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Forest Beastmen

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Beastmen Stuff So Far
Basic Abhuman Class - dated a bit now to be revised
Common 1 Rabbitmen 2 Goatmen 3 Lizardmen 4 Snakemen 5 Badgermen 6 Pigmen 7 Ratmen 8 Frogmen 9 Cave Batmen 10 Weaselmen 11 Dogmen 12 Catmen
Highland 1 Bullmen 2 Lionmen 3 Eaglemen 4 Apemen 5 Vulturemen 6 Antmen 7 Molemen 8 Beetlemen 9 Horsemen 10 Wolfmen 11 Centipedemen 12 Crowmen
Aquatic 1 Fishmen 2 Eelmen 3 Gullmen 4 Lampreymen 5 Sealionmen 6 Sharkmen 7 Crabmen 8 Turtlemen 9 Lobstermen 10 Puffinmen 11 Ottermen 12 Squidmen
Underland 1 Vampire Batmen 2 Spidermen 3 Newtmen 4 Axolotlmen 6 Salamandermen 7 Slugmen 8 Wormmen 9 Moleratmen 10 Termitemen 11 Armadillomen 12 Cricketmen
Desert 1 Falconmen 2 Cobramen 3 Gilamen 4 Hyenamen 5 Scorpionmen 6 Foxmen 7 Scarabmen 8 Camelmen 9 Ostrichmen 10 Cheetahmen 11 Lynxmen 12 Jackalmen

I have possible future ones at bottom

Revision of abhumans (CON Bonus in extra monster abilities or nwp)
will still give them better unarmed skill d4 to start
Will get minor ability at 1st - lowlite vision, leap, swim, run, climb, run, armour, -1/die heat or cold etc, glide, burrow, inkcloud, thermal vision, sonar, bloodhound,
Major Ability at 56th - 1/2 da from heat or cold etc, d8 bigger weapons, extra two unarmed attacks, inkcloud, berserker, improved armour. missile weapon
Heroic Ability at 12th - fly, venom, breathe water, breath weapon, immune to heat or cold, missile, planeshift, summoning, charm, disease, petrification, divination

Forest Beastmen
d10 Forest Beast Men
1 Stagmen
2 Owlmen
3 Beavermen
4 Bearmen
5 Grasshopper Men
6 Hedgehogmen
7 Boarmen
8 Haremen
9 Squirrelmen
10 Hawkmen
11 Toadmen
12 Leopardmen

Stag Men
These noble woodland warriors guard sacred and hidden places from men and often meet with druids in secret. Some even learn druidry in their older years as war loses interest to them.  In spring they meet to dual and roam the woods looking for a fight.

Their are smaller staglings who are red and spotty and prefer bows with poison arrows. The standard stagmen are brown going grey in winter. Their are bigger breeds and some adapted to winter. Some are the size of minotaurs or ogres. They will frequently interact with faerie and sylvan beings and will freely mingle with mixed groups. Some even wear human clothing. They regard themselves as lords of the wood and have a sense of benevolent ownership of other forest folk. They often come to battle civilized humans who intrude. They think anyone with a axe is a potential enemy. they are pretty suspicious of dwarves and hate orcs.

Some humans include stagmen in their seasonal rituals and dances but this happens less often now days with the new faith. While not as anti human as some beastmen they dislike humans entering the woodlands. They maintain good terms with elves and will cooperate with them. They don't like goblinoids however and even prefer humans to goblins. As many of the old races have been returning these last few years some stagmen have been visiting human barbarians more and helping humans recover lost druidic lore. They like having their backs to elf kind but some have decided to reach out to human kind and support those of the old ways. Of course the ecclesiarchy does not approve of backward beast men teaching heathers old magic. Some paladins have begun to announce a crusade. Of course other chaos beastmen who are a threat like to blame stag men.

d12 Stagmen Troubles
1 A paladin has arrived and is looking for helpers to hunt a rebel stagman preaching natural religion
2 Visiting witch hunter is badly beaten by stagmen while hunting witches in the forest
3 Secret druidic cult has been more and more visible and the priests have stagmen guards
4 A band of barbarians bandits led by a human hero and his stagman comrade have a secret camp
5 Wild sounds of stagmen fighting in the forest have been scaring locals for days
6 A wild stagman has been on the edge of the woods scaring everybody. Apparently in the old days people danced with them to ensure peace but nobody knows what to do and are scared
7 A local hunter has been working with stagmen to fight a tribe of wolfmen. Local elders are very impressed and have been invited to feast with the druids and the church priest is furious
8 Stagmen have been battling local chaos goatmen and the locals have come to leave food out for the stag folk. A long lost child has returned a young man and has been performing druidic miracles for the common folk
9 Some local workers robbed ritual paraphernalia left in a forest shrine and sold them to a trader for beer. Now the stagmen have begun hunting the men who tell everyone a lie that they are innocent. The stagmen want their implements back and will leave if they can get them back and beat the men soundly
10 Stagmen ambushed a nobleman and his servants out hunting and they have a price on their heads. They claim they are protected by ancient law and the noble was a chaos warlock
11 A stagman has been killing locals, he strikes by night and has left the victims in strange black cultist robes for some reason. The local magistrate has offered a reward for the beast they call the warlock hunter
12 A farmer has seen dancing stagmen by the woods near his house. He was going to complain but they left him wolf and fox furs so he left them some apples. Now other villagers have come to leave the stagmen presents and a witch hunter has been sent to investigate and see if a new shrine would help

Owl Men
These fearsome night hunters rule the night in the woods. Many attribute magical powers to them some are good and wise and some are evil and mean but both types are fearsome. Some have learned witchcraft or druidry or priest magic and some places they even learn wizardry. Some are witches or shaman or even alchemists. Some are necromancers who have turned victims into undead to make forests haunted. Most are knowledgeable in spirits and magic of the woodlands and advise other beings who seek them out. They know quite a bit about humans and often spy on them in secret from rooftops or attics. Owlmen strike by silent ambush and often tear apart their victims on the spot. The evil ones are the most malicious and might taunt victims by speaking their names and parts of private conversations they might have recently had. The good ones mostly hunt the wicked especially those who try to use the woods as shelter. Some owlmen are more into esoteric knowledge and less in worldly conflicts. Owl men keep civilised tree houses and like books. Some live communally to establish libraries where they teach select humans. Some are lone killers who live in old abandoned barns or ruined windmills and haunt lonely trails by night. Some follow their goddess of craft and wisdom and war and others follow a witch queen or the lady of the underworld.

d12 Owlmen Troubles
1 A witch cult was being persecuted but have now joined a band of owlfolk and together they have killed a local priest
2 Every night someone has been murdered by bird footed creature and the bodies taken. The Owlman has surrounded his reuned hme with zombies to protect him by day
3 A witch was put in a waggon to be taken to the city for trial and her owlman warlock lover broke her out and both are hiding in the woods. Locals have heard them laughing and fornicating by night
4 Two owl witch sisters have been trying to summon manifestations of their night goddess with no success. Finally they work up the courage to try human sacrifice
5 A wizard treehouse magic school is run by five owlfolk teachers who secretly teach rural talented youths magic for free. Some rich city guild wizards wan the school burned down and the students brought to justice and the masters killed.They offer a 1000gp a owl wizard and bonuses
6 A widow and her children for years has had enemies try and kill her by night but a owlman has protected them. Now someone has accused her of witchcraft after more bandits were found dead in her yard. Locals ask visitors if they have lynch mob experience
7 An owl witch came to the local forest and has been killing and populating the woods with undead. Now they have started grave robbing
8 Zombies and ghouls have menaced an area and locals blame a owl woman witch. She is a priestess of a underworld cult and instead of turning them can call them and follow her to the cults gateway to the land of the dead. Inside inside is a pit full of poison gas that causes hallucinations, holy for aeons
9 An Owlwoman had her lover killed by the law and now she has been hunting the local magistrates and has killed a beadle and a bailiff. The sheriff gets a warrant to call all abled bodied men to help hunt the villain
10 The local hunter was injured by an angry owlman when hunting at dusk. The hunter was well known for making all the old signs and not offending woodland spirits so most think this is odd. The owlman has decided to kill as many humans as it can for encroaching on the woods
11 An owlman wizard has sent his human apprentices and some skeletons to harass the local village.  They shunned the owlman in a time of need and who left the apprentices out to die as babies on the moors by the village for the wolves at night. All feel justified in their revenge and the apprentices are loyal to their master who raised them
12 An order of owl monks have a secret library in a woodland cavern. A necromancer has come seeking a forbidden book but cant find the owl man. The necromancer has decided to murder lots of people and send undead to scout the woods for him while he takes over the nicest house and has undead wait on him. The owl monks are dedicated only to let good wizards peek at their books and might contact one to aid them

Beaver Men
These ancient peoples are mostly concerned with managing wetlands and will domesticate normal beavers and giant beavers like dogs. They help maintain the ecological balance and help form wetlands that attract other animals. They are sociable and can squeak adorable noises when young. Living in tight nit families they are industrial and devoutly lawful good. They often surround dams in walls and spike filled pits and have secret entrances. A smaller breed of beaverlings also exists. As they are good at many crafts they often trade from great lodge houses. They may learn many kinds of magic but making wood golens is often high priorities. Druidic beavers plant trees also to keep peace with tree peoples and elves and provide rich irrigation systems that might seem natural on first glimpse. Basic wood golems are turnip and pumpkin headed stick men but the greater ones are huge totem pole tree trunks humanoids. Many evil races like wolf men hate beaver folk even if they profit from their land management.

d12 Beaver Troubles
1 A beaver wizard has been making a army of wood golems which will form into a dam together when they arrive at their destination. The beaver wizard will then blackmail all downstream for tax
2 A great beaver dam has been holding back floodwaters for aeons. Some villainous hunters want kill the beavers and burn the dam so it collapses and floods the valley
3 A pair of beavers have been helping hide children from a witch and now she has sent wolfmen to punish them. Porr beavers beg to travellers for protection
4 A tribe of beaver folk have made a island full of totem poles and have built a great lodge where they sell blankets and woodcarvings. They eve have bark log books and a temple to the beaver goddess. Some humans think the beavers are too clever and a threat
5 Beavers and treemen have been battling and in the struggle beavers used wood golems and the trees now accuse the beavers of necromancy. Meanwhile a necromancer has come to research the ancient secrets of undead tree monsters thinking the war is a good cover
6 A king of beaver island has built a great magic paddlewheel ship for 200 beaver heroes. He is inviting other races to come aboard to show their stuff and the human nobles want to send someone who is expendable
7 A pair of beaver children have turned up in town and are squeaking sadly. Their family were killed by werewolves and the orphans need help to live. Some passing guy wants to make shoes out of them for winter
8 A beaver druid has built a woodhenge and been inviting all kinds of peoples to attend and meet in peace and provides beer. A few locals had a good time meeting strange forest folk but others thing it will bring trouble
9 A insane weakened treant has staggered into town blackened. He dies then awakens undead. A beaver necromancer has been making a barrier of evil trees to keep humans away from the woods
10 A beaverman wood cutter has been making intricate bamboo plumbing in the village and revolutionising their lives with running water. An oldster who does not approve of the beaver sent a message to a bigger town claiming the beaver is a devil in disguise
11 A beaverman has built a water wheel and the local ox  mill cant compete. He wants to hire some strange thugs to beat up the beaverman and burn his mill down but not kill him just ruin his life
12 A  beaver had mad a wood golem totem pole and something went wrong while inscribing the secret names of god on it. The golem is huge and on the rampage

Bear Men
These wise old men of the forests come in various colours and sizes from small black bears, to pandas, to grizzly, polar and cave bears. Bearfolk are roam all kinds of wilderness. Some are quite friendly but plenty hate humans from bad experiences or just feel competitive to any medium size animal including humans. Those bears will hunt humans on their land and carry ancient grudges. Many druidic and shaman cults revere bears who might learn either type of magic. Some bear folk follow evil forest cults mostly to get revenge on human kind for stealing ancient bear land. Some human tribes include bearfolk in rituals even welcoming and feeding them as part of ancient pacts. Not all bears stay in the forest some gather together and visit civilization in numbers. This can be worrying for the humans as bears don't initially understand money and such when arriving. Some assimilate and become mercenaries of become high value guards. Bears eat most human food but enjoy deer, berries, nuts and honey most. They especially love mead. One group of bears formed a brotherhood of bears to act as their own mercenary guild and to help bears assimilate. The traditionalists prefer the wilds and live lives as lone magicians and wise folk of the wilderness.

d12 Bearmen Troubles
1 A dozen drunk bears come to town with no clue as to manners or trade. Things might escalate if someone doesn't help the bears not start a fight
2 A demon bear chaos shaman has summoned eyekiller demons to menace a mining camp
3 A bear bandit has been robbing beehives and waggons demanding sweet treats. He is a bit of an idiot easily reformed
4 A bearman shaman has been seen leading wild nomads from afar. They seek a cave holy to bear folk. Most locals will see the bear as some kind of monster and be alarmed
5 A bear has been attacking homesteads on the frontier for food and a number of locals have raised a reward of gold nuggets for anyone who can stop it before it hurts anyone
6 A bear has been wandering into town to eat drunks on the streets. One day he might eat someone who matters
7 A band of bear brother is hats and shirts and trousers come in to town to drink. They try and find likely competition for various drunken contests like dancing, eating, arm wrestling, balancing, knife throwing and other feats
8 A band of bear berserkers have replaced the local bandits and have been scaring away travellers and nobility
9 Bearmen have raided the meadhall and wont leave until the mead has been drunk dry. Locals are terrified and the sheriff and his men are nowhere to be seen
10 A longship of bear berserkers have been raiding the coastline stealing hams and honey and gold
11 A tribe of cavemen have joined with a tribe of bear folk and have blocked a mountain pass from traders who don't know why and send investigators to speak with them
12 A bear warrior has camped by a bridge and challenges warriors to single combat. He seeks to find a worthy band of humans to adventure with and if beaten will offer to become a follower

Grasshopper Men
Grasshopper folk are fairly pleasant and related to cricket folk and locust folk. Crickets are cheerful, musical and enjoy lazing in the sun drinking and playing music. Many become bards. They have very strong flight reflexes to run but will fight to defend their homes, crops or kin. Besides bards they make good druids and learn any type of magic. Many are nomadic and will join travellers others more stay at home farmer types. They are good at cooking, baking and wine making which s handy because they like to eat and drink. They are able craftsmen too and make interesting carved artworks out of common every day tools. Some tattoo their chitten too. As they are friendly and many are wanderers you see traders and merchants among them.  Some are a bit too lazy and cheeky and take up crime. They are not serious enough to be killers or wage war but they can be driven to it. Grasshopper colonies can spring up fast anywhere even places with very little. A generation can flood a area then fall back to being uncommon. Some humans worry about this. Grasshopperlings are smaller versions only a few foot tall. Crickets are more serious and live by night or the underworld. Locusts are warriors hordes who grow bigger from cannibalism and live to fight and eat.

d12 Grasshopper Men Troubles
1 A grasshopper bum was drinking and someone started a fire, a mob grabbed him and put him in the stocks to await trial. He saw the real arsonist and nobody believes a local would
2 Grasshopper drug dealer has been getting kids hooked on lotus and can be found with his hookah by the river bend where youths swim
3 A grasshopper bard has wandered into town questioning everyone about humans. He would love to follow adventurers and sing about how awesome they are
4 Grasshoppers have set up a speak easy for insect folk and their bands have atracted dandies and youths from the city. Locals unsure if to ban it or tax it
5 A drunken grasshopperman keeps breaking into a brewery and guards are needed for a few nights. Good thing as next time he brings his drinking buddies
6 Grasshoppermen have found a sinkhole with hungry beast in the bottom trapped. So they started jumping over it for fun. Now human kids are doing it
7 A grasshopper band come into town and a thief sells them to hobgoblins. One of the band members cant find his fiends after he was out and will pay to help find them. He can pay in advance with promise of performances and free gigs for life
8 A pair of grass hopper lovers have become victims of a vicious mantis woman who took the hopper boy to her lair. The hopper maid is terrorfied what the mantis woman will do.
9 A miniature breed of grasshopperlings need help as a dragon has talken their village. The dragon is a giant fire lizard but the grasshopperlings offer each of you a wedding with one of their tribe
10 A vicious gang of ladybugmen has been forcing grasshoppers to grow tobacco and make cigars, the new craze sweeping the cities. The hoppers just want to escape anf have fun
11 An evil alchemist has hand raised grasshopper suicide bombers who carry kegs of black powder over wall and past defences with a leap. The alchemist has been testing on a ruin and the dungeon monsters are looking for a new home less explosive. Perhaps a nice village will accept them
12 A village of depressed starving grasshoppers are starving. They have been playing music for days and the gods have not helped them. How can they get a feed without work or effort? Or will they just starve?

Hedgehog Men
These doughy tunnel dwellers grow hedge mazes and live off fruit, bugs and grubs. Many in the city and country work as gardners. They also make good sewer workers, miners and other burrowing trades. They are friendly and a bit adorable which helps humans like them. They have only reputations as helpful and kind and are welcome forest folk. A few become wandering tinkerers or craftsmen or settle down as artisans. They will co habit with humans and even adopt various orphans and get along with cats and cat folk. Dogs they are not so fond of. They live in villages under hills with defencive earthworks, gardens and hedges. Hedgehoglings are a smaller breed who happily live in halflings or gnomes or dwarves. Giant and ogre sizes exist too. Some travel in tiny pony waggons as nomads. They are not as sweet and demure as people think and will fight and even wage war. Some are acrobatic and roll around like spiked balls into battle. Some wear armour and go to war. 

d12 Hedgehog Men Troubles
1 A local hedgehog has been captured by bat people who are trying to force him to worship chaos in a nearby cave
2 A living community of hedgehogs has been undermining the are for years with gnome and dwarf friends. A surly miner complains at lack of ore left and wants the hedgehogs killed 
3 A traveller has seen a family of hedgehogs and has sent word to his clan that a feast awaits. They plan to roll them in mud and cook in a ground oven and party for days
4 A hedgehog youth stabbed two bullies and he has been arrested. His family will pay you to bust him out or make the bullies confess
5 Hedgehogs and goblins have been fighting and both sides hire milemen to help. The area is now collapsing into dusty pits
6 A possessed hedgehog cultist in a village helps adventurers find the local cultists who killed dox. Nobody suspect a headgehog would do such evil and most of the time even he does not believe it as he is 
7 A hedgegog has discovered a dungeon under his burrow and wants pest controllers in
8 A band of hedgehog men have kept the under town free of monsters for generations. Of late they have gone on strike and negotiators are to be sent in the old tunnels
9 Hedghog wizards have a plot teach magic to talented commoners for free. The wizards guild want the school closed and burned down as a lesson to others 
10 A band of hedgehog druids have been covering the bramble hill with thick thorn bush for generations. Now it has doubled in size overnight, what are the druids up to
11 A giant has spent days hanging around the entry of a hedgehog homestead trying to catch and cook the residence. A child has come seeking heroes as they only have a few months of food and tea
12 A giant hedgehog man has taken residence by the bridge and whacks anyone with his club who wont pay him in snacks

Boar Men
These iesty forrest warriors live for honour and courage in battle. Many are berserker warriors the the tribal horde hope to die in battle where the will be guests at the feast of the gods. When not fighting they are drinking or love making or guarding their large families. Living in close knit communities under warrior chieftains many of their holy folk are drugs or chaos priests. Druids and chaos tribes fight constantly and many join foreign armies to see the world and to fight. They are modest farmers and craftsmen who shun iron in favour of bronze. They often build wooden forts on hill tops and some ride chariots or ride giant boars. When domesticated too much thew become domesticated and lose hair and become common pigmen. Too much soft town living and dealing with humans is to blame but they do think of other swine folk more highly than they do other beast folk or humans. The smallest breeds mere boarlings and piglings are more shy and rare as rich think them adorable pets.

d12 Boar Men Troubles
1 A boar war band insist on fighting the village champion or there can be no peace
2 Chaos boar men have built a fort in the area and now plan to raid local farms
3 Chaos boarmen who worship a devilswine in service to hell have taken over a dungeon. In his human form he tricks farmers into selling their souls to protect them from chaos. Eventually a devil swine leading a damned mercenary group will arrive to take over and the chaos boars will go to the next town
4 A druid chieftain has been spreading the forest with magic acorns. At first folk didn't mind but now the village is thick with trees. Can someone just talk to the druid? 
5 Formarians have been bothering locals for a while but now they have hired boarmen beserks with flails to drive away the countryside militia 
6 The swamp tribe of boarmen moved in a generation ago. Now they are back and worship the bog god, have mutations and fight for chaos. 
7 Boar women witches worshiping the chaos hag have been eating local children and now demand a tith for each uneaten child. They live in a cave with their treasure
8 A demon summoning boarman wizard has taken a tower and his robed cult bring him sacrifices 
9 Boarmen vikings have been following the vivers raiding isolated human and elf farmers. Nobles of man and elf have offered rewards
10 Boarmen have invited human diplomats to a tribal feast. To ensure peace locals need some expendable volunteers to visit the boars party. Also report if the boar are chaos or nature worshipers
11 Boarmen have begun wallowing upstream from the village and everyone is too scared to ask them to stop 
12 Boarmen warriors are looking for adventurers to join them in a dungeon crawl in a quest for a golden idol of the boar goad as a piglet

Hare Men
These are often mistaken for rabbitmen. Except they tend to be loners or live in mated pairs with children and are more likely to use magic especially witchcraft. They are less interested in burrowing and like buds on branches and vines best. Hare and rabbit men hate each other and hares are violently abusive to rabbit folk. When hares see enemies approach their homes they will dance about wildly to lure enemies away. Hare folk often consort with witches and wise women and cults. They dance at the great witch sabbats and the witches use hare familiars to talk to hare folk. Hare warlocks often enjoy persecuting human villagers and take human witches as lovers. Hare women often meet in covens. Not all hares are evil brutes some use their cunning to trick mutual enemies like fox men or wolves or bears. The worship less hostile gods like the moon gods. While hares do enjoy beating and hexing humans it is rare for them to murder humans unless humans endanger them. They might kidnap humans to raise as servants and as hostages. Rabbitmen are a problem, hares can be worse. 

