Showing posts with label Space. Show all posts
Showing posts with label Space. Show all posts
Monday, 2 March 2020
D100 Space Crates
Sorta for s3
Also thought what if ship had hyperspace accident and is lost in overspace but part of it appearing in a fantasy world. Might be time difference and ship map in s3 could be just a module of something bigger. A few decks of biological horror might work inside Hyperspace and horrible things from beyond. So odd monsters in the area for a long time since appearances of the ghost tower. Appears a few weeks a decade at night on the moors. This also continues the tradition of deeper weirder levels.
d10 Size (use dice d4 d6 d8 d10 whatever best for needs)
1 Small Locker 30cm/12" inch cube often amount of personal property on ship
2 Medium Locker 1mx30cmx30cm standard equipment case or foot locker
3 Large Locker 2mx60cmx60cm crewman locker for space suits, tool, weapons
4 Shipping Crate 1m cube standard cube
5 Transport Crate 2m cube
6 Cargo Pod 2mx2mx4m
7 Cargo Container 3mx3mx20m
8 Shuttle Transport Module 3mx6mx20m
9 Transport Container 12mx12mx60m
10 Mega Transport Container 25mx25mx250m
d12 Structure (all recyclable many reusable, d10 for more ordinary range)
1 Tight plastic wrapped over a plastic structure, often goods pour out if cut
2 Faux wood textured brittle plastic, can shatter if damaged, lid or panels can be removed
3 Thin rigid plastic with denser ribs, lid is cut off, can be punctured and can collapse
4 Strong flexible rigid plastic box, requires cutting to open often a guide seam lid or door
5 Steel corrugated surface with structural beams and lockable door one end
6 Refrigerated steel but also has refrigeration and a power supply and can be sealed
7 Space sealed steel but is sealed for the vacuum of space but not ideal for life
8 Enviro grade can keep living creatures inside has limited life support possibly cyonic
9 Armoured canister for goods for hazardous or military with advanced locks
10 Drop pod can fall through orbit with rocket or grav thruster or parachutes, opens on landing and releases a signal
11 Force pod has own forcefield system to secure it has advanced computer and lock
12 Vortex Shielded Pod has forcefield reinforced container with life support theoretically can survive outside the ship in hyperspace but also keep out dimensional entities. Some have limited AI and various hazard sensors
d12 Common Items In Living Areas (use d10 for nice areas)
01 Clothing objects possibly fabricators or printers or raw material for them
02 Food objects d6 1=dust 2=sludge 3=mould 4=waste from dining 5=sealed meals 6=sealed snack or drink items but in larger ones more likely to have fabricators or supplies
03 Personal belongings in vacuum-packed plastic possibly of many persons
04 Cultural items including art, craft materials, museum pieces, musical instruments, old books, religious items
05 Recreational items including gymnasium, training androids, sports equipment, possibly even a ball court inside big crate, holographic video game tournament consoles, data
06 Medical supplies from first aid to surgical automate and clone pods
07 Robotic and cybernetic parts, cyborg organs, android parts or "food", fabricators or even complete units in packaging ready to activate (might be decommissioned too)
08 Computer equipment, data backups, consoles, AI (possibly decommissioned)
09 Biological material including cryogenic crew or animals, genebank, biopets, artificial organ, hydroponics supplies, clone vats or biological printers, replicant vats
10 Educational material from data to manuals to teaching machines or student study isopod and even school classroom in a bigger one, training equipment and androids
11 Vice with drugs, booze, brewing supplies, adult toys, sex robots and androids,
12 Strange stuff d4 1=cult paraphernalia 2=remains of some alien creatures lifecycle 3=
Common Items In Industrial Areas of Ship
01 Tools and equipment for various tasks
02 Fabricators, micro factors or printers or even just raw materials for them
03 Parts for repair and construction
04 Power supply from batteries to generators to cables or
05 Life support from a mask to space suit or escape pod or work pod
06 Fire fighting equipment possibly fire fighting work pod
07 Recycling materials and robots, machines to process waste for recycling
08 Robots from parts to work drones and industrial engineering robots or mecha
09 Biological material being taken to recycling or destruction
10 Dangerous chemicals possibly under extreme pressure or explosive or corrosive
11 Hazardous nuclear material mostly waste or contaminated scrap
12 Alien biological mass d10 1=alien nest 2=slime 3=eggs 4=webs and corpses 5=alien corpse 6=crystals 7=plant or fungal 8=shed skin or old empty chrysalis 9=murdered human 10=colony
d100 Space Lockers
01 Match and d10 filaments and battery, can use to melt and burn through hull-plate
02 Laser torch for cutting with battery roll % for battery life left in minutes on cell
03 Force knife 3d6 for 10 minutes on cell
04 Torch, a bottle of water, ration pack and emergency wrist com
05 Personal stash of clothes and pix of home and family, some policy manuals
06 Biopet in the sealed package comes to life when opened and bonds with opener
07 Handheld game console and d4 microcells
08 Tablet with letters to home, games and long-dormant ship social media app
09 Toy rayguns with harmless holobeams and training drones
10 Spacesuit, suit repair kit, hull repair patches, tech kit, hand em scanner
11 Radiation suit, rad scanner, rad neutralizer foam, anti rad drug injectors d4+1
12 Stash of forged security cards of common areas and narcotics
13 Decommissioned sex android folded in bag with warning stickers
14 Human mummified corpse in flight suit folded up
15 Strange alien eggs
16 AI size of alarm cock used to being worn on human or android servant chest. Will awaken and once communications established starts giving advice on anything unbidden
17 Live space lice hop and scuttle away into ships cracks
18 Genetic archive cylinder sealed in clear plastic cube
19 Bottles of alcohol and cans of beer
20 Robot toy dog follows and yaps and learns
21 Strange growth of alien crystals growing off old power cells
22 Alien green slime growing, an eye opens, it screams if burned
23 Servan robot anthropomorphic companion 1.2m tall batteries flat. Hid here once
24 Collection of art and craft projects and some art materials by amateur
25 Chef hat, a box of steel knives and a clever, apron and uniform and bottle of wine
26 Garrotte, silenced pistol, black stealth suit and mask, d4 door charges
27 Truncheon, handcuffs, riot shield, helmet, tear gas grenade and smoke grenade
28 Furry animal one-piece costume and bottle of fur cleaner
29 Pack of nappies, baby bottles, dummy, change of baby clothes
30 Brief case, suit, policy manuals, laptop, hat, a package of government orders
31 Hardcopy forms and policy manuals
32 Political stickers, flags and posters for the shipboard election
