Showing posts with label dimension. Show all posts
Showing posts with label dimension. Show all posts

Wednesday, 22 July 2020

New progress in alignment hatred



So playing with alignment perks again and decided on this terrible structure.
So you could be balanced neutral and hate all the main alignments!
The big 4 alignments don't really care about Neutral or Balance.

Possibly this does it better to show who hates who for spell effects and general stuff.


And all this from my table i did prior where you put scores in one alignment from Left and one from Right or none as you climb level to become bigger jerks just like the gods. Most recently thinking of a magic resistance ability where you can pit your alignment score vs enemies spells. So My lawful good priest 10th lv has +5 in Law and +5 in Good so if fighting evil or chaotics get 5% resistance or if meet a chaotic evil dude they get 10 total%. So most people in my setting dont have alignments or shun it even. My balance +5 neutral +5 druid Lv 10 gets 5% vs Law or Chaos or Good or Evil and 10% vs any of those alignments in a pair like LG LE CG CE. And planar beings just give you stuff for only a few life changing oaths and dedication to eternal cosmic war between inhuman beings.  

I have considered in my setting the numbers of alignment and who fights who has changed and expanded since early times. 

Some prefer the Elemental Heresy.

Basically, you take all the above stuff and kick most to the curb. Some mix both offending everybody and some attach neutrality or the balance to elements and forsake demons and outerplanar beings and influence. As alien as true elements are they are the basis of most matter and energy in the multiverse. Other elements are at best when shaped by your element. Elementals are better than demons and angels and don't boss you around so much most being mindless or busy. So rival elements that resist must die, but may accept thralldom of inferior elements.

Only elements matter. Sure the lords of the elements never visited earth and have no idea but some say they know best and it is used by some to fight or form allegiances.

Then there are guys who believe in 3 elements (fire isn't a thing!)
Or five elements with darkness/void/spirit/wood being common substitutes.

Elemental planes are still into putting your element first and find visiting humans not being of one element confusing.

Oh and elemental templars battled the dragon templars and the death templars long ago as rivals to post cataclysm world after the elder monsters fell. Maybe alignment was progress.


So you can see the appeal of elementalism. Fire good, rest slaves or fuel.

Tuesday, 21 April 2020

Sargassum Faction Generator



This is for settlements in the sargassum of which there are more than you expect except they have been brought here over centuries and all simultaneously inhabit similar space and are quite probably separated from their own kind. Some Aquatic races understand the faerie land nature of the place and build kingdoms here.

So you don't need to roll all of these things.
You could roll extra of the tables for bigger factions.

Most factions have a leader that might be smartest or strongest
-leader often has bodyguard
-leaders have mates and family around them

Most factions have a spiritual leader that might be their smartest
-most small groups have a senior initiate or acolyte at least
-often Priest, Wizard, Druid, Sorcerer, Monk, Shaman or whatever
-larger groups have multiple sects and places they gather

So faction has
-a lair
-type
-pets 1in6 have lots of domesticated
-strongest d3
-smartest d3
-resource

Then work out chief and possibly sub chiefs sets and spiritual leader
The strongest guys often end up if not chief end up as a champion or bodyguard
The smartest guys could be the main boss, spiritual leader or just an adviser or expert

d12 Lair of Faction

1 Giant sea shell above and below water
2 Treehouse in giant kelp plant above and below water
3 Inside ancient ruins above and below water
4 Village of fisherfolk built of scrap
5 Prehistoric tower of pink coral above and below water
6 Inside structure inside a coral reef above and below water
7 Inside an ancient church or temple ruin
8 Inside a wrecked ship held above the water by giant kelp trunks
9 Inside a gigantic sea monsters belly (inside a biological pocket dimension)
10 Inside a cave above and below water 
11 Inside living tunnels within gigantic kelp trunks 
12 In an old lighthouse or boatshed and wharf

d12 Common Faction Type
1 Pirates got lost now want escape and treasure
2 Smugglers here with criminal goods want escape
3 Fisherman came exploring and got lost 
4 Slavers came exploring and found slaves so stayed
5 Sailors from a wrecked ship stranded here
6 Castaways all passengers on a transport ship
7 Islander natives stranded in storm want to escape or food or fight
8 Naval Kingdom ship crew exploring in name of the crown but lost
9 Holy order carrying relics and treasure has gone into hiding and heretical
10 Cultists worshipping vile demonic gods gibbering madly
11 Wizard Expedition seeking blasphemous lore and elder secrets
12 Strange Factions roll below or stranded convicts turned cannibal

d12 Strange Faction Types

1 Abhuman beast folk (d6 1=rat, 2=gull, 3=fish, 4=snake, 5=marine iguana 6=squid)
2 Abhuman beast folk (d6 1=otter, 2=frog, 3=monkey 4=parrot 5= 6=marine turtle)
3 Abhuman beast folk (d6 1=shark 2=sea urchin 3=eel 4=crab 5=brine shrimp 6=trilobite)
4 Abhuman elemental folk (d6 1=mist, 2=water, 3=seaweed 4=salt 5=wood 6=stone)
5 Undead (d4 1=ghouls 2=wight vikings 3=zombies &  4=lich & skeleton crew
6 Seahag (d4 1=x4 seatroll sons 2=x7ogre sons 3=x2 shambling mounds 4=cyclops son)
7 Wizard and students (d4 1=necromancer 2=demonologist 3=illusionist 4=elementalist)
8 Witch coven serving (d4 1=sea dryad 2=sea nymph 3=sea hag 4=kraken)
9 Evil priest with imp, templar guards and the means of calling a lesser demon 
10 Sea elves (d4 1=faerie knights 2=elven wizards 3=elven priests 4=young elves having earthly frolic) 
11 Spirit folk changelings (d4 1=sea weed spirit 2=water spirit 3=sealion spirit 4=fish spirit)
12 Lycanthrope shape shifters (d6 1=shark 2=wolf 3=rat 4=snake 5=goat 6=cat)

