Showing posts with label encounter table. Show all posts
Showing posts with label encounter table. Show all posts

Wednesday, 15 July 2020

War Against The Dark Lord 3: Gossip & Treasure
























The Dark Lord what a jerk. All that propaganda and teaming up with the biggest a-holes in the multiverse and outside of it makes him even more appealing. Unlike other wars, the dark lord knows what evil lurks in the hearts of men and so he has evil bards to slander and lie and misinform rulers. Also, treasure if you can call it that is frequently cursed and mostly benefits evil people. So if you sell cursed stuff only evil people buy it so mostly it is illegal and most people break it or throw in a volcano or wave it in front of an angry dragon. It would be disappointing to hear about the dark one tracking heroes but not you.

This isn't for authentic middle earth. Its kind of a parody or a way to give your world some dark look shenanigans for a while. It doesn't have to last. There will always be yet another dark lord rising.

d20 New Laws in Face of Evil
- You heard the new crier it's the Law!
-Hang on we are the goodies right?
-Another psyop from the dark lord dream scheme team?

1 Any spies serving the enemy even unknowingly will be executed without trial
2 Anyone with orc, koblin, kobold or ogre slave is to hand them over to the military
3 Anyone knowingly selling cursed devices of evil shall be burned alive as a witch
4 All tainted with illness or mutations is to report to civic authorities
5 None on common land must wear a hood or robes fully covering the body unless part of recognised religious devotions. Any such garbed persons meeting in secret by night are henceforth witches
6 Any villain giving false counsel to their lord's enquiries in this time will be given 100 lashes
7 Anyone about their business who sees any orcs or goblins must report them to the authorities or be blinded and tongue cut out
8 All fit and able-bodied boys and men of 14 or older are to report to local headman and lord for military service, those caught evading service will be flogged and sent to the frontline with penal troops. Those claiming illness will be taken to a healer to be made fit for service
9 A new poll tax of +10% on all goods, new road and bridge tolls and town entry fees,
10 Local authorities will be stockpiling food and weapons in secure locations, ask you local village head man or woman where you will need to flee and what to take in a mass retreat
11 All spellcasters are to report to a local church authority or lords wizard to be briefed on the upcoming crisis and their new role with the crown
12 Those caught hoarding or profiteering off the war shortages, are enemies of the people and will be placed in stocks or pillory for a week
13 For their protection and the common good all halflings are to report to the civic officials where they will be transported to a place saftey
14 Curfew nobody out after 6pm until further notice
15 Flying undead minions of the dark lord have been seen, lights out after dark until further notice for public saftey
16 All newcomers are to report to civic officials for registration and to record their activities 
17 Church officials will be conducting random strip searches looking for evil signs, witch marks or cult tattoos. Only those guilty of espionage or witchcraft need fear
18 All bards are to report to civic officials and must obtain a permit to perform. Suspicious bards sewing dispair will be tarred and feathered those spreading dark lord propaganda will be burned
19 Looters or food thieves will be getting their hands cut off as a warning for the first offence
20 For the duration of the emergency in these troubled times, women may be put to work in jobs normally only allowed for men and may wear trousers. Wives must manage affairs of households and industry until the war effort is over

d100 Gossip
01 The dark lord was wronged long ago and the gods cheated him, he just wants us to be free
02 The dark lord feeds all those who join them and pays in golden treasure and magic gifts
03 The dark lord just wants to smash all hierarchies so people can be free of gods and kings
04 The dark lord gets a bad reputation, it is all lies spread by those against his rightful rule
05 The dark lord is reborn again and again and will conquer all or destroy it all if he cannot
06 The dark lord is just a title despots give themself to recruit idiots to their cause
07 Past dark lords were independently drawing on old relics and legends to claim the name
08 All dark lords were guided by fate by a single malicious spirit that survived from long ago
09 Many have called themselves the dark lord and all failed and underestimated good
10 The first dark lord was cast down by the gods but drew power from the void beyond 
11 I heard the king will just barricade towns and cities and leave the countryside to orc
12 I heard goblins are swarming again, I guess the lords will drive them off then tax us more
13 I heard the goblins were promised their old lands back on the frontier by the evil one
14 I heard the dark lord has spies and magic scrying pools alert to any against him
15 I heard the dark lord is hunting adventurers in the area just to avoid problems later
16 I heard the army is on the verge of collapse with owed wages, old weapons and the clap 
17 I heard the dark lord just wants all the demihuman scum dead then will leave us alone
18 I heard the dark lord has tainted the coin of the realm to inspire madness and greed
19 I heard not all orcs like the dark lord. Many hate him for his hopeless aeons of failure
20 I heard there are old dungeon ruins in the hill we could move into and wait this out 
21  Monsters are on the march, I'm packing my things and fleeing to a castle in the morning
22 The dark lord often preys on weak or mad rulers, perhaps he already has the king in thrall
23 The nobility have already fled by sea taken the dark lords bribes
24 If we kill the leaders and present their heads, our new master will look kindly on us
25 We should probably dust off the militia armoury and post some guards maybe
26 I have never heard so many wolves in my life howling at night
27 I saw a huge swarm of bats that lasted hours and some were gigantic
28 I saw a goblin on a wolf and I hid till it left, I was so lucky I was upwind
29 I've seen these big thorn bushes sprouting up, big things like hedges
30 I saw mushrooms bigger than my head, but they were the poison kind only goblins eat
31 The dark riders of the evil one are hunting key people the dark lord knows are a threat
32 The agents of the dark lord seek certain relics and old artefacts and weapons
33 Hey has anyone seen any writing in rocks around here? Just asking for a wizard friend
34 I heard some adventurers came by with some gems the other day, anyone know them?
35 I found a dead halfling in the river poor thing, look like had been through hell
36 I heard the fishers quit cos of all the body parts found in the river and feeding the fishes
37 Some local mines had to close because of goblins, looks a pretty bad infestation
38 Ive been hearing goblin drums at night wonder what that means
39 If you are hit by poison orc or goblinoid arrows just get away and try to treat your wounds before the venom kills you, cleaning the wounds quickly can help
40 If you find orc blades they look crude but are very practical and worth a try
41 Some of the evil leaders have magic weapons you can turn against the dark lord
42 The dark lord leaves cursed weapons around to cause trouble and spread evil
43 The magic weapons of the evil one's captains are cursed and best destroyed
44 In these troubled times make sure a priest buries the dead properly or burn them
45 I heard cackling goblin witches riding bats around my house last night
46 A goblin took a dump down my chimney fouling our gruel pot and scared the children
47 My kids say a bugbear whispers to them through the window at night how adorable
48 My children had to hide from goblins the other day playing near the creek
49 All my goats disappeared. Don't know if they knew something or got stolen
50 I've seen distant smoke a bit lately, wondering what all the fuss was
51 The age of humans is over, this is the age of the orc!
52 Even though those frontier barbarians and amazons hate us some have come to fight orcs
53 Why don't the gods just stop the dark lord forever? They really do nothing, don't they?
54 I found this cool orc dagger! Pretty nasty looking eh!, Don't touch or I willl shank you!
55 Better look out, all sorts of men of fighting age have being pressganged into the army
56 Lots of men have been volunteering to fight including lots of women in disguise
57 I'm sending my children away, this nice merchant has offered to take them to a relative in the city for only a few pennies
58 I've stuck a broke farmer but the dark lord will let me take what I want when I want
59 The lords oppressing us for years, was it the dark lord or were they bad on their own?
60 I'm sure some divine miracle will save us we must pray away the dark lord
61 I heard an amazon say every dark lord wipes out so many men that women end up being in charge more often after even though the dark lord hates women
62 Plague has broken out recently nearby, watch strangers and travellers for the pox!
63 If you kill any orc they come back as zombies that never die, we have no hope
64 These bigger barbarian orcs seem mostly after the dark lord's wizards for some reason
65 In the early frontier days people enslaved and hoped out goblinoids and orcs, and people wonder what the monsters beef with us is like we didn't get rich off their dead
66 We raid their dungeons and caverns and villages they raid our farms and roads and towns
67 All kinds of monsters were less horrible before the dark lord was around
68 All the gods and powers lording over humans and twisting us with hatred and impossible standards, one day we will kill them all
69 The good gods love the dark lord, he proves why we need to worship or perish
70 The dark lord in the past depended on artefacts, destroy the key ones and we break him again
71 Even when we drive the dark one back we have to finish him and destroy his form and try to stop his essence escape again to be reborn
72 Wouldnt the real dark lord not admit it and accuse someone else of being him?
73 The lords of hell don't really support the dark lord, he does things to souls they don't like
74 The dark lord was long ago imprisoned in hell if only he could be again
75 You know I've never seen a woman orc work for the dark lord, wonder why?
76 The new dark lord has wizards that make orcs from alchemy and vile muck in great pits, the new orcs all men are armed and trained by brutal veterans to kill and fight in a few weeks
77 Lots of barbarian orcs don't like the dark lords or his wizards and how they "make orcs" and brainwash their creations into slavery under a proven failure
78 When I was lost underground in caves for a few years I met orcs that were as human as anyone
79 The dark lord is anti-life, he hates natural procreation and anything that lives without his consent
80 In the coming age of blood and fire best get on board with the dark lord who will control demons and undeath against his enemies
81 We caught a wizard poking around the graveyard last night, got him while trying some spell
82 Someone tampered with the sanctified area of the graveyard with unholy water and faeces. Hope we can get a priest in before zombies eat us
83 Someone painted bloody symbols of evil on the church door last night and naked people were seen running around the place then into the woods, bloody witches
84 The blacksmith just got some of those black metal weapons the orcs use in the shop
85 Orc goods work fine and put up with punishment but they sure are ugly and sometimes have rough edges. But worse of all its cheaper than anything I can buy locally, they would ruin us in a trade war
86 Orcs mostly fight and goblins act as, mostly skirmishers, archers or labourers. Goblin farmers grow fungus and have many useful domestic animals
87 Orcs don't like hobgoblins or bugbears around much and keep their goblins from changing into them by preventing goblin cannibalism that triggers these changes in times of war
88 I heard there is an orc legion in service to the lords of hell fighting the dark lord
89 The dark lord bound many demons to his will and chose them as the most vicious and willing to turn on each other, hell was to organised and united to let this happen to devils
90 The dark lord seriously cuts into hell buying and selling souls which they dislike 
91 I knew a guy who was a dark lord cultist and gee was he a stupid selfish maniac bastard. Who would join a club like that? Glad I told the inquisition 
92 Lots of those dark lord orcs made by wizards have never even seen a woman, confuses hell outa them. The dark lord didn't tell them any facts of life so old orc mercenaries teach em everything which is probably crap poor bastards
93 Goblins are not so bad in their own lands but they often end up bullied and enslaved by elves and orcs. The more hobgoblins and bugbears the more free the goblins are from other races and in conflict with them. But hobgoblins and bugbears often take over or replace goblins and predate on weaker kin. So they trade one master for another quite often
94 Over the ages, each dark lord has been weaker but the world gets more broken and some things are lost to us forever destroyed by the evil fury
95 There are plenty of other ancient evils and wicked gods out there who are far more subtle and don't die again and again and don't risk losing
96 Werewolves are around again, spread by the dark lord amongst us, look out you might know one
97 Has anyone seen any halflings lately, one borrowed my bucket and I was hoping on finding them again, there is a beer in it for you
98 The dark lord is just a shadow of a servant of one of the old gods living beyond his intended purpose by black elder magic he was never meant to wield 
99 Once incarnated in a new host body the evil one begins to diminish in power. He resists fighting directly using greater fire demons and elementals and dragon
100 The dark lord allied to the tainted bloodline of dragons long ago and most dragons hate him and sometimes they destroyed past dark lords. Shame you don't see dragons no more

