelligence and make hyper carnivorous and aggressive
12 Coloured dust from sky infects animals turns into amorphous tentacled horrors

d12  Nanites Swarm

1 Huge liquid crystal cloud displaying images across the sky often from the gods 
2 Fine coloured monofilaments rain down from orbit, dissolve in 24 hours
3 Bubbles rain down from clouds cover everything in bio degradable edible soap
4 Coloured slime rains down from heavens, breaks down rapidly and eaten by animals
5 Nanites construct barriers like walls or bars separating areas
6 Nanite rain incorporates cybernetics into various living organisms
7 Grey goo nanites rain from sky dissolving areas into pools of grey nano slime
8 Nanofactory cloud rains fish, frogs or other small animals
Hammer storm nanofac cloud dumps rain of hammers, rocks or knives
10 Nanite cloud assembles new major terrain type
11 Nanite cloud assembles a ancient ruin from nothing 
12 Nanite cloud constructs a village complete with inhabitants and history

d12 Psionic

1 Strange aurora makes everyone feel uneasy and nervous
2 See strange lights, phantoms and hear odd noises
3 Strange somnambulistic waves over region save or go to sleep
4 Mood clouds over comes area with strong feelings like lust, hate, hunger, peace, etc
5 Fields induce flashbacks to previous lives before gods recycled you
6 Weird mental fog cloud scrambles memories, fail save or obtain strangers memories 
7 Strange field of psychic hostility drives those who fail save berserk and crave flesh
8 Field over area inflicts unwanted telepathy causing everyone to over hear thoughts
9 Psionic mind hack weapon gives urge to kill soldiers of long forgotten faction of the past
10 Collective consciousness floods brains with past history and ancient language 
11 All in area mindhacked by will of a god to destroy a rival god
12 A collective dream pours over all minds in area, all experience several hours of unreality 

d12 Manna

1 Satellite falls from orbit, burning fragments of material scatter over wide area 
2 Sky sparkling as magical arrays haywire, spells work strangely over next day
3 Land bathed in rainbow rays from above, gods are scanning for something
4 Orbital lasers rain from sky destroying thinks the gods are offended by
5 Swarms of insects fill sky include flies or locusts, devour everything
6 Escope pods from orbital colony rain down from above
7 Sparks rain down from sky igniting dry flammables and starting spot fires
8 Floating islands drift by, beings from islands possibly drop down for visit
9 Clouds islands with buildings and vegetation dreamily drift by
10 Swarms of flying creatures mass migrating, include birds, bats, tiny dragons
11 Gigantic floating sky jellyfish swarm over sky, some crash or get tangled in trees
12 Teleporter arrays beam down several fully intact temple arrays

Gamelog: New Adventures in Shadelport

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So i wanted to test two new core mechanics for my current rewrite of EMO DnD. Also my last week working in Sydney for the year. Will be in Canberra for a few weeks then Adelaide to plan for my Dads life expectancy of 2 years. I could live anywhere over next few years. So for this week I have 2 games of this new DnD, a last session of Planet Psychon (im thinking a Gamma world death machine-Tiamat hybrid) plus a session of road wars.

Ive been teaching pre teen delinquants DnD too. A story gamer said dnd to complex and I should run some game where ppl without imagination are penalized. I have found kids allready know all the tropes of DnD fine from computer games.

Im struggling to get into gaming in Canberra but will try again. Three possible clubs. One club uses Yahoo which seems kinda lame. Sydney clubs all FB saavy and very chatty. After this weeks 4 games I have no idea when i will play again. Still need to get a buddy to show me roll20 online gaming.

So with the New Adventures in Shadelport Im using my new alignment system and new save/stat/skill resolution system (all discussed recently). Will mod my character sheets soon.

The alignment system with alignment scores and possibility of being tainted was received well but my players chose to be awful characters and reveled in the temptations of evil in my setting. The stat resolution system worked fine but putting on the sheet will help.

Anyway here is what happened...
I dont prep i just write d100 tables and tonight i used alot

New Adventures in Shadelport
So the adventurers consisting of a teenager giant and goblin were fed up with boss monsters keeping their loot so decided to visit Shadelport where monsters can live their dreams. Young giants of the mountains dump their young who can pass as humans for a while near humans to look after them. The goblin lass had trained as a thief but dreamed of being a wizard but the dungeons evil wizard kept her making fake treasure maps to lure in adventurers, a dead end job.

The goblin ruled dungeon had two sub levels, a sealed crypt and a cavern. But like all dead end dungeons the goblin chief nicked anything good found by minions. The tribe dealt with bandits and the local villagers were well prepared wit a stockade and guard goats. So they had met humans and were interested in Shadelport where men and monsters mingled.

So the pair with meager possessions shimmied down the mountain through ghost wood. The goblin girl had leeks, pickled centipedes in her sack and her bow. The young giant had a small tree he used as a maul, a mallet, a chisel, a chain and a sack of dung he used for first aid and fuel. Each had a pet wolf. The Ghostwood had a bad rep but was faster than the direct mountain route with rival dungeon tribes.

Early into the woods of ill repute they heard sounds. A gang of enemy bone goblins were dancing after a all night party. A goatman was sleeping and a drunk chaos faun was playing his pipes badly from exhaustion. So our heroes set upon them, killing them rapidly. The giant dragged the goat into the fire to cook and enjoyed the burned and raw meal. The goblin snacked on some left over rabbit and collected the merry revelers paltry loot. She was always curious about the albino bone goblins who never mixed with other tribes. One goblin they saved and put him in a sack. The giant spotted a huge black squirrel dragging away a skull from the camp. The goblin shot it and they found a gem in the skull. Actually it seemed to grow from the skull. They also got some coins of the lost kingdom the Ghost wood smothered mysteriously long ago.

So they marched on after a feast and a nap with sacks of meat when a pair of evil monobrowed halflings surprised them and demanded everything. The giant whistled the wolves from their perimeter patrol and the halflings shifted demands to food. Eventually the fight broke out. The older halfling was torn apart by wolves and the younger was tossed in a sack. The goblin took his smart outfit.

They entered the peaceful grassy lowlands where humans ruled. They found the highway and headed to the city. A nomad horse archer tried to harass them from long range but the goblin shot better and scared him off. Within site of the city they saw a wagon and caught u to talk with the friendly child catcher. He had 4 children he planned to sell in the city and welcomed friendly people to travel with. The giant found humans couldn't tell him from their own kind but orcs and goblins were not fooled. After a while they found a village festival where the giant came third in a strongest lad contest by lifting rocks, throwing a log and running up a hill carrying a old woman. He won a silver coin. The team ate some country food and with their new friend the child catcher went to the city.

He helped them get in faster by claiming they were his employees and showed them about redlight district and slave markets and sold their goblin and jeweled skull to a wizard. Halflings were high value slaves. The Giant and Goblin were loaded at last. They enjoyed street food, dodgy offers of vice and found a sly cannibal meat seller who invited the giant to his sewer cannibal shrine. In the in they dined on a bucket of oysters, cabbage and a steamed monkey. Rats on sticks. Mystery monster mince. Human flesh. The pair were in heaven.

Managed to sell of weapons and were very happy. Managed to get a job as a wizard body guard. He was kicked out of uni before graduating and had a third rate magic shop. He owed a drug dealing gang and offered the pair to live n his basement and teach the goblin magic.

After a week of fine dining they visited the bridges, the slums and the goblin ghetto. It was awesome. The bought some baby tako octopus faeries in a bucket from a orc. The giant ate one but the goblin kept two as pets. Giant got tattoos and his teeth filed by a orc doc. Goblin got a shrieker in a pot for the house. Most of the food in the area was more to their pleasing. Back in the merchant district the goblin got a taste for expensive candy by the box.

One night the giant heard a noise and peeked through the trapdoor in the kitchen floor. A sooty urchin had climbed through the chimney and was letting the wizards enemies through the kitchen door. Our heroes killed them except the child. The wizard charmed the boy and they interrogated him. A few days later the wizard and the heroes murdered the whole purple sash gang freeing the cowardly drug abusing wizard. They sold the charmed boy and looted the gang underground headquarters.

The wizard enjoyed the adventure so much he is interested in taking the guys to the cities elder ruins for more adventure. A few months of relaxing and gourmet dining the pair leveled up. Finally the goblin got a spell book of her own and a pet ferret. The giant got a big cold iron spike in his club and shot up a foot in height.

It was a fun game but moral corruption was hardly a problem for this pair. Otherwise new mechanics all worked well.

Players spending way too much time eating and shopping which surprised me

Planet Psychon crew vs Mecha-Tiamat

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So a quick Psychon game with 10th level characters who spent over six months playing ASE
(anomalous subsurface environment) then barrier peaks. A year had passed.

Beebeard the druid had now become a plant man and turned his crappy adopted village into a huge complex of earthworks and walls where corn men - vegepygmie hybrids served him. Happily married to his cyber druid wife and due to lack of rivals was self declared archdruid of region.

The blood wizard had spent time helping Dethenix build stone and iron towers with cannons and made a huge sprawling maze full of goblins and monsters as city defense. One of cities leading wizards with own school and on board of university.

Ultra baby still working with spy and psion guilds and had recruited many nurse maids as solid food was too hard to eat with her superior evolution. Had improved her psionic powers and learned arcane arts of focusing power through her magic dagger.

The Morlock was busy leading millitary and running slavers guild.

Over the year vegepygmie tribes who hated beebeard had expanded and battled the Barbarians of the worthless north. It had made barbarians friendlier to Dethenix. Froghemoths and high tech mind flayers with umber hulks had also spread from the barrier peaks wreck site. Philosophers debated if alien, long lost human colonists or if the gods created whole thing from nothing just to flood area in new monsters. One big problem was the band had sealed a dragon enchanted nuke inside a mountain abd somehow the black dragons had stolen it back and taken it to a temple in the Livid fens. Lizard men had grown bold worshiping dragons and had chased out motkar from area.

Beebeard, the blood wizard and ultra baby built a fort on the edge of the fens and prepared to investigate on a huge raft pushed by corn men with poles. the found the wreck of the Anubis a gambling showboat of the past and Ultrababy got greedy looting poker chips and got giant tick bites. Battled 36 lizard men and interogated the leader. Blood wizard used gore and corpses to make extra monsters to guard her.  Eventually they found the dragons temple. A concrete pyramid built as part of a ancient missile defence system. As they approached found the hole in peak was covered by magical darkness. A dozen lizard men came out and was obviously a trap as they could hear drums and dragons chanting. The three survivors of the silo on Mt Rendon the party had failed to kill on the great dragon hunt. Beebeard used magic to open a wall and inside three dragons performed a dread dragon rite with the magic nuke and a ancient warbot. They merged and became Mecha-Tiamat, avatar of the goddess.

666HP AC 20
Three black dragon heads 120, 90 and 60 HP
Two mecha heads 100 HP - spits missiles, death rays, sonic blasts, lightning arcs or death rays

So Mecha Tiamat had done all this to kill the party. Sh blasted way from pyramid and flew about it after killing a blood xenomoph horror beast. Beebeard cast a death ward on himself and had his faerie familiar hiding with healing potions and called a storm. The blood wizard fired volleys of lightning and Mecha Tiamat lost smallest head and a mecha head. The party followers fled on raft and Beebeard and ultra baby and the Blood wizard were blasted but survived. Ultra baby fired his needler shotgun and fled. Beebeard was almost killed but the ward meant he would not die. The faerie was able to revive him again  and again so he could direct lightning bolts from the sky. The Bloodwizard was invisible and flew about. Managed to resist several hits with all her defensive magic. This went on for ten minutes before finally Mech-Tiamat was wrenched into three parts, the mecha bit exploded in a mushroom cloud. There was a awesome pile of coins and loot and relics inside.

Probably the grossest monster I have run in years.

Also played dnd with some kids at work for three hours which was good. Boss was impressed I had two specific kids engrossed. Then I had to write report on how this met the educational outcomes according to the national framework. Big fun.

Several players outside my game not mixing together anymore so my heyday of gaming crew in Sydney is over. Will be looking to study and work in Canberra a while and possibly will end up back in Adelaide as Dad's health in decline.

Murder Hobo Platinum Express

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Poleboy:
What is good in life?

Murder Hobo:
Kill, loot, drink, repeat

After discussion about how horrible your murder hobo must be in this age of murder hobo eat murder hobo i have decided to make the ultimate murder hobo setting in my current campaign. So will have Blood Sand Beach township described next post here.

It is a new age of dungeon exploration and exploitation.
Kill the monsters and leave nothing of value.
Kill em rob em and forget em

Past Murder Hobology Posts
Old murder hobos
Murder Hobo Shanty Towns
Murder Hobo Hirelings
Murder Hobo Shanty Town Events
Murder Hobo Shanty Town Problems revised
Murder Hobo Shanty Town Seasonal Visitors

Murder Hobos only prejudice if how much more one corpse can make profit over another. A prisoner might make a salable slave if you can be bothered. A corpse can make bait, or a terrifying leather outfit or artwork or scary deterrent. Teeth can make jewelry or even dentures and bones can be ground and used as fertilizer like what happened to the millions of Napoleanic war dead.

Murder Hobos are not just a big naughty and greedy. They will kill and enslave everything living then sell the corpses and collect every valuable shred of loot. Even the not very valuable doors, old bones, tables, chars, shreds of cloth will go to waste. Modern Murder Hobos with bring workers to glean every scrap. Some with bring rending vats and turn corpse fat into tallow and sell as devotional candles or use as fuel to burn down a goblin fort (ancient Chinese did this last one to thousands of people at a time). A rotten corpse thrown in a well can cause all kinds of problems for the locals. A murder hobo doesn't need a mission or a cause or a story. They just need to know there are creatures they can rob and muder for profit and preferably not be called wanted criminals in civilization. While Murder Hobos might even thrive in a prison the life style could limit their money making.

