Showing posts with label gateway. Show all posts
Showing posts with label gateway. Show all posts

Friday, 14 February 2020

d100 More Empty Room Decor




































d100 More Empty Room Decor Types
1 Storage
2 Rubbish
3 Corpses 
4 Inscriptions 
5 Construction
6 Water
7 Growing
8 Life signs
9 Strange
10 Magical


d100 More Empty Room Decor
01 Barrels of fermenting grog and maturing stoneware bottles of beer and wine 
02 Jars of pickled cabbage fermenting
03 Sacks of acorns and turnips for winter
04 Stacks of firewood
05 Stacks of decaying coffins
06 Sacks of grain crawling with vermin
07 Dried smoked giant rats hanging to cure
08 Meat carcass hanging from hook to age, 1in4 human
09 Lamp oil in jars and candles in wooden boxes
10 Small granary with at least a ton of grain
11 Empty barrels and boxes
12 Empty stoneware and glass bottles
13 Broken and rusty old weapons and broken shields
14 Broken and weathered armour suits falling apart
15 Piles of empty clay jars, some broken
16 Pile of sand and rubble 
17 Midden pit full of garbage
18 Compost heap and piles of scraps
19 Boxes, bags and piles of old goods and scraps
20 Piles of junk, broken old tools and building fittings
21 A human skull on the floor
22 A herd beast skull hanging on the wall, often painted
23 Pile of human-like bones 
24 Human skeleton intact where they died
25 Human corpse
26 Pile of rotting human corpses
27 Pit with a carrion crawler where people throw corpses
28 Dried out mummified corpse in uniform or noble dress
29 A pit full of lime where corpses are thrown
30 A pit full of maggots with flies around it for corpses and rubbish
31 Threatening graffiti on the wall from dungeon boss
32 Subversive scrawls are hidden about out of the way
33 Older recycled stone in the wall has part of a prehistoric script
34 Journal of notes from a spy watching the area years ago that somehow got lost
35 A love letter or Shopping list
36 Dead letter drop used by traitors against the boss
37 Torn page from a spellbook
38 Memorial graffiti on the wall to fallen comrades
39 Guard roster from months ago
40 List of things to do from boss
41 Bricks in piles
42 Brick moulds, clay and drying bricks
43 Stones partly cut with saws and chisels with stacked blocks and rubble
44 Start of a tunnel with tools laying near
45 Boxes of trap parts
46 Pit into depths with shovels
47 Pit with pulleys and bucket to move rubble
48 Carpenters room for making furniture and doors 
49 Sculptors studio carving ornaments and features
50 Tables with maps, plans and a model
51 Chamber pots where monsters and evil people poop
52 Well with rope and bucket into the deep
53 Bathing chamber with water heater and firewood and steam apparatus
54 Washroom with buckets, mops and cleaning supplies
55 Latrine, plank with holes over cistern pit, very smelly
56 Barred drain that goes into the depths 
57 Stone toilet with water on hand for flushing and washing 
58 Small water fountain for drinking
59 Barrel of water with a ladle
60 Laundry room with heater and wood and several large tubs of water
61 Mould growing from cracks in ceiling and wall 
62 Moss or lichen growing on walls especially where water leaking
63 Shrieker mushrooms likely to alarm guards
64 Luminous bacteria glows in dark dimly
65 Room damp with mildew and slime 
66 Trays of soil cultivating mushrooms 
67 Thick slimy black growths like roots 
68 Roots through walls and ceiling from trees or fungus
69 Walls covered in root mas from plant or fungus
70 Ancient tomb spores here inflict terrible disease if any too long in here
71 Shed scales or exoskeleton on the floor, might mistake for something scary
72 Pile of monster excrement where something collects it's own waste
73 Eggs of some creature, quite large football sized 
74 Mass of cobwebs, corners and parts of the room covered in web
75 Gnawed remains of body mostly eaten by monster
76 Nest made of straw and trash where some creature has been sleeping
77 Holes in wall into rat nest
78 Termite colony nest growing from wall
79 Ants everywhere
80 Rotting food here crawling with maggots and hundreds of huge flies
81 Haunting scares everyone away d6 1=moans 2=rattling 3=apparitions 4=creaking 5=rats in walls 6=whispers
82 Blood splatters and stains here, signs of a grisly tragic battle monsters avoid now
83 Crude idol with some offerings of d3 copper coins, food or pipe weed, monsters come here for a minor cult d4 1=ancestor worship 2=demon cult 3=the ancient dungeon spirits 4=alien outsider god only known to cultists or occult scholars   
84 Secret hiding hole or saferoom, 1in6 with a forgotten body inside
85 Secret panel here contains some trinkets and a map and other items
86 Trap sets off an alarm if the door opened, bell or gong or pile of cooking pots
87 Trap triggers an attack d4 1=scythe 2=dart 3=pendulum 4=deadfall. Often atatched to a door or ladder or stairs or might use some bait object like a treasure
88 Trap releases into room d4 1=large monster 2=gas 3=snakes 4=wasps or bats or slime
89 Trap door d4 1=entry door has delay then shuts and locks 2=into sewer or vent 3=concealed pit with something bad in bottom which slams shut 4=oubliette with a prisoner in a locked pit 1in6 dead
90 Off duty inhabitants used this room to slack off, signs of gambling, erotic idol, filthy old mattresses, pipes, ash bucket
91 Room haunted by a bad spirit d4 1=plague spirit 2=poltergiest 3=spectral minion 4=spirit wants revenge on current inhabitant who killed them, will reward helpers with revealing a secret door of items 
92 A magical faerie door sometimes can be opened and take adventurers to another strange world d4 1=hell 2=faerieland 2=giant land 3=ancient past when evil monster ruled age of darkness
93 Gremlins here hide in a crack and some will try to 
94 Magical signs and writing here only visible through magic 
95 Invisible object is hidden openly in the room
96 Magical alarm in here informs the lead spell user in the area
97 Magical vermin live here d4 1=bookworms 2=gremlins sneak into strangers baggage 3=imp 4=minor faerie folk like pixie or sprite
98 A spirit in artwork here is cursed and seeks release and possibly tragic love
99 A magical hazard has been left here d6 1=animated weapon 2=animated armour with weapon 3=bodies on floor are zombies 4=mimic 5=cursed weapon 6=cursed seal 
100 Dimensional barrier here is thin d4 1=things from beyond resembling blind deep sea fish pop through here if you remain a turn. A d6 first round and one each round, on the tenth round a shark comes through but if killed barrier resets 2=room is attuned to an element and summoned kindred things here have more HP per dice *d4+4 instead of d8). Subtle signs or even large runes might indicate what element and benefits 3=Mirror is a gateway to a strange world inhabited by nightmares and beings trapped in here over centuries. Inside is a guantlet of hazzards to reach the exit 4=painting with pocket universe playing out some scene in a loop and out of sync with normal time  