d100 Treasure
01 Manbane poison, coats one melee weapon or ten arrows for the first hit, hour later victim saves or takes a d3 poison from septic wounds per wound. Made by goblins 25gp dose 
02 Goblinbread a type of tasty spongy fungus used as rations and keeps fresh or can be dried 1sp a day
03 Berseker potion starts a d4 rounds after drinking lasts one turn, addictive 25gp 
04 Wellbane, pollutes a well with a dose,
 lasts d4 days if water source replenished, drinkers save vs poison+2 or d4 days diarrhoea and vomiting and dose a d3 HP per day 25gp
05 Siege mine 8d6 (-1d6 per yard from centre, save halves) to breach wall or gate by berserk suicide bomber 30lb 300gp
06 Orcsalve heals 1HP but stings enough to make children cry for hours, comes in a wooden box with d6 doses 30gp
07 Firecrackers make lots of noise come in strings 
of 25 and goblins love them for 12gp
08 Blackbriar seed, grows a thick 3m tall and wide bush over a d4 days, experts groom them as they grow to shape into fortifications for 25gp
09 Horsebane seed, planted by goblins to kill horses painfully over a d3 days if they fail a save, a handful of seeds can plant 2d3 patches, 5gp but most people destroy it
10 Catnip is loved by every pussy in the land but also bugbears and it makes them, mellow playful and then sleepy. An ounce of catnip is only one sp
11 Goblin dagger, curved black iron foot long blade +1 on hands of chaotic evil user 250gp
12 Goblin small sword, curved black iron two foot long +1 on hands of chaotic evil user 350gp
13 Goblin shaman sickle all plants and mushrooms cut remain fresh a week 1000gp
14 Goblin Arrows, dozen in a bundle all treated with Manbane (see 01) 25gp
15 Goblin Shortbow +1 on hands of chaotic evil user 600gp
16 Spore grenade 2d4 over 1 area save or choke a rounds 40gp
17 Potted alarm fungus, screams if disturbed by noise or movement for d4 rounds 40gp
18 Goblin lords helmet, a finer than most silver inlay 
with boars tusks small pot helm for small races or a child, +1 Protection and improves reaction with wild boar or pigs by +2
19 Great Goblin Clever, 2d4 damage, hacks off a random limb on a natural 20 roll and causes  1HP per round blood loss until dead or treated, bugbears love these 
20  Goblin spider web net, can only be thrown once over 1 area and all within make a STR save to resist or trapped for a turn or freed with a blade or burned off causing 2d4 fire damage to all trapped 40gp
21 Bats in a box, 3d4 messenger bats in a box can be trained to home in a new location or fly to the dark lord command post, a d4 scrolls are usually with it 40gp
22 Bat swarm in a box, a 1 yard square wood crate containing a swarm of blood thirsty vampire bats who attack anyone in area when released, good for traps or dropping on victims 90gp
23 Giant bat and riding harness, AC+3 HD 2 D6 bite Mov 3 or 18 flying for a small humanoid 150gp
24 Wolf puppy, only a month old with 
1HP and misses mum 12gp
25 Warg wolf puppy, already has a d4 HP 150gp
26 Goblin hound, AC+3 HD 1 d4 bite Mov 15 has night vision and eats bugs and slugs
27 Baby giant spider in a cage, will grow bigger and it is already starting to talk 60gp
28 Orc horses are fierce war horses bred with orcish blood and cruelty, fearless but hard to control and it will eat meat and drink blood if it can or really wants any. Ugly as sin and mange covered AC+5 HD3 Bite & Hoofx2 d6 each 90gp
29 Zombie pony, not very fast, smelly and revolting but obey instructions without fear just half speed. Stats as a zombie just a quadruped and it tramples for a d8 120gp
30 Bone golem horse, used as mounts for heroes of necromancy and undead, AC+5 HD 6 Hoofx2 2d6 obeys first intelligent non-living evil one to mount it once old master killed 4000gp
31 Orc dagger, iron black bladed, serrated and saw-toothed wickedly, over a foot long, +1 +2 vs elves, if wielder not evil save or turn evil once blood spilt 300gp
32 Orc black scimitar, iron curved sword, with vile runes, three foot long +1 +2 vs humans, the wielder becomes paranoid when humans near with a failed saving throw 600gp
33 Orc iron blade, a straight sword over three foot, brittle and shatter on a natural 1 vs metal armour, +1 vs elves, faerie brings or demons 200gp
34 Orc Morningstar as mace but 2d4 +1 vs elves, faerie brings or demons, more durable from the dark lords iron orc blades 300gp
35 Orc black spear, with a black iron head and corrupted wood from an evil tree, d8 +1 vs elves, all wounded by it save vs poison and take a d3 one hour later. Wielder of these die much younger 600gp 
36 Orc Lord Blade, ingenious hight quality and brutal design, praise to the orc gods in old orc runes, grey steel d8+1 all with simple mean names like 
gutbiter, foesplitter, orphankiller  1200gp 
37 Orc Lord Spear, grey steel on a ash haft, dedicated to the orc lord, +1 plus when an elf withing 1 range head ignites with screaming hatred and does a extra d3 fire damage as long as a living elf is near. Only Lawful Evil can weild it or the touch burns for a d3. Some orcs kept a live elf on a chain to keep the spear angry 3000gp
38 Bow of the Orc Lord, a great twisted composite bow that can three times a day turn an arrow to a 2d6 magic flaming arrows 1200gp
39 Mace of the orc lord, a great flanged mace +1 +2 vs elves and demons, on a natural 20 a struck living victim must save or is blinded for a d4 rounds their eyes shrouded in magic darkness, only a lawful evil user gets the benefit of the blindness power dedicated to a orc night goddess 1600gp
40 Shield of the Orc Lord, +2AC and provides +1 to all saving throws, runes evoke a treasure hoarding burrowing orc ancestral demon, 2000gp
41 Silver Star Ring, given to elves as a trick long ago, can cast cure light wounds and light once a day, each use the wielder save or a wizard of the dark lord will begin spythem and inform local minions of the dark lord where the ring is 3000gp (1000gp if dark lord active and curse known)
42 Bronze Heart Ring, 
given to dwarves as a trick long ago, three times a day for ten minutes the ring can detect gold of over 100gp value withing 3 range or only 1 through rock. If over a 1000gp is detected the dark lords wizard minions know where the gold is too now and the wielder must save or develop a mad craving for the gold 2000gp (1000gp if dark lord active and curse known) 
43 The Golden Crown Ring, given to human nobles long ago to curse their lines and a few turn up occasionally and none know the true purpose. The wielder gains +1 CHA while wearing it but if left on the finger of a deadman they arise as a wight and seek to murder their families for the dark lord. 3000gp (1000gp if dark lord active and curse known) 
44 The White Gold Ring, was made to tempt wizards to the dark lord, it can store one 1st level spell and acts as a ring of protection +1, but at the next full moon, the wielder must save or is cursed to turn evil. Each month they get a new save
45 The Red Gold Ring, was given to border lords to ruin frontier defences. The wielder has +1 damage on all melee attacks on foes that bleed. But at the next solstice
, the wielder must save or is cursed to turn evil. Each quarter solstice they get a new save 2500gp (1000gp if someone knows about curse)
46 Cloak of the Wolf, with this pelt made from a dead werewolf in golf from the curse, can be given to a new victim. The cloak and cowl look mighty but anyone claiming it must save at the next full moon vs curse or they will put it on and become a lycanthrope. When a werewolf dies his brothers make a cloak and dark priests curse it and the items sold or left out for unwary to find 200gp (1500gp to a maniac who wants to be a werewolf)
47 Wyvern Rod, iron sceptre with a wyvern design coiled around and a green or violet crystal on top, the wielder can speak to wyverns in their tongue and has 2d6 charges of a charm wyvern ability for a day. Any wyvern once affected is immune the same charm effect rod
 which can get a tamer in trouble if they don't earn the beasts trust in a day 15000gp
48 Violet Wand holds 3d10 magic missiles but if a non-evil person fires at an evil person the missiles strike the wielder instead. When charges expire crystal cracks and a wizards soul escapes 1500gp (1000gp if properties understood)
49 Viridian Staff holds 2d10 charges one charge can cast burning hands and two charges can cast fireball. When the staff expires the gem cracks and a wraith escapes to attack the wielder and the dark lord gets a glimpse of them, If the staff is deliberately broken the wraith is free also 6000gp (or 3000gp if properties realised) 
50 Iron Crown worn by ancient rulers of men who served past dark lords. The wearer gets +1 INT and can cast comprehend languages three times a day. Anyone reading forbidden lore even mentioning the dark lord attract his gaze and he will arrange for them to find more corrupting lore at least once a month requiring a save to resist reading and turning evil 3000gp to most (1000gp if curse known)
51 Manpiercer is a great juggernaut with a magical balistia able to fire a 4d6 bolt +12 to hit every three rounds 20/40/60. The Juggernaut is AC +5 HD 10 and can also run over enemies for 2d10 damage with wooden roller wheels. The machine is filled with the spirit of malice and acts as a shrine to darkness used by evil priests. Anyone selling one who claims they can be controlled is a liar. When the dark lord slumbers they gather dust in hiding. 10000gp would be fair if it was under control, and they are smart enough to lie