d12 Hare Men Troubles
1 A hareman has been gnawing all this seasons vineyards meaning no wine this year. The farmer wants the fiend stopped
2 A witch cult of hare women plan to drive away villagers to access tunnels of their cult from long ago. 
3 Two children were kidnapped by a hare and parents want them back. Not even he knows why and he is insane and unpredictable
4 A government clerk (secret policeman) thinks hare warlocks are aiding foreign enemies so hires adventurers to find them and prove the link
5 Hares have left traps all around the grassy hills and now on the vinyards making farming dangerous. A wine gourmet club send adventurers to kill them all
6 Hares have been seen dancing in ever larger numbers by the old standing stones, sometimes they are joined by witches
7 Rabbitmen and haremen have been fighting in the hill country. The grudges between them have resulted in trenches and pits and traps over the area which is becoming dangerous for regular folk
8 A hare wizard is living in the hills in a old ruined tower. He has been summoning and releasing monsters to torment locals
9 Haremen have been killing farm outposts in the frontier. Locals have little luck finding them as they seldom settle in permanent homes. But it seems in this case they have occupied a dungeon and the other creatures there give them wide berth
10 Every full moon locals see a hareman dancing in the hills by night, usually he murders someone in the following hours with a knife
11 A hare witch keeps luring men into the forest to hunt them, she leads them into traps and several have disappeared chasing her
12 Two hareman brothers have taken up lives of banditry. Lack the niceties of human bandits and don't even talk much, they just kill by ambush till resistance stops then take what they want

Squirrel MenThese rascal forest folk can be charming, cheeky and cunning. They come in several tribes red, grey brown and black who mostly hate each other. There are even gliding suirrels and arctic ones. Squirrelings are a smaller variety but more shy as the larger ones kill them. Squirrels in many cases are fun loving and curious and intelligent as they seem. Some are diabolic and evil minions of the night and serve as spies and messengers for evil. Squirrels wage genocidal war against each other and their tales of squirrel knights and heroes of the great squirrel houses are epic. Each of their tribes has great kings or chieftains depending on how civilised they are. Squirrel politics moves too fast for most other races who cant keep up. Many squirrels are rustic forest folk or live as barbarians but some squirrel kingdoms have developed a refined civilization with ruff collars, printing presses, pistols and cannons which they use with great joy. There is always one evil squirrel clan that uses necromancy or plagues or mutations. Squirrels will use any magic, they have a gift for it. Many are bards also. 

d12 Squirrel Men Troubles
1 An adorable grey squirrel maid is being chased by red squirrel rogues who plan to abuse and sell her
2 Two squirrel tribes started fighting years ago and nobody cared. But some how they have been putting cannons in their trees and ruining the forest and farmland nearby
3 A squirrel maid duelist has been picking fights for a living for months and killed dozens. Someone has hired her to pick a duel with a band of adventurers one by one. Possibly she accepts yield rather than death but the client might have a preference
4 A squirrel with a staff has taken over the bridge challenging travellers to a duel
5 A squirrel thief has been robbing adventurers back from dungeons and it's gone smashingly well so far
6 A squirrel highwayman stole the necklace that was part of a dowry and needed for a war effort. The family will pay 10% of its value and an extra 5% if the squirrel dies too. He has since became a gang leader
7 A squirrel lady alchemist working in her lab served by bronze squirrel golems requires certain monsters killed and her golems are just not imaginative enough for the job. She has a huge glass apparatus to create dragons set up (at least two at least once)
8 A squirrelman bard things is looking for a party he can smother in praise and hero worship that will get them in all kinds of trouble. Some will thing the tales are true and seek to stop the party. He is good at pointing out the guy you just killed family and kin
9 A squirrel knight is looking for deeds to promote his squirren kingdom above all others. He wants someone to do stirring deeds for glory with and will help commoners  
10 A squirelman master of necromancy has been making a army of undead treemen which he plans to wipe out local humans or any enemy squirrels with
11 A squirrelman pretending to be a jolly chap has infiltrated human settlements as a trader and performer while spreading a plague and mutations
12 A foul and leperous chaos horde of mutant squirrels have a series of connected tree houses they live in. Now they feel strong enough and a champion with a good demon squirrel patron they are confident in causing havoc to 

Hawk Men These serious territorial birdmen who serve the lords of air. Most are good or neutral only some tribes are bad but loners can vary. They live in woods and mountains and prey off other lesser animals. They vary in plumage from tribe to habitat. As warriors with a purpose the adhere strictly to codes of honour and combat. They can be barbarians or civilised and often settled long ago to act as guardian warriors in a ancient war most races don't even remember. Sometimes they conflict with humans but some work with humans. With no purpose of their own they will earnestly take up working with rangers or law. They dismiss the flashy sun worshiping falcon men and lofty eagles. Many live alone in hard to each places hard to climb. Only their greatest heroes attain full flight and that is a mark of greatness to their kind. Hawks are smart enough for magic and prefer priest or druid magic.

d12 Hawk Men Troubles
1 Hawkmen are hunting a band of adventurers who they think stole a relic from a shrine and they find it hard to tell stupid ape-things apart
2 A hawkman has joined the local sheriff as a bailiff and is too diligent and honest. He has to go. The crooked sherif and magistrate tries to set up a conflict with some passing adventurers with lies
3 A hawkman flies in to town on his giant bloodhawk looking for work since his clan disbanded after succeeding in their age old quest 
4 Two hawk folk lovers have been seeking a purpose and have discovered human bounty notices. Someone tries to plant false posters to have some troublesome big mouther adventurers some trouble
5 A humourless hawkman paladin in his hawk shaped ornithopter seeks adventurers to defend the citadel of law from chaos hordes and will pay in magic weapons
6 A clan of small hawkling folk who live in the cliffs are waging a war against evil gnomes and losing, they need help
7 A hawkman priest has been sneaking about searching for evil people to kill without much fact checking. A spell is good enough for him. A local evil cult in with authorities is now paying adventurers to hunt the hawkman misunderstood murderer
8 A tribe of coastal fishing hawkmen have been eating young fishmen and the fish cult have decided the hawks ust die
9 Hawkmen have seen snakemen sneaking in between caves on the surface and want experienced earth grubbing murder men to guide their raid on the snakeman cult
10 A hawkman started killing orcs and the orcs blame humans because the hawkman leaves clues of humans to fool orc trackers
11 Humans robbed a open air mountaintop hawkman grave and desecrated tho body of a holy wise king. The hawks want blood and know it was human adventurers

12 Evil vulture men have been murdering villagers and leaving hawkman feathers as false clues
11 A delegation of squirrelmen, pigeonmen and rabbitmen demand humans hand over a local hawkman who kills their kin. He is quite popular and well liked but he hides from enemies in human lands and abuses this quite often  
12 A hawkman ranger needs help tracking a wounded giant, should be no problem it's just one probably small giant

Toad MenToadmen are much maligned and often confused with chaos frogmen. Usually they prefer to live in burrow complex and are a bit less aquatic than frogs preferring mining or sewer work.Toads can be amiable, reliable and hard working. Some are spiteful, lazy and domineering. Toadmen come in many different colors and shapes and textures. They can see immediate differences from sight other races cant. Toadlings are a diminutive breed who stay at home in their burrows mostly. They are very smart and gifted at any magic. Many toad villages live peacefully and toad tradesmen and labourers work with respect in human lands. Toads like to grumble but are quite stoic. Some evil toad loners into magic cause trouble and this hurts the reputation of all toadmen. While there are terrible toad kings and various despots plus middle class guildsmen and shop keepers, most are working folk. Quite a few nobles go insane and fall prey to chaos and ordinary toadfolk wont have a bar of it. The toad ruling class is in terrible decline due to lunacy and eccentricity. Toads can get a bit of wanderlust and some travel by waggon or boat.

d12 Toad Men Troubles
1 A toadman worker ate his ladyships cat and she had him beaten. Now she has been turned into a toadling by the workers wizard brother who demands compensation of gold and all the cats in the village
2 A toadman bard is awfully impressed by adventurers and knows a thing or two about local dungeons he offers to show them the best treasure holes. He comes from a rich family and is actually a idot
3 Toadmen are digging a canal and claim it will revolutionise the economy and drain the evil swamp. The evil swamp lord does not agree and wants the project stopped
4 Chaos frogmen and toadmen warriors are waging war but humans don't understand anything about the mess and regard all damn dirty frogs as the same
5 A toad witch has been granting visions on the hearth by night and gifting mortals unusual abilities somehow with her mutation potions
6 A chaos toad warlock is leading a band of chaos frogmen into the area and is murdering people near water sources and wells first. They have dug a tunnel complex under the area connecting wells and ponds. Actually this would benefit the village if they controlled it
7 Toadmen gourmets need adventurers to fetch them giant insect grubs in season now thank you, offer good pay
8 A toadman riding a penny farthing bicycle in his riding outfit travels through town amazing all. A human merchant wants the wonder stolen
9 A toadman aristocrat demands adventurers accept a contract to explore a dungeon with him, something about treasure pit of the sleepy goblin or something on his map. Very enthusiastic and shouty. Able to learn and might be a loyal competent ally one day
10 The king of toadland needs adventurers. He and a human king swapped daughters in a treaty years ago and the girls were polymorphed. Now a evil batman wizard has both girls in his lair and has turned them back for fun. He wants a ransome and to cause trouble. Both lonely princesses are romantics and knight crazy and have read all about damsel conduct in a crisis. Could there be wedding bells in Toadland?
11 A toadman common crook has been stealing tradesman's tools to sell in the city. This form of theft is especially serious and the guilds have sent an agent to recruit adventurers to find the tools. He suggests they pretend to be travelling craftsmen
12 A toadman court wizard has a young handsome human wizard, an ex apprentice gunning for his job. He wants to hire some adventurers to find a magic item as a gift to his lord and promises to make them some magic items if he keeps his job, he just wants first two magic items found and has several maps they can choose from

Pidgeon MenThese fellows adapt well to human life and are well liked as romantic sweethearts and charming. In the country they are quite nice but in the city something happens and they are  known to be thuggish gangsters. They do tend to live in ghettos but affluent ones do well to. They are highly social and good talkers. Pigeonlings are a smaller breed who get abused by their bigger kin. Pigeons follow the pecking order of life and accept their lot once defeated. Some think they make good slaves. Many pigeons keep fighting and keep being competitive. Rural pigeons are less flashy and competitive and more humble. Many lowlife city pigeon thugs like to fight especially over sex  or drugs or booze. Many keep concealed weapons. They are also fairly vain and dress up in flashy clothes and groom themselves. Some sing and dance instead of fight which can be a surprise when a gang confronts you. They prefer to give good beatings that dont kill. Killing is rude and gets them really mad. For competent, tough and adaptable race many find it unbelievable so many in the city are layabouts who all dream of gold plated chains, chariots silver knuckledusters. Pigeons often hustle tourists in a big city but some of them actually are comptant guides with connections. They are not especially magic but there are some pigeon magicians its just most are fighters or thieves or bards

d12 Pidgeon Men Troubles
1 Two gangs of pigeons are have their teens falling in love with the wrong family. Each gang is looking for some adventurers help them give a really big beat down at a festival no killing
2 A pigeon cook is in love with a pigeon baker and they want to go into business together. The baker is a slave so the free one is looking to join a party of adventurers as a chef to make cash to buy their true loves freedom 
3 A hawkman is killing pigeons and the gangs are in a turmoil. They hate each other and are seeing who can raise the biggest bounty for the hawks head
4 A pigeonman has a good job as a clerk in the city and his old gang are threatening to ruin him. He needs them to get a beating and a warning 
5 A gang of pigeonmen have been getting on the roof to drink and swear at passers by and throw bottles at wizards. The shop keeper on the ground floor will pay to have them beaten up
6 A pigeon has decided to go out with a human and decides a certain adventurer will be their love object. They stalk and harass their sweet heart, send them fake gold chains and punch persons they see talking to their sweetie just in case
7 A pigeon wizard has summoned a succubi who is just gagging for it. He needs adventurers to recover a ring that prevents level draining and has a dungeon map
8 A gang of pigeons has decided time to step up and own the street. The get in the way of and challenge the next adventurers they meet. The swear and tell terrible lies until they get a fight
9 A pigeon war hero and spy is getting a statue put up in the secret police garden. Pigeon dignitaries are fighting and hustling and making fake tickets to the gala opening event. Someone needs some goons get some tickets from another gang and beat up some counterfitters and some other jobs
10 A pigeon spymaster uses carrier pigeons as messengers and talks to them to use as spies. She has been very successful and now has adventurers paying her to spy on other adventurers to jump their dungeon claims
11 A young married pigeon couple want to get away to the country and escape the thug life. The need bodyguards to get away beyond the reacj of their old gangs
12 A pigeon assassin has been striking guards who wouldn't take bribes. The secret police want to contract adventurers to stop him and find out who hired the hit pigeon. The agent recommends pretending to be new guards might work

To Do...Revise abhuman/beastman class
Extra races finished - see below
Do beastman book with all types stated as class variants
These are the slowest things I write

Wetllands Races
1 Oystermen 2 Ibismen 3 Starfishmen 4 Walrusmen
5 Urchinmen 6 Dolphinmen 7 Octopusmen 8 Penguinmen
9 Pelicanmen 10 Stingraymen 11 Seahorsemen 12 Storkmen

Jungle
1 Monkeymen 2 Peacockmen 3 Dragonflymen 4 Waspmen
5 Mantismen 6 Snailmen 7 Flymen 8 Slothmen
9 Parrotmen 10 Anteaternen 11 Panthermen 12 Llamamen

Elemental Abhuman Men
1 Firemen 2 Airmen 3 Earthmen 4 Watermen
5 Magmamen 6 Lightningmen 7 Stonemen 8 Icemen
9 Radiencemen 10 Vapourman 11 Crystalmen 12 Mudmen

Material Abhumans 
1 Metalmen 2 Woodmen 3 Treemen 4 Gemmen
5 Mushroommen 6 Algaemen 7 Coral Men 8 Slimemen
9 Shadowmen 10 Algaemen 11 Ambermen 12

African
1 Elephantmen 2 Rhinomen 3 Giraffemen 4 Panthermen
5 Ardvarkmen 6 Porcupinemen 7 Chameleonmen 8 Antelopemen
9 Onagermen 10 11 Crocodilemen 12 Hippomen

Australia
1 Kangaroomen 2 Koalamen 3 Playtpusmen 4 Echidnamen
5 Possummen 6 Thylacenemen 7 Devilmen 8 Emumen
9 Budgiemen 10 Wallabymen 11 Quokkamen 12 Goannamen

Other
1 Kiwimen 2 Pandamen 3 Racoonmen  4 Skunkmen
5 Beemen 6 Tigermen 7 Elkmen 8 Cassawarrymen
9 Mothmen 10 Butterlymen 11 Constrictormen 12 Yakmen
1 Bisonmen 2 Gandermen 3 Duckmen 4 Turkeymen
5 Orcamen 6 Anemonemen 7 Rattlesnakemen 8 Hermitcrabmenn
9 Horseshoecrabmen 10 Swordfishmen 11 Nautilusmen 12 Manowarmen

Prehistoric
1 Duiatrimamen 2 Brontotheriummen 3 Glyptadonmen 4 Mammothmen
5 Sabretoothmen 6 Trilobitemen 7 Amonitemen 8 Brontasaurmen
9 Tricerotopsmen 10 Raptormen 11 Stegosaurus 12 Tyranasaurmen

Monstermen
1 Barbarian 2 Orc 3 Unicornman 4 Griffonmen
5 Sphynxmen 6 Centaurs 7 Satyr 8 Harpy
9 Gorgonmen 10 Manticoremen 11 Basliskmen 12 Stymphalionmen
13 Dragonmen  14 Lamusumen 15 Devilmen 16 Demonmen
17 Modronmen 18 Slaadimen 19 Devamen 20 Nagamen
21 Rakshasamen 22 Asuramen 23 Arkonmen 24 Angelmen

d100 Bardic Poetry Gigs

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d10 Quick Types
1 Colourful foreigners - with the songs of their people
2 Romantics - hipsters with latests musical styles and fashions
3 Harsh lampooners - use slander and gossip
4 Jerk all stars - living the bard dream of sex and grog
5 Folk performers - perform songs of the old days
6 Religious performers - singing songs of praise or of a gods myths
7 Local talent - performers from the community
8 Propagandists - preaching distorted news for a cause
9 Non humans - with the songs of their people
10 Magical beings - creatures of magic in disguise among mortals


d100 Bardic Poetry Gigs
01 Vili Montpellier exotic foreigner plays strings, sings and dances happy songs of his people resisting ogre occupation and the joys of not being eaten
02 Zager Grorknarf from the continent in the warring lands sings of battles of cannons and the the doom of knighthhood, disturbing news for most nations 
03 Lars Treefell sings songs of the sea, raiding and pillaging the north frozen coast on the ice sea. Lots of bloody stories of pillaging and his savage gods
04 Tien Lee a singer with a strange harp in a box from a far off land sings about life in the court of the Immortal Lotus Emperor and the sweet dreams of intoxication
05 Korag Laarg barbarian bard sings drinking and fighting songs of manliness and killing your enemies and enslaving the survivors and of having hundreds of captive wives
06 Oola Sunspear sings of lonely desert ruins of fallen kingdoms and the wondrous city states of her distant wasteland home. Plays a stringed instrument with a bow and does scimitar tricks and dances in a revealing costume. She is a trained assasin
07 Fahir Lazan sings of exotic treasures and the city of brass where the efreeti dwell and other wonders of the flaming south lands beyond humans
08 Ling Tsung a elderly woman over a hundred who sings the melancholic longing for her home the kingdom of madness in the frozen north and her strange alien seeping gods
09 Khola Gnorsung a yak herding throat singer of the great wastelands, sings of his great Khans wealth and mass murders of traitors and those refusing to surrender. Has some magical ability as he is considered a holy singer back home
10 Natalia Serunduin comes from the great frozen kingdoms and sings of all the horrors of the long night while smiling sweetly. She plays a lute and a flute and has a pet intelligent  winter wolf  and arctic fox
11 Kasabin Tinderlock sings the latest drinking songs from university secret societies. He gets the crowds drinking so the landlords like him, he tends to get moved on when a local girl gets pregnant
12 Olvina Desternov sings and dances with her band of geriatric uncles. Mixes old time folky balalaika songs with more modern melody and ribald double meanings popular in the city
13 Kiel Wolfang a handsome youth sings stories of rogues sextual adventures and libertine values. Girls seem to follow him and sing his songs. Ne never performs under a full moon it is bad luck
14 Mia Zorgna sweet dancing gypsy girl with her three scowling brothers playing, she also has a trained goat and monkey that do tricks in her act, and nobody understands her tribal nomad songs that seem happy but are about tribal massacres
15 Bevrart Kolingsburn sings with his three girlfriends. He is always losing one and getting a replacement despite he is getting on. Sings heroic songs of struggle against monsters and songs of forbidden love
16 Yippy Fantang with his trained monkey orchestra sings, juggles, tells jokes and does some conjuring tricks. Most of his songs are about shitting and farting and harassing women
17 Klaus Frost sings songs of the woodcutters with his accordion and gets crowds dancing with his exiting new sound from the ghettos of the city, all his songs are about sweet parental approved love so old people approve of him
18 Mona Beveret sings with her slave men who play strings and flute while she sings and dances and tells of scandalous heists gone wrong in city criminal gangs
19 Tara Bacheraz sings sweet syrupy new sound from the city, old people don't like her but youth go crazy. All her songs are about ignoring old people and finding true love. She is a avid member of a secret love cult
20 Kora Tsancherfel sings jolly drinking songs about fat old men finding young love which her audience of fat sleazy old men in horned hats love, she occasionally does duets with some of them and some accompany her with instruments
21 Urtz Slimetoungue sings nasty songs about rulers and officials corruption and sexual depravity. There are several hitmen after him. He plays the lute and has a pet black cat
22 Bala Sientas plays the accordion and sings songs about impotent men who couldn't satisfy her and funny stories about orgies. She is getting on a bit and some say she is really a dude. She always takes some guy home after shows
23 Carlos Driatz plays lute and sings of sexual oddities of noble women. Several of their lovers are trying to kill him 
24 Estaban Vansanches is a moustached lute player who sings funny songs about kings dying on the toilet and their sexual failures. He has had to flee several continents.
25 Villaz Destroyah sings of giant monsters and demon gods but mocks them and makes them seem childish buffoons. Several infernal cults hate him
26 Gloria Gelan sings of intrigues in court and always makes secret police and spies look incompetent. Of course she is a spy and tries to elicit treasonous statements she reports
27 Urzen Trast a big fat man with two skinny slaves who play while he sings. All his songs are about feast and drunken foolishness of the rich
28 Minda Terezen plays the lute and tells scandals and gossip about the city rich. She has a good business on the side blackmailing people and changing names in her stories for a fee
29 Galorien The Rymer a feared and respected bard who all fear for his curses and threats he has made to nobles. Now nobody challenges him and his audiences are quiet and well behaved. Some say he can curse a mans destiny and that he is divine
30 Calambriana Foxglove sings about all the foolish things mighty men do for love. She sings and dances while her young boy band play. She also occasionally commits robberies or gets rich men drunk or drugs them and robs them
31 Varadaz Malamar sings about all the virgins he has defiled and how big his cock is. He scratches himself quite a bit and has contracted some sexualy transmitted mutations
32 Polly Peckingham sings about her failed lovers and her lovely breasts. She auctions herself off after shows with a high price. Her huge manservant protects her from harm and is always a few yards away
33 Gent Tanner is a egoistic swashbuckling bard who sings about his sexual adventures and escapes and how brave and clever he is. He has girls screaming for his good looks
34 Valos Vejas sings about how all the other bards are hopeless failures and how much better he is, he copies their styles to parody them the outdoes them. Other bards hate him
35 Sienna Umber sings and writhes on stage about her sexual prowess while her band plays. She often loses stockings and and items of clothing and boasts about all the perverts who pursue her and rich men she has turned down
36 Varagas Braggado a huge man sings operatic folk songs about all his lovers and enemies he has killed and many many implausible lies of his adventures. He casts a few spells as pert of his show and has assistants with wooden props to illustrate his adventures
37 Calaros Trumpstien sings about how awesome he is while showing his bare hairy chest
38 Erica Voldnaver sings about how much better this place is than some other rival place. She amends thes songs every place she visits but is very popular 
39 Barron Klauhammer tells of his long life and saucy adventures and money he scammed from victims. He also praises the various gods who aided him and keep him untouchable
40 Magna Torentia sings all about her wonder body and the joys of making love and how she is the best ever. Her audiences get very wild and exited and local prostitutes hang around her shows and pay her a cut
41 Misha Zarton sings funny stories of incompetent villagers in a traditional style with a acordian
42 Bellos Caravia sings of the good old days and how farmers are the best people and the soul and lifeblood of the land. He is popular in countryside workers sing his latest songs
43 Bareena Baliala sings traditional songs about dealing with supernatural races of the wilderness and various creatures. She has actually helped some mobs catch and kill monsters 
44 Marnister Zarmenzov sings about the good life of country living and young love. Old and young enjoy her joyful recitals
45 Gila and Vana Kolebcha are bard siblings who sing sweet songs of the seasons and the chores of the common folk. The country folk love them but so di city rich who fing them quaint and nostalgic
46 Kula Marnivar sings of the old days when men and trolls and dwarves were friends. She supports tho old cults that left them offerings in the countryside 
47 Horda Gormenstaff sings about hard work in the fields and mines and returning to your loving family for food and love, lots of jobs in mining and loggers camps 
48 Mazinga Kalett sings about the underground races and monsters that live under foot. He spent years as a slave their and knows many underland folk songs
49 Torrest Vargyana sings about the faerie folk and stories of those taken as slaves or lovers to elfland
50 Proika Vanderland sings happy songs about funny farm animals. He is popular with all ages and does animal impersonations and pretends to talk to animals people bring to his shows claiming to speak the animals fondest desires
51 Ilgyan Istigor sings of the suffering of life and only service to the gods is worthwhile