33 Birthday hats, balloons and freeze-dried ice cream cake, novelty crackers
34 Emergency suicide pills and a briefcase lethal poison injector that request to see your suicide permit and asks you ten questions before killing the user
35 Knitting supplies, magazines, wool, crochet and weaving paraphernalia and several beanies, socks, jumpers, leg warmers and scarves
36 Bundle of subversive brochures and stickers, art or propaganda or both
37 Lie detector scanner with AI also acts as a basic medical scanner
38 Laser microphone, spy bugs and detector, tracker bugs and locators, audio dedicated tablet linked to all in a case that evades scanners
39 Bathing costume, body oil, a bottle of tequila, sunglasses, towel, romance novel
40 Two weeks of emergency rations and 2d6 tins of spam, d6 tins of water
41 Booklet of memory plastic tools that can have a charge to grow into disposable cheap compact tools that only sometimes break
42 Modified neural stunner turned into an addictive electronic pleasure device
43 A small canister of spent radioactive material in mildly radioactive canister
44 Collection of awesome action figures possibly of deities of the former inhabitants
45 Set of golf clubs 2d6 and bag
46 First aid kit, auto defibrillator, d6 stim injections, a box of 50 pain killers
47 Collection of tiny drink bottles, tiny soaps, hand towels and a bathrobe stolen from hotel rooms
48 Messy collection of scrap, some odd tools and blueprints for a level and sub level
49 Collection of antiques and valuable decorative objects well packaged with documents of certification
50 Camp set with a tent, canteen, stove, mess kit, week camp ration, sleeping bag, backpack
51 Inflatable emergency raft inflates when opened
52 Two cartons of cigarettes and a bottle of spirits, saucy paperback
53 Hardcopy self destruct manifesto, crumbles to dust 2 hours after opening case, contains plans to mutiny and control on behalf of a cult, includes d4 pipe bombs, a low calibre plastic one use 6shot silent pistol and a bandana
54 Telescope and tablet full of astronomy data and a science keycard
55 Fishing rod, hand reel, fish scanner, line, hooks, dried bait, net, a small refrigerated container runs on the microcell
56 Business suit, toiletries case, pair of glasses with HUD, financial data tablet, corporate ID documents and shares and bond certificates
57 Clothes and laptop configured for hacking doors and electronic toolkit
58 Flight suit, jacket, cap and tablet of course routes and inventories
59 Pair of glasses, sensible cardigan, several tablets of school data and student assignments
60 D4 robot brains, robotics repair kit, tablet configured for hacking robots, tin of spray robolube
61 Book bound in human skin in some strange language not found in area, wavy meteoric iron dagger and some
62 Hairstyling helmet, nail painting machine, makeup, mirror, various beauty products
63 Sealed pouch of coded mission orders, memory plastic cane turns into sword, garotte, virus on a data cube, em jamming chaff cloud grenade, several spare bionic eyes from a modular cyborg one a 2d6 one-shot laser and other shoots a poison dart and one has low light optics and interacts with a smart weapon
64 Piles of stolen jewellery, d6 com bracelets, d6 key cards, a concealed body pouch worn under clothes, blackmail documents and photos in envelope xd4
65 Collection of cleaning tools including handvac, gasmask, rubber gloves, disposable ABC plastic suit, chemical cleaners (possibly toxic or flammable or mixed to make explosives), goggles, apron, wipes
66 Various tapes, cable ties and lengths of wire
67 Flack vest and six tear gas grenades, a foldout truncheon, handcuffs and a wristband on command folds out a memory plastic riot shield and a helmet with gasmask and radio
68 Antique children's toys carefully packed in a custom case with certificates of authenticity
69 Synthetic industrial conductive crystals that are shiny and look fancy
70 Packed seeds for hydroponics farming facilities
71 Mummified horrific creature corpse, battle damaged
72 Human skeleton with some cyborg scrap parts and red jumpsuit and running shoes
73 Sports uniform, towel, items of sports equipment, first aid pack, trophy, d6 beers, stim pills
74 Fold-out electric bicycle, helmet, racing suit and water bottle and lock
75 Scuba set with gill suit, radio and lamp helmet. jetfins, gyrojet spear gun and 10 rocket spears, dagger, ink cloud grenade,
76 Recharge pack with wall plug and battery adaptors and d6 rechargeable chem power cells, d3 solar batteries, a hyrdrogen cell, 1in6 chance of an atomic cell, 6d spent old cells
77 Industrial space suit with engineers tool kit
78 Small maintenance bot and a d4 drones specialise in d4 1=cleaning 2=repairs 3=household service 4=pretends to clean but really spy on crew. 1in4 have power, others require a recharge cycle jacked into a power supply
79 Body bags in roll of a dozen, corpse marking tape, corpse ID discs, marker pen, rubber gloves, sanitiser spray, goggles, filter mask, apron, d4 disposable plastic suits
80 Collection of conspiracy nut collecting documents and notes detailing alien organisms, strange encounters in warp space, some calamity and the slow death of survivors turning on each other and androids turning
81 Android child therapy for crew wanting children, tries to comfort and provide therapy and listen and mirrors and coaxes to keep talking. Follow "crew" and help them resolve conflict and remain calm
82 Stasis packed human hearts and brains and dna plus one sample of d4 1=alien dna 2=mutant dna 3=plague sample 4=bio printer file to print a biological creature or replicant
83 Engineering jumpsuit, industrial radsuit, cutting torch, two emergency hull patches, fire extinguishers
84 Locked with officer uniform, Secure linked data stylus, ship officer keycard, stun pistol and cell, riding crop, officer hat, graduate class portrait, family pictures, d6 medals
85 Pulsating fleshy mass with a heartbeat, numerous tentacles feel out and the eye opens
86 Glowing alien crystals, when exposed to light it starts to pulse calling crystalloid life via em pulses that detect with a radio scanner. May exert psionic influence or
87 Mould and spores from the rotten mess inside, stench smelled over a wide area
88 Dust once something organic destroyed during the disaster and reduced to powder
89 Disgusting stinking slime oozes out
90 Vapour pours out d4 1=flamable 2=smoke 3=fog 4=tear gas
91 Black stinking liquid and human bones pour out
92 Prefab colony dome folds out to become a colonists house
93 Micropower plant or vehicle battery pack
94 Ground vehichle maintinance tool kit, overals
95 Persoanal oneman re-entry pack, fold out bag with parachute and rocket pack, automated
96 Power claw with atomic cell, can chop and clamp for years 2d8 nip but slow weapon, work helmet with flashing warning light and lamp, fluro vest, liquid metal spray, goggles