52 Doomhammer a great juggernaut battering ram worshipped by orcs as a petty god with its own priesthood. The great engine is fueled with blood and it has been abandoned but not destroyed. Most gates cannot hold against the machine beasts great iron beak. The Juggernaut is AC +10 HD 30 and tramples victims with its rollers for 3d10 but moves only 3. 10000gp was promised to any who could rid the world of it by a past king (I'm sure the heirs will honour this happily)
53 Battle cart is a small wagon with six black powder barrels all fired at once on a 30-degree arc, good for mass combat and defence or could be wheeled into a dungeon. AC+5 HD 6 Mov 6 with men pulling or 12 with ponies or oxen. Within 30 yards everyone takes 3d6 damage save for half, 31-60 yards everyone takes 3d6 damage save for half and 61-100 save or take a d6. The device usually has a 4-6 man crew and takes 15 minutes for four loaders to ready for a shot.  6000gp with 120gp per volley of shot and powder
54 War mine a black spiked metal sphere used to destroy fortifications or natural features. A suicidal operator lights the short fuse and is killed in use. 8d6 reducing 1 dice per yard save for half. 1200gp operator not included  
55 Iron Hand grenade 2d4 
+1 damage vs elves or demons over 1 area save for half, throw after lighting the fuse and run, on a roll of one to hit explodes in the user's hand 100gp
56 Great Gun of Spite, a swivel-mounted gun attached to a waggon or settlement or ship or wall, fires a 3d6 ball once every 10 minutes with a crew of 2 to fire or move it, 10/20/30 range. Goblins like them but need double the crew and blow up on a 1 to hit roll. Good orc crews don't fumble and fire twice as often 2000gp for the gun 10gp a shot, 
57 Brass Beast Cannon, an ancient weapon shaped like a great bellowing beast, requires 6 oxen to pull it and a crew of 12 to operate. Once per hour the great gun fires a 10d6 cannonball mostly at walls rather than troops 20/40/60 range. It can only fire 12 shots a day or risks exploding. 20,000gp 200gp a shot 
58 War mortar, these crude indirect fire artillery pieces that a spotter can see incoming and a save can avoid the 6d6 damage with poor accuracy over half a mile, each require a wagon to move and another for stone balls fired and a care 6 to operate and 6 more to help move and act as spotters. More effective for buildings, than living targets, orcs working on explosive and gas shells bur maybe next dark lord. For now most crews poorly trained (-4 to hit usually), slow (fire ones per 10 minutes) and have fatal accidents on a roll of 1 to hit. 4000gp for weapon and 50gp a shot not including transport wagons or crew
59 Thunder shouter iron cannon, a older crude siege cannon requiring a waggon to move and a team of six to operate. It does 4d6 damage 10/20/30 once per hour and explodes on a roll of 1 to hit. Once assembles of the wagon aiming and adjusting it is very awkward so mostly iyt is used on gates and walls not live foes. 3000gp for weapon and 50gp a shot
60 Trebuchet the ultimate long range war weapon, often built on site by siege engineers it can hurl an ox or a half ton of rubble damaging walls and harming panicked victims, Burning missiles or plague corpses are alternate ammo. a 40 tonne wooden monstrosity requiring a crew of 70 to move it or half that to fire. 10/20/300 range 10d6 damage indirect fire every 20 minutes. 1500gp and half the crew gather missiles. Smaller ones are more common with range 30/60/100 4d6 damage only and a crew of 10 firings once every 10 minutes for 600gp
61 Necromancers sacrificial dagger +1, a victim murdered in a ritual has soul taken by the dark lord, immediately after the necromancers, next undead making or summoning spell calls undead with a minimum of 5HP per HD 1000gp 2000gp to necromancer
62 Necromancers wand each use in a un sanctified burial place revives a skeleton warrior that will serve the maker as long as they serve the dark lord. Otherwise the skeleton attacks. d100 charges  1500gp +10gp per charge
63 Necromancers rod each use in a un sanctified burial place revives a zombie warrior that will serve the maker as long as they serve the dark lord. Otherwise the zombie attacks. d100 charges  2000gp +20gp per charge
64 Necromancers ebon ring from serpent folk in the ancient times before humans, the ring can conjure a dozen 1HD spectral minion once a week for one hour that obey your mental commands. The ring bearer the night after saves and if they fail they are contacted by the elder wizard got Tsath-Thogg-Ark who will visit the user in their dreams. The demon is a second save is failed inflicts a greater curse turning the dreamer turning them Lawful Evil alignment 4000gp 10000gp to a serpent folk wizard or cult
65 The Book of Damned Souls, a primer for necromancers with a spell collection of a 5th level wizards that can be decoded from the poison pages. Every night read save or lose a Point od CON for a month. Full of theory and notes on friendly demons and dragon allies to the necromancer cause in the days of ancient Exilon. The dark lord has been printing copies and helping a ncromantic college thrive under his tutorledge 2000gp but banned by church
66 Necromancers orb used to communicate with a network of evil wizards that were gifts from the dark lord who spies on them all. If touched the dark lord sees you but mostly he won't care. With a turn handling the orb they may message other wizards through their orbs to see who is in. A normal person touching it sees hypnotic lights and if they fail a save stare at the ball for a d6 hours when they get s second save or are cursed with becoming chaotic evil 10000gp to any necromancer or undeath cult and quite a lot of evil customers want it. If the crystal is shattered it releases a hungry wraith bound inside by the dark lord and linked to his will
67 Necromancers staff, made from undead treeant wood with iron strips which meet at the top and hold a violet or green crystal. The staff is +2 and an evil user has protection from good 3 times/day. Once a day it can raise a dozen zombies from available corpses without proper burial by sacrificing a 1HD animal or person. Any touch necromatic spell can be channelled through the staff and added to damage from a successful hit. 3000gp to most people, 4500 to evil people
68 Death Knight Blade, wielded by greatest warrior undead heroes of evil, these +3+6 vs good blades have the following powers: darkness 3 times/day, call lightning once per day, invisible to undead at will, charm undead once per day, ice storm once per week. Each has a name like Soulcutter, Woundmaker, Heartpiercer, Braindasher, Foemaimer. Each belongs to a great deathknight hero who have habit or returning and always know where their blades are. The weapon works for anyone but if a good person draws blood they must save or they are become violent berserker who never let sword leave them and grow to delight in killing with the sword. For an evil user the blade LE spirit advises the user and is in fact a bound devil who escapes if the sword is broken by dragon fire or wizards ray, the demon is free. 10000gp but most sane people would avoid it if they knew what it was, a timebomb
69 Black Iron Crown of The Lich King, allows the wearer to mindlink and see through the eyes of any undead they create while wearing the crown. Enables them to give instructions by remote to minions. For living users it is addictive and the wearer must save each hour of use or suffer the curse of necromancers, obsession with death, immortality and repulsion from life a cancerous weakness. 10000gp to any necromancer or undeath cult and quite a lot of evil customers want it unfortunately and dragonfire is said to destroy it
70 Lich Kings Mace, more like a +4 two-handed d10 maul for a human, +d4 damage on good-aligned victims, on a natural 20 to hit a pulse of ebon energy arcs strike all living in 1 range radius. All victims save or be stunned, under 1HD beings die of shock. Any good person holding takes a d4 damage a round from ebon sparks. Any evil person holding it must save or will devote their life to lichdom as a priest tor wizard and they will kill anyone in their way 10000gp to any necromancer or undeath cult and quite a lot of evil customers want it unfortunately and sending it back to the underworld almost succeeded once
71 Iron ring of the master, +1 ring of protection that drains 1HP each time that single plus makes a difference in success. Older dark lords could reach the minds of luitenants through these but his essence is too diminished to do anymore than sense them in 100 miles now 1500gp to evil or those who don't see problems or 800gp to those who know the risks
72 Dark crystal of the Master, a fragment of a past incarnation of the evil one now a jagged black-violet stone on a black steel chain. The gen can be used to commune with the master once a day at night for ten minutes but you better have something. The master can cast one 1-3rd level spell through the wielder during the communion session. Anyone wearing the gem becomes tainted and gets a save per day or is cursed with becoming evil
73 Curse Arrow of the Dark Lord, +2 arrow if hits victim saves or loses 1HP per ten minutes  for a d12 hours of fevers and halucinations of dark shadows grasping at the victims soul. The victim gets another save after death or becomes a wight. 400gp have a nasty reputation as cruel so assassins all want them. 
