Monday, 6 January 2025

Mega Dungeon Recap: one Mega Dungeon to Rule Them All





































Are megadungeons good?
Maybe. If you want to run one huge dungeon for a year or more for a whole campaign this would be good. There is a danger you will never finish it. Too repetitive foes can be boring. Ive been playing current dnd5 adventures fortnightly at about a volume a year or a bit more but 5th ed is a slow RPG for a combat crawl. 

If you love waterdeep you might like the versions of dungeons under it but its not as coherant or usable as Temple of elemental evil which I played in much less than a year. 

The modern design idea of having an insert of maps each page is lost on all of these so maybe that is for a future product. Maps in a separate book or pdf with a book would be good. Mad mage book was much better with the map pack. Some maps are designed to fit on a pages and I think it can hurt some dungeons. Stonehell handled this well and has been a good influence. Its designs are more like a bunch of one-page dungeons put together and its brevity is a strength to run or even read. Splitting maps between pages in a book seems to be a problem for some of these.

Finally, the Greg Gillespie books and his retroclones are lovely to look at and read and look good. Lots of old-school ideas I like. I think I followed him online for an hour before I changed my mind. I actively dislike his DM advice in the Dragonslayer book but like the general vibe of his take on old-school even If I disagree with what elements matter. But books are nice. I don't expect creatives whose work I like to be great people and find hero worship of past people to be unnecessary. It's a bonus if I like them, not be a given.

A lifetime of cultural work and bad clients probably fried my mind. Possibly why my current Chagrinspire was created to be an ultra edgy ridiculous 16km tall dungeon. Players spent 6 months around the outskirts and finally got inside by Lv5. I plan to keep going on this.  

Gunderholfen looks basic but with the extra adventures set near it is an amazing setting and the weirdest here. 

Modules that try to plan every party move and railroad tend to be bloated and I prefer the old 8page adventures in old Call of Cthulhu vs new books that reprint monster stat blocks in the same chapter 3 times and other waste. Masks of Nyarlenthotep could almost be here and I got half way before COVID killed the game after a few years campagn.

Some of these you could loot, have fun and not worry too much about lore. You could rush the endings on some if you had to finish fast. In my recent game players befriended lots of factions and can make 100 room descriptions obsolete from a player's perspective so I am doing something mean to turn a faction evil and a problem. I guess absolute enemies you know you don't have to not kill them but playing off factions has always been a feature. 

Some have absurdly long treasure lists that should be handouts.

I think the lost city, fully expanded is one of the best
-original adventures reincarnated would rnk as good as anything here it the best of series
-various fan made online versions were created some in pencil in early 80s
https://drive.google.com/file/d/1w28gjDLHKBfInnLqjQKlMcmnbhsJ2nuT/view
https://www.pandius.com/B4_campaign_sourcebook.pdf
-story inspiring it
https://gutenberg.net.au/ebooks06/0601051h.html
the drug rules here made every game of mine better
- cheap addictive healing potions are awesome
https://pandius.com/cynidgaz.html

Or roll a bunch of d100s numbers and d12 and d20s on a list and grab some Dyson maps and use my tables and pdfs and just keep ahead of players with minimal prep. I use tales to drop in plots, villains, all kinds of flavour.

Can be a great way to sandbox or a prison.
What if players want to take treasure and go to sea to be pirates?

💖
💖💖💖 love
or
💣💣💣💣bomb

Ratings For:
Art - illustration, how good, how it illustrates text
Maps - are they presented well? I prefer Dyson maps to colour computer game like ones
Layout - text as presented on page, readability, not wasting space with borders or logos
Story - is it a compelling story, how deep
Writing - verbose rates low concise yet flavourful is good
Information design - how easy is it to use the book and info in it
Salvage - how good is it to plunder from?
Overall Score - overall rating and how playable?

I am slightly mean so 2 is average 
Sorry online sales platforms 4 is rare perfection not normal 2/4 is average
So don't contact me and complain but comments welcome
Everything else here will be compared with the first one for comparison

Temple of Elemental Evil ad&d (Book, PDF & Best PC game ever)
Art ðŸ’–💖💣💣
Maps 
💖💖💣💣 - all in a separate book was good at time
Layout 
💖💖💣💣
Story
💖💖💖💣- plenty of villains and backstory
Writing ðŸ’–💖💣💣
Information design ðŸ’–💖💣💣
Salvage 
💖💖💣💣 - classic village and pocket elemental levels have been copied
Overall Score ðŸ’–💖💖💣 - classic and playable

I ran this on a houseboat on mid 80s with other trapped teens on combined family holiday. Its a pretty enjoyable and pioneering dungeon I expect to be recreated soonish? I play the atari game yearly and its pretty good game prep. I feel I know it better than any other dungeon. The recent 2 vol editions was quite nice too but not best of these adaptions (the lost city was best, then Island of Dread and castle amber. I could run this again with pleasure. Its not too huge either and one of shorter ones here.

Undermountain 1 & 2 (box set I read in 80s, awaiting POD version)
Art ðŸ’–💖💣💣
Maps 
💖💖💣💣 - poster maps - pretty unwieldy at table
Layout 
💖💖💣💣  
Story
💖💖💣💣- requires a mad mage who wastes energy to do this
Writing ðŸ’–💣💣💣- wordy and overly detailed, overly complex elements
Information design ðŸ’–💖💣💣- adequate
Salvage 
💖💖💖💣 - set pieces and rooms and ideas
Overall Score ðŸ’–💖💣💣 - classic and playable
https://rolesrules.blogspot.com/2011/09/orange-painted-corner-of-naturalism.html

This is an era where before I lost interest in dnd for 20 years.
I've not run it and I wouldn't. Just something I read for ideas but it has lots of those.
I hope they make maps usable in a POD version but part 2 is POD I think.

Dungeon of the Mad Mage d&d2014 (Book)
Art ðŸ’–💖💖💣- full colour modern schmaltz
Maps 
💖💖💣💣 - extra map pack makes this +1 heart better and helps readability
Layout 
💖💖💖💣- typical modern format
Story
💖💖💣💣- requires a mad mage who wastes energy to do this
Writing ðŸ’–💣💣💣- some of the evil drow activity a bit tame, boring slog to read
Information design ðŸ’–💖💣💣- adequate
Salvage 
💖💖💖💣 - levels as separate dungeons are better or skip some
Overall Score ðŸ’–💣💣💣 - needs work

I might steal a level from this one day. I've never seen a good play report and most ppl seem to just use individual levels. The light consensual drow bondage as a performance of evil is embarrassingly lame vs Gygaxian D series with drugs and porno furniture and demon orgies. Oddly one of the first 5th ed books I got just to read and it was a slog. Theros is why I got into 5th ed but that is another story. The map pack made reading bearable.

The World Biggest Dungeon (I held real thing 20ish years ago)
Art ðŸ’–💖💣💣- full colour modern schmaltz
Maps 
💖💣💣💣 - videogame looking and basic
Layout 
💖💖💣💣- repetitive boders, dense but some space for readability
Story
💖💖💣💣- its a lock in with no trips to village
Writing ðŸ’–💣💣💣- wordy
Information design ðŸ’–💖💣💣- adequate and overall size makes hard
Salvage 
💖💖💖💣 - may use bits - trap, disease and poison index is good
Overall Score ðŸ’–💣💣💣 - If I played one mega dungeon this wouldn't be a pick

http://www.james.neetersoft.com/wld/wld.htm - maps here 

A new version in production now. Its a big effort. It has lots of words and an unappealing slog to read so i skimmed it and had a refreshing glance for this. It makes me want to go and just generate one at random from my own tables. I have heard people like it so good luck to them. It was a milestone.

Stone Hell (Softback POD book from LuLu)
Art ðŸ’–💣💣💣- not much but its fine 
Maps ðŸ’–💖💣💣 - clear and I like each level is in 4 parts with own theme
Layout 
💖💖💖💣- minimal, simple, elegant, consistent
Story
💖💖💣💣- it's a dungeon with history and lots of depth with brevity
Writing ðŸ’–💖💖💣- minimal to do the job, easy to do, good lore
Information design ðŸ’–💖💖💖- brief and easy to find everything, good expansions
Salvage 
💖💖💖💣 - you could break it up or add more
Overall Score ðŸ’–💖💖💣 - If I had to run with little prep this would be the better choice

A popular and influential adventure. Probably the easiest to read and prep for and a smaller book. So many good design ideas its worth a look for setting out an adventure you could carry easily. Lots of good lore and a modular design. Lots of original ideas and monsters well detailed. No padded writing or fluff everything simple and easy to find. Does a four section dungeon layer in 4 pages with factions and own history building the the main bad guys. Im planning to get more expansions. The easiest to prep here.