Once a Murder Hobo has sated their basic lusts and desires and have some left over money then it is time to invest. A private prison is a good investment because you can use it for storing ransoming captives, receiving bribes and running other vice operations like drugs and prostitutes. Plus inmates can be turned into sweatshop workers and can help strip dungeons and glean every fibre of hair, every tooth and every brick.

Slumb lords are a common advanced career. An easy way to start is make a list of every haunted house, squatters shack and unwanted demon murder house and buy them at low low prices. Then clear them out and rent them or sell them to new more profitable tenants. A tavern is good buy. Possibly invest in a trade boat so you use it to loot and enslave backward islands far from the law or smuggle drugs or set up a slave plantation.

Also remember cannibalism is only with your own species. It's totally ok to spit roast a kobold. I do recommend if your party isn't made up of evil degenerates to not start eating dead party members an hour inside the dungeon. I find using the excuse "we might get trapped or lost and need food" needs a bit more time and desperation to be effective than one hour in the dungeon.

Sometimes you might get a mission but the only details to worry about is where the loot is. I recommend when rescuing a princess not to eat her until dad hands over the loot. A charmed doppelganger or illusionary disguised orc works just as well as a real princess but best to run away to your gruberhole (robbers cave) quickly with those old tricks.

Now to compete with the Empire's open cut dungeon mine military engineers, the Barron is having work crews use Bloodsand as a processing facility where murder hobos send dead monsters, bricks and dungeon junk for processing by the wagon load.

In the Barony murder hobos often start out as scavengers and gleaners looking for items not looted by a more advanced party. The next step is to go prospecting perhaps in the wilds looking for a new dungeon or join a shanty town near a megadungeon full of Murder Hobos, bandits, killers and scum. Finally with some experience elite murder hobos with a entourage of their own can take over their own dungeons and build their own tiny fortified camps with rending vats and prison cages on wagons.

In the Empire life is a bit less horrible and more wholesome. Most Murder Hobos start as penal dungeon scouts and are forced in by soldiers. While they explore and evaluate the dungeon the Royal Dungeoneering camp sets up a tiny fort and locates all the dungeon entries and air holes and seals them. Then they can pump in smoke and drive out monsters into archers or waggon mounted crossbows or gun arrays or spike filled pits. With a sufficient crew the Engineers will get workers ot open cut mine the dungeon. It can be risky but the Empire provides healing at least and job prospects.

When these murder hobos earn their 
legitimate freedom the Governor of the Empire colonies might grant them a licence or letter of marque to explore dungeons. Freelance Murder Hobos in the Empire can work fine but best off avoiding civilization. Escapee convict scouts who cross the border to the Barony will find the Empire will have sold them to the Barron by the time they reach a tavern. Respectable Murder Hobos in nice clothes who can fake good manners might get offered officers commissions in the Royal Dungeon Engineers. A great reward might be a gifted commision and territory but mostly you pay for the privelage. You might even have to outfit and train your own troops. The Empire demands first purchas rights of uncommon magic which is a drag. If they the party fake respectability in public they will go far. What happens in the dungeon stays in the dungeon.

With the Barony and the Empire both expanding and building settlements dungeons are useful as brick mines at least. Both sides want magic items. Both sides want Murder Hobos kept busy on the frontier and not too long in civilization.


Poleboy:
Why be a murder hobo?

Murder Hobo:
Stories are for weaklings
Don't think about being a murder hobo
Just let  your greed and hatred flow
and let it happen

d12 Murder Hobo Types in the City
1 Insane wild eyed murder hobos chewing on bones and fighting over dead rats in gutter
2 Washed up old murder hobos mostly hopelessly drunk in muddy streets
3 Battered murder hobos seen better days, missing limbs, plagued or drug addicts
4 Returned murder hobo party from roaming wilds like prospectors looking for dungeons
5 Murder hobos in transit to a dungeon they are mid looting, suspicious and tight lipped
6 Murder hobos with full bellies and purses, looking for vice and strange pleasures
7 Murder hobos for hire, post excavation after recovering long lost items under contract
8 Murder hobos selling dungeon monster meat in the street half price
9 Murder hobos leading blind pony carts of bricks, monster corpses and furnishings
10 Murder hobos after post dungeon piss up, now inspecting slum properties to invest in
11 Murder hobos flinging copper pieces to poor, dressed in gaudy new clothes
12 Murder hobos with entourage, lovers, freeloaders and pets, strutting about like nobility


Poleboy:
What is the secret of living a long life?

Murder Hobo:
Shut up and get in that hole boy!

The Misery of Blood Sand Beach pt1

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Bloodsand beach in may game for 5 years has been avoided by players who never got within a hex of it. Party have considered but here are some reasons why.

It stinks from 2-4 hexes away worse than a city ten times its size
99% male population, women mostly short lived prostitutes or very old
Whaling, sealing, bone milling and rending fat are traditional industries
Most of population are criminals banished from notoriously horrid Shadelport


The town is on a stony bluff on a sandy beach. It is surrounded by a wooden wall mostly made from wrecked ships. The waters edge wall is covered in barnacles. The southern beach is often used to carve up whales of all types and sealions no longer come near this place. The beach stinks and is stained red and black. Druids hate it even the blood thirstiest ones. Out at sea friendly killer whales await to help the whalers hunt other whales. Many sea creatures brought here are actually chaos warped or evil hell whales or reptilian sea monsters that swarm about monster Island. From the sea there are several entries into wharf filled artificial bays. Several have wooden gates. The largest has a huge chain to block unwelcome entry.

Around the mainland side of the city are fields and cattle pens worked by slaves. Cattle are brought from villages and ship yards to be slaughtered then shipped to Shadelport. Under Blood Beach are caves with Ice Toads who keep everything frozen for shipping. In winter the toads are allowed on the streets after curfew to feed on stray kobolds. The fields grow wheat and oats for porridge and beer. Fishy muck and seaweed are processed by short lived slaves into fertilizer. Sometimes slaves end up used as fertilizer.


There is no sewer. The streets reek of feces and rot. Rats, seagulls, crabs, isopods and giant sea lice crawl the streets. Occasionally giant sea scorpions or trilobites crawl out of the water looking for meat. Fishmen heads are hung near gates as a warning to hybrids trying to enter the town. Most buildings are two stories and many are merged into the outer wall. Inner buildings tend to be sweatshops and work houses where workers are prisoners. There is a temple to the sea god in his cruelest aspect who shield the town from magical destruction by druidry or the reptilian magicians of monster island. The biggest building is the lord mayors four story stone lighthouse, the oldest building dating from the prehuman monster empire. These is a dungeon burrowed into the rock under the tower which is also where the Ice toads keep stored meat frozen. The lord mayor is a ogre, appointed by the Barron. Orcs militia keep the peace and plenty of secret police of the Barron help keep order. Kobolds are common workers and help pick clean the rancid oysters and critters crawling the wharfs. Some lizardmen and frogmen are prisoners here from monster Island. The frogmen tend to die of salt exposure but the lizard men survive better than most. 

Nine tenths of the humans are prisoners, exiled from Shadelport. Being exiles from the fabled pirate city, the worst city in the world by many accounts means the people are pretty awful. Most are manacled some are trusted to duties where they get to walk within the town freely. Some humans are administrators employed by the Barony. They tend to be the most vile and corrupt, sent here as punishment. At most the city has 5000. A fifth are orcs, a third kobolds, one in twenty are froglings and lizard folk. Halflings are often visiting but mostly the evil ones with monobrows and pointy teeth. The rest are humans. As Exile Island has humans from across the world especially pirates and the great Empire on the south continent. Recently as Blood Beach is used as a base to raid the prehistoric monster Island many natives from that cursed place have been brought in as slaves but most die of plague before they learn to speak common.

Most humans are male. Women don't live long here. Some elderly ones are managers of sweatshops an healers. 
Mostly women under 50 are turned or away. Some women have entered in disguise. Some slave women from Monster Island are mistreated and die before they can be shipped out. This is contrary to the Barons Edicts who prefers they be sent to Shadelport as exotic slaves.  There is a rumour the brothels uses girdles of femininity and potions when they run out of real women. Some say they polymorph kobolds. The brothers are kept quiet and are not approved as they waste the lives of the victims. They are profitable mostly for the foreign sea crews with lots of cash. The Barron's code insists women under fifty are held for protective custody then shipped out. Corrupt officials pay good money to make a few disapear.

Fighting pits are the most common entertainment but drugs, beer and other vices are common too.


In recent years the economy has diversified. Raiders to monster Island come here and bring slaves captured there and increasingly including lizard and frog men. Also workers process remains from dungeons stripped by murder hobos, cleaning up old bricks, furniture, wooden fittings like doors and then freighting them to Shadelport. Rubble is dumped along the sea wall and in mounds past the fields in hopes of making a hill for a fort or larger wall.

Old Industries

Whale, beef and sea monster meat
Whale oil for street lamps of the rich parts of Shadelport
Leather goods, blubber and tallow
Bones and seaweed are ground in mills into fertilizer
Purple dye
Ambergris


New Industries
Recycling dungeon wood fittings
Recycling dungeon bricks
Ballast for ships and landfill from dungeon rubble

Creature teeth for jewelry and art
Human teeth for dentures
Monster body parts for wizards and alchemists
Exotic monster meat
Gold and loot from monster island
Baby monsters for gladiator pits around the world
Books, tablets, magic and artworks from Monster Island and Dungeons
Slavery

Population

20% Orc
33% Kobold
5% Halfling
5% Lizard and Frog Men
37% Human


Laws of Blood Sand Beach on the Front Gate
No women under fifty
No youths less than thirteen years
No druids or elves
No mutants or chaos tainted
No fishmen scum or their bastard spawn
No walking streets after curfew bell toll
Aiding an escape is death
Only the Barron's men may wear metal armour, use pole arms or bows or guns

I will map all this out some time.
Will do d100 street encounters, hazzards and mysteries shortly

The Misery of Blood Sand Beach pt2 - Street Encounters

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So I was cranking out stuff to keep up my hits up and I think I'm over it. G+ and blogger seem to be slowly being killed. Im considering building a website. Ive had lots of requests to do a compilation book again. Working on something polished would cut my blogging output to a trickle. I'm more into quantity than quality. No decisions needed at moment. After last road war game will knock out a compilation just to make life easier for me to run it. Im in Sydney now with my traveling pc, in Canberra with my design pc hopefully by monday. Usually in xmas holidays I work on compilations and play Temple of Elemental Evil PC game again.

Will be a few more tables and a map coming for this setting.

I've also decided to bite the bullet and make proper gods for this setting ive been running for years. Horrible obnoxious gods. Even the good ones.

I should do some more maritime tables too. Occurred to me some prison hulks in the harbour would fit in too.

d10 Quick Encounter Types

01 Vermin
02 Convict Labour
03 Vice
04 Beggars
05 Non humans
06 Sailors
07 Murder Hobos
08 Criminals
09 Street sellers
10 Weirdos


d100 Encounters On The Streets
01 Hopping sea fleas jump on everyone
02 Rats scuttle over feet, might turn hostile 
03 Isopods scuttle over ground picking on scraps
04 Trilobites crawling about 
05 Huge crab tries to grab someone from under some rocks
06 Tentacles from huge squid from open water tries to nab somebody
07 Seagulls try to knock food from hands to steal
08 Seagulls annoyingly begging for food
09 Stray cats looking fighting over scraps
10
 Aggressive sea scorpion tries a snatch and grab from open water
11 Chain gang being whipped on way to a sweatshop
12 Coffle of labourers being herded to work in fields