52 Bantran Vligor sings soulful songs from when humans were enslaved by monsters and songs of the gods kept them with hope
53 Stigyana Potenslaw sings of the bounty from the gods and how all should be grateful
54 Vindas Knobb sings about funny stories of the gods drunken and disgraceful moments which some find outrageous. He has a funny laugh he repeats every sordid gag
55 Vinigas Steel sings about how the gods made the world and how the races were born often mentioning lineages of local rulers who descend from the gods. The local nobility are some of his best customers 
56 Felora Kzin sings of the traps of hell and funny stories of fools being tricked by devils and holy men who tricked the devils back
57 Abram Trisock sings about the first tribes of man and how they resisted the monster empire and eventually over threw it
58 Shlots Rammen sings sweet songs of love for gods and he is often employed as a singer by churches and for funerals. He is a eunuch and still seeks revenge of his former master
59 Brother Solace and his small choir sing stirring songs of praise for the gods and are used for many events and functions like weddings
60 Kelmina Vostergang sings about the gods of vengeance and tails of wicked and the suffering they deserve from the will of the gods, she often implies local officials in her stories but never directly
61 Gimri and His Magic Goat, sings a few shepherd songs and pretends to talk to his goat, funny rustic humour
62 Hora Tanan sings folk songs and dances, she is very voluptuous and old men seem to like her naivete. Her songs are about various wild maidens and feminine petty gods
63 Ilya Kopov sings miserable songs from prison and slave mines he was kept in on the frozen wastes of his homeland
64 Nampazza Kulior and her children sing about happy work in the fields and on the land
65 Brother Bolivar sings lewd stories about monks and priests traditional to the area
66 Vinga Tranmar and her troop of folk dancers sing or rustic festivals and mild flirting
67 Ptask Mnebsiol with his accordion sings hearty stories of ghetto life mob killings from the city in a country folk style
68 Verda Krinkle sings rousing songs about determination with great humour and various funny voices in every day village life
69 Kvarga Jans and her country women's choir sing sad songs about being oppressed by foreigners and cruel despots and losing your children
70 Juldar Borsk and him signing men, sing drinking songs and perform some complex acrobatic dances. most are about being a free mans and drinking and whoring and the perils of marraige
71 Mili Vould sings about the injustice of taxes and incompetent rulership of nobility, he is watched by spies and has links to the peasant revolt

72 Konrad Rakeman sings about hoe foreigners are ruining everything if only men had the courage to burns down their houses and kill them all
73 Tanya Siborsk sings of how big religion has failed and local cults are much better, she is a member of dozens of cults from her touring
74 Bili Glagg sings of the plight of the poor and how there are more of them than the rich and they should arise and eat the rich, being watched by secret police
75 Ingman Vardan sings about how slavery is wrong and keeps the poor man poorer, he has a strong following and his songs are being popular on the streets
76 Sorya Blitask sings songs blaming fatcat landlords and funny songs how they get cruelly killed by angry tennants
77 Trollya Gaborja sings about how the rulers of the land are corrupt and amoral and the gods are on the commoners sides, clergy spies are watching him for heresy 
78 Geldon Trax sings about how the gods have no power and are just immortal sky wizards who were once human. A holy mob has been meeting about what to do to him soon
79 Pildar Tharqz sings about how we live in the best of all places and how good and kind the rulers are. He is a secret police agent charged with getting the mob to hate certain common leaders
80 Vordanya Kuel a lovely maiden who sings stories of the rulers heroic exploits and magical adventures. She seems well off and popular with supporters of the state
81 Knordferdt Juntzenkramer gnomish bard who sings about various gnome tribes and their flaws never mentioning his own lot. He can perform for lowbrow or highbrow audiences and is consulted as a sage on other demi humans and dungeons
82 Garun Thundersong is a dwarf bard who sings of killing goblins and orcs and giants and cunning dwarf heroes and dwarf dungeons being destroyed bt enemies
83 Elorain Oolondarin a elf bard who sings songs lasting hours in elvish which most don't understand but they think sounds nice. Most of the songs are about elves relation to divinities and the sorrow of the broken world of today and how humans and orcs ruined it
84 Valorpion Strange a part devil bard who sings of corruption and vice and how you ought to learn to live with it and enjoy the benefits for yourself
85 Elderban Honeyshrub is a wild halfling maid who sings of jolly feasts and cunning heroes outsmarting big folk like giants
86 Kraag Bumblegrot is a goatman bard who sings of the lord of the woods and his drunken entourage
87 Alsa Gloon a she orc who sings stirring war ballads and songs about massacres and burning cities. Be beats up anyone who heckles her
88 Orlok Sarasna a dark elf singer who tells of the terrible creepy dooms await mortals on the edge of the dark forest which people seem to enjoy
89 Glideon Flax a satyr who plays the pan pipes. He is popular and audiences drink and dance but sometimes the audience start getting naked and goats hang around the venue
90 Glindor Arazin a reptilian bard woman who sings of the slumbering serpent kings and when dinosaurs ruled the world
91 Uranos Tule a doppelganger bard who is happy to eat anyone who requests a private get together with him, sings of dungeons deep, treachery and evil murder hobos
92 Merlan Talanta a mermaid changeling from the sea who sings of the undersea courts of the dragon kings and the various warring empires of the deep
93 Vartuga Ravan is a infamous harp player who sings of the unjust fall of the demon kings who once ruled the earth and how everything is inferior today. He is of course one of the fallen demon kings and will tell of his sad losses of his children and lovers and friends

94 Gundra Palzan is a deva from paradise who visits the world to find heroes she can nudge onto glorious deeds. She sings of ancient battles against evil and the dungeon ruins remaining from that age
95 Vercia Mandragor is a foxwoman who uses her shows and courtly songs to find suitable lovers to ruin their lives. She robs them and destroys their clans for crimes against fox kind
96 Killara Vanthorn is a unicorn who changes into human form and plays for humans songs about loving nature, purity and fighting evil
97 Kitran Skelerzar a dragon in human form looking for opportunities for the future dragon war she knows is coming. Occasionally she will get distracted by treasure hunts and will help guide adventurers to recover lost wealth
98 Vinley Katora is a treeman changeling who sings slow songs naming the trees for thousands of years which humans don't understand but find melancholic. The landlord finds less fights when this bard is performing
99 Gloriana Goldenhorn a shapeshifting dragon come to study humans and find if any worthy heroes need and budges to fight evil. Thinks kindly of humans and likes their company
100 Ourobos King is a basilisk lord how in human form is a poisonous bard who spreads dicent and unrest with his songs with confusing morality that questions the church and state. If he is bothered he will transform into his true shape and kill everyone

New One Sheet Dungeon: Sea Cave

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This was a Patreon Exclusive Ive had on hold for a bit.

Coming Soon 31/3/18 Public release of Faerie Book Here
Coming Soon 31/3/18 Patron Release of Folk Book of NPC tables

Here is link for Sea Cave Adventure for public and will do some reskins like my earlier Greyhalls. Sea Cave Mystery aquatic lairs

I'm doing some commissions of dungeon zines for top tier patrons and about to release a new one there and my new NPC table compilation there in a few days

Here is older one with all the updated reskins
Will one day expand the zines with the extra reskins

Grey Halls Necromancy Dungeon + Updates 234

Welcome to the EMOVERSE

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I'm gonna start my own multiverse. It will be accommodating and include a overworld a underland, a bright kingdom, a dark kingdom, elemental realms, Xor, Psychon, EXOCOM vs the Zone (Mod Special forces vs Sentient Dimension).....


I always like Dormammu dark dimension in dr strange comic that expands into smaller universes.assimilating them, whole universe of broken pocket universes.
"Whats the story?" someone asked. It should shape the setting.

 I'
m more into reflecting weird psychological reflective landscapes like moorcock or aldiss but also a bit like medieval art particular their depictions of babylon. Story is wander around interesting places meeting interesting people then murdering them for drinking money then back to the pirate tavern. Eventually you become a aristocrat and your legit colonial goonery becomes totally legit. Repeat till admitted into the military aristocracy repeat till have empire or attack another dimension.
The underland and the overland  are above and below the middle world. The upperlands in the clouds and has forests and many kingdoms hidden from mortals. It connects to the celestial citadel of heaven which has many layers that breach the dome of the sky and the celestial spheres . underland is the deep cavernous wilds and kingdoms below the earth. Then below them, through crust of the of the great arkane sphere are the underworlds, hell's and abyssal shell, dragon pits, remains of previous failed and broken worlds crawling with demons. 

Ok I Have a cheat/work around the hell heaven layer number thing - two contrary historical views of the same data! So people can disagree over what is and isn't heaven and then kill them. Still could do some in between layers for heaven like I did hell. Perhaps a layer of transport infrastructure for tubes and trains and conveyor belts and elevators. A bureaucracy network inside all the structures behind the scenes on every layer. There are several cosmic libraries that teach mortals magic in secret possibly connected to heaven hell and the balance.

The celestial citadel of heaven was built to administer the universe. It is a tall circular steep ziggurat citadel that actually pierced the sky and multiple celestial spheres. Lower heaven layers are sprawling ruined and overgrown now. Once the proletariat gods lived here building the universe but now they live in the world as spirits and lesser nature divinities. They return to them occasionally.

The first layer is walled and moated off from the forest in the cloudlands of the overland. Outside the gate people wait to enter they gate their guide leads them to. The Gatekeeper may decide where they go next. Inside the great garden they look for their allocated stairs or transport to the appropriate level.

Second walled off forested heaven has sacred and holy beasts many of breeds long gone and requiring almost no sustenance save the springs of paradise. They say the gods made many races and monsters here.

Third level is more ruined and inhabited by a higher order of nature spirit and the bright faerie world.

Fourth  is an Arcadian land where sylvan hybrid beings dwell, feasting, playing, drinking and making love often with the visiting gods.

Fifth layer is where stars and beings and lesser gods dwell in the celestial spheres. Some mortals see them in their angelic or deva forms when they visit the sphere of mortals. They have no free will, their destiny and purpose spoken for for all time.

Sixth is more gated. It is a great palace with garden courtyards where the great gods dwell. At night the moon and planetary gods come out to watch the world while the sun king watches by day for evil, darkness and chaos.

Seventh is the land of the old gods and titans who dwelled here in olden times and ruled the cosmos. They are kept here by treaty and curses that limit their influence on the sphere of mortals. The surviving 5% live as peaceful nobles with their chosen living as their serfs in a peaceful rural controlled world.

Arkons are supreme in the eighth layer above (are as demons are to chaos and evil some call them demons of law). Arkons live in the land of light an alien place or pure energy. They always exist and are embedded in all time.


Above that is level nine the Source, a eternal explosion in time of magic power frozen in stasis for eternity. The spark of creation the gods claimed was their source of authority and power. The sun especially uses some of the power every day. Some say the source is ultimate power and could be seized by usurpers but the gods keep it for themselves. Some say to reach the ultimate enlightenment you become part of everything in creation, part of the great unity of Law. Some say this unity is obliteration and the gods and Arcadians are just temptations to stop you attaining final release.

Each layer has a gatehouse and a gate keeper
Its apex is the ruling gods throne room. 
Hell is world of shells,
remnants from the last universe
and left overs from creation
some of the things are incomplete
and leftover beings from the dawn time
or the old universe

hundreds of chaotic fragments
where lawless demon princes
bicker and drunkenly attack worlds at random
each noble with their own madness

Some of the smaller fragments toss and turn through other planes. go to the upper world where it might be destroyed or be used to transport invaders. Mostly demons live in these planes. Sometimes they get mixed up with the cloud islands of the overworld.These fragments and cloud worlds can get around the multiverse and take on properties of other worlds or are remains from building other worlds.

The devils in hell proper keep demons out mostly but a few used as mercenaries or diplomacy. Devils turn chaos against each other using demons to fight extraplanar wars. Devils mostly doing job to persecute mankind and souls. They are licensed and work within the cosmic order. Demons erode the cosmic order maliciously.

One is the porch of hell. A plane with burning lakes, swarms of damned arriving at the gates and getting flogged by devils.  Behind the first wall of hell is a great spiraling pit where each layer is accessed bu gates. A great dragon spawning pit near the active volcano home of Tiamat is here. There are titans and giants and monsters imprisoned under mountains or on some of the broken shell worlds.

Two is a apocalyptic parody of civilization struck by famine, war, plague and death. There are lots of undead and burning ruins and armies at war here.

Three is the underworld a gloomy despairing place where dead live who are sacrificed to and live in some comfort. While better than many underworld dead being forgotten or your lines dying means they will become mere shades or hungry dead ating dung and ash in the ghetto of the underworld.

 Four is a great swamp of foul gloomy monsters and drowned souls and remnants of prehuman damned races and devil dinosaurs.

Five is the great infurno of volcanism and fiery torment

Six is the frozen hell, a great glacier of tears

Seven sea level

Eight jungle hell

Nine great fortress prison citadel

Demiplanes that connect to all the planes of hell
-sewer level
-boiler room
-dungeon dimension
-black library

d100 Crafters and Merchants of Shadelport

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New Patron Book out today and a public book out tomorrow

“Dame, what hold ye the ell (45 inches) of this
cloth? Or what is worth the cloth whole?
In short, so to speak, how much the ell?”
“Sire, reason; ye shall have it good and cheap.”
“Yea, truly, for cattle. Dame, ye must me win.
Take heed what I shall pay.”
“Four shillings for the ell, if it please you.”
“For so much would I have good scarlet.”
“But I have some which is not of the best
which I would not give for seven shillings.”
“But this is no such cloth, of so much money,
that know ye well!”
“Sire, what is it worth?”
“Dame, it were worth to me well three shillings.”
“That is evil-boden.”
“But say certainly how shall I have it without
a part to leave?”
“I shall give it ye at one word: ye shall pay five
shillings, certainly if ye have them for so many
ells, for I will abate nothing.”


This table just to give rough idea of how big a merchant is

d10 Merchant Success Types
01 Wandering Peddler - almost paupers and beggars who sell door to door
02 Street Cart Seller - sell from a pushcart in the street and always moving
03 Market Stall Holder - has a regular stall in market of bazaar or several
04 Shopkeeper - work from a shop often live upstairs
05 Traveling Merchant - has a waggon and trades between villages and towns
06 Caravan Trader - has multiple waggons and guards
07 Warehouse Storekeeper - operates a large scale import/export business
08 Guild Master - important guildsman with many shopfronts and agents
09 Merchant Prince - powerful and wealthy with international trade empire
10 Merchant Banker - goods are for suckers, speculate and lend money intsead

d10 Prosperity01 Hopeless owe the mob
02 Supported by patron
03 Terrible vice abuser
04 Indebted to family
05 Successful stable business
06 Comfirtable
08 Comfortable growth
09 Runaway success
10 Rapidly accumulating wealth

The business table starts from more common poorer types and gets more complex.

d100 
 Crafters and Merchants of Shadelport
01 Tinkerer, fixes various old, damaged or worn items, odd chores 
02 Brush salesman selling cleaning goods to servants and houskeepers
03 Rag and bone man collects and sells scraps of cloth and bone
04 Second hand goods, fell of the back of a cart, unbeatable prices
05 Gong Farmer selling various qualities of human waste products for farming and cleaning
06 Match seller selling finest alchemist made matches, safer than making them
07 Flower seller, selling bunches of flowers, posies and occasionally some fruit
08 Grog seller, sells strong possibly dangerous and illegal booze in jars
09 Fortune teller, uses various omens and paraphernalia like cards or sheep guts
10 Scrap dealer buys old and damaged goods and sells them
11 Street food usually a specialty or a few dishes
12 Brochures, prints and broadsheets, will take commissions for printers
13 Blade sharpener takes only a few minutes and sells some second hand blades
14 Oil seller deals in lamp oil from a jar 
15 Milkmaid selling milk often from buckets with yoke over shoulders
16 Cobbler will mend or clean shoes and take orders for custom items
17 Carpenter will repair and build goods or sell and deliver lumber
18 Faith supply peddler with charms, tokens, small statues and holy symbols
19 Water carrier will sell water in various grades by cup or large jar or skin
20 Animal feed, usually delivering goods to reguars or stables
21 Spice dealer sells tasty flavours from far off lands in minute quantities
22 Produce seller with fresh fruit and vegetables
23 Cheese seller dealing in fermented 
24 Candlemaker sells a wide range of candles
25 Butcher will slaughter animals and sell fresh, dried and preserved meat goods26 Herbalist selling medical supplies
27 Barber will cut hair, shave, pull teeth and do first aid
28 Salt dealer sells standard salt in various qualities and colours
29 Leather worker sells all kinds of leather goods and sheets of animal skin
30 Potter stall sells jars, bottles, clay, pots and other goods
31 Pawnshop deals in second hand goods and loans held against valuables
32 Printer a small woodblock press can run limited editions of posters or pamphlets
33 Fuller process and clean wool by beating and soaking in urine to sell
34 Jeweler for precious treasures with precious metal and gemcutting
35 Baker sells mostly bread but also cakes and pies and supplies other stores
36 Tailor sells clothes from cloth and will custom make clothing
37 Fishmonger sells various seafood goods from sea and rivers
38 Wheelwright will repair or sell carts or just wheels
39 Apothecary sells medicine and magical ingredients and glass goods
40 Stable will sell and care for livestock and sell feed
41 Lumber dealer sells and transports wood of various types
42 Wine merchant sells various quality wine and stronger drinks
43 Draper sells bolts of fabric including wool, linen, hemp, flax and silk

44 Ore dealer sells unrefined rock or possibly ingots of metal
45 Brewer sells beer by barrel, jar or ceramic bottle often supplying taverns
46 Miller selling flour of various types from mill to bakers and households
47 Ironmonger with of all kinds of metal goods from pots and pans to decorative items
48 Livestocks usually a waggon of goats, sheep or pigs from farmer to butcher
49 Mercer selling fancy clothes, jewelry, belts, mirrors, combs, pins, needles, and toys
50 Apiarist selling beehives, honey, beeswax and mead

51 Rug merchant selling carpets some from exotic lands

52 Weaver selling tapestries and decorative cloth will take artistic commisions
53 Basket weaver sell various containers and other goods mostly from grass or reeds
54 Stonemason sells statues, headstones, monuments or accepts building comisions
55 Builder will construct buildings and houses mostly form wood
56 Furrier selling exotic animal furs and fancy clothes and accesories
57 Scribal supplies including paper, vellum, wax, scrolls, blank books, ink and quills
58 Bookseller trading in various books from a printer or second hand
59 Torture supplies mostly for church, nobles, goalers and lawmen
60 Armourer makes protective clothing for man or dogs and barding for horses
61 Bowyer sell bows and usually employ a few fletcher's to make arrows
62 Weaponsmith makes and sells weapons often specializing in one type
63 Gunsmith makes and sell firearms and cannons and blackpowder
64 Smithy for practical metal goods, specialize in iron, tin, copper, lead or bronze
65 Blacksmith makes iron goods like horseshoes and every day tools
66 Redsmiths work copper, brass and bronze making useful and decorative goods
67 Tinsmith sells tin for everyday objects but also for building, glazes,
68 Silversmith sells silver decorative goods for the rich and the church
69 Goldsmith sells gold decorative goods for the rich and the church
70 Leadsmith sells decorative objects of lead, also building supplies, plumbing, bullets, etc
71 Glassblowers sell glass bottles, window panes, ingots and art objects

72 Dyers sell dye and possibly dyed cloth and leather goods
73 Hatters make fancy hats, often with felt or fur some use mercury in the process
74 Antiquarian dealer sells old art decorative art objects
75 Exotic animals include monkeys, parrots, fancy dogs, falcons 
76 Cooper makes barrels used by lots of other traders for storage and transport
77 Boatwrights make and sell boats, is at sea might be shipwrights
78 Mercenary broker hires out and represents professional fighting men
79 Provisioner sells wide variety of processed foodstuffs often in large amounts
80 Fueler sells charcoal, wood, oil and other fuel sources in large volumes
81 Straw seller, for roofs, animal food or a new floor for your hovel to cover vomit
82 Poulter sells chickens, ducks, geese, feathers and eggs
83 Instrument Maker makes musical instruments or other precision tools
84 Trappist sells and makes animal traps and possibly furs and meat
85 Slaver sells human cattle from base workers to skilled experts
86 Ropemaker sells all kinds of ropes, nets, hammocks and climbing supplies
87 Locksmith sells locks and keys and tools
88 Saddler sells horse supplies including harnesses, saddles, bags, barding
89 Arkwright sells and makes boxes and chests and possibly coffins
90 Brickmaker sells bricks and tiles sundried, kiln fired, glazed or plain
91 Confectioner sells and makes sweet treats
92 Lampwright sells and makes lamps from clay or tin or brass
93 Mapwright makes and sells maps often has old and strange maps

94 Soapmaker turns fat and lye and other substances, some scented and fancy
95 Perfumer sells attractive scented oils and essences
96 Incense maker and seller used for rituals and fumigations
97 Poleturner sells and makes polearms and spears
98 Swordsmith specializing in making swords mostly for nobles
99 Wigmaker sells and makes various wigs and mirkins mostly for nobles
100 Mechanist sells and makes cogs, pulleys, clocks and simple machines

New Publications: Faerie Book

Overlands in the Sky Part 1

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Jack and the beanstalk is the obvious example. Cloud and storm giants in DnD we are told live in cloud castles. These are a few scenarios featuring this environment. The magic faraway tree by Enid Blyton has the various cloud worlds that are temporarily accessible from the treetops. If you visit too long you can be trapped. I like this last approach especially as I have made  a cosmic tree related to faerieland already. I guess you could find a gate or a magic mountain or just fly up too. SOme cloud lands wander into contact with other planes even the lower or elemental planes. Some are copies or remnants of various heavens and paradises but often flawed or deceptive. Giants are fairly common encounters here but fairies and gnomes and other creatures might live in the forests on cloudland. Some cloudlands have ruins remnants of giant civilization from when they were smarter and more supreme. Clouds sometimes crash or collide with fragments of the abyss that that also float around the multiverse usually full of demons. Some beings close to heaven might dwell here for some reason usually because they are close but not quite on point with elastic dogma. There are angels for example who are not willing to return to their kingdom and disagree with home order.