Barrowmaze (Book)
Art ðŸ’–💖💖💣- as good as 80s TSR on a good day
Maps 
💖💖💣💣 - clear and simple
Layout 
💖💖💖💣- basic, clear and pleasant 
Story
💖💖💖💣- it's story affects everything you face
Writing ðŸ’–💖💖💣- good lore (some pop cliches and myth mashups but good)
Information design ðŸ’–💖💖💣- everything is easy to find
Salvage 
💖💖💖💣 - you get lots of barrows and a barrow generator
Overall Score ðŸ’–💖💖💣 - If I had to run with little prep this would be the better choice

The first of a stunning series and quite readable. The art is a pleasure to look at. The 1980 d&d formula of a dungeon near Village Sandbox is great. Lots of great monsters and treasures here for years of play. A few barrows a session would be fine even if you never reached the megadungeon if you need under 6 room dungeons. Spawned 3 sequels, a RPG and a monster book. Slight risk of undead fatigue.

The Forbidden Caverns of Archaia
 (Book)
Art ðŸ’–💖💖💣- as good as 80s TSR on a good day
Maps 
💖💖💣💣 - clear and simple
Layout 
💖💖💖💣- basic, clear and pleasant 
Story
💖💖💖💣- it's a good menace any why all the monsters in one place
Writing ðŸ’–💖💖💣- good lore and fits in with barrowmaze setting
Information design ðŸ’–💖💖💣- everything is easy to find
Salvage 
💖💖💖💣 - you get lots of dungeons you can slap anywhere fast
Overall Score ðŸ’–💖💖💖 - good variety of enemies vs barrowmaze undead

One of my favourites as I like the badguys and the hierarchy of bad guys (or pecking order). You could vary your start level a bit more and not just undead. Substantial dungeons and interesting wilderness canyons. Probably my fave of series. Lots of classic monster humanoids with own dungeons and hierarchy.

Highfell
 (Book)
Art ðŸ’–💖💖💣- as good as 80s TSR on a good day
Maps 
💖💖💣💣 - clear and simple, towers 
Layout 
💖💖💖💣- basic, clear and pleasant 
Story
💖💖💖💣- has a good central menace but might not work all settings
Writing ðŸ’–💖💖💣-  good lore and fits in with barrowmaze setting
Information design ðŸ’–💖💖💣- everything is easy to find
Salvage 
💖💖💖💣 - you get lots of towers, has great book and spell component loot
Overall Score ðŸ’–💖💖💣 - fun with interesting varied wizard towers

I like this but a flying magic school dropped from near orbit on a city (like avengers2) is a bit too odd for some tastes I've heard. Im fine with that. The towers are a bit short to me and mostly 2-4 levels. 
Renasciance Bologna had 97m tall towers and my go to for wizards and city defences. You could add some weird towers of Dyson or Glen Seal Midderlands that could fit in. The treasure is wonderful with a wizard hats. The towers could be put anywhere and the wizard school dungeons could be slapped under any good city ruins.

Dwarrow Deep
 (Book)
Art ðŸ’–💖💖💣- as good as 80s TSR on a good day
Maps 
💖💣💣💣 - geomorphs are good - city map hexcrawl didn't thrill me
Layout ðŸ’–💖💖💣- basic, clear and pleasant - the biggest volume of the series
Story
💖💖💖💣- if you love dwarves this might be a 4 star campaign
Writing ðŸ’–💖💣💣- same world as Barrowmaze, you better love dwarves
Information design ðŸ’–💖💖💣- everything is easy to find
Salvage 
💖💖💖💣 - some big dungeons but geomorphs are a star.
Overall Score ðŸ’–💖💖💣 - its impressive, bigger but less usable than others

Fattest of the series and basically a Moria type dungeon. Id recommend the 80s MERP moria book and the modern Middle Earth RPG version. You might be able to use some. If you would love to pick over a dwarf dungeon a few years this is your dream book. I didn't like the city map as a hexcrawl but I can understand it. Given how big the book is a city detail spread might helpbut. Maybe stuck in a mountain choke point so adventurers speed run across it to get through mountains would be good. My take on this as the least of the series despite being fattest is pretty common. Its still good just bit less fascinating than previous volumes. Many say the 5th ed versions are clunky and don't work with rest system for a megadungeon resource horror game. Id still like to see some more detailed hexcrawl for the city or that maybe a huge pointcrawl. 

Gunderholfen
 (Book)
Art ðŸ’–💖💣💣- amateurish old-school charm
Maps 
💖💖💣💣 - clear and simple
Layout 
💖💖💣💣- basic with lots of space, old man eyes friendly
Story
💖💖💖💣- nice backstory, setting and city
Writing ðŸ’–💖💖💣- clear, weirder than most here + other adventures complete 
Information design ðŸ’–💖💣💣- everything is easy to find
Salvage 
💖💖💖💣 - the city encounter tables (can get as a pdf) are great
Overall Score ðŸ’–💖💖💣 - id run this and played some solo well

Not as pretty as other volumes and looks simple but its usable and more weird tales dungeon fantasy. I get Clark Ashton Smith vibes from some of the separate adventures. Its good value currently vs initial release and a fat dungeon. I really like the setting for it's deviations from D&D cliches rather than revelling in them. It is the most Clark Ashton Smith like of all covered here. Weird undead and amphibian variants. Grisly weird diseases and curses and horrible ancient stuff. There is a vast weird dimensional space inside and the writer deals with some awesome scales. Currently at a good price.

Arden Vul vol I-V
 (Book)
Art ðŸ’–💖💣💣- section full page ones good but sparse and some assets are repeated often
Maps 
💖💖💣💣 - pdfs better - lots complain about vol v map book
Layout 
💖💖💣💣- dense and simple, overwhelming at times
Story
💖💖💖💖- amazing back story and historical detail of setting especially vol IV
Writing ðŸ’–💖💖💣- can be dense but enjoyable, more than I expected 
Information design ðŸ’–💖💖💣- basic layout but I was impressed how organised and you can go between books well 
Salvage 
💖💖💖💣 - brilliant use of lore and setting history, everything has a backstory
Overall Score ðŸ’–💖💖💣 - I'm pretty intimidated and still reading

Amazing stuff. Great history and lore and easy-to-find information. Maps a bit awkward and reviled by some but I think pdf is currently $5. I got them in this order vol 1 then 4 then 2 and 3. Vol4 is campaign lore and magic items. This is a great example of using lore well and feels more 3d and has more verisimilitude than many big adventures. If I ran It I wouldn't try to complete it. 
The lore is great and it doesn't matter if you don't get it all. If you want one campaign for year this is the leader. I like to change games perhaps yearly. So throughout and interconnected but not as intimidating as it sounds due to the overall design even and easy access to information. Lots of amphibians which I like. Occasionally I feel like its the readings for a university course. The information between volumes was surprisingly good once I got the hang of the size. The map book/pdf is notoriously bad - possibly get pdf and print bits as you need them. In the review pages I've seen ppl wish this element was better. Layouts are minimal but functional.

-------------------------

Final Notes

Ease to run/read/prep: Stonehell

Longest to play + complete lore: Aden Vul

The most Classic: Temple of Elemental Evil 

Pretty to look at books and wish you could play + interesting overall campaigns: Barrowmaze/Highfell/Caverns of Archaia/whatever is next by greg I probably will get

Most Gonzo: Gunderholfen but get expansions to make weirder

When a few books come in I will do a similar post on settings

Sunday, 5 January 2025

Quick Game Log: Stealing a wizards armoured staff car





































Happened to have a few players free so we did a jaunt where 5th lv The Man With no name, his rat woman sidekick Lv3 and the dog abhuman Arj, now learning druidry abhuman4/druid1. They are looking for things to improve their outpost and considered trying to make a lap around the spire. Went to the alchemy guild town Quicksilver Heights noting the road has improved from use. Arj spent most of the adventure as a rat so the party is more sneaky. All 3 had stealth skills and planned to travel light.

The town had grown a bit and demihuman traders from the west were seen. An unusual sight. Looked at markets for prices and chatted with the deep gnome merchant who explained the black sphere were heretics and he followed the way of the golden cube. This theory claimed the goal was to turn everything in the universe into an ultra-dense gold solid the cult would somehow control from another dimension. Some kind of LN profit cult.

Found a notice board. Wanted posters from all the great coastal kingdoms for various criminals hiding in the waste with big rewards. One note offered bacon for fighting a mechanical beast. A shifty fellow offered 30gp if they delivered fancy wax-sealed hams to a ruin at dusk. The party thought this was odd and accepted the Hams. The guildmaster invited them to dinner and the party said possibly busy. They decided to visit the ham delivery point four hours early.