13 Cruel overseer beating slave in the street
14 Escape by slaves turns into a riot, orc guards attack
15 Masters making slaves fight for money
16 Legless slaves in wagon chained by necks off to slave market
17 Slaves being beheaded by orcs in street
18 Slaves being hung in gibbets for punishment
19 Slaves being flogged on a-frame 
20 Slave owner trying to sell youth for quick sale
21 Drug dealer on street selling goods from 1sp
22 Kobold transvestites offering trips to heaven 1gp
23 Old woman with orc guards selling cups of rum 1sp
24 Drunks in the street laying about
25 Man selling angry wild kobolds for strangling 1gp
26 Goblin trader selling assorted mushrooms from 1gp
27 Kobold renting out goat by the hour 1sp
28 Drunks vomiting in the street
29 Berserk hallucinating barbarian imagines enemies everywhere
30 Kobold robbing sleeping drunk
31 Drug addicts begging for change 
32 Man with no arms or legs begging for work
33 Kobolds begging for food scraps
34 Escaped slave begs for help
35 Beggar following party, beggar guild spy for hire
36 Elderly woman collecting money for old seamen home
37 Down on luck stranded sailor begs for work
38 Old necromancer with only one zombie begging for change
39 Waggon collecting dead from off the street
40 Beggar being attacked by rats
41 Orc hoodlums demanding money
42 Kobold selling his family at low low prices
43 Lizard man being whipped by orcs cursing this damned town
44 Frogman wizened and dying from salt overdose in gutter
45 Gang of of halflings beating a old man with clubs for a sandwich
46 Halflings cook selling buttered clams 1cp a serve
47 Orc gang sling insults at puny adventurers
48 Orc militia check your papers
49 Orc militia demand confirmation visitors really are males
50 Orc militia looking for druid terrorists or fish man saboteurs
51 Filthy drunk sailors drunkenly dancing in streets
52 Sailors having a fight in the street 
53 Sailors asking where they can find prostitutes
54 Sailors being beaten by orc militia
55 Sailor selling maps of strange islands
56 Sailor selling monkeys, parrots, snakes and other pets
57 Sailor selling tattoos
58 Sailor selling scrimshawed whale teeth
59 Sailor busking with accordion for beer money
60 Sailor sacrificing to a sea god in one of many alley way shrines
61 Drunken murder hobos staggering between pubs 
62 Drunken murder hobo stabbing or strangling a kobold in alley
63 Drunk murder hobo being beaten by orc militia
64 Murder hobo skinning, butchering and removing teeth from a lizard man
65 Retired murder hobo with one arm selling treasure maps
66 Murder hobo drunkenly talking to invisible friends about treasure
67 Murder hobo drunkenly being escorted by three kobolds in a human woman's dress
68 Murder hobo laying on ground begging for money, points out his stab wound
69 Hungry murder hobos eating a kobold on a spit
70 Lady murder hobo band with fake beards looking about town curiously
71 Muggers threaten visitors with shanks
72 Con man selling treasure maps
73 Cup and ball con man with small folding table
74 Card shark or coin toss con man in alley way running games
75 Muggers beating up old murder hobo beggar
76 Pimp slyly offers to show location of real brothel with real women for 5gp
77 Pimp offers to take to secret brothel, all girls are polymorphed kobolds
78 Man threatens to accuse visitors of being fish men if not paid 5gp
79 Con man has deed to a ship in harbour at low low prices
80 Con man asking for charity for crippled sailors home
81 Kobold selling hot buttered turnips 1cp
82 Orc selling hot chestnuts and acorns (orcs can eat them) 1cp a serve
83 Shifty push cart selling daggers, hooks, marlinespikes and teeth
84 Kobolds selling old clothes and strange bones from trolley 
85 Old woman selling eel stew and rat pies 1sp each
86 Old man selling bloodwurst sausage and sauerkraut 1sp serve
87 Kobold selling loaves of black bread 1cp
88 Kobold selling buttered periwinkles and crabs 1cp serve 
89 Old toothless man selling mystery boiled meat from large pot 1cp chunk
90 Orc selling boar penis soup, fabled fertility medicine 1gp bowl
91 Fishy man with googly eyes and thick lips in hood staring at visitors
92 Recruiter for mercenaries expedition to Monster Island
93 Press gang from ship needing crew offer to buy you all drinks
94 Failed ship captain telling stories of treasure islands looking for crew
95 Secret policeman looking to recruit murder hobos for dungeon mission
96 Recruiter for pit fighters offers great prizes and benefits
97 Wizard looking for murder hobos to recover lost item
98 Merchant looking for missing family wants to hire discreet murder hobos to rescue
99 Former bandit leader happy to give ex gangs lair location as revenge
100 Drunk crippled explorer happy to tell tales of the gold temples of monster island

d10 Quck Night Time Encounter Types
01 Animals
02 Beast Men
03 Supernatural horrors
04 Monsters
05 Riffraff 
06 Criminals
07 Militia
08 Cultists
09 Dodgy deals
10 Spooky stuff



d100 Encounters by Night
01 Sea scorpion climbs from water
02 Giant Crabs patrol streets
03 Water weird in a stagnant pool
04 Giant squid tentacles from water
05 Giant Frog in summer or Ice Toad in winter
06 Giant rat pack roaming streets
07 Giant crayfish scuttling about streets
08 Marine stegocentipede roaming for meat
09 Flying manta ray (1in6 vampiric)
10 Land lamprey school flopping about looking for blood

11 Crab men scavenging on streets
12 Eel men looking for food or murder

13 Fish men cultists looking for humans to kidnap
14 Fish men cultists summoning creatures from the depths
15 Marine troll up from the deep very hungry
16 Marine hobgoblins looking for metal goods
17 Lizard Men from Monster Island trying to free captives
18 Serpent man in woman form spying on humans
19 Vodyanoi marine umber hulk hunting
20 Kelpie in form of woman or horse luring men to deaths
21 Marine ghouls hateful of the living 
22 Sea Hag hunting for victims
23 Willow the Whisp
24 Marine zombie of long dead sailor covered in barnacles
25 Red Slaad looking for slaves to take to limbo
26 Vampire sea captain looking for victims
27 Penanggalang flying around looking for prey
28 Nereids looking for men to rob
29 Sirene regularly comes to steal especially magic
30 Hydrodaemon come to visit cultists
31 Marine ogres stealing metal goods and food
32 Sea wolves in humanoid wolf form hunting
33 Selkie in woman form looking for stuff to steal with several leopard seals nearby
34 Werewolf looking for food or murder
35 Were rat gang of sailors robbing buildings
36 Werepanther looking for victims by night
37 Tako octopus folk looking interesting human things to steal
38  Land urchins scavenging muck from cobblestones and mud
39 Eye of the deep roaming about for food
40 Algoids who form from slime by night and roam streets
41 Old hobo trying to avoid monsters and militia
42 Escaped criminal slaves from pens trying to escape
43 Limbless slave dumped in street to die
44 Escaped savages from monster Island with no clue what to do
45 Lizard men slaves heading for water
46 Kobolds picking streets for scraps of food or rubbish
47 Begger left out trying to get someone to let inside
48 Old man drunkenly roaming streets
49 Foreign drunk sailors unaware of curfew or night dangers
50 Escaped woman from illegal sex club desperate to escape
51 Gang of thieves breaking into shops by night
52 Gang of criminals dragging kidnap victims
53 Gang of criminals out for a dare
54 Pirates out to steal a ship
55 Pirate gangs fighting
56 Street gangs having turf war
57 Solo thief or assassin climbing building or wall
58 Pimp, thugs and slave women running from the law
59 Serial killer disemboweling a homeless person
60 Gang of were rats fighting gang of sea wolves
61 Orc militia chasing a young theif
62 Orc militia fighting a gang
63 Orc militia chasing escaped slaves
64 Orc militia fighting pirates
65 Orc militia fighting fish men
66 Orc militia fighting giant crabs
67 Orc militia being eaten by were rats
68 Orc militia executing men trying to free slaves
69 Orc militia beating a homeless person
70 Cult of the kraken god sacrificing a victim in a shallow pool
71 Cult of the kraken god throwing wax tablet into water in a ritual
72 Cult of the old man of the sea drowning a victim on a salty pool
73 Cultist of Hell doing the devils work 
74 Demon worshipers carving evil runes in escaped slaves 
75 Fish men cultists bringing bound woman to fish men
76 Necromancer cult releasing zombies into the sea
77 Cult of murder god throwing severed heads and hearts into the sea
78 Druids calling earthly powers to destroy town but attacked by sea monsters
79 Angelic cult trying to free slaves set upon by sea monsters
80 Sea wolf cultists sacrificing slave to the lord of sea beasts
81 Strange man offers you to follow him to secret drug den
82 Strange man offers you to follow him to secret brothel
83 Shifty man offers guide to secret night market of stolen goods 
84 Man in shadow offers free gold but leads to slaver ambush
85 Man in shadow offers free beer but leads to orc militia
86 Man in shadow offers free prostitutes but leads to sucubi
87 Man in shadow offers safe place to hide, actually leads to a press gang
88 Old man claims to be wizard without spell book, begs for help
89 Youth chained under house foundations whispers for help, actually a slaver trap
90 Man hanging in gibbet claims to be from good family begs for rescue
91 Spectral minion rattling chains begs for help to escape the town
92 Severed head drops from the sky and rolls down the streets
93 Eerie light comes from pools of water and a humanoid in hooded cloak runs out
94 Hear distant screams from woman, orc militia swarm the streets
95 A soaked druid staggers down street and falls dead from drowning
96 A grim face of the towns patron sea god appears in sky and grimaces then fades
97 A chilling wind blows down the street and phantoms of the dead arise moaning
98 Glowing eyes float down the street glaring at all then move onward 
99 The mayor, his orcs, clerics and wizards on the way somewhere in secret
100 A pirate lich with his skeleton crew walk down street and into the water

The Misery of Blood Sand Beach pt3 - Shopping?

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Wow my ratings have hit rock bottom. Possibly this series wasn't my best idea. Coincidence? Or possibly I shouldn't think about it and get over it. Look at this baby lizard he is adorable.

So why the hell would anyone come to Blood Sand Beach. Even visiting demons think it is a dangerous shit hole? Here I present a table of business on the streets that might be worth putting on a fake beard and visiting. There are many strange things for sale here from around the world. Many vices common here are forbidden in the empire.

You might have noticed many monsters on the streets by night are female and vindictive like seahags, sirens and kelpies. Desperate men make easy prey. Many of these monsters were created by past suffering of woman kind here. Desperate male energies atract these entities also. Probably this town deserves to be haunted bu yhese monsters. Some women do visit, especially murder hobo women curious and defiant of the laws. Not many stay and the Orc guards are terrible at telling male and female humans apart anyway. Most of the orcs are made by the Barron's wizards and male anyway.

d10 Quick Businesses on the Streets
01 Taverns
02 Inns
03 Eateries
04 Outfitters
05 Tradesmen
06 Merchants
07 Communal Halls
08 Vice
09 Exotic
10 Magic


d100 Businesses on the Streets
01 The Briny Deep - a filthy sailors tavern where barnacled sea zombies serve drinks 
02 The Were Sharks Bum - a gambling den and pub where losers thrown into a shark tank
03 The Mermaids Beard - a salty tavern where gay old sea dogs and disguised women drink
04 The Purple Starfish - a popular tavern where male prostitutes and sailors frequent
05 Davey Jones Locker - a surly tavern of Kraken cultists rumoured to attract fish men
06 The Black Freighter - where melancholic old sailors tell grim tales of savage sea life
07 The Captains Hook - ship officers only are welcome and above average quality drinks
08 The Fisherman's Wife - tako octopus fairy bartender serves amid pornographic art
09 The Bloody Stump - bar favoured by amputee pirates and murder hobos
10 The Tatooed Lady - also a tattoo shop with mostly shirtless tattooed sailor customers

11 The Whales Belly - a inn with whale bone decorations favoured by whaling crews
12 The Selkie's Hole - inn serving sealion and walrus steak and stew for seal hunters

13 The Wounded Albatross - cultist run inn used to recruit down on luck sailors
14 The Twisted Tentacle - where tako octopus fairies run inn with sensual massages
15 The Blistering Bunghole - a halfling run inn of huge greasy meals served any hour
16 The Keelhauled Cabin Boy - a crumbling inn served by clean shaven youths
17 The Barrel 'O Rum - drunken flophouse with vomit stained sheets and occasional corpse
18 The Loose Cannon - inn where musclebound hairy sailors enjoy steam baths
19 The Bloody Stool - inn with whips, chains, a-frames and bondage paraphernalia
20 The Bearded Clam - inn with chaps in frocks serving best seafood in town
21 The Crumbed Cod - diner serving fish and wedges of exotic potatoes of Monster Island
22 The Laughing Squid - diner serving huge buttered tentacles run by halflings
23 The Mermaids Treasure Chest - diner sells fish and has a sad mermaid in display tank
24 The Lost Mariner - diner serving ground meat and cheap beer at low low prices 
25 The Squeaky Wheel - diner specializing in cooked rat and famous giant rat milk cheese 
26 Captain Fatty's Sausage Fest - retired captain serves sausages from rusty old cauldrons
27 The Bilge Rat's Delight - serving muscles, clams, seaweed, seagull eggs and rat pie
28 The Bloody Hook - diner serving mystery meat chunks of the day with crusty bread
29 The Farmers Rest - diner serving beef, lamb, goat and farm produce served by halflings
30 The Marlin Spike - diner serving huge whole roast sea beasts as a buffet 
31 The Shippers Supply Warehouse - selling sails, anchors and ropes
32 The Sea Lords Auction House - where ships and boats are sold by auction
33 The Seaman Suppliers - selling second hand ship fittings, old chests and tools
34 The Lumberjacks Chest - selling wooden beams, masts, barrels and carpentry tools
35 The Copper Spitoon - selling brass and copper pots, tools, urns and sheet metal
36 The Furriers Favorite - selling seal skins, oilsskins, woolen wear, winter clothes 
37 The Soggy Biscuit - bakery making long life sea biscuits sold for ship supplies 
38 The Rum Rebels - distillery selling rich spiced rum for ships supplies
39 The Powder Monkey's Cabin - selling gunpowder made on site by alchemist
40 The Blubber Hut - selling fresh and dried blubber, whale meat and rendered oil
41 The Rusty Spike - blacksmith and iron goods, with several dwarf slaves run by orcs
42 The Hangman's Noose - rope makers use hemp to make fine rope and drugs
43 The Aroused Armourer - selling guns, armour, melee weapons and more
44 The Snipped Fingers - tinsmith selling tins, boxes and sheet metal
45 The Seaman's Cracker - bakery selling bread, sweet buns and rat pies  
46 The Jerked Meat Master - making dried fish and beef jerky for ship stores
47 The Greasy Knob - selling grease, lubricants and oils for fuel and food  
48 The Scribal Store - selling vellum, parchment, papyrus, books, prints and pamphlets
49 The Glass Goblin - making bottles, beads and bowls for trade and storage
50 The Potty House - making bowls, jugs, bottles. plates, chamber pots, lamps
51 The Boneyard - selling exotic animal bones, stuffed monster heads and body parts
52 The Waxen Shaft - selling candles and blocks of wax, wicks and candlesticks
53 The Beastly Box - selling parrots, apes, iguanas and other exotic pests
54 The Menagerie - selling captured monsters from around the world 
55 The Wizz Fizz Biz - eccentric alchemist selling fireworks and delicious potions
56 The Lizard Wizard - selling dinosaur eggs and live creatures from monster island
57 The Slave Hut - selling exotic slaves from around the world
58 The Frock Shop - selling dresses, make up and boots in men's and kobold sizes
59 The Adventurers Chest - selling second hand adventurers supplies
60 The Old Bottle Shop - sells exotic foreign grog, potions, drugs and poison
61 Old Seamen's Home - where failed sailors receive charity beds and soup
62 Kraken House - where the kraken cult meet to exchange deep sea secret wisdom
63 Temple of the Sea God - most popular church for sailors, the grim lord of the briny deep
64 Mariners Guild - where members ritually explore forbidden ancient lore of the sea 
65 The Merry Crab Jig Hall - popular dance hall with 1cp a dance with men in dresses
66 Sea Lords Music Hall - musical theater with bawdy burlesque and amusing performers
67 The Stinking Shank - fighting club where members watch pit fighters and gamble
68 The Golden Fish - posh gambling hall with cards, crab racing and pugilism
69 Reptile Brotherhood - new hall where explorers discuss reptilian philosophy secrets 
70 Explorers Club - where mercenaries who raid monster island feast and get drunk
71 The Dank Hole - drug den with rooms full of passed out sailors in drug comas
72 The Flesh Pit - sexual favours for sale and some say have secret hidden real women
73 The Slippery Eel - tavern used by thieves, really a secret guild hall, rude to strangers
74 The Slippery Fist - club where oiled men wrestle naked for hours en mass
75 The Crumpled Kobold - tavern where kobold haters strangle kobolds all night for fun
76 The Scarlet Seers - a foreign mystical order actually an assassins guild
77 The Troll Hole - where the rich stab and torment chained trolls for fun 
78 The Halflings Hole - where pretty boy halflings entertain old rich men for cash 
79 The Jade Palace - embassy of the celestial eastern empire and opium house
80 The Galloping Gourmet Club - restaurant but secretly a cannibal club
81 Madam Serena's House of Secrets - she is a succubus recruiting for demonic cult
82 LeCor and Sons - Legal firm actually devils in disguise buy souls for cash
83 Madame Satana's House of Curiosity - shop of petty magic crap sold by old witch
84 Count Drune's Leech Emporium - therapeutic blood letting honestly not a vampire
85 Master Hellstrom's House of Black Books - seller of arcane books and tomes
86 Dorian's House of Murder - assassin who is hired to murder clients gently
87 Madam Tabitha's Hous of Torture - devil cultist calls erinyes from hell to torment clients
88 House of the Worm - where goblins sell magic fungus and worship the worm god
89 Kobold Emporium - kobold slave specialist dealers with all kinds of specialists for sale
90 Silver Skull House - necromantic school sells zombie and skeleton ship crew
91 Hall of Ocean Mystery - water elementalist school and cult of evil sea elementals
92 School of Esoteric Diabolism - school of summoners and cult dedicated to hell
93 Tabernacle of Blood - school of blood wizards seeking immortality through ritual murder
94 Palace of Occult Mastery - school of sorcery and black lotus cult
95 Balan's Familiar Emporium - sells exotic weird magic pets for spell casters
96 College of Sea Bards - music school exchanging songs from around the world
97 Whalers Guild - cult hunting chaos whales and seeking long lost relics they swallowed
98 The Pleasure Dome - sorcery personality cult school and drug den
99 House of Chastity - sell chastity belts and magic gender changing girdles in secret
100 The Black Chamber - secret policemen station commanded by one of Barron's wizards