Saturday, 11 August 2018

Ruins In the Wastes of the Eldritch Aeons



Scattered across the great wastes of the Eldritch Aeon are many ruins. Many are in high places from before the seas disappeared which helped destroy the ancient empires of the fish men and the amphibians and the empires that depended on sea travel. As the monster empires shrank and lost their grip on power the human barbarian hordes finished them off. Necromancers had a go for a thousand years but barbarians came and finished them off too. The current age restored the sun fully and released the gods. Many surviving horrors went underground and still lash out at humanity from their dank caverns. Barbarians are suspicious still of the civilised city states and watch them for signs of curruption.

10 000 years ago
The Dawn Age was when the newly formed world was contested by the old races and gods, Giants, dragons, demihumans and trolls
4000 years ago
The Dark age was when the monster empires conquered the world
1000 years ago

The Necromancer Age the first human empire using black magic
400 years Ago
The Eldritch Aeon is the current Age age

d10 Ruin Condition

1 Barley visible and mostly buried and worn
2 Visible foundations and some broken walls
3 Intact outer walls, most ceilings and interior walls gone
4 Badly damaged walls, no ceiling
5 Some ceilings intact 10%
6 Intact roofing and walls 30%, some holes and damage
7 Roofing and walls in serviceable condition 50%
8 Roofing and walls in good condition 75%, some paint still on interior walls
9 Roofing and walls in good condition 90%, intact paint still on interior walls
10 Eerily intact and well preserved with paint intact inside and some outside

d20 Settlement Builders
1 Arachnid ruins of the nefarious Spider folk
2 Amphibian ruins of the croaking Frog folk
3 Ichthyoid ruins of the underwater Fish folk
4 Reptilian ruins of the Serpent and lizard and dinosaur men
5 Cephalapod ruins of the vile Squid folk
6 Carrion ruins of the fiendish Vulture folk
7 Chiroptera ruins of the horrible Bat folk
8 Ruins of the horrible Worm folk
9 Insect folk ruins
10 Demihuman ruins
11 Giant ruins
12 Dragon templar ruins
13 Demon or devil cults ruins
14 Elder god cult ruins
15 Necromancer ruins
16 Wizard tower ruins
17
 Elementalist ruins
18 Beast Lord ruins
19 Troll Lord ruins
20
 Recent human ruins

d10 Who is hanging out here?
1 Cultists on a pilgrimage camped for rituals and recovery of relics 

2 Shanty town or camp of adventurers and a traveling merchant
3 Expedition from a civilized kingdom sent to loot relics
4 Wizard here to loot knowledge with students and guards
5 Barbarians here to kill any suspicious evil that might emerge from ruins

6 Beastmen seeking knowledge of their ancient empires
7 Demihumans guarding location from evil cults and races
8 Criminal gang of looters here to rob the dead
9 Goblinoids have moved in ruins out of laziness 
10 Orcs have moved in to set up a war camp using old fortifications

d10 Type of Ruin

1-3 Outpost
4-6 Village
7-9 Town
10 City

d10 Quick Ruin Types
01 Religious
02 Administration
03 Defence
04 Water feature
05 Residential
06 Mercantile
07 Agricultural
08 Industrial
09 Recreation
10 Monuments

d100 Ruins Buildings
01 Ziggurat
02 Great temple
03 Medium temple
04 Small temple
05 Shrine
06 Necropolis
07 Mausoleum
08 Tomb or crypt
09 Sacrificial plaza
10 Pyramid
11 Throne hall 
12 Courthouse
13 Scriptorium
14 Forum
15 Public square
16 Royal court
17 Harem court
18 School
19 University
20 Hospital
21 Fortress
22 Castle
23 Gate house
24 Watchtower
25 Prison
26 Watch house
27 Dungeon enterance
28 Executioners block
29 Wall
30 Barracks
31 Sewer entrance
32 Canal with weir or lock
33 Sacred pool
34 Bathhouse
35 Lighthouse
36 Boat yard
37 Harbour
38 Cistern
39 Huge bridge
67 Sacred pool
40 Aqueduct
41 Palace
42 Apartments
43 Town house
44 Hotel or hostel
45 Poorhouse
46 Orphanage
47 Ghetto
48 Commoners houses
49 Mansion
50 Homestead
51 Caravan house

52 Market place
53 Guild hall
54 Ware house
55 Work house
56 Treasury
57 Mint
58 Tax house
59 Slave market
60 Shopping mall or arcade
61 Granery
62 Brewery
63 Winery
64 Mill house
65 Oil store
66 Slaughterhouse
67 Bakery
68 Apiary
69 Stables
70 Cattle yard
71 Smithy

