Showing posts with label UFO. Show all posts
Showing posts with label UFO. Show all posts
Saturday, 4 April 2020
d100 Deep Space Mystery Containers
Lots of gonzo things for a SF campagn
d100 Deep Space Mystery Containers
01 A vacuum resistant egg from an alien creature, biological weapon of the ancients
02 Sealed and stasis packed biopet made to taste food and be a ship pet, this one has seen too much and was ejected for what it knows about a crime syndicate. It was illegally hacked to live longer than four years and to be smarter and savagely attack any harming its owner with a venomous tooth.
03 Sealed escape cryopod of a genetic super-soldier from some illegal war. Will awaken and be quiet and passive before going on a murder spree
04 Canister designed for atmospheric entry then bursts to spread an ancient bioweapon that introduces a horrible plant that consumes everything
06 Robot head contains co-ordinates for a lost asteroid base run by a space syndicate
07 Space marine power suit with a skeleton inside, last massage from marine before spaced themself and broke seals
08 Ships black box transponder system legally obligated for port registration records a ship hijacking
09 Ship hyperspace drive of strange design inside is an entity from the void that somehow got through with the ship and the surviving crew ejected it. The ship hulk and dead crew are adrift far from here. If the drive is powered up will be abnormally effective but creates paranormal effects
10 Strange stasis sealed alien container, inside a protoplasmic creature is trapped awaiting to go on a killing spree unless controlled mentally by an ancient alien race
11 A strange mummified alien being made of mater with properties of hyperspace, has strange animal and plant features and adapted for living in a vacuum
12 Alien spore bonds with metal and grows, space barnacles somehow bring other creatures with them when they become large clusters and infest and damage ships
13 Large alien crystal thing possibly alive or some kind of machine, absorb temperature to power up and come to life. May try to contact intelligent beings or might replicate self with sufficient raw materials
14 Escape pod of a ship with SOS inside a protoplasmic alien horror longs to get loose and infect life to make them like itself
15 Computer navigation computer core AI from a starship, corrupted personality is hostile and will attempt to seize control os all systems. Leaves viruses and trojan horse traps on systems, ejected by the crew to save the ship
16 Spacesuit hundreds of years old possibly from some belter, final recorded voice message
17 Spent fuel core of a stardrive of unknown design
18 defective ancient nuclear detonation laser mine from a past war
19 Damaged signal beacon of some old design, a skeleton in a spacesuit stuffed inside service bay
20 Chemical booster engine discarded after use long ago
21 Comand pod jettisoned from a modular ship long ago, two crew at controls in space suits were never rescued
22 Cargo pod full of illegal narcotics dumped to throw off the scent from the law
23 Frozen organic matter of some kind, contagious mutant horror, possible alien bioweapon
24 Unusual metal and other material in a slab, once it can access power it is a metallic nanite colony. It is self-aware and wants to find its own kind unseen for millions of years
25 Stasis bubble reflects all attempts to open, the field of a star drive can be applied to release one of the ancients, an advanced being with psionics, armour and weapons
26 An ancient satellite with images from long ago of planets surface and other data
27 Pod of modified seeds that will alter minds of anyone eating it, corporate logo on the seal
28 Cargo pod of recycled protein, lab tests show it was human
29 Cargo module with several cryopods inside contain human slaves
30 Mining net full of ore with a damaged transponder that someone assembles
31 Pod containing leaky canisters of military nerve gas agents enough to destroy several cities
32 Cryopod with genetically modified chimp with human IQ, grateful for being fed and treated well
33 Cryopod with a dinosaur egg
34 Medical cryopod with human brains from orphans to be used in borg systems
35 Shapeshifting assassin robot in basic faceless humanoid form was on a mission but owners long dead and mission pointless
36 Scout corp pod with records of a system in dust cloud nebula that nobody knows about and some anomalous scans
37 Distress beacon from ship being attacked and signals jammed by an unknown vessel
38 Toolbox dropped long ago by astronaut possibly very old
39 Sealed non-standard stardrive contains an alien life form that is tormented to operate. If the seal is broken angry creature escapes and interferes in reality over a local area
40 Sealed case of mechanical insect colony, if near energy awaken and seek to reproduce by recycling anything
41 AI sealed in a case, dangerously advanced prototype with the bulk of its mass in hyperspace. Cunning and will be cooperative hacking other systems but has own agenda
42 Unfamiliar tech with a gene bank of several million beings and animals and plants for some future resurrection