So this is a bunch of tables to generate a cloudland to adventure on with some local life and other details. On one note In my setting dragons and even gods tend to attack balloons and airships. Human attempts to fly with apparatus like tying geese to your chair or jumping off a mountain with fake wings tend to end in failure. Beings in the upper world often use chariots pulled by griffons or other magic animals and some have magical ornithopters, golem like mechanical winged creatures.

You can run amok using various bridges to the sky lands and exploring the upper realms. You can taste what its like to invade another dimension or world but with limited foes and a chance of winning. Heroes from earth You could even colonise a cloud land.

Cloud lands in a world over mobile cities in the lower world would be bonkers. Perhaps burrowing cities in the deep and giant submarine mobile cities. Only dead cities sit still.

Clouds might collide which creates some good adventure opportunities. This could be war or disaster. Once you control the helm of a cloud you might try and annex some smaller cloud lands or give up on bothering with the mortals world on the surface.

Sky people call mortals of the surface groundlings, mortals, earth folk, midlanders, centrelanders, middlemarchmen, groundhuggers, children of earth, those from below, earth grubs, smallfolk and other derogatory names.

Could expand terrain table to have d12 entries each or something like my other terrains


Future Cloud Land Sections
d100 tribes and peoples for cloudland faction
d100 encounters for cloud land areas
d100 wandering strangers of cloudland
d100 magical ruins and remnants for cloudland
d100 strange magic mysteries found on cloudland
d100 magical hazards on the cloudlands

d10 How Big is the Cloudland?
1 Smaller than a sports field only a hundred yards or less (One faction one features)
2 Size of a oval 300 yard or so  (One faction one feature)
3 Half a mile across  (One faction two features)
4 One d4 miles across  (d3 factions two features)
5 Group of d4 x 4 mile hexes  (d3 faction three features)
6 Cluster of 3d6 x 4 mile hexes  (d4 faction four features)
7 Small kingdom of ten times d4+2 lots of 4 mile hexes   (d4 faction four features)
8 Medium kingdom of ten times 3d4 lots of 4 mile hexes  (d6 faction five features)
9 Large kingdom of ten times 4d6  lots of 4 mile hexes  (d6 faction five features)
10 Very Large kingdom of hundred times d4+2 lots of 4 mile hexes   (2d4 faction six features)

Quick Common Factions on Cloudland
1 Giants with d4 pet types or servitor races
2 Remnants of giants, degenerate giant kin like ogres
3 Trolls, often long extinct civilized trolls long gone from the mortal world
4 Faerie folk or sylvan beings of the forest
5 Beastmen especially bird related tribes are the most common
6 Demi humans including elves, dwarves, gnomes, halflings of exotic tribes
7 Strange abhuman tribes kin of elements or other materials even cloudfolk
8 Overrun with monsters possibly even demons
9 Race of changeling spirit folk kin of animals, plants or heavens
10 Beings from the upper worlds like angels or archons, often distant

d10 How do we get up there?
1 From branches of the cosmic world tree that touch clouds (seasonally)
2 Find a gateway or teleporter pad built by ancients and learn to activate it
3 From top of a holy magic mountain where clouds come in contact (yearly)
4 Find magic stairs that go to a cloud kingdom, possibly inside a tower or into a hill
5 Find a rope or ladder or anchor chain or something hanging from a low cloud
6 Grow magic beans which latch onto a cloud (live d4 days)
Through a fairy ring gate (Once a year)
8 Through an ancient stone gateway (once a month)
9 Have a wizard or magician or use a magic item send you there

10 Find visiting creatures or beings from cloudland and hitch a ride

d10 How Mobile Is the Cloudland?
1 Wanders aimlessly to new adventure constantly
2 Follows winds and can be predicted circle each year around world
3 Orbits the world tree interacts with other planes seasonally
4 Their is a ruined structure that operated as control and propulsion system
5 Their is a magical helm control room in the cloud but lost or secret
6 A faction control a hel and sort of understand how to use it but with problems
7 A helm is guarded by ancient defences like a dungeon complex
8 Intersects with various mountains every year
9 Spends part of the year in the lower realms fending off demons or invaders
10 A powerful being drives the cloud to some secret plan and others dream of siexing it

The land has a dominant or several competing terrain types on each hex.

d6 How Many Terrain Types in a Kingdom

1-2 One dominant terrain type
3-4 d3 terrain types but one is dominant
5 2d4 terrain zones but two are dominant
One hex of each type at least and a d6 most common


12 Quick Common Hex Terrains on Cloudland
1 Mountains often with snow capped peaks
2 Grassy hills and meadows and woods and hedges
3 Thick wild forest with scary animals
4 Well kept woodland with magic animals
5 Rich grassy plain with some lakes and ponds
7 Rich jungle and wetland swamp thick with dangerous life
8 Windy ice swept plateau
9 Desert of coloured sand or salt, some scattered or hidden oases or lush canyons
10 Water, fresh or sweet with islands and possibly underwater secrets
11 Fluffy cloud mass and fogg banks
12 Magical terrain something exotic and strange

A feature might be surrounded by it's own bubble of terrain of varying size up to a hex


d100 Exotic Features of a Cloudland
1 Luscious rich forest often with long extinct plants and animals
2 Fluffy edible clouds of manna decent from heaven to feed creatures
3 Rough rocky terrain with gorges, canyons, mesas and butes
4 Cloud material is workable like stone and easily carved
5 Cloud material is edible and nutritious
6 Ancient cave paintings and stone ruins from ancients
7 A rich garden once ordered now increasingly out of control
8 Single huge cavern inside the cloud hides a dread secret
9 Ruin covered from ancient giant civilization
10 Honeycombed with caves and room for a hidden faction
11 Glacier of ice with a cave system within
12 Volcanic smoking with mineral hot springs and visible lava flows
13 Mountains of skeletons, graves and ruined tombs possibly all giant
14 Geysers and mineral springs leaving increadible crystal deposits
15 Agrarian farmland where common folk in villages work, possibly vassals
16 Area has a town and numerous villages
17 Area has a citadel possibly inhabited possibly in some state of ruination
18 Area has a large town or small city and numerous towns and villages
19 Area has a castle or fortress or more for various factions
20 A structure from which the clouds were controlled from once
21 Dungeons are fairly common within the clouds
22 Fungus forest of mushrooms and slime and possibly goblins or faerie folk
23 Crystals over the area in formations, some possibly magic or valuable or living
24 A great crumbling ancient library possibly hidden or desired by factions
25 Has ladder, anchor chain or remains of some contact with the surface
25 A flying monster species likes to roost and breed here possibly locals use them
26 Storehouse of the gods with some kind of monster guardian or even a race
27 Gateway to the borders of heaven, the celestial city or one of the upper worlds
28 Palace of some supernatural being like a star or elf noble a giant or a dragon or angel
29 A sleeping kaiju lays here awaiting the prophecy
30 Gentle grassy hill country with wild flowers
31 Pleasant wetlands with lakes of water lillies and sweet water
32 Remains of ancient walls surround and possibly divide the cloud
33 Fortified mountain possibly abandoned or crawling with monsters
34 Area where landmass covered in flesh and living meat and strange creatures
35 Foul primal bogs with oozes and slimes and simple life forms
36 Pleasant forest of fruit and nut trees, with some magical fruit trees
37 Pleasant grassy meadows and fields with a few streams and ponds
38 Many haunted houses and cottages and other ruins
39 Remains of a great magical engine which once caused chaos long ago
40 Stone monoliths, lines of menhirs, stone circles and other ancient monuments
41 Giant trees surrounded by rich forest
42 Living forest, many are tree men or tree spirits or dryads or treants
43 Huge craters from some explosion or starfall or volcano or disaster long ago
44 Cursed sleeping beings here awaiting freedom form long ago
45 Cloud has a spirit and some awareness and history and possibly can appear in a mortal form
46 A deity often stays here and has a house which is off limits to mortals
47 Numerous petty gods come here often and easy to find one
48 Sleeping titan possibly overgrown or chained or in statue form
49 Imprisoned being of evil chained here and possibly tormented by venom or lava or monsters
50 Giant edible plants wild from some giants garden, possibly giant bees and other creatures
51 Ancient gate complex difficult to operate or understand
52 Weather control pylon often built in tower or temple at giant size
53 A great vault with sleeping race awaiting some event in the future
54 Corpse of a god or ancient being possibly mutant creatures living off remains
55 Inflicted by chaos with strange auroras, alchemical pools an blasted terrain
56 Huge burned areas from some ancient conflict possibly dangerous remnants of some war
57 Pleasant snowfields plains possibly higher than other areas
58 Foul swamp tainted by evil long ago
59 Area rich in minerals, precious metals and stones in veins unseen on surface world
60 A huge statue built long ago possibly hollow or with some adjascant buildings
61 Plateau area frozen with strange creatures and ruins
62 Plateau with jungles and dinosaurs
63 Plateau with ruins and monoliths and tombs from some ancient civilization
64 Gravel covered region of crumbled rock possibly a crushed civilization or glacier path
65 Giant fossils of ancient life turned to stone and killed in primordial wars
66 Multidimensional garbage dump where filth rains from gateways over the filth pits
67 Gigantic pits of filth with formarians wallowing and abusing mortals
68 Glass castle with faerie folk inside partially in another dimension
69 A race of golems in a citadel who replaced their creators aeons ago
70 Sacred pool surrounded in magical sylvan beings and guarded by unicorns
71 A magic tree with divine fruit reserved for immortals guarded by kaiju or colossus
72 Magical animals sacred to a god live here with magical guardians
73 A great dragon with lair lives here possibly with some offspring as followers in own lairs
74 A mighty colossus was made for war aeons ago and makers long gone but it remains
75 A great stone table with giant chairs where giants met long ago
76 A giant castle of powerful giant nobles who see the whole island as property but seldom intervene
77 Shimmering rainbow on a faerie outpost where great treasure is protected
78 Sphynx sages give riddles, important sage lore and eat the unworthy here
79 Huge stone monumental construction like a pyramid, ziggurat, colosseum,, tomb, temple or wall
70 Great tree which can be used to access the cosmic world tree
71 Gateway to human city on the mortal world in some cupboard or the sewers or a palace
72 Gateway to the underland caverns near a great trading city
73 Gateway portal to hell in form of a monsterous devil face or buttocks
74 Gateway arch to paradise require right alignment to operate
75 Gateway to faerie land with giant standing stone faerie circle
76 Gateway to the dreamlands with dream creatures, illusions and phantoms
77 Gateway to the nightmareland with dream creatures, shadows and terrors
78 Gateway to pure null force and darkness attracting necromancers and undead beings
79 Gateway to land of light the source of life, a great healing shrine guarded by the good
80  Elemental node of metal with a gateway and various metal beasts
81 Elemental node of lightning with a gateway and various lightning beasts
82 Elemental node of magma with a gateway and various magma beasts
83 Elemental node of fog with a gateway and various fog beasts
84 Elemental note of radiance with a gateway and various radiant beasts
85 Elemental node of crystal with a gateway and various crystal beasts
86 Elemental node of ice with a gateway and various ice beasts
87  Elemental node of earth with a gateway and various earth beasts
88 Elemental node of water with a gateway and various water beasts
89 Elemental node of air with a gateway and various air beasts
90 Elemental node of fire with a gateway and various fire beasts
91 Dimensional fortress with outpost of archons or angels keeping look for chaos and evil
92 Dimensional fortress with outpost of lizardmen with dinosaurs patrolling the time zones
93 Dimensional fortress with outpost of giant nobility of a more advanced tribe
94 Dimensional fortress with outpost of demonkind guarding a portal of chaos
95 Dimensional fortress with outpost of hell with a petty noble of hell as a commanding officer
96 Dimensional fortress with outpost of serpent men wizards from another plane or time
97 Dimensional fortress with outpost of psionic eldren void knights from another plane
98 Dimensional fortress with outpost of knights of the cosmic balance here to rest and heal
99 Dimensional fortress with outpost of undead overlords led by powerful intelligent horrors
100 Dimensional fortress of primal chaos crawling with shoggoths and alien architecture

Overlands in the Sky Part 2: Factions

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So next are some people for cloudland. Thinking more wharr fun this could be for higher level play. Lots of benefits of plane jumping fun but more controllable power levels and more in line with being opposite of the of the underland kingdoms. Master of Magic pc gamers should see the possibility of this and possibly where lots of high level adventurers disappear to. From this level of the universe you see mankind like bugs below and occasionally see gods and divine beings of the upper realms or servants of law.

Future Cloud Land Sections
d100 encounters for cloud land areas
d100 wandering strangers of cloudland
d100 magical ruins and remnants for cloudland
d100 strange magic mysteries found on cloudland
d100 magical hazards on the cloudlands

d10 Quick Common Factions on Cloudland
1 Giants with d4 pet types or servitor races
2 Remnants of giants, degenerate giant kin like ogres
3 Trolls, often long extinct civilized trolls long gone from the mortal world
4 Faerie folk or sylvan beings of the forest
5 Beastmen especially bird related tribes are the most common
6 Demi humans including elves, dwarves, gnomes, halflings of exotic tribes
7 Strange abhuman tribes kin of elements or other materials even cloudfolk
8 Overrun with monsters possibly even demons
9 Race of changeling spirit folk kin of animals, plants or heavens
10 Beings from the upper worlds like angels or archons, often distant worlds

d100 Tribes and peoples for cloudland faction
01 Tribe of hill giants live among some dolmen in a great wooden lodge with some caves underneath. 1in6 have pet bears 1in6 have some orcs goons
02  Stone giant clan rule from a stone house overlooking a quarry 1in6 keep gargoyles if evil or earth elementals if neutral, 1in6 have thrall humans and 1in6 have thrall orcs
03 Frost Giant clan rule from the coolest tallest spot and attract frosty winds. 1in6 with winter wolves or ice apes with 1in6 using vikings berserker cultists or zombies
04 Fire Giant clan have built a fort and possibly opened a magma seam to keep warm in a strategic location in a cave or fort. 1in6 have pet hellhounds 1in6 have orc or firenewt thralls 
05 Cloud Giants quite advance who can control the weather and steer the cloud (or could once) they are decadent and practice rituals of sacrifice but not all evil and sadistic 1in6 have a pet air elemental 1in6 have pet human thralls
06 Storm Giants live in a castle and consider the island belongs to them. 1in6 keep giant eagles and 1in6 have human servants
07 Forest Giants protect the woods and 1in6 have a pet treant friend and 1in6 have a elf thrall
08 Mountain Giants dwell in most hard to reach mountains mostly sleeping. 1in6 keep pet giant goats 1in6 have dwarf servants
09 Desert giant holds court in a wasteland it has created served by all manner of foul magic spawn 1in6 has a mummy 1in6 has serpentmen wizards 1in6 has lesser demons 1in6 has giant scorpions  
10 Band of ogres with a mighty chief related to a giant and has a magic item 1in6 have pet wolves 1in6 have some orc helpers
11 Band of ogres led by a hag who is the clans grandmother and considered holy 1in6 have pet giant boars and 1in6 have tribal cave men hunters who worship them
12 Ogre Magi with a clan of ogre followers keen to invade and raid others, 1in6 have pet hellhounds 1in6 have goblin and hobgoblin followers and hate bugbears
13 Ogre Magi clans determined to over throw a human kingdom in the name of evil 1in6 with giant bats 1in6 with hobgoblins and bugbears 
14 Formarian war band have soured a land with their filthy wallowing in filth and food and corpses in pits and gorging on everything 1in6 have pet shoggoths 1in6 have thrallmar humans as servants
15 Cyclops work to herd beasts and catch fish and grow vines and occasionally eat humans. They 1in6 have giant sheep or goats and 1in6 have human prisoners and servants and 1in6 of having a band of cyclops orcs
16 Redcap live in hiding near a victim village where they kill and rob and murder travellers. They also protect their human village. 1in6 with wolves 1in6 with human thralls 1in6 with evil gnomes 
17 Ettin lord with his clan. Hideous two headed man eaters and pretty moronic. 1in6 with pet giant boar 1in6 with orc thralls.
18 Giant men mutant hybrids most are hideous freaks but not yet as chaotic or terrible as formarians. 1in6 have mutant dogs 1in6 have mongrel men abhuman servants 
19 Titan dwells here d4 1=in country villa 2=in chains 3=bound to burning rocks 4=in a cage often with a guardian monster 1in6 have human cultists and 1in6 have a giant follower
20 Kaiju colossal monster mostly sleeps 1in6 covered in some giant vermin who parisitise the monster and 1in6 have a humanoid or beastman cult
21 Remnants of trolls living in haunted ruins of their destroyed civilization. Savage survivors are chaos worshiping and insane who only eat animals not keep pets and some keep slaves and eat the poor quality ones 1in6 have human slaves
22 Clan of hill trolls with a burrow complex, close knit civilized family with several troll god patrons. Hate the chaos mutant common trolls. 1in6 keep trollbeasts of some kind and 1in6 keep a lesser race of hedgetrolls as servants
23 Clan of troll changelings turn into humans if mortals appear to assess them. All are highly magical wizards 1in6 have a animal pet 1in6 have a hedgetroll friend
24 Clan of moronic cave trolls aggressive and demand respect. 1in6 keep pet cave rhinos or cave walrus and 1in6 keep regular chaotic trolls in chains as fighting beasts
25 Ancient troll wizard with his servants dwells here in tower with students. 1in6 have a invisible land spirit companion 1in6 has a hill troll bodyguard or servant
26 A troll nighthag lives here with her hill troll sons. They 1in6 keep regular dumb wild trolls on chains as pets and 1in6 hobgoblins as goons
27 A troll shaman lives here with hunter followers. They have been isolated for aeons and if they feel threatened will take potions turning them into the horrible chaos cult trolls. 1in6 keep a savage troll in chains and 1in6 have hill troll followers 
28  A troll sorceress ancient and wise hides with her people inside a hill or fountain. Various troll folk live here in a mixed community (but none of the famous chaotic trolls). 1in6 keep a animal pet and 1in6 has a hedge troll or halfling
29 A clan of wizened old troll mages might teach worth human magic for helping them start a colony. 1in6 have elemental pets 1in6 have human apprentices and guards
30 A clan of ice trolls have made a Ice Palace and frozen the area. 1in6 have winter wolves 1in6 have frost salamanders 1in6 have a ice toad
31 A colony of dancing faerie folk drinking merrily often with a guest from other local factions and many races of faerie folk 1in6 have a pet werewolf 1in6 have goblin militia
32 Thousands of flower faeries dwell in area and keep giants out mostly 1in6 have nymph for a goddess 1in6 have a unicorn 
33 Wood elven enclave watching area for the elf nobility and to opress giants. 1in6 have sabre tooth lions and 1in6 have human or halfling savage
34 Hairy wild men having a festival of drinking, feasting and fornicating with pagan ceremonies dedicated to faerie cults 1in6 has a wolf 1in6 has a feral halfling
35 Colony of tree changeling spirit folk , live in secret unless threatened, 1in6 have pet giant owls and 1in6 have a colony of halflings to do the gardening
36 A colony of elf virgins and their unicorn pets 1in6 have atracted a band of elf knights
37 Leprechaun clan live on top of a mineshaft they keep their gold in. Unimpressed by rainbows marking their horde, 1in6 have woodland vermin serving them like finches and squirrels that act as a swarm 1in6 have dwarf mercenaries guarding them
38 Colony of sprites, pixies, brownies and other tiny fey folk living with talking animal folk in a mushroom village 1in6 have a pet wyvern or drake 1in6 have gnome mercenaries
39 A sacred pond where nymphs, dryads, satyrs, fauns tree spirit folk and elf maids dwell. 1in6 have a pet faerie dragon and 1in6 have elf knights
40 A faerie hill fort or tree fort where a court of the elf folk of the bright or dark sort dwell hidden from prying eyes 1in6 have griffons and 1in6 have goblinoid troops
41 Hawkmen or Falcon men clan defending the area aggressively and demanding respect. 1in6 have giant bird companions 1in6 have thrall humans
42 Vulture men live in a cave practicing dank magic. 1in6 have pet undead or demons and 1in6 have human necromancer students
43 Owlmen Wizard scholars live in a treehouse library complex 1in6 have familiars 1in6 have human apprentices
44 The great and terrible phoenix nests here and aggressively keeps mortals away 1in6 have lesser pheonix guardians and 1in6 have eaglemen knights
45 A eaglemen colony where they guard a relic for the sung god in their monastery 1in6 have giant eagles and 1in6 have human monk pilgrim warriors 
46 A goatmen tribe good druidic or chaos and evil tribes. 1in6 have giant goat pets 1in6 have human druids or witch coven to aid them
47 Crowmen colony is very curious about new lands and visitors but like to keep own secrets hidden. 1in6 giant crow pet and 1in6 have human thieves guild who distract strangers
48 Tribe of spider women witches 1in6 have demon pets and 1in6 have dark elf pilgrims sent to aid them
49 Clan of ape men living in ruins they claim from their past 1in6 have carnivorous apes pets 1in6 have dogs and 1in6 have horses
50 Tribe of wolf men who hate mortals and serve the demon chaos wolf of the underworld, 1in6 have pet dire wolves and 1in6 have some werewolf guests
51 A halfling village well defended with moat and wall and tunnels 1in6 have pet giant beavers and 1in6 have pet dogs and 1in6 have goats

52 A gnome hill complex who follow druidry. 1in6 have pet giant moles or squirrels or robbins or rabbits and 1in6 have giant badger colony
53 A tribe of gnome mechanists 1in6 with security golem or automaton and 1in6 with human mercenaries with guns 
54 A tribe of bad gnome magicians 1in6 with gargoyle pets and 1in6 with a bound spectre 
55 Dwarf fortress with strict mountain dwarves who shun dealing with other races mostly 1in6 with giant boar and 1in6 with a golem operated siege weapon on wheels
56 Hill dwarf trade town stockade with friendly dwarf merchants 1in6 with human employees and 1in6 with halfling servants
57 A nasty dwarf foundry of war smiths dealing arms and weapons but spiteful to humans who want their secrets. 1in6 giant raven pets and 1in6 living statues guards
58 A village of elves led by the oldest noble 1in6 goblin servants 1in6 with pet wolves or lynxes 1in6 with hobgoblin militia
59 Dark elf village of giant fungus, 1in6 with goblin servants and 1in6 with bugbear assassin's and 1in6 with hobgoblin infantry
60 Orc village with tribal chief in log fort led by a chief and a shaman. 1in6 have giant boars or wargs 1in6 have boars or wolves and 1in6 have goblin slaves
61 Rockmen tribe living among giant megalithic stones 1in6 pet rock bears and 1in6 have dwarf visitors allied for aeons
62 Magmamen village near a volcanic vent 1in6 have pet fire toads 1in6 have fire newt allies visiting
63 Mistmen secretive tribal killers who's territory is covered in magic fog. 1in6 have a fog giant hero and 1in6 have human mutants who have fled humanity
64 Icemen live in a frozen glacier hub riddled with caves. 1in6 have a arctic wolf and 1in6 have pet white apes
65 Treemen tribe live in secret in their woods guarding them but others probably know to leave their trees alone. 1in6 have a treant elder and 1in6 have elven archer allies
66 Mushroom men mostly live in caves or fungi forests. 1in6 have a giant mushroom man elder (as a treant) and 1in6 have dark elf allies with them
67 Mixed colony of insect men of various types who live together in a shanty town, poor but happy and playing music all night. 1in6 have giant manis guards or 1in6 have giant stag beetles and 1in6 have giant carnivorous fire beetles
68 Hideous worm men sorcerers perform blasphemous rights with 1in6 with pet giant leeches and 1in6 with a giant worm
69 Slimemen village built of decaying jelly masses 1in6 have ochre jellies 1in6 have gelatinous cubes and 1in6 have a greenslime pit
70 Crystalmen wizards building a complex crystal garden for some reason, 1in6 crystal beast pets and 1in6 have a pet crystal ooze
71 Demonic horde of lesser demons with one powerful leader in decline without support 1in6 have a mutant pet and 1in6 have human cultists