72 Foundry
73 Lumber yard
74 Pottery workshop
75 Weavers workshop
76 Glassblowers workshop
77 Brick yard
78 Quarry
79 Dyers yard
80 Tannery
81 Mine
82 Garden
83 Zoo
84 Museum
85 Arena
86 Colosseum
87 Hippodrome
88 Theatre
89 Tavern
90 Brothel
91 Circus and carnival grounds
92 Monumental archway

93 Memorial park
94 Public plaza
95 Monumental wall with carvings

96 Colossal statue
97 Sphinx statues
98 Column, needle or obelisk
99 Huge fountain
100
 Processional road

d20 Bonus Arcane Wonders & Magic Monuments

1 Alchemist Workshop where alchemists make potions and life
2 Wizard Tower where wizards study and live with students
3 Pleasure Dome where sorcerers guzzle drugs and have orgies
4 Hanging Garden where druids manufactured herbs and tended rare plants
5 Oracle where prophets, seers and soothsayers gather at a great temple
6 Gateway where demonic legions and gods were called forth
7 Gateway part of a long range transport system across the continant

8 Gateway to another world or ancient times
9 Floating building 1in6 tethered to ground
10 Colossal statue is actually a golem
11 Settlement was mobile once but mechanisms ruined
12 City is haunted by undead, spirits and any who die here join them
13 A network of underground tunnels, lairs and caverns
14 Entrance to underground kingdom where degenerate survivors or ruins dwell
16 Remains of a collosal magical murder machine
17 Great dungeon complex which reconfigures itself and repairs damage
18 Dungeon complex with intelligent malicious spirit magically repairs the dungeon
19 A sleeping army of ancients is here awaiting the right time to rise up
20 A great crypt containing a slumbering ancient evil god, kaiju or demon lord

Wednesday, 1 August 2018

d100 Outsider Mutations





































Mutations
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations

Faerie Mutations
Mental Mutations
Subterranean Mutations
Angelic Mutations
Cyber Mutations
Psychon Mutations
Surgical Mutations
Giant Mutations
Law Mutations

Failed mutation system
Apotheosis Mutations - too many mutations side fx
Mutant Character Class


Recent Ideas: Berserker mutations, clown mutations, clockwork mutations?

Another dozen sets of these a revision (some subtables d10 all inconsistent and older ones i didn't put concrete mods or effects so much so will revise). Mutant class seems to work well so far and class able to reroll old mutations has been good too.

Whaaat is this.

Many mutants gain powers through being possessed and tainted by other worldly beings. These spirits change people physically and mentally. Some of these beings should not be in our world and they can ruin or even destroy a body. Some take over devouring the soul of their host. Not all are evil but they may be alien or curious and not realize thy are killing victims or changing them. The entities need not remain but the hosts are changed. Their descendants might be receptive to future contact. It has things in common with the bio mutations, chaos and mental mutations. traveling through time or damaged gates or unshielded hyperdrives might attract such beings too. Some hosts embrace them hoping to become gods other struggle to remove the spirits if not the mutations. Most of the greater entities require more resilient bodies and normal ones just explode if occupied. Even a minor possession might cause blood noses, headaches, sinus pain, ear aches or other pressure related symptoms. Beings from overspace have at times been more common and at times directed evil civilizations to conquest.

d12 Sources of mutation
1 Possessed when used as host by cultists in a summoning and lived
2 Taken by outsiders through other dimensions, picked up spiritual parasites
3 A entity from the nightmare lands contacted your mind
4 Some magic made visible things from beyond and some could also see you
5 You read about a entity in a cult book and now you are connected to it
6 You went between the sacred stones on the wrong day
8 Born odd, used to talk to and cry at imaginary things as a child
9 Bred by a cult to host beings from over space in this world
10 Parent secretly horror from another world, other parent is mad, dead or not sure
11 Voices spoke to you from the darkness and taught you to contact alien spirits
12 Went to a haunted place and a spirit slipped inside you

