Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Sunday, 28 June 2020

Sexy Stoneage Survival Secrets














































Current session 6 so this map dated as they now know hidden snake valley was a hidden volcanic tropical dino valley with lizard mystic allies. The party might hide here over winter ruining hours of setting design wor the dm worth 5 blog posts?

Current missions:
1 Shelter
2 Forage & store f
ood & fuel
3 Friendship and trade
4 Survive winter
5 Determine more tribe customs so people don't think are lawless weirdos
6 Make a name or have others name you

Customs so far:
"don't marry dogs"
"no cannibals
"we killed lots of guys in the snake tribe"
"white apes, wizard spiders and undead are our enemies"
"friendly with gnomes but not too friendly since the whole dog thing came up"
"lizard people were wise ancients and some are friends some are enemies"
"the one elf we met is freaky weird but he is crafty"
"we are mongrels with no past and no covenants with the land"

The Tribe 
The Elders (wear white ape skins as winter fur suits)
Granny Toothless Druid Lv4 npc age 65
Vaarg Leader Warrior Lv4 npc age 34

The Party
 (wear white ape skins as winter fur suits)
Boron Warrior -  woodsman sworn to Law (Dallas) age 16
Bunz Halfling - rock chucker and cook (Matt) age 32
-Barley the farmer follower 16 also numerateweaver and trap maker
"The Elf" or "Sour Berry" - trickster archer troublemaker (Richard) age 150?
Wizard - master of prehistoric mystic arts (Hugh) age 21 camping in dino valley
Abhuman - Pteradactyl Beastman (Doug)  age 16 camping in dino valley

Vara - strong, hardy, clumsy and dim with heart of gold 1st Lv Warrior 
+1yo M child 
14CHA
Atan - more average and dim and cute 1st Lv Rogue
+5yo F child  13CHA
Kalek - hardy, angry, scarred, 1st Lv Druid
+ 4yo M child 6CHA
Mora - average, practical, unimaginative, good provider 1st Lv Warrior 
+5yo M child 
12CHA

Currently, people cashing in their credit in followers to grow the tribe
-Bunz got a halfling wife and Boron wants a priest to try out religion for tribe
-The elf wants to lure some pine elf youth to join him in chaos
-Newbs seem excited by this bow stuff

Tribal skills/technology
Hunting, tracking and eagle eyes, beast handler
Farming (seed local area with plants and basic gardening but nomadic 😭)
Bread making can grind gathered seeds and make cakes and bread
Herbalism, many in village proficient in medicinal plants and healing
Alchemy and potions 
Poison and mushrooms
Building, Repair, Weaving, Map Lore, Trap Lore

Seen gardens, walls, domestic dogs, stone monoliths
Witnessed advanced old reptile races and others 

Weapons
-basic sticks, clubs, staff,
-spear, dart, javelin, dart
-knife, dagger, hand axe
-stone battle axe
-shortbow since elf joined

Todays Session
Non-active characters sent to the secret dino valley cave
Rest of gang debated if they could get enough food and fuel for winter but decided to try and meet other tribes who had been gossiping about the newcomers and had killed lots of snake tribe on pilgrimage. Bunz now a druid studying from granny turned into a hawk and learned mountains full of the bigger pecking order of predatory flyers. Could not find snake tribals and quit being a bird. Group marched north till the elf spotted a hill he recognised as an elven spy bunker. Led party and met hidden elves who were not expecting any visitors this decade. Elves told where all the tribes were better than anyone and Bunz wanted to meet halflings. Local people called the moss clan of halflings the hole in the ground people and were thought of as weak frightened dirty feral children.