72 Demon lording over a cultist clan 1in6 with undead servants and 
73 Demon cult 1in6 with a pet shoggoth and 1in6 with a demon
74 Elemental cult with 1in6 with a elemental and 1in6 with a elemental beast or abhuman
75 Clan of wise sphinxes 1in6 with human scholars and 1in6 with faun servants
77 Dragon lair with 1in6 with draconian servants and 1in6 with human cultists
78 Fishmen spy base watching upper worlds 1in6 pet giant octopus 1in6 with a plesiosaur living in their pond
79 Centaur clan 1in6 with pet war hydra and 1in6 with human thralls who fight for them
80 Chaos horror unique monster swells here with 1in6 cultists or 1in6 with lesser mutant spawn
81 Realm of beastlords where inteligent giant talking animals rule 1in6 have druid house guests and 1in6 have some elves staying over for tea
82 Home of one of the stars of heaven who lives here with their servants and court by day and at night goes to battle among the stars defending the moon. They may pretend to be human nobles. 1in6 has a fabulous monster like a dragon or sphynx and 1in6 has a race of centaurs or beastmen servants
83 A hundred armed giant dwells here with his cyclops servants. He has titan like powers but is more of a brute has been exiled here forever 1in6 has a captured human royal heir 1in6 has a large bandit gang and uses them to raid the surface world
84 A village of spectral haunts pretending they are still living protecting the lands they had when alive until new humans can replace them and do not need help 1in6 with a spectre and 1in6 with a ghost
85 Outpost of heaven where many spirit folk changelings come to study martial arts and philosophy most in human form, 1in6 pet dragon 1in6 human servants
86 Doppelgangers pretend to be friendly villagers so they can eat villagers 1in6 have poltergeist aiding them and 1in6 invisible stalker guardian
87 Citadel of conspiring devil hybrid changelings receiving training before going to mortal world 1in6 have a pet hellhound or a hellcat and 1in6 have a imp
88 Unicorn spirit shapeshifters live close to heavens 1in6 have regular unicorns and 1in6 can call an angel to aid them if needed
89 Settlement of cloud spirits who like to live as humans 1in6 have pegasi and 1in6 have fog elementals
90 Winged men shapeshifters living in palaces in service of the gods, 1in6 have giant eagles 1in6 have a protective djinn
91 
Expedition of strange uniformed humans from another world with advanced guns and explosives 1in6 have a aerial recon drone with a SMG and 1in6 have a ground drone with a grenade launcher
76 Angelic encampment with angel leader and a band of clerics and knights in a tower sworn to guard something. 1in6 have pet kirin or phoo dog or dragon 1in6 have a healing well
92 A crystalline pyramid of law occupied my a arkon with a group of lesser modrons made of luminous polygons, 1in6 have a time elemental and 1in6 have a greater modron ally
93 A tower of lesser devils with a superior leader 1in6 have hell hounds 1in6 have a greater devil on call to aid them in their secret schemes

94 A elemental race of abhumans are here with 1in6 pet elementals and 1in6 dragons in service to elemental gods
95 Undead horde with necromancers 1in6 with a lich 1in6 with a vampire 1in6 with a mummy out to help the necromancer way
96 A night hag has been releasing bizarre beings from the dream and nightmare realms 1in6 with nightmare and 1in6 with shadow mercenaries
97 A great idol of the elder gods is here worshipped by howling cultists for aeons 1in6 have servitor daemons and 1in6 their god will appear or send a demon representative if needed
98 A lesser god or petty god is living here with followers and they do not want interruptions 1in6 have some bizzare servitor beast and 1in6 have a alignment appropriate entity or elemental appear to aid them
99 A god has a estate here and their servants care for it 1in6 have a guardian monster and 1in6 have the god or personal servant lesser god defend the estate. Petty mortal servants will do their best
100 A lesser god is living here but pretending to just be a wealthy noble prince. Will greet travellers and might elist aid or trade with them. Only reveal divinity if attacked and insulted. 1in6 will have a major domo who will interact with all guests and help all get along 1in6 will have a willful divine child overly interested in mortals 

Overlands in the Sky Part 3: Wanderers

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Future Cloud Land Sections
d100 encounters for cloud land areas
d100 magical ruins and remnants for cloudland
d100 strange magic mysteries found on cloudland
d100 magical hazards on the cloudlands

So cloudland turns out to be more fun than i thought. I get to mash up lots of giants, faerie and any planar stuff I want without the overwhelming absurdity of attacking an entire universe. I'm also liking the possibility of players colonising a cloud. As everyone you meet in the skyrealm is not a monster here are some strange folk that might help or hinder your adventures. I guess Im getting more tolerant of flying transports but not to be common in the lower lands. The gods and spirits actively hinder human flights to the upper realms with monsters, lightening or weather.

A options for this campaign might be to run it with zero level or children characters and minimize combat. Talking animals and other kinds of players or even faerie characters. Occasionally some bad boblins might need a few punches or a black hat shirtless gnome needs a beating. Perhaps reincarnate a party as treefolk or cloudland folk after a TPK.

d10 Cloud To Cloud Travel
1 Ferryman on a cloud raft
2 Sailor with a small boat will take travelers
3 Portal or teleporter pad to a preset location
4 Ropes use when islands pass for a limited time
5 Balloon or airship, dangerous but often luxurious
6 Flying mounts often for hire like griffons
7 Hitch a ride on colossus flying beast like a butterfly or bird
8 Ornithopter in shape of a winged animal with mechanical wings
9 Gliding, large kites, parachutes or other uncertain devices
10 Experimental flying machine mostly untested

d100 Wanderers of Cloudland
01 General Gleeson, lost war and a coup and now a wanderers landless but looking for somewhere he can become Napoleon like again. Some hitmen follow him
02  Brander Clune swashbuckling adventurer, wandered since a child and well connected. Has a featherfall ring and jumps onto lower cloud lands
03 Orlag Vugate former vampire servant escaped to cloudlands and looking for work without any undead overlords, older and meloncholic
04 Kleesar Fellthog town clerk escaped a dangerous cult and his communities destruction. Wants a literate good job and seeks a good master 
05 Vorsun Cleave former mercenary was recruited into a cloudland war and never gone back as the Earth is too boring. Has several pistols and some potions
06 Armelia Astarte led a expedition to a cloudland and is the last survivor. She is a aristocrat and treats others as servants. She is curious but also slightly blood thirsty wanting to dissect new creatures ank murder any who wrong her, she can be charming company if your worthy
07 Clementine Bower left her farm as a child and has adventured in the cloud lands and world tree since. She often has some kind of talking animal and or faerie folk companion and has lots of former friends who would rescue her
08 Tammy Patterson came with her father to build a alchemy lab in cloudland but everything went wrong. He and the lab were destroyed and since then she has been employed as a school teacher, a bandit, a grifter and a shopkeeper. She can still make some simple potions
09 Pettise Glazen with her giant intelligent goose companion Bill that can carry her short flights. She often helps people in trouble and travels for amusement
10 Leopold Velvet a foppish aristocrat in the finest clothes, agonizes about indignities and danger, offers money in gold jewelry to any who can rescue him since his experimental balloon accident that stranded him here
11 Fowler Gantz a ex mercenary servin hell and damned now evades them and seeks to betray his masters and help the needy
12 Lutipold Favazio a glamorous prince sent into the clouds as a curse and wants to get home and claim his throne. He always turning down marriage and fancy titles by the cloud folk for his royal demeanor and education in battle tactics and land management
13 Master Preston is a silly old wizard with his young apprentice pete. They have wandered as adventurers for years and pete wants to go home or settle down. Master Preston is fascinated and just wants another two or five years before reporting his findings to the university
14 Billy Maxwell is a freckled red haired 12 year old boy in a sweater from another universe. He hates this place but has got used to magical madcap adventures. He would like to meet up with some fighting types to teach him to be a mercenary
15 Sammy Haines is a girl from another world in a blue dress who smile always and is always hopeful Sammy Smiles some call her. She often has a elderly gentleman chaperone often a fairy or talking animal or faun. She would like to be a wizard if she is stuck here
16 Orson Cardwell is a large obese man who wanders the cloud realms looking for things new to eat and drink and because he overstays his welcome as a gorging guest. He feels it his right to expect large free meals and drinks to be his companion. He tells lots of witty stories about his escapes
17 Cordelia Cox has been living in the clouds eight years and is now a accomplished swordswoman with no interest in returning to mere mortal life. She dresses well and carries dueling swords and pistols, her manservant Benjamin is a mongrel man she adopted
18 Sparren Gouger a plucky farm lad who killed a giant and now looks for home. He is mostly lucky and quit witted and has a giant gold coin in his backpack. He has a sprite friend Licky he saved from a cat
19 Eidorf Manx a travelling doctor amazed at what he has seen on his travels. Has confusing charts of some cloudland seasonal travel charts. Kings are always trying to keep him as staff and he is always fleeing. He carries a pistol and small sword for defence
20 Vodel Kraft is a lucky thief who has robbed many cloudland nobles and lost his money as easily. He has a few exotic assasins after him. Convinced he lives a charmed life and the luck goddess loves him 
21 Kirra Yarden has been exploring for years trying to find a home or friends who can keep alive. She has been in several struggles and seen cloud kingdoms fall. She is suspicious and wary but a capable and sneaky rogue 
22 Tanya Rattenburg is a former gang member carried away to cloudland by a non human lover. She managed to end that affair and is now better off and well dressed than most of her life. She is looking for the next thing to do for a while or the next interesting lover. Her former lover does not want her to love again until he has recovered
23 Eamon Gallax former labourer was in a cart snatched away by a giant bird to cloudland. He thinks everything is a grand adventure and wants to take wealth back to his home to prove his adventures
24 Gollen Barran a bumbling drunk with a knack for being followed my angry magical creatures. Possibly his thieving abilities led to this condition. He is good at running, drinking and scheming. Occasionally he hooks up with a orphan child until they realize he is a threat
25 Captain Crozier had a ship swept into the clouds and all his crew were eaten by giants. He has made some maps and has a telescope and plans to escape by tying himself to hundreds of geese
26 Marnad Crollzegger is a cracky bitter mercenary who has escaped a giant prison after years of abuse. He will take any chance to harm a giant but also fears them. Would like a safe land to settle
27 Argranzio Cullenforth a composer gentleman whisked away by elves here. Has a violin and sheet music he has written while here, his best work. Otherwise he just has nice clothes, hat and handkerchief and a few copper coins. Would like to go home but more inspired here 
28 Galler Madon grumpy old ship hand used to serving others to survive will latch onto someone as a servant. Eats lots and vulgar but competent and loyal
29 Killian Dory a ex prate and cult leader will join any group then try and take over by any dirty tricks and sabotage he can. Tries to get new companions interested in banditry and canibalism
30 Birandi Callorn a wiley commoner who has had many poor jobs in the sky kingdoms and is always on the move to find where he could be perhaps a farmer instead of a  dirty job labourer. Has seen giants do apaling things while serving them
31 Fantogrel Glormdung is a giant in fine but soiled clothing who wants some traveling companions. He is greedy, bad mannered, superior and has a runny nose he wipes on his blue velvet coat. He is hard to get rid of and makes trouble. On the plus he is a giant and will eat enemies in battle
32 Hozor Glant is a lone devil swine driven away from the last town he ruined and now looking for friends. he will try and charm everyone until he is boss then will use to take over a village and feed him and serve him
33 Gnorden Velk a ex giant footman whose master had a terrible accident on some travels. Gnordon grabs whatever he can eat and steal and is keen to travel and find wealth to retire in some quiet town away from giants
34 Krillbar Trang a filthy old sailor lost in the skyrealms an carries a large load of ropes and supplies he hopes to get to another cloud with. Keen to find travelling companions to help him make a crossing away from here
35 Jimmy the Weasel a friendly weaselman in a coat offers rare goods and guide through creepier places
36 Loriad Ilmar a young elf boy who helps travelers. He will travel with good people for a while   
37 Borgnan Thistle a brownie who carries messages between magic kingdoms, good travel advice but in a hurry
38 Creatura Mandlebon a wizard who makes monsters especially beastmen when she can get in a lab. Will wander with adventurers and look for chances for body parts of exploratory unwanted surgery
39 Laura Branagan has wandered the lands and keeps having whirlwind romances with nobles who turn out to be terrible people or worse. She things she is cursed by a witch
40 Beatpot Bagarin is a kitchen golem with the bound soul of a chef, he mostly wants to cook magic food and give it away yet important people want him as a servant
41 Clune Muldave a lot assistant of a professor. Taken on this expedition then lost Clune has adapted but feels resentful to his old master. Quite a gifted scholar and able to change. Has pile of books and notes in a backpack
42 Fanny Bargewhistle is a adventurer through the cloudlands but also knows about a secret magic canal system on the mortal world. She has several pistols and a small sword mostly prefering to backstab  and pretending to be useless
43 Dick Trumpet is a loud lad who has a magic viking horn he calls his viking beserker chums to his aid. He is good at offending everybody in a room so he often is hunted by mobs. He cant help but  adress everybody in a given area
44 Snotglub Meek a goblin will help strangers for food and follow them. Is an expert groveller and beggar and likes to follow adventurers and glean their leftovers
45 Knickleknock the kobold hero is a brage heroic kobold, reputed to be son of the kobold war god and is as mighty as a ogre. He is a impotent brat who wants to be king. He will join adventurers and try to use them to destroy the current kobold king 
46 Hstala Goldfang a serpantwoman changeling pretending to be a friendly sorcerer to join travellers
47 Elglen Svertvoldt a gnome who quests for exotic alchemy ingredients. Will offer to help adventurers and offered to identify potions, drugs, alcohol and other substances
48 Lorax V'tan a hedge troll who smokes cigars and has a knack for finding food and water even in dungeons and caves. Good tracker and knows what things to expect
49 Klietron Thune wizard of fire, looking for spells and fire magic items and has just lost all his followers to a volcano giant
50 Greegand Gnorbad hyena man who hates most of what he has found and will serve adventurers till he can join some beastmen
51 Erok Gnushdrawl orc dire wolf rider and archer who will follow adventurers until he can join some orcs

52 Karnak Ironblood a dwarf adventurer questing for dwarf relics and keen to follow travellers
53 Professor Koleburg and his assistant Stringbean looking for kaiju or ancient machines of the titans he can meddle with for learning purposes
54 Doctor Karlos Lichenman a older traveller and master assassin needs party as dupes to help cross borders and possible mooks to blame for hits by planting evidence, seems able and helpful until reaches target
55 Gregory Rabbit a fancy dressed rabbit man. He is a bit of a thief and attracts enemies but he is charming and very useful. He can help evade encounters, knows secret paths and who local meanies are  
56 Mr Philip Mole is a moleman wizard, he sometimes has pointers because he has poor long range sight but fantastic smell and hearing. He is well meaning and a bit scared at times but is loyal to companions
57 Ivor the Bear is a large drunken party bear who will follow adventurers to earn drinking money or capture enemies booze. Knows lots of songs and jokes and can keep any party going slightly longer than it should
58 Lucian Ram is a ram man magistrate who has come to doubt his law career and now roams questioning right from wrong, solving mysteries and locating criminals. He loves travel but pretty soon company notice the constant murders and leave him behind
59 Laura Doe is a reindeer woman archer who patrols the woods killing evil and helping travellers. She might travel with some strangers to see if they are up to survival
60 Rubian Toad is a elderly toad sheriff fired for drunkenness. Now he wanders suicidal taking on criminal gangs alone (although often people help him). He is friendly enough and will join travellers but will then be aggressive to bandits swearing by his life to kill them all which seems extreme
61 Rudolph Manpants is a frog dandy who wears fancy noble clothes including pants which he is proud of. He expects respect for his clothing. He will travel with others but mocks anyone met without trousers and provoke a fight. He will share his amazing gourmet picnic basket and wine that he creates with a spell daily granted by a nature god of wine
62 Zelleg Thwait
63 Mr Augustus Badger is a kindy badgeman with a sword and a blunderbuss who will help inept and clueless strangers he meets. He offers sound survival and travel advice and is suspicious of other strangers
64 Mr Cheeky is a red squirrel man who is a very crafty beastman thief. He only hates other coloured squirrels and is otherwise reasonable and charming.
65 Ms Megan Goat, a magic goat wizard on a mission to help animals fight chaos cults
66 Corky Slushdrake is a brown dwarf duckman or Duckling some insultingly call them. He is a veteran sailor and adventurer and is crafty. He does think everyone is out to get him and mistreat his race which can make him berserk
67 Bonny Loxley is a foxwoman criminal. She is mostly on the run and not actually much into killing more into tricks and stealing and fraud. She is also a bard and manages to charm lots into releasing her. She is soft hearted for a fox and others tease her
68 Dr Cornelius Goat is a goatman scholar looking to study various savage tribes of goatmen he has heard of from books. He hopes that poor ignorant uncivilized goat folk might be helped. Will travel with others in hopes of meeting chaos goatmen
69 Juniper Sheep is a wooly sheep girl in a violet peasant dress and looks quite sweet. She is a witch but only uses her powers to ruin the lives of those who cross her or her friends. She can magic up delicious meals and tea
70 Clover Honeyclops is a lady magic horse, she can adopt human form and will cast her druidic spells he help others. She does think everyone should be friends and try to use magic to make everybody happy
71 Glimgold Golem is a mechanical dwarf made long ago who wants a soul. He is currently helping dwarf religions and recovering relics some from the hands of giants

72 Oliver Flax is a farm hand totally lost when giants took him and he escaped. He has a pig he wants to get home safley
73 Jemima Pig is a helpful pink pig woman and wizard. She is wary some want to eat her so is wary of strangers and willing to use magic. She is very jolly and upbeat
74 Isaac Turtleman is a turtleman writer of some repute who is on a sabbatical for the last score years. He likes to wait for fights to end but will fight to protect decent folk and uses a crossbow and a spiked club under his cape 
75 Boolian Glibber fishman adventurer, loves the ladies but most scream in terror. out to put on a good face for fishman kind really a cultist of a demon octopus god. Famous duelist who wears best shoes and stockings (enough to make any fish jealous)
76 Sia Oakley is a lady tree spirit shapeshifter wizard who helps strangers and helps faerie folk
77 Gnor Raargan is a caveman hunter lost from home but learned some strangers can be friendly. Speaking is difficult for him. is a good hunter and sneaky
78 Princess Sparkles is a faerie woman who can shift into human form and knows some wizardry. She finds mortals adorable and quaint and tells them how cute they are
79 Rory Gloomhole is a miserable old ratman who travels with his case to see if their is anywhere nice to live. He will follow strangers who don't eat him and is good at traps and detecting ambushes 
80 Lorren Zaar is a young star spirit in human form who has fallen from the sky. She needs some help surviving and bad people would want to exploit them
81 Gorian Hurgle is a old gnome scholar and wizard who is on a quest for some spells for his collection. He will follow and help others and loves to swap spells
82 Kimber Twinkle a young sprite child who wants to follow interesting explorers before going home. Asks lots of questions an good at rescues
83 Corrigan Thimble is a halfling tailor who likes anyone with food and is hopelessly lost from home. He will repair clothes and shoes skilfully and is kind of talented at sneaking, traps and sneaky stabbing
84 Lurg Crushflesh a ogre who has been charmed and let loose with instructions to help strangers. Eventually will wear off and he will go crazy but in the meanwhile he flutters his eyes and does best to be friendly
85 Roland Goldhiem is a viking prince stranded here by witches overtaking his homeland. Wants to get home but good natured helpful companion but a bit inexperienced
86 Skel Kleinman is a amazon warrior long lost from home turned mercenary. Will be willing to try travelling with others and feels protective of the weak
87 Rodlever Klarsh is a cultist travelling as a merchant with bag of medicine, dyes and fine knives. He also smuggles cultist letters in code
88 Glimrung Horselump is a travelling ironmonger and tinkerer who likes selling stuff to magic kingdoms but will not share his secret of interworld travel
89 Cletus Russo a redneck swamp dweller from a degenerate clan who has become lost. He accepts all this magic stuff in stride and shoots at troublemakers with muskets and considers eating them
90 Moravan Lorr is a friendly young necromancer with his robed silent servant (or zombie), happy to meet strangers and help them but interested in vivisection of enemies. Otherwise seems ok and he is charming
91 Lillian Kalloran is a elven adventuring woman who enjoys sword fights and spell casting but she will not really risk her immortal life and tends to flee if her spells run out
92 Elga Splitskull is a dwarfmaid with luxurious long hair and huge muscles. She likes to smash things with her mighty hammer and likes to fight big people. Reasonably friendly and likes to drink and sleep with her new friends
93 Victor Klougher is a spy who has been lost since a mission involving flying went terribly wrong. Is quite modern and has several pistols and some black powder for bombs. Wants to escape but tempted by things that could help his cause or escape

94 Rebus Talon is a dragonling, a type of dwarf dragonman kind of hopeless at most things but sneaky. He knows all kinds of trivium and magical kingdoms 
95 Preston Fumblefinger a gnomish traveling smith with various tools in his pack and a small 10lb anvil and tiny furnace. Happy to trade repairs for food and travel with friendly folk
96 Billy Cranston was lost exploring his family mansion and fell in a trunk. Something creepy called the king in yellow is following him and he wants to get home
97 Gloriana Veritas a girl wizard with her pet magic talking dwarf pony. They are out having a fabulous adventure together and will join others until they do something creepy or bad
98 Clarissa Rosequeen a lady flower spirit in human form is off to see the world before she returns to her home garden to stay put forever. She is painfully good and she has plant armour with spikes and a living thorn sword
99 Lord Green a treeman knight in leaf armour with a grass sword visiting the world to smite evil and learn before returning home forever. Will join others if noble and decent and are nice to plants. Will say prayers over firewood
100 Titania a faerie queen demigoddess in disguise as a common faerie or sprite or brownie. If people she meets are kind and good she will reward them but any wicked get sent do a dungeon in the faerie underland