Murder Highway image dump 6

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So here is another post apocalypse image dump. I had players say they would like to play as 70s tv cops then jump decades every adventure till they are cyborg freaks in my alternate time line. There is a lote of biker hysteria imagages in 60s mens sweat mags that fit in pretty well. I mean who doesn't like running over Nazis?

Also get this book now
http://www.drivethrurpg.com/product/196994/Death-Race-Fury-Road


This beast would be a beast in my game. Not many cars would have enough armour to cope with this. APC,s would probably struggle against it. My setting has a wide range of power levels and room for improvement. I would tend to resist yhings like this being too common.  



More biker fantasies. Im not sure who the bad guys are here - the ones abusing women or the ones fetishizing abusing women and nazis. Sweat mag art has this moral quandry. If you read the content of these mags things get even worse. These mags died as femenism rose. Good.



This brute would be more useful for post apocalypse game than roadwar. APC's have turned up but they are generaly using classes of machinegun that would shred most death racers. Even .50 cal a menace. Going through Chaosium books and looking at inconsistancied of bullets in BRP ive gone for lower range of .50 cal to 2d8+4 over 2d10+4



This is a good example of a modified militia type vehichle. Milia often have fleets of mick up trucks with swivel mounted MGs and crew in the back



War rigs are a menace and if your using them without a trailer they are wow. Most death racers would accelerate away easily though. I should possibly stst them up with and without trailors. I was going to do a second vehichle sheet with aircraft, ultralights, copters and some other vehichles.



This is a pretty terrorfying combo of rockets and heavy machine guns. This is a pretty serious corporate 4WD vehichle defending corporate compounds. I could see players modding vehichles with defences or remote decoy vehichles to draw that rocket fire.



Nice war rig fuel tanker with armed crewmen. Of course if you want that fuel your going tto have to board this thing or stop it without destroying it.



Sanctioned op equiped for night combat. A well equipped driver from a sanctioned op agency. Vehichles like this are often a cut above death racers. players have noted police cruisers and interceptors are among the best overall vehichles and the best to mod as sportscars will just send you broke and dont performs so well with armour.



I have no words for this horror. I would base it on one of those giant mining trucks and those might as well be cruise missiles and that cannon like something a train based cannon on ww2 would carry. In game this would be something a team would board and sabotage. Laser it from orbit.



Undead drivers are a thing in my setting. This one a serious menace to a typical death racer. Most advanced undead are very hard to kill, even for cyborg war veterans.



More like the kind of vehichles a nomad or farmer would use. They better have an escort.


This corp off roadster scout is well equipped but the cheap scratch built gang vehichles are far cheaper.



This image suits my setting well - rockabilly merc women, mini guns and zombies



Scratch built vehichle low on arms but optimised for cheap raming and anti personel. Trypical gang turf patrol car with spotlights for night watch.


I dont really get in Fury Rd how you could drive so long in Australia without hitting the sea. If there was no sea the world is pretty fucked. I wonder where oxygen comes from.


Gang armoured car relying on crew to fire out windows but capable of ramming.


The original Mad Max2 still the gold standard of the genre

I had some weird formatting bugs carried by image that took way too long to get rid of. After playing game again I will do a compilation book as I realized would make game much easier to play from laptop. I also have a spreadsheet for design a player made. A few mods to vehicle sheets needed also and rewrite the bonus cards with player benefits. I was donated some nice art but I want to make some that is more gritty. More mad max less gammaworld. Half reason I use BRP with all the crunch maxed out with locations, recoil rules and second combat rounds is to keep a gritty feel where every missed bullet makes you sigh with relief.

New characters created include a cyborg federal cop of solo gang fightinjg detail, a fame hungry frock wearing bloke tv celeb fighting gangs for fame and a replicant looking for reason they exist.

d100 Whats in a giant's sack?

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This handy for trolls, ogres  and giants
Animal and human prisoners are common

d100 Whats in a giants sack?
01 2d6 throwing rocks
02 Log for a spare club
03 Anchor from a boat or ship
04 Waggon Wheel
05 Small tree
06 Goat
07 Farmers corpse
08 Load of fire wood
09 Dead pony
10 Pile of coal

11 Pile of turnips
12 Pile of stones 

13 Live beehive
14 Beef or elk or pig carcass
15 Several sheep bound and gagged
16 Sack of 2d4 giant rats
17 Sacks of 2d4 giant centipedes
18 Sack of 2d4 huge spiders
19 Sack of 2d4 stirges
20 Sack of d4 kobolds
21 Barrel of stolen cider
22 Barrel of beer
23 Barrel of wine
24 Wheels of cheese 2d4
25 Pile of cabbages
26 Load of fish
27 Sacks of wool
28 Old lady and spinning wheel
29 Statues head
30 Monster skull
31 Pig skin of water
32 Filthy snot rag
33 Loaf of bread partly from bone meal
34 Collection of bones for cooking
35 Cauldron with lid for cooking
36 Filthy sleeping roll
37 Load of onions
38 Load of beetroots
39 Dissembled wooden shack
40 Load of animal fodder
41 A unhappy black bear or lynx
42 Cave bear skin rug
43 Cave lion skin rug
44 d4 Mammoth tusks 100 gp each 
45 d10 x 1000 cp
46 d4 x 1000 sp
47 d4 x 100 gp
48 Cast iron stove with chimney
49 Huge cleaver
50 Crab spider
51 Carrion Crawler
52 Wolf
53 Giant loaf of bread
54 Huge skin full of goat milk
55 Bundle of 120 feet of rope
56 Mountain lion
57 Goat
58 Carved piece of pretty rock
59 Unconscious goblin
60 Orc in a sack
61 Huge blob of earwax
62 Bag of toenail clippings
63 Pile of acorns
64 Bag of giant caterpillars
65 d6 Giant maggots in hog leg
66 Huge quartz crystal worth d6 x10gp
67 Giant woolen hat
68 Dead mermaid
69 Sack of blackbirds or pigeons
70 Sack of d100 human skulls
71 Huge net
72 Bola
73 Stone axe
74 Throwing club
75 Carved fighting maul
76 Stone hand axe
77 Hunting Spear
78 Bundle of d6 crude torches
79 Huge flint and tinder bag
80 Bundle of d6 javelins
81 Huge stone dagger
82 Huge ripe ribcage of some beast
83 Huge lizard bound in string
84 Giant tarantula
85 Gigantic tallow candles 2d6 5lb each
86 Bottle of paste
87 Barrel of honey
88 Dead giant rats tied together by tails
89 Giant pie
90 d6 gigantic eggs
91 Sack of foul laundry
92 d6 x100 gp in gold nuggets
93 d6 x60 gp in silver nuggets
94 d6 x10 gp in pounds of copper lumps
95 d6 x10 gp in pounds of iron
96 Huge fish 60lb 
97 Hammock 
98 Stone hammer
99 Huge toad
100 Giant mushroom

Masks of the Gods by alighnment: 1 The Sea Gods

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So as I have my new alignment rules Im finally keen to make my pantheon for my campaign. Basically gods will be grouped in elemental pantheons with a god for the most popular alignments. Ive made them all a bit grim even the nice ones.

Ive mish mashed some mythical gods i like and several more posts on this for sky, solar and dark gods. Its a bit less rigid than previous pantheonsl I have done.

http://elfmaidsandoctopi.blogspot.com.au/2016/10/what-if-alignment-was-like-sanity.html

Possibly it is what god gets your soul when you die. No reason not to respect other gods even opsed alignments. Other situations gods cults will fight and fued. This could be where cultures clash or represent a division in a comunity. Old cult vs new cult possible with two gods. Gods might marry to overcome comunity splitting.

So a town might have one or more popular alignments, the more people the more alignments. A metropolis with all alignments but several will dominate the civilization. You might have a city with several gods in a family as husband and wife,  Several elemental groups could be applied or a triad of different elements.

Deities in local areaFamily stead of 25 people d4
Village of 30 to 150 people roll d8
Town of up to several thousand plus d10
City roll a d12 +1 every 10 000 people

1 One tribal or ancestral cult
2 One occupation or trade related god
3 One cultural boss god supported by aristocracy
4 Two deities usually siblings
5 Two deities usually heroic best friends
6 Two deities usually married
7 Three deities usually siblings
8 Three deities mother, father and child
9 Three deities parent and two children
10 Three plus d4 gods in small pantheon
11 Three d6 gods in pantheon
12+ Dozen main gods, hundreds of lesser cults

Alignment Point System
Half of all goblins and paladin and cult wannabes have one cantrip
based on my using point based alignment like sanity

Alignment Points Benefits
+6 Zero level cantrip so
+9 Two cantrips
+12 Three cantrips
+15 Four cantrips
+20 First level spell
+25 Second level spell
+30 Third level spell

Bonus Spells For Sea Gods
Cantrip  
Cure Small Wound, Create Drink, Create Meal, Detect Poison, Purify Food & Drink, Smite Undead
First Level Spells 
Cure Light Wounds, Create food (fish), Create Holy Water
Second Level Spell
Aid, Walk on water, Hold Person
Third Level Spell
Breathe Water, Raise Water, Part Water,

Sea deities of the briny deeps by alignments
LAW - Seagrim the ocean father,
BALANCE - Tamirra the cup bearer
CHAOS - Gizzida the snake lord
NUETRAL - Aquaregia of the sweet waters
GOOD - Straala the bounty of the waters

LAWFUL GOOD - Sin the Moon god
LAWFUL EVIL - Tiamat the Dragon Mother
CHAOTIC GOOD - Enki lord of the Deep
CHAOTIC EVIL - The Kraken lord of Terror

Sea God Religions
Many sea and water gods may take forms of aquatic animals especially serpents and fish. Gods happily change their gender or have aspects of themselves with different genders. Even their married partners or lovers might be versions of themselves. Their arms and armour have aquatic motifs. They are all connected by the elemental plane of water. Sea gods are passionate and mercurial, the can be attractive of nightmarish from one moment to the next. Often they move

Seagrim The Ocean Father - Lawful
A scarred and battered long haired bearded old man often with a missing eye or hook hand
Wears ancient barnacle encrusted mariner armour wields trident
He is often accompanied by hydra, sea dragons, sea horses, sharks, whales, fish men
Keeper of secrets, fate and laws, lord of the drowned, father and fighter of monsters, patron of sailors
Souls live in his underwater hall of the dead to feast anf fight and be sent on missions as undead

Seagrims cult are popular world wide as the fearsome sea lord who kills at a whim. Popular with sailors, marine troops, pirates and lords who depend on the sea. Temples are dark and fearsome with collections of weapons and armour. Seagrim may release the dead or father monsters to guard treasures. Many sea forts bare his name and shrines. Many kings use his name when invading or expanding. The cult often act as judges and administrators in some kingdoms. Secret specialty lodges for trades such as for fighters, hunters, assassins and sailors meet to share his secret teachings.