d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain

d100 Minor Outsider Mutations
01 Strange coloured eyes especially when angry
02 Can see in low light condition by stars or dim lights
03 Can hear things crawling in nearby dimensions
04 Blood noses when you use any spells or strange abilities or stressed
05 Eyes glow when you use any spells or strange abilities or angry
06 Its like there is something else in your eyes looking back
07 Smell strange odours from other dimensions
08 See luminous translucent spirits from beyond when you concentrate
09 Yell telepathically for help to one person 10"/Lv once a day
10 See gates, planar weak points, outsider beings not in disguise,
11 Skin is clammy cold and sweaty
12 When angry or stressed body temperature raises and colour changes
13 Hairless all over like some kind of future person
14 Grow hair all over like some prehistoric person
15 Simple B&W eyes all over body 360 vision
16 Extra mouths and sphincters appear all over body and disappear
17 Skin is transparent and gelatinous
18 Skin is shadowy, naturally draws away light
19 Have no shadow
20 Ectoplasm drips off skin when using powers or near supernatural phenomena
21 Eyes open in chest who they stare at has -1 on saves and to hit
22 Glow inside chest cavity equal to candle
23 Something moves inside chest cavity
24 Mouth in chest d4 unarmed bite bigger and faster than normal mouth
25 Biokinetic blast from chest d6 8" range use per level per day
26 Chest tentacle comes out of chest foot per level manipulator
27 Resilient d4 extra HP
28 Bone chest cage +1AC
29 Tolerate greater extremes of pressure than normal human
30 Hold breath round per CON
31 Large almost prehensile mobile genitalia
32 Hungry for meat
33 Vomit up a d4 acid spew one per Lv/day
34 Huge gut hanging out
35 Flatulent especially when stressed or aroused
36 Strange gurgling sounds from body
37 Belching constantly
38 Belch out a cloud of green fog 2" across three times a day
39 Can eat as much as a extra person/Lv
40 Excrement bubbles and glows with eerie light
41 Tentacle or flagellum or pseudopod arms
42 Tentacle or flagellum or pseudopod fingers
43 Extra d3 small tentacles
44 Eyes on hands
45 Mouths on hands d3 unarmed bite can use to feed
46 Slime hand can generate a gallon ectoplasm once a day from hand
47 Arms can elongate up to one extra yard
48 Palms bleed with stigmata when you uses spells, abilities or stressed
49 Fingers turn into claws when angry d3 unarmed
50 Suction hands give +1 to climb and grapple attack
51 Feet always wet dripping with ectoplasm
52 Footprints glow eerily
53 Satyr like legs bend backwards at knees
54 Jump 1" extra distance
55 Big feet Move +1
56 Prehensile feet can hang onto ceiling and hold objects
57 Hooves +1 climb or balance
58 Long Legs can elongate extra yard tall
59 Tiny angry faces on feet with teeth and eyes
60 Webbed feet get full move in water
61 Randomly mutter in alien language in sleep several times a hour
62 Know speech of the ancient evil elder gods
63 Speak in ultra high frequency of spirits so the can hear you within 3"
64 Eye on tongue
65 Egg depositor on tongue can inplant parasites into victims
66 Second set of jaws pop one foot out jaws d4 unarmed damage
67 Fangs and overbite d3 unarmed damage
68 Feeding tube elongates a foot from mouth
69 Hemovore can feed from blood with special pair of teeth
70 Tentacle face foot long and mass is prehensile
71 Head enlarged
72 Bony skull ridges on head
73 Armoured skull +1AC
74 Horns d4 unarmed attack
75 Feel high pressure migraine pain frequently
76 Feel something move in your skull when you feel stressed
77 Thick neck rippling with muscles very hard to asphyxiate
78 Head covered in occult signs
79 Luminous neon sigil halos emblaze around head when angry or fighting
80 Skull is spiked all over causing host pain
81 Pineal gland emerges from forehead detect magic round/Lv day
82 Can detect invisible spirits in 3"
83 Can feed off supernatural energy of the dying or sacrifices instead of food
84 Huge pumping mutant heart +d4HP
85 Can detect if a body is dead, alive or dying within 2"
86 Violent or strong emotions from others around make you feel pleasure
87 Detect other planar beings in 1" who vibrate on a different frequency
88 Detect by touch if living or dead body possessed or undead
89 Can detect if any plane shifting within 10"
90 Can tell if planar beings like a demon, devil or elemental is summoned within a mile
91 Can read script of the old gods carved in pre human ruins
92 Superior maths skills character has numeracy as if trained
93 Hear otherworldly being offer you terrible advice in times of crisis
94 Have strange otherworldly visions of ultra space realms in dreams
95 Can ask a spirit a question yes or no once a day
96 Brain glows in times of deep thought or reading
97 Can overhear ultra high frequency of spirits talking to each other in 3"
98 Learns new skill in some branch of arcane orr elder lore
99 Can cast one zero level cantrip as a priest or druid or wizard or sorcerer
100 Resist possession saving throw +2