43 Folds out into a shapeshifting robot pretends to be friendly and lost in space due to evil enemies but it is all a lie to get close before tries to murder or enslave all the meatbags
44 SIlver 20cm sphere in a sealed box. Strange apparatus allows extradimensional intelligence from overspace to enter and animate it. It once awakened is intelligent and can roll around. WIll try deception or if discovered deception until it can be interfaced into major computer system like a ship computer or AI system. Robots and other synthetic life too, it may even influence anyone touching it lots and obsessing over it
45 An advanced firearm with AI unit required for weapon operation. AI needs to be convinced and controls fire and aiming user holds it and points or can verbally assign target. It argues and is unconvinced of wielders authority or if enemy realy deserves this. Has several settings disintegration, dematerialisation (sends to hyperspace) or a total conversion beam that creates a chain reaction of implosions and hit can damage small spacecraft in orbit if required but mostly for human-sized objects
46 Plant seed pod that carries spores to colonise a planet with animated carnivorous plants that establish own ecosystem before intelligent master plants and drone warriors emerge. Often more in an area
47 Pod with small albino humanoids adapted for lower gravity and space travel, preserved for feeding by another race as emergency food. They are grateful for shy modified humans and good at tech and maintenance if allowed
48 Colony cryonic escape pod containing long lost colonists but they all have a genetic condition that will turn them into psychotic killing machines. They all have early symptoms of cheery camaraderie then anger and fighting then they transform. All jettisoned as they were gene hacked to cause sabotage
49 Cryonic sample pack with fist-size parasite embryo from survey team pod spaced long ago. If biopack is at room temperature and co2 from an exhaling medium animal are near it will hatch and get close enough to enter their body. Once inside it modifies body and takes controlling a monstrous flesh mecha piloted by the parasite as it grows. It can graft more bodyparts and people to a horrible mess if room for it
50 Frozen head in apparatus to communicate and attach to a computer to view memories. The head does not like this and mouths "kill me!" while eyes flicker under eyelids. It cant see but hears. Knows valuable information
51 Box with three silver isopod like drones. Will awaken and spread a biological agent and try to take over coms to call mysterious masters
52 Casket with dead alien corpse from a space burial ground
53 Long lost space probe was forgotten by owners and sublight
54 Cargo container of dead refugees abandoned by people smugglers
55 Wrapped bundle with some old claim searched for by the mob for generations, a 4 ton crystal of great value
56 Black coffin-sized monolith absorbs all scans. If it brought onboard it awakens, alien nanotech fused with a long lost astronaut. Being wants data and to survive
57 Trunk with a service robot, charming and brilliant chef and musician, equipped with several sets of synthetic genitals. Actually defective assassin bot
58 The case is a folded up borg in shutdown, robot body with the organic brain on life support inside
59 Exotic looking alien box gives off a signal, carries zombie making necrovirus which wont be visible until someone dies or population is reached, alien bioweapons
60 Stone statue in case actually molecularly aligned silicon android that changes its shape and attacks any beings not it's creators
61 Damaged warp core in a case still valuable weighs tones. It was abandoned for producing paranormal effects on ship and death of crew from allowing things from beyond through
62 Escape pod of ship overcome by strange beings in hyperspace. The body inside looks terrified and will reanimate to kill all it can
63 Case in documents detailing strange possibly alien phenomena someone was investigating in several systems and jettisoned to keep secret
64 Lost luggage from shuttle accident including with failed cryopod of elderly person or pet
65 Pod with beacon sent by damages outpost as SOS long ago can use to find mysterious long lost private asteroid habitat
66 Wreckage from ship lost in warp accident covered in strange blue slime in cargo container. A vampire-like being inhabited the slime and seeks a host to feed or reproduce or help it or escape to its home dimension
67 An experiment in warp drives jettisoned by crew in a hurry. Attracted entities from beyond who tormented crew and will do again
68 Black box recording in pod from the long-missing ship with asteroids marked on charts was investigating. Last audio recordings feature screaming and unrecognised noises
69 Coffin with a frozen corpse inside. Criminal syndicates and some planetary governments want it, especially the head they hope to extract data from
69 Eggs from a rapidly reproducing small humanoid newts used by ancients for aquatic labour projects in a cryogenic pod of unknown design
70 Range container with killer borg using serial linked human brains in a strange configuration with non-standard technology. Something programmed it and killed missing military flight crew