Tamirra the cup bearer - Balanced
A beautiful virgin maid with long flowing hair
Carries a holy cup of silver, but sometimes bottles or vases or scales, wears a crown
Accompanied by nymphs, fish and aquatic birds like herons, ibis, pelican, flamingo, ducks
Goddess of healing waters, peace, purity, love and trade, popular with slaves and poor
Souls serve in the celestial city of the gods providing holy water to the gods

Tamirra maidens live in secure fortified temples with divination and blessings dispensed to common folk. They make the most holy water and sell it the most freely. Virgins usually specialize in healing and divination and blessings. Mature women might manage or guard temples, work for a sect specializing in carnal love or perform act of charity among the poor. They use their influence to effect kingdom politics.

Gizzida the snake lord - Chaotic
A bejewelled bearded old man, often in bearded horned snake form or beautiful youth
Robed in human form and caries a staff or a apple or staff with coiled snakes
Often accompanied by snakes, fruit trees or vines, favours horned asps and dragons
God of wisdom, prophecy, healing, life, orchards, fruit trees, fructifying waters of the underworld
Many souls return as snakes or trees others serve in the underworld tending sacret fruit of the gods

Gizzida is often an important god in community, aiding agriculture, providing scholars, healers and ancient lore to rich and poor. He is popular in underworld cavers and among monsters. Snakes and gardens and sacred trees feature in cult practices and temple design. While he is altruistic he is also vindictive and may side with ancient non humans or reptile folk over his human children if their pacts are more ancient.

Aquaregia queen of the sweet waters - Nuetral
A beautiful woman with long flowing hair and shimmering scaled skin often as a mermaid
Often as a mermaid queen with trident, mirror, pearl, jewelery, treasure chest
Accompanied by fish, shellfish, octopi and squids wait upon her and plants act as her clothing
Goddess of sweet waters, called on for rain and water, irigation, wells, aquatic vegetation and coral
Souls often reborn as aquatic animals or water elementals or short lived clouds

Cult temples include fountains, cisterns, canals, wells and dams or flowing water. Often will be on islands in lakes or have moats or water wheels.  Often incorporate natural water features or coastline, or places of great beauty. By improving access to water the community is often dependent on the church. In deserts cult is very popular for irrigation and they know how to build oasis in the desert. Those who defile or pollute water especially sacred waters are hated.

Straala the bounty of the waters - Good
A beautiful maiden with luxurious hair with sea creatures in it like shellfish or starfish
Naked or a mermaid, bird woman ,sea lion or animal hybrid, possibly with jewelry, crown and trident
Accompanied by sea creatures especially sea mammals like dolphins, seals, narwhals, whales, otters
Sea creature goddess, the bounty of the sea, lady of life and fecundity, amorous mother of monsters
Souls often reborn as sea creatures or monster guardians or nyphs or niads protecting a shore line

Cult temples often on shorelines near fishing fleets at sea or in swamps or rivers or lakes and possibly underground water. She helps keep the waters well stocked with life and helps fisher folk who maintain fishing codes. Some vessels have shrines to her to help catch fish. Temples often have a monster guardian. Not really into violence and will feed the poor but will defend breeding grounds and swamps from being drained.

Sin the Lord of the Moon - Lawful Good
A jeweled bearded mature man might appear as a bull or Minotaur or as the crescent moon
Wears turban, hood, mask or horned crown, usually on throne or with stelae of laws or astronomy
Accompanied by family and servants, possibly with winged moon bull, shedus or minotaurs
Lord of trade, travel, and law and navigation he is the sailor in the stars who guides us
Souls work forever in the celestial bureaucracy in the city of the gods

Cult temples are observatory towers or ziggaruts or fields of stelae. Many contain tablets of laws including weights and measures and other laws. Temples can also be market places in the open or on ships. Priests are excellent navigators, judges, bankers, doctors, lawyers, scribes, civil administrators and other educated occupations. They run schools, granaries, taxation and many regulatory and economic services for the state. Sin sails the moon like a boat in the sky.

Tiamat the Dragon Mother - Lawful Evil
Mostly apears as a she dragon or hydra but can seem as a elderly sea hag
May have a iron crown and wearing slime covered or scaled dragon hide robes and a mace
Accompanied by monster offspring like dragons, scorpion men, demons and devils
Primarch of hell, mother of all evil, godess of greed, revenge, abuse of cosmic order
Tiamat cult souls return as monsters or guard her mountain horde in hell

Tiamat temples come in many grand designs but large ziggaruts and coastal or island complexes are her favorite. In some places the cult act in secret to subvert a community or kingdom. They like to include doors and rooms for large monsters. Monster guardians or sacrificial or fighting pits all possible. Monster breeding is a specialty and many temples are in dungeons. Treasure is more important than bloodshed. Slavery is more profitable than evil.

Enki Lord of the Briny Deep - Chaotic Good
Handsome old man with bejewelled beard, might appear in part fish, turtle, snake, newt or ram form
Carry a staff or dagger may wear ceremonial fish man robes or other animal theme costume
Accompanied by nymphs, satyrs, sea creatures, hybrid animals like goat sphyxes
Drunken mystical god of  language, culture, exorcism, healing, vegetation, trickery and magic
Souls reborn as creatures in the deeps or as mer folk in his under sea city or as useful plants

Enki waterside temples are usually whitewashed and occupied by fish hat wearing clergy running temples, working in libraries, healing public or as scribes. Some investigate spiritual threats like ghosts and demons. They are usually highly respected and fight for freedom and life. Priest like their god drink themselves into ecstatic stupors with breweries, wine cellars and vomitariums. Bath houses are common features and involved in rituals. Enki cultists will break rules to win and will use subterfuge and murder to win if justified.

The Kraken Lord of Terror - Chaotic Evil
Sqhid headed bat winged dragon or as hideous old man
Sometimes portrayed with weapons and tools in tentacles, such as brocken tablet or sickles
Accompanied by tentacled demons, squid or fish men, robed cultists or gibbering nude mad men
Lord of fear, nightmares, a primordial octopoid demon horror beloved by fish men
Chosen souls reborn as fish people or aquatic evil races or demons, rejects are eaten by the Kracken

The Kraken is a kin of the gods who has betrayed them and joined the demons of the abyss, commanding aquatic universes of monsters. Kraken cults are often secret, the public ones practice human sacrifice to keep away attention of their god. Towering ziggaruts and weird towers often over water so victims can be dropped in. Caverns with water or wells make possible holy sites. People give to the Kraken to appease him and keep them away. Sometimes monsters are called to carry away sacrifices. Fishing villages often worship the Kraken but sacrifices are often supressed by law. Monastic orders who care for the mad have been operated by cults also but the usualy hide the Kraken shrines from public.

d100 Inhabitants of Strange Old Wilderness Shacks

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Strange shacks are a good hex crawl add on for whenever you need a encounter. Good for any terrain just off the beaten track. Local hobos and children might know some rumours. A shack is mostly one room.

d12 Hut Types
01 Woven branches with wattle and daub then camouflage
02 Mud hut dome with mud bricks(or feces or ice) dung made stove that burns dung 
03 Lean-to against a dead tree made with branches and a tarpaulin
04 Partly buried into hillside with turf roof
05 Made from scrap wood and wrecked old cart
06  Woven from reeds possibly floats like a raft 
07 Old fashioned wooden shack structure solid enough to lock
08 Wooden shack over cave or old mine or cellar
09 Wooden shack with large open veranda or storage or work shack
10 Crude stone shack with crumbing wooden roof with cellar

11 Inside base of a giant tree (or toadstool) with a secure door and windows
12 Shack in a tree or on stilts, well camouflaged with vegetation

d12 Special Features
1 Old abandoned garden long gone wild
2 Second smaller shack for storage or outhouse
3 Remains of farm equipment and animal sheds
4 Remains of mining equipment and debris mound

5 Small pond possibly with stuff in bottom
6 Garbage heap, possibly with remains of previous ruined shack mixed in
7 Small enclosed by wooden fence or dry stone wall

8 Several animal pens and shelter for logs
9 Surrounded by traps including, snares, rabbit traps, pits, etc
10 Holes around shack dug by creatures burrow system or lair

11 Mysterious occult carvings and art objects decorate surrounding area
12  Body parts woven among hut structure and surrounding area 


d10 Quick Strange Old Shack Types
01 Loner
02 Outcast
03 Criminal
04  killer
05 Freak
06  Mutant
07 Beast folk
08 Monster
09 Undead
10 Supernatural




d100 Inhabitants of Strange Old Wilderness Shacks 
01 Terrified old widow afraid of lynch mobs in hiding, expert healer
02 Old drunk here with brewing equipment to stay drunk and trade 
03 Old wise woman midwife and healer, now banished by new church
04 Old former veteran now drunk who saw something so terrible one night...
05 Old prospector looking for metal veins or dungeon entrances to claim
06 Wife on the run from horrible husband and village idea of justice
07 Old wise man driven away by mob for strange truthful theories
08 Homeless youth avoiding abusive home desperate for new opportunity
09 Old hunter trades furs and does best to avoid people
10 Young woman fled her village to practice martial arts

11 A hunter tainted by lycanthropy dwells here in hiding from the law
12 Former mayor caught being greedy coward and traitor, looking for new opportunity

13 Witch cast out of home and vindictive, always working on curses and 
14 Kinslayer having escaped village justice and hiding in wilderness to think
15 Former druid of the old ways in hiding from the modern church
16 Failed witch hunter made enemies everywhere before running here to hide
17 Failed apprentices from magic school expelled for reading evil books
18 Former priest student has learned evil priests ways and camps here to start evil task
19 Ex sheriff lynched elf diplomats and state has declared them traitors and enemies
20 Former knight of old faith escaped persecution and is now a wilderness bandit
21 Local thief has been robbing valuables and mounts (has a d4) 
22 Local mounted robber with several pistols, horse and sword, counting his stash
23 Former murderer has lived in hiding in fear of law for decades
24 Soldier from a former war has been hiding here since paranoid about visitors
25 Cultist exposed by adventurers and now in hiding, looking for opportunities
26 Cult here to perform ceremonies cannot allow any witnesses to live
27 Clan of backward cannibal here in hiding from civilized law
28 Bandit gang secret camp here used as storehouse, usually guarded
29 Band of chaotic agents use as secret messenger station for a dark power  
30 Traitor who aided orc band wanted criminal, seeks to get into a dungeon to hide
31 Escaped mad surgeon from city offers to treat wounds and feed strangers
32 Necromancer in need of corpses happy to help visitors 
33 Drug dealing gang stockpiling and refining narcotics, paranoid killers or layabouts
34 Cannibal clan having a private BBQ cant let outsiders see and live
35 Gang of serial killers taking break from city and chased by the law
36 Wanted gang of highway robbers and killers hated by the law
37 Robber knight a exiled lord and men hide here and murder witnesses
38 Former corrupt toll keeper now wanted criminal hiding here with evil henchmen
39 A witch and her daughters pretend to be innocent refugees from modern dogma
40 Cult killers come hear to make and wear their human skin leather body suits in secret 
41 Hunch backed freak lives here and is sick of humans abusing him
42 Old woman and her troll son live here away from public gaze
43 Escaped from mob fish boy hybrid confused about origin and craves murder
44 Colony of amputee war veterans living away from civilization
45 Colony of carnival freaks including fat person, rat person, lizard person, 
46 Horned hairy wildman with tail and hooves hated by locals as a demon, 
47 Emaciated one eyed plague carrier sent by disease demons
48 Siamese twin behemoth living in shame after escaping family basement
49 Swollen headed boy genius, shunned by normal folk, would make a awesome wizard 
50 Hair covered mutant boys driven from home by ignorant 
51 Tentacled farmboy warlock hides his mutation and pretends to be orphan
52 Slime blob creature formerly a man, his last days diary in the hut
53 Old mutant man with strange visions will tell you of your destiny for a bottle of brandy
54 Mutated multi horned goat thing with a snake with head for a tail, attacks lawful
55 Tentacled baby faced shoggoth thing lives in the well awaiting beings to eat 
56 Several teen girls are spider hybrid, revoltingly shape shift and use spider abilities
57 Three headed boy, each with seperate alignment, argues with self constantly
58 Evil youth has turned into a ogre through selfish thoughts and deeds, still thinks is human
59 Cannibal mutant clan live here and mostly make toxic booze when not killing
60 Formerly attractive woman punished by gods for hubris now a medusa
61 Goat boy cursed by a witch lives here alone desperate for friends
62 Gang of rabbit men warriors keen to cruelly murder any humans
63 Goat men chaos cultists breeding oozes in a pit and let loose in river
64 Boar men eating a peasant on a spit over a fire pit, keen to eat more
65 Big black cock man warlock leading chicken tribe in human sacrifice
66 Lizard men live here protecting their former boss a brain damaged serpent man
67 Badger men use hut as entry for their warren murder complex beneath
68 Raven men training kidnapped youths into theieves or warriors or wizards
69 Minotaur has used vines and old fences to make a crude maze he hunts victims in
70 Chaos squirrel men hiding in trees and keen for human meat, some carry plague
71 Owlbear family nesting in hut, adorable chicks want to eat adventurers 
72 Hungry rust monsters digging for old nails
73 Kobold clan with tunnels beneath hut, heavily trapped area, hundreds of babies
74 Orc outpost where orc troops camp while spying on regions trade routes
75 Carrion crawlers living inside with several grimacing human prisoners paralyzed
76 Doppelgangers live hear pretend to be friendly hunters and welcome strangers
77 Giant spiders inside hut full of silk bound bundles of bones
78 Troglodyte hunting party use as camp, area smell of rotten eggs
79 Bugbear clan living here peacefully but they long to scare intruders away
80 Goblin shroom farmers happy to trade with outsiders who are friendly
81 Shades dwell here, numbers have grown as more explorers killed, corpses inside
82 Zombies under surface arise if awoken by intruders
83 Skeletons in shack arise guarding long dead necromancers
84 Wight came here and killed trapper clan here long a ago,  hut built on grave mound
85 Yellow musk creeper and zombies here preparing to spread new plant colonies
86 Savage cultist with zombie helpers camps here plotting his next move
87 Ghoul clan camp here digging up old graves near house
88 Spectral minion hobo clan talk about miserable lives as vagrants 
89 Severed undead hands crawl around shack made by cultists long ago
90 Phantom spirits appears to drive intruders from prospectors treasure in the hut 
91 Succubi lives here enthralling hunters and explorers
92 Devil swine and charmed thugs live here planning conquest of region
93 Werewolf clan of evil hunters, keen to have new food and slaves 
94 Demon lurks here summoned and abandoned by cult long ago
95 Dryad lives here with animal friends and charmed slaves
96 Leprechauns live here and protect their stash of gold hidden in shack
97 Imp familiar abandoned here, will follow and torment invisibly
98 Local nature spirits live here in human form to meet in private, disappointed by intruders
99 Basement entrance to hell made by cultists, lesser devil commanding orc squad guards
100 Petty god with entourage staying here for a spell