Found ruins on the edge of a 4km rubbish heap and saw trash fall from portals (stolen from an adventure I forgot the name of sorry). Met some halflings in trash spying on them and they were paid to watch for adventurers scouting trash heaps. With some intimidation and ignoring halflings filed pointy teeth they were guided to a shack. Arj turned into a rat and spied on the shack to see two men dressed as scavengers but blank white faces shoving food into their mouthless faces. They seemed a bit like Balzac the flesh golem back home (currently hunting mimics in Party Fort). So the rat got on the roof and turned back to a 7-foot-tall dogman. Th nameless man and his rat lady opened the door and threw in a smoke bomb and a grenade. Both staggered out one had become humid and lucid, other was choking and on fire. The nameless man backstabbed the burning one and the rat and dog abhumans finished the now human one. Both died with bloodless corpses leaking with viscous slime. Not doppelgangers but they decided to tell people they were. They found more hams that they gave to halflings who were happy to take over the trash heap as bosses. The hams were suspicious and it seems there was a scam to get human flesh hams and dead adventurers to feed to ghouls in the trash heaps to tame them. 

So back to town still an hour before they were meant to meet with hams in ruins and the guy who was talking to young adventurers told the party they better move on for the delivery and the party chased him and town guards came and the criminal was publicly exposed and denounced. The guild master ordered the criminal executed and the body burned. Head went somewhere. Went on to eat and drink with the guild master and the man with no name was declared no longer a journeyman member and offered prestigious work. Also offered drugs mostly not legal in most coastal lands from the mysterious western continent. Heard of a town linked to the guild to the north were gunpowder ingredients all local and mined. Also another town Tasacon where people sell mysterious meat, blood potions and other potions. Rumours say more barbarians and orcs coming from SW and the remains of the Empire planning a Crusade from east. 
Elves and druids from east trying reforestation again.

Were even given 30gp from the criminal's assets seized to pay them for the work he promised. 

In morning went to the farm offering own weight in bacon and 30sp to find the mechanical beast. Followed its footprints to a bunker and entered. The automaton hound attacked. Arj cast faerie fire on it to make it stand out and a bunch of zombies became visible getting up from the garbage-strewn floor. Dog was a pain and zombies managed to weaken party to half HP.

Downstairs found buried engines and a sealed trapped door. Inside was a bomb triggered by door and drums of fuel. While looking about someone rolled in a grenade with a fuse. Arj saw first and charged where it came form and he ran through an illusionary concrete wall and attacked a slovenly obese pimply wizard. The rest joined on and the rat lady was hit by a sleep spell. The wizard lasted a few more moments and was killed.

Found his spellbook, some books, some items and a treasure map of a buried site his zombies were digging up. His journal was full of Complaints and imaginary diseases. There was 12 tons of dirt in way but dug a small channel to a roller metal door and cut a hole. Arj turned into a rat and found a wonderous horseless chariot of the ancients in workable condition. Hired some scavengers to help clear the rubble, fixed the car and drove back home in luxury.

It was a streamlined armoured VIP car with slits in metal plate instead of windows. 

A proper session next week but lots of good information and I now need to write up a bunch of hexes.

Wednesday, 1 January 2025

Alchemy Formula 2 Black Powder & Incendiary




Black Powder Lore

Tier 0 = Lv Zero
1 Quickload - preload rounds and powder in wax paper wads, and tricks to half speed loading time of black powder weapons
Fire Crackers - make small noisy firecrackers, may scare animals 
Fuse - make a basic fuse you can light to delay a blast up to a round
Black Powder - make enough powder for one shot
Tier 1 = Lv1-4
1
 Delay Fuse - make longer slower fuses that can burn for hours or can be longer 
2 Door Charge - to blow open wooden doors or locks by placing them on the door  
3 Smoke Bomb - create a smoke pot that generates smoke with a lit fuse   
4 Grenaide - make a simple bomb with a fuse you can throw
Tier 2 = Lv5-8
1 Fire Lance - make a shot or ball type of fire lance, which might be loaded on carts with hundreds
2 Rocket Arrow - make an arrow type of fire lance, that might be loaded on carts with hundreds
3 Overcharge - +1 gun damage per dice on 1 to hit gun explodes injuring user
4 Impact Fuse - exploded if thrown, dropped or stepped on, used for traps, can set so safe to transport before arming
Tier 3 = Lv9-12
1 Land Mine - 2 ENC clay pot landmine with hot coal trigger requiring change daily or use impact fuse
2 Sea Mine - 10 ENC clay floating mine with hot coal trigger requiring change daily or use impact fuse
3 Improved Charge - +1 damage per dice on bombs 
4 Improved Blast - +1/3 area of explosions or smoke bombs or blunderbus
Tier 4 = Lv13-16
1 Seige Mine - make a 30 ENC wall breaching charge you place directly 
2 Rocket Artillery - 2m long rocket can deliver grenades or smoke bombs or other device
3 Smokeless Powder - cleaner burning powder without clouds of smoke
4 Explosive Shell - modify artillery cannonballs into a spherical shell holding explosives, fragments, balls or other contents like liquid metal or incendiaries. Not for handheld firearms
Tier 5 = Lv17-20
1 Rocket Engine - make dangerous briefly fast vehicles, winged missiles to deliver siege mines or other weapons, and even flying machines or other dangerous experiments. Will require other skills to use well
2 Storm Rocket - can make weather-changing rockets by shooting sky. Make rain, fog or break a storm with a 2m rocket over the local area hex
3 Improved Powder - new methods to make main ingredients on an industrial scale reducing prices 50% of gunpowder but takes a year using putrefaction and other slow refining processes that make better powder so guns last longer
4 Waterproof Powder - firearms reliable if wet, rain or other humidity 

Incendiary Lore

Tier 0 = Lv Zero
1 Match - make an easy to ignite use stick 
2 Fuel - refine and distil oil from animal, plants or mineral sources
Fuse - make a basic fuse you can light to delay a blast up to a round
4 Torch - make a reliable burning torch with a stick and resin (can premake resin)
Tier 1 = Lv1-4
1 Delay Fuse - make longer slower fuses that can burn for hours or can be longer 
Smoke Bomb - create a smoke pot that generates smoke with a lit fuse, expands 3 range area per round, egg size one round (5 per ENC), 1 ENC grenade size d4 rounds or a 4 ENC pot burns for 10 minutes       
3 Fire Arrow - +1 damage in ignited and may start a fire
4 Incendiary Bomb - bottle or urn with fuel and a fuse you can throw
Tier 2 = Lv5-8
Impact Fuse - exploded if thrown, dropped or stepped on, used for traps, can be set so safe to transport before arming 
2 Fire Lance - can make a fire-type fire lance that can fire a 30 degree cone of fire 1 range
3 Smoke Formula - make fire weapons make more smoke fire arrows and incendiaries produce more choking smoke for a d4 rounds, arrows expand 1 area per round, incendiary expand 3 area per round 
4
 Improved Fuel - improves the damage and burning effect of fire weapons. Fire arrows burn a d3 rounds for 1 HP per round after initial damage, Incendiaries +d4 and if on fire d4 per round, mines and most others by +1 per dice
Tier 3 = Lv9-12
1 Fire Caster - make a pressurised piston fire-throwing weapon for siege or ship battle 
2 Fire Mine - a flaming bomb suitable for a catapult or a set charge  
3 Oxidant - has own air supply in chemicals so water and smothering with water or other means won't snuff fire, will float on water while burning, more difficult to extinguish or perform first aid
4 Poisonous Smoke - added to smoking weapons save each round per round or lose d3 HP
Tier 4 = Lv13-16
1 Fire Retardant - make a potion to make items like clothes not flammable +2 save -1 damage per dice, last one application, 2d4 damage on beings made of fire and repulsive to them
2 Fire Mask - improvise a cloth, urine and charcoal filter mask for +2 save vs smoke or gas vs one attack or make a more permanent 
4 ENC sealed mask with goggles that lasts 100gp 
3 Blade Fire - make a weapon cause +d3 fire damage for a d4 rounds per application once lighted
4 Slow Fuel - burns longer +d4 rounds duration of any fire weapon, torches and lamps duration doubles  
Tier 5 = Lv17-20
1 Fire Cloak - make a cloak or suit of salamander skin or asbestos cloth 
+2 save -1 damage per dice, +2 AC vs fire attacks, it can also be applied to a shield or armour or made into a paint to cover a 3x3m area
2 Blinding Smoke - smoke causes sighted creatures to save or blinded for as long as in smoke and 2d4 rounds after if they fail a save
Cluster Incendiary - a fire mine variant that breaks up into many smaller incendiaries in flight over a larger area than a fire mine 
4  Elemental Fuel - make a lamp or torch last a year, four for a larger fire or stove. Heals fire creatures 2d4 damage and delicious

