Showing posts with label bronze age. Show all posts
Showing posts with label bronze age. Show all posts

Wednesday, 8 April 2020

Day of the Sarsen


Dedicated to
Children of the Stones UK Kids TV
Dro Who Stones of Blood
Susan Cooper

Sarsen Stone elemental guardians, Balanced-Neutral
AC as Plate&shield HD 8* or 16** or 32*** Mov 6 or 3 or 1
Attack 2d8 Crushx1 or Touch, save or sticks to with limb, second attack traps the whole body
Once victim stuck can automatically crush each round or drain attribute points
Each stone drains one specific attribute such as STR , 
victim drained to zero dies in agony
-8HD=1 drain & cling one victim 16HD=d3 drain and cling two 32HD=d6 drains and cling four
Clerical healers can restore all lost stats with a spell or recover one point a day from rest
Dead arise as wights next full moon who worship and defend the stones by night
Immune to non-magical weapons hits from such weapons save or break
Immune to gas, poison, non-magical fire, paralysis, petrification, charm or sleep magic

These ancient elementals were worshipped and sacrificed to. The beings are intelligent prehistoric petrified earth elementals bound to earth by evil powers. Lives they drink from their victims are beamed to the void beyond the stars to feed their masters. Wizards of those days used standing stones for all kinds of magic so the creation of these was made to hide shrine and temples guarded in the open. The Sarsen sleep for aeons at a time but they can be commanded to await a magical alarm or curse or blood spilling to awaken them. Often they start with animals or loners or homeless. Once awake they become hungry and begin to hunt again more obviously, even destroying a cottage to devour those living inside. Some leave them sacrifices and hide till they sleep again.

Smaller sarsen are most often found toppled over or broken near old cult centres and might even be in a village. Medium ones are on hills or special places often in circles or rows. The largest are great monuments that seem impossible for simple people to move. A sarsen makes the sound of dragging through the earth. A medium stone displaces a ton of earth as it moves 3meters and you can hear rubble. The very largest displace tons and shake the earth while moving which may cause damage in the area.

Later peoples might build on top a fallen sarsen or use a laying one as a foundation. Some find abandoned ones then move them unaware for thousands of years what the stones are. Some might fave some signs or runes one them or be carved into great heads or beasts or giants. Local folk stories warn of them often attributing them to giants or ancient priests.

They are intelligent elementals but think very very slowly and don't speak. They communicate telepathically with any earth elemental based being,

1in6 are magically silent
1in6 can move through the ground without leaving a trace
1in6 when killed HD equal to own by draining emit a red glow and gain +3 Mov
1in6 once a year this sarsen awaken and move but will take animals or sacrifice
1in6 non-magical metal weapons stick to sarsen and become trapped by magnetism
1in8 if killed split into two half-size sarsen
1in8 create ghouls or some other undead type
1in8 form a stone mouth to eat those killed messily might be horizontal or verticle
1in10 radiate intense cold or heat that can be felt
1in10 have beating stone hearts that you can feel coming while moving
1in10 have ESP range 9 that help them predict what they stalk
1in10 can create illusions to draw victims towards them
1in12 when in a group gain an additional centre stone, a petrified greater demon
1in12 has a giant constrictor snake with horns coiled around it as an ally
1in12 has a band of savage goat folk cultists who bring it blood
1in12 can summon shadows once per day 8HD=d4 16=2d4 32=4d4
1in12 regenerate 1hp/round but acid stops it regenerating
1in12 when killed releases something d4 1=druid 2=demon 3=bard 4=warrior
1in12 chant creepily causing fear to all in radius equal to HD
1in12 can levitate at a speed of 9 but makes a crackling and buzzing sound
1in20 can cast call lightning once a day only in a storm
1in20 drain energy levels instead 8HD=1 16HD=2 32 HD=3
1in20 crystalline and speak telepathically to any being demanding blood sacrifices