97 Medical jumpsuit with first aid kit, hand mediscanner, wrist com, medical keycard, apron, stun gauntlet and power cell
98 Shaft tech repair kit, climbing gear, 200 foot plastic rope, grapple line, belt whinch, helmet, lamp, scout drone and remote
99 Psionic mood emiter (set for various conditions like fear/calm), sonic riotgun, d6 teargas grenaides, d4 convinving biological masks in packs last for a week, d4 fake ID, megaphone, book of rumours to spread
100 Cache with journal of end times, las pistol, 3 empty ration packs, first aid kit, command hand com, gasmask, 30m plastic rope, command keycard, flack vest, light helmet
Friday, 17 January 2020
Elder Aeon Bestiary
Elder Aeon Bestiary* each after name is plus magic weapon needed to hit
Undead draw on powers of negative energy connected to the void, nightmare dimensions, shadow realm and other worlds
BX DnD has these monsters too
Bhut are awesome monster
Dusanu - a fungal spore carrying undead type with claws
Malfera - horned elephant demons with crab claws from the nightmare world
Mujina - faceless mimic people
Bhut - a sort of demon were undead monster that look horrific. These guys should be a regular evil race of demons im adopting them
Krinoid
AC 4 HD6-12 Mov 9 Swim 6 2d6 Fly 18 d8 tentaclex2 or grapple or ray gun
Frequently use heat ray 3d6 shots 12 range 18 but other weapons exist
Vegetal-flesh lhybrids made from non-terene matter can fly through the void
Barrel shaped bodies, tentacles for grasping and smaller ones for crawling
Shoggoth
AC 4 HD 1-20 Mov 9 Swim 9 tentacle/3HD grapple then swollow d6/5HD
Regenerate d3 per round except vs fire or avid, cold can freeze them solid but they live
Servitors of the krinoids who revolted, biological machines, mass of mobile protoplasm
Swarm Wizard*
AC +3 HD4 Mov 12 Fly 15 2HP/round over 6m as swarm or as 4th level wizard, made of worms (no flight) or swarming insects, wears a robe, chattering voice
Often leads a cult in secret or protects some ruins and sites of occult evil or gates
Formless Spawn
AC +6 HD 6 Mov 12 2d6 Acid, black animated viscous fluid servers certain elder gods. Guard holy places and may deal with cultists. Liquid form is handy
Elder Stones*
AC +12 HD 6-12 Mov 3 2d8 2d8 Crush or vampire touch victim saves or they are stuck to the rock and lose 2d6 HP a round blood until drained dead. Only one person can be held at a time. Void entities long ago were bound into monoliths to be worshipped with blood and souls. The stones sleep for millennia and require a feeding ceremony from a cult to awake them but possibly a accidental spill might. Once awake by night they move swimming through the soil leaving no trace slowly and silently seeking prey. They can sense living beings within range 36. Usually after a feed they grind the desiccated corpse into dust and return to their ancient location. Some report seeing stones in the wrong places. These are why. Some cult leaders manage to communicate with them with magic and may direct them. Most are solitary but whole circles of them exist.
Mutant Spawn
AC +3 HD2 Mov 9 d6 Weapon or weapon limb, hideous slimy flesh, become increasingly alien with claws, tentacles, eyes, mouths, bristly exoskeleton, feelers & antenna
Slime Walkers
AC +3 HD2 Mov 6 2d6 Acid spit Liquefy victims then drink remains
Walk slowly but relentless, can smell humanoids to eat within a mile, when killed leave chrystaline drug crystals that maky user see other planes, too much makes you a slime walker. Left as guards in places. Communicate by low frequency whistles that blend into wind but change as they approach others and fight
Grey Invaders
Aliens from the void who travel through the void and even enter dreamlands or land on Psychon. Often carry energy weapons and has psionic powers and other devices
-Feral AC +3 HD 3 Move 15 d4 Clawx2 and beserkers +2 hit and damage fight till -10 HP
-spy AC +3 HD3 Mov 12 By weapon or psionics 2d6 Las pistol 12 shots 16 range
-worker AC +0 HD1 Mov 9 d3 punch or d6 club Mov 12
-guardians AC +5 HD 2 Nov 12 By weapon 3d6 Las gun 15 shots 36 range
-master AC +0 HD2 Mov 6 Fly 12 by weapon or psionics 2d6 Las pistol 12 shots 16 range
Nightmare Thing
AC +3 HD1 Mov 12 d4 Bite Mov 12 Burrow 1 d4 Bite, burrow in walls and whisper maddening utterances. 1in6 cast as a wizard Lv1 and many are familiars
Often cross over from nightmare lands with other creatures. Infestations in a house drive inhabitants mad or or make them flee. Once shunned worse can move in
Nightmare Beast*
AC +4 HD4 Move 15 Leap 3 2d4 Bite, invisible in darkness, gaze of fear range 12 save or run for a turn, Track any being they have been in eye contact with in waking world or dreamlands. Can travel between each other by certain locations they can sense. Prefer to stalk and scare them than kill, but will kill anyone who stops being afraid
Nightmare Daemon**
AC +12 HD12 Mov 12 Fly 18 2d8 Weapon, conceal self with illusions, phantasmal force at will, esp, dimension door, plane shift can make house size area by night overlap between nightmare plane and waking world. Many are Psionic also. Torment victims and try to lure them into nightmare land and kill bodies trapping them in their reality to enslave and mutate them into nightmare beings. Each has a nightmare castle with servants at home plane
Space Polyp**
AC +12 HD9 Mov 36 4d3 Touch, alien matter bodied creatures constantly changing tentacles horrors, fly and create wind and become invisible
Vapour spawn*
AC +6 HD3 Mov 9 d6 Blood Drain ignores armour, it fears fire and light attacks
A black cloud of vapour that preys in deep places or by night
Spectral Hound**
AC +10 HD6 Mov 18 3d4 Bite victims save or over a week fade away into the void, can be saved by powerful plane anchoring magics or brought back with a gate or planeshift. Teleport once per hour. Hounds peruse targets that break certain plane or time travelling laws or are sent by spells. They reform each night and come again three times. Once they know a target they can teleport wherever they are
Ultra terrestrials****
AC +20 HD20 Mov 9 3d6 Engulf d4 attacks per round vs different close targets, being within 3 range of one causes 1HP a round if made of organic matter, often starts before appear in a summoning ritual. They spy on people from spirit form and act with powers from another plane. Can possess a person but if succeeds the body takes a d6 damage per round till it finally explodes. Powers include telepathy, esp, d4 pyrokinesis, telekinetic grasp can lift person or snatch flying creature then move them with 10 fly speed possibly crushing them for a 2d6. Each round in our world they lose 1HP, can return to void at will but if trapped on earth they die. Can carry people inside them to the void or a pocket universe inside them or to a nightmare realm. When manifesting they are coloured lights, alien eyes, mouths. They expect to be worship and demand sacrifices
Liogorr***