Normally a fire weapon can ignite a person who fails a saving throw for 1HP per round for a d4 rounds. The defender spends an action for an agility save by rolling or beating or dousing the fire to put it out. Certain formula add to duration and increase damage

A fire lance is a one use tube on a stick - a crude early firearm
Later ones were re-usable and became hand guns 
The stick keeps the unskilled users from fumbling on a roll of 1
there are several main types - ball, shot, arrow and fire
some attach one to a spear or polarm shaft perhaps several
or a cart with many strapped on from a pushcart in a dungeon or a ox cart for hundreds

A player now enters battle with a long delay fuse in teeth to light stuff in a battle

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template 

more formula than these I just need at least this many to make it work
there will be a herbalist, apothecary and acid list 

X Lore

Tier 0 = Lv Zero
1
2
3
4
Tier 1 = Lv1-4
1  
2   


Tier 2 = Lv5-8
1  

3  
4  
Tier 3 = Lv9-12
1  
2  

4  
Tier 4 = Lv13-16
1  

3  
4   
Tier 5 = Lv17-20
1  

3  
4  


Tuesday, 31 December 2024

Gnomes are here to ruin your life

 

Nobody Gnomes the troubles I've seen...
In my current campaign gnomes are a serious threat
They are not small magic dwarves or goofy and they can be bastards
I need six main gnome types for reasons
Their skin looks increasingly stony or wood or old leather when they reach true maturity
Some have hair like bushy roots, mossy, flowers or mushrooms (are those really hats?)
2 or 3 foot tall and many use magic to appear bigger 
They age like a human and become a crooked old person by 40 then spend most of their next 800 years like this. 
By 100 their skin looks increasingly stony or woody or like old leather
Some have hair like bushy roots, mossy, flowers or mushrooms (are those really hats?)

Green Cap Gnomes
Can turn into small animals 
once per level per day
Mostly part of the wee forest folk set living with other creatures or faerie and working wood
Prefer nature spells, most are good with a few more suspicious neutrals 
Prefer natural woodland 
Prefer knives d3, small bows d4, daggers d4, darts d3, hatchets d6, sticks d4, blowpipes d3, staff d6

d12 Types
1-4 Woodland clan burrow complex community
5-7 From a minority among another more populous species
8-10 
Forest burrow or tree with a mix of faerie and talking animals
11-12 From a small mushroom house village near humans

d12 Pockets
1 wooden figurine and tiny whistling knife
2 Ball of hair they collect
3 Bunch of herbs found
4 Figurine of woven sticks
5 Speckled bird eggs
6 Pet squirrel or mouse
7 Carrots for a snack
8 Flower bulbs
9 Some nice leaves
10 Interesting pebbles
11 Spicy mushroom
12 Pet beetle or toad

Red Cap Gnomes
Can grow or shrink 50% once per level per day
Commonly live in hill country as crafters and miners or evil ones are bandits
Prefer arcane spells, most are LN or LG but bloody CE clan are bandits and cannibals
Prefer knives d3, hand crossbow d4, dagger d4, small pick d6, short sword d6, darts d3, stick d4, Small polearm d8 (billhooks popular) 

d12 Types
1 Hill county from a large underground town connected to many mines
2-4 Hill country from a family or clan burrow complex of crafters and prospectors
5-7 Hill country miners live in their mine complex moving on when depleted
8 Small camps as nomad prospectors who travel and take samples
9-12 Live with another more populous species as crafters peacefully

d12 Pockets
1 Copper arm bands
2 Gold or silver ring
3 Purse of a d6sp
4 Small craft tool or knife
5 Interesting rock sample
6 Map of a mine
7 Trowel 
8 Brush
9 Sewing kit and d6 pretty buttons
10 Hip flask of brandy or cordial
11 Locket with portrait of loved one
12 Pipe and tin of smoke weed

Grey Cap Gnomes 
Can turn invisible
 once per level per day
Miserably gloomy Underland gnomes famed for mushrooms, crystals and magical artifice
Prefer mentalism spells, most are LN and too depressed for religion
Prefer knives d3, sickles d4, daggers d4, light hammers d4, stick d4, staff d6, 
blowpipe d3 , small pistol d4, light musket d6, farm tools d6 (pitchforks, hoes, spades, pole sickles) small polearm d8 (forks, morningstar head and a spike, halberds)

d12 Types
1 From a faction of a grey gnome underland city with advanced artifices
2-4 Live in an alien quarter in city dominated by other species and living quietly
5-8 Live in simple mushroom farming villages hidden in the deep under village communes
9-12 Poor mushroom farming serfs usually thralls of other species 

d12 Pockets
1 Magic mushroom d4 1=heals 1hp 2=grants nightmare visions 3=+1 Mov 1 hour 4=delicious
2 Bat milk cheese or tiny bottle of long life treated batmilk
3 Lump of doughy mushroom bread and some liverwurst
4 Bottle of nasty tasting medicine heals d3 but save or throw up 
5 Fork and sickle for eating mushrooms posh ones are pewter or silver
6 Pet toad or cave salamander or spider
7 Whistle made of bone or tin
8 Ball of spiderwebs and knitting needs
9 Lump of coal
10 Interesting fossil
11 Jerky dried meat ration meal d4 1=bat 2=rat 3=newt 4=fish
12 Bag of d6 large grape like eggs packed in soil d4 1=giant centipede 2=giant beetle 3=cave gekko 4=giant spider

Brown Cap Gnomes
Pass without a trace for 10 minutes per level per day
Live in swamps, sewers and wetlands and most people find them disgusting & smelly
Prefer nature spells, many chaotic and neutral some good or evil
Prefer knives d3, small bows d4, daggers d4, darts d3, clubs d6, sticks d4, blowpipes d3, staff d6

d12 Types
1-4 Bog bullwark in a swamp or on a lake or river, a large settlement
3-8 Bog village with 
floating woven rafts, stilts houses or walkways in trees of a family clan
9-12 Sewer system clans of some other more numerous species

d12 Pockets
1 Mud
2 Swamp or sewer clams
3 Fishing hooks and reel of line
4 Pipe and marsh weed
5 Dirty rags
6 Animal bones
7 Wet straw
8 Smoked fish
9 Frog or crab or rat, a pet or snack
10 Jar of maggots or worms for bait
11 Ball or string
12 Small basket of bugs

Black Cap Gnomes
Cast darkness as spell for 10 minutes per level per day
Live near potential victims to maim or torment or enslave
Prefer divine spells especially reversed spells, many evil some lawful or chaotic
Prefer knives d3, hand crossbow d4, daggers d4, darts d3, clubs d6, sticks d4, small sword d6, handaxe d6

d12 Types
1-2 An evil underground dungeon, temple or shrine as caretaker
3-4 
A secret underground village near human settlements in secret
5-8 A hidden burrow complex under a human village
9-11 Loner in a hidden burrow under a house
12 Burrow under a cursed evil graveyard

d12 Pockets
1 Tiny bottle of mild poison +d3 on a blade venom  (or 10 shots of ammo) or d6 ingested 
2 Tiny ugly doll or idol
3 Handfull of d4+4 caltrops
4 Unholy water
5 Huge tick or bedbug to plant on victims
6 Slaver manacles
7 Unholy symbol
8 Pet spider or scorpion
9 Poison cupcake or pie d6 damage after 10 minutes, save halves
10 Shrunken human head with sewn up eyelids and mouth
11 Blasphemous cult prayer book
12 Small jar of leeches or fleas

Gold Cap Gnomes
Cast light as spell for 10 minutes per level per day
Live near shrines, temples and holy places
Prefer divine spells especially reversed spells, many good some lawful or chaotic
Prefer knives d3, tiny bow d4, daggers d4, darts d3, clubs d6, sticks d4, small sword d6, handaxe d6

d12 Types
1-2 In a small shrine, the caretaker in secret
3-4 
In a hidden clan burrow on a holy hill or mountain
5-8 A hidden burrow complex under a human religious district
9-12 Loner in a hidden burrow under a house

d12 Pockets
1 Tasy sweet pastry
2 Tiny holy idol
3 Coins from a shrine offering for church repairs
4 Holy water
5 Small brass bell
6 Block of church incense
7 Holy symbol
8 Map of a shrine
9 Scroll with a first-level spell
10 First aid kit
11 Holy prayer book
12 Small jar of ointment heals 1hp per dose, d4 uses

Common Gnome
AC+3 HD d6 (or d6/Lv for elites) Att by weapon Morale 6 Move 12

Gnome Soldier
AC+6 HD d6 (or d6/Lv for elites) Att by weapon Morale 8 Move 12

I will do a piece on technology of the Grey Gnomes soon 

Saturday, 28 December 2024

A d20 funny things happened on the way to the Ressurectionist

Oh no you've got to get a corpse of a pal to a magic person to zap them back to life. So you must roll this table a few times on the way.