71 Box with SOS is a massive emp device which damages ship electronics and causes the ship to require repairs. It also signals pirates who use this as a signal to scramble for a damaged ship and pretend to offer help
72 Pod with small cute robot pet seems harmless and plays games. When victim alone will inject with the mutagenic bioweapon, sabotage ship and contact something unknown
73 Battlefield nuclear mine of unfamiliar design emits warning signal but nobody will recognise it
74 Emergency navigation beacon from some disaster not on any records, remaining recordings of black military op and strange phenomena
75 Log of a ship with a recording from crewperson reporting something driving crew to cannibalistic murder frenzy before self-destruction. Reports finding something on a survey mission and past flight paths
76 Cargo pod of old pirate or smugglers loot. Some personal effects of crewman might be a clue to learning more
77 Case with stolen planetary surveys and markings that appear to be illegal camps of some kind on one
78 Huge quantity of unknown drug crystals of unknown type. Made from using a process on an alien organism with traces of DNA. Some research might reveal drug operation harvesting wild creature only they know makes the substance. It has strange properties
79 Hostile android brain of advanced design. Can overide anti killing protocol and lie to get close to victims spending time calculating how it can kill the most victims
80 Footage in drone of government troops wiping out personnel on a isolated space habitat which would cause outcry if released
81 Container with alien spore pod, will delay release till inappropriate time and start to thrives somewhere unwelcome from a different ecosystem to the air filters on your ship or even human skin
82 Crionic pod with contaminated sleeping passenger broadcasting sos
83 Sealed crate with university insignia, contains ancient flight helmet found with noteson location, university reports expedition vanished with no reports of discoveries
84 Canister of unknown design with biological material that seeks host, ancient alien being wants new body, keen to find subtereanean outpost. Will cooperate and lie if best outcome and cant just killinferior beings and take a ship. Trap filled outpost reveals unknown ancient race and why container was cast into space as punishment.
85 Sealed courier pod with security codes and self destruct device. Older model so not too hard too bypass. Inside are locations of secret bases from past war probably forgotten
86 Cargo pod of chained skeletons. DNA reveals a particular colony ship profile believed destroyed hundreds of years ago. The container is from a mining company famous for criminal scandals
87 Shapeshifting android in crate. Appears obviously synthetic at first will change to same species as rescuers to facilitate communication. Appears to be advanced, friendly and helpful and seeks to make new owners dependant. At some point will take over ship seeking revenge on those who jettisoned it into space
88 Robot in crate, built by rogue pioneering robotacist who left known space a long time ago yet this robot seems more recent. Taking the crate on board releases a signal calling robot pirates, seek materials and the master seeks company on secret asteroid habitat
89 Humanoid in cryonics pod, only looks human is a hateful mass of bioplasm sent to infiltrate and kill humanity
90 Box of spare robot heads from humanoid robots. One of them is buile for espionage on behalf of a criminal cartel. The cartel once signalled will take an interest in salvagers and try and take opportunity to exploit them
91 Canister of old military grade weapons lost in some black market operation, owners lost long ago but keen to get back and revenge on any they think stole them
92 Container of old relics of different ages, was dumped by smugglers but owner a rich collector will kill to get them back. One object includes secret manufacturing plans worth millions to right person
93 Frozen corpse in crate of colonial mine investigator who vanished on job at local asteroid mining hub. Has implanted chip recording part of investigation
94 Sealed crate of valuable lost recordings of musical act and signed merchandise. Band vanished long ago and one recording of band member in a recognisable city seems to post date disapearance
95 Container of modified seed grain, seed if used is intended to thrive in various environments and spread rapidly but this batch is intended to terraform a planet and overgrown everything and destroys any ecology. Once overgrowth noted limited time to stop it. If just sold buyers will report sellers after a planetary disaster to authoraties
96 Container with old military torpedo warhead inside, easily disarmed and left here by sagotuers. Others have been left in area. Serial numbers all linked to forgotten war ammo depot
97 Core of a biotronic computer core weighs 4 ton. If powered up biological components revive and the AI attempts to communicate. The computer is advanced and telepathic and helpful but incapable of violence or harming others. Very efficient at running ship systems but others want to know where it comes from and at least one party wants to kill salvagers and take the AI.