Bunz excitedly found a hidden village under a moss-covered hill country and the others thought him bonkers for thinking this a village. Then the dirty curly-haired children popped up from among giant lichen and moss shrubs. Inside the halflings welcomed them with food and party all force fed till vomiting and unconscious. Bunz was promptly married and there was two more days of feasting till party decided to check out story of a griffin that had kept village indoors in the day. So staggered from the halflings having negotiated a winter lair for the tribe they marched back to the mountains and saw a distant glimmer on a mountain and decided to trap the Griffin. With a fake halfling child as bait and a halfling child singing in a pit to help Boron, Bunz and Elf hid. The Griffin came from the sun suddenly screaming and grabbed the doll and was fireballed as it fled (demonstrating a sneaky split move attack skill). The bird scratches and flew to the shiny mountain.

On way up tiny mountain train a cyclops orc hunter shot at the party from cover above and Boron just started climbing the cliff even though he took some ferocious arrow hits reaching the orc that was some kind of minor orc hero of 4HD. Saw a distant orc camp and spied on them. A big orc was burning a strange rock and poured liquid fire onto stone eggs while orcs sung a song. Boron went back and told everyone and the orc spied on the orcs and was horrified at the war like provisions of life and magic obviously making evil magic. Bunz and Boron thought worth talking to orcs and if there was trouble elf could fireball them all.

Orcs were amused by Bunz the halfling and debated what they were but the Orc smith hero knew and the orcs all laughed at the harmless creature. When huge human warrior Boron stepped out the orc hero knew of him too from tiny bird whispers. Orcs less thrilled by human and the elf hid whole time while orcs busy. Halfling wanted to go to the mountain top and orc thought this funny. A bet was made by orcs if Halflings bring back some griffin gold from nests as proof the size of a child head would surface. Also the sacred Griffins don't hurt them as they are sacred to the mountain god and the Griffins will rage for days in fury if any harmed. Bunz accepted all these terms and orcs shared goat stew and strong orc grog unlike any they had elsewhere. Elf disgusted orc bows were a parody of his own people but they didn't even sing to a tree for a hundred years first to make them. Bunz and Boron left the orcs and met the hiding elf who warned them the orc hero was a warlike fiend up to no good. 

Saw some giant goats but Boron was good with animals and encouraged them to pass without incidents. Finally, they found a good cave rest point on the train more than a yard wide so they set up camp all tired but eventually decided to look in the cave as was agreed to search strange caves a good new tribal custom. And found two adult trolls snuggling while and several huge babies size of a grown human crawled about. Blam, a fireball later and most of babies ash, cept one was a big limbless burned chunk of meat that might revive. The wounded parents enraged tried to get up as Boron and Bunz attacked. After tiring minutes of trying to kill trolls who every time one was close to death the other would get up. After a while where they worried about survival and the maths at work finally it was remembered the cave was on a cliff so they threw wounded trolls off the mountain. As they fell they revived and screamed the rest of the way. Everyone was relieved and tired and badly hurt. Bunz and Boron were barley standing and the elf had been hurt!

Rested a bit more and a day more uphill trails and saw a rest cave on the trail which had four ogres and a child ogre inside and everyone went nope. So marched on into the night and then tried to sleep on cold windy outcrop. Boron was a wreck next day and camped again on same claim a few miles on and resisted another horrible night then morning made it to the shiny place thy had seen from the tundra. A shiny yellow stone unlike any in the region with carvings of the sky god coming here to keep gold with the Griffins and give a fraction to one-eyed orcs for lightning bolts. Boron was struck by this winged sky spirit and of course, wanted to be that awesome with Griffin and orc minions and lightning bolts. The elf marked the rock with a chaos rune as he is obligated by chaos to do. He had funny twinge this was some kind of magical quest and he might have caused offence.

Further up found many of the orc cyclops hunters were here ahead relaxed and somehow had passed party effortlessly. Orcs laughed at them and smiled at party good efforts.