d12 Sarsen Story Seeds1 Innkeepers children climbing on old witch stone got a scrape and that night hungry stone wants more, at night the inn is attacked, a sarsen smashing through walls
2 Wights have become more aggressive making locals afraid to go out at night. Nobody can figure to where they came from but some say they worship a mysterious stone in the woods
3 A cult have been sneaking into the village disguised as travelling workers and other inn guests and leaving goat blood on local stones trying to awaken a sarsen to worship
4 A local hill had a farmer find a stone door into the hill. Inside the entry, a sarsen pillars hold the roof up at certain points. When they are awakened by intruders and follow them doorways of stone will collapse sealing intruders inside them
5 Locals await the dread night of the stones as there no criminal sacrifices to leave outside. Then they are pleased when guests arrive. They will try and drug and kidnap strangers but will if tables turn and lose beg visitors to catch them some bandits or even fight the bloodstone
6  Locals have seen ghosts and heard voices near the old stones and avoid them but now a cult has come to awaken the stones. Each night the cult kidnap and sacrifice someone till all 13 of the witch stones awake and the cult leader hopes will obey their wishes
7 Near a camping site on a distant road, an awakened sarsen has been murdering travellers. Usually, it takes a guard or a straggler. Now it has awakened and is hungry enough to kill a whole group of travellers
8 A scholar claims local stones were moved since a study made a century ago and locals won't comment. A local drunk has been found ground into mincemeat in an old quarry
9 Dark elves have been awakening sarsen to terrorise locals
10 After blood was found on an old witch stone locals have rounded up an old woman they say murdered the drunken labourer, she begs crowd for mercy as they build a fire pit to burn her
11 A cliff in the woods has four strange carved pillars guarding a cave. Locals say a treasure is inside but nobody ever comes back
12  An evil wizard is served by demon-worshipping goat folk, now he is served also by a black crystal pillar that levitates and has glowing symbols on it as it moves 

Sunday, 12 January 2020

Desert of Desolation Series I3-5




































Recently got three seperate modules in good condition to replace my all in one book in poor condition that feels like it should fall apart but was laminated after heavily used. So looking at both I noticed some diferences. Like I might get POD versions of G123 and D12 seperate on nonochrome colour books as they had some extra very good artwork seperate. Actually goodman games doing G123 classic hardback would be good. My S series compilation I realise had stripped back art a bit. So I decided check the desret books and ok they made some extra content.

So you get a brush with a wizard who gives you a bunch of handouts and mentions Eliminster so its definable in the forgotten realms now. Handouts help combine modules better just whole intro is a magic railroad.

As far as complexity goes this series only a year after Bone Hill with boxy TSR logo and toned covers and slicker design and less cramped text. So this series also pioneering for the dominant module style the mega story railroad with lots of exotic mini dungeons and cinematic trend. However here it isn't so obvious in originals and the individual exotic mini dungeons are good and the cinematic moments are good. So many more recent adventures evolved from this is a lot worse. So as a teen I loved these now I'm older a bit less so. Maps and art are great in original. Book version loses lots, adds some and uses photos of desert waste and some clip art.

Book version has enhanced encounters a bit and streamlined stuff like that. added some monuments and detail in crossing deserts. So the teleporting away from trolls meeting a wizard thing is hella awkward and I either have a god do it or get my party to desert and Sunken City of Pazar. Also I would add more encounters and thought the dragon module Lone and Level Sands would fit in here well too. So page of Pharoh ghost for players to read or have a copy if in single module is way better. Book has great iso map of all levels on a spread. Original has done well in classic blue with two card screens with maps and really interesting ones.

I3 Pharoah the single module is nice work. I like pyramid has not tried to be filled in whole thing - it has lots of rock and lvel shapes not worrying about fitting in a huge pyramid. Getting a pyramid or a zigerutt  design and filling it in as if it was single brick and had steel structural support is very sill. I still do it sometimes. More content in these maps than some real pyramids. I'm glad I checked because both are good and handy. The trap reference cut aways are great. This whole dungeon feels more 3d than most. I have a huge pdf with hudreds of tomb maps with plan and side views so I f I want fill out this campaign I can. Book is 3 column and not wasting space but more readable than some older modules with space to rest between blocks of text. The module is 2 column and a bit bigger print.

While I do like idea of a middle eastern medieval tomb looting arabian knioghts game I would possibly use this in my Exilon setting.

Creatures in I3 are mostly local human nomads (who worship only ANU and destroy other religion) and dervishers (heretics of who pretect any sacred site). Dustdiggers are like upsideown starfish things which are ok but what we want is sand squid. Efreeti Pash is kinda gross for 2nd ed and could kill some demon lords. Thunderers are herds of 5-10 foot long herd sand worms. I4 adds a Djinn Vizier who can take on the Efreeti and repeats monsters. Cryptknights are cool bt "only" in Martek's tomb and spectral minions which are a great monster and tool for DM story telling. I thought these appeared later but Im glad they are kicking about here.  Book has no monster section vs a repetitive section detailing human types we didnt need that much on in 3 books. I5 has a pheonix but no stat block for it in monster section but im not sure on when MM2 out.