98 Strange design cargo pod with strange root vegetables inside. Smell delicious and human derived peoples find them tempting from delicious smell. Anyone eating them is transformed into dangerous new hybrid life form hostile to humanity. Vegetables full of natural drugs, bacteria and viruses
99 Distress beacon with details of a wrecked ship trapped in area where radio and radar inhibited. Survivors desperately fired this and provide warnings of navigational hazard of strange EM cloud surrounding them
100 Large alien pod with organic readings. A biological mass is a dangerous psionic entity that escaped a self destruction ship. The creature wants to take over a whole planet but needs biomass and servants
sorry didn't finish this when posted
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
Sunday, 19 January 2020
Eldritch Decor
Decorative detail for the ruined city built before the gods by alien monsters long ago...
My net is down a while
d10 Types
01 Sounds
02 Odours
03 Trails
04 Environment
05 Stone
06 Artefacts
07 Living remains
08 Explorers remains
09 Vermin
10 Magical
d100 Title
01 Scuttling sounds in walls as if rats or animals gnawing and scratching
02 Dripping sounds with no trace or water,
03 Fluids under pressure gurgling and draining fluid
04 High pitched annoying sound, barely audible, makes arm hair stand up
05 Sounds of some viscous slime dropping to floor then dragging
06 Distant haunting echoes of somebody chanting
07 Strange choking guttural noises in distance
08 Buzzing like insect swarm
09 Sound of whistling wind through area
10 Something slithering away, sounded large
11 Smell of decay and rotting flesh
12 Ammonia smell burns nostrils and eyes slightly
13 Acid like odour of digestive fluids or vomit
14 Methane and sulphurous odours of decay
15 Smells sterile and lifeless, some chemical odour
16 Smell of smoke and soot
17 Fish like smell with salty iodine odour of the sea
18 Sewerage like smell
19 Acrid ozone smell, as if recent electrical activity
20 Brackish swamp like odour
21 Blood trail goes through several rooms where something was wounded
22 Scratches on floot where something was dragged
23 Dried out slime trail like some huge snail
24 Trail of human bones
25 Black oily residue stains floor in several places
26 Huge sheet of shed skin from something disgusting
27 Bloody boot print trail
28 Blackened soot silhouettes from disintegration weapons used on beings
29 Trail of slimy thick mucous
30 Gelatinous blob trail like some kinds of slimy footprints
31 Are is chillingly cold making breath fog
32 Area is warm and humid
33 Area covered in mist
34 Area has unnatural magical darkness
35 Area damp and dripping
36 Area dry and leaches moisture, possibly some dried our bodies
37 Area lit by dim coloured lights
38 Area overcast like twilight, light sources dimmed
39 Heightened air pressure, ears hurt, save vs nosebleed and headache
40 Walls dripping with water, floor damp with puddles
41 Broken shattered statue, attention to shattering face
42 Statue of alien being looks horrendous
43 Relief carving of beings from beyond enthralling humans
44 Squat green idol of outsider god as if it watches room
45 Stature on a plinth, actually a sleeping being, likes blood
46 Stone altar worn from sacrifices
47 Stone altar with gems set, manipulating it controls lights and climate
48 Stone gargoyles perched up high
49 Petrified corpse of some ancient prehuman being
50 Black stone idols with faces worn smoothly off
51 Wavy bladed meteoric iron bladed knife
52 Jade tablet fits in pocket
53 Large crystal from some console
54 Green metal rod, dimly luminescent like candle
55 Glowing gem stone
56 Stone with carved symbol repulsive to the elder ones
57 Stone with symbol, if seen save or cursed by more random monsters
58 Clay tablet with arcane formula
59 Clay tablet declaring tithes to old gods
60 Dusty strange looking ray gun of elder race with no ammo
61 Muddy nests that stink, with a d6 football sized leathery slimy eggs
62 Remains of a dried foot of some huge prehistoric creature
63 Large tried out length of giant tentacle