74 The Dark Lords Creed, a book of the past dark lords and powers useful to predict him, or find his relics or weaknesses. Sought by his many enemies 1in6 are actually cursed copies that anyone reading for 8 hours must save or is cursed to turn evil, seduced by the evil ones service 2000gp
75 Shadowlords Helmet, summons a d6 shadow mastifs by night once a week who will obey an evil person or just attack any living beings they can catch. One hero would call them shadow hounds then lead them on horseback towards enemies then flee. The wearer can see in nightlight and ignores magical darkness or silence. Silver engraved helm pointy full helm providing +1 protection. Many past wielders died using it a gift for enemies long ago 4000gp breaking it releases a d6 bound shadow masiffs
76 Nightblade, a former gift to mortals from the dark lord, fine silvered steel +2 +3 vs devils and lycanthropes. Drawing blood with the blade awakens a deceitful spirit and the wielder must save of come to love the blade as an extension of their own body. On death the wielder becomes a wight in the service of evil and the sword becomes unholy black metal +3 +d3 damage vs good beings and detects living within 3. The weapons fetch a good price of 4000gp on sight of basic properties but no decent person would knowingly own one
77 Dark Lords Mantle, a suit of evil black plate with a spiked crown, battered and etched in ancient orc runes. Seemingly just a +1 suit, when worn complete the wearer must save, on a success they can pull it off in time with a struggle, with a failure the victim is turned into an orc and cursed with evil alignment 1800gp but orc will pay a bit more
78 Flowers of Malor, jewelled hair piece of ancient elves, corrupted to trick and taint elves. Elves seeing it save or will kill anyone to obtain it for their own elf clan. They will take it home and present it to their leaders to spread the dark lords corruption. Anyone wearing it has +2 CHA and can cast charm person three times a day. 10000gp to elves 5000gp to others
79 Chest of Teeth, a stout chest with 75+d100 necklaces inside made from from teeth, many unidentifiable and some with runes or human hair woven cord. Each necklace seems of approximate same value and in the past many such chests have been found. Chests of ears or finger necklaces was found before. Wearing one gives wearer +1 CHA to evil beings and -1 to good beings. The dark lord gave these to barbarian warlords who divided them amongst their kin and aid in their corruption. The chests mysteriously vanish a few days after being emptied. Each necklace sells for 100gp or more
80 Sceptre of Wrath a +2 Mace that an evil user can cast hold person three time a day, used by evil wight priests who ride undead wyverns. Wielder saves or his whispers of the dark lord and when life near death the dark lord will reach out to them offering aid which includes severing the wielders relation to their god 4000gp
81 Halfling Marsh Weed, comes in pouches for 4+d8 days, induces mild euphoria making user quiet and happy and eat only half as much and march a full day 30gp with a clay pipe
82 Entwater, fluid collected in hollows inside of a treeant for months, drinking it ads +1 Con +1 Str and d3+1 inches. It also makes you +2 save vs any dark lord items or relics, only usable once per person, and needs to be consumed in a d6 months with treants in a ritual if they like you. How any got to market was probably by theft 3000gp potion
83 Elfblade, shortsword glows if orc or goblin within 3 range and +1 2000gp
84 Moon Arrows, +1 silver arrows +d4 vs undead and lycanthropes, made by the elves come in quiver with a dozen 1000gp
85 Light of Vulnavia, bottle of liquid light usable as hole water and protection from evil 1 radius as long as light can touch. Light overcomes all magical darkness in area and shadow or darkness beings or undead take a d3 per round in it's light. Crystal bottle may smash bathing all in 3 radius the effects of the light for a final round as the light is lost to the world forever. 3000gp
86 Iron talisman made from a nail, belt buckle or horseshoe provides protection from evil to the wearer for an hour a day when rubbed and worried. 1500gp
87 Mithril elvish chain, +3 and no encumbrance, 7000gp
88 Curse Eater Fetish, made by wild folk, the idol tricks a curse or evil relic to transferring the evil magic to the idol. Then the idol should be burned or buried or thrown in the sea tied to stones. Ugly wooden idols with hair and stone inserts 600gp
89 Circlet of Sirilon, simple white gold circlet gifted to humans that aided and served elves in ancient wars with the dark lord. Some have resurfaced.+2 protection and a good character can cast light three times/day and cure light woulds three times/day. Each full moon the wearer saves or becomes cursed with good alignment 6000gp  
90 Wolfbane, a silver +2 battleaxe, +4 vs werewolves and detects werewolves in even in human form within 1 range. No effect vs other lycanthropes. 3500gp
91 Starlight Medalion, belonged to a star in the dawn age and only usable by a lawful good being. An evil or chaos touching it takes a d4 per round. Under a full moon once a month you may commune with the star spirit. Each has a separate name written in the angelic LG language on their medalion. The wearer can cast Invisibility to undead three times/day, Create Food and water three times/day. 6000gp
92 Heartstone, shining jewel kept in a lead box that magically hides it from detection. It casts a light 3 radius when opened and all in sight are cursed if they fail a save to more obsessed with alignment and impossible standards of planar perfection. If they are nuetral or non aligned they can roll a random new alignment. The light dims after this effect, the lid closes and the box vanishes. This was created by the spirit of malice to create more conflict in the cosmos 2000gp to those who know what it is, usually some idiot opens it, becomes more fanatic and the stone and box move on
93 Angels Trumpet, a 2 metre long trumpet of brass with runes of law and good. When called it summons a minor fiery cherebim to smite all who are not living to the impossible standards of heaven.If LG you are spread, if evil you are slain, if any other alignment save to think pure thoughs or be destryed. The angel may scan those bowing with ESP for impure thoughts and the mortal may make a save to think pure enough. After it takes the trumpet, 3000gp evil people would destroy but it takes dragonfire
94 Harp of Calmoron, silver harp of the star spirits left on the world as the gift of music. Play the music the owner most desires which often depends on alignment. If Lawful Good or a bard you can cast Comprehend Languages 
three times/day. 10000gp but even divine beings want this thing that all beings find pleasurable 
95 Splinter of Woe, a broken adamantium spike that is shaped like a crude shortsword +4. The blade once tasted blood for the first time in a day screams for a round and animals or normal creatures under 1d8 HD save or flee for a d4 rounds. If it slays the material form of a outer planar being it cannot reform for 30 years 10000gp
96 Sickle of Chaos, adamantium sickle +2 or +4 if a mutant and chaotic. If the mutant wielder kills a mutant they may swap a mutation with the corpse if it fails a saving throw. Mutations must be of same type minor or major. A mutant hero can use this to purge weak mutations and get better ones. Non mutant wielders make a saving throw a month or get a minor mutation a month and if they get more than their level they morph into a mindless shoggoth 10000gp to a mutant ("haha will never happen" sez a merchant) or 2000gp to most people
97 Seed of Alloril, from the first oak tree blessed by old gods and faeries, if planted becomes a full grown oak tree overnight 60 foot tall. Each night a patch of younger 30 foot high trees will grow and over seven days becomes a circular forest a furlong wide (600 yards or metres). Faeiries used these to plant forests in the dawn age. Killing the first tree at any time stops the process. Animals and possibly faeries or a treant will occupy the woods. Druids will sanctify this wood promptly. 5000gp  
98 Stone Witchblade, +2 stone dagger, a splinter of stone broken from a holy place by a prehistoric witch and bathed in blood of a demon. If a 1HD talking being is sacrificed in a ten minute ritual a minor demon is summoned. The first demon is a quasit that offer to make a soul pact and if rejected seeks revenge. Later demons are more stupid more agressive types that the summoner must bargain with. The demons desire permission to be released into the world to do as they please after one service. The dark lord would have witches summon demons all day long 10000gp 
99 Stormkettle, a five gallon cauldron with a lid for cooking if a sheep wool, a bat and a newt are placed in and it is boiled on a fire in a 3 hour ritual the local sky spirit must save or unleash a dangerous storm till dawn. The knowledge of the kettle is a secret of witches and requires three to operate the procedure 5000gp
100 Bone Whistle, if blown near navigable water, at nightfall a ferryman in robes in a small one passenger skiff and offer a ride. Anyone placed in the skiff is feried away to another world as determined by the boatman, often fairyland or hell or whatever. The ferryman demands a coin and the whistle. 10000gp