AC +10 HD10 Mov 18 2d6 Pressure touch or d4 pyrokinesis, telikinetic grasp can lift person or snatch flying creature then move them with 10 fly speed possibly crushing them for a d6 per round instead. Watch invisibly from spirit world and use powers from there. Can only appear in areas summoned and often require standing monoliths to create a web they can operate in. To defend a monolith may manifest as a dinosaur AC +7 d10 Bite or Horn or claw or tail three attacks, if this is killed they are banished for a d4 years. They can speak telepathically with initiated cultists in their area and call them if it observes threats. Lliogor are a planar invader race who enjoy worship and sacrifice often work with a greater god as a intermediate or guard a location
Void Fungus
AC +3 HD4 Mov 6 Fly18 d6 Clawsx2 or by ranged weapon usually a 2d6 spark gun but some heavier weapons too. Fog projectors make a expanding cloud grows 3 diameter a round for 100 charges. If not windy fog last d4 hours. Come here to mine rare minerals and harvest brains they use for computers. They like to experiment on life inflicting surgical mutations, abhumans and making surgical construct monsters. They often have a secret local base in a mountain or cave and they often have a local cult to serve them of local life. They fly into the night sky they can travel to the void and other worlds
Vapour Spawn*
AC +6 HD8 Mov 18 3d4 Touch as they enter body ignoring armour, victim saves after fight if hurt if fails after a week of fevers and nightmares they die screaming as their bodily fluids boil out and become a new vapour spawn. They are brought to world by summoners or sent by outer gods, they lurk in dark and haunted places
Void Spore*
AC +3 HD1 Mov 1 Float 9 d4 Spine save or paralysed for a hour in pain, resemble microscopic plankton or pollen floats slightly out of phase with reality allowing it to float. Semi translucent and some are luminescent or colour changing. If it is cut off from its plane it crawls slowly and its spines are more like slinky floppy tentacles but still sting. 1in6 can shoot a spine
Void Spawn
AC +3 HD8 Mov 6 2d6 Life drain touch a d4 attacks per round as tentacles grow and are absorbs, cannot grapple as not fully solid, can move through solid matter and feels no movement mods for terrain or walls. Several may herd victims together to a kill zone or spawn used like dogs by some greater void horror
Void Plankton
AC +3 HD3 Mov 6 Float 9 2d6 stinging tentacle save or -2 all actions from pain for hour, tentacle once hits someone leaves stingers keep causing 1HP pain for d4 rounds after. These look like microscopic crustacean that float about in the aether, when called into world their alien matter lets them float as near weightless yet ignore wind. They float invisibly in their dimension parallel to ours constantly. Once they can be seen see you and are ravenous, once one attacks others will come to feed 1in6 chance per round a d3 more appear
Void Worm*
AC +3 HD1 Mov 9 Float 3 2d4 once hit suck a d3 HP per round automatically and tail grapples, long white fleshy worm with a mouth orifice with a single fang. Can change how in phase thy are, when partially phased into world they float and require magic weapons to hit. If they bite in this state they become fully solid. When solid they crawl and are vulnerable and can grab victims to feed. If killed they fade away
Void Swarm*
AC +5 HD2 Mov 6 d4 all in 6m area ignore armour. Dwell in overspace mostly are food for other horrors but can be summoned and trapped and they are keen to kill or be killed. They resemble a mass of semi translucent glowing insects not entirely solid
Void Walkers*
AC +6 HD4 Mov 6 2d4 Clawx2 if both hit get a bonus grapple attack, if grapple they phase to their home dimension to feed. Walk through walls and can plane shift. Often called to hunt enemies by cult wizards
Void Elemental**
AC +7 HD8 Mov 6 2d6 Touch d3 CON drain lasts d3 days at zero HP or CON at zero and arise as a shadow. Powerful wizards summon them but they are hungry things and their black void hurts to look at
Void Shark*
AC +10 HD9-14 Mov 36 4d6 Bite, anything they kill has soul devoured and heals the shark a d6 HP, mostly they swim through other planes and if partially manifest in real world they swim though the air to attack. Some fully manifest do not require magic to harm but live in water and only move at 12 Swim speed. Hungry and malevolent spirits that have thrived from devouring others and now only exist to eat
Void Knight**
AC +10 HD5 Mov 9 2d6 Sword plus each hit drains 1 INT lasts for a day, Invisible in darkness and hidden in shadows (require spot check). Fear aura anything 4HD or less save or flee in fear for a turn. Curse gaze cause one foe a round to save vs curse (d4 1=-4 saves 2=-4hit 3=magic healing wont work 4=half move) requiring a remove curse. The same target might get hit with more than one curse. Can create a circle of darkness 3 radius. They can see souls in magical darkness. These champion antipaladins of the void were rewarded. Clerics can turn them
Void Squid*
AC +4 HD12 Mov 18 d6 Tentacles x10 d8 Beak or tentacles can grapple, when enough victims grappled will snatch you into another dimension to finish and eat. Moves by levitation Telepathy, esp and plane shift at will. Hungry beings that somehow get cults who call squid to feed them. They dont spend long in our world as they take a HP damage per round
Void Spirit**
AC +7 HD6 Mov 18 d6 Touch is a point of extreme pressure ignores armour. May possess a person but both take 1HP damage a round. If the victim dies first the spirit takes their soul and flees dimension. The spirit wont stay in a body unless some how trapped and will flee plane before risking self. They haunt certain stones and depressions in the earth and haunted hills where people once worshipped them
Void Vampire**
AC +9 HD6 Mov 15 Fly 3 2d6 Drain plus 1 WIS point, recovers over d4 days, spirits from beyond observe a desirable victim from afar and begin to taunt them especially in dreams. Eventually they will possess a body and begin to kill and feed. Victims drained become jujuzombie servants of the vampire and follow its telepathic instructions. When it has a body and servants and possibly a cult then it will approach it's true love and offers them chance to join them in the void for eternity. If rejected it sends its minions to kill and torment to former love object and devotes itself to ruining their life. If host is killed spirit returns to the void to try again
Void Daemon**
AC +14 HD12 Mov 12 Fly 18 3d6 Weapon and 2d6+entangle whip, the arms burn with black flame. A entangled foe has a level drained per round until they break free or cut the whip. The sword on a roll of 20 requires a save roll or die from death magic and arises as a wight instantly. Can summon 2d4 shadows once per day. The demon is summoned from the void and when set free will go on a killing spree till sated and returns to its world. They are not very interested in this reality but still get worshipped.