So onto I4 Oasis of the white palm and modules make journey a thing but book covered all journeys in begining. We loose temple of set trap side view graphic in book and get portaits for npcs from many sources cropped from scenes. The maps on I4 are great and blule lines on white space and martek's map is cool.

Finally I5 Tomb of Martek has a wilderness chapter with the black glass sea from a wizard apocalypse which is awesome. The book greatly expands city of the Pheonix and grabs a out of context cropped Illo from I3. The book ends abruptly with no apendix or magic items or monsters described. The third part is most different from original which details a stone city that gets a few lines in module and recommends it as a place to expand. Not very much to talk to here possibly sphinxes but a ok extra section. As there are no things and little wealth here I would ad some more and use encounter tables more to populate the place. Its a good opportunity to add lore too.

This is a great and imaginative series with middle eastern fair and ancient Egyptian splendour. I had a friend build a whole campaign around this.

I wouldn't change much but might expand a few ruins and add in Lone and Level sands adventure from Dragon (84?).

Set all these on Carcosa for extra weirdness or on the desert level on the starship Warden in metamorphosis alpha. So I will hang onto my book and module versions but the module is mostly superior. The book has the isometric pyramid interior and the ruined city expanded but I would put more in. A spectral minion tour guide in each room handy. As a 15 year old would have led this to Day of Al Akbar module featuring magic bombing terrorists. The old forgotten realms and mystara cyclopedia had middle eastern settings this could have worked in. Dont know enough about 90s TSR middle eastern setting. I think I would have gone a different way. Perhaps ruins of Hittites or Iraq or Iran might make inspiration for more dungeons buried in sand. Plenty of maps out there and I did 10 3fold adventures in my exilon setting. The Lost City adventure uses Alexander the great type hellenic culture and might fit into all this or even be a prequel. Perhaps Martek sealed Zargon....

I look forward to doing a bunch of Egyptian adventures of my own for 3folds.

Friday, 29 March 2019

Desert Ruins PDF







































Desert Ruins (Amended)
Was on patreon earlier in year now public.
Yes the colour might mean you need to increase contrast or darken for some viewers
Sorry I just wanted to try yellow.

Also some typos removed and bewildering item about dancing contest removed and replaced with proper loot.

Two new ones on Patreon now.
Another one shortly

Some bonus notes on Exilon setting

d10 Fish Men Factions
1 Royal fish cult in imperial regalia of ancient empire, ornate seametal plate armour

2 Fishfolk kingdom warriors in seametal scale, investigating ancient fishfolk lands
3 Barbarian tribe fishfolk with obsidian tipped weapons craving food and sacrifices
Fishfolk wizard's servants seeking lore many know a few spells
5 Fishfolk savage hunters worshiping Dagon and Cthulhu
6 Fishfolk hybrid townsfolk and merchants run cult in secret for fishfolk gold 
7 Fishfolk hybrid nomad cult related to locals who travel between forgotten holy places
8 Subterranean fishfolk living in the underland oceans, albino demon worshipers
9 Primitive cave dwellers using stone tools and nets
10 Degenerate savages living in caves use no tools and crave flesh

Typical Fish Folk Expedition Group - two squads plus leaders
Noble Commander or Chief
Spell Caster - wizard, priest or shaman usually
Two sub commanders or chiefs
Two squads of 12 fish folk troopers
Two scouts

-often human hybrid or shorter fishling folk or other expendable beastfolk
-for spying and tracking or skirmishing

If in water:
may have pack or riding fish or seahorses
plus a fighting fish, sharks or assault pliesiosaur

d10 Fish Folk Allies & Vassals
1 Catfish folk can hibernate, tentacled faces, most are wizards, highly respected by sea folk

2 Barracuda folk are savage bererkers, fishfolk prefer they fight on their own
3 Sharkfolk are hungry sea warriors vary in size from small sharklings to man or ogre size

4 Stingrey folk worship blood drinking demons and their priests are vampires
5 Lampreyfolk are blood drinking horrors that disgust even fish folk, worship leech demons
6 Wormfolk once a great race fish folk brought them to lowly slaves and food
7 Isopod Folk deep sea scavengers from earliest times
8 Crab Folk used by fish folk as troops and workers
9 Lobster Folk used by fish folk as troops and workers
10 Starfish Folk hungry moronic brutes but breed fast for war or labour

Thursday, 7 March 2019

Beyond Exilon



These places are distant trading partners slightly too far away to war with but influential. They might be visited or mentioned. Assuran is at war with bloody aztec like jungle empires to the east. Also it is possible players could come from these lands or went to a war there.