Cloudland 4 Magic Kingdoms

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The early results are from the Blytonverse but a bit twisted.

d10 Local Problems
1 Invasion d4 1=happening 2=in secret 3=traitors 4=invaders won locals now rebellion 
2 Health problem d4 1=famine 2=plague 3=venomous creatures 4=plague of creatures
3 Disaster d4 1=out of control 2=collision with another kingdon 3=storm 4=volcano 
4 Fugitive d4 1=evil wizard 2=evil high priest 3=murderer 4=criminal
5 Monster d4 1=lycanthrope 2=demon 3=undead 4=dragon
6 Outsider d4 1=hermit 2=elfmaid 3=witch 4=wild person
7 Guest d4 1=mortal child 2=several sibling youths 3=peasant 4=village idiot
8 Invader 1=pirate 2=murder hobo 3=mercenary 4=bandit
9 Ruins 1=haunted 2=buried 3=flooded 4=cursed
10 Secret dungeon 1=temple 2=tomb 3=barracks 4=prison

d100 Cloudland Magic Kingdoms
01 Roundabout land, keeps moving, populated by rabbitling folk and a old singing man
02 Snow land has a ice fortress, a evil witch, a bear fort, snow golems and penguin warriors
03 Land of the old Scorpion man, demonic spawn of tiamat, a greater demon
04 Rocking land is prone to earthquakes and locals live in ruins and look scared
05 Take What You Want land is full of goods you might buy in a common town store
06 The Land of Hag Spank a cruel night hag school teacher with her imprisoned students
07 the land of Seagulls where seagull folk live in a quaint seaside fishing and tourist town
08 Land of Red Goblins, currently empty with remains of tiny sized civilization
09 Wizard Land where wizards live with goblin slaves led by the Mighty One
10 Land of birthdays with a eternal childrens feast and local beings grant gifts
11 Topsy Turvy Land where everyone walks on their hands and they can infect visitors
12 Land of Spells where all kinds of magicians sell and trade splls
13 Dreamland where dream beings try to seduce and trap visitors with dreams
14 Nightmareland where bad dream entities try to trap and torment visitors
15 Do as thou wilt land where devils tempt you with sinful desires with terrible prices
16 Land of Toys, a race of toy golems once owned by giants, wary of strangers
17 Land of Goodies where everything and everyone is edible but be cautious they punish those who eat certain things or people
18 Land of old Women is full of witches, hags and magical crones of all kinds
19 Land of Tempers traps anyone who acts from anger forever
20 Land of Presents where you can get a good gift for a friend
21 Giantland of which there are many usually home to a clan
22 Nursery Rhyme Land where terrible warped versions of children's stories live
23 Tea Party Land where everyone visits for tea and has a charming time
24 The Land of Secrets a mist shrouded land with hidden treasure and lore
25 The Land of Enchantment where magic items are stored under trapped and cursed monuments
26 The Land of Know It Alls where overly clever people are housed to answer questions but can't leave. Don't let locals see you are smart
27 The Land of Treats with overly delicious unhealthy treats that try to trap visitors into eating to death or other cursed side effects
28 Story Land where old people can only talk in terms of fantastic tales and ignore other modes of conversation. They do know lots of lore
29 Caveman Land full of cavemen, apes and giant mammals and lizards
30 Undead Land full of graves, tombs, haunted houses and crypts roaming with undead
31 Troll Land with many species of trolls except the usual monster kind most expect. Hedge trolls, arcane trolls, cave trolls, hill trolls and even shapeshifter trolls in human form
32 Faerieland with all kinds of faerie folk, talking animals and sylvan beings
33 Gnome Land where all kinds of gnomes live in various villages
34 Dwarf Land with various dwarf clans living in villages, dungeons and inside a mine filled models
35 Dragon Land with all kinds of draconic beings who live here in peace breeding
36 Witch Land where hundreds of witches, goblins, familiars, devils and demons live
37 Tree Land where treants, dryads, tree spirits and various plant beings
38 Arcadia Land where sylvan beings like satyrs and nymphs celebrating with demigods
39 Paradise Land where angels live preying in preparation for the end times
40 Demon Land where a demon warband and their leader a demon or human chaos champion rule them and prepare for war or abuse a subject race 
41 Sphynx Land where cunning sphinxes quiz travellers to test them for worthiness to wield magic relics or know secrets
42 Fire Land of open lava and burning gas pits where fire creatures prepare to colonise other realms
43 Storm Land with fierce weather, cloud and air creatures prepare to expand
44 Rock Land is covered in great rocks and monoliths, mineral creatures prepare to migrate
45 Sealand is a salty sea with islands, aquatic creatures prepare to occupy other aquatic regions
46 Hell Land is full of burning buildings and torture apparatus scattered over a wasteland. Devils here prepare to face a invasion from the heavens and know they have no back up
47 Monster Land is a jungle with dinosaurs, ziggurat ruins and canibal tribes
48 Coast Land has a patch of coast with villages by a sea full of ruins some connected to undersea ruins
49 Dune Land is a sandy desert with ruined temples and pyramids, angry tribes live here and hate looters
50 Giantkeep Land a giant ruined castle where lesser degenerate giants fight over
51 Cathedral Land a giant ruined haunted cathedral crawling with undead and clergy trying to recail the complex

52 Dungeon Land is a colossal brick complex into hundreds of brick tunnels throughout the kingdom. The dungeon is magical and helps the creatures inside wage war and entrap visitors
53 Swamp Land where vile cultists live in a monster filled foggy marsh
54 Chateau Land where a mad wizard family manor is tainted by chaos as are the various immortal family members. Common folk outside the house deliver food
55 Crater Land is a grey wasteland with broken ground and strange creatures from some metal wreckage found in the biggest crater
56 Wine Land where satyrs and dryads and nymphs and centaurs frolic and drink. Occasionally they go wild and have a orgy or tear strangers apart in the wild ecstasy of their god
57 Treasure Land covered in piles of loot. Occupied by a large force of dragons who ask guests why they should be allowed to live. They may trade but dont welcome visitors. In the custom of the land everyone they let klive gets a gold piece
58 Trap Land is covered in bait, traps and treasure lures 
59 Torture Land where devils torment hundreds of victims in imaginative ways for the gods
60 Barrel Land has piles of barrels left everywhere some explode some have monsters others have treasture or common items
61 Chest Land has many chests left everywhere, some are monsters, many are trapped, some have treasure
62 Ruin Land is covered in ruins and remains of a former civilization with several dungeons
63 Tomb Land filled with undead, crypts, tombs and mausoleums
64 Brick Land where kobolds make bricks which they export for dungeons around the world through gates
65 Prison Land is filled with cages, sprawling prisons and ruined grisly forts staffed by orcs who drive slaves to mine and grow food. The less lucky are used for pit fighting
66 Crystal Land is covered in gem mazes and ruined quarts buildings and mineral creatures
67 Poison Land full of venomous and diseased plants, creatures and monsters
68 Stone Land where baslisks and cocotrices and other petrifying monsters dwell with treasure and thousands of statues of ancient heroes
69 Bone Land where skeleton people live in bone houses and live in bone people lives
70 Haunted Land where commoners live in fear from phantoms and ghosts
71 Spirit Land where tribal shamen deal with the invisible spirits everywhere

72 Swine Land full of jolly pig farmers but leaders are devil swine
73 Goat Land full of magic talking goats and some of their servants. From here they plan to destroy chaos demons and teach guest animals magic
74 Haunted Forest Land is a undead filled forest with scattered ruins and graves
75 Dark Forest Land is a dark elf kingdom with various monsters and a dark elf tower or tree fort
76 Farm Land is full of fat jolly farm folk with lots of children who like to count loudly
77 Elf Land where common elf farmers live in peace
78 Ogre Land where magi ruled tribes wage war and fight over treasure
79 Beast Land where talking animals, lycanthropes, animal spirits and beastmen live
80 Worm Land is a dark kingdom of worm monsters, mud, monoliths and cultists
81 Bat Land a cave filled world ruled by goblin tribes, batmen, vampires and giant bat monsters
82 Flower Land with giant bees and beemen who make magic honey
83 Bug Land where poverty stricken insect men live in a ghetto
84 Slime Land where revolting slime lords and jelly creatures rule over a lake of intelligent evil slime and demons like to visit
85 Wish Lands where various beings sell wishes for souls or favours or quests
86 Phantom Land where illusionists dwell and ancient illusions cover a desert wasteland with magic ruins
87 Iron Land a huge factory, mine and smelting operation operated by orcs and slaves ruled by a devil noble
88 Ever Living Land where quaint villagers never age and do best to stay the same. Settlers tend to adapt rapidly for immortality. Occasionally some move to a better imortal island if population grows too fast
89 Lizard Land full of giant bugs and cacti with hundreds of sleepy lizards on geothermal spring landscape with huge crystal deposits
90 Mushroom Land where a huge forest of mushrooms with faeries and goblins and gnomes and other creatures
91 Knight Land a kingdom of goodly knights who are loyal to a king and always questing
92 Temple Land with temples to all the known gods and even unknown ones
93 Spider Land covered in haunted old ruins, spiders and evil treasure

94 Death Land where undying necromancers come to study at a university and are served by undead and necromutants
95 Snake Land kingdom of snake men wizards and demons and gods
96 Strange Land where everything is lit oddly coloured lights and populated by mutants
97 Chaos Land where bubbling lakes of chaos spawn life and demons and other beings come to collect the best for servants and pets as they are born
98 Law Land where archons dwell in tower of light dispecing cosmic justice
99 Balance Land where a glimmering citadel offers rest and respite for champions of the balance
100 Wood Between Worlds Land where trees with ponds cover the island that can be used to travel to other cloud lands or planes or worlds

Sea Cave Reskin 2 The Smugglers Hole

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Reskinning the Sea Cave

As it was it was a kind of haunted place where all kinds of creatures meet and visit. It was the kind of place even the regulars would wander around. Over various eras the mix of occupants has changed. The pirate cave era there was a time of freebooters, smugglers and wreckers sharing the cave and operating a tavern. At other times cultists of the fish men gathered here but they possibly infiltrated the pirate cave era. They populated the cave with various cultists and fish hybrids. A sea witch once dominated the cave also populating it with more sea creatures. The occupants have changed back and forth for centuries.

The Smugglers Hole
So on and off humans have driven back the cave occupants and dominated. The Smugglers Hole was in the Great Cave. It was a villainous tavern that atracted the coastal criminal fraternity and atracted local highwaymen and bandits. Other creatures did try and return but the law possibly with adventurers and a local mob cleared them out.

The Wreckers are a inbred cannibal clan who manipulate the coastal light beacons during storms to look wreckage. The chief is Barny Seashank (T4).

The Pirate Gang are currently in charge and led mostly by Captain Clamglum (T6) but other pirates visit often.

The smugglers avoid tariffs and bring in forbidden duty free drugs. The find the maritime scum are good trading partners and enjoy duty free rum and drugs. Murry Lugfish runs the gang and has contacts along the coast.
If any room has more cultists than outsiders they might be caught doing something cultish like performing a ritual or sacrifice.

Sea Temple

This has been turned into barracks with bedrolls, seamans trunks and sacks scattered around with 2d6 maritime scum at anytime here mostly at rest.
-Kraken Pool

A cage has been fitted over the Kraken pool and the pirates throw victims in as punishment and use it on their prisoners and failed men. A fishman hybrid suggested it and the Kraken god is pleased.
-Holy Cave

This was a place where priests performed rituals now it is where John Slagfoot runs a slave brothel here with 2d6 prisoners in cages and and a d4 guards. Slaves that dont perform get to see a kraken pit execution.
Smugglers Cave

This cave has at anyone time 2d6 pirates, a d6 wreckers and a d6 smugglers. The will be relaxed and at ease but at least two will be at the door checking strangers and getting door fees.
-Stone Shell Cave

This cave is covered in fossil shells and petrified bones. Humans and prehumand dug here and expanded the chamber. Humans sell interesting fossils, the sea cult would try to unpetrify creatures. A d6 smugglers are here with trunks, chests and barrels of goods.
-Squidjig Cave

Four gibbets have been hung from the roof with a d4 corpses inside. 1in6 occasions the corpses are zombies. The room stinks or rotten meat and large worms come out at night.
-Deadmans Cave

Corpses are nailed in coffins until the bodies left here turn into zombies. When thet turn the pirates throw them in the kraken pit for fun.
Sandy Cave
This Large cave has 2d6 pirates camped out with their sacks and a campfire. Someimes fishmen come up in the pool and whisper secrets of the Kraken cult and this helps the men have strange dreams.
-Crab Cave

The Pirate captain and his lover sleep here in a bed made from a giant crab. His lover Penelope stays here and men are ordered to stat away. Several previous girls disappeared, taken by fishmen.
-Nymph Cave

The pirates seal this cave up with a wooden wall with a locked door painted with sign Treasure badly in yellow paint. Inside the Nymphy is not impressed but she will wait. Some men die occasionally trying to peek inside.
-Sea Shrine

This room has worn sea god relief sculpture and carved rocks. The pirates use it for storage mostly. At times the eerie glowing eyes illuminate the room bathing the food stores in unholy light that causes fishy mutations to those eating from here over time. You might see the light approaching but the eyes stop when non cultists come in.
Great Cave

This chamber has piles of shipwrecked wood, several ship prows, broken barrels and trunks and all kinds of salvaged scrap. Old ropes and nets are draped around. Several pirates have built the wreckage into the Smugglers Hole a bar. Prices and quality are low. There are 3d6 men in here of any faction any time. Gambling, drug abuse, strippers and dangerous games with knives are popular here. A mermaid is kept in a old bathtub in a cage and looks sad. For a gold piece the barman Trevor Skag will pull the mermaids bikini top off with a hooked stick. She has killed and eaten several who got close. At any time a d6 men here will be fishmen hybrids propagating the Kraken cult and using coins with squid sigils on them.
Shark Cave
A fierce shark carving is on the wall and blood sacrifices were once held here.  Now it is used to store bodies in and has a d6 corpses. These get used as monster bait or the gibbets in the Squidjag cave or the Deadmans cave if zombies are needed.
Sea Cave

Has several intact large boats used to get crews to pirate ships and by smugglers. Crates and barrels are here awaiting transit. 2d6 Pirates a d6 smugglers and a d6 wreckers are found here and a d6 of the total are fishmen hybrid kraken cultists.
Clam Cave

Giant cave clams here trap any victims so the pirates throw in victims and keep a treasure chest here. The captain knows a song that calms the clams any bard could copy it if heard, anyone else needs a sing roll and risks making the clams mad. The chest has 300gp, 1254sp and 4563cp. +1 cutlass, +2 small sword, a spellbook with a d4 levels of spells
Tide Pool

This room is a entry for various marine creatures who one day will pour from here to kill everyone. Two guards sit here drinking, one has a 2d4 blunderbuss
Witch Cave

This cave had a scary rep so they let a mad old woman stay here. She tells fortunes and makes healing potions. She is actually a shapeshifting chaos crone mermaid. She helps corrupt the men who listen to her stories and advice.

Sea Cave Reskin 3 The Sea Cult

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While the humans held the cave they became prey of the insidious cult of the Kraken. In olden times the cave was known as Kraken hole. When criminals not corrupted by the cult fled some even joined militia teams assembled to fight the fish cult. Smugglers even donated cash to the Sheriff to help fight the cult. Any human rolled in low tide is a cultist and the high tide table all the intelligent species is a cult member.

Sea Temple

This chamber has been painted with signs of the Kraken cult and a large green stone idil of the Kraken is here with a altar. Inside the altar is 350gp in fishmen cursed gold coins and a +1 dagger that lets the wielder understand any sea creature. Human occupants removed the idol and altar but the sea cult found and restored them.
-Kraken Pool

This pool is home to the Kraken. If the water is disturbed or any loud sounds here the pool turns into a whirlpools and the kraken arises to devour a sacrifice or anyone it can grab
-Holy Cave

This cave has a collection of human skulls and flailed skins the fishman priest and his followers wear. He has two fishermen guards and a d6 human hybrids. A cheat with 3456sp is hidden under the priests seaweed bed
Smugglers Cave2d6 human cultists are here and at least 2 will be on guard while others relax. They are a mix of pirates, fishermen, smugglers and villagers. The have sleeping mats of straw here and bags with personal items
-Stone Shell Cave
This cave has two fishmaids who worship their sea goddess and appear in human form. The have charm person spells and lounge about with a d6 human cultists
-Squidjig Cave
d6 human prisoners are manacled to the cave walls, some in tears
-Deadmans Cave

This cave is guarded by a d6 sea zombies, from drowned sailors corpses left in this room. The fish priest keeps them here and when has more than six wends them on a quest. there will be a d4 corpses awaiting the change in this cursed cave
Sandy Cave

This pleasant cave is where 2d4 fishmen rest with one on watch. 1in6 times the fishfolk are carousing with charmed captives who think they want to be here
-Crab Cave

A d4 giant crabs are burying eggs here and hostile to any not with the sign of the fishcult as a symbol, tattoo or mutation
-Nymph Cave

A nymph lives here and the fishmen hate her. She will talk to humans and will advise them to kill all the fish folk cult and bing in a sea druid or priesthood instead. She will identify magic items for the party. If angered she might kill or charm her
-Sea Shrine

This is a shrine to various sea cults with multiple stone shrines. Offerings of seashells, starfish and human hands are lft here
Great Cave

This cave has a d6 fishmen, a d6 hybrid cultists and a d6 human cultists. They lounge around a great burned pile of driftwood with human bones scattered throughout the mess. 3d6sp can be found per hour of searching and digging here with a max of 1000sp
Shark Cave

There is rock art of a shark god eating victims here. Two guest sharkmen with sea axes are here with fishskin armour. They have a collection of a d100 shark teeth here which some will find valuable or good for jewelry
Sea Cave

This cave has several sunken boat wrecks and remains of water damaged goods in crates and boxes. Some might still be salvageable 1in6. A sea ogre fishman hybrid with a trident sits on a pile of rotting human corpses snacking on it
Clam Cave
This cave is avoided because of savage cave clams. A d3 skeletons with a d6 sp each and some rusty weapons can be found. Each clam has a pearl worth d6x10gp
Tide Pool
Two fishmen guard here it is where sea creatures and races enter the cave. The guards have tridents and seaweed fighting nets
Witch Cave
A fishwoman priestess lives here with her idols and treasure, 300gp 1200sp and 40532cp. There are human bones of her former charmed human lovers 

Monster Manual Reskins: Stirges

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So stirges are a favorite of mine. One day I will rewrite the monsters i need but each will include tables of mutations and variations which should avoid loads of similar monsters from needing entries. Mutant Epoch RPG set the standard here all games should have. Also you could use multiple versions combined. So strix owl lycanthrope phantom vampire stirges are a thing. With a d12 for variations I can colour code them for planet psychon too.

Stirge variants are major changes in capabilities that could be combined
Reskins are other creatures you could replace with a stirge without much change

Note BX and AdnD ones are different

AC 12 HD d8+1 Att d4 Mov 3"/18"
Special will latch on and suck d4 blood per round until drained a total of 12 HP before fleeing
Can glide and ambush first round for +3 hit 4 and can sense body heat and smell to attack
Stirges come from the underworld to feed on man. They often live in flocks of 3d4
Feathers and wings are used in potions and spells by witches who often keep them as pets

d12 Stirge Variants
1 Razor Stirge, wounds keep bleeding d3 extra round after stirge detaches unless treated
2 Lesser Stirge HD d4 Att d3 drain only 1 hp/round till reach 6 then flee, often have larger numbers
3 Giant Stirge HD 2d8 d6 bite and blood drain often prey on larger creatures
4  Swarm Stirge are finch size and act as a insect swarm typically 1"/HD across 2 dam to all in area per round unarmoured 4 if unarmoured
5 Plague Stirge, after battle victim saves to avoid disease if wounded
6 Were Stirge, turn into hags from a pact with a witch goddess, require +1 magic or silver to hit. As hags they might have spells as a d4 Lv wizard or druid or cleric
7 Phantom Stirge are immaterial smoky phantoms that require +1 magic or silver to hit and can squeeze through any crack or gap to get inside
8 Vampire Stirge, AC15 HD 4 undead drain level per person per day and blood, stirges require +1 to hit, can be turned and repulsed by holy water and symbols, more solitary
9 Screaming Stirge, cry makes all in a 3" area panic and freeze for a round if fail a save. Victims only need one save per round vs any amount of screaming stirges
10 Spirit Stirge, if killed slayer makes a save or haunted by a poltergeist for a d4 weeks
11 Constrictor Stirge, has a snake tail and a extra grappling attack, several together might hold a victim imobile for them to feed. Each will try to pin several limbs. They have creepy glowing eyes. There is a sub breed that can fire a magic missile once per day
12 Strix or Stirge Owls are evil birds who will also eat flesh and will together carry away a body to eat the digestive tract and will snatch babies. Often distract victims with screams while others move in for a ambush. They can be mistaken for owls and are intelligent but don't speak. Can lactate a foul smelling milk to mark victims or babies they intend to eat that causes blemishes but them mostly do this to sleeping victims they cant get to at the moment. They can smell this odour long distances to track the victim and it keeps rival stirge bird families away

d12 Stirge Reskins

1 Giant Mosquito,  might carry disease and parasites and are atracted to water and smell of dank laundry, common in wetlands
2 Giant fleas also with a Move of 12" and leap of 3" instead of fly, eggs hatch when creatures exhale near them
3 Flying Lampreys with bat wings, disgusting ropey slime, live in water
4 Vampire Bats some carry disease, menace cattle, live in caves, nocturnal
5 Blood Ravens fiendish scarlet birds that tear people apart and drink blood, prefer day
6 Fang Lizards with camouflage and gliding membranes and a single fang
7 Winged snakes with bat wings, hiss angily and suck blood
8 Winged Stingworm is a luminous worm with bat wings and stinging tails
9 Giant Sting Fly injects grub in wound, lose a HP/day till removed by surgeon or host dies or 30 days pass when it bursts free with d4 extra damage

10 Winged Leach with bat wings, revolting blood red worm, might carry disease
11 Blood Imps are cowardly, hungry, angry flying imps, not very bright 

12 Void Whisps are smoky spherical spirits that drain blood from the living

d12 Rumours and Superstitions1 If you boil dead stirges and drink the broth stirges will find your blood repulsive

2 If you render stirges down they make excelland glue for wood or books
3 If a stirge says your name you will die within a day
4 If fed and housed stirges can make good guards for your treasure house
5 Kobolds hate stirges and will avoid them, a stuffed one might scare them away
6 Stirge young are fed blood from their patents who stab themselves to feed babies
7 Stirges are atracted to sounds of infants voices and crying

8 Goblins like to put a dead stirge in their beer for flavour
9 Witches often keep pet stirges and many of these go wild
10 Stirges membranes are good for drum skins and are good for leather
11 There are fossils of giant stirges as big as a cow that must have fed off kaiju
12 The gates and roads of the underworld often have gaggles of stirges
Stirge Trees
I also have a type of chaos tree with stirge hives that house a colony and birth a new stirge per round to replace lost colony members AC 14 HD 4 up to 12 max at a time. A few of these in a dungeon are big fun. The tree is like a gnarled olive tree with large wasp nest like structures the stirges live in. Every full moon half the stirges leave to find a new colony. When you set them alight the trees scream. When you cut them they scream and bleed stinking ichor that makes any stirge want to attack you for 24 hours or till you wash it off with ichor.