d100 Chaos Goats

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Chaos goats are roaming the country side, ruining fences, turning milk sour, bleating at night and leading demonic rites. Killing a chaos goat earns you fame and fortune. Why are you not already after them?

Typically a goat menaces one village or rural region often being named after it. Talmford Tentacled Chaos Goat or the Morris Scorpion Goat. Chaos goats in every village might be a good campagn hhook, the goats can get stronger and characters can boast about being the Slayers of the Owl-Goat of Samly Green.

Typical Goat AC17 HD1 Att 1 Butt d6
Large Billygoat AC6 HD2 Att 1 Butt 2d4
Giant Goat AC15 HD 4 Att butt 2D6 and 2x d6 hooves
Behemoth Goat AC14 HD 8 Att butt 3D6 and 2x d8 hooves
Titan Goat AC 20 HD 18 Att butt 4d6 and 2x 2d6 hooves

Magic goats generally can cast 1 zero level cantrip per level
Chaos goats like nasty ones for tricks

Really about making chaos goats a relative challenge for your party of any level

Named goats are on their way to becoming demons

You could mix goats to create improved chaos goats or roll extra powers on bigger ones

Chaos Billy Goats tend to be more into hunting victims and being terrotorial

A Chaos Doe or Nanny are more interested in reproducing from a lair

Chaos goats are usually part of a concentrated chaos insurgence and are the most obvious sign of something being wrong in area. If you leave it too long there will be bubbling chaos gates releasing demons and undead.

d12 What dastardly deed has the Goat most recently performed?
1 Eaten villager d4 1=elderly 2=child 3=farmer 4=militia man
2 Spawning evil, has several dangerous young
3 Marking horrible scents on territory
4 Chewing laundry and fences
5 Contaminating livestock with chaos
6 Dancing on rooftops of village houses by night
7 Drive away tinkers and traders
8 Raiding with d4 1=cultists 2=monsters 3=humanoids 4=evil offspring
9 Eating best vegetables and garden herbs
10 Kill dogs and cats and farm animals
11 Contaminating water supply
12 Shitting horrible magical dung everywhere

d12 Chaos Goat Missions
1 Contaminate area with chaos
2 Break down law and trade over a area
3 Torment common folk
3 Drive out religion and order
4 Rally a chaos mob to form
5 Make area a wasteland
6 Show the majesty of chaos
7 Damage food production of area
8 Aid a chaos cult
9 Assist in the erection of a chaos monolith
10 Find a worthy mount to serve chaos
11 Annoy and pester local folk but don't kill them
12 Locate a lair to breed chaos monsters

d12 Magical Dung
1 Heals a d4 per day per application
2 Slows poison if used as poultice or eaten
3 Burn like charcoal for 24 hours if used as fuel
4 Can be moulded, dries as hard as stone like modeling clay for stone tools
5 If eaten acts as a detect magic cantrip, magic stuff bathed in rainbows, tastes bad
6 Glows weirdly for a d6 hours, if put on a stick can use as a light source
7 Burns with 1pt acid damage anything touched for 24 hours
8 Dung smolders, burns and spits for 24 hours giving off burning sulfur burns
9 Dung produces nausea to anything failing save in 10' feet, smells foul within 3"
10 Dung leaves bubbling black ash that 1% of time calls a lesser demon after 1 hour
11 Shimmers like gold coins but if touched explodes for 2d6 damage 1" radius
12 If eaten inflicts eater with minor mutation, tastes horrible

d12 Common Extra Chaos Goat Powers
1 Serial Immortality - will be reborn if killed and soul not destroyed
2 Explodes on death 3d6 fireball damage to those in 2" radius 
3 Spider climb - can walk on walls and ceilings
4 Hybridise with anything even rocks
Extremely fertile has a litter of 2d4 each month
6 Can jump one mile once per HD per day
7 Can eat anything from poison to metal or fire
8 Can plane shift to chaos plane or back once per week at will
9 Constantly mutating roll every round a different mutation
10 Regenerate one HP per round unless fire or acid
11 Immune to non magic weapons, iron inflicts half damage
12 Rises in a new undead form next full moon

d12 Chaos Goat Followers
optional per goat but typically one roll per 2 HD
1 Bandit turned to chaos, loots for the goat's interests
2 Farmer turned cultist often with a pitchfork, acts as servant
3 Hunter turned into a chaos cultist, acts as a scout
4 Chaos priest following the goat as a saint
5 Chaos Templar come to aid the goat from a demonic castle
6 Chaos Sorcerer interested in goats magic power and effluent 
7 A d4 kobolds with little goat heads and horns
8 Goat man warrior and chaos goat bodyguards (possible mate)
9 Two goblins who worship the goat and forage for tasty treats
10 A Hobgoblin warrior in plate with halberd and crossbow bodyguard
11 A lesser chaos goat or a mutant possibly offspring or mate of goat
12 A lesser demon possibly a quasit with a miniature goat form

d100 Chaos Goats
01 The Sea Goat is fish from the waist down and likes to foul lines and nets
02 The Owl Goat has a goat horned owl head on a huge goat body, preys on night travellers
03 Two Headed Tentacled Goat can breath fire bolts and likes to burn haystacks and shacks
04 The Goat Bat has huge bat wings and flies by night breaking roofs and scaring people
05 The Displacer goat is black with 2 tentacles d6 attacks and displacement feild 
06 The Golden Chaos goat is beautiful beyond compare casts Charm Person 3/day
07 Siri the Dark Mother Goat births mutant goblin spawn who worship and defend her
08 The Acid Goat is a viscous she goat who shoots 2 acid arrows per round from her udder
09 The Burning Goat, a horrible fire goat, all in 10' radius takes d4, +d4 on all melee attacks
10 The Green Goat can birth vege pygmies and cannot be harmed by plants or wood 

11 The Iron Goat magnetically snatches metal weapons from hands and is immune to metal
12 The Smoking goat emits choking fumes, leaves sooty trails, immune to ranged weapons

13 The Stone Goat has AC20 and takes 2 off every dice of damage recieved
14 The Troll Goat is made from rubbery chaos troll flesh regenerating 3 HP/round
15 Spider Goat can shoot 2 web strands from her udders that entangle like web spell
16 Vapour Goat can assume gaseous form at will and can summon a bat swarm per day
17 Slime Goat has a green slime colony growing on it without harm
18 The Ice Goat radiates d6 cold damage per round within 1", freezes over ponds 
19 Ghost Goat is AC 20 and requires magic to hit, each butt attack drains d4 INT points
20 Lord of the Abyss Goat radiates fear within 1" from repulsive oozing raw flesh
21 The Swamp Goat breathes and moves in water as surface, and has a lamprey tail
22 The Night Goat is invisible in darkness and sees like a bat, she likes to scare people
23 The Ghoul Goat is a rotting flesh monster that paralyzes as a ghoul on touch
24 The Harpy Goat has crow wings and can shoot disease causing feces from above
25 The Brain Goat has paralyzing tentacles and can suck brains from helpless victims
26 The Worm Goat is a mass of goat shaped worms who can spit out a rot grub each round 
27 The Scorpion Goat has two pincers growing from sides and a stinger tail
28 The Kraken Goat has eight small d3 tentacles and two oar like d6 tentacles, also breathes water 
29 The Goat Turtle can breathe water and has a AC20 Plastron shell
30 Krono Goat can increase or decrease the age of any target butted a d6 years at a time
31 Screaming Goat causes d4 damage to life in 1" and once a day can wail like a banshee
32 The Invisible Goat likes to surprise butt victims especially ones using tools
33 The Flensed Goat has shredded skin that acts as six d4 tentacles and drips blood
34 The Wounded Goat inflicts wounds that cannot be healed unless remove curse cast
35 The Star Goat is a levitating pulsating mass of loose flesh with four extra d4 claw attaks
36 The Fishing Goat can extend tongue 40 feet and strangles victims through chimneys
37 The Dream Goat can attack a victim from their dreams killing them as they sleep
38 The Honeyed Goat is dripping with honey, attackers must save each round to hit goat, it can also summon a bee swarm
39 The Shaggy Goat, covered in green spines, can fire 6x d6 shots and breathe 2d6 fire 3" 
40 The Unkillable Goat is restored to life 1 round after death, 1HD less version until zero
41 The Blade Goat has mail hide and sword blades sticking from body +d6 melee damage
42 The Sky goat is a legless sack of gas with a goat head, its smoke trail is sleep gas
43 The Mind Goat can levitate at will and create 4 glowing d8 melee weapons to aid it
44 Astro Goat is a metallic chrome goat that soars through space AC0, immune to heat or cold, can fly and survive in space
45 The Ooze goat is made from grey ooze slime but more mobile 
46 The Chain goat is raw meat wrapped in chains, has a d4 extra d4 attacks each round 
47 The Plague Goat shoots two bolts of infected puss from her udders
48 The Steam Goat is semi vapour floating form +4AC and can breath 2d6 steam 3"
49 The Stirge Goat Can give birth to a Stirge per round in battle, has 2d6 with her at start
50 The Rotgut Goat, if wounded attacker takes d6 acid damage, can spit a acid arrow/round
51 Ooron the Foul is a slimy goat who can shoot stinking musk from his buttocks
52 Xoran the Magnificent has confusing gaze from flashing eyes and many sharp horns
53 Rarikah the Spur of Chaos has a additional d12 huge horn and can spit a arrow/round
54 Minmah the Glittering Goat has purple metalic skin AC20 and is immune to spells
55 Horiokorn the Wizard Goat can cast spell from a devoured wizard once, hold 1spell/HD
56 Belshabaroth the Horror, can swollow a human whole once in a fight 1HP/round
57 Kionastrom the Demon Goat, can blink in battle and fire burning hands spell every round 
58 Zorrannong the Scarlet Steed, mount of a demon lord who will restore it to life
59 Khaneroth the Deep Dark One can summon a demon 5% per round, immune to spells
60 Boralg Dunlips nanny to quasits always has a few around her, all quasits hate her slayer
61 Urulf Klegstran can call a lesser demon to ride him on his raids each night
62 Zorruz Zar can summon a fly swarm once a battle and can call a fly demon once a week
63 Shumwaarg a huge blubbering idiot goat regenerates 1HP/round and always hungry
64 Aliew Three Leg has a mechanical leg and can spit a crossbow bolt each round
65 Marizah the Witch Goat can cast Spells as a Druid, Level=HD 
66 Gorgar the Magic Eater absorbs spells which heal it d6 per Spell Level
67 Nanny Bloodgorger has a bite attack, if hits sucks a d6 blood per round
68 Nanyarg Druul, the goat of the Monolith drags sacrificial victims off to call his dark god
69 Siadadran the Foul Goat leaves trails of diseased phlegm from his bum
70 Goleg Grimgoat is a huge stone hide goat who praises chaos while attacking
71 Trumnarg the Terrible has huge tusks and keeps growing till mammoth size
72 Tsarmamgaron the Destroyer can shoot a 3d6 fireball per round and resistant to fire
73 Kornang the Defiler has crystal horns that shoot two magic missiles a round
74 Manungardgi the Eater, if it dines on a human heals all damage
75 Huranamanra the oozer is half goat and half giant slug, can spit a acid arrow every round
76 Annak the Barren sterilizes foes who fail CON save if butted, urine kills plants
77 Denran the Appalling has a d4 Quasit aids and can dimension door at will 
78 Farnenra the Jet Goat has shiny black skin AC20 and horns drip +d4 acid
79 Eelaran the Long Necked can extend neck up to 30' and can bend around corners
80 Hurnag the Silent is a AC 20 stone bat winged flying goat who pretends to be a statue
81 Oraznirjan the Obliterator is a cyclops goat who can fire a 2d6 ray from eye with 8" range
82 Zanthroz the Belligerent is a hairy goat with a shifting hue and a d6 illusionary duplicates
83 Canthorin a orange muscular beseker chaos goat with a huge bristling beard
84 Alaxiar the Putrescent a glowing blue phlegm coloured goat spits diseased mucous
85 Illgaxx the Glass Goat is a transparent goat that can fire a rainbow sleep ray per round
86 Orinthran the Night Beast has a squid face 4x d4 tentacles, slimy skin and batwings
87 Stallaran the Silent Feeder can turn invisible 3 times a day and can drink blood from sleeping or unconscious victims  
88 Barranbaribor the Appalling, scream causes fear with 3", gaseous form at will 
89 Voritac the Centipede Goat has 30 1HD segments, shrinks as segment killed  
90 Xoriad the Deplorable can curse once a round to change victims alignment
91 Zordanix the Iron Eater has a touch like a rust monster and eats remains
92 Caleoban the Elemental Goat can summon a 8HD elemental once a day
93 Norodar the Eternal is reborn every full moon with different mutations and colour
94 Voorandar the Snake Goat has scaly skin, a snake for a tail and a poison bite
95 Aleozax the Incomparable constantly changes colour and form and powers 
96 Zorga the Incomprehensible is a huge cloud of poison goat shaped neon gas 
97 Jerezan the Corpulent is a legless bloated oozing goat with an extra 10HD
98 Cherulon the Mad radiates fear 1" and can curse a victim with madness
99 Srilon the Gormless radiates confusion 3" and is a drooling idiot
100 Zedira the Great Chaos Goat breathes fire as a dragon of similar HD

D100 Dungeon Boss True Love

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Dungeon Boss Hierarchy of Needs
It's a lonely life being a dungeon boss, but it doesn't have to be. Your dungeon boss or faction chief has plenty of things to worry about. When the most basic needs of life forfilled looking for mating opportunities becomes important.