Serpent Isle
a former central hub of the monster Empire and a important sea trade city for their occupation of the world when sea levels were higher and the north less frozen.  Now only a small island remains as it was since humans, humanoids and demihumans destroyed the monster empire. Shadelport a great ruined city has attracted pirates to re settle it and who knows if anything will come of this mostly ruined city. Sea Travel away from the coast is risky limiting contact with this land. Monster Island off the coast is a magically preserved remnant of the Monster Empire where humans would never voluntarily go. Many colony ships have gone there but little contact returns due to poor sea navigation for humnans.

In a future age it is renamed Exile Island and the city Shadelport is a world famous haven for pirates and adventurers. Under the rule of a mysterious masked immortal Barron.


Encounters
1 Pirates out exploring
2 Escaped slaves from monster territories 3d6
3 Elven warriors 2d6
4 Dwarvern warband 2d6
5 One eyed cyclops orc tribal hunters 2d6
6 Giant  hunting for snacks
7 Troll band 
hunting d4 
8 Serpent man wizard with lizard man minions
9 Settlers searching for new home to colonise
10 Barbarian tribe hunting wizards and monsters
11 Adventurer band looking to loot something
12 Tribal natives looking for colonists to drive away

Hex Content d4+2 per hex

1 Dungeon entrance
2 Ruined temple
3 Ruined tower
4
 Ruined manour house
5
 Ancient grave yard
6 Huts with tribal villagers 12-25 pop
7
 Colony of villagers 26-50 pop
8 Barbarian Tribal village 26-50 pop
9 Demihuman village
 12-25 pop
10 Humanoid village 26-50 pop  
11 Huge cave entrance
12 Monster lair d4 1=chimera 2=dragon 3=demon 4=giant


Lizard Kings
Civilized lizard folk  with many kingdoms and great cities. They split from the serpents and dragons and survived the end of the monster age. They are a proud civilized people. They have domestic dinosaurs and worship a few naga and dragons still in the country areas still. Most worship a reptilian dynasty of gods similar to the human ones. Tribal varieties vary much in skin colour and skull shape. Some have dorsal crests and horns or frill necks. These features speak volumes to lizard folk about ancestry and homeland. They often war with humans   


d12 Encounters
1 Lizard folk farmers
Lizard folk herders with dinosaurs
3 Lizard folk warband with dinosaur pulled chariot
4 Lizard fork priests carrying statue to another temple

5 Wild dinosaurs on the prowl
6 Human thralls working on a road or monument

7 Merchants from other kingdom
8 Giant snake
9 Giant lizards
10 Serpent folk wizard on palanquin with lizard folk slaves
11 Dragon flies past
12 Hungry wyverns attack d3


Hex Content d4+2 per hex
1 Ancient stone monolith
2 Ancient ruins
3 Sinkhole into underground world
4 Huge cavern entrance

5 Reptile folk village 26-50 pop
6 Reptile folk town 150-500 pop

7 Reptile folk city pop 1-2 thousand with own king
8 Great holy monument complex 500-1000 pop 
9 Huge remains of gargantuan creature 
10 Vast swamp teeming with dinosaurs
11 Serpant folk wizard tower
12 Monster lair 
 d4 1=Naga 2=Dragon 3=reptilian demon 4=gargantua reptile sleeping

Assuran Empire 
A conquering empire that has reached its limits. Famously cruel and many say it's common gods are actually devils in disguise pretending to be the common gods. Their state deity might well be a form of Asmodeus. They war with several jungle empires of bloody chaos cults to the east and wasteland barbarians. Highly efficient war machine and engineering of their empire have kept them strong. Their legendary cruelty has them surrounded by enemies.

d12 Encounters
1 Marching infantry off to war
2 Marching infantry leading slaves, cattle and treasure to the king

3 Chariot of noble with skirmishers and guards
4 Chariot of noble hunters chasing wolves or lions or auroch

5 Devil cultist out on the prowl in hooded robes
6 Witch looking to create trouble

7 Priests performing sacrifice with war prisoners
8 Slaves on public works whipped by soldiers
9 Peasants hard at work
10 Merchants off to market
11 Imp causing mischief
12 Devil causing mischief


Hex Content d4+2 per hex
1 Crossroads small village population 12-25
2 Medeum village population 26-50
Large village population 51-150
Shrine 1in4 with attendant
Military outpost like tower or stockade 1in4 abandoned
6 Nobles estate population 100 1in4 abandoned
7 Temple estate population 100 1in4 abandoned
8 Ancient ruins exposed
9 Ancient stone monuments
10 Huge stone monument to the empire  