d12 Horrible Pets

1 Hydra that hands around they throw victims too (undead prefer necrohydra)
2 Hellhounds, some with mutations from being chaos tainted
3 Baby lesser fish demon likes to exhort gang to acts of wickedness 
4 Living statues of ancient abhuman warriors 
5 Shambling mounds, from heaps of rotting vegetation 
6 Giant starfish, eats garbage and screaming victims were thrown in the mouth 
7 Dinosaur pet often aquatic breed
8 Giant fish folk with trident faction sacrifice victims too
9 Giant octopus or squid in a sacrificial pool
10 Gigantic slimy shoggoth all tentacles and gibbering mouths
11 Dragon turtle that loves to eat ships and crew also can carry passengers
12 Ancient crinoid elder thing in a pit knows great lore faction torture it for

d12 Factions Strongest

1 Mysterious warrior monk, others of the same kind fear and shun them
2 Honourable fighting abhuman brute, if respects foe will give them chances
3 Former gladiator and pit fighter now scarred champion of gang
4 Former bandit and crooked rebel fighter
5 Barbaric savage with primitive equipment
6 Member of an exotic race, a humanoid warrior hero 
7 Machiavellian leader likes strategy games and discipline 
8 Ambitious noble, seeking social status among aristocrat peers
9 Warrior priest from a military holy order dedicated to an extreme alignment
10 Pirate captain notorious for cannibalism, murder and mayhem
11 Mobster clan leader runs banditry, heists and providing work for wanted criminals
12 Huge musclebound brute others fear but are controlled the smartest person in faction

d12 Factions Smartest
1 Scheming master of spies, messages, assassins and making political plots
2 Evil high priest of a cult seeks elder lore and relics but acts are secret with cult
3 Evil high priest of darkness god seeks to spread the evil ways of elder religion
4 Wizard seeks elder arcane documents for spell research and personal power
5 Likes to breed and create monsters and build a creature farm
6 Likes undead and adopts stray horrors and human remains to create own  
7 Alchemist operates a lab making potions and magic items
8 Greedy expert on money-making schemes, dark accounting secrets and treasure hunts
9 Diplomat cultivates many allies and ambassadors of other factions
10 Has developed survival methods and controls resource personally like water
11 Paranoid zealot drums up fear constantly versus enemies to gain influence
12 Charismatic demagogue has convinced peers they are mighty, wise and noble

d12 Factions Resource
1 Garden of various seaweeds and rockpools and fish traps for food
2 Water sources such as a spring, natural cistern, storage or desalination plant
3 Hidden grotto with volcanic spring and secret caves
4 Pile of treasure probably here for centuries possibly cursed
5 A hidden ruined temple with ancient tablets and murals from prehistory
6 A wrecked ship was hidden by vegetation and sand now a secret chamber
7 Volcanic caves with lava pools and thermal springs and sulphur

8 Ancient wizard tower with prehistoric magic tablets and laboratory
9 Graveyard full of undead and a secret way to get past them known to faction
10 Know several local monster lairs that can bargain with for aid
11 Know territories of dangerous creatures that can be used in traps or escapes
12 Has a supply of magic potions and make a new one per month by some possibly repulsive manner

d12 Faction Schemes

1 Slavery operation making captives gather food and labour, selling some
2 Cannibal cult and butchery, some keep as hidden surprise others a part of reputation
3 Collect treasure and wealth by any means mostly foul
4 Make other factions their thrills and vassals who offer regular tribute
5 Find a way off the sargassum possibly steal a ship
6 Desperate for basic resources like food and water to survive
7 Seek a better place to live due to some growing local problems
8 Support a great ritual to call on a daemon, elemental, devil or thing from outer void
9 Spread like a cult, recruit others into the group to grow
10 Wipeout another faction locked in a struggle for generations
11 Obtain magical lore or relic for power
12 Catch hostages of other factions

Sunday, 19 April 2020

Into the Sargassum part two





























So into the sargassum, you see strange things lots and these tables will help create wonder. These are spectacles and this environment. I could use it partly like a marine Ravenloft and have it a vast otherworldly faerieland that comes and goes. Players could visit other planes through the Sargassum including the parts that overlap with the undersea hell.

d12 How did you discover the Sargassum
1 Sent on a quest at just the right time and location
2 Travelling by sea passage and pass through a storm
3 Travelling on a boat as strange fog rolls over the area
4 Went through a spectacular magic gateway
5 Cursed by a powerful sea witch
6 Fish folk tricked you into sailing into a magical void
Spirits or minor divinities are offended
8 The crew of ship ignored bad omens or crew broke taboo
9 Found maps and astrological charts to find 
10 Found account in rare books of how to find 
11 Fairie folk or one of their relics brought you brought here
12 Drowned and woke up here

d12 Shipwrecked Folk
01 Convict labour gang, some with chains, sort of glad to be free
02 Slaves happy to be free at first
03 Merchant of a familiar land
04 Merchant of a strange foreign land
05 Pirate crew heavily armed with a treasure
06 Naval ship crew with marines
07 Family of settlers keen to settle somewhere new and safe
08 Cultists on pilgrimage keen start a new colony when they get a sign
09 Privateer adventurers looking for enemy ships or native treasure
10 Whaling ship crew drawn here during a battle with a strange whale
11 Fisherfolk in small two-person boat, exploring for treasure 
12 Villagers from native canoes of the great sea nomads