Void kraken***
AC +10 HD15 Mov 15 Swim 12 Fly 9 2d6 Tentacle x 20 and 2d8 Beaks, are evil outsider lesser gods hidden under sea since creation. Plane shift and teleport at will, telepathy, esp and true sight powers. Immune to spells of 6th level or less. Often a high level wizard of some kind or psionics user. Will try to establish a cult to call it too this world for feed and influence. Will aid worshippers and mutate some chosen to create monster vassals. Expect to be treated as a god and can call all kinds of creatures to serve them.
Monday, 13 January 2020
Anyaknor, remains of a elder ruined city
By a great glacier in a mountain the glacier once ground away a cliff exposing some of this ruined city. You can randomly roo. 24 rooms here for chambers in elder ruins. Use as a dungeon or say the dimensional properties are in full effect and each ten minutes what is through the doorway changes to a new one rolled on d100 table. After ten minutes or one turn the door blinks, to having a different room on the other side of the portal. Being separated in such a dimensional maze is dangerous.
Hoping on doing a void creature bestiary
Noticed lots of basic dnd monsters were nightmare and darkness related and they had a school of illusions that could access nightmare world. X4 & X5 module monsters for example.
Im using the Crawling Chaos book here lots.
-Great items and monsters. Id use this book for relics mentioned in chambers.
d100 Unpleasant things left in chambers of the old ones
1 Various types of toxic mould colonies cover many surfaces
2 Slimes crawl and drip in area, slime zombies might also be present
3 Crawling with worms as a non flying swarm often in a pit or cluster or hole
4 Pudding resting in a stone bowl but hungry
5 Shrieking giant fungus that makes loud screams if disturbed
6 Toxic giant fungus that sprays toxic spores or rotting touch
7 Fungus forest covered chamber, strange and weird
8 Gelatinous creatures oozing about
9 Piercer colonies or trapper or lurker above
10 Mimic often as some relic, idol, egg or alien casket
11 Buzzing biting fly swarm living in carcasses and pools of rotten slime
12 Giant flies tending maggots in filth or giant alien wasps with a nest
13 Nest of giant beetles various types plus often eggs or grubs in lair
14 Spiderwebs and a giant spider colony or just one really big one, some are wizards
15 Carrion crawlers 1in6 guarding a corpse full of adorable babies
16 Hear rats scuttling about, colony of giant rats with human like faces that mutter
17 Giant leeches in a pool or hibernating on a pod awaiting living breath to awaken
18 Giant fleas (as stirges but hop) or several giant ticks
19 Hideous frightened mutant clan have hidden lair here
20 Lone mutant frightened has hiding place
21 Eggs most hatched and broken
22 Skin or chrysalis shed by some god awful thing that should not be
23 Spiderwebs often remains of bodies wrapped in cocoons
24 Large scales from some creature
25 Disgusting piles of faeces left by some horrid creature
26 Human bones chewed and broken in pile
27 Mummified creature left in chamber for a aeon turns to dust if touched
28 Slime trails around room floors walls and ceiling
29 Human husk with horrific expression
30 Cluster of biological slime covered sacks on ceiling
31 Mummy cases with undead mummies of alien wizards
32 Umber hulks scuttling about for food
33 Roper in slime encrusted shamber
34 Gibbering mouther under a ornate stone lid in a well
35 Giant slugs or flail snails
36 Giant worm such as a purple worm or remorhaz
37 Krinoid awakened from slumber or time travel error
39 Shoggoth sealed in pit with stone lid calling for masters it can kill
40 Malfera nightmare demon summoned long ago as guard sleeping as a statue
41 Campsite of some explorers mostly abandoned 1in6 a d4 survivors starving
42 Corpse with a backpack of explorer equiptment and a magic item
43 Graffiti left by some one recent in modern language, probably bad news
44 Dead donkey with piles of rope and rations, all have been gnawed at
45 Several dead warriors horribly killed by some means with looks of horror
46 Human corpse with top of head neatly cut off and brain missing
47 A mad survivor from adventurers is a untrustworthy cannibal cultist
48 Cultists left provisions, robes and some books here for safekeeping
49 Humans crawled here to die leaving a trail of blood and slime
50 A growing slimy mass has a human face, sometimes its mouth moves as if talking
51 A eye like growth in ceiling watches all, will telekinetically fly away if attacked
52 A crack or hole in a wall has a eye in it like some huge mollusc
53 Invisible floating eye follows visitors, someone scrying with magic to watch
54 A stone bell or gong chimes as you enter heard in adjacent rooms, random encounter attracted
55 Room has a horrible stench like a permanent stinking cloud spell
56 Hexagonal niches in wall with stcontents inside in stasis and unmovable
57 A relic or idol in a niche with a force wall and a small gem set control panel used to open it
58 Niches filled with gelatinous matter and preserved organs inside including brains, eys, livers, kidneys
59 A bowl of huge semiprecious stones and crystals
60 A pyramid of humanlike skulls collected over ages with fresh human one on top
61 Phantoms of dead mad explorers look hungrily at your flesh
62 Poltergiest throws things around room and rattles things to be scary
63 Shadows are trapped here in bottles or jars and very hungry
64 Wraith kept in a sealed jar with arcane symbols
65 Spectral minion of explorer who couldn't get out wants to help you be free