d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain

d100 Major Outsider Mutations

01 Spirit Sight can see non corporeal entities within 6"
02 See auroras of living beings with souls within 6" but not through walls
03 Can see possessed people or spirits in objects within 6"
04 Can smell beings from other planes within 1" even in disguise
05 Third eye glows when used can detect life in 1"/Lv
06 Pineal gland exits skull as a prehensile tentacle yard per level
07 Sense plane shift or open planar gate within one mile
08 Understand language of beings from other planes
09 Hear anyone casting a spell within 3"/Lv
10 Can see and attack beings on other planes without penalty
11 Invulnerable Skin AC +312 Skin can slough off healing 2d8 damage once a day
13 Slime covered skin dripping ooze, regenerate hp/ten minutes
14 Skin can turn inside out at will, when covered in gore heal a d3, one use/Lv
15 Puncture proof skin -1/damage from cutting or piercing attacks per dice
16 Disgusting blubber -1 damage from blunt attacks per dice
17 Skin is transparent, alien things swim under the skin, +2d4 HP +1/Lv
18 Skin glows in the dark illuminating 1"/Lv at will
19 Unnatural eyes all over skin can sense 360 degrees through matter foot/Lv
20 Skin covered in thorns, any unarmed attacker takes a d3 per hit
21 Rib cage splits open revealing d8 damage mouth can swallow a whole person
22 Orifice in chest fires three d3 damage shuriken per round, a round/Lv each day
23 Bony Plastron Armour AC +5
24 Creature spawns from chest once/day, 1HP/Lv Mov 12" D4 bite
25 Great scarlet eye on chest fires beam d6/Lv once per day (save for half) 12" range
26 Heart will restart after d4 rounds death, awaken with 1HP, use/Lv per day
27 No need to breathe and can tolerate extreme high and low pressure
28 Exhale gust of wind, 1"/Lv range cone, save or fall back d4" rounds
29 Exhale poison gas, 1" range cone per level, save or d3/Lv damage
30 Elongating flexible snake like spine grow a foot/lv at will
31 Prehensile genitalia or tail elongate foot/lv, can swing or hold objects
32 Intestines burst out and hose enemies with acid 2d4 damage 1" range/Lv
33 Intestines burst out and can perform extra grapple attack on target with 3"
34 Intestines with lamprey heads attack for d4, once hit keep sucking a d4 until cut loose
35 Eat anything organic unharmed in huge amounts
36 Heal self by gorging on flesh, 1HP/HD, can eat a HD per turn
37 Feed from small critters from other planes never go hungry
38 Can eat any amount of food or drink which gets funneled into a dimensional void
39 Can suck up 3" area of smoke, gas or fog in a round with no ill efect. one use/Lv/day
40 Horrible grumbling noises and bulges from belly +d8 HP
41 Mouths on hands, d4 bite extra attack if hand free, can eat through hands
42 Extra set of insectoid limbs gain one extra action per round
43 Tentacle arms, flexible can stretch one yard per level
44 Arm is huge crab like claw d8 extra attack
45 Outrageous muscled arms +1 STR
46 Arm is a biological gun that shoots bone splinters range 9" 2d4 damage
47 Unarmed attacks can hurt creatures as if magic weapons as +1/3Lv
48 Attacks made on undead have +2d4, they crumble to dust when killed
49 Glider membranes under arms can glide across as far as up Mov 12"
50 Elongating arms can extend yard/lv
51 Backward bending knees and two huge toe feet, +1" Mov/Lv
52 Legs fuse into single muscled limb can jump +1"/Lv
53 Elongating legs can extend yard/lv, +1 Mov/3Lv
54 Huge spurs +d6 unarmed attack with kick
55 Prehensile feet can grip and hang upside down or manipulate tools
56 Walk on water, leave no footprints
57 Leave trail of horrible ichor that repels normal animals and predators
58 Walk up walls like a insect or lizard
59 Quadrupedal mode of locomotion using arms, +50% Mov
60 Walk through solid matter one round/Lv per day
61 Prehensile Tongue foot long per level
62 Snapping toothed maw extra attack d6 bite
63 Vomit acid 2d4 damage burns 1HP per round/Lv, one use per/Lv per day
64 Extendable mouth can swallow person same size
65 Can vomit up d4 gallons/Lv of ectoplasm, once per Lv/day
66 Can speak with dead once per day, a question per level if corpse fails save
67 Can call thing from beyond per level per day 1HD Att d4 Mov 12" levitates
68 Sonic scream 1"/Lv cone d4/Lv save or deaf for ten minues, once/day/Lv
69 Vomit swarm of crawling maggots 1"/L, 2HP damage per round, round/Lv
70 Vomit swarm of flies, cloud covers 1" area in darkness/Lv, Mov12", round/L per day
71 Rotating head has three faces each with separate bonus +1 WIS +1INT or +1 CHA
72 Horns can sprout form forehead at will, d6 extra attack
73 Flaming aurora can form around head at will, d4 fire to any unarmed attacker, 1" light
74 Luminous aurora forms from head illuminating 3"/level area at will
75 Skull explodes, d4/Lv over 3" once a day, awaken with head regrown after one hour
76 Solar beam from forehead d3/Lv, Range 2"/Lv, one use/4Lv/day
77 Elongating neck, 1 yard/Lv at will
78 Crystal encased skull, see visions of impending disaster, war and mass destruction
79 Head can transform into tentacled toothed horror round/Lv/day, save from fear within 3"
80 Glowing runes in skull, hear voices of bound planar beings, sometimes advice is useful
81 Light absorbing organ 3" darkness for one turn/Lv per day
82 Restore one level of energy drain or lost stat point by eating
83 Hear your name spoken within one mile with rough idea of distance and direction
84 Planeshift to avoid calamity once a week, end up on a random dimension
85 Can reproduce with any species producing unatural hybrids
86 Regenerate damage 1HP/round from non magic weapons, fire, acid, silver or iron
87 Can survive extremes of other planes as a native life form
88 If killed a wraith from overspace enters the world through your corpse
89 If killed a being from overspace takes your body and turns it into a mummy
90 If killed a clone child hatches from your remains a d4 hours later
91 If killed releases horrible alien entity 1HD/Lv Mov 12" Levitate d4 dam/Lv with bite
92 Can question dimensional beings as a History Spell per Lv/day
93 If killed brain and nerve stem escapes and hides, will regrow body over months
94 Levitation at will 1" Mov in air at will
95 Telepathy 1"/Lv range can communicate with sentient beings by silent direct mind link
96 Empathy 1"/Lv range can sense emotions of living beings and broadcast your own
97 ESP one round/Lv per day, 1"/Lv range, read surface thoughts if victim fails save
98 If unconscious or mind controlled alien evil persona takes over for d6 10 minute turns
99 Never needs sleep but hears strange alien voices from beyond if you try
100 Enhanced Intelligence +1 plus read a d4 dead alien languages

d12 Apotheosis

01 Body explodes when higher density being tries to occupy your body
02 Powerful being bonds to your body and eats your soul
03 Soul is evicted by entity and becomes a miserable damned non corporeal spirit
04 Plunge from world to world gazing at wonders and infinite cosmic power scales
05 Body becomes the seed of a new body for a monstrous alien being
06 Becomes host of one of the elder gods worshipped by cultists
07 Body occupied and changed by entity into rampaging mindless monster
08 Taken into stomach of a soul eating old one to be devoured for aeons
09 Taken to other world to be plaything of curious planar outsiders
10 Beings from ultraspace come and take your brain to another dimension
11 A being takes the host body to another world to wage wars of cosmic conquest
12 Body breaks down into a mindless shoggoth

Wednesday, 7 March 2018

Urchins of Shadelport

Found this pic looking for Trump. Next book i'm working on will be a relaxing best of my d100 NPC tables. So a few on my to do list sitting around a while. Faerie book will be next public release in about 2 weeks ish.