d100 Wonders of Sargassum
01 A volcano is bubbling from the sea giving off smoke, steam, heat and light
02 Island of sand with several palm trees and a stranded loner
03 A small island with a fearsome carved temple inside
04 Lighthouse on a rock outcrop, keepers have no idea how they got here
05 Tiny haunted castle on a small island 06 Small but cruel prison fortress for hostages
07 Small volcano island with a temple and a village
08 Island covered in strange prehuman statues and monoliths
09 Island with a gigantic nest on the highest rock
10 A tiny island with prehistoric ruins and savage cannibal tribe
11 Huge kelp and sargassum weed mass with a castle of sand and seashells on top
12 A huge mound of seaweed with tunnels inside and structures on top
13 A gigantic mound of quivering starfish devouring washed-up corpses
14 Dead area overgrown with salt deposits and crystals
15 Dead gigantic whale or dinosaur corpse being eaten by sharks
16 A number of huge trunks forming walkways in a complex spiral pattern
17 A hill sized cluster of egg mass with birds pecking at them
18 Gigantic structure of giant stems and leaves with a multiple platform layered village
19 Giant seashell fit for a home for some local marine beast folk
20 Mass of vegetation and trees in a raft fused with sargassum into a forest patch
21 Shambling trade town build of driftwood and salvage
22 Tiny shack and wharf with tiny boats for lease or sale
23 Tiny shack selling rum, food and opium
24 Fishermans shack with an old man who loves it here but no idea how got here
25 Seamans lodge a fraternal seafarers order who look after members 
26 Circus tent with sea animals and creatures and carny weirdos 
27 Seaside junk shop with strange non human merchant
28 Complex woven weed platform with a village and soil for crops on top
29 A great trunk of kelp formed a wizard tower
30 Pink coral castle guarded by hermit crab knights
31 Wrecked half a ship operating as a tavern
32 Shipwreck with chests and skeletons, zombies and ghoul guards
33 Shipwreck with baggage and surviving passengers or crew 
34 Shipwreck badly burned with plague-carrying survivors inside living like wretches 
35 Shipwreck of missionaries from a church on way to convert new lands
36 Shipwreck of pirates with several other ships and buildings of sea trash
37 Several wrecked warships ground up into a mess with each other
38 Shipwreck with spectral minions commanded by a spectre
39 Shipwreck with dead cultists inside murdered and robbed by someone
40 Shipwreck of a non-human race of a type strange to most
41 Spectacular pool with naked merfolk swimming about 
42 Seaweed dwelling goblins dancing and singing and selling market goods
43 A thin tower built of coral and giant seashell tops build by sea elves
44 Marine iguana folk basking on ancient sone basalt slabs with carvings on them  
45 Crab folk picking clean skeleton of a sea giant
46 Squid folk in robes chanting to a strange slime-covered tomb 
47 Selkie family of faerie folk basking in sun some as seals some as naked humans
48 Walrus men pirates using salvaged wood to build a tavern
49 Fishfolk warriors seek sacrifices, treasure and glory for the greedy fish gods
50 Quaint fishing village of gnomes living in giant seaweed with pet herons and pelicans
51
 Stone altar by a pool, home of a giant octopus
52 Giant clam shell inside is home of a nymph or sea dryad
53 A cluster of giant seaweed growth is home to a band of harpies with treasure 
54 Giant sea turtle shell with a gang of fiendish squid folk cultists inside                            55 Cave in a tiny island is a dragons lair
56 Stone pyramid with undead mermummies inside, horrible hybrid undead
57 Stone sentinels here for aeons really golems awake if a long gone for returns
58 Strange basalt towers with strange reptilian figures on them 
59 Petrified stone forest of giant seaweed and kelp
60 Stunning forest of giant kelp connected by vines and walkways
61 Collection of ship anchors, some rusted, some bronze or ancient carved stone
62 Forest of giant kelp with tangled ship rigging amongst it occupied by critters
63 The giant shell of crab or lobster shell possibly a house or might attract scavengers
64 Gigantic sea shell structure with buildings inside using the structure as shell house
65 Colossal jellyfish with luminous insides swirling about
66 Titanic egg of some kaiju
67 Skeleton of some gargantuan kaiju
68 Hundreds of drowned bodies collected in a vast net of weed, sea ghouls pick at them
69 Kaiju gargantuan monster swallowing a smaller one whole in a days-long process
70 A huge raft of floating 
carnivorous moving sargassum weed
71 A tiny island with a cave, hundreds of statues here from local medusa
72 Remnants of a broken and sunken bronze statue of some standing figure
73 Titanic starfish or slug gnawing on great trunks of giant seaweed
74 Gargantuan worm writhing through the giant weed gnawing on giant kelp trunks
75 House sized tentacled horror full of eyes and mouths shambling along or swimming
76 Gargantuan Kraken swimming or climbing, hunting for giant crabs or tasty humanoids
77 Giant sea urchin shells
78 Seaweed shambling mounds and vegepygmy tribe battling fish folk vegetarians
79 Fish folk running undersea beauty contest as a scam to eat other aquatic abhumans
80 Ancient trireme of vast age with documents and ancient coffin onboard
81 Pool swarming with water elementals around a gate node to the elemental plane
82 A vast mound of bird guano around rocky crags were millions of sea birds nest
83 Shimmering barrier hides a ruined citadel of the undersea faerie world
84 Stone cliff carved with scenes of undersea lizardfolk fighting crabfolk
85 A huge seaweed-covered stone tomb carved with eldritch diagrams
86 Strange stars and constellations are visible in the sky
87 Great stone stairs go into the depths
88 Coral reef with what seems to be windows, doors and fortifications
89 Giant coral growing several stories above sea level
90 Luminous jellyfish in the millions in all pools and waterways
91 Drunken sea god passed out with magical and animal servitors waiting
92 Cultists chaining up most attractive youth members as a sacrifice for a  horrible elder sea titan