11 Famous monster lair such as d4 1=Sphynx 2=shedu 3=dragon 4=demon
12 Tribal seasonal camp site 1in6 occupied currently

Faerie Wilds
Elfland full of magical beings, humanoids and demihumans and forbidden to humans. The faerie king and queen of the region are gods who's personas and ambitions vary with the seasons. Humans mostly keep away and the forest has been expanding for generations. Smaller isolated pockets exist and faerie folk have magical roads connecting them as if their land was contingent.

d12 Encounters
1 Werewolves
2 Goblinoid tribe 1=kobold 2=goblin 3=hobgoblin 4=bugbear

3 Satyrs
4 Centaurs

5 Demihuman merchant 1=gnome 2=dwarf 3=halfling 4=elf
6 Elven warriors

7 Giant Animals
8 Tree folk
9 Tree or animal spirit folk
10 Dryad or nymph
11  Faerie party
12 Woodland petty deity


Hex Content d4+2 per hex
1 Colossal tree with houses inside
2 Dryad grove with multiple dryads, their pets and enthralled lovers
3 Tree fortress
4 Monoliths

5 Ancient haunted tombs
6 Faerie village

7 Elf Village
8 Faerie rings able to be used as gates to faerie land
9  Small sylvan humanoids in quaint cottages 25pop
10 Cavern entrance to the underland
11 Place of natural beauty
12 
Powerful fairy home

The Arcane Empire
First great empire that developed the common language, weights and measures. Wizards thrive here and serve in the army for part of their lives to pay for their state schooling. They are great merchants scholars and archers. They are great merchants with slaves from across the world speaking their common tongue. Their greatest city scrapes the heavens and some gods are displeased by mortal arrogance.

d12 Encounters
1 Wizard with apprentices
2 Chariot pulled by magical being or summoned creature

3 Army on the march to fight barbarians
4 Merchants with exotic slaves for sail

5 Merchant with strange animals or monsters for sale
6 Demi human traders visiting

7 Villagers bringing food to city
8 Lions or auroch 
9  Giant scorpion
10 Sphynx asks riddles and eats losers
11 Manticore eating travellers
12 Elemental


Hex Content d4+2 per hex
1 Crossroads small village population 12-25
2 Medeum village population 26-50
Large village population 51-150
Shrine 1in4 with attendant
Military outpost like tower or stockade  
6 Nobles estate population 100  
7 Temple estate population 100 
8 Ancient ruins exposed
9 Ancient stone monuments
10 Huge stone monument to the empire
11 Wizards tower
12 Alchhemical refinery


The Belloron Empire
Their great cities are full of temples and ziggurats are famous for piety and holy festivals. Their priest kings are holy people and the descendants of the gods. They were founded by a hero king monster slayer who gained divinity from the gods for destroying a cosmic monster. To this day they use many exotic breed monsters subserviant to the gods as beast cults.


d12 Encounters
1 Priests marching on processional route with statue of a god
2 Pilgrims touring the empires holy places
3 Templar warriors of various religions on the march with pet monsters
4 Priests collecting tithes of the gods with escort troops

5 Crusaders off to fight a holy war
6 Monks or nuns 
with holy relic 
7 Returning hero being praised by commoners
8 Commoners off to visit the temple
9  Beast folk cultists serving the empire
10 Griffons, Sphynx or lamia block road hungry for flesh
11 Cherubim or good minor spirit make apearance
12 Archon or Shedu or angel or djinn come to reward the good with gifts (gifts only work for lawful good beings)


Hex Content d4+2 per hex
1 Crossroads small village population 12-25 pop
2 Medeum village population 26-50 pop
Large village population 51-150 pop
Shrine 1in4 with attendant
Military outpost like tower or stockade  
6 Nobles estate population 100 pop 
7 Temple estate population 100 pop
8 Ancient ruins exposed
9 Ancient stone monuments
10 Huge stone monument to the empire  

11 Huge temple or ziggurat estate with 1000 pop
12 Pilgrim attraction where holy miracle took place and left a sign 

Necromancer Kings
Kingdoms ruled by ancient liches and immortal necromancers in the north. Villages are a parody human ones with undead farmers working with their undead animals. Many living serve too dreaming of being made into superior undead. While to the south a new heretical school of flesh carnomancy magic has taken hold from the world of Xor. Now necromancers fight each other. The flesh wizards seek to use living matter as tools. The Death templars nearby as comparison were more theocratic while the necromancer kings were wizards.