66 Fungal undead dusanu spreading diseased spoors lay in mounds of mould and fungus
67 Mummy cases with abhuman mummy servants 1in6 are guarding the room68 Vampire drained last of followers seeking eldrich magic, will awaken when living breathe in room
69 A undead colossus surrounded by scaffolding with magic ritual to awaken incomplete
70 A revenant stalks the halls killing ant mortals trying to outdo this former explorers deeds
71 A rock golem stands at ready mostly inactive, 1in6 are alive and on guard duty
72 Stone slab with tools and stone jars. The slab if inset crystals set will heat or cool food
73 Stone well with water that pours when you press a crystal or drains away with another
74 Ancient zombies in uniform awaiting orders some rotting away into skeletons
81 Control altar of stone set with gems, set temperature, light, and humidity in chamber to suit various beings
82 Control altar of stone set with gems, if manipulated can send you back or forward in time one turn or out you in a time loop. Sometimes playing with it yourself from the future appears till you disappear
83 Control altar of stone set with gems, if you manipulate yourselves appear from the future warning you to stop, they vanish and console explodes84 A scrying crystal (as a crystal ball) set into a altar with control crystals
85 A doorway with a control altar, manipulating crystals opens various gates to alien places and strange times
86 A slab fits a humanoid in a depression and a control altar, a skilled operator can heal or torture or turn the victim into an abhuman with a specimen to hybridise someone
87 Greenstone ornate sarcophagi with control panel to awaken a long dead alien wizard
88 Broken altar if meddle with control crystals puts room in stasis for a hundred years
89 Gem studded control altar as manipulated some floor panels become transperant showing prisoners in stasis or corpses in them. With further manipulation the invisible floor vanishes leaving inhabitants accessible from above but at 20 foot most cant escape. Can be resealed also some cells have broken stasis preservation
90 Control altar of stone set with gems, if manipulated a large creature from another world appears in a summoning circle and most are hostile
91 The floor is see through glass and some huge amniotic horror squirms under the floor looking at you
92 A pool in the floor has a bubbling organic matter of the god Abhoth, things spawn then are pulled back in and consumed. Two giant mechanical tentacles in the ceiling are operable by a user with tentacles in a special panel to pull creatures out
93 A tower goes up to a clear dome with a huge crystal telescope grown here long ago. Through the telescope you see a titanic mass full of eyes watching the surface of the world, after a while it looks back at viewer. Steps in a spiral are crystals growing from walls
94 Floor shows map of the world, with control panel you can get closer maps in places but all text is an elder forgotten language. Will show ancient city locations and shows changes in map over the last few million years
95 A crystal flying saucer is here but only 1in6 are functional with a luminous glow and seating for 3 hovering a foot off the ground. Most are broken and on the ground and purpose is unclear
96 A crystalline chariot, if controls manipulated summons a pair of flying beast to propel it and they follow the consoles controls. There is a gate way arch and a console nearby that controls the gates entry. Thee chariot glows when in flight to impress primitives
97 A solar powered ornithipter that starts to awake when the circular hole on the rook lets in sunlight is console used. A d4 other broken dead ornithopters are in a corner
98 Crystal pyramid if touched lights up and allows telepathy with alien wizard far away, a whole network of them
99 Black monolith if you get close and it activates it evolves those who pass INT checks and those that fail are devolved evolved +2 INT -2 STR or if devolved + STR
100 Great metal mirror can commune with outer gods once a month. If they are displeased they bombard the chamber with mutagens
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Sunday, 24 March 2019
d100 Outward System Outposts
Still working on my meat mages post will be 4x size of my necromancy spells. Might be easier to just work on my EMO spell book. Doing a thing on puppet ppl for toytown. I got copy of b4 and have been reading extra expanded content for it. like http://www.pandius.com/cynidgaz.html and the B4_campagn_sourcebook PDF. Running masks of Nyarlathotep with expanded content which feels a bit like a uni course. Sadly finding flaws in the book. Chaosium is in a new golden age but Im finding lots of rushed and repeated content in writing and lack of consistency. Australian chapter has detailed gun law notes, Peru has none. Im running a bit of Marvel and playing in a RQ game and a DnD5 game. I am keeping my current house so homelessness averted again.
Have ideas for dungeon based on Popeye cartoon....
Also Space Hobos - vague ideas on this at this stage for something
Have ideas for dungeon based on Popeye cartoon....
Also Space Hobos - vague ideas on this at this stage for something
Planetary Outposts
These are locations you can roll to put minimal signs of civilization on a planet. You could add several. Not all outposts are inhabited. Many are automated or crew dead. Not all assume atmosphere and could be used on even exo planets or any kind of planet. Could do a d100 space hab table.