93 A coral reef fortress with a garrison offish folk, sea spirit people and tako ruled by a dragon. Strange faerie folk meet to trade here
94 A huge whirlpool something stirs in the deep with life
95 A huge distant storm cloud over the sea herded by some god

96 A horrendous tentacled and mouth covered sea horror the size of a mountain
97 Great rock with a chained elder sea titan in humanoid form will beg for release
98 Two titanic kaiju have a battle in the distance shaking the seaweed mass
99 A vast cathedral of seashells and cement with mad church heretic cult
100 A small pleasant Island with an ancient temple where ancient lesser divinity dwells some locals foolishly believe is a mortal witch or wizard



  
d100 Treasures of Sargassum
01 Barrel of wine or rum or beer 60gp
02 Crate with bottles of wine or rum or beer 30gp
03 Bales of wool 20gp
04 Logs of wood 30gp
05 Bundles of 100 yards of ship rope 90gp
06 Fishing net tangled with trash 10gp
07 Giant cuttlefish skeletons 10gp
08 Dead whale with ambergris intact in mouth 300gp
09 Quality pearl 160gp
10 Sea chest full of sailors personal goods 25gp
11 Sea chest full of family clothing 30gp
12 Sea chest with cursed frightening idol save or cant get rid of it -1 all rolls 150gp
13 Sea chest from life raft with food and water and fishhooks 20gp
14 Sea chest of expensive children's toys 75gp
15 Sea chest of craftsman tools 45gp
16 Sea chest of cooking pots, knives, clever, herbs and spices 120gp
17 Sea chest of dried fish and meat 90gp
18 Sea chest of fishing supplies and nets and traps 35gp
19 Sea chest of used artificial limbs 65gp
20 Sea chest with black powder, musket, hunters hat, butchers tools, sack 65gp 
21 Bag of inferior pearls d6x100gp
22 Necklace of coral beads 60gp
23 Necklace of shark teeth 15gp
24 Necklace of tiny pearls 120gp
25 Gold neck ring with sea designs 300gp
26 Gold bangles 120gp
27 Godring with tiny pearl 150gp
28 Strange golden figurine with ancient script 360gp
29 Strange golden lump with ancient fish folk script (curse: fish folk detect it) 400gp
30 gold snake amulet on chain allows speaking with snakes a turn a day 1200gp
31 Elixir of wine with dissolved in pearls and alicorn, cures poison or disease 800gp
32 Elixir of shark egg, drinker if fail save is berserk and chaotic evil for a turn 400gp
33 Elixir of the squid drinker if fail save has brain infected by a squid that turns host into a abhuman squid headed freak over a few months
34 Elix of long life lose 1d6+4 years of aging effects (keep away from kids) 1500gp
35 Elixir of free action can more as normal in water or webs for an hour 300gp
36 Elixir of breathe water lasts one hour 300gp
37 Elix of infravision 200gp
38 Elixir of light drinker glows for 24 hours as a lamp from luminous flesh 100gp
39 Elixir of swimming allows a land creature to grow flippers instead of feet and swim at normal land speed in water or allows a marine creature to walk but not breathe on land so undersea folk call it a potion of walking100gp
40 Elixir of true breathe turns drinker amphibious for life 3000gp 
41 Anchor of the merchant protects ship anchor line from breaking 2000gp
42 Anchour of the mariner creates a windfor one hour when pulled from sea once a day 3000gp
43 Anchor of the deep is unatracive and tastes bad to sea monsters and makes them less likely to eat anchor, the rope or the ship 4000gp
44 Captains spyglass can fold into 5 inches to three foot and lets you see a mile away 
45 Barometer this magical device predicts next 24 hours of natural weather 1200gp
46 Ships clock shows local ship time and home port time and looks fancy 1200gp
47 Magic sextant helps navigator find location and make maps in half the speed
48 Magic pocket astrolabe shows positions of the stars of you know date for navigation 1200gp
49 Ships compass shows north and direction home (requires ritual) 1200gp
50 Sky scry crystal lets you see stars even if foggy, overcast or daylight to navigate 3000gp
51 Seamans beanie keeps wearer warm and lets you float in water 800gp