Monday, 15 June 2020

d100 Stone Age Tunda Encounters + Gamelog





















So sorta like the Beringia landbridge tundra with patches of forest, permafrost, grasslands but also animals like flightless birds roam here. Mix of Pleistocene and Eocene animals, mostly mammals. If plants got across bearing crossing and tortoises got into Norway and UK rapidly after glaciers left I wonder about non-mammal crossing but oh well. A sea or a night time table might be good and a bit more spooky.

DnD dire wolves more Tolkien than real. Real dire wolves are not that bigger than regular wolves but science says they were dumber and more were caught in tar pits than more modern wolves who live in the same place but didn't keep getting stuck in tar. But here I mean DnD ones. LOTR movie ones are more hyena-like. Giant beavers and Lynx in ADnD are smarter than most people realise. I'm fine with this or even that a % of animals are intelligent and potentially use magic.

Tundra ain't all permafrost and snow. It has woodland, seasonal grasslands, streams, frozen marshes, rivers, glacial gravel heaps, areas of stones and moss, hills, ravines and more. The remnants of prehuman ruins in mountains and even advanced stone using peoples and monolith makers are rarer here with mostly nomad peoples. Many grandparents note trees have increased on mountains and spread along tundra plain rivers. The elves have been busily reforesting the planet after the dim light in the age of the monster ruled era. 

Lone strangers are to be treated with caution. Many supernatural beings appear as loners as do wicked outcaste magicians, lycanthropes and worse. Some don't take a risk and slay loners without any familiar tribal markings. 

a few interesting links
http://www.prehistoric-wildlife.com/species/e/embolotherium.html
https://www.nps.gov/articles/aps-17-1-4.htm
https://www.cbsnews.com/news/climate-change-permafrost-arctic-animal-herds-pleistocene-park-siberia/
https://www.theatlantic.com/magazine/archive/2017/04/pleistocene-park/517779/

Found a funny essay surprised hominids ate so much rabbit for so long and would bother. As rabbits are very easy to catch kill and skin in less than a minute and digging them up is easy I was surprised but I guess most assumed everyone eating megafauna and big animals.

Most recent game had cave people make friends with civilised lizard people who encouraged the tribe to drive out white apes, snake tribe folk (these serene lizards hated bossy snakes) and giant spiders in area. The elf and halfling spent some time scouting ape areas with lizard men temporary followers two scouts with darts and a monk with an obsidian naginata. Invisibly sneaked up on and killed shaman and his baboon guards and a bunch on spider monkeys. Found potions and fetishes and human skins in the shaman shack. then returned to lizard monastery triumphantly.

Spent some time studying and the elf read lizardfolk wall texts and learned the basics of spoken language. 
The halfling had become a druid  and learned a puffball spell and the elf had learned fireball was keen to test it. So they went ape hunting and killed a number of small foraging groups then returned to the ape stone circle where they killed the shaman. They fireballed mourning white apes in the shamans ancient stone hut and killed many of the ape tribe heroes. The apes had a great setback and the lizards gifted tribe with some crystal daggers and a crystal that could store one cantrip spell for anyone to cast. Lizardfolk welcomed tribe entering valley and offered them the evil spiders cave. What could go wrong with mostly human colonists? Well better than stinking white apes and giant spiders. 

On way out of valley they killed spiders and returned through the secret valley entrance back to the icy tundra. Thinking of recruiting unwanted peoples of the frozen lands and bringing some back here where the food is plentiful. Next game contacting more of the local tribes.

d100 
Stone Age Tunda Encounters
01 Remains of a camp possibly of strangers in territory recently
02 Remains of camp whare a friendly tribe was a d4 days ago
03 Remains of a fresh kill picked at by vultures and jackals
04 Lions eating a huge beast wary of thieves near kill
05 Baboons picking at bones left by other preditors
06 Ape folk eating a kill furious at any rival humanoids
07 Mammoth stuck in a pit attracting sabretooth or d4 dire wolves
08 Assemblages of bones or shellfish left by primitive ape hominids
09 Bees in area, skilled survivor can find d4 kilos of honey
10 Rabbit or ground rat burrow complex
11 A herd of elk or reindeer 1in6 followed by tribe or preditors
12 A herd of mammoth 1in6 followed by tribe or preditors
13 A herd of bison 1in6 followed by tribe or preditors
14 A herd of auroch cattle highly aggressive to any preditors
15 A herd of ponies 1in6 followed by tribe or preditors
16 A herd of goats or sheep 1in6 followed by tribe or preditors
17 A herd of camels or llama 1in6 followed by tribe or preditors
18 A herd of brontotherium 1in6 followed by tribe or preditors
19 A herd of musk oxen 1in6 followed by tribe or preditors
20 Flock of giant moa like herbivore grazing flightless birds
21 A giant ground sloth grazing
22 A glyptodon near huge burrow complex
23 Giant beavers creating a lake from streams and marshes
24 Giant anteater tearing apart huge ant mounds
25 Flock of game birds or wetland birds if water near
26 Giant porcupine lumbering about
27 Grumpy woolly rhino hostile to the smell of humanoids or fire
28 Pack of ferocious ground squirrels pour out of holes to drive away enemies
29 Thousands of small migrating birds
30 Boar and d4 females and 2d6 piglets will eat anything
31 Giant eagle will grab humanoids by the head and carry off and possibly drop on rocks
32 Flock of terror birds out hunting
33 Huge lone sabretooth hunting mammoth or anything really
34 Cave lion pride most often females hunting
35 Giant lynx or bobcat skulking about 
36 A pride of sabretooth spotted leopards-like cats 
37 Pack of wolves out hunting, cries will draw more in and may follow prey gathering numbers
38 Dire wolves obviously following 
39 Wild dog pack (formerly domesticated and gone wild) 
40 Jackals (Coyote) mostly avoid humans but might follow to steal scraps
41 Giant weasels or otters if need near water
42 Cave Hyena pack the cowardly following for scraps to scavenge or steal
43 Hyaenodon pack prowling 
44 Entelodont (terminator pig) roaming about terrorising animals
45 Bear dog or sarkastodon roaming alone