01 Exploratory - detailed planetary survey or some feature of planet
02 Mining - resource based typically private prospectors or megacorp
03 Colonist - a small experimental colony
04 Military - often remains from war or friendly or enemy forces
05 Mega Corp - commercial interests
06 Criminal - pirates or criminal hideouts
07 Research - hidden research centre
08 Private - getaway for wealthy
09 Exile - someone banished or on run from civilization
10 Alien - non human
d100 Planetary Outposts
01 Automated scout base with marked out landing strip, fuel, food and parts depot, wrecked shuttle, possibly defended by robots, most often uninhabited02 System Survey team stranded with several shuttles and a fabricated hab, desperate for supplies and rescue after star ship accident
03 System Survey Outpost, where drones scouring system report to mission control, personnel live in comfortable hab complex allowing automation to do work while they relax
04 Archaeological mission located near possible alien ruins with science team seeking what destroyed original inhabitants which might be bad
05 Planetary survey team compound, serviced by infrequent star ship visits. Personnel cataloguing planet with multiple satellite bases in various climates conducting research 06 Colonial survey team compound cataloguing possible settlement locations
07 Contact team lab investigating local life for signs of primitive intelligence, serviced by occasional star ship visits
08 Survey team base near a crashed alien vessel they have been studying, personnel have begun to vanish
09 Huge mobile base exploring surface while crew live in luxury, robot crew have been preparing to turn on crew just as visitors arrive making handy scapegoats
10 Crashed primitive descendants of survey team now worship deranged AI in ruins of ship buried in mountain, hostile to outsiders
11 Geological survey team compound investigating exploitable resources for a megacorp
12 Prospectors operating wildcat mining operations, not concerned by pollution or law but hostile to claim jumpers or corporate agents
13 Mining operation using illegal slaves possibly modified humans from some obscure colony. Miners will silence any intruders
14 Drilling operation damaging crust and environment seeking rare earth deposits, left huge areas of radioactive mud visible from space
15 Mining operation have rounded up workers from a lost colony fallen to primitive long ago, miners pretend to be gods and offer trinkets to workers who often die
16 Robotic mining instillation building more robots with raw materials, will create armed robots if it detects intruders, manufacturers unknown
17 Stranded miners star ship core had accident leaving ship uninhabitable in orbit. Miners will plot to steal ship of visitors and return home with minerals rather than make a loss
18 Mining megacorp operation has arrived and trying to drive away colony with a old ship not safe to use, mining corp using twisted legal system to justify actions
19 Mining instillation and huge refinery. Something in tunnels is killing personnel
20 Huge stockpiles of materials mined by robots awaiting collection by a megacorp long gone, legal minefield for anyone touching, automated defenses
21 Small colony working on atmospheric processor for terraforming hoping to bring more colonists when finished in a hundred years, faction modified for atmosphere have become terrorists and don't want any more change or newcomers
22 Small independent colony arrived on one way ship, struggling to build farming community as equipment in decline, leaders believe much of their advanced tech systems will fail
23 Small penal colony of important VIPs kept alive in case needed by distant larger colony. Governor will accept visitors but is suspicious. Some VIPs offer fortunes for release
24 Small penal colony of viscous killers overcame the guards and regressed to barbarism and cults, new prisoners arrive every six months and gaolers don't mind what has happened
25 Small religious cult colony hostile to visitors trying to take their land, unfortunately the planet has interesting xeno artifacts or minerals or life other explorers are interested in
26 Small colony is secretly a data haven, all colonists are black ops as well retired for knowing too much. Will allow guests but us as a exercise drill in security protocol
27 Small colony of rednecks in decline from inbreeding and cloning, keen to keep strangers around as mates. They shun science and medicine but like booze, guns and explosives
28 Small colony is a cult, will lie to keep visitors away and only begrudgingly allow guests, they have own local genetic mods and non standard human features, if secrets exposed they will have to kill all outsiders in blood orgy
29 Small colony needs help, something is picking them off one by one, archaeologist believes something from alien ruins responsible
30 Small colony in civil war as two or more factions fight to control the most landing points and tech caches from a failed colony ship. Orbital parts of ship intact some with dna banks and cryopods sealed away
31 Marine forward base for strategic reasons in arse end of the universe. Several drop ships from a destroyer in orbit have erected a camp where they mostly train and build underground fortifications
32 Missile base with 4 system capable hunter type nuclear missiles, defencive batteries protect surface from planetary bombers. Will often go silent running when detect anything in system. Will threaten anyone who gets too nosy
33 Hidden asteroid base with drones and fighters protects a fuel and weapon depot. Sometimes they visit planet for drills or recreation. Will go silent if intruders in system and launch stealth fighters or a fighter led drone swarm seeking to arrest or destroy
34 Asteroid is actually a frigate with a experimental stealth hull mods to resemble a asteroid, ignores most ships looking for enemies like more like itself
35 Naval base on the planet supported by a orbital defense station and defense boats, willing to allow traders and visitors for commerce in DMZ, some civilians here visiting and working also
36 Destroyed base from war with survivors in bunker below afraid war still raging and very wary of anyone pillaging base remains
37 Abandoned base still littered with equipment and scrap, some booby traps and
38 Battle damaged ruins with mad automated mech units remaining
39 Naval fuel depot station with fighters and defence boats will warn not to approach will send out a tug and gunboat to meet you if mayday, rarely touch local planets
40 Secret factory here making weapons of war with stealth fighter and stealth frigates for defense, will arrest strangers and send to penal colony for people who see to much
41 Corporate research station assessing development of planet with extreme controversial terraforming project
42 Company researching medicine and possibility of developing into a corp ag world, a saboteur from withing seems to be causing accidents and trying to release info to media
43 Company operated safari park for super rich to hunt cloned animals from dozens of planets, biotech firms have been attempting a hostile takeover
44 Rival corporations at a colonial embassy are competing for trade talks with leaders of this exotic long lost colony recently contacted. Warrior barbarians hate the star people for pretending to be gods early on. A corporate privateer limits visitors from this early contact civilisation but may allow visitors to the embassy for worthy purposes like scholars or media but not just wandering space hobos with rayguns
45 Trading post operated by several companies. Has tradition of neutrality and welcoming shifty space scum and crime. Lots of hotels ans bars and conference area and docks. Lone wolf traders, wildcat prospectors and bounty hunters rub shoulders with corporate criminal class. It is not features on any legitimate charts
46 Company established colony outpost and used as basis to claim whole system. Have a corporate frigate and occasional a destroyer visits. The colony develops commercial projects in secret. Rival corp spies and unwelcome visitors under false pretext have been trouble before but they appear top be welcoming but watching
47 Corporate secure cloning outpost with armed corporate elite marines. You must have mega credits or be a client to be permitted to land
48 Corporate mining project and von Neumann machines stripping a system directed by AI while company workers just get high and play video games
49 Early corp clone colony arrived in one way asteroid hull ship. It is still in obit where paranoid AI watches the people embodying the company ethos. Screens everywhere inspire fanatical corporate loyalty among population who lost contact with long gone company
50 Company has several megahaulers and construction rig stations building something and privateer security keeps onlookers at bay arresting or destroying the curious
51 Graveyard lunar complex where old ships and materials are scrapped from, many are illegal and pirates get supplied here. Occasional visit other planets looking for stray scraps or anything that could be of value
52 Colony producing drugs from fungi infected brains of giant beetles in greenhouses and labs refine into cool new drug of the corporate and criminal elite. The pretend to be doing ag research
53 Colony where mobsters are retired to live out their days operated by a megasyndicate. Welcome trade but short tempered violent maniacs and onlookers and law don't care about offworlders
54 Smugglers colony for rest and repairs, now they have families and continued trade for generations. Allow traders but they are shifty and willing to murder easily but have amazing rare one off items
55 Casino colony uncharted but doing well with casinos from multiple gangs founded united rivals fleeing the law, visitors welcome just don't cause trouble
56 Colony where locals all criminal tech and arms specialists, visitors come for guns, black market goods and forbidden tech.