52 Swinewool jumper keeps wearer warm and dry but itchy 400gp
53 Captains hat allows wearer to see 20% further and looks fancy 600gp
54 Eye patch of Old Red Eye, wearer has infravision in covered eye socket 1200gp
55 Devils hook d4+2 magic hook artificial hand for a pirate 1200gp 
56 Silent pegleg makes no noise on command 800gp  
57 Silver nose of Barnabus if attached to face can breathe water 3000gp
58 Pipe of the seagull if sucked on turns user into gull for a turn once a day, their clothes fall off but they can carry the pipe as a gull 800gp
59 Nautilus helm often worn by sea races lets you breathe on the surface and stay moist 3000gp
60 Helm of the sea seals at the neck and allows you to survive one hour a day underwater made from steel and leather and magic glass 3000gp
61 Magic bucket fills with gallon of rain water a night if left outside 2000gp
62 Net of fisherman, catches a d6 pounds of fish once a day in sea or river 1200gp
63 Folding boat fills one backpack and inflating air skins takes ten minutes 120gp
64 Canoe oar with native carvings improves boat speed by 30% 800gp
65 Fish goggles lets you see underwater without hurting eyes 400gp
66 Fish cult tiara lets you speak with fish for a turn a day 1200gp
67 Brazier of the mermaid, if worn gain the fabulous breasts of a mermaid 1200gp
68 Singing miracle fish, stuffed fish on a plaque, when touched sings a song 400gp
69 Seahorse medalion transform into a giant seahorse with saddle and reigns once a day for a turn while underwater 1300gp
70
71
 Crab claw gauntlet replaces unarmed attack with a d6 pincer nip good for shearing and cutting tool 800gp
72 Seaweed Armour, living weed clings to body in one round and as AC5, keep in brine with sunlight or will die 600gp  
73 Octopus hat may hold four small handy objects like a knife or dart and warns you of attacks from any directions. needs occasional meal and soak in salty water 600gp
74 Long rigid eel like fish spits d6 damage 3/6/12 range barb, requires a round to load a new one, usually found with a d6 poison barbs and 2d6 plain hunting shots, can fire a dozen times a day as long as fed and soaked in salt water 3 hours a day 400gp 10gp plain dart 90gp venomed dart
75 Slime spores dropped in water becomes a hostile ochre jelly in a turn come in a d4 bag
76 Shell Axe come in hand axe 250gp or battle axe 500gp or halberd 800gp +2 damage vs humanoids or animals wearing no armour, this effect is non magical, breaks on a 1 to hit roll
77 Spears of Ulhuru made of magic obsidian, can harm magic creatures +2 vs undead or planar beings, dart 300gp javelin 400gp spear 600gp long spear 800gp  
78 Swordfish Club spiked teeth lined club 2d4 damage one handed weapon or two underwater without penalty to hit, breaks vs metal armour on a 1tohit 200gp 1in6superior version does 3d3 damage, wont break and hits enchanted beings 800gp 
79 Blade of Dagon come in dagger 600gp or 1200gp shortsword and in ancient style from bronze with patterns of fish men warriors fighting monsters. +1 hit land or air dwelling creatures of the surface, no penalties fighting underwater or on a ship. Prefered tool of choice in ancient human sacrifice rituals 
80 Stone Club of Mana grants protection from evil while holding and +1 and once a day creates a meal of taro, fish and coconut as cooked in the islands 2000gp
81 Enchanted ship prow can turn into living elfmaid and sings sad songs and wants to die as her living elf ship is a destroyed. Someone might be able to help her like sea elves 4000gp
82 Sea faerie sword fight underwater as on land and hit beings as if silver 400gp
83 Sea faerie dagger +1 +4 vs beings on other planes such as out of phase creatures or spirits 800gp
84 Mask of Dagon breathe water, save when you try to take of or it fuses with face and you become a fish person 600gp
85 Mask of Mana lets you speak to fish and fishfolk by night 750gp
86 Nose ring of protection made of gold +1 1200gp
87 Nose bone of courage +3 vs saves vs fear and morale if npc 600gp
88 Key of the sea, wand at certain locations the wand can open a gate to undersea faerie land. Find such a location near sea at 1in6 chance per day search and 3d10 charges 1300gp
89 Horn of fish summoning once a day summon dozen large fish once a month can summon 4 fishforlk warriors if by sea or river or lake. They don't speak human language and seem a bit thick but will serve till dawn or morale fails 600gp
90 Lobster charm once be used to become a giant cave lobster ally for one turn 700gp
91 Bowl of water elemental, summon a 8HD water elemental once a month if hour long ritual requiring research is followed. Elemental follows you for a day as long as you don't show favour to other elements 2000gp 1in6 summon elementals of only one alignment
92 Fish demon idol if cast into sea in a ten minute ritual an hour later a d4+2 fish folk arrive come and offer you gold or sex or trips to the undersea kingdom if you serve them 300gp cultists always want these

93 Dream Idol of Tulu strange forgotten sea god of elder darkness, sleep with idol will teach you spell research you desire in your dreams 3000gp
94 Crystal helmet of ancients grants visions of war, disaster, apocalypse that change your alignment if fail a saving throw to any new one. The visions are terrible but provide few clues but many sects desire this item and believe they can alter history 3000gp
95 Serpent Crown of a sunken serpentine kingdom, wearer can use helm to research rare demonology skills but save or become lawful evil as persona of a serpant folk who only wants to restore own kind to superiority 3000gp

96 Giant pearl of fortune, acts as a crystal ball for a turn a day to see but not hear a location. Can communicate with other pearl known pearl owners a turn per day. Trying at random might contact a dragon or non human elder race. Only spell casters may operate the orb. A pearl that glows in use and can be operated as a lantern for light 5000gp
97 Idol of the Hungry God, all who see the idol save or become a canibal, if don't eat human flesh in 24 hours they are spared the curse. Failing makes the victim hungry and desire to eat anyone near them. Only effects under 4HD beings 2000gp
98 Ancient black stone tablets from some black magic library before human kind
99 Woven tribal battle mat 2x2 yards acts as protection vs chaotic evil to any who stand on it 1200gp
100 Squat idol, with blood sacrifice it's eyes openand all who fail save held paralysed with fear for a turn. Keeping the idol makes it's ancient evil sea god contact you in dreams and offer wizard lore in return for being summoned into this world. An ancient bark book with a dead language contains instructions for bargaining with the god without becoming it's thrall 3000gp to bad people or higher

Saturday, 18 April 2020

Into the Sargassum part one

This is a vast sea choked with kelp like might forests beneath the sea and home to fabulous creatures. Strange weather, hauntings and sea phenomena keep visitors away before most get close enough to be eaten by monsters. As you enter you get drawn into another reality of stranded ships and monsters. Among the ancient wrecks humans survive and form savage societies. If youcame by boat someone wants it. Made of meat? Someone wants to eat you.