Encounters
1 Zombies wandering in dust storm 

Skeletons burst from ancient rubble
Wight knight or bone golem with 2d4 zombie soldiers
Fast zombies
5 Ghouls
Spectral Minions or shadow from ancient battle
7 Undead templar warriors
Templar warrior cultists led by priest
9 Mounted undead templars on zombie horses

10 Skeleton Wizard with 2d6 skeleton soldiers
11 Necromancer, d4 students and 2d6 bodyguards
12 Jackal men mercenaries

Hex Content d3 per hex

Ancient stone monument
Ruined city
3 Ruined temple
Ruined keep
5 Ruined manour house
Ancient grave yard
Wizard tower
Ghoul infested graveyard
9 Ancient barrow mound tomb

10 Village of undead 
11 Mousoleum complex
12 Pit of bones

Wednesday, 6 March 2019

Hex 0036 Copper Town & Bat Ruins




Hexes Up For Grabs
Help design some Hexes for Exilon 
Using my piles of exilon tables or your own psueudo bronze age 
mesopotaimian age fantasy know how submit a claim to a hex. Feel free to share this.  

Made a hex up for my Free Land In Fantasy Kingdom thing
Will do more and show stuff sent in

Hex 0036 Copper Town & Bat Ruins

Actually a good starting adventure region with the sprawling ruins.
Ruins used to be a walking city but broken by rebelling humans and got stuck in marsh.
Marshy reeds and forests grow over region which seasonally floods.
Because of ruins most travel on west side of river.

Fishville
made up of marsh nomad folk who worship Dagon
-subordinate to copper town and lower caste
-thorn and reed wall for defence with goats inside
-lots of village is floating rafts with woven reed huts
-ruled by assembly of elders
-famous for breed of swimming marsh goats
-fish shrine with priest from Ikathon the fish city
-mostly fishing, hunting and grow plants on rafts
-rebels of copper town authority over area often come from here

Copper town

Civilized town with scribes, potters and redsmiths making trade goods
-Govenor rules town for noble clan who built it
-Enki temple to water god
-Ningizzida temple to fruit trees, healing and wisdom with a holy hydra inside
-Ezuli temple to local river nymph who visits temple on festivals
-Crocodile cult kidnap and eat people

Marsh Bat Ruins

Condition: Badly damaged walls, no ceiling
Built by: horrible Bat Folk during monster empire era

Hang out for: Wizard here to loot knowledge with students and guards
Ruin Size: sprawling city over 2 hexes wide

Notable Structures:

Housing lots of 2 story bat houses and single story slave houses
Ruined Colosseum haunted by monsters still
The city could once move on it's own but was destroyed here
The local bat population keeps the area mosquito free

d12 Day ruins

1 Wizard and followers expedition 2d6
2 Adventurers party 2d6
3 Grave robbers looking for loot 2d6
4 Crocodile cultists 2d6
5 Cyclops orcs warriors 2d6
6 Jackals following
7 Vultures circling - a bad omen
8 Man eating lion
9 Dryad or satyr
10 Giant river snake
11 Giant lobster or scorpion
12 Beast Folk d4 1=lamprey folk 2=slug folk 3=worm folk 4=scorpion folk


d12 Night ruins
1 Bat folk cultists 2d6
2 Witch conjuring evil in lonely ruins
3 Marsh reed doll golems 2d6 AC+1 2HD Dam d4
4 Were jackal
5 Giant owl
Cyclops orcs warriors 2d6
Man eating lion
8 Zombies d6
Kelpie in horse or maiden form
10 Giant lobster or scorpion
11 Living stone statue of bat folk
12 Bat folk mummy with d6 skeleton human slaves

Improved version a day later

Monday, 4 March 2019

Exilon Regions and Hex Content






































Shaded areas are stronger controlled and have multiple villages per hex and civilized and uses common encounters mostly. Outside areas are more lawless and only a village per hex. The areas outside of Exilon are detailed here. As they don't support any cities and not many towns are mostly regarded as wild country with more uncommon encounters.

This is post 1500.

Why d12? I like d12 encounter tables and turning and morale vs 2d6. Possibly i just aesthetically like the probability curve.

How often do you roll an encounter check?
1 in d12 Common Outdoor encounters every 4 hours in the common wilderness
or
1 in d12 Every ten minute turn in a lively dungeon
or
As often as the place and situation seems to the GM

Alertness Rating As locals react i use lower dice, d12 for green alert d6 or yellow alert d4 for red alert. I place encounter dice where players can see them and know danger level. Alertness measures how intently the monsters are looking for intruders or enemies.

Table Danger Rating Measure of how dangerous the encounter table is. Mostly from easiest to hardest is 
Common>Uncommon>Rare Common>Uncommon>Rare. Some places might only have one table. 