Build an adventure on the fly with a few of these when rushing to a temple or a campaign to bury a mentor or saint in a distant tomb and then do lots of these.

The more times you raise dead the more stuff happens.

Weekend at Burnies meets Three Stooges + your fantasy setting. Watch some silent slapstick of the UK short film The Plank when preparing an adventure with these.

Spiritual Parasites
Spiritual parasites hang around in dungeons as a curse and cling to people who fail a save. There are no obvious effects on the living.

Benevolent spirits - occupy the body the keep evil ones out, if under spiritual attack the body will loudly sing hymns of praise to the gods. Such spirits might be found in a good shrine and locals will leave spirits overnight before burial here.

d20 Funny things happened on the way to the Resurrectionist
Maggots! - the curse of the worm god upon ye for denying worms their due d6 1=rotgrubs attracted to the corpse 2=green glowing grubs carry the curse of undeath to corpses 3=larvae hatches from within with face of the character and will attract evil planar beings like imps and hags 4=carrion worms smell the body and want it, they seem to cooperate but its quite mindless 5=giant flies want it to lay eggs on or near the body 6=a fly demon from the Abyss
Family - show up rather fast somehow like they knew and claim the body. Would prefer they be cremated and placed in a family crypt safely. The clan agents and family are willing to wage all-out war to get the embarrassing body. They may use wealth to put out wanted posters of party or set the law on anyone. If not rich enough a crime gang steps in to help
3 Body Trauma - an underworld trickster spirit has taken notice of the dead d4 1=bizarre accident chops the body into a d4 portions 2=sets in rigour mortis in bizarre inconvenient pose terrific expression, occasionally spasms 3=constant stinking flatulence and diarrhoea leakage 4=swarm of parasites or a baby horror evacuate the body making it spasm and messy
4 Tax Collector - here to claim death taxes and go through all the dead person's belongings for an audit a standard tactic with adventures. Anyone in their way may need an audit too. You will see them coming and glancing at you with their halberdier veterans
5 Cult - need a specific body fast for their disembodied master to occupy to enter this world, blame some birthmark, curse of family legacy

6 Witches - appear to warn you of the world-shaking consequences of restoring your friend but can't give details just weird poems open to wild interpretation
Religious Zealots  - who wildly react to meeting travellers with a corpse in the incorrect manner of heretic or enemy religion d4 1=riot 2=demand to perform the correct on the rites 3=meeting a corpse on the road fulfils a prophecy and they need the corpse now! 4=offer to cast speak with dead to confirm party story they are friends of the deceased
8 The Law - local law wonders what going on here d4 1=law needs proof of what you say and wants to lock you up and take the corpse until your identity is confirmed 2=carrying a corpse on the king road without a permit is a fine 3=law demand a bribe to let you go or will come up with problems 4=army using crown authority need you to assist them in an urgent crisis now
9 Disaster - terrible disaster imperils innocents in need of aid and makes travel harder d4 1=flash flood washes away bridges or ferries 2=earthquake then avalanche blocks roads 3=fire! forest ablaze and houses in danger 4=plague of vermin with dangerous swarms harming people and animals and damaging properties
10 Hungry Beast - can smell a delicious high adventurer corpse to eat full of magical power it needs to reach its next power up. Maybe several specimens competing d4 1=draconic beast 2=ogre magi 3=chimera 4=manticore
11 The Wild Hunt - for some reason, the forest hunter seeks the body d4 1=was promised by a parent of the green god 2=goddess demand the body in her presence 3=promises to revive dead in magic cauldron if party a quest in the otherworld 4=flesh and heart of a fallen hero are required to feed baby unicorns to purify the forest
12 The Evil One - sends some sinister knights to steal the body, if killed the master raises them as wight knights to try again, repeating as often as needed 
13 Planer Peril - intruding planar powers bring curious creatures into this world who are interested in that body d4 1=faerie 2=devils 3=demons 4=elementals 
14 Parasite Spirit - has been inside the body for some time growing and maturing and the death of the host makes it pupate early into our world as an invisible dimensional horror
15 Wicked Spirit - a spiritual parasite lurking around the host for a while and has been waiting. It highjacks the corpse, it is intelligent and malicious and will operate the body as a zombie but it has a standard movement rate, no initiative penalties. It will hide its condition to cause secret cruelties and flee when it might get caught laughing and taunting you to destroy it. An exorcism can purge the spirit
16 Ghost - takes the opportunity to get a corpse for some worthy mission. May live in a artwork or milestone, crossroads or bridge d4 1=punish the lover who murdered them 2=find the identity of the hooded claw who killed them 3=punish local slavers 4=expose corrupt figure
17 Planar Authority - lesser planar being like a demon, devil, daemon, cherubim, archon or deva comes to take the corpse away for safekeeping in the next life. It explains it has cosmic authority but not the strength to back it up. You can totally kill it which might call more or anger powers of other worlds. Feel free to activate some apocalyptic effect of saving the person  
18 Vampire Spirit - a vampire desires the body as a lover and uses transformations to reach the body to raise it an a lesser vampire thrall. It needs three nights of ungodly forbidden rites of the corpse and some blood exchange. The body has part of the personality but also a mockery of the living and committed thrall of the vampire willing to twist living relationships 
19 Weird Crossing - is this even on the map? a ferryman of the dead will in fact carry the party to a planar destination suited to the person's alignment and conduct. The ferry being is just doing its job ordained by cosmic powers but might for cash or larvae help you
20 Dramarama - Its ok to have most of these happen in one adventure, roll d4 extra times

since occurred to me gnolls and vulture monsters might be good too

Thursday, 26 December 2024

Market Places Again (test)





































Im testing to see why this post was blocked by google so reposting until I get a clue as apparently, only 35 ppl saw it and its quite a large piece that took me days rather than hours - a reader suggested it was the religious propaganda image I used so I'm trying that first. I quit google ads over their vague complaints which isn't helpful when I do 50k words a month,

Most of this month I wrote last month and I was ahead a few months. New PC and laptop have some issues killing my workflow and making it feel like work more than fun and its stopped my PDF production. Nothing from Patreon about problems there so I'm on hold until resolved. Ill be reviewing how I work this year and might do less and try and make a single finished resolved thing for charity (Queensland Frog Hospital) as I can't really earn much money currently as I'm on a partial pension. Im not really motivated by money.

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update
- fine so far - might delete the old version
out performed old version fast 
google basically punished me for a satanic panic moloch=drugs image
update 
-11 days later started to give me pop up warning agian
-was from a reader complaint and it was the art
-deleted old version
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Original post now deleted
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Im having a busy December in meatspace so slowing down writing - I war 2 weeks ahead so merry xmas in advance new year etc if I end up busy. Gaming good and one blog log shortly. My new computers + software licencing + fonts have killed my pdf production currently so 3fold is easiest to do currently.

This took a while and is for grimy/poor fantasy villages or cities

This post is apparently behind a warning by google so might do poorly
hoping this doesn't become as unusable as other platforms have become from this

Size
1 Crossroad market, d4 stalls, open weekly
2 Hamlet market, 
2d4 stalls, open weekly 
3 Lesser village market, 3d4 stalls, d4 permanent traders open weekly
4 Major village market, 4d4 stalls, 2d4 permanent traders, open d4+1 market days a week
5 Town market, d4x10 stalls, 2d6+4 permanent traders, open d4+2 market days a week
6 City market will have a d4+1 specialist town markets, double numbers for a metropolis (I only have a few in the world at a time), open d4+2 market days a week

extra market days may happen on festivals
or
some events might close a market a few days