Ive done a bunch of sea themed stuff over years intending to do a comp. My Bloodsand Beach setting was so horrible ten years of players never visited and several times debated it when sighted then left. Lots of stuff on horrible encounters and my sea invade the land stuff all worth look and most are filed in a group in my sidebar links on my setting.

Part of the plan early on was to feature human seaside settlement, some stuff on ships and world maps and island generators. The dungeon part was a ruined city buried in a coral reef from an ancient civilisation with lots of fish folk hybrid sand worship of undersea demons. The top levels would have air, the lower ones dark and flooded and more horrible.

But the idea of Sargasso that meant Unclescrooge of Johnny Quest might visit and it literally had giant weed, hundreds of visible wrecks, mist and monsters. Of course dinosaurs, pirates, undead, cannibals and cults abound.

So like many of the settings I make, these are the core tables to do

d100 Sargassum Hazards - dangerous obstacles and possible dead ends
d100 Wonders - strange memorable things to see
d100 Encounters
d100 Items

Long Term To Do

Survivor/shipwreck victim table

the deep dark and undead chaos mermaids
sunken city dungeon zone
d100 Captains
d100 weird odd and nonhuman sailors
d100 sea undead
weird ships
d100 pirate captains of shadelport
d100 Pirates
d100 Maritime Criminals - smugglers, pirates, wreckers
treasure islands island kingdoms d100 small colonies
whats in sea chest? whats in a seamans sack?
d100 shipwrecks
d100 sea journey problems
sargasum and sunken city geomorphs 

Gigantic seaweed structures often rise above water level and as thick as mighty tree trunks. Often these growths lift old wrecks up even several stories above the water. Many you can walk on through the maze of the sargassum. 
The branches vary from a foot wide to two to six yards wide and sometimes bigger. People build structures in upper branches as homes.

The weed has many uses even as food and medicine. Many creatures live among it and on it like shellfish and crabs. Supernatural sea creatures from the marine faerie world thrive too, some petty spirits and divine beings living as local gods with thralls.

Tides and fog are common factors too. Certain levels or shipwrecks might be partly flooded with water levels changing with tides. Swimming skills will be very useful.

Maritime Zone Adventure
Sea horrors
Shore Leave for seamen 
Salty Seamen
Flotsam & Jetsom
Bloodsand Beach 1
Bloodsand Beach 2
Bloodsand Beach 3
Horrible Human Coastal Village of Squidjig
Zones part 11 - Sunken City Zone
Castaways
Dodgy Passage
Useless Fishman Treasure
Aquatic Items
Aquatic beastfolk
Marine beastfolk
Fishy Hybrids
Crisis in court of the undersea folk
Undersea War 1
Undersea War 2
Undersea War 3
Search Stuffers for Castle Crab

Ive done my sci version too

d12 Surrounding the Sargassum
1 Constant storm clouds
2 Rough waters 
3 Coral reef like a maze
4 Tentacles of a kraken
5 Undead sailors swimming in barrier 
6 Agresive sharks some huge will ram a ship 
7 Chaos mutant whale covered in rusty harpoons and lines
8 Colossal hydra with a hundred heads  
9 Gargantuan fire breathing marine iguana patrols outside
10 Gargantuan gorilla swims around mass waiting for something
11 Thick fog clouds hiding rocks, reef or ice
12 Tentacled horror beast from the deep that humanity was not meant to know

d12 What's in the centre1 Volcano covered in vents with a colony of immortal tube worm wizards dreaming of the past
2 A great sea shell citadel of sea elves with a few left inside dying of boredom
3 A sea giant or cyclops tribe live on an island ruled by a king or queen
4 A garden where the sargassum spirit can be communed with
5 Fortress of a powerful seahag, a local divinity with monster minions
6 Black basalt fortress ruled by beast headed lich immortal 
7 A great castle of sand on an island defended by crab folk and sea creatures
8 A great whirlpool to the underworld oceans 
9 The great fish folk fortress of sea vegetation and coral10 Sea god has erected a throne and court attendants here
11 A lush volcanic island paradise where earth and volcano divinities once mated
12 Ancient elder sea demon god has arisen with the ruined cyclopean city of the deep

d100 
Sargassum Hazards
01 Semi-submerged walkway with small aggressive sharks guarding it
02 A colony of walruses live in the area and if upset set off a stampede
03 Toothed whale likes to beach itself here and take a few chomps  
04 Swarm of big crabs cover areas of walkway
05 Nesting huge gulls or penguins, swarm at any near eggs
06 Huge horrendous meat-eating starfish cover path
07 Sea snakes crawling everywhere
08 The path dips into the water full of stinging jellyfish
09 Giant octopus or squid lurking underwater will snatch any on the walkway
10 Swarm of killer flying fish attracted to travellers
11 Plesiosaur hiding in pool reaches out it's long neck to snatch somebody
12 Pterosaurs nest in the area and very territorial and know best walkways to attack 
13 Giant fish or know the spot on the walkway to jump out and knock victims
14 Cheeky friendly smiling dolphins put on a show distracting travellers
15 Holes in pathhome to snapping giant eels
16 Giant sealice hopping around area feeding
17 Horrible sea parasite hiding in weeds tries to latch onto prey on a narrow walkway
18 Area riddled with holes, giant isopods inside feeding fancy meat too 
19 Narrow path over pool with hungry huge tylosaurus
20 Sea sprites or mischievous sea faeries have a hidden village easy to stumble through
21 Vines growing over area attack and eat victims
22 Walkway collapses from internal rot
23 Green slime floating on water or on walkway
24 Marine plant hurls explosive pods and walking creatures
25 Marine plant sprays paralytic mucous on intruders
26 Shambling mound formed of seaweed lurks in mounds of weed
27 Venus flytrap like plant tries to snatch anybody near
28 Masses of weeds harbour a tribe of vegepygmies formed from seaweed
29 Aquatic version of yellow musk creeper with zombie thrills dominates the area
30 Vegetal tentacle mass like a living net
31 Net trap made of seaweed used by hunters
32 Trap drops stinging jellyfish onto victims
33 Fishfolk built biological harpoon gun 2d6 with trip line hidden in kelp 
34 Slimy algae-covered path easy to slip on
35 Slippery path with razor shells or coral or barnacles underneath slimy algae mass
36 Path over 45-degree slope and very slippery
37 Snare can grab foot in a noose and lift victim 30 foot into the air
38 Net trap can grab several people and lift all 20 foot into the air
39 Pit trap carved into giant kelp and covered with weed 1in6 have crab swarm in bottom
40 Narrow slippery walkway up very high can only support a certain weight
41 Windy Gail blows up making movement risky
42 Storm breaks out with rain, lightning and strong winds
43 Eerie sounding wind sounds like doomed souls gasping
44 Eerie mist covers surface of the water
45 Dense fog reduces visibility to only a few yards if you don't have a light source
46 Rough seas make kelp move and high waves crash occasionally
47 The sargassum gains mass and sinks a story or so changing possible routes
48 Feel the mass of kelp shuddering like an earth quake
49 The sargassum gains mass and rises out of the sea a few more floors
50 Area pelted with bad weather for 2d6 hours, kelp bed moving, sea and wind rough
51 Sea dryad singing on a pathway requires more lovers (d4-1 now)