46 Paraceratherium roaming 1in4 has a calf it protects otherwise it ignores humans
47 Grisly bear 1in4 has a d2 cubs
48 Polar bear 1in4 has a d2 cubs
49 Cave bear 1in4 has a d2 cubs
50 Giant owl try and snatch smallest party member
51 Giant carniverous ape on prowl often near a family group of a d4 with d4 children
52 Primitive ape folk tribe who use fire but don't make it and use simpler tools
53 Scrawny ape folk who live in trees scavenging meat and fear fire
54 White ape tribe hateful of humans who they eat and sacrifice to demons
55 Nomadic tribe of human hunters following herds (one of the great tribes)
56 Cannibalistic ape folk hunting for humanoids
57 Lone abandoned disabled old person, 1in4 has an unusual useful skill 
58 Shamen on a quest with a d4 unusual followers and pets in camp
59 Degenerate albino subterranean semi-humans hunting on the surface world
60 Wandering band of mutants shunned by tribe, 1in4 serve chaos demons
61 A lone pine elf scouting tundra and planting tree seeds
62 Halfling trappers prowling will hide and spy shyly on strangers but may trade
63 A grubby naked dwarf with a stone axe banished from the home clan and hungry
64 Gnome spies on strangers from burrow hole with huge ground squirrel friends
65 Dark elf full of malice 3rd level with invisibility spell will follow victims to kill in sleep
66 Grubby hairy all over dwarf cannibal berserker from Underland 
67 Ugly lost gnome in a strange suit and goggles from Underland knows no surface speech
68 Nasty cannibal halflings lure victims in close for ambushes using treachery 
69 Tiny fairy folk use tiny d3 arrows to drive away giant intruders from area
70 Dryad or satyr looking for love has d4-1 enthralled lovers now
71 Kobolds from underworld 3d4 exploring surface with a pet
72 Goblin hunters looking for smaller game and mushrooms 2d6
73 Hobgoblin warriors with stone axes and spears hunting humans 2d6
74 Bugbear head hunter on the prowl with bow and strangling cord
75 Bugbear warriors hunting humans silently d6
76 Norker cave goblins with clubs and overbites out hunting 2d6
77 Orc hunters hunting humans for status 2d4+4
78 Goblin magician and d6 servants d4 1=druid and wolves 2=dark priest and zombies 3=shaman and warrior 4=wizard with hobgoblins (1in6 of all groups have a thoul) 
79 Elemental abhuman warrior far from home d4 1=frost 2=rock 3=fire 4=fog
80 Beast abhuman hunters 2d6 in band d6 1=wolf 2=lion 3=bear 4=elk 5=goat 6=bull
81 Ogres out hunting d4 with sacks of flint, ochres and dried meat and fungi
82 Horrible insane chaos troll slobbering and following trails for food
83 Group of d4 rare elder trolls survive the old times d4 1=hedge troll (as halfling) 2=cave troll (as dwarf) 3=mountain troll (as abhuman) 4=arcane troll (as elf)
84 Hill giant 1in6 with a pet d4 1=polar bear 2=dire wolf  3=sabretooth tiger 4=mammoth
85 Centaur brutes with clubs seek to carry away mates d6
86 Wise noble centaur loner skilled in several arts including healing with bow and lance
87 Plant spirit folk changeling in human form out to wander world before returning to life as a tree
88 Animal folk spirit changeling in human or animal form often curious about strangers d6 1=seductive vixen troublemaker 2=wise owl priest 3=witch woman spider 4=friendly lynx 5=ranger swan-maidens 6=
89 Lycanthrope alone and cursed enemy of humans d4 1=wolf 2=panther 3=bear 4=mammoth might try to get close to use treachery or murder foes in sleep
90 Wildman abhumans covered in green hair some with antlers, 2d6 led by a 4th Lv druid. Shy but protective of wilderness resources and wary of humans
91 Fairyland spirit able to create an animal form or 1in6 a human or elf form with other magic powers, protect nature and punish evil or destructive humans
92 An ancient burial ground has been exposed and thawed out with some precious stone implements, magic tools and undead d4 1=ghouls d6 2=skeletons 3d4 3=zombies 2d4 4=shadows d4. Remnants of tablets with symbols might be useful wizard research
93 Spectral minion of a beast improperly slain without ritual which local hunters know from ancient prayers and litanies from past. Angry spirit animal will attack unless appeased possibly by a druidic sacrifice 
94 Spectral minion of a wicked tribal outcaste who died alone in the wastes and barred from the family tent in the underworld. Possibly appeased with sacrifice but often malicious or will scare strangers
95 A wicked lone spell caster Lv d4+2 banished from other lands might seek to join a group but will have a strong influence d4 1=druid 2=priest 3-wizard 4=sorcerer 5=bard 6=changeling 
96 Lone abhuman wizard 4th Lv awoken from hibernation and angry at dirty apes not knowing place  d4 1=catfish 2=
97 Feathered or furred reptilians d4 1=allasaurus 2=giant constrictor snake 3=pack or raptors 4=dimetrodon 
98 Horrible hybrids left over from dawn age d6 1=chimera 2=manticors d4 3=hell hound 4=peryton 5=lecruotta 6=sphynx 7=griffon 8=wyvern
99 Elemental beast d4 1=salamander (fire or frost) 2=winter wolf 3=drake (fire or frost) 4=Fire newts riding striders with obsidian bladed war clubs and spears 2d4
100 Titanic elder beast, mostly sleep but ocationaly move, some kill everything in path others mostly harmless. Some people might have spoken to them in the past but not now days d8 1=Ikathra the living glacier who brings cold weather 2=Gthron the beast with no face who eats souls in the fog 3=Malardra the the undead collosusand and his walking death followers ever seeking to replenish their fallen 4=Vardura the hungering one, makes everyone for miles feel hungry and angry and edgy 5=Korran the walking tree thing spreads fertility in wake atracting animals and prosperity 6=Ull the hunter a great spirit on skis leading spectral minion hunters and beasts seeking to slay any hunters who failed to make the prayers and proper butchering procedures animal spirits require to be born again in the mortal world 7=Aran the stalking death comes to area in form of a black cloud or antlered dark giant  to claim the lives of the oldest in a village, wait a day and if elder does not come with them forever will attack the tribe 8=Emora the God Mammoth comes to lead herds away and will often be heard by many trumpeting mammoth followers that little could stop, she is revered by the mammoth cult and druids

I might do a table of hazards and wonders too to the company this
possibly a bunch of events of interest or seasonal events...

Im happy to advance this group to test my rules at higher levels which I have neglected. Only one of my three games still running. 

Saturday, 9 May 2020

d100 Mystery Island Settlements



I often like to tease adventurers with island treasure maps for a long time. Eventually, they will plan a trek to several islands which allow all kinds of hijinks. My fave is deathwatch beetles living in a rotting log cabin that proved to be one of deadliest fights i ever ran..

d100 Mystery Island Settlements
01 Tiny stone huts of viking fisherfolk hidden by fog and isolation