So more adulting this week and a cthulhu game on monday.
A bunch of posts on my to do list but anything goes this month.
Possibly some mutants and beastmen (beastmen are more work)
Both mutants and beastmen could get a book.
Possibly do a post on my homebrew character rules up to the class bit shortly too

Iv'e done a few evil kid tables before but this more of a needy street orphan table. I've started players as orphans several games even did a character funnel of all urchins so could be used sometime.
Most are between 7 and 12 6+d6 years old.
All are parentless and wild, living in squats.
All fear the city child catchers who sell them to sweatshops or prettiest ones to orphanages

d10 Urchin Hangouts and squats1 Burned out house basement
2 Roof accessed attic
3 Collapsed building
4 Tent in empty lot
5 Concealed chamber in sewer
6 Crypt in small graveyard or estate
7 Inside a bridge 
8 Under stairwell of apartment
9 Basement through a coal shute
10 Empty rental townhouse

d10 Urchin Accessories
1 Pet dog, cat or rat
2 Slingshot, shank or bag of rocks or club
3 Bindle with blanket and meagre personal possetions
4 Bag of food scraps, apple cores, potato peelings
5 Stolen jewelery or trinket
6 Stolen treat like a bun or apple
7 Begging bowl or cup
8 Old scrunched up letter possibly identifying family or a map
9 Purse with d10cp
10 Lucky charm

d10 How did they become a urchin?1 Family murdered in inter clan feud - 1in6 chance is a heir
2 Refugees from far away seperated from family
3 Escaped a horrible orphanage
4 Escaped slavery in a sweatshop
5 Escaped a cruel slave owner or wicked step parent
6 Family murdered by criminals
7 Family sunk in a ship
8 Fled cruel apprenticeship
9 Horrible parent discarded them
10 Monster killed family

d100 
Urchins of Shadelport
01 Tiny Ernst - small boy, quiet disturbed, disobedient expert rock and turd thrower
02 Frieder Gloch - entrepreneurial lad sells vice related goods from a pushcart, smokes pipe
03 Hans Elder - greedy for candy since became addicted after escaping a witch once
04 Hienrich Router - good with animals has pet rats who keep him warm and fed
05 Herman - fat greedy boy loves baked goods and often delivers goods for kronut
06 Karl Glouger - has escaped care of a priest and now traumatised and disturbed about religion
07 Otto - terrible racist tries to encourage street kids to throw rocks at foriegners
08 Paul Keller - son of a harlot and lives in whore house, hands out flyers to tourists
09 Walter Glum - was taught to read by priest and makes some money he uses for books
10 Wilhelm Gloodle - often works as battlefield gleaner with mercenaries has a really nice knife
11 Gerhard Shruder - likes to thieve apples and hated by fruit sellers for his antics
12 Anna Gruberstien - kindly girl who cares for younger urchins and good at finding empty houses to squat
13 Bertha Gliech - hefty girl with a knack for repairing garments to earn a few pennies 
14 Elisabeth Gromley - has a home made shank and local assassins guild have been giving her food 
15 Emma Frederson - a blind goose girl with seven geese (actually gold dragons)
16 Frieda Coglin - matchstick selling girl, starving and thin, shivering in cold 
17 Gertrude Hiemlich - sells posies, daily she gathers field flowers from empty lots
18 Margarithe Ulm - lives in the sewers and sells cooked rat on a stick in the streets
19 Maria - kindly daughter of factory worker who looks after sick children and preaches religion
20 Marie Klochmann - sweeps the streets in the markets for some scraps and pennies
21 Martha Tate - sells scraps of cloth as bandages to healers and adventurers
22 Gunter Norris - plays a battered bugle, people pay him with food scraps to stop
23 Hans Tanner - likes to listen to adventurer stories wants to be a murder hobo
24 Hienz Gliebmann - works as a watchman on docks carries a bell 
25 Helmet Muller-Fokker - profesional spy for gang, counts goods coming and going
26 Herbert Sholn - runner for bakery delivers baked goods in return for pie which he loves
27 Karl Blofeldt - bullies smaller urchins to steal food for him
28 Kurt Mannahiem - performs sleight of hand tricks and wants to be a wizard
29 Walter Klien - expert with a sling, protects squatted urchin house from city childcatcher
30 Werner Gliek - deeply religious works in church for scraps and herps choir
31 Edith spiellman - witch child, tempts children to join her secret cult
32 Elfriede Kuhn - mathematical prodegey used for calculating earnings by some street sellers
33 Erma Talen - gathers strange fossils from the shoreline and sells to scholars
34 Gerda Ullmann - collects seashells to sell to tourists and craftsmen
35 Hildegard Trueman - sings for her supper for wealthy outdoor diners in cafe district 
36 Ilse Morgenstern - sells trinkets from secret abandoned temple she found in sewers
37 Irmgard Lichstien - sells hankies in the street she makes from stolen laundry lines
38 Liesselotte Pullman - tricks dogs into chasing her, traps them and sells their meat and skin
39 Ursula Vangore - her daddy was a pirate and she has a map she will sell but wants a share
40 Dieter Colman - a fiesty lad who follows adventurers and begs to be a pole boy 
41 Jurgen Vrock - beefy boy works as a torch bearer and is a bully who likes robbing smaller boys
42 Klaus Vriegmar - enjoys killing small animals and wants to be a murder hobo
43 Manfred Dolmun - has a cursed medallion he sells again and again and returns to him
44 Pietr Vloss - likes to pick drunk adventurers pockets for interesting trinkets
45 Wolfgang Klauger - likes women but not sure why, drills holes in walls to spy on them
46 Christia Holman - knows where monsters are living in a abandoned house 
47 Elke Volman - is being pursued by a pimp who bought her off her drunken father
48 Helga Oldman - runs the local rat fights and a gang find her promising
49 Ingrid VanKrieg - overhears gossip and informs the beggar guild spy network
50 Karin Elderman - has strange dreams since she slept in strange prehuman crypt in the sewers
51 Monica Pyreholm - fiesty girl works as kitchen hand in a tavern and watches adventurers