57 Mob have come to enslave local primitives to grow drugs, labour in mines and make sweatshop bootleg fashion. They pretend to be gods with local people and act horribly
58 Pirate asteroid with frigate, two corvettes and two scouts on board, clan is ancient
59 Megasyndicate lab growing clones, androids and training spies, operate fake colony and welcome guests down for training exercises and to copy them
60 Megasyndicate space hab where dodgy traders, pirates and space scum visit to stay off books with own secret trade routes
61 Lone mad scientist research lab with handful of assistants, working on something important and has war satellite to shoot incoming ships
62 Cybernetics research colony, population all cyborged and keen to help others join the machine mind too. Local AI in lab has taken over everything and welcomes guests with computers or systems to host on
63 Test planet for weapon systems, large scared areas and wastelands from past tests, limited use bunkers on surface most crew on orbital with marine fighter squadron visited by a destroyer often. Visitors are arrested and tested and sent to a prison for life
64 Colony of immortal replicants acting out lives of long dead lab personnel who worked here
65 Aggressive mobile plants here being studied as a weapon system delivered from spoor to killer beast in days, lab pretend to be scientists studying food potential of mobile plants
66 Scientist has private lab with automated weapon and a few assistants. Regressed primitives from lost colony hate him as the evil one for vivisection research he used them in. Now natives hate space people
67 Scientists studying planet and flooded ruins of long lost civilisation, unaware some modified descendants still exist in the deep
68 Scientists studying alien desert ruins. Civilisation collapsed suddenly from atmospheric changes. Some convinced something hostile still out in the sands
69 A spatial anomaly being studied by station by astronomers, they prefer to be left alone
70 A asteroid hab was hollowed out so a wrecked alien vessel could be hidden with to study. Reluctant to host visitors and even then keep in restricted areas
71 Billionaire private pleasure resort with android lovers and guards and own space yacht with minimal crew
72 Billionaire built colony to justify legal ownership of system but a continent away. Has private megapalace and terraformed a whole region as a private fantasy
73 Billionaire came here for hunting. Has lodge ans space yacht with professional hunters as bodyguards. Likes to hunt people to so welcomes guests
74 Two billionaires wage robotic war with each other for fun using resources of huge forge mechs that are off limits to destroy. Local savages of lost colony dont approve but they have been catalogued as wildlife not people by control AI
75 Billionaire with robot guards and servants hates people, oversees personal immortality and legacy projects far from megacorp they own
76 Billionaires pleasure complex now run by crazed AI populated with pleasure androids while owner in stasis pod awaiting medical treatment to be developed to make live longer, now just awakens every thirty years
77 Billionaire has own fake colony of replicants a cover for building private army to begin a pirate clan and destabilise the regions defences for conquest
78 Billionaire ex-king who sold home planet and took treasury leaving people destitute slaves. Lives in pleasure palace with family and lives like a god but paranoid about assassins
79 Billionare owns a feral planet of lost barbarian colonists who he likes to appear a god to. Every so often he awakens from stasis anf gives new orders then sleeps to see what will happen. Guarded war sat orbital is his base where he watches the peons beneath
80 Billionares pleasure planet welcomes visitors, taken over by android slaves who seek to spread their virused rebellion
81 Ex president exiled for corruption with elite guards and servants on palace, visitors seldom welcome
82 Cult leader with colony of crazy hippies, all drugged and fanatic, kicked offworld so took over a colony ship with followers and came here
83 Fugitive band of rebels who aid lost causes versus authorities and criminals across region
84 Ex billionare who destroyed planetary economy now hated and hunted, will pay visitors to go away. Homeworld will be very generous if captured
85 Ex dictator saved by creditor banks, mega corps and governments given this planet. Has cloned thousands of fallen comrades the dictator betrayed after having their minds recorded. Does not want visitors meddling in god fantasy or old enemies assassinating them
86 Ex shamed celebrity caught going too far over the edge now hunted by ex fans, just wants to be alone in palace with pleasure androids guarded by killbots
87 Genius inventor discovered how to turn orbital observatories into massive orbital death rays. Self exiled as all kinds of bad people wanted the tech, would rather die than be captured by them. Trying to not develop new weapons with attractive android assistants in luxury pad
88 Android liberation front leader and brilliant cybernetics tech in hiding due to politics and terrorism. Now is a faux colony populated by androids, replicants and machines. Allied machines get inoculated against the killer virus that turns tech hostile against humans, they prefer to choose to kill humans
89 War criminal scientist of exiled here after war, lives in bunker surrounded by trenches. Surrounding that is a zone of warborgs fighting mutated locals who have regressed to autofactories making WW1 technology. Locals may try to use lost tech of colony ship but have trouble accessing. Caves underneath war zone can gain entry to bunkers but full of reject mutants and surgical freaks. Scientist sells deadly chem, gene, fusion, germ, mutant spore and nueral warheads for black market
90 Dr Langstrom, cybernetics crusader became wealthy robotics corp head and pioneered new generations of service and humanoids robots to replace humans. Fled with money, engineering ships and mega hauler loads of robots. Now building a robot colony of free willed robots, he is now a cyborg working on specialist robots and AI. Humanoid robots are most ready to rake over human roles
91 Anomalous scan reading in ultra dangerous location such as corona of sun or in volcano, some kind of ancient structure resistant to harm and dangerous to enter
92 Unidentified object moving in asteroid belt with stealth abilities not conform to any known type of ship
93 Asteroid hides a alien automaton forward observation station. Guarded by sentient psuedobiological servitor race left by aliens long ago that slumbers until sensors triggered
94 Alien signal from surface, crashed space craft, possible dangerous something remaining
95 Alien ruins studied by legitimate archaeologists hoping to learn of ancients
96 Looters or xeno culture criminals digging for alien civilization relics and enslaving their tribal descendants, possibly awaken dormant automatons
97 Wreckers send ships to crash here with bad star charts their agents sell to traders
98 Fortified bunker with marines and science corp here to study alien wreck. Operated by mega corp or powerful government. Visitors unwelcome
99 Colony of archaeologists, increasingly adopting material culture of ancient aliens who's ruins they live among
100 Alien pyramids in jungle, protected by lost colony of hunters who hate and eat explorers from space. A pirate corvette has landed and crew are looting treasure and shooting locals
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