02 Tribe of savage headhunters who sacrifice strangers to strange gods
03 Tribe shaman makes ancestors into zombie guardians to surround the thatched palm leaf village 
04 Stone huts and equipment of whalers, also whale skeletons and a huge cauldron
05 Stone shacks of islanders who have been increasing island mass for generations with seaweed used for fertiliser
06 Island of shepherds but strange cathedral-like ruins and forbidding passages are shunned by herds. Herders live in tiny stone shacks
07 Tiny black keep where prisoners of a distant land keep outcasts on the edge of their known world
08 A small tower of ancient prehuman wizard now haunted by something, stone shacks abandoned on the coast
09 Stone shacks, hill burial mounds and stone monoliths. Modern fisher folk village shun structures of the old folk 
10 Shark cult of islanders come here for cannibalistic feasts and sacrifices 
11 Shipwrecked peoples started a village and became members of the fish cult to appease the underwater colony. Many shipwreck scraps used to build a village
12 Tribe of islanders worship a undersea squid demon and there are ancient half sunken ruins on the reef
13 Simple farming folk here were long ago conquered by Vikings who have remained hidden here to avoid clan wars
14 Starving shipwreck survivors have had a criminal bully take over and use thugs to enslave other survivors and sometimes eat them. Island barley supports them enough now and they will try and take over any boats visiting
15 Pirate settled with natives and dwell here but still a touch of pirate dress and islander cult spirits 
16 Ship abandoned convict passengers here and they have become savage cannibal killers
17 Stranded pirate here left alone for years has become mad, feral and vicious
18 Stranded pirate here desperate for new crew knows where treasure buried
19 A stranded mad pirate captain here wants help. Will try and lead a ship to mutiny to get pirates
20 Stranded pirate wants revenge on old crew will tell tales of the treasures and evil deeds of former friends
21 Fishing villages who fled better known lands do they could worship their sea demon in peace and found island riddled with fish folk ruins
22 Tribe in grass huts who have been raided by slavers and now believe all strange ships are hostile. Will take some convincing
22 Strange foreign wizard built village and tower in strange style of homeland. Operates a plantation and refinery of zombie workers planting a black lotus crop. The black lotus brotherhood use island as part of secret international drug trade route and will get revenge on anyone harming them with ninja assassins
23 Colony of plague carriers warn strangers away and live in wretched poverty but some have found ancient buried tombs and possible treasure
24 Colony of long stranded Vikings live on volcanic island and have fused their fire and mischief god with islander volcano cult. They conjure a fire giant to rule over them and call a new one when the old dies every few hundred years
25 Several dozen apprentice wizards have been stranded here in a teleport mishap and some have become deranged and now worship a boar demon or the demon fly lord and a few remain civilised hide in terror and will signal help if they see a ship
26 Ruins of ancients visible on island and some submerged and below water. Some are fused into coral reef and below tide tunnels in reef can be explored. Natives believe disturbing ruins awakes monsters and will attack strangers here to loot
27 Island colony of mutants dumped by a city long ago to deal with mishaped citizens. Several comunities have bred true and have own strange looking tribe preaching other tribes are corrupt and inpure. Headless face chest tribe, two head tribe, conjoined twin tribe, one legged tribe and the tiny people all appeal to help against the other tribes and offer coral and pearls
28 Abandoned wooden huts of sealers and whalers here anf humans long ago driven off when sea elves bred a race of puffin beast folk who have kept humans away
29 Manour house and wooden shacks visible from sea, a dynasty of nobles fled here and swell with servants and local slaves. Slaves are readty to revolt and not keen of plantation work. Some hope to escape to home island to get help
30 Stranded crew of demon worshiping pirates have developed various mutations and now they are mongrel men with various marine animal body parts. Dream of getting a new ship and plundering the seas again and spreading chaos
31 Wizard lives here with abhuman beast folk of differnt breeds they created to serve. Animal men are increasingly unhappy and seeing master treat strangers better than them is final straw
32 Pretty cottages of fisher folk on rocky island with only a few boats. People are selkies and mostly fish in form of sea lions. They allow traders to visit but strangers are not invited to stay long. Onften they mate with strangers for new blood and are very attractive with dewy eyes
33 Mostly empty shacks where a few pirates live after ransacking and killing local tribes. They were stranded here by crew after it was discovered they were lycanthrope wolf-sharks. They wish to rejoin humans but also want to murder and eat human flesh
34 Village of grass shacks where friendly natives welcome visitors. They worship a dryad on the island their queen who likes to adopt new husbands from handsome guests
35 Grass shack tribe who have all degenerated into hairy ape folk due to exposure to a strange star stone that fell from the sky. Ape folk hope kidnapping new blood will retard the magic and keep them human
36 Tribe of sea elves with goblinoid slaves and troops for defence. Mostly shun humans but might trade if given gifts or need something. Know many shunned islands adventurers would think worth a look
37 Sea hag with her two troll sons, giant pet vulture she rides and a cyclops son. Wrecks on shore and large stone cottage built into cliff are visible. Undead sailors lurk under the sea here and walk all over the island. She has lots of treasure from aeons here
38 A minor sea godess lives in her palace with sea elf and golem servants. Many fierce beasts live here like panthers and wild boar once visiting sailors who thought island dwellers helpless. Locals will inform godess of strangers who will watch them in her pearl from afar and decide if they need polymorphing or not. She has a vast library detailing events from oldest times when gods made the world
39 Tribe of islander marine goblins in grass shacks with long outrigger canoes, huge totem poles and a idol to underwater emperor of the local sea
40 Tribe of tako octopus fairy folk living in grass shacks willing to trade marine treasures and spells from their huge stone tablet spell books aranged around island. At a yearly festival they erect a new spell carved monolith for octopus wizardry
41 Empty grass village with wild boar and goats. Signs that raiders kidnapped the people here and eventually new island nomads will resetle place. A well in the village and some stone idols dot the forersts demonstrate stone building
42 Island of geysers, boiling mud pools and a village of lava abhuman islander tribe live here usin inhospitible geography to ward away strangers. Ancient tidaly submerged ruins of some elder marine race here show glyphs depicting the ancients enslaving humans in a long lost sea empire
43 Islanders in grass shack worshipa ancient catfish folk wizard they revived who has since driven away enemies and seeks to slowly breed the humans into fish folk over time. A few locals think protection of fish god not worth becominv fish
44 Old stone monastary built here for isolation still has hermits working on library and farming. Friendly but many are ex crusaders and do do have an armoury
44 Old ruined monastary on hill with a few shacks where some fisherfolk have settled. They report the ruins are haunted and hear bells and chanting at night
45 Stone hermit shacks dod island and are clustered in some places where a famous saint tried to live in isolation but had hermit fans followw them. A few dozen hermits still live here and some refuse to speak
46 Volcano island where pteradactyl folk dwell in volcanic caves for heat. Human slaves live in shacks near shore and try to warn strangers away. The reptilian rulers are master mentalists and eat most atractive human sacrifices
47 Ancient walls  are visible from sea around most of island with wrecks on reef guarded by a kraken. Inside the walls are the haught survivors of a once great empire from when the sea was lower thousands of years ago. The ancients are might wizards and have a zigguratt dedicated to gods forgotten to most. The ancients like making visitors and wreck survivors slaves and sacrifices to their pet monsters. Non walled areas on island are crawling with monsters and a few escaped slaves
48 Sea nymph lives here served by a tribe of tako octopi folk who bring her treasures and strangers they find. She is keen for mortal lover or perhaps several but whenever she is interested her dad turns up in form of a collosal sea serpand and threatens all her love interests. In her love starved state she will fall in love with strangers and encourage them to fight her dad and live with her a few years or centuries
49 Island vanishes at times and is mist rounded. On some days the mist clears and the island sparkles attracting visitors. In the mist is a magical glass castle inhabited by sea elves dwelling in ancient splendour. They occasionally attract visitors here out of boredom but might be satisfied with sending you on magical quests to slay ancient sea horrors
50 Island with hundreds od seaweed and monster bone shacks. Sea elves here welcome traders and are just the surface merchant clan. Around the island merfolk, sea elves and dolphins play. This is a great portal to the undersea fairy kingdoms where the undersea emperor trades with the surface. Guests can easily be supplied potions and means to visit the undersea folk city but most humans are unaware thinking sea elves degenerates of a lost civilisation
51 Island owned by under sea death god, ruins visible from sea of a great sprawling cyclopean palace. The island is crawling with zombie sailors, shipwrecks, ruins and ancient sea monsters. Every few years the god visits and dark sea elf servants, fish folk necromancers and squid folk warlocks visit the dark sea lord for boons. The rest of the year treasure and monsters are visible from ships. The dark sea elf servants remaining here all year dwell in carved stone homes dont resist invaders, warning nobody would dare harm property of a god
52 A fortress built into a tall rocky outcrop pillar from the sea looks impossible to enter. An outpost from a underground civilisation of dwarfs who jokingly call themselves sea dwarfs who build floating porphyry rafts for boats. Secret doors enter the hollowed out rock tower riddled with tunnels from the rock top fortress to deep beneath the sea and rock. Possibly could be traded with and respond well to underland speech
53 Island of cave folk living in stone semi underground huts. Simple farming, hunting birds, fishing and moving monoliths they carve around island are main activities. Generations of ancient barrows rich in ancient magic stone weapons of the distant past. Locals think newcomers are possible new food or domestic animal slaves and dislike graverobbers
54 Island surrounded by sargassum of giant weed, inside the island is a hidden pirate port with whole buildings moved here from civilisation. Shops, pirate ships, temples of the pirate and islander gods and sea demons. The anarchist state takes a portion of visitors wealth and provide food, housing, healing and other benefits. The navy have searched for this place for decades
55 Grass huts near cove has a sacrificial post where sacrifices to a hideous sea titan comes for each full moon. Natives welcome strangers and try to keep them on hand for next sacrifice so their own will be spared