52 Marco Sienna - wants to be a pirate and has a sword made from sticks and string
53 Allesandro Tuscan - wants to be a cook, makes innovative rat dishes fit for a trench war
54 Arturo Gienna - has a knack for building traps from scrap wants to join a guild or see a dungeon
55 Ariana Arabella - gathers string and yarn and knits clothes for urchins
56 Berta Cagliostro - fascinated by omens and strange cult signs, wants to learn magic
57 Bianca Fumetti - knows shocking bawdy stories she uses to keep letchers to busy to harass her
58 Bernardo Florentine - wants to go to sea and quizzes sailors about maritime lore
59 Camila Florin - wants to be a dancer and looking for a non horrible teacher
60 Bernardo Bastardo - has a club he uses to beat up watch dogs for his friends to eat
61 Carlos Jakalari - hunts and beats other children for money with innovative rent a bully service
62 Clara Baldasari - following cultists for months knows where they live and who they are
63 Antonia Calora - expert at stealing strings of sausages with his dog Enzo
64 Giovanni Columbine - wants to be a clown and loves jokes and throwing rotten food
65 Stephano Collabera - drops live eels on people then steals whatever they drop
66 Valentina Russo - wears a red hood, orphaned when granny eaten by werewolf
67 Sophia Oberland - fascinated by non humans and will follow them for hours
68 Giuseppe Verdantine - has his first mutation coming on he tries to hide
69 Antonio Spiro - has developed basic break and enter skills from a gang who use him for tight spaces
70 Roberto Chlora - has seen a monster in the river and nobody believes him
71 Andrea Strukker - pirates daughter dreams of carving bloody empire across the seas 

72 Rosa Belini - has the gift of cursing people granted by the gods
73 Aida Coleman - has a knack for finding petty gods in the city and has met several, hasn't everyone?
74 Alexis Fontaine - has been helping a wounded old murder hobo who sometimes helps her
75 Augustin Glieb - is sure there are extra gargoyles on the city walls that never used to be there
76 Barnabe Crescante - likes to torment cats and has a bounty on him for tormenting rich peoples pussies
77 Beaufort Clementine - loves to watch executions and sells the leftover bits he finds to witches
78 Brett Lemonde - likes to smash and steal fancy glass windows and is wanted by the law
79 Corbert Simeon - has a pet monkey he has trained to pick pockets and enter windows then open doors
80 Bridgette Magione - has been working as a artists model but a priest has been trying to protect her from seedy artists
81 Cecile Monroe - is lucky picking through garbage dumps for loot and other children envy her
82 Clovis Solmon - good at fighting and wants to be a squire making unwanted auditions and pestering knights
83 Delmont Revere - talented at running fast and yelling, employed as alarm by merchants to watch shops at night
84 Elaine Crecy - has intercepted pigeon mail service and sells letters to interested parties and eats pigeons
85 Franky Morgan - worked with pirates and has wild tales he inspires other urchins with
86 Gabrielle Etienne - secretly works for child catchers and informs them of squats where urchins live
87 Germain Laurent - works for secret police and recruits likely urchins and spies on people
88 Henrietta Cabbage - grows vegetables and flowers to sell on empty lots
89 Geraldine Dumond - has several pet kobolds she raised from eggs and who steal for her
90 Holly Hubble - wishes she lived in the wilds with druids and elves
91 Aldren Gorr - from a murdered noble clan plots revenge against enemies
92 Judd Lowland - expert at catching sewer fish and knows tunnels under the city well
93 Norman Skinner - killed a man menacing urchins in his squat and other kids all in awe of him

94 Queenie Reprize - mother worked in theatre and she dreams of being a star
95 Toland Moor - lives with stray dogs, has fleas and filthy but safe
96 Vernon Reese - a pyromaniac who has been employed by gang burning rival buildings down
97 Maud Cleaver - caries several babies she found about, which she sells when she has too many
98 Merlon Reece - used to work for a wizard and knows a cantrip from a scroll he keeps in secret
99 Ham Clark - has a demonic tattoo from a cult who look for him all the time
100 Felix Trotter - can talk to pigs and has amazing pig herding skills

Thursday, 1 March 2018

d100 Disasters For Planet Psychon


When the gods decide to terraform a hex and rewrite the memories of it's peoples they often begin by increasing the barriers on a hex borders and then softening up the region with disasters before a final apocalypse. Some will escape, others will find a bunker and hope the gods forget about them. Most are wiped out in the cleansing, their souls will be uploaded by the gods to be reused later possibly after the new terraforming complete.

Some heroes have manages to petition the gods for mercy but this might require visiting a god in their orbital or bunker complex. These could spur party to adventure or make them leave if they are getting too comfortable in a hex. A party might somehow avert the disaster too possibly helped by one god to subvert the will of another. Some might placate a god or convince them to preserve a hex for some unique feature.

Obviously players should get a warning.

d10 Warnings of the Apocalypse1 Prophet warns you
2 Character most beloved by the gods warns them
3 Petty god warns a greater god's plans to party
4 Encounter servant of a god known as apocalyptic herald
5 Animals silent and migrate away
6 Plants all enter unseasonal hibernation