5+ stalls = a free performance of some kind hourly or 

d10 Stall
1 Edibles
2 Liquids
3
 Livestock
4 Farming 
Foraged
6 Tinker
7 Crafters
8 Vice
Documents
10 Strange

d100 Stalls
01 Rat delights d4 1=kebab on a stick 2=battered 3=crispy skinned 4=rat sausage roll
02 Pies d6 1=eel 2=kidney & onion 3=mushroom 4=oxtail 5=donkey 6=definatley not human flesh
03 Poached root vegetables with butter d4 1=turnip 2=beetroot 3=parsnip 4=carrot
04 Mystery meat offcuts at discount prices, mind the flies and best cooked straight away, also used as dog food by locals
05 Slop from a pot and a bun the cheapest meal in town
06 Fish, fresh or dried or smoked fish 
07 Orc food d4 1=Stinkmelons 2=stewed beef heart chunks on a stick 3=horse sausages on bub 4=hog feet & beans
08 Huge cooked and candied bug treats on a stick
09 Mushrooms, mushroom burgers, mushroom steak, mushroom surprise from some local cavern, goblins might run it
10 Sausage man in his sausage wagon - served 
on a bun with sour kraut and mustard d4 1=rat 2=marsh hog 3=beef 4=blood sausage
11 Fresh water, byo cup or pot, some bring livestock here
12 Sly beer stall, give a coin to owner and sit and drink with them, its not selling beer at all
13 Wine merchants selling cheap wine in clay bottles or by the cup, winter will be spices and warm with honey
14 Milkmaid selling milk, cream, butter or cheese (might be goat or cow or other species occasionally might meet a minotaur selling milk)
15 Soup sold from a pot speciality every day and varied prices
16 Gruel seller, mild warm slop, thickened with grain starch and some flavour like d4 1=dried fish 2=peppers 3=bacon 4=chicken stock. Some include bread or a dumpling
17 Shots or bottles of alchemist distilled wood alcohol, gets you drunk, blind or dead but cheap, a shifty criminal alchemist assistant
18 Sweet energy drink made from molasses and warm barley water flavoured with herbs or roots like aniseed or flowers
19 Kvas mild barley beer good three meals a day
20 Miracle healing mineral water from a sacred spring reputed to heal various ills
21 Puppies or kittens for sale
22 Poultry in stick or woven cages with a chicken or a duck
23 Fancy bird for sale d4 1=goose 2=big rooster 3=pheasant 4=huge duck
24 Small pony perfect for a pit mine cart or a treadmill
25 Goat for sale and possibly gives milk, 1% chance it is Nanny Binx or one of her children working on a case vs a cult or chaos goats
26 Pig on a rope for sale will grow 4 times its size eventually
27 Small cow or calf 
28 Donkey or ass or mature cart horse
29 Dog for sale, trained as d4 1=guard 2=fighting 3=tracking 4=shepherd 5=ratter 6=bird
30 Farm tools on a blanket for sale, all worn and well-used
31 Apples sold from a basket
32 Small woven reed baskets of berries from a cart
33 Root vegetables by 
d4 1=turnip 2=beetroot 3=parsnip 4=carrot
34 Bales of straw or sacks of m
anure sold by the sack
35 Pickles from a barrel
36 Flagons of applejuice
37 Eggs sold in baskets of a dozen
38 Buns or cakes from the home kitchen
39 Feathers sold by the sack
40 Vegetables from a cart d6 1=pumpkins 2=beans 3=marrows 4=cucumbers 5=cabbage 6=spinich
41 Herbalist selling edible and medicinal herbs
42 Mushrooms by the basket 1in6 sell secret mushrooms on the side
43 Hunter selling skinned rabbits and fur
44 Trappers selling fur and traps
45 Woodcutter selling firewood and torches
46 Hunter selling mystery bush meat
47 Bird trappers selling baskets of small birds (pigeons, starlings, starlings, blackbirds)
48 Fisher selling catch of the day or e
elcatcher with buckets of eels
49 Bugtrapper selling huge bugs in cages and baskets of huge grubs
50 Ratters selling dead rats, skinned rats, rat skins and some giant specimens 
51 Brush seller from a trunk
52 Tinker fixes pots and sharpens blades
53 
Second-hand rope comes in various lengths, wear and strength
54 Jewellery, luck charms and trinkets sold on a blanket
55 Man selling old adventurer's gear and clothes he gets cheap from dungeon monsters, he has seen some goods three times now and sells dungeon maps on the side made by monsters
56 Second-hand clothes, accessories and repairs to clothes (1in6 are stolen goods dealers)
57 Brass trinkets and jewellery for personal or home decor sold on a blanket from a donkey pack
58 Second-hand weapons sold from a blanket, dungeon quality, discount for any flaws
59 Scrap dealer with cart of junk and a blanket with interesting stuff
60 Rag and bone bought and sold
61 Candle maker assistant selling cheap smelly tallow candles from a crate
65
 Boot polisher and repairs from a wooden box
66 
Pottery stall from a cart, potter works from the kitchen or shed at home
67 
Knife seller and sharpener with a grindstone and tools on a cart
68
 Engraver will write on weapons and armour and metal goods, needs to take big jobs home but can do a name quickly
69 Woodcarver selling walkingsticks, spoons, beer steins and animals from a blanket
70 Artists will draw or paint portraits but needs a week for serious work in own studio
71 Clay pipes for smoking various designs from simple clay slip moulds and some glazed
72 Tattoos buy a local d4 1=folk artist 2=ex convict 3=ex sailor 4=guild gang member
73 Apothecary assistant (possibly side hustle of crooked apprentice or has a criminal master) d4 1=sell forbidden drugs on the side 2=sells colourful fake potions 3=treat mild symptoms 4=addictive healing potions extra cheap!
74 Coin changer and money lender on the side, a guild agent (bankers guild or crime guild)
76 Saucy card dealer also deals in prints and naughty scrolls the church warned you about
77 Attractive prostitute with a bodyguard and a small tent or a curtained alley
78 Beggers collecting for their family's supper, many pitifully injured and often have pets that help beg, are part of an organised beggers fraternity
79 Shifty bard selling trinkets, clothes and tells fortunes (cheap divination is mostly a scam, magic ones cost more but also might have identify or detect magic). Knows a guy who can buy or sell real magic stuff in a tavern
80 Bard selling personalised poems and will write or read letters, specialising in love letters
81 Scribe will read or write messages and provide simple legal tips
82 Bookbinder assistant selling blank bound books, and journals and will take commissions
83 Second-hand books sold on a blanket are often "found" in some old house or bought from funeral estates
84 Second-hand pamphlets and small published booklets often scandalous or works of popular alarmist pundits with scary-sounding titles
85 Second-hand maps including 
kingdom and city map prints
86 Treasure and dungeon maps bought and sold
87 Scribe supplies including ink, paper, wax, clay, stylus and quills
88 Writer will create witty epitaphs and other literary labours with extra pizzaz and offers etiquette lessons from his hovel
89 Jester will write nasty slanderous limericks about your enemies in rhyming verse and other literary tasks
90 Legal advice from a well-read peasant who profits from the courts often and is despised by land owners. In the farm courts, he wins most cases
91 Peasant selling ancient chunks of statues on a blanket they found in the family fields, says they found mozaic floors and building foundations also 
92 Trader from the inscrutable western continent across the sea selling exotic spices, foreign fruits and possibly an agent of the Lotus Emperor of a sinister underground civilisation
93 Foreigner selling several old light hunting muskets with powder horns and balls
94 Old murder hobo selling some old magic items for their party but includes some cursed items
95 Stranger selling strange tiny idols, charms and medallions based on other planar sigils and arcane script on a folding table with a velvet cover to show items. Occultists and magic folk will all be curious. Some of the charms are magic aids that give +1 for a single attribute-based roll. They know odd planar lore and have had some magic training. May be convinced to cast a spell for cash
96 Peasant selling worn ancient weapon they claim is a heirloom and detects as magical, he wants to avoid magic item sales tax
97 Bard selling old adventurers gear, maps, weird old books and other adventure hook items. Anything might have a hidden map or perhaps a spirit in it keen to get mortal aid through dreams
98 Perfumes, charms and love potions from a colourful attractive magical charlatan. The right customers will offer them some real item by accident then come to regret it when back at the office to check edgers. Tiny glass bottles, incense, aromatic oils, scented candles and dried herbs
99 Witch selling potions for healing and other petty magic effects and first aid, locals either love or fear them and they keep a low profile as a healer or herbalist. Has local magical lore
100 Merchant hoping to show some adventurers magic items and offer them a job to get a discount, they have done this for guild business many times and might eventually reveal their organisation

d10 Traders
1 Hospitality
2 Local shop
3 Crafter
4 Specialist
5 Warehouse
6 Literary
7 Vice
8 Financial
Guild Halls
10 Schhols