52 Sea nymph wearing seaweed robes and will drop them if spotted
53 Nest of sirens will sing to attract victims
54 Sea hag in the area with magic viewing pool sends minions to collect a toll (sea trolls)
55 Fish folk witches bathing will charm travellers to swimming with them
56 Mermaids in a pool offer free sex if you jump in
57 Harpies from a high nest can see a wide area to prey on
58 Sea elf camp, elves with pets wary of strangers and make aggressive displays to stay away
59 Giggling sea faeries seemingly children try to lure followers into trap or monster lair
60 Dark sea elf has planted many sailor zombies in area to restrict human travel
61 Giantsea serpent coils among giant kelp hiding to snatch prey below
62 Seasnake in a pile of seaweed
63 Kraken hiding among sargassum to pluck tasty morsels from paths
64 Gelatinous stalker crawls among branches will track foes to attack in sleep
65 Ochre jellies (but green-blue) always devouring barnacles here on waterline
66 Floating jellyfish with many long trailing stinger tentacles
67 Giant sea scorpion lurking where path dips into sea
68 Giant marine iguana sleeping in upper branches will try and grab a snack if awoken
69 Giant lobsters lurk in pools and will scuttle out and herd prey together
70 Giant crab lurking in pool arises and snaps at people crossing a narrow branch
71 Shallow water full of giant snappy shellfish

72 Shallow water with giant coral and rocks hazardous to touch with flesh
73 Shallow water full of giant anemones and a few pet fish and crab defenders
74 Shallow water full of giant sea urchins like a child's ball pit
75 Shallow water full of giant lampreys 
76 Shallow water full of giant horseshoe crabs
77 Huge gelatinous mass covering large area eating sargassum
78 Stinking dead whale attracting swarms of gulls and crabs
79 Giant hermit crab gnawing on kelp structures blocking path
80 Area covered in huge disgusting hook mouthed worms (as giant centipedes)
81 Crab folk clan find humans delicious hunt this area for them
82 Tako octopus fairies looting treasure and scrounging for food ambush local travellers
83 Squidfolk wizard and crab folk minions seek victims to magically enslave
84 Fishfolk war band lurk by path, have old anchor they swing towards climbers before attack
85 Strange translucent pod where number of fish folk scouts live in to monitor area
86 Marine iguana folk have built a tower by their lair to watch for intruders
87 lesser sea demon has taken area as territory to menace and rule over
88 Tribe of isopod people scavenging on washed up dead whale
89 Fishfolk chanting to attract some elder horror
90 Sharkmen pirates living here investigate any signs of food or plunder
91 Wrecked survivors trying to escape crewmen turned cannibal seek help
92
 Wrecked ship of orc sailors have established a base and territory here
93 Wrecked ship full of pirate zombies ruled by a wight
94 Wrecked slave ship have been eating and using slaves to survive
95
 Wrecked ship with hungry sea slug that can track prey and smell meat from a distance
96 Wrecked ship full of marine ghouls will all go on hunt and scream if woken by day
97 Wrecked ship with a band of cannibal pirates who survive somehow here
98 Wrecked ship of cultists seek sacrifices, slaves and food
99 Wrecked ship of adventurers on way to or from plundering the new world
100 Wrecked ship of wizards and servants who seek to dominate a territory