Primary
Food source - regular reliable and storage of food source
Water source - regular clean water supply and storage
Lair - safe secure stronghold, hidden, fortified and guarded

Secondary
Territory - control a safe zone around lair
Outposts - secondary sites with permanent garrison
Romance - opportunities to find mates

Tertiary
Waste - remove waste and effluent safely from community
Hygiene - personnel personal grooming and food preparation
Breeding - breeding and raising children and colonising territory

But bosses get served first and get to do everything even if they restrict their minions. The boss getting a lover can seriously change their priorities and goals of a faction. Monsters might complain the boss is overly satisfied and not fighting for territory since they built the new master bedroom.The gang doesn't count concubines and abusing prisoners. It's only when a specific lover influences the boss over a period of time they cant. After several editions of torrid popular dungeon love novels in the last few years lots of foolish rich romantics have surrender themselves to dungeons. The more recent novels have taken a more realistic tone. "Life among the wild kobolds" was a big seller.

If party are captured and imprisoned they might be able to use the bosses lover to escape. Pretending to have same interest or helping their desire could earn a better position and more freedom in the dungeon.


d12 How did they meet
1 Lover was taken from local rival faction
2 Lover was taken from distant raid
3 Lover was introduced by clan for complex deal
4 Lover was formerly from adventuring party
5 Lover was met from dealing with a cult
6 Lover was a wanted criminal
7 Lover found with memory loss in dungeon (the dungeon born)
8 Lover is agent of a sinister force from far away
9 Lover rescued from enemy factions or a agent of another faction
10 Lover fled to dungeon from enemies in civilization
11 Lover was snatched from a trade route
12 Lover was bought as a slave from slavers or trading humanoids

d12 How Serious Is This
1 Started recently d4 weeks
2 Going Steady d4 months
3 Lovers d12 months
4 Favorite slave of boss d12 months
5  Concubine 2d12 months
6 Consort 4d12 Months
7 Engaged d12 months
8 Married d12 Months
9 Parents with new child or pregnant
10 Parents with at least d4 children
11 Parents with at least 3d4 children
12 Long Term Married no legitimate surviving children

d12 How Influential?
1 Partner influences lover subtly
2 Partner is bit of a nag and desires more status
3 Partner a terrible gossip
4 Partner has lover wrapped around finger
5 Partner has control of concubines
6 Partner has control of house hold
7 Partner acts as leader while boss away
8 Partner Important religious role or leads a sect
9 Partner has noble blood and kin of own
10 Partner has secret supporters and agents
11 Partner has everyone afraid
12 Partner uses charisma and is popular with the clan

D12 Special Abilities
01 Wizardry or Sorcery
02 Cleric or Druid
03 Bard or assassin
04 Professional competent warrior
05 Espionage Connections
06 Criminal Connections - underworld and guild links
07 Cultist Connections - knows many sects and cult agents
08 Able manager - runs household and defences well
09 Shape Shifter - actually a spirit, undead or were beast
10 Healer - expert with herbalism and medicine

11 Knows Magicians
12 Knows Monsters 
 


D100 Dungeon Boss True Love
01 Unwholesome relation to sibling which is ok in monster or elf culture
02 Grumpy elderly parent who interferes in everything and love life
03 Arranged strategic marriage from a lesser but well off bloodline
04 Arranged strategic marriage with equal clan for strategic reasons
05 Arranged strategic marriage with more powerful clan to gain status and allies
06 Child bride from arranged marriage, several years away from adulthood
07 Hideously ill and elderly partner kept around for political reasons
08 Partner is dangerously insane and needs supervision or runs away on murder spree
09 Partner is feeble and ill under treatment from a d3 expensive but fraudulent healers
10 Partner is older and belonged to previous boss and is vary wise in boss methodology

11 Partner constantly hunting and desires exploration of territory
12 Craves feasts, parties and celebrations beyond means

13 Desires fancy jewelry and not too fussy where it comes from
14 Enjoys torture and executions and pushes for harsher punishment
15 Enjoys rolling in treasure and loot
16 Enjoys killing and mistreating slaves, prisoners and servants
17 Enjoys training slaves and trading them like tokens
18 Insists is the most attractive of gender and has rivals tortured
19 So boastful invites disaster from the gods for hubris, claims to be god like
20 Is amorous and enjoys sex as often as possible with as many partners
21 Jealous of imagined rivals and torments any who might steal attention
22 Likes to spy on people through servants around the court and informs partner
23 Likes to mix it up with commoners and very popular with peons, maybe too popular
24 Has been bringing in new foreign cult and conflicting with the old holy teachers
25 Has a disgusting familiar everybody hates
26 Runs a breeding program of a dungeon monster type and lets loose rejects
27 Interested in divination attracts soothsayers and wise ones to court
28 Interested in magic and attracts visiting spell casters to demonstrate craft29 Keen to expand territory through digging and construction of grandiose plans
30 Enjoys fancy candy and bon bons and cries when supplies low
31 Collects terrible art works but likes to show them to interested prisoners
32 Collects exotic incense and scents, makes minions bathe and practice hygiene 
33 Enjoys lavish baths like the ancients with servants, heating and steam
34 Enjoys killing small animals or humanoids for fun
35 Enjoys rambles through nature with servants and guards
36 Likes underland fungus gardens with dramatic decor and slave gardeners
37 Likes to brew potions and fine grog, likes to keep herbalist or alchemist on staff
38 Hypochondriac always feeling ill keeps a healer at hand always 
39 Secretly practicing infanticide and kills children around court
40 Likes fancy clothes and fur, demands best tailors and furriers help
41 Invites witches or warlocks into community which upsets older gang cults
42 Terrible drunk and encourages servants and courtiers to join in, demands more booze
43 Terrible drug addict wants everything especially lotus resin and tea
44 Enjoys watching animal fights and gambling over outcome
45 Enjoys gladiator battles as a spectator sport
46 Enjoys cross dressing and fancy theatrical costumes, puts on parties or dramas
47 Enjoys latest poems and tries to have best kidnapped as slaves
48 Wants to renovate and redecorate dungeon and improve sewerage
49 Enjoys music and has musician or band on hand constantly
50 Interested in crack pot inventions and charletan therapies, wants dwarf or gnome slave
51 Enjoys bathing in local mud pool or body of water naked
52 Spends time grooming with servants and wants latest hair and make up
53 Spends time on toilet with privy keeper with large tool kit
54 Likes riding and uses slaves or monster or goat if they cant find better
55 Thinks adventurers should marry their servants and join the faction
56 Likes exiting tales and easily distracted by new stories
57 Likes to read and collects whatever possible in dungeon
58 Interested in new weapons and will deal with skilled tradesmen to get latest (guns?)
59 Fascinated by supernatural stories, demonstrations and the dark arts superficially
60 Obsessed by secrets of alchemy and collects occult and lab paraphernalia 
61 Likes to poison and drug others for fun and power
62 Enjoys fires and watching victims be burned for fun
63 Likes watching others fall to death
64 Likes to bathe in in youth blood, a old family recipe, but tricky to get
65 Still has not consummated relationship with sex and torments frustrated partner
66 Loves elderly relatives visiting constantly
67 Collects teeth and interested in amateur dentistry
68 Likes tatoos and tries to keep a artist on hand, craze spreading around dungeon
69 Interested in Astrology keeps scrolls and always consulting crack pots
70 Enjoys fabric craft including weaving, clothes making, tapestries and knitting
71 Keeps small fluffy pets and treats them like little royals at expense of people
72 Is unable to breed with partner and trying to find any experts for treatment
73 Partner is infertile and blames previous lovers, so looking for eligible surrogates
74 Likes to play cruel games with slaves like kobold crochet, dwarf throwing, etc
75 Likes to explore and make maps of territory and beyond
76 Enjoys trading and a cunning business person
77 Enjoys keeping a jester slave and always looking for a new one to torment 
78 Incredibly lazy, carried everywhere and goes to toilet with at least 2 servants
79 Keeps a sex golem in a trunk
80 Actually always wears a gender changing magic girdle 
81 Enjoys fine crafted furniture and keeps several carpenters busy
82 Keeps a menagerie of dungeon creatures as pets
83 Enjoys disease and wallowing in filth of dungeon
84 Necro fetishist keeps a priest or necromancer on payroll and zombie sex slaves
85 Collects magic items and has several cantrip wands and domestic magic items
86 Desperately wants to visit big city and longs to live these as a somebody
87 Wants a more competent partner so has eyes out
88 Caries a virulent disease sterilizing the whole tribe
89 Desperately wants a pet halfling or gnome or elf
90 Likes playing pinata with hung corpses and a rod, laughs when they burst
91 Is actually a doppelganger
92 Is actually a lycanthrope of some kind
93 Is actually polymorphed from true form by a wizard
94 Is actually a succubi
95 Is related to a hag or witch
96 Has several magic scrolls for summoning
97 Is favored by a malignant deity
98 Spent several years in a dragon or other monsters lair as hostage
99 Receives messages from a dark power by magical meals like a dream or bird
100 Comes from a lucky divine bloodline who the gods love

Murder Highway Awesomeness

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Working on a few of my setting compilations and have seen ideas start as one thing inspired by others work and mutate into my own. Reinforces my desire to avoid all licence based settings and work to make my own settings more. Looking at lots of my own work as I compile dozens of blogs into word docs to prep for indesign. Making art and graphics too.

Possibly skip this bit about my Woes and go to gaming stuff below 
I keep getting stuck in Sydney with work offers but commute is killing me and I don't really profit. Canberra I find restful and pretty but I go for days without any conversation and I struggle to approach new employers or use any positive adjectives about me or my work unless I read it in a newspaper first. Anyway I'm prepping docs in Syd and hope to start design/art in Canberra. Getting to Adelaide for Xmas is mostly to help my dad prep for his death - I would be better off just working and living cheap as I don't think I will get into my industry rosters in Canberra now. Dad says he has 2 years tops left and I am executor of estate and will have to do all the legal and liquidation stuff so I might at any time have to go to Adelaide to do that which could take months. I have a proposal to paint a toilet block with my art for a few grand which might be ok and handy for Christmas. Person who got permanent job at work I wanted is awesome and she in a Finn and I am half Estonian and we get on incredibly well. Im going to try getting a qualification so I can bet a better industry job in any state, get higher pay rate and hours.

In Sydney I get to game with friends easily and as much as I want If I was a player not a GM. Canberra is bigger in Board games and classic wargames. Despite large game clubs, gamer restaurant and a bar, my Canberra address has shit public transport and the clubs seem less communicative online than Sydney clubs. So I get games and work more in Sydney but It's social infrastructure is going down the toilet and it feels unsustainable. They are about to scrap bus time tables and inner city rent is pushing people hours away. Homelessness has increased especially women and gov shut down most shelters. So general lack of security and tough choices ahead.

Murder Highway Fuck Yeah!
So I got to run a extra session of this game today which went very well. Players had a lot of fun. The crunchiness of system adds to feelings of risk in a way I don't get from story games.

My tables made some very good pitstops and encounters on the way. I can get players to make some d100 rolls then turn into daily encounters, road hazards and opponents for a road trip. Players all working smoothly as team and helping each other tally huge amounts of bullets vs armour. Next step get lots of sets of 2d6 in different colours so I can roll up to 20 x 2d6+2 bullets at a time. Occasional I calculate victim will be gone on average roll so I don't bother. Sadly part of the grit of the game is stressing over bursts getting through armour and worrying about every stray bullet. Sadly I might make a form to aid two groups of vehicles driving at each other at 130 km to calculate ranges as they approach with one second combat rounds hosing bullets at each other. Lots of the game is pure role and roll playing. A few other game aids might help and will revise character sheet and vehicle sheets. Interesting seeing players adopt lethal tactics that reduce viable loot then reconsider. I probably do most of system heavy lifting and maths. Im kinda shit at maths but being 15 years older seems to make up for this. Also I noticed running simpler systems like marvel made my mental arithmetic skill decline.