d100 Traders
01 Seedy small grog shop full of vice and crime
02 Small tavern frequented by highwaymen and gang members
03 Small tavern for local farmers and rural labourers
04 Tavern full of mostly old people who complain how everything in the world sucks now
05 Tavern full of water workers including fishers, sailors, dock workers and guards
06 Tavern for cheap travellers with beds in crowded rooms or common room floor
07 Eatery with kitchen serving meals as long as they legally can stay open, often local comfort food or some foreign stuff
08 Inn for cheap travellers with private rooms
09
 Hostel or boarding house with rooms or a bed
10 Coach house inn with stables preferred by m
erchants, traders and shopkeepers with VIP rooms and dining hall
11 Common goods store with tools, equipment, farming goods, dried food, seed and more
12 Corner store sells common food items, snacks, items and common household utensils
13 Store sells basic produce food items and for locals bottles of beer 
14 Store selling cleaning products including fermented urine, sand, buckets, soap, ash, mops, brushes and chamber pots. Knows all the local gongfarmers
15 Store sells farm produce brought in daily
16 Bakery selling bread and possibly pies, pretzels, buns, pasties, sausage rolls and cake
17 Butcher selling choice popular local cuts and slaughters animals for locals
18 Open kitchen diner where locals get food and bring food to be cooked, outsiders are strange 
19 Grain and fodder selling sacks and bags of seed, beans and animal fodder and some stables
20 Junk shop where a tinkerer repairs goods and sells scrap and oddments. They have all kinds of found items brought to them from gleaners, mudlarks and anyone who digs holes
21 Smith is usually a blacksmith but various specialities like bronze redsmiths or gold or silver
22 Leatherworkers shop with various hides being treated and various completed goods and apprentices. Often, it may also be a cobbler or armoured in the workshop. Belts, bags, coats, aprons and other leather goods will be in stock
23 Carpenters workshop with apprentices making commissioned goods with some small ready-made items 
24 Weapon trader, various used items
25 Masons shop with some blank headstones, small gargoyles, a fireplace and doorsteps from various local contractors and quarries in the area. Often know of local monster-infested holes in rocks and local building projects
26 Armoury trader, various used goods
27 Weavers shop selling baskets, fish traps, rugs, bundles of reeds or sticks, wool and weaving supplies
28 Tailor makes custom clothing and sells accessories like bags, belts and other clothing. Might have a few pretty dresses or outfits on display and some popular work wear like rain coats
29 Toolmaker works on precise instruments and tools for speciality trade and crafts
30 Wheel and wagon maker or if wetlands a boatbuilder with apprentices

31
 Funeral parlour selling coffins and prepaid adventurer funerals. Have a memorial shrine and workshop with a coach house and stable
32 Mining & logger supplies including tents, tools, pans, saws and more
33 Denture and artificial limb maker, will buy teeth no questions asked
34 Horse trader stables, can mind animals, sells feed and medicine for horses and has several for sale. Some may have their own breed with colours, habits and advantages 
35 Orphans and widows store for second-hand goods to help the needy families of soldiers and sailors. May even have a sweatshop for orphans to learn skills
36 Healers shop with a medicinal sales counter and a surgery
37 Barbershop or hair salon but often also a healer and dentist, but nothing too fancy, old timers hang around playing cards or boardgames and drinking. Sells various grooming products and caries hard spirits for anaesthetic
38 Herbalist store with all kinds of medicine and petty potions, where old folk make strange brews. Some people ask for poison even
39 Hat shop busy making specialist occupation and regional hats
40 Cobbler making shoes and boots and specialist footwear for custom customers. May have old repaired shoes or boots that can be modified quickly
41 Warehouse of barrels dry food and a merchant trader's office
42 Warehouse of crates usually crafted goods and a merchant trader's office
43 Warehouse of cloth bolts, spools of twine and clothing and a merchant trader's office
44 Warehouse full of wine and beer bottles and barrels with bar guards and a merchant trader's office
45 Warehouse of oil, tar or bitumen in barrels and a merchant trader's office
46 Warehouse of building supplies and a merchant trader's office
47 Warehouse of old cobwebbed farm equipment and a wagon or carriage
48 Warehouse of preserved meat or cheese or pickle jars
49 Warehouse workshop of some craft item, in some places, might be slaves or indentured labour
50 Warehouse of livestock pens 
51 Scribe office with various document services and legal advice
52 Old books mostly from deceased estates or bought from the desperate
53 Shop selling exotic tea and new books and pamphlets attracting local literary types to gather. Poets and performers often visit
54 Scholar with records of heraldry, family trees and genealogy expertise often used for legal claims. May secretly serve a noble house or cult
55
 Antique shop full of old furniture, paintings, urns, pots and other vintage decor. Many of the old shelves are stacked with crumbling old books
56 Magical paraphernalia shop selling spell components, ritual items and books
57 Scribal office specialising in land transactions, but also claims on mines and dungeons or claiming unused haunted houses. Has many records of local land use and ownership for hundreds of years. May have details of properties available  
58 Religious paraphernalia and idols store selling scriptures, scrolls, statuettes, holy symbols, holy water and jewellery for the faithful. Usually linked to a church and may sell other church goods like beer or give bread to the poor
59 Music shop with instruments and sheet music dating back over 100 years with non human musical writing systems
60 
Exotic formulae and recipe books used for spell and alchemy research, herbalism, apothecaries and other laboratory or kitchen-based manuals, most handwritten and stuffed with notes
61 Gambling den, run by crime or by licence to the crown or local nobility
62 Brothel run by d4 1=matriachal clan 2=lotus cultists 3=local crime 4=local noble
63 Seedy music hall and bar, which is also a brothel and gambling den where local gangsters like to do business. Even a few rich visitors come here but usually rakes and adventurers
64 Lotus Tea House is a front for a drug den run by a mysterious lotus cult of the mysterious western subterranean emperor. Important customers help it stay open and the vicious thugs they employ. They are accused of cannibalism and occult practices also
65 Gang clubhouse a members-only club for a crime gang but sells food and drink and can be used to contact the gangs services like credit or hiring thugs. Are more violent local thug type of gangs who like brawling and initiation ceremonies
66 Hellfire Club for rich hooligans and rakes to have wild parties in but mostly a members-only dining hall and tavern
67 Pawn Shop sells second-hand junk and is an underworld fence that can get black market goods. Has a few thugs on hand at all times and other traders in human misery hang around. Drug peddlers, shifty slavers, gang recruiters or people seeking desperate losers to do forbidden jobs
67 Filthy gang tavern for a probably illegal fighting pit using local gang members for money or slave gladiators on the fight pit circuit. Also crooks come here to learn to fight and work out
68 Brothel but also cover for slave traders who move their prisoners around constantly. Most are debtors and purchased from bankrupt parents. They also lend money to parents with family as collateral
71 Money changer will change coins and gems for a slight fee and can arrange money to be sent to other towns or make loans if you have collateral. Will be secure with guards
72 Bank branch of one of the two great banking houses of the continent the Klauger and the Mugger banks who hold, move and invest money for clients and lend money to desperate people with attractive property. They have hooks across the continent and often employ adventurers and pay well. 
Often well fortified 
73 Templar bank with warrior priests who lend money to nobles and land owners who offer their property as collateral. Often well fortified 
74 
Jeweler buys and sells trinkets and precious metals. Mostly semiprecious stones and silver locals can afford with maybe one masterpiece a year unless a wealthy district or settlement
75 Merchant Bank for merchants which also underwrites certain goods and ventures to improve markets
76  Pawnshop mostly farmers junk and tools from workshops and gained traders. Frequently conflicts with craft guilds in court and knows them all. Knows worst industry owners and farmers 
77 Pawnshop specialising in adventurer's junk and stuff from ruins and dungeons. Will pay half listed price for quality good or offer more for exclusive deals for trading all new loot first. Sold goods normal prices, some flashy trendy junk is costly but  there are rare sale or unidentified goods 
78 Pawnshop of magic paraphernalia, often will only sell to guild or church members or nobility. They actually offer spellbook and magic items to regular customers who want the market restricted. Will sell components and some herbs but petty magic items are often on sale. Auctions are held monthly for VIP clients. Owner at least Lv5 magician or a supernatural shapeshifter operates it
79 Pawnshop for wealthy discreet nobles, sale goods may have a famous clan crest on them and a poor family longing for the items to come home. The owner also recovers lost items and hires adventurers to help
80 Coin collectors will change money for ingots but buy ancient coins that nobles collect which common folk seldom value as highly. Adventurers often bring strange coins here and the owner for a fee will evaluate and offer historical information. Open by appointment
81 Underclass Guild Hall for a poor and miserable career like gongfarmers, beggers, grave diggers, potters, street cleaners, porters, labourers, muck rakers, miners, ratters, basket weavers, wood gatherers, dyers and underrated jobs rich don't even think about
82 Workers Guild hall of a successful working guild with a members bar and feast hall that perform regular marches with guild banners to show their numbers. Usually, hard labouring trades like masons, builders, dock workers that everybody knows are the lifeblood of the economy
83 Craft Guildhall of a specific precision craft or industry like smithing, woodworkers, cobblers, tailers, cloth weavers, spinners, butchers, bakers, and jewellers. Will buy bulk goods to supply members at better rates
84 Merchants Guild for local and travelling traders to meet and feast. Provides caravans with accommodation 
85 Shopkeepers Guild for small local storekeepers to keep shopping districts and markets  prosperous and complain about each other and the local governance
86 Scribes Guildhall for people of letters to meet and drink with a library and writing supplies in bulk. Also employ reliable messengers regularly to other settlements. May specialise in other people of letters like scholars, librarians, historians, and accountants in a big city. Some call themselves colleges or universities if huge 
87 Farmers Guild for agricultural workers and traders to drink and feast in but includes accommodation for families and a barn. They help good labourers get work and blacklist bad ones. In a city it's a waypoint for farmers to sell goods in the market and avoid ciity folk. They protect members from local traders
88 Mariners Guild for sailors, fishers, ferry operators, boaters, and lock operators to drink and feast in. Many slander them with accusations they look fishy and have mermaid lovers 
89 Mercenaries Guild where you can hire guards, instructors, soldiers or get an apprenticeship. Members train here and learn a new technique. Member competitions are popular with gamblers 
90 Guild charity operated by a guild for orphans, widows, and the elderly of a profession. Sells used goods and may offer food and accommodation for the needy  
91 
Magic School for non-religious wonder-workers but most often wizards. Will operate a library, school or possibly a university in a big city. Will often run a magic shop to sell petty potions, scrolls and components 
92 Adventurers School for dungeon looting and freelance adventurers. Most people are resentful such guilds exist for murder hobos and worry what secretive activities happen inside. Old adventurer gear and even magic items might be sold here
93 Bardic School where bards recruit new students and practice solo and band work. A famous bard is in charge who's work is well known and its a good place to research music or get a second hand instrument or meet a maker
94 Religious School for clerical students, possibly talented ones on scholarships to one day serve in the administration of a religion. Includes a shrine and may sell holy paraphernalia and approved food
95 Healers school operated by a master at first aid, surgery, herbalism and alchemical apothecary. Students learn basics and practice on local sick and maimed. May also use a system of magic, usually divine healing
96 Supernaturalist occult school for psychics, mediums, clairvoyants, mystics, astrologers and other magical practitioners. Many discuss spiritual matters, look for ghosts, perform rituals, make wild theories of the cosmos and other weirdness. Some are shams or even cults and actual magical ability varies
97 Scribal School teachers students from young to adults the basics of writing in classes day and evening. Large ones might be called a college or university. Some linked to churches of state to recruit the best and recognise talented commoners instead of just unrecognised bastards or low-ranking noble children. Most end up working for nobles, government or the church. Commoners learn mostly for legal disputes
98 Fighting school specialising in the style of a master, most students are part-time but the expert ones aid and guard the teacher. Schools often fight or feud with others for reputation and hold tournaments. Some are affiliated with a religion or clan 
99 Deportment School to learn posh proper taking and manners. Mostly idle rich girls aiming to marry above class by rich mean family. A few male bastards come here to try and get recognition or parental approval or If a legitimate heir dies previously unrecognised offspring and send them here. Rich upstarts might come here too. May include skills like stewarding, diplomacy, music, calligraphy, hospitality, weaving, sewing or duelling
100 Gymnasium where people come to train, get fit, pretty, play sports, dance or have athletic contests. Some include combat, possibly spas or a sauna or a bathhouse. A small one might just be a shed or just a suna and a lot of ground where athletes meet