Summon Stirge
3rd Level Spell
Hour long ritual to attract one normal stirge per level. Takes them ten minutes to arrive possibly from the underworld through a prepared cauldron or chalk circle. Once they arrived they can be tamed by entreating them with blood or a victim. If the caster fails to get a positive reaction roll they will turn hostile. Some witches take the alpha stirge as a follower which allows more control. The stirges can be led with food to a suitable roost where they will stay if food is available. Stirges are friendly to the caster as long as they are given food and will attack anyone attacking their friend and come when called within a mile.

Stirge Powder
Made from dried stirge powder or dried Strix milk sprinkling this on someone makes it more likely to attract stirges. Some poison a dog with slow venom then cover in the powder to eradicate a stirge nest.

Stirge Eggs
Mostly illegal some like to eat them some like to hatch to keep a colony of the beasts which could be tames or used as a familiar. An egg might sell for 20gp each and you might find one per two stirges in a nest. When rotten eggs can cause a stinking cloud over 1" area for one round which most animals loathe and ruins clothes. Washing in vinegar can remove the odour.

I will do more like this.

Replace surfin bird lyrics with word "stirge" to annoy your players then dance when they kill a character

d100 Magic Animal Droppings

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Firstly I apologise for lowering the tone of all gaming forever. I was accused of this by a TSR pioneer when I did a post on dungeon toilets. Greg mentioned magic poop and I realised its just the kind of grimy unclean content I need. Now there will be magic poop shops in the city, murder hobos will collect monster turds. Adventurers will find turds, taste them using their Gong Lore and evaluate the profitability of the dung. Now poor DMs will have to deal with adventurers investigating every heap of dung. Sorry again. Blame Greg.

In my game unicorn poop heals a d4 damage. So when party turned into unicorns by the king of elfland they got through various challenges after describing their unicorn forms, after they all took dumps and rolled in each others turds. This almost never happens in most of my games. Peasants sneak into the elf wood to gather unicorn turds, a right claimed by nobility. Wizards will study scatalogical tomes and copramancers will use arcane turd secrets.

I's ok kids love poop. Monster Urine table?
Dungeons are just big public dunny's for monsters.

d100 Magic Animal Droppings
01 Unicorn, perfect mr whippy form in rainbow colours with glitter, heals d4 if rubbed on wounds or provides a days food and delicious warm or cold 50gp/Lb
02  Troll (common troll), is foul and sloppy green, if touched can infect you with tiny trolls that wreak havoc inside your body causing disease if a save is failed 5gp/Lb
03  Orc, black and sticky, can be used in mud bogs by wizards to create new orcs from mud to help the spell (gain extra d4 orcs) 1gp/Lb
04 Owlbear, pellets are only good for fertiliser but young necromancers like to use owlbear castings or regurgitated pellets of bones and fur and feathers for study and early animation studies. The castings make good necromancer spell components in part or whole 4gp/Lb
05 Stirge, pellets are a crystal of solidified blood that can be mixed in water and fermented to make a stinking bloodlike diseased liquid that can be flung at foes or used on weapons 1gp/ounce
06 Basilisks only excrete rarely. The turds are small and luminous pellets but each weighs d6x10lb. People use to make luminous writing and emergency fireless light sources that last thousands of years. Workers in the factories using it do get sick. Some say there were spells of mass destruction using the turds. Over time the area becomes toxic and lifeless 50gp/ounce
07 Gorgon a large wet mess that dries into a flat metallic disk. If used to forge into iron it makes cold iron less brittle and rust less and last longer. Gorgon Iron sells for double the normal cost 10gp/lb 
08 Beholder, very prised dung detects as magical and can be used as a component in many spells similar to beholder attacks. S0me say it cures blindness but it doesn't 50gp/Lb
09 Bugbear dung if applied to a person makes goblins afraid and lowers their morale. Slavers use it to train goblin workers 3gp/Lb
10 Giant stools vary in size but can be used to extract ingredients to growth potions or in tiny doses mixed in children's food helps them grow bigger faster (only 1% become cannibalistic ogres as teens). Bigger the giant type the better the effect 1gp/Lb
11 Angel perfect stools glows and act as holy symbols and smell sweet. Churches use in blessings, to sanctify areas and as relics and lanterns, efficacious in some plague remedies 100gp/ounce
12 Demon stools are sloppy and smell foul. If set alight they produce a stinking smoke and smoulder for ten minutes. Most living things find foul and cults use as incense or for making places unholy 50gp/ounce
13 Blink Dog, these crumbling white odourless turds are used in blink spells and items 75gp 
14 Shedu, these luminous sweet smelling pats can be used to make incense used in divination rituals. Eating one grants +1 WIS for 24 hours 200gp/Lb
15 Sphynx pellets are unpleasant but if swallowed grant +1INT for 24 hours 200gp   
16 Treant feces is wet and sloppy and earthy but if mixed with water makes incredible fertilizer that sprouts all kinds of herbs, flowers and berry trees. Elves use it in their gardens 40gp/Lb
17 Goblin dung is wet and smelly. Cave goblin dung can be used to start a cave fungus garden while forest goblins produce ferns or thorny shrubs 1sp/Lb
18 Troglodyte stools are foul and handling one requires a saving throw or vomiting. Coating things in it keeps away most living creatures 4gp/Lb
19 Displacer Beast dung can be rubbed on a person of object to give the displacement ability for a d10 rounds. Picking them up is tricky and stains are not where they appear to be 75gp/Lb
20 Hook Horror dung is gravely and sloppy tar like and sometimes bloody. It is repellent to many dungeon monsters less powerful, especially carrion crawlers. By using a dab in a privy chamber it stops crawlers in the sewer entering your mansion 30gp/Lb
21 Rust Monster dung is black carbon powder used by blacksmiths and some other artisans and tattoos. 1gp/Lb
22 Griffon guano is a sloppy wet mass they usually make from high up and hard to obtain. Some colonies find a single high rock to mark their pride territory. It is a good ingredient for fly potions or spells 50gp/lb
23 Zombie stools are never just found as their metabolic processes stop. You have to cut them out of the corpse. Some use to make potions of zombie control. If implanted in a fresh corpse the body will raise as a feral zombie after 24 hours gp/ounce dose
24 Wyvern stools can make a poultice that can give someone a second chance to save vs a wyvern or scorpion sting. 75gp/Lb
25 Boggle feces is a good quality but smelly grease useful for machinery and awful smelling lamp oil 5gp/Lb
26 Firenewt stools are full of sulphur which can be extracted with a alchemical process. Colonies might have a central pit but some crap into volcanoes and leave very little. In some places prices rise where sulphur is rare 1sp/Lb
27 Salamander poop is a glowing hot pellet of charcoal that stays hot and warm for 24 hours for starting fires or cooking. Will remain warm for a d4 days more which is nice in winter. The remains have uses in spell and potions 5gp/pellet fresh 1ep/pellet when only warm 1sp after cold 
28 Fishman coils or cables smell revolting and stain skin. Anyone touching is will be discoloured and smell fishy for a month. Some people throw it at people or use as a prank 1sp/Lb
29  Mutant Chaos Goatman pellets can be used to infect eaters with minor mutations if they fail a saving throw. Goatmen force feed it to victims hoping they will become goatmen or monsters. Chaotic alchemists use it to taint potions with chaos 1gp/Lb
30 Fire Lizard guano  is fireproof clay and can be paste applied to shields (+1 save vs fire, ten uses a jar) or armour (+2 save one jar) 40gp/Lb 
31 Night Hag feces is a resin of evil darkness. It bubbles and boils if touched by a holy symbol and holy water turns it to ash.  It can be used to set off detect evil magic if smeared on a victim and could set off some magic traps or curses. 15gp/ounce
32 Carrion Crawler dung is found in black nuggets and has a intense odour up close and is only sticky when fresh. Covering objects in it protects from green slime. An pound could cover ten hands or one person 12gp/Lb 
33 Minotaur dung is very attractive to cows. If covered adds +2 to your CHA to bovine creatures. Farmers use it to help mathe cattle 4gp/Lb
34 Lycanthrope dung, if fed to a victim (possibly slowly) they require a save or turn into a lycanthrope after 30 days. They will feel more awake at night 5gp
35 Centaur dung is a mild poison with a earthy grassy flavour if ingested +2 to save one pat can infect a meal for ten 5gp/Lb
36 Satyr contains yeast culture good for wine making and a single stool will make a typical vat that improves the wine flavour 12gp/lb
37 Chimera dung, confuses and scares tracking animals especially dogs, ten pairs of boots per batch or one whole person 12gp/Lb
38 Ghoul dung is black sticky necrotic mass with grey jelly. Throwing it at a victim or touching it can cause save +2 or paralysis. It works for a d4 days. Throwing it uses the whole mass, slapping people or a contact use last ten touches 10gp/Lb 
39 Brain Mole dung causes who eats it to hallucinate for a d6 hours 100gp/ounce
40 Bullette dung is useful as mortar for building, luckily they leave hundreds of pounds of shit everywhere 1cp/Lb 
41 Catoblepas dung reeks of rotten meat and scares away most normal animals for a d4 months from a area. It burns fiercely and is used in forges and furnaces 15gp/Lb
42 Cockatrice guano is desirable as a transformative ingredient in alchemy worth 75gp/ounce
43 Crocodile dung is used as a form of birth control and various medicinal uses that possibly work 1sp/Lb
44 Doppelganger dung blocks scent receptors of animals and can be used to cover odours 1sp/ounce
45 Gargoyle dung is gravelly pellets used to make a material used to repair statuary and fill cracks 25gp/ounce
46 Harpy dung is revolting and diseased and very sticky. Throwing it spreads disease 10gp/Lb
47 Intellect Devourer feces can be used to make a potion that causes madness. Victim saves or becomes mad for a d6 flowers 65gp/ounce
48 Invisible Stalker dung is invisible and can be used to make invisibility potions 35gp/ounce
49 Ki-Rin stools are valued as holy incense and smells sweet and spicy 250gp/lb
50 Lamia feces is vile and unholy, used by evil priests to anoint unholy places 45gp/ounce
51 Leucrotta stools look human but smell foul. Some alchemists make a narcotic confusion causing paste used as a drug 25gp/ounce

52 Lurker Above dung looks like semi precious stones and often are scattered on floors to distract victims. 20gp/ounce
53 Manticore turds are horrible sticky masses that the smear on rocks to mark their territory. Some use it to drive other manticores away 35gp/Lb
54 Medusa stools are used in potions of reverse petrification but the creatures hide them away from their lairs 25gp/ounce
55 Mimic poop is hard to find and just looks like ordinary rocks. It is used in some polymorphing potions 40gp/Lb
56 Mind Flayer dung if eaten gives traumatic hallucinations of mind flayers recent victims, save or spend a d3 days in coma 40gp/ounce
57 Naga feces id black and earthy and damp. It has various unholy purposes and magical purposes depending on the naga's alignment 45gp/Lb
58 Pegasus dung resembles horse manure but is hard to find or identify. Some use it in flying potions and other magical uses 30gpLb
59 Nightmare dung flames for several days, when cooled has uses in planar travel potions and ethereal oils 85gp/Lb
60 Ogre Magi is larger than human, smells of unearthly incense and is oddly coloured. It has a faint magis residue and has many uses in potion ant item making 45gp/Lb
61 Otyugh dung is sloppy and mostly mucous and usually ends up mixed up with the mess in their lairs. While handling the mess risks disease it can be used in potions of telepathy 30gp/Lb
62 Neo-Otyugh dung is sloppy and mostly mucous and usually ends up mixed up with the otyugh wallowing sewerage matter. While handling the mess risks disease it can be used in potions of telepathy or increasing intelligence 60gp/Lb
63 Peryton only eat human hearts and their pellets are black and shiny. By rubbing the mess all over a person the subject casts uncanny human like shadows 25gp/Lb
64 Pixie pixie stools ae tiny but quite magical and used for invisibility and illusion potions 65gp/ounce
65 Purple Worm stools are human sized, sloppy and mucous covered segments. the presence of this dung scares away many subterranean creatures but attracts giant dung beetles. 1sp/Lb
66 Remorhaz feces can be used by alchemists to create fireless heat with certain reagents 25gp/Lb
67 Roper turds are wet and slimy and can be used to make a strength sapping contact poison 20gp/Lb
68 Thought Eater dung is hard to find on this dimension but if found can be a good ingrediant for ethereal oil or contact poison that saps intelligence points 75gp/ounce
69 Umber Hulk dropping are large and foul. Many smaller monsters fear their odour. It also can be used to soften rock making it easy to dig like clay. One Lb of dung can effect 10 cubic feet of rock 20gp/Lb
70 Winter Wolf poop is frozen solid and remains cold for a d4 days. Has various uses as ingredient for ice spells, potions of cold resistance and other magical ingredients 35gp/Lb
71 Xorn devour gems and minerals. Their pellets are incredibly dense, a spoonful weighs ten pounds. Some use it for acts of sabotage and it also has alchemical uses 65gp/Lb

72 Yeti stools are frost covered frozen humps. It is used by mountain folk to make medecine vs cold or altitude sickness 30gp/Lb
73 Titan stools are large and perfectly formed with no odour. All kinds of magical uses are possible including levitation, invisibility, heroism but titans might only excrete once a century. 100gp/lb
74 Black Puddings leave little waste but some occasional gravel pebbles. The pebbles are highly resistant to acid and can make resistant glazes for ceramics and glass useful in alchemist laboratories 25gp/ounce
75 Pyrolisk guano burns like magnesium with a bright red flame and has many alchemical uses 30gp/Lb
76 Elephant dung has many uses including treating tooth aches, stopping running sinuses or bleeding, 5gp/Lb less in countries where elephants common 
77 Imp poop is easily ignitable and flammable and has a dim phosphorescent glow. Some alchemists use them to make matches you can make 40 matches per ounce and some alchemists keep dozens in cages 1gp/ounce
78 Dwarf poop is solid almost cubic large dice like pellets. Blacksmiths use it as a polish that prevents rust on iron 1sp/Lb  
79 Elf stools are perfectly formed from elven superior diet and has little odour. When planted flowers and and grass grows in that spot (or fungus if in a cave) 1sp/Lb
80 Cave Fisher dung is usually flung well away from the creatures hunting place and is a warning to look out. It can be used as a ingredient in all kinds of glues including magical ones 15gp/Lb
81 Behir dung smells of ozone and has a strong static charge and is highly conductive. Some alchemists study it and use for electrical based potions 20gp/Lb
82 Lammasu dung is very holy and can be burned as a sweet smelling incense and can be used in protection from evil potions 65gp/Lb
83 Ettin Dung is highly prized by orcs for war paint and camouflage. It keeps for years in a gourd. 1gp/Lb
84 Froghemoth dung is magically fertile and promotes growth in vegetation and fish. A pound with fertilize a 1" area making it burst into life rapidly doubling biomass in a d4 days, highly praised by druids 10gp/Lb
85 Sea Serpent feces makes good shark repellent if rubbed all over and lasts a d6 hours in water 4gp/Lb
86 Bee dung is gathered from giant bees and is a sticky sweet resin useful for craft, book binding, lacquer and other uses 5gp/ounce
87 Ant dung is from giant ants and useful for growing fungus. A pound covers 10 foot area and within a week fungal blooms cover the surfaces 1gp/Lb
88 Spider feces is used by witches and wizards for various potions and spells and the best comes from giant spiders. Unfortunately with the biggest spiders some of their dung is actually a species of smaller poison spider camouflaged that prey on creatures that eat the feces 10gp/ounce
89 Flailsnail feces is gathered by mutants to make mutagen potions to anoint their young. Some make temporary only potions but best to be sure which you imbibe 45gp/Lb
90 Hippo dung added to a body of water provides a burst of nutrients to fish and marine plants, a single pound will rejuvenate a typical garden pool and increase growth of fish and plants for a month 1gp/Lb
91 Black Dragon poop smells acrid and is sloppy but can be applied to cover a person to resist acid damage by half 65gp/Lb
92 Blue Dragon poop smells of ozone and is used by alchemists to perform simple electroplating and other reactions 90gp/Lb
93 Green Dragon poop smells salty and dries into crystalline mass used for sterilizing public baths and pools 30gp/Lb

94 Red dragon dung is sulphurous and a log burns for a d4 days. Nobles like to boast their homes are heated by dragon dung 40gp/lb
95 White Dragon dung is frozen and absorbs heat for a d4 days making it a useful refrigeration material in a ice box 30gp/Lb
96 Dragon Turtle dung is a waxy floating pellet that makes a good water proofing material and metal polish, it often washes up on certain beaches 25gp/Lb
97 Hydra feces can accelerate growth in small animals but 1in10 grow a d3 extra heads. Some refine it to make monsters 25gp/Lb
98 Pyrohydra dung can burn for a week and the flame makes weird patterns and smoke. Temples value it especially 65gp/Lb
99 Lernaean Hydra dung is used to make healing or regeneration potions 30gp/Lb
100 Tarrasque dung is rare but fossilized coprolites have been found around the world. Some races fashion into stone weapon heads that can harm magical creatures 100gp/Lb

Books I Dig and Books I Would Like To Make

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I've made a fair few books of late and will continue the whole project for at least a year in total of a book a month. When a big chunk or my work has been finished I can possibly retire and use my own stuff or have some volumes revised, edited and kickstarter into more substantial projects.

Xor and Planet Psychon would be highest priority for such a project to fund art and the projects properly with editing etc. Shadelport would be next with whole city mapped and maps of the bridges.

EMO house rules in one book or in bits

-Character gen, stats and basics
-basic 4 classes, demihumans, specialist classes, monster classes, outre classes
-skills and spells and equipment
-monster book

My Original Dungeon Zone Project envisaged 12 dungeon types

1 Gothic Necropolis - haunted burial places and cursed ruins and holy places Lv1-8
2 Redbrick Dungeon - prison fortresses occupied by wizards and monsters Lv1-6
3 Goblin Mine - hollow mountain full of goblins and humanoids Lv1-6
4 Amber Manour 
- magical manours of madmen Lv1-12
Giant Fortress - colossal ruined castle city of giants Lv4-12
6 Ancient Labyrinthe - magical mazes and monsters Lv4-8
7 Cyclopean Ruin - elder gods and pre human races Lv8-16
8 Lost Temple - ancient desert ruins, desert curses, undead Lv6-12
9 Forbidden City - jungle inhuman city, dinos, lizards and frogmen Lv4-12
10 Glacial Citadel - frozen prehistoric waste, cavemen Lv4-12
11 Sunken City - possibly including sea men's book of sea stuff Lv4-12
12 Underland Cavern - underland kingdoms and ruined civilizations Lv4-12

Other Projects
Hell the Spiral Part - hell generators for a one way campaign through all the hells Lv8+
Cloudlands and faerieland in one book - needs more Lv6+
Magic Mountains Dwarves and giants - needs more Lv4+
Mutant book - ongoing
Invasions book all in one or several small ones
Wilderness hexcrawls exile island - mostly done possibly include village stuff
Court Life nobles book - needs lots more stuff
Revised murder hobo book with several extra tables and hobo town maps - mostly done
Revised Shadel Port Book - mostly done
decopunk book - metropolis film rights expire 2022 - mostly done
Beastmen and abhumans - 75% done
space dungeon crawl - fair bit done 4+

Thinking of content to reward commenters each week
Possibly do a Psychon Companion this year too...