Exploding d12 can on any encounter table roll a natural 12 you can choose from any of these effects and keep rolling.
  • Increase danger table type and roll again on a increasingly difficult level encounter table or type. Common>Uncommon>Rare 
or
  • encountered creatures are part of a group which gains a superior named leader or champion with HD like characters and extra abilities. Such a leader may provide additional role playing options
or
  • roll two common encounters (or the lowest type) and both rolled types are interacting together at once

Common Encounters are for the well controlled part of kingdoms surrounding a city state, often following water and best resources and trade points. They are places of order where Law has a foothold on this plane.

Uncommon Encounters are for extreme places. Like wild frontiers where merchant traders cross to reach new places with monsters and savage tribes roam beyond civilization. Tribes of hunting tribes people and animal riding nomads and beast folk live. Many areas have types of monsters. they are famous for and locals have learned to live with them somehow. Night brings more dangerous creatures by night than by day and increases by one step.

Rare Encounters are often supernatural and haunted with other worldly beings like demons, angels, elementals, spirits, dragons, ghosts, shadows. High level multi classed heroes of non human races or local petty gods.

Day is the default encounter table result in most cases

Night increases the table type just like exploding dice by one step in severity

Encounters per 24 hours in wilderness Players or GM might prefer instead of facing one common encounter every four hours can roll a uncommon each day at noon and evening at midnight suitable for longer range travels in a week range. or one rare encounter per day for longer trips. You could also swap making a encounter check roll every four hours 1in12 check have one automatic roll per day. A DM might make roll Common encounters by day and one uncommon by night or any other formula.

Generic Rare Encounters

1 Local Spirit of nature or darkness
2 Giant
3 Dragon
4 Famous monster
5 Powerful magician with followers
6 Undead d4 1=ghost 2=vampire 3=mummies 4=wights
7 Angel, Deva or Archon
8 Demon, devil or elder Daemon
9 Elemental d4 1=fire 2=air 3=water 4=earth
10 Non coporeal Undead d4 1=spectral minion 2=shadow 3=wraith 4=spectre
11
 Faerie or nature being d4 1=faerie folk 2=nymph 3= Dryad 3=Satyr 4=Demihuman 
12 Petty God

Hex Contents within Exilon

d12 Common Hex Content d4+2 per Hex

1 Crossroads small village population 12-25
2 Medeum village population 26-50
3 Large village population 51-150
4 Town 151-1000
5 Modern stone monument
6 Shrine with attendant
7 Military outpost like tower or stockade 
8 Nobles estate population 100
9 Temple estate population 100-1000 (d10x100)
10 Ancient ruins exposed

11 Ancient stone monuments
12 Ancient mound once a city

d12 Uncommon Hex Content d3 per Hex


1 Crossroads small village population 12-25
2 Medeum village population 26-50
Large village population 51-150
Shrine 1in4 with attendant
Military outpost like tower or stockade 1in4 abandoned
6 Nobles estate population 100 1in4 abandoned
7 Temple estate population 100 1in4 abandoned
8 Ancient ruins exposed
9 Ancient stone monuments
10
Ancient necropolis

11 Famous monster lair
12 Tribal seasonal camp site 1in6 occupied currently

Askaris 
Templars of the Black Ziggarut, Land of the Death Cult

This is a divergent cult from the necromancy age. A cult of templars built the black Ziggarut as a temply dedicated to death and the underworld. The Lich-Priest-King rules the undead order, comprised of once all brave warrior priests. Undead and evil necromancers flood here and monsters wander forth.

Encounters
1 Zombies wandering in dust storm 

Skeletons burst from ancient rubble
3 Wight knight wit 2d4 zombie soldiers
4 Fast zombies
5 Diseased zombies
6 Spectral Minions from ancient battle
7 Undead templar warriors
8 Templar warrior cultists led by priest
9 Mounted undead templars on zombie horses

10 Skeleton Wizard with 2d6 skeleton soldiers
11 Bone Golem
12 Jackal men mercenaries

Hex Content d3 per hex

1 Ancient stone monument
2 Ruined city
3 Ruined temple
4 Ruined keep
5 Ruined manour house
6 Ancient grave yard
7 Shrine of death gods
8 Zombie workers digging up ruins
9 Ancient barrow mound tomb

10 Village of undead 
11 Undead hunters hidden lodge house
12 Necromancers house and lab

Sythron Wastes
The Sythron Khanate, The Golden Plain


Great rolling grass lands for herdsmen and beasts. Sythron are mighty horse riders with bows. Women drive waggons which carry their homes. All female tribes exist and founded the Amazon kingdom long ago. 