Guilds
A guild has a d3 evening of member meetings a week with food and beer (wine for posh guilds). Smaller subgroups or project teams had another d4 meeting a week with only a few members. 

A guild has a d3 extra events a week

Guilds help find apprentices and may operate a school
Some will train unskilled labourers to work for guild members
Guild might employ a healer and other experts

Guilds act as member aid groups, performing charity, community halls for weddings and holiday events, feast halls and other uses. They operate own courts to resolve member disputes. Member meetings include beer and singing. Holiday parades include guilds marching with members. Many have a band or sports team.

poor guild 1cp a week
prosperous guild 1sp a week
rich guild 7gp a week

d12 Guild Events
1 Parade around with banners singing in guild regalia
2 Inaugurate new members or senior member to new office
3 Angry meetings about industry drama or trial against member
4 Members here to receive new goods and tools they imported
5 Comunity open day celebrating history with family events 
6 Apprentice day where the guild inspects prospective new apprentices, parents bring children and offer money to take their children on as workers
7 Charity second hand goods and home made cake sale
8 Funeral or wedding service for a member
9 Guild election with lots of free beer from candidates
10 Guild talent night with a stage and various member performances
11 Members using skill to aid a charity making goods for poor or needy locals or war effort
12 Members display best work for contests, first shown to nobility then displayed for common folk to see. Contest categories based on guild ranks and winners get more work

d20 Market Features
1 Paving
2 Fountain or well
3 Guardhouse
4 Speakers corner
5 Local court 
6 Artisan scene
7 Latest fashion
8 Best gossip
9 Healer shrine
10 Great prices
11 Rare quality
12 Exotic trade item
13 Non-human traders
14 Multicultural
15 High literacy
16 Religious diversity
17 Ancient and mentioned in texts
18 Famous heroes or petty gods visit here 
19 Local protective spirit cults
20 Magic items for sale here

d20 Problems
1 Thieves & pickpockets
2 Beggers guild
3 Zealous preachers 
4 Gloomy prophets
5 Sewerage 
6 Ranting speakers
7 Stingy merchants
8 Shortages 
9 Local rates only for locals
10 Treat non locals badly
11 Gang fights
12 Vermin
13 Stocks and/or whipping post
14 Execution place
15 Old out of fashion goods
16 Goods not up to standard
17 Cultists among merchants
18 Sneaky tax collector
19 Secret police or spies
20 Haunted by night

d20 Common Entertainers
1 Lone athletic acrobat, juggler or fire eater
2 Puppeteer for children and simpletons
3 Performing beast and master d4 1=bird 2=dog 3=horse 4=squirrel
4 Pugilism or wrestling display with betting
5 Shell game of sleight or prestidigitation tricks
6 Petty magic or a few cantrips
7 Creepy Monkey Keeper puts on shows and is a bit mean to monkeys
8 Freak in a tent with a spruiker at the entrance
9 Jester telling tasteless jokes, falls and cheeky slander
10 Drunks sing for coin to stop until law chases away
11 Fortune teller looks real!
12 Traveling beginner bard 
13 Local folk dance with band and costumes
14 Church play (it's true! I saw a play about it!)
15 Travelling theatre troop on way to a propper gig but perform on way
16 Local folk band with odd instruments only found hear
17 Local musically talented child watched by a relative
18 Local folk singer sings about a local dungeon
19 Old bard sings historic folk poem a very solemn affair for some
20 Traveling band of bards that drive youths into great fits of enthusiasm

d20 Weird Entertainers
1 Royal propagandist spreading patriotism and the royal house
2 Cult trickster puts on puppet shows or card games for adults 
3 Bardic evil agent stirring up trouble and mocking local leaders 
4 Goblin jugglers and tumblers, hilariously drunk and flatulent
Flagelants will whip selves till people pay but the law chase them away
6 Taunt my owlbear 1sp a go and tell people how tough you are, if injured your money back
7 Animal spirit changeling puts on a show for money to buy human goods. Might bring an animal friend to help with the show (d4 1=cat 2=rabbit 3=snake 4=sheep)
8 Lycanthrope sleazy bard sings bawdy songs and sells drugs (d4 1=werewolf 2=wererat 3=werefrog 4=wereraven)
9 Faerie folk spy with magic disguise here to spy on comings and goings playing a bard singing elf songs in common an unusual feat
10 Stab my troll in a cage 1sp a go! (surely an easy XP gain) It cant fight back guaranteed
11 Pet my unicorn 1sp Ride him 10gp (a fake old mining pit pony with a spell cast on it)
12 Doppelganger acrobat, tries to make money and to seduce someone for a bed and human bloodbath. Unusually attractive and flexible when a human of either gender. Acrobats & Jugglers guild are looking for them and offer a reward
13 Local idiot chants in a deep throat prehuman language and draws strange maps for beer 
14 Old man tells funny dungeon death stories of his youth as a lampbearer, "There was a pervert dwarf, a shaven bugbear, a young paladin and me went into a dungeon and.."
15 Sword swallower uses volunteer swords and uses sleight and illusions to give back an illusion on a stick (might have a hidden assistant)
16 Eating contest with some regional favourite recipe
17 Weird clowns nobody knows dance to instruments they play then they depart with any offerings, bothering them is dangerous because they are evil faeries
18 
Medicine show selling miracle potions, new formula d6 1=less snake venom 2=less addictive 3=now with more miracle mercury and pitchblende 4=less flatulence formula 5=less vomiting 6=less explosive
19 Traveling magician has a cabinet of curiosities in a tent (inside the cabinet is a light spell and lots of nice coloured vials with creatures bodyparts and a collection of tiny artefacts from strange ruins
20 Hell cultist magician has an invisible imp familiar who makes his tricks work like moving silk scarves or a ball to move or a rope. It also spies and murders and protects its master. He can offer curious people the chance to sell souls to hell and explains the ritual. You get a wish for your soul's market value its pretty cool actually. Offers oaths to hell and diabolic advice to cults and witches