d100 Sargassum Encounters
01 Swarm of huge fist-sized sea lice attack anything warm and breathing
02 Huge snapping carnivorous flying fish leap from water to attack (as stirges) 
03 Poisonous sea snake hiding in weeds
04 Poisonous stonefish hiding under weeds might get trodden on 
05 Giant clam in a pool hidden by weeds might grab a foot
06 Huge octopus tries to grab someone and flee into water
07 Huge crabs size of dogs come from hiding at the smell of food d6
08 Giant urchin rolling to attack d4
09 Mass of giant toothed worms (as giant centipedes) 3d4
10 Medium shark tries to snatch and grab someone near water
11 Giant sea otters playing and smashing shellfish
12 Giant lobster ambushes from water
13 Marine crocodile ambushes from water
14 Giant sea snake venomous constrictor
15 Giant sea scorpion ambushes from water
16 Giant crabs attack after coming out from weeds and water
17 Giant sea platypus protective of its patch of water uses poison spur attack if pressed 
18 Giant man o'war jellyfish floating with gasbag dangling tentacles
19 Sharkdogs, small sharks with legs for land missions used by fish folk gone feral d4 
20 Algoid crawls from a pile of ooze
21 Sea serpant writhes out of water to snatch prey and flee
22 Tylosaurus will leap out of water to snap at people on walkways
23 Plesiosaur attacks from ambush in water
24 Kracken tries to snatch a victim worm walkway
25 Giant white shark can jump 30 feet for snatch and grab
26 Sea drake (looks like leafy sea dragon) wants food and shiny treasure
27 Giant stork size of giraffe likes to impale small animals by surprise
28 Colossal sea worm writhing through kelp forest hunting (as purple worm)
29 Marine cave fisher lurks in branches of kelp above walking trails
30 Hydra either in water or on path or even above it. 1in6 regenerating type, good swimmer
31 Vege pygmy savages live inside kelp branches and protect it from animals
32 Marine goblins with canoes and coracles,  use bows and arrows and daggers
33 Fish folk hybrid cultists on pilgrimage to meet hidden fish folk colonies 
34 Fish folk warriors lead by hero hunting humans
35 Fish folk priest and bodyguard acolytes seeking magical mysteries
36 Squid folk wizard with zombie pirate servants
37 Marine iguana folk war band arrived by canoe to hunt and seek old magic
38 Marine troll hungry for the flesh of humanoids
39 Amphibious marine goblin an escaped slave of sea elves
40 Shark folk islander warriors, berserkers with long spiked shark noses like swords
41Tako fishermen exploring, greedy and cowardly but might talk or trade
42 Sea elf explorers willing to talk or trade
43 Spirit folk kin of undersea kelp forest in human form, exploring surface willing to trade 
44 Sea gnomes with shell helms with pets exploring this wonderland
45 Dwarf Vikings arrived to chop stuff and plunder
46 Merfolk changelings in human form yell angrily at humans waving their tridents
47 Tako wizard with abhuman and demihuman followers willing to parley
48 Sea elf outcaste looking for someplace safe
49 Crab spirit folk on mission from the undersea emperor to discover cause of sargassum
50 Sea elves gathering seaweed to help build an island they have been working on
51
 Sea giant of the great depths with translucent luminous flesh and horrible glass-like  teeth
52  Water elemental blames intelligent beings for being here
53 Ogre Magi and sea ogre followers looking for humanoid slaves and food 
54 Seawolves, lycanthropes who turn from humans to wolves or sharks and mix them all up
55 Were shark pirates might pretend to be friendly and share rum till nightfall
56  Seahag with her sea troll sons or some tribe of humanoid worshipers
57 Lesser sea daemon with crab claws and a squid face here to spread evil
58 Sea dragon possibly appears in human form and friendly for a while to judge humans
59 A sea djinn offers to help you with some magic food or water or advice
60 A giant fishfolk ancestral monster arises from water, hungry for sacrifices
61 Band of pirates or whalers stranded while looking for treasure
62 Band of ships crew and passengers who lost a ship and exploring a strange land
63 Wizard seeking magic secrets with band of hired sailors (greedy and cowards)
64 Mariners exploring this mysterious shipping Hazzard led by ship navigator
65 Boatload of mystery-solving kids exploring for monsters or ghosts
66 Boatload of Vikings out to bloodily search this incursion of the undersea netherworld
67 Boatload of refugees in sinking ship stranded here hoping to survive
68 Naval officer with sailors exploring area possibly to claim for the motherland
69 Primative cave folk savages who live here as nomads
70 Hunters from mix of castaways and islanders living as a tribe in sargassum
71 Robed cultists of an elder sea daemon 

72 Sea cult priest with four fish helmed gladiator guards
73 Religious cult turned cannibal sea demon worshipers
74 Witch with her favourite servants and a bronze golem searching for elder secrets
75 Heroic merchant sailor and crew searching for treasure and magic to loot
76 Teenaged prince and companions having a smashing adventure
77 Fishermen with a mermaid in a net heading back to their boat 
78 Foreign naval crew claiming this land for their king or queen
79 Slavers catching some local humanoids for livestock
80 Crazed tribe cannibal survivors turning into lycanthropes
81 Squid headed sea captain and various maritime abhuman  like crab men crew
82 Psionic jellyfish folk seek to meet humans for first time but pretty alien
83 Mermen riding seahorses offer to take you to fairyland undersea kingdoms
84 Seaweed abhumans defending the sargassum and kelp, walking heaps of seaweed
85 Starfish folk warriors that regenerate like trolls and are very hungry dressed as pirates
86 Seaweed golems commanded by a witch searching for treasure
87 Important spirit and entourage visiting from undersea kingdom and exotic guard abhumans
88 Sea dryad lives in the area and wants more slaves she has a d4-1 now
89 Sea dragon in human form as an adventurer looking to join adventurers
90 Wandering bard happy to have audience of exciting subjects for poems
91 Sea hag riding a three-headed giant vulture likes to curse and smokes pipe
92 Dragon turtle pretending to be a tiny island
93 Gargantuan hermit crab using a wrecked ship as shell
94 Glowing ghost ship with spectral minion or skeleton crew flies out to attack
95 Giant whale swallowing a ship, has multiple ships and crews living inside 

96 Shoggoth oozes from the deep looking to eat some protein
97 Walrus headed ogre warriors hungry for puny humans to eat
98 Hungry sea giant looking for dinner
99 Lich captain and undead crew seeking to recruit corpses
100 Petty sea god with cultists and followers