Most Usable Modern OSR products

1 Veins of the Earth
2 Yuin Suin
3 Dark Albion + cults book
4 Lamentations basic book
5 Mutant Epoch
6 Petty Gods
7 Carcosa and modules
The Cross Roads Region - mutant Epoch
9 Hotspring Island
10 Realms of Crawling Chaos
11 Anomalous Subsurface environment
12 Vornheim
13 Blue medusa
14 Red and Pleasant Land
15 S
lumbering ursine dunes stuff anything by hydra co-op
16 Under Waterless Sea
17 Gnomes of Levenc
18 Blood and Bronze
19 Fungus Forest
20 Wormskin
 Operational Unfathomable is on my want list, Gathox pretty nice

Modern Era Commercial Releases

1 The Guide To Glorantha
2 Hellas
3 Pulp Cthulhu
4 Laundry Files*
5 Cthulhu Britannia scotland book*
6 Malleus Monstorum*
7 Cthulhu Grimoire
8 Luther Arkwright (Mythras)
9 Cthulhu Campagn
10 The Cthulhu Wars
11 Eclipse Phase*
12 Magic World*
13 BRP Rome*
14 BRP Classic* Fantasy (+Mythras Version)
15 Openquest
16 DCC book
17 Frontier Space
18 Mythic Iceland*
19 Cthulhu Tech
20 Elder Stars
*possibly killed edition

Old School Favorites 
1 BRP hardcover
2 RQ3 book
3 Cyclopedia DnD
4 2300 2nd edition box set
5 Call of Cthulhu Games Workshop edition
6 Gamma World 2nd ed box set
7 Griffin Mountain RQ2 book and RQ3 box set
8 Dark Conspiracy
9 Cyberpunk 2020
10 Ringworld Box Set + Companion
11 Stormbringer games workshop edition
12 Space 1899
13 Trollpak
14 Metamorphosis Alpha
15 Dorastor RQ3
16 Warhammer Fantasy RPG
17 40K rulebook 1st edition with zoats and aquats
18 Pendragon
19 TSR Marvel advanced
20 Torg - some of the world books great
21 Death valley free prison - cyberworld
22 Dark future
23 Star frontiers
24 gang busters
25 Cyberworld
26 Champions - 1st ed book
27 GURPS, space, autoduel book was probably most used
28 King of sartar
29 Cities book for RQ3 same as thieves world box set,
30 Borderlands RQ2 box set
31 Pavis RQ2 box set
32 Rubble RQ2 box set
33 Glorantha R3 box set
34 Vikings box sets for RQ3
45 Paranoia Games workshop edition
46 Mega Traveller especially Digest Group Publications
47 Dungeoneers Survival Guide 1st ed
48 Deities and Demigods 1st edition
49 Oriental Adventures 1st edition
50 AnD monster books MM1 MM2 FF
 1st edition

While Im Here....Writers 
1 Clark Ashton Smith
2 HPL
3 Ian Banks
4 Jack Yeovil/Kim Numan
5 Micheal Moorcock
6 Brian Lumley
7 Ramsey Campbel
8 John Sladek
9 Brian Aldiss
10 Norman Spinrad
11 Harry Harrison
12 Fritz Leiber
13 Robert Bloch
14 Robert Chambers
15 Pat Mills
16 Alan Moor
17 Chris Claremont
18 Stanislaw Lem
19 Philip K Dick
20 Tove Jansson

d100 Strange Space Colony Secrets

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d10 Quick Mysteries
1 Strange phenomena
2 Native life forms
3 Alien artifacts
4 Original inhabitants
5 Original colonists
6 Strange cults
7 Cult artifacts
8 Strange organisations
9 Alien ruins
10 Space wrecks

d100
 Strange Space Colony Secrets
01 A strange monster was destroyed in a cavern and nobody ever saw anything like it again
02 Strange lights used to be seen in the sky above the colony
03 Outbreaks of some contagious madness were a problem and some settlers were killed
04 Strange radio messages were received with odd voices nobody could explain
05 Weird buzzing noises almost like voices head in early days
06 Equipment failed and disappeared and nobody can explain 
07 Communication black outs inexplicably plagued early days
08 Sensors detected ghost readings but nothing was ever confirmed
09 Several people reported seeing possible life forms nobody has seen since
10 Some colonists plagued by dreams and instability
11 Early colonists wiped out a species but recently evidence was found the beings were intelligent
12 Strange creatures seen by early colonists have not been seen for years and nobody knows why
13 Massive die offs of organisms occur in early years not seen since
14 Plagues of some local creature were a problem in early years
15 A dangerous creature killed some people early on but nobody has seen since
16 Some people were convinced some local creatures spoke to them early on
17 Some simple creatures swarmed and damaged vehicles and bases early on
18 Some creatures seen trying to manipulate colonist equiptment several times
19 A crazed scientist speculated hidden creatures underground or underwater
20 Fossils of strange creatures found early days but site records lost  
21 Several strange carved rocks were found in the early days but the objects were since lost
22 A perfect black slab of stone was found with no explanation and is now in the basement of the academy
23 Strange tools found and a possible mining operation site from centuries ago
24 Ancient crater from some crash and massive explosion in past, a few scraps of metal goods have been found
25 Landing site found of unknown vehicle landing and some metallic objects but the dating is far too old so scholars reject it's discovery
26 A cave was found with strange deformed skeletons and some carvings in a mountain
27 An abandoned shelter was found with strange dried creatures of some kind with some kind of jewelry 
28 A stone disc was found broken in several pieces but one of them went missing years ago 
29  Weird metallic objects were found in a mountain cave with strange alien designs 
30 Several spheres on display seem like globes of various ages of prehistoric Earth found by some settlers with no documentation years ago
31 Native life seems to chant by night especially under full moon or season changes
32 Native life seemed to ritually murder some colonists
33 Native creatures seem to build structures and ritual sites
34 Some colonists scandalously caught mating with creatures
35 Creatures seen making marks that seem to be writing
36 Someone saw native life with tools and equipment but nobody seen since
37 Native was found with strange implant but it disappeared before cataloguing 
38 Scientist was sure native creature has true language then disappeared
39 Scientist was trying to contact natives and disapeared
40 Scientist sure a native creature is not related to any other life form on planet
41 There were some settlers already nobody could explain and the spoke in archaic pre space travel language and lived in primitive conditions, nobody knows how they arrived
42 There were remains of a previous settlement of some kind with no clues as to where the population went
43 When the colonists came there were already some unwholesome settlers but they were all killed during conflicts
44 A strange madman was on planet first who threatened and cursed colonists but was killed 
45 A ship crashed with members of some cult but they died off years ago
46 There was a mutiny during settlement and the rebels were some kind of strange cult
47 Years ago some colonists were caught practicing some strange religion 
48 A cult among the colony all committed suicide but most records are lost
49 Security rooted out a dangerous cult trying to drug population with unknown substance
50 During occupation some cultists escaped in a vehicle and were never
51
 A colonist went crazy and kidnapped and murdered several colonists until they were killed
52 A faction of colonists split off and followed their leader and were never seen again
53 There were rumours of some colonists with strange abilities
54 A settlement disappeared under strange circumstances and nobody talks about it
55 A settlement has isolated itself and has strange beliefs
56 A cult leader tried to take over a settlement but was killed by somebody
57 A site in the wilderness was found once with mutilated bodies of cultists
58 A colony once had some kind of cannibalism epidemic, the adults were killed and their children taken
59 One settlement began exhibiting strange unnatural mutations and have shunned medical help
60 A backward settlement has become increasingly degenerate and some blame them for other settlement disapearances
61 A cult was killed by authorities and a strange bronze disc with weird writing was found in their temple
62 A strange old man was hunted by the law and killed for murder who had a book bound in human skin
63 A cultist tried to hijack the colony public address system to broadcast audio files of some strange chants, scriptures and noises
64 A cultist doctor for several generations modified many unborn children with his own DNA, most today are his decendants
65 A cultist tried to use a unknown biological agent on the colony food supply but was killed
66 A isolated settlement was murdered by neighboring settlements in a single night and nobody was ever charged. Some ruined ritual monuments survive
67 A strange cult used to prey to the sun and after the sun began to change its radio emissions and radiation. The cult was killed by an explosion and the emission changes stopped so who knows if the events were related. A large crystal polyhedron was found
68 A colony had a problem with robots killing people. Some say a cult reprogrammed them. Some of the backup files still exist in a safe after scientists gave up trying to understand
69 Colony has developed some advanced tech independently nothing like known space. With limited resources and AI crunch power available this should be impossible
70 Colony has some advanced biotechnology they found and now use every day. Outsiders find the tech disturbing and alien. Gelatinous blob creatures wander the settlement
71 Colony founders organisation celebrates the early settlement and heritage but also some think it is hiding secrets and has become a religion

72 Planetary archaeological corp are surprisingly well armed and have made many sites quarantined secure zones. This has conspiracists talking
73 Government has a covert ops org investigating some early failed settlements and interrogating citizens but wont say why
74 University research group has been establishing secret gov research labs and imprisoning unwanted investigators
75 Seagrave Institute a oceanographic research group has been operating deeper and deeper. They have seemingly unlimited funds from underwater gold deposits and fisheries 
76 The Investigators Club explore esoteric subjects in public debates. In recent years they have declined in membership and only a few die hard followers attend their meetings. They denounce the wonders they once proclaimed in their ornate meeting halls
77 Somnambulistic Research Group study dreams and claimed to use technology and drugs to do so. They demonstrate with multi player games and have grown very wealthy
78 Hyperspace Research group have been using the colony ship stardrive to research FTL travel from their orbital research station. Some of the researchers quit after strange phenomena
79 Lorian Foundation operate a museum with a extraordinary collection of 16thc earth witch paraphernalia and roman era druid treasure. None of the treasures are in any catalogues or texts from earth nor does the colony manifest include them
80 Kalen Society operate isolated monasteries in isolation but recently have converted some colony officials. A mob of the cult murdered some officials trying to curb the sect but the public are still unconcerned
81 A pyramid mostly buried with a fallen blank faced statue were discovered after a wind storm but the site was buried again a few years later. Explorers are trying to dig it up
82 Carved tunnels crossing hundreds of miles criss cross the continent and clubs of explorers search and map them for fun. Some have found evidence of writing on walls
83 Strange prehuman ruins and monoliths were found on the planet exiting explorers
84 Ruins of some buildings found of possible ancient civilization but officials deny it
85 Strange signals detected in certain area infrequently near strange monolith
86 Several hills are determined to be possibly artificial but worn by elements over ages
87 Strange black basalt pillars in a v shape and remains of human bones in a pit nearby
88 A valley of strange megaliths has locals telling stories of a strange figure in tattered robes seen walking during dust storms
89 There is a strange stone in a valley where local settlers warn causes strange dreams of alien rituals before a hairy toadlike being
90 Underwater formations seem to resemble stairs and ramparts like some ancient ruins but experts explain they are just a natural formations
91  Crash site of unknown vessel was discovered with fragments scattered over miles
92 Ancient mines near asteroids left by some ancient battle have kept explorers away but someone thinks they can crack the code to disarm them and see what they guard
93 An alien wreck semi submerged in water has intrigued settlers for decades

94 Rumours of a strange ethereal ghost ship floating in the sky have been told for years but one story tells that the ship once landed and strange beings were visible inside
95 A strange mass of organic growths unlike any other life on the planet has been studied for years. One scientist believes it is the remains of a biological spacecraft but peers mock these beliefs
96 A volcano exploded decades ago exposing some kind of metal structure inside. The volcano has scientists too fearful to get close in fear of a new eruption
97 A wrecked scout ship from centuries ago has been known of for years but recent digs reveal it had passengers in cryopods and was some kind of sect
98 A module from the original colony ship has been lost for decades but it has been detected in system where nobody can explain how it got so far away
99 A geological survey discovered a metallic object that looks like a buried ship but it couldn't be that old
100 An attempt to make one more journey with the colony ship hyperdrive created an anomaly. When it cleared a fused raft of wrecked alien ships was left behind. Several exploration missions never returned

Petty Loot for Good Noobs

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1d10 Quick non monetary treasures

1 Magic potion
2 Useful documents
3 Magic lore
4 Clothing and jewelry
5 Domestic item
6
 Wand, rod or stave
7 Missile Weapons
8 Melee weapon
9 Magic armour
10 Strange relics


d100 Petty Loot for Good Noobs
01 Magic perfume +1 to reaction rolls for a hour has a d6 doses in bottle
02 Healing ointment d4 effect with d3 doses each in tiny bottle or pot
03 Poison Resistance potion gives drinker +4 to save vs poison for a ten minute turn 
04 Disease resistance potion gives drinker immunity to disease for a ten minute turn
05 See in the dark pills last one ten minute turn, d3 doses 
06 Fog Potion releases a 1" wide circle of fog, d3 doses in bottle or jar
07 Muscle Potion gives +1 strength for for a ten minute turn, d3 doses in bottle
08 Magic pipe weed and pipe, blow colourful rings of smoke for a ten minute turn, d3 doses
09 Pouch of wondrous herbs, ten doses of one HP healing pouches 
10 Berserker Potion, fight in negative HP with +2 for up to ten minutes
11 Pardon exonerating you from some past crimes just in case it comes up
12 Family tree claiming you are related to a better off family somewhere
13 Hunting Permit issued by king or Queen to some ancestor
14 Permit to enter a city toll free inherited somehow
15 Permit to cross road and bridges in kingdom toll free
16 Letter from somebody asking local law to assist bearer usable once
17 Licence to sell goods and rent wares in markets
18 Passport has papers officially stating citizenship and permission to leave borders
19 Slave contract can collect a servant from the slavers guild or family collection
20 Written permission to ride a horse from a senior noble and a riding horse and papers
21 Licence to use magic registration just in case it ever comes up
22 Pamphlet warning you about witches and venereal disease with lewd illustrations
23 Letter from a church promising to cast cure light wounds for bearer d4+1 times 
24 Letter from a church promising to cast identify to bearer d4+1 times 
25 Scroll with a d4 secret cultist ciphers as used by local sects you found 
26 Book of basic creatures and dungeon monsters but some animal facts seem untrue 
27 Scroll with d4+1 cantrip spells
28 Scroll with a first level spell
29 Scroll with a demon true name and sigil valuable to a summoner or cultist
30 Soul contract from a devil that could help you once if you sign
31 Iron Gauntlets give you a d3 unarmed damage and can harm some magic creatures
32 Cloak of defence gives you +1 Saving throws vs d4 1=poison 2=disease 3=charm 4=fear
33 Secret pockets in cloak, coat, belt or pants resist searches
34 Weighted war cloak +1AC
35 Lucky Charms have a d6 lucky charms each can be used once for a +! on a save
36 Bracelet with a design that always points where the sun sets
37 Magic Key Chain has d4 keys that can open a lock once
38 Lucky Ring gives +1 on a save once per day
39 Camouflage cape +1 sneaking black for shadows or green for forests mostly
40 Medalion can absorb one magic missile per day
41 Magic comb or brush or shaving blade will work on you for one ten minute turn a day
42 Magic cast iron frying pan heats up for a ten minute turn per day
43 Magic salt shaker never runs out good for ten shakes a day
44 Magic lantern never goes out and has no heat
45 Kitchen knife d3 that never goes blunt and stays shiny  
46 Box that plays a tune when opened good for valuables
47 Pewter beer stein fills once a day
48 Fishing hook once a day will catch a fish if any around
49 Coalbox keeps a glowing hot coal inside indefinitely as long as in box
50 Magic kettle boils water once a day
51
 Wand or rod with 2d4 cantrip charges
52 Wand causes foes -1 to save vs casters spells
53 Wand or rod or staff that can be used to cast touch spells through
54 Staff that lights as a candle cantrip at command
55 Wand or rod that can cast a specific cantrip spell per day
56 Wand or rod or staff that adds +1 Lv to spell effect
57 Rod or staff that can harm evil creatures that normally require a magic weapon to hit
58 Rod or Staff that give your followers +1 morale when following your orders
59 Wand or rod that casts identify once per week 
60 Staff or rod or dagger that adds +1 damage to casters spells
61 Ten magic+1 arrows or stones (throw or sling) only work once each
62 Twenty silver tipped arrows that can harm lycanthropes, devils and some creatures
63 Box of d4 throwing axes or daggers or darts or javelins +1 usable once each
64 Magic arrow or stone or dart +1 and always usable if recovered
65 Magic arrow or stone or dart +1 and returns at the end of the round if not stuck
66 Flintlock pistol or concealed pistol or simple musket and twenty shots
67 Hand grenade 
xd3, light fuse and throw in round range=STR 2d4 damage to 1" area 
68 Holy Water bottles that do 2d4 to a undead or d4 to 1" area splashed, d4+1 bottles
69 Flammable oil bottles d4 if victim fails save loses 1HP/Round for d4 rounds d3 bottles
70 Throwing Stick STR range d4, if victim running and fails a save falls over
71 Silver weapon can harm devils, lycanthropes and some magical creatures

72 Cold Iron weapon can harm demons, faeries and other magical creatures
73 Quality weapon +1 to hit non magical
74 Masterwork weapon +1 hit and damage non magical
75 Blessed weapon harm undead or demons or devils requiring magic to hit them
76 Enchant weapon can harm any magical creature requiring magic to hit them
77 Charged weapon on average is +3 (d4+1) but each hit it loses a plus till non magic
78 Light Weapon has a continual light cast on it must be covered to hide
79 Lead weapon is silent and makes no noises striking metal and it is black
80 Silver-Iron weapon has fused two metals together to harm as a silver or iron weapon
81 Charged shield on average is +3 (d4+1) but each hit it loses a plus till non magic
82 Horned cap give +2 save vs fear from beastial powers of courage
83 Bird cap gives +1 spot rolls in day light by evoking a bird divinity
84 Crest Knight Helm gives your followers and men who can see it +1 Morale
85 Armour weighs half as much and half any penalties (round normally)
86 
Armour has d3 ablative HP wich needs d4gp repair to fix
87 Spiked shield does +1 damage if used as a weapon
88 Shield has a small lantern and a window built in for tunnel fighting or nightwatch
89 Shield is balanced enough to throw range=STR (STR in feet for larger shields)
90 Shield of Light has a continual light spell cast on it, it might have a cover
91 Holy Symbol will glow with light 1" at command
92 Small idol or doll holds a spirit that will give advice once a week for a question
93 Pill that will give eater a minor mutation of some type

94 Seal which will prevent evil passing a door without a save usable once lasts a day
95 Skull of a ancestor or former master will give advice once a week for a question
96 Magic beans xd3 turn to grow d4 1=100gp gems 2=100" vines 3=plantman 4=fruit tree
97 Fragment of a saint acts as a holy symbol, +1 any healing spells cast
98 Bottle with a live imp inside smash and run or cut a deal
99 Bottle with a poltergeist inside smash and run
100 Bottle with a violent spectral minion inside smash and run

Evil noob itms? Should I?
Dark Weapon with a darkness spell
Bat cap gives +1 spot and listen rolls by night evoking the bat spirit

Terrible Campaign Ideas: Character Funnel Ideas

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If you hadn't noticed by my comment box im offering a link to limited release content for best comment of the week. If it works I will do more often. Yes I'm a needy lonely old man.

I like taking four zero level characters in a starting dungeon romp.

The Dungeon Gleaners

A dungeon has been cleaned out by proper adventurers. They come through the village hiring locals to clear out all the scrap, doors, tables, pots, pans, everything they couldn't be bothered with. The hired mooks get 10%. They can even demolish the place and sell bricks if they want. The mooks get a letter saying they have permission from the dungeon deed owners to scrap the place. Look out for big rats and bugs and someone saw a severed undead hand and a huge centipede. Possibly some kobolds or goblins from elsewhere might get curious and poke about. Possibly the adventurers missed some secret doors or treasure or an orc. Good luck.

Gongfarmers Due
Recently a monster filled sewer section was cleaned out by adventurers. The Gongfarmers guild need some (cough) volunteers to see if there are any unwelcome monsters left but mostly to gather exotic monster feces for the guild fecal museum (not to sell to wizards for big cash honest). You can trust the guild.

Get in that hole for beer
A farmer had his dog fall down a hole chasing rabbits in the bottom of a field. He needs some youths to find the dog as he is too old and frail (hack cough). He promises enough beer to get drunk each, a pumpkin and a all the apples you can carry in your hands if you get the dog (Bingo) back. 


Urchin Quest
The urchin gang has kicked you all out of the club for being too old. They throw you out of the squat and throw rocks at you. Perhaps it's time to get a proper job or something. One of you has found a map of a stash hidden in the ruined part of town. Probably some crooks loot. Should be a cakewalk.

Dungeon Prep School
You've been put in the same room in dungeon prep school. A prestigious schools for potential adventurers. The school has lots of exciting secrets, student larks and funny old teachers. Someone paid for your tuition. Everyone says don't go to the students graveyard or any of the strange secret doors. Whatever you do don't be tempted to join the naughty students secretly taking extra classes in the black library where devils teach forbidden magic and train cultists. ou should probably dob those students in.

Terrible Campaign Ideas: Advanced Murder Hobo Mayhem

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Reading about Cortez. One of the greatest murder hobos ever.

So juniour zero level murder hobos start off as gleaners collecting dungeon turds, bricks, doors, pots anything then can sell. Later they start plundering own dungeons. At higher levels you should be admitted to the ruling caste and get a castle but wait. Filthy upstarts cant make it in the old world so time to go to the new world frontier.

Adventurers get appointed to explore new orc continent and when about to go get wind of plot to cancel funding and arrest them. Political enemies want party dead. So fleeing to do mission without consent probably better.

Invade and conquer gold rich orcs and their bloody cult and slave empire. Repel homeland forces sent to arrest party. Win war get gold, bribe way back into kings good graces. Use church to legitimise actions and fight political enemies. Simple.

Then find another civilization to destroy or invade another dimension or take over the Empire with your 500 000 orc followers. Possibly if you fail to get favour with the empire you might get to run a penal colony on some god forsaken treasureless wasteland continent.

Advanced murder hobo tricknology. Colonialism it's great for mass scale murder hobo good times. Just make sure your on the right end of the shitty stick.

Monster Manual Reskins: Boars

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Wild boars the hairy wild forest pigs people hunt. Domestic pigs are a tad less hairy and not as dangerous but could still kill a first level party. They are favorite beasts of many gods and are often magical guardians. Most are harmless forest creatures but occasionally someone startles a wild herd or a lone boar invades human land to cause mayhem. Some cults love them others hate them.

AC 13 HD 3d8+3 Att 2d4 Mov 15"

When making initial charge +2 to hit 3d4 damage if gets at least 6" run up
This will be the lead male pig, others HD 2d8 Att 2d4, piglets HD d4


d12 Boar Variants
1 Domestic Pig HD d8+1 Att d6 common size adult farm pig
2 Hell Pig HD 7 Att2d6/3d6 charge Mov 12" prehistoric giant prehistoric pigs
3 Berserker Pig can keep fighting in negative HP till -10 HP
4 Golden Boar requires magic weapons to hit, beloved of gods, glow 1"
5 Flying Boar have wings and can fly 12"
6 Ghost Boar +1 magic to hit, can pass through 1" rock in a round, undead
7 Water Boar lower body is serpentine reptilian, can breath water, Mov 6" on land
8 Chaos Boar has a d3 major mutations and a d4 lesser mutations
9 Iron Boar AC 16 has metallic plates and exhales smoke
10 Bronze Boar AC 14 if harmed burning blood inflicts d4 on attacker
11 Druid Boar can speak and cast spells as a 4th Lv Druidic priest
12 Blessed Boar can regenerate 1hp/round except fire or acid damage*
*1in6 can regenerate from a skeleton in 24 hours but angers gods if abused


d12 Boar Reskins
1 Troll Beast were a trollish pig like tusked beast that can see in the dark
Gorgonopsid a tusked synapsids used as riding and herd beast by lizard men
3 Huge Stag beetle can fly for short bursts clumsily mostly to migrate
4 Miniature Rhino live in thick jungles especially on islands
5 Giant Tusked Rat lives in jungles and deep caves
6 Gore Boar is a skinless horror pig monster that eats only flesh 
7 Uniboar is a huge pig with a single large horn for fighting
8 Giant Horned Gopher can burrow and lives underground mostly
9 Warthog prefers close melee to charge attacks
10 War Boar used by dwarves and orcs as pets and mounts and hunting beast
11 Dwarf Triceratops used by some reptile folk as guard beast and herd animals
12 Pig blood is magical and used in rituals for various purposes or as substitute for human
d12 Boar Rumours and Superstitions

1 If you mention pigs on a fishing boat it will bring bad luck
2 Pigs are evil unclean animals spawned by devils to spread filth

3 Pigs are symbols of prosperity, luck and good health
4 if you dream of pigs you will become wealthier soon
5 Pigs are perfectly intelligent and understand human speech
6 Some gods use pigs as mounts or to pull their chariots
7 Some orc tribes breed with pigs and have pig like snouts and ears
8 Boars are symbols of bravery and adorn clothes of forest tribes
9 Raging boars are sent by the gods to punish humans
10 Evil pigs will kill and eat people especially children
11 Boar will eat anything even excrement and their own children
12 Boar come from the underworld and are messengers of death

Boar TreasureBoard tusks, skin and meat is valuable
4cp/Lb is common for meat
1-15gp for tusks depending on size and quality for craftsmen
10sp for a salted dried boar hide
2-4gp for well curedm shaved skin
Some might have parasites or disease especially the Chaotic Evil ones
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