Encounters
1 
Nomad warriors on patrol
2 Nomad animal herders
3 Nomad hunters
4 Nomad contest d4 1=archery 2=wrestling 3=race 4=polo
5 Wolf pack
6 Tiger
7 Herd animals d4 1=deer 2=goat 3=cattle 4=bison
8 Perytons d3
9 Giant Eagle

10 Orc scouts riding dire wolves
11 Ogres d4+1
12 Leucrotta d3

Hex Content one per hex

1 Tribal seasonal camp site currently empty
2 Tribal seasonal camp site currently empty
3 Tribal seasonal camp site currently occupied
4 Shaman holy site
5 Great mound tomb of ancients
6 Holy ancient mound of ancients
7 Crossroads small village population 12-25
8 Ancient ruins
9 
Shrine 1in4 with attendant
10 Ancient ruins exposed
11 Ancient stone monuments
12 Ancient monument

Great Wastes

The Barbarian Kingdoms, The Wasted Lands


Great harsh grassy desert wast supports many beast long vanished elsewhere including giant mammals and lizards. Most of the tribes hate civilization, shunning writing, metal and building.  They prefer flint weapons and hate wizards and priesthoods. Some have jooined civilization instead and such barbarians tool over Hadderad and became city folk.


Encounters
1 Barbarians riding exotic beasts

2 Barbarians on foot
3 Berserkers looking for a heroic fight
4 Shaman leading warriors on a wizard hunt
5 Pride of lions
6 Sabretooth tiger
7 Pack of wolves 1in6 dire wolves
8 Herd animals d4 1=goats 2=gazelle 3=cattle 4=dinosaurs
9 Predatory hunting dinosaur or pack of raptors

10 Pterodactyls
11 Woolly mammoths
12 Beast folk tribe

Hex Content one per hex

1 Crossroads small village population 12-25
Medeum village population 26-50
Large village population 51-150
Town 151-500
Ancient stone monument
6 Shrine with attendant
7 Ancient ruins
8 Burial Mound
9 Hill fort 1in6 occupied

10 Shaman holy ground with d4 shamans
11 Tar pit
12 Well or spring

Tyranean League

The Tyranean Kingdoms, Doomlands

Many tiny kingdoms here unite to fight reptilians to the east. They have a strong sense of warrior culture with most of the populations being slaves. They are allied with Exilon but want war with mutual neighbors. Mostly they fight the lizard men. They are gloomy worshiping death and earth gods and enjoy bloodsports. They believe the world is doom and spend life preparing for the underworld. Each king wishes to build a city and unite them all for conquest.

Encounters
1 Gladiators on way to a fight

2 Farmers with crops
3 Herdsmen and animals
4 Priest with initiates on pilgramage
5 Warriors in service to a king
6 Chariot with heavily armoured noble
7 Minotaur hunting
8 Cyclops d4 1=hunting 2=herding sheep 3=making prophecies 4=eating people
9 Giant lizard hunting

10 Bandits
11 Dangerous cultists looking for sacrifices
12 Witch up to no good

Hex Content d4 per hex

1 Crossroads small village population 12-25
Medeum village population 26-50
Large village population 51-150
Town 151-1000
Modern stone monument
6 Shrine with attendant
Military outpost like tower or stockade 
Nobles estate population 100
Temple estate population 100
10 Ancient ruins exposed

11 Ancient stone monuments
12 Monster village or lair

Dragon Lands
Templars of the Dragon Lords, The Dragon Mountains

The dragon cult worshiped dragons and watch the dragons who sleep. As the dragons slept their vassals created a theocratic empire lasting since before the monster kingdoms and necromancers age.


Encounters
1 Dragon folk warriors led by dragon folk wizard

2 Lizard folk war band led by hero and shaman
3 Refugees fleeing dragon lands
4 Templars with prisoners and cattle to feed a dragon
5 Villagers carrying tribute to dragon
6 Dragon Templar riding giant lizards
7 Dragon templar in chariot
8 Dragon templars on the march
9 Giant lizards

10 Wyvern d3
11 Dragon
12 Dragon with templar rider

d12 Uncommon Hex Content d3 per Hex
1 Crossroads small village population 12-25
2 Medeum village population 26-50
Large village population 51-150
Shrine 1in4 with attendant
Dragon Templar castle
6 Dragon Lord's estate population 100
7 Dragon Temple estate population 100-500
8 Ancient ruins exposed
9 Ancient stone monuments
10
 Ancient necropolis

11 Wyvern nest
12 Dragon lair