64 Fossilised coprolites of some prehistoric beast
65 Skeleton of some huge prehistoric beast
66 Hundreds of large arthropods shells like crabs, bugs, trilobites
67 Midden heap of fish and bird bones and a few larger ones
68 Giant insect remains, might see threatening at first from pose
69 Metal cylinder with living human brain inside
70 Desiccated human body, if examined some other creature was using skin as disguise
71 Wooden crates several years old with explorers clothes, dried food, cooking utensils and blankets
72 Chest with 2d6 cultist robes and a exotic dagger +1
73 Doll effigies left by savages depicting explorers and cultists visitors with real hair
74 Explorers or cultist bodies with journal of travels here
75 Dead cultist with scroll of prayers to welcome gods when they find them
76 Discarded mask for a cultist, depicts monster face
77 Pile of skulls with holes bored through tops
78 Ruined dried human explorer, something burst out from it's stomach long ago
79 Desiccated body in robes of ancient cultist with sword diary left here years ago
80 Decorated shrunken head of a explorer
81 Colony of strange bats of unfamiliar breed, quite large, cheeping and shitting
82 Foot long grubs crawling about larvae of something much bigger
83 Clusters of ping pong ball sized yellow eggs on wall
84 Footlong insect or marine invertebrate scuttling about feeding ignoring people
85 Hideous giant rat thing with a human face looks at you creepily then flees into crack
86 A stony pit crawling with mass of worms for some purpose
87 Organic man sized sacks of fluid hanging from ceiling
88 Giant cobwebs cover area and bundles of remains wrapped in spider silk
89 Hundeds of inch long invertebrate swarming to gnaw some slime on a wall
90 Lichen or algae like slime or moss growing everywhere
91 Room hums and electricity arcs between structures up high, smells of ozone
92 Gravity low and can double jumps but save or lose control and flail about into wall
93 Gravity increases save while moving each round or d4 damage and fall, only Mov 3
94 Time slowed, moving through here slow like pushing through treacle
95 Several figures here trapped in stasis, shiny and impossible to recognise
96 Pits with gibbering mutated immortal horrors made by wizards long ago
97 Mirror here is a gateway to another world or time
98 A pile of dust reassembles into terrified person who turns back to ash in a constant loop
99 An invisible gateway in room, easy to accidentally step through
100 Room is chilly with frozen figures on plinths, most recent are human cultists, further back are ape folk then reptilians snap frozen
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.
Thursday, 2 January 2020
S3 Needs More Plot
Played and run this as adventure. Imaginative setting I give it 10 out of 10. Plot or story I rate low. And this is from a person who likes stylish weird meat grinders and dungeon crawls. After a while weird setting, loot and monsters and exploring isnt enough. When my bored players killed the froghemoth in 2 rounds and yawned I said next time needs other goals. That intellect devouter though yikes. Anyway I ordered my S3 reprint hardback November and its still not here. So i keep thinking about it.
One of the best campaigns I ran was using after with Anomalous Subsurface Environment. Though S3 kind of normal and even a bit dull by comparison.
One of the biggest lost opportunities of TSR was not putting robots and androids in MM2.
Preface
My players might not respond to "strange monsters". So when you assemble with other adventurers to get quest you hear of the strange gated cave monsters come from and strange bodies. Who is responsible? The army will clean up after you or possibly rescue you if you fail. Your crown provided minions will wait 4 days without news from you.
Discover where lots of monsters come from is cool but one possibility is have adventurers travel to past and the creatures that survive end up being more common on return. Certainly have consequences. Anyway use several of these or one for each player or use em all.