Starring
A transvestite vigilante biker who blogs his Adventures and competes for fame and glory
Kit includes vibro katana, recoiless .22 machine pistol, a stealth suit and speed booster chips
A high status communications and stealth specialist

A veteran cyborg cop with sanity too close to the edge in his police issue interceptor
Kit includes bionic eyes, legs and jacked into a smart magnum revolver and impact truncheon
A grisly federal highway solo patrolman sent to kill gang cults roaming the wastes
 
A Jap-American corporate replicant on the run with no idea how he got to Australia
Police cruiser and a mix of tech and vehicle skills, now wears poly carbonate full combat plate
A enigmatic mysteryman who doesn't know why he exists

The GigSo after a month apart the team meet in the roadhouse town they visited last game. The cop bought a load of lumber and sheet scrap and converted the ruined bunker into a shack and hid the military insignia and atomic fuel dump. Last time they found the old bunker with zombies and faster ghouls but they left radioactive fuel tunnels. Now with rad suits to fight a radioactive undead that apparently predated first reported sightings of undead by years. Shot it to bits piece by piece then hacked up melee weapons.

Day 1
So next day they set off to rescue a girl from a cult, commissioned by local respected rich aunt. The cop was troubled that the gang were the Diggers, war vets who had returned to become prospectors and performed odd jobs for mining companies including beating hippie protesters. The cop had heard they were ok from his old sarge.

Found and harvested road kill and found a burned cop car and cop. Met four renegade buggies and head on charged. Replicant lost his windscreen and his over the top armour served him well. A renegade planned to thow a pit bull through the windscreen but it never happened. Team members targeted the personnel and gunners using swivel mounts and exposed. This worked well and two buggies were destroyed and two others tried to flee, one with a burning flame thrower. Team caught them and questioned the dingo gang before the cop executed them. Replicant shot all the dingos the gang loved and put them in his car boot. He plans to get a biofuel plant for the car soon.

At night they got a bit lost and found a campsite with cinderbock brick toilet block surrounded by wrecked cars and caravans. The vigilante donned stealth suit and investigated. Found mystery stew pot and 4 sleeping bags and bones in a tent. In the toilet block heard creepy grunting and wanted to flee. Put phone on selfie stick and held over the wall to see what was happening. Four tattooed albino cannibals were abusing a swagman (a traditional Aussie hobo labourer). He lept in and hosed down the thugs with his gun and finished them off with his katana.

Party camped and the swagman gave the vigilante some gold dust. He has not realized the vigilante is a dude yet. Replicant cooked some dingo and they slept well

Day 2
After a late start with the replicant working on his car they set off and after a while found a intact 1970 Datsun wagon blocking the road. Replicant got out and really liked car. Seemed full of water, fuel and army rations and apparently a body. Of course he checked door and found a freshly drilled hole and wire connected to handle.  So he tried to diffuse it and BOOOOM! He was thrown back and battered but his suit held up. Everyone was impressed.

Afternoon saw the road was cut throgh a hill ahead and they slowed down to 60kph. Three bikes jumped over the road dropping molitovs. One landed through the missing windscreen onto the lap of the Replicant. Shit. He braked and dived out door as it exploded. He rolled on the ground and the fire destroyed some of the rubber between armoured plates burning his flesh. The cop jumped out and used his extinguisher to stop the car fire. Vigilante on the bike turned up the cliff and hunted down the Dingo gang bikers. The first target bike broke in two killing the driver and passenger. One of the other bikes stopped in horror at friends gory death. The vigilante chased other bike and the passenger fired her sawn off shotgun to no effect before that bike was a blazing blood spattered wreck. Finally the vigilante destroyed the solo biker leader shrugging off a .22 rifle. Meanwhile the replicant got the fire out and was amazed to be alive. His car interior was a mess though.  

Found a nice town where they got good accommodation but locals were anti mutant. Good food and charming 30s hotel with good satelite. Vigillante got to upload his combat footage. Was troubled by stories his celeb rival Nikki Webster. Nikki was a child pop sensation who hat taken anti aging drugs and was now appearing on "Celebrity Deathrace". The vigilante fumed. He had to get on that show. Next day worked on fixing cars, a days delay seemed ok.

Was big fun and mostly generated from tables. Lots of good fun and came up with some good streamlining and problem solving on game procedures.

Seth who plays the Replicant brought in a box of larger 9cm long cars with 40k guns on them that look pretty nice. He also made a spreadsheet which I will add to my uploads section soon to use my car building rules. Our club finally getting incorporated which is nice too.

d100 Ancient Dungeon Machine Rooms

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Ancient Dungeon Machine Rooms
The ancients leaving tech is pretty common in the OSR and I wish MM2 included the robots and androids in it because DnD would be very different without it. Basic D&D modules featured tech and the mention of Gamma World in the DMG, Blackmarsh and Greyhawk mention tech occasionally. It fits in with other weird and fantasy fiction quite well.

The Russel Crow Noah film is interesting because it shows a gnostc cosmos - a resource depleted world. There was a advanced world and it abused a glowing magical material Zohar which it depleted. But I always thought Middle Earth and The Bible were post apocalypse worlds.

I remember reading about a kabbalist idea of a lost age with golems everywhere providing mechanical energy. Doors, water wheels, mills, gates, torture machines, lifting bridges, boats, pumps, gates, spit roasts, potters wheel, wagon, seige engine, etc. Golem crossbow that selfs cocks might be nice. I like the idea that some ancient artifact might just be a nice oven or steam bath machine or a theatrical prop for a king.

Lots of the newschool take on oldschool dnd books have dungeons with mighty machines. Even whole dungeons of them. Here is a collection of machine rooms with remains of elder tech. Much might be semi functional or sealed for aeons. Much might require some fuel source. These could be used with various races also with own custom tech

See my past blog on magic murder machines which i often stick in a dungeon
http://elfmaidsandoctopi.blogspot.com.au/2014/09/1d100-magic-monster-machines-for-your.html

Operating a working machine usually is more dificult the stranger the function and more primative the medlers. Divination, researching elder tomes and time consuming manuals might help. Some might require some fuel or power source.


d12 Machine Operation
1 Crystal Grid of stone depressions which crystals are inserted and concentrated on to operate
2 Mechanical with cogs and levers and pulleys in secret combinations
3 Alchemical apparatus with glass tubes and vials of fluid with a furnace and pressurized liquids
4 Pneumatic brass tubes with vacuum cylinder transport system for small packages
5 Crystal Panels which if waved over light up in colours and links system to users mind
6 Living fleshy biological systems with tentacles, suckers, fleshy curtains manipulated by hand
7 Necrotic highly complex biological structures of bone covered in chitin, skin contact panels
8 Focal object like pool of liquid or mirror or crystal orb if concentrated on controls machine
9 Clay tablets in ancient text are inserted into slots in complex magical formulas
10 Steam Boiler powers mechanisms by elaborate gauges, pipes and furnace
11 Golem like beings incorporated into machines operated with magic signs
12 Bound entities like elementals or demons power the machinery and obey commands

d12 Condition
1 Rotting heaps of scrap barley disconcernable to experts
2 Shattered mess or rubble and broken equitment

3 Broken machine with essential and valuable parts missing
4 Badly burned and melted
5 Shattered from explosion
6 Smashed by vandalism spree from some past upheaval
7 Flooded and coroded with mounds of silt and slime
8 Shambling heap with missing parts but possibly repairable

9 Broken but repairable
10 Battered but functional
11 Good condition some wear
12 Shining new


d100 Ancient Dungeon Machine Rooms
01 Automated toilet
02 Water pump control room
03 Bakery with oven and huge mixer
04 Washing machines
05 Water heater and pump
06 Steam room boiler
07 Brewing or wine vat
08 Blacksmith forge and machine hammer
09 Weaving machine easily fowled
10 Lighting control room

11 Alarm control room
12 Servant bell control hub

13 Electrical generator
14 Message cylinder pressure plant
15 Message cylinder mail room
16 Telegraph room
17 Automated bell machine
18 Steam engine
19 Metal press for cutting patterns in sheet metal
20 Furnace for heating or burning
21 Kitchen with ovens 
22 Steam press
23 Refrigerator
24 Smoke house
25 Spinning machine
26 Mulching machine for organic waste
27 Slaughter room with hooks and guilliotine
28 Butchers room with saws and fridge
29 Steam bath and massage machine
30 Torture chamber
31 Rending plant for extracting fat and oil from organic matter
32 Music machine like a steam calliope or organ
33 Automated prison cells with possibly functional food and water and toilet
34 Ice machine makes foot cubes of ice
35 Milling machine for grains to make flour
36 Dying vat for making batches of coloured cloth, uses lots of water 
37 Hair cutting machine
38 Dentistry machine
39 Portrait painting machine
40 Printing press
41 Saw mill and machine to mix glue and sawdust into particle board
42 Kinetiscope or crude recreational image making machine
43 Music machine plays from collection of discs like huge jukebox
44 Canning or food preservation machine
45 Smelting furnace
46 Huge clock
47 Manufacturing assembly line with convener belt
48 Spray booth
49 Water filtration plant
50 Glass furnace
51 Huge alchemical apparatus for growing monsters
52 Dream recording chamber
53 Machine to turn corpses into zombies
54 Machine turns corpses into iron rations
55 Huge electronic drum kit
56 Security monitoring room
57 Automed med bay surgery machine
58 Beautification spa machine
59 Plastic surgerey machine
60 Face transplant machine
61 Brain transplant machine
62 Polymorphing machine
63 Controls for dungeon burrowing machine
64 Controls of subtereanean hydro dam (stops flood)
65 Machine that pumps blood from deep underground sleeping kaiju 
66 Machine that controls undead sleeping army
67 Machine that pacifies or enrages orcs
68 Orc making machine converts corpses to monsters
69 Machine drains life force to generate power
70 Orgone energy acumulator drains sexual energyfor miles around
71 Soul storage device 
72 Dimensional prison containing evil wizards of yore
73 Growth Accelerator turns children into ogres
74 Blood draining machines with storage vats
75 Long range comunicator
76 Time machine sends subjects to when monsters ruled one way
77 Machine fuses humans and animals to create beast men
78 Machine regulates dungeon lighting
79 Machine regulates dungeon temperature
80 Machine contains trapped tortured elementals
81 Gremlin containment machine
82 Machine allows operator to comunicate with other planes
83 Control room for one shot weapon to harm a god
84 Control room for slumbering cyborg kaiju
85 Time scoop can summon prehistoric monsters
86 Weather machine
87 Microscopic and bacterial lab
88 Reactor controls 
89 Video confrence room
90 Holographic film library
91 Long range god or artifact scanner
92 Image data library screen
93 Potion lab aparatus or distilery
94 Golem animation aparatus
95 Suspended animation pods
96 Cloning vats
97 Clairvoyant aparatus or scrying device
98 Astronomical observation device
99 Teleporter pad and array
100 Machine that opens dimensional gate

Oldschool DnD Poetry Pit

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Blogger I read other day was writing poetry for his setting (citation needed? Doh sorry i forgot who now, why im not a academic). Being a fan of Clark Ashton Smiths purple pulsating prose I was Inspired as I realise my campaign is based on literary and history more than post Dragonlance fantasy fiction trilogies.

So here are some terrible poems for my DnD setting

Exile Island
Men of the frozen North dread it's shattered shores
Where stony coastal battlement towers reach the sky
Men of the mystic East loathe it's filthy grubbing maggot men
Who's swarming cut throats scrounge for long lost treasures
Men of the ancient West fear it's forgotten underland horrors
Which once ruled the world as blood soaked tyrant monster kings
Men of the South craved golden plunder and ancient wizardry
When the treasure fleets of the Empire came to dig and kill and die

Shadel Port The Pirate City

Shadelport grim Shadelport
Hidden in the dread misty seas of the the north
A shambling sprawling oozing heap of a city
Corroded spires and domes from ruins prehuman
Chocked by shit stained cottages of the festering poor
Where orcs walk the streets as men
Where the ever living Barron watches all
Where glistening eyes of thieves drown out the stars
Where pirate scum come to drink and chunder
Shadelport grim Shadelport
Nobody cries tears for you

Whaling Town of Bloodsand Beach

Bloodsand beach where black souls meet
Barnacled walls and moaning slaves
Screaming sealions and whale blood spray
Slit strangers throats and iron rendering vats
Winnow the week and squeeze out their fat
Not a bone left spare, not a scrap or rag
Not a selkie or sailor or slave ever did roam
Nothing and nobody ever came home

After I trying to read Dragonlance a second time in 1985 and couldn't I realized I was enjoying reading history for Call of Cthulhu more. I found Louse Brooks Autobiographical essays and blew my mind. I read the power of Myth by Joe Campbell which led to me reading classics and history and archaeology and got me going to uni. Also If I talked about history people thought I was well educated. If I talked about some obscure game thing people thought something very different. Anyway I used to envy the use of poetic literary tricks and while I don't understand what I'm doing or what caesura or enjambment is. But after reading lots of old classics and modernism and epics and sagas, something must have stuck and leaks out occasionally. Ive written fake Arthurian and Sumerian stuff and people where very angry with me when I explained it was intended as comedy to parody conspiracy culture.

I have lots of work for next 2 months and a mural to paint so Im hoping to get my own residence next year after 4-7 years of not having proper residence I can do as I please in and have my stuff on shelves and cook what I want and hopefully less rats and roaches. Maybe I should have studied and read more about accounting.
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