56 Savage chaos tribes gather on this island seasonally to eat one hundred slaves for a great festival. Most of year quite nice with fruit, pigs, goats, cassawarry and tree kangaroos to eat. The ceremonial grounds are heaped with pits, bloody skeletons, skull pyramids and sea demon idols. Many fools find the island and rest here to find a thousand canibal cultists arive for a feast
57 Clerics occupied island converting the natives and enslaving them to build temples and palces for the priests. The priests exterminate local witches and other island peoples shun this place. The priests were part of a treasure fleet plundering new lands and have taken the gold for their god as the earthly representatives. Many were inquisitors sent to purge slaves of their demon cults. Non believers are sacrificed or tortured or enslaved
58 Seaside village of peaceful fisher huts. Folk are wary of strangers but willing to trade. Inland they tell of strange steam caves where degenerate albino snake people live
59 Island village of cheery stone cottages and a wharf. Locals are saddened by strangers who they have promised to the kraken in return for protection from enemies. A secret flooded cave temple is where the kraken comes for it's feast 
60 Ancient temple and houses here occupied by idyllic peoples remnants of ancient sea empire. They have employed various beast folk like crab and shark folk to maintain order here and leaving without local permission is difficult. Locals want to study outsiders for a d3 months as guests to add to their library lore
61 Islander folk here mostly lay about eating lotus fruits that are addictive and nutritious. Natives refuse to change diet or leave and are wary of outsiders attempts to destroy plants. islanders welcome any to join them and stay. The plant was made by elves to enthrall and feed slaves long ago
62 Empty stone cottages now roofless near the beach but giant antlions ate everyone. A lone child has learned to survive and avoid the horrors but is finding it harder to find food. The antlions are intelligent and plan to hunt and trap child who lives on rocky island areas
63 Row of fisherfolk cottages who seem prosperous, owe it all to a mermaid they hold hostage
64 Island of fisherwomen, complain of men having all been taken by a siren and only a few still live as her lovers before she gets bored and eats them
65 Empty cottages near shore abandoned when harpies moved to island and shat everywhere spreading disease and ruining food. A witch is the mother of harpies and wants island made quiet for her experiments with fish men
66 Cottages and a naval stockade of a penal colony where slaves work building new stone fort and governors house. Governor desperate to trade certain supplies and offers letters of credit to claim from empire navy. Prisoners will think visitors might aid their escape or try and stow away on visiting boats
67 A ship has been beached and crew have been repairing it and living off the land. Aprreciate any help and certain supplies
68 Islanders here know a magic they can walk about in the undersea faeirieland offshore. They have exotic shell and carapace armour with sea metal tridents and their court in it's savage way mirrors the splendour of the sea kings court. Those who know manners of the undersea folk are treated well and get preferential trade
69 Natives here worship a kaiju and make a berry potion to sate the beast when they wish to travel. The affluent sprawling bamboo village attracts foriegners but their gargantuan god sinks ang boat without berriy juice and correct chants. Most natives want to eat strangers but a few will aid them explaining where berries are stored and the chant
70 An illuminated dome is visible from afar by night and a island cult of sorcerers live here indulging in sex and drugs and illusionary luxury. WIth elaborate magic and spectral defences strangers are told by magic moth they are not welcome unless they can pay entry fee and pass evaluation for cult membership
71 Island of fisher women owned shacks where all men of age are killed by jealous satyrs
72 Island with a pyramid of basault slabs half smothered by coral reef remains of a prehistoric temple. Natives shun island and the cursed pyramid contains ancient monsters who come out to slay visitors to the island at night
73 Village of mud and grass huts where tribe of shark cult islanders live. Very hostile to outsiders and civilisation with it's slavery and disease 
74 Tribal wizards served by ancient golems have cliffs carved with prehuman wizard lore
75 Tribal wood and grass lodges and a stone ancient temple where a naga lives that is the islanders god. Wary of foreign gods threatening the naga. Once were many islands like them
76 Islanders welcome ships with bbq pork and yams, then warriors in hiding cut off those that land while their fish folk brothers attack the boat. Strangers are eaten or married into the fish cult if survive cruel ordeal
77 Tribe welcome adventurers to visit the temple ruins and stay with them. Villagers operate hotels for traders and visitors and also print treasure maps welcoming more strangers. Inside the temple is a pocket dimension built by a prehuman wizard to test worthy adventurers. In times of trouble natives enter the temple but experience a safe shelter with lots of food where they await intruders to die in the temple
78 If natives in their grass huts see ships they start drums and fires and prepare to attack intruders. Visitors are usually killed on the beach by this mysterious island death cult
79 Prosperous grass and bamboo village with palm groves and vast burial grounds. Natives if troubled awaken vast undead army to eart all not decended from local islanders
80 Shepherds here trade occasionally for sheep milk, cheese, wool and mutton. They live in fear of a tribe of pygmy squid folk who have been stealing sheep for unholy rituals shepherds hear from afar each full moon
81 Adventurers have built a stockade here for trading islander and other exotic goods. The compound has brothel, casino and temples to trade gods and islander spirits. Petty gods often visit here in familiar or local islander guises but nobody knows why. Lots of stranded adventurersat bar live here for years
82 Turf covered Viking halls built the old way are home to a cult of vanir with a temple of the sea god. Local blood has included elf, troll, dwarf and giant due to isolation and trading with faerie folk. A dead volcalo on mountain is said to be where a relic of the old gods is kept
83 Amazons in clay brick walled village ride terror birds and allow only males property to a woman brings them. Welcome all women into their bath house and male slaves are kept in stables. Willing to sell young trained terror birds to women. A tribal ancestor spirit impregnates women who serve at the temple for a year producing children who are clones of mothers
84 Stone ziggurratt and complex where lizard folk cults gather to served the winged serpant god, the bearded snake in the tree of life and one of many dinosaur demon cults that provide domesticated monsters for lizard tribe to use to labour or war. Snakes and lizards everywhere
85 Stone temples and monastery where frog folk worship their angry weather god who craves blood to appease is sacred island touched by mammals. Frogs, axalotls, newts and salamanders everywhere including prehistoric breeds that once ate baby dinosaurs whole
86 A brick built complex and a struggling fishing village are here. The vast sprawling maze was built by a mad king to hide his tomb. Maze is populated by minotaurs who abuse local village for food and mates. A vast treasure of the ancients is said to be withing guarded by magic traps and monsters devised by greatest ancient wizards
87 Islanders live with giant intelligent insects and bug folk of all kinds which outsides find repulsive and creepy. They all worship the bug gods and shun the evil worm god
88 Necromancer school here built into hillside appearing as a funeral themed palace from sea. Strangers bringing raw materials for corpse loving wizards are welcome. Will poison guests and will fight them but master will parley if they suffer great losses. Have ancient lore here including necromancers detailing islander cults
89 Shacks of wood and bark onshore, are occupied by local inbred clan of castaways. A great stone crypt depicting a colossal octopus headed sea demon overshadows the village who are not really sure of what it is but dont like anyone messing with it. Local experts think it tomb to some outsider demon god who died in the first dawn. It scares away tribal raiders
90 Wizard tower visible on island naturally cold with snow and ice around shore. An elder walking elder worm 
cryomancer who every so often moves island to attract intruders it can salvage as undead slaves. It has strange elder artifacts including some that might kill it. Alass the white worm wizard has several clones to avenge it
91 A strange stone tomb in cyclopean style with wary local natives scared of strangers and of anyone awakening the bad ancestors and their gods in the ruins. Prefer to hide and flee island a while rather than face civilised slavers
92 A palace on hill of beautiful island with crystal springs and sweet scents. A dragon rules local area appointed by heaven and is kin to the under the sea emperor. Sea half and islanders here worship the dragon who studies incoming ships to decide it they are welcome or deserve to be sunk or enslaved. The dragon likes to test people with philosophical questions and moral dilemas to assess if they are worthy to speak to it in person. It may appear in many forms before revealing itself
93 A dangerous sea leviathan sinks ships approaching that do not run a certain tune. This mother of monsters protects the island palace of a amazon colony from ancient times. Any women who wash ashore are welcome to join them males are killed or made into eunachs or gladiator pits where they fight for right to breed with amazons
94 Loveley mist shrouded island with ancient shrines and mythical beasts like unicorns and dragons dwell there. Human priests will warn humans away but will offer them shelter an a chance to escape or join them. Several sea nymphs and other divine faerie folk live here and angering faeries puts everyone at risk
95 Pleasant prehistoric forest with strange slow moving simple animals and birds that no no fear. Elf ruins here are very old and a few elves remain to protect the islands life from intruders. Wary of even rats getting to shore. Explain this preserves ancient plants that migh be needed again one day. Will suggest some reptilian cults that need exterminating on other islands
96 Ancient zigguratt here populated by undead ancient wizards in a forgotten process before lichdom was perfected. These skeletal wizards continue magic research and are not very up to date at events since the great flood an age ago
97 A hairy cave folk clan live simply here in a tree house and a curious but like to steal metal goods and have some odd customs and dont even use fire anymore but once did. They will show you temple guarded by allasaurus and lizard folk with ancient crystal sorcery apparatus that controls islands climate
98 Sprawling mudbrick temple and housing interconnected rooftops and no streets. Locals fled mainland thousands of years ago and worship mythical vulture folk who aided them before the exodus here. Actually they dream of resurrection mummies in their temple of vulture folk to rule them again but priests never quite get good enough with small island population
99 Zigguratt of black stone and ruined towers in jungle visible from ship and statues and rock carvings as one gets closer. A village of lizard folk live here and are peaceful but fear the vampire lizard king in the ruins could awaken and seek to restore its empire of black magic and undead dinosaurs
100 Island has houses built of sticks in branches of trees and signs of animal pens, cultivation and strage civilisation. The people here are actually vegepygmies growing ambulant killer ferns, venus flytraps and a vegetal dog like war beast. The pens are for animals like pigs or castaway humans caught by plants to be fattened up before feeding vegepygmies