d12 Rumours
1 A shooting star fell from the heavens and strange happenings started then
2 Strange humanoid tribe, at first we thought it was goblins till dead were seen and nobody knew what those things were
3 Strange beasts and plants have been appearing in the area the last year or more
4 Strange fragments of metal some think from the shooting star have been found
5 The worried ruler is seeking adventurers for a expedition to seek the source of the troubles with strange creatures
6 Someone had a child eaten by a plant! Just a few days ago, they burned it but nobody ever saw a plant do that before
7 Tiny humanoids have been raiding for prisoners and robbing farmers manure and compost stores
8 A noble family lost a child in the area who was adventuring with friends, were seen in area looking for adventure
9 When the star fell some say they heard a huge thunderclap from the wilderness and some trees and houses fell
10 Some say the bad omens and strange happenings are a sign of other worldy evil come into our world
11 Several rewards have been offered and adventurers are flocking here including some unsavoury types not welcome around here
12 Several churches and wizards have sent agents to investigate, some say the elf and dwarf folk have sent agents
Patrons
Mentioned in the text as interested in hiring and selecting 15 adventurers are these groups I couldnt find much on Society of the magivestre, the fellowship of the blinding light, the magsmen's brotherhood and Highlord the Elves. So as not to break some canon I made this patron table. I also expect lots of rival adventurers as threats. Especially if they return before you. Anyway patrons might hire you all, give one of you a private mission or vote with other groups to hire you in the 15 official chosen.
d12 Patrons
1 Local nobility - several are interested if troubles are a threat or even has any profit, want a report assessing threats and valuable assets
2 Wizard guild - is curious about the strange creatures as spell complainants and vivisection, want monsters alive or dead
3 Holy order - believe the evil star is a moral evil force possibly demonic chaos so require adventurers to assess if it is a threat to lives or morality
4 Alchemist - guild seek new metals and monster organs for potions or golem formula
5 Elf court - require a agent to investigate some ecological threat and new creatures here
6 Dwarf court - has hear of a strange new metal from the sky and requires a sample for the kings alchemists. Extremely important threat to dwarf kind
7 Goblin king - seeks agents to find out about new monsters driving goblins from the area
8 Dangerous cult often uses dupes and pretends to be a merchant and banking company. Seek to discover valuable resources from the area, is it a sign of their evil dimensional bosses?
9 Foreign power - wants to know if this will weaken enemies or make invasion through that area a problem. Anything that might aid power is rewarded including sabotage
10 Druidic order - senses a disturbance in the balance of nature with new species of plants and animals druids cannot change into. The order want a report on creatures possibly live samples
11 Hunters lodge - a rich lodge have heard on new creatures to kill and make into trophies, they want samples of interesting monsters members can hunt or at least hear about and see trophies at expensive dinners for the elite
12 Menagerie owners - often a rich wizard or noble seeks specimens for their private zoo or park. Many such keepers compete for the most exotic specimens
d12 Missions
1 Document the cave, who or what is responsible and possibly stop it
2 Bring back skin, furs, bones, seeds and samples of strange life
3 Bring back strange plants and animals as proof, especially ones that could make money
4 Bring back strange artefacts and documents for analysts
5 Someone went in with early expedition and is missing, find them
6 Find what has happened to the missing people, are they dead? how?
7 Confirm not a plot to destabilise the nation and draw army from somewhere
8 Exterminate every strange creature and cover this mess up
9 Some creature from here took a relic from travelling agents of our cause
10 A wanted fugitive cultist went into the area to hide out and has not been seen since
11 The wizard Tanthaniel and followers went into the area seeking plants and animals
12 Gang of criminals driven to area by enemies and the law have good rewards
d12 Factions inside the ship
1 Vegepymie strain (north) tend to use more tech and scavenged weapons
2 Vegepymie strain(south) use pet wolf weed "thornies", grow weapons and tools
3 Worker Robots - just want to work and fix the ship
4 Police Robots - subdue intruders and imprison or stasis if investigation too long
5 Androids - mostly insane and on killing spree against living human like beings
6 Computer - hostile to intruders but limited and trying to fix ship and save cargo
7 Doppelgangers - pretend they are adventurers or play factions against each other
8 Intellect Devourer - will have some extra thrall agents mind controlled
9 Adventurer party - mixed group with various motives, possibly lost
10 Evil Cult - really hoping was demonic site, disappointed but still seek any assets
11 Wizard Party - with followers seeking lore and power might help but mostly greedy
12 Strange Sect - know of the ship and it's terrible secret, protect ship secrets, wear hoods
So lots of extra reasons to go inside as group and possibly personal as well
Include lots of clues for goals, dealing with rival explorers and meeting factions
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