7 Chattering servants of the gods let it slip
8 Strange dreams sent by a god warn party
9 Stream of refugees flee hex or enter a bunker
10 Strange auroras, star signs, talking animals and other omens

d100 Disasters For Planet Psychon
01 Stars begin to blink out and sky goes dark
02 Sun apparently doesn't rise
03 Constant storms and terrible weather make surface outdoor life unbearable
04 Water levels rise flooding area, possible tsunami if by sea
05 Volcano begins erupting filling sky with smog and ash
06 Fires rage burning forests and buildings
07 Heat increases, killing off the old and weak, evaporating water, killing crops
08 Cold increases, covering everything in snow and ice
09 Earthquake destroys and buries structures
10 Huge cracks or sinkholes opens up and gets bigger and bigger
11 Plague of insects eat everything
12 Plague of frogs, bugs, snakes, rats
13 Terrible disease wipes out the weak first
14 Orbital lasers begin to destroy any civilization or structures
15 Nuclear weapon detonated
16 Kaiju awakens to ravage the land and eat everyone
17 Several kaiju arrive and fight ruining everything
18 Fleet of saucers invade and carry off recyclable people and kill rest
19 Death machine arrives to purge all life
20 Army of warborgs and android infantry invade
21 Nano organism starts to turn everything into grey slime
22 Swarm of replicating microbots start devouring everything
23 Army of cyborgs arrive and start executing humans
24 Kaiju scale mecha awakens to purge those unworthy of life
25 Kaiju size mecha from space gods lands and begins to judge all life
26 Dragons swarm over land raizing and eating everything
27 Plague of undead swarm over area
28 Psychotronic warfare make everyone see collective illusions
29 Psychotronic warfare reprograms populace with new history and memories
30 Mutagenic weapons start turning everyone into horrible mutants
31 Mecha Cyborg Tiamat arrives and begins to destroy everything
32 Giant floating mountain hovers in sky into position then drops
33 Meteor crashes like a nuclear weapon
34 Comet crashes filling sky with frozen poison space gas
35 Meteor crashes carrying breed of hostile fast breeding monsters
36 New civilization is created with new terrain who attack the original inhabitants
37 New terrain begins to overwrite area formed by global teleporter array
38 Everyone begins to melt and liquid flesh forms into a single huge blob 
39 People begin to merge into a lake of protoplasm, invite others to join
40 Giants of mud arise from earth and go on rampage destroying buldings
41 Magnetic storm carries metallic objects away in cyclone like effect
42 Orcs spawn from mud and muck and attack civilization on genocidal crusade
43 Plant creatures arise to devour meat creatures and herd them into farms
44 Huge crystalline structures grow from the ground sucking up water and organic matter
45 Huge UFO arrives, blasts key settlements and drops off cyborg beastmen army
46 Sky bursts into flame and rains fireballs from space scaring and pitting the surface 
47 Bunker opens and a clone army marches out to cleanse all life
48 Flying city of winged men appears and attack civilization and carry away survivors
49 A psychotronic attack causes population to become berserk cannibals
50 Horde of diseased beastmen worshipping plague gods overrun the hex
51 Strange crypt arises from water or ground, sparking madness as a demon lord awakes

52 Horde of mounted beastmen pour into hex killing and burning everything they can
53 Colossal murder machine arised from earth to destroy remains of human civilization
54 Magma begins to leak out from cracks and pits and water boils away
55 Water all drains away leaving dead fish and ancient wrecks and ruins eposed
56 Clouds of poison gas pour over the land killing all life
57 Domed city arises destroying most of the area and clone armies march forth
58 Reverse gravity floats millions of tonnes in air, then drops it all
59 Gates open and cover land in chaos mutant beastmen hoardes
60 Gates open and hoarde of demons pour out to purge the hex
61 Atomic firestorm cloud from the sky scourges the land back to bedrock
62 Fishmen swarm from the sea to attack and carry off victims, then their demon joins them
63 Colossal fungal blooms grow covering everything in fungus forests and deadly spores
64 Horrible black spoors kill all plant life and stored food
65 Titanic golem arises to purge the land of civilization
66 New breed of intelligent giant ants appear and begin to destroy all life and civilization
67 Kaiju spreads spores on graveyards to create a army of the dead to aid destruction
68 Orbital complex falls from the sky causing destruction and releasing killer androids
69 Several gods wage war laying waste to hex with stray fireballs and missiles and lasers
70 Flying citadel of wizards enters area and bombards surface with deadly battle magic
71 Two gods in titan form coopulate laying waste to area with their lovemaking

72 Strange auroras in sky, locals start metamorphosing into new form to survive changes
73 Radiation storms sweep in killing most and leaving mutants to eat the survivors
74 Deposit of war chems is exposed creating a toxic cloud over the region
75 Crack in the earth releases subterranean mutants to pour out and devour surface people
76 Giant worms undermine civilization and devour everyone, they are surprisingly fast
77 Everyone in hex divides into one of two tribes then wipe each other out in bloody war
78 Psychotronic weapons cause mass suicides, arson and vehicular collisions
79 Gigantic slime creature absorbs all life getting bigger and bigger till only bare rock left
80 Population form cocoons and after a week hatch and fly into the sky forever
81 Population form cocoons and a week later pupate into worms that burrow into the depths
82 God of death leaves underworld with a undead army to punish the living
83 Population become aroused and start a orgy where they fuse into a giant protoplasm
84 Population take root in soil and turn into plants
85 Population take root and turn into giant fungus colonies
86 Populations begin to turn into animals which migrate away from the region
87 Population gather in a temple and fuse into great flesh entity that oozes under the earth
88 Doomsday weapon in a temple detonates killing everything in nuclear firestorm
89 Drones fly over area spraying nerve gas killing everything with a nervous system
90 All minds linked into a network and god like entity soars into space leaving corpses
91 Ghosts and spirits escape the underworld and torment the living
92 Apocalyptic robed cult transport doomsday weapon into the centre of the hex to detonate
93 Fresh ruins and life grow from the earth and old buildings and beings crumble to dust

94 Cloud of nanites turn everything into black dust leaving area stripped to bedrock
95 Atmospheric nitrogen ignited by ray from orbital burning everything to ash
96 Plague carrying immortal passes through area, in following days everyone dying
97 Devils and angels come to judge everyone and carry away everyone to their fate
98 Strange carnivorous carpet of red weed overgrows everything smothering and poisoning
99 Solar reflectors in orbit bake the surface with concentrated sunlight
100 Solar shield in orbit blocks the sun and temperatures plummet and ice forms