Finally near the peak saw more Griffins (or maybe it was same Griffin in circles) then heard screeching. Found halfling bones as orcs told them of and had a sad moment before sneaking to get a look at the entry to the Griffins. The elf crawled on his belly and saw the awesome sight of four Griffins feeding young a giant goat. Bunz crawled up beside him to see the sunlight cascading of their cruel beaks and claws and iron feathers. Then Boron crawled up broke a stick and swore and screaming Griffins went crazy. Then a great shadow appeared, a colossal roc eater of mammoths snatched the party and carried far away and dumped in a nest. The gang were pleased at this outcome as thew were still all injured from trolls. Note: This is pretty much eye of the serpent module from 80s TSR UK. Its a wilderness pointcrawl good for kids to learn wilderness with and has great maps. SHows how to go run wilderness choke points like a dungeon.

Elf found a note in the old human priest tongue of the old evil empire about some outcast and found strange worked wooden objects in the nest they did not understand. Checked for eggs or chicks then climbed out when sure they were safe.

 Wandered icy peaks avoiding frozen lake and were ambushed by a ghoul under the ice that had them all afraid as they were near death. Battled an ice spirit to find it was freezing a egg which burst and had to hurt a Caterpillar boron was holding the non-invulnerable body parts. Close and messy but got some pretty shiny stones.

In lower marsh valley found wooden rotten heap in grass with strips of metal and nails they grabbed and inside was a pile of silver metal discs the party wondered about. Except for the elf who knew full well it was ancient currency and grabbed a few rings and a magic ring too. Lizards attacked too but killed and eaten.

Found lake with a causeway to stone house and in courtyard found skinned lizards on a rack. Opened door and found huge supply of dried fish good for the tribe and elf looked about as was hardiest and charmed a lizard man he found. Rested for a week eating fish and became friends with the lizard who became the elf's follower. Eventually took lizards boat downstream and dodged a waterfall and continued down to bottom of mountain after dealing with petty critters and eventually met a shman of the snake tribe who said he would join them and teach the the serpent cult ways. Boys waited a day of hearing of the harsh snake brother code and servitude to the the sleeping masters then agreed to murder the old man. He and his snake put up a bit of a struggle and the boys returned to the halfling tribe and found all the tribe livin'g there and Granny loved living with halflings who enjoyed her druidry and human use of weapons better than sticks and stones. Party had unwittingly completed several initiations to local spirits and Granny was pleased.

Players all afraid to commit to alignment oaths as feeling dangerously obligated lots.

Saturday, 13 June 2020

Pointcrawl Campagn Plans



So have done charts like this before but thought of playing with shaped boxes for a point crawl campaign. So I just they and plan adventure from meeting to outcome with boxes representing travel, dungeons, rest points and other things. One problem of too much choice is unused stuff but you can have reasons to visit some side quests or other paths. A surviving villain might run away to a missed area or some item or side quest or needy person can redirect party even after victory. Anyway, just a thought I will play with and might try this out for current campaign arc. Suggestions for box types are welcome...

I might try printing these up on cards with a list of some possible examples for each to try using as a generator for stories. Possible d4-1 paths from any box or just be arbitrary.

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 

Saturday, 1 February 2020

Your dungeon needs Cave Clams!




Celebrating Clam month! Dungeon clams you need them now. All settings.

Keep thinking of getting back to my undersea ruins dungeon design or compiling my maritime stuff.

Cave Clams, Mutated Animal, Neutral

Small HD 2 AC +5 d6 bite Mov 3 Swim 3 Climb 1
-on 20 to hit clam hangs on for d6 per round
Medium HD 5 AC +10 2d4 bite Mov 6 Swim 6 Climb 3
-on 19-20 to hit clam hangs on for 2d4 per round
Giant HD 12 AC +12 2d6 bite Mov 6 Swim 9 Climb 6
-on a 17-20 to hit clam hangs on for 2d6 per round


Cave clams are relatives of sea clams that live in caverns and cliffs and dungeons and sewers. They like to hide in cracks and crevices, 
strongly resemble stone or rock with a hard to see crack. Some are more colourful, some dig under floors or drop from above. Clams in hiding ambush on 1-4. Sometimes tiny ones cover floors looking like flagstones or rough boulder covered floors in a cave. The biggest one's mouths are like great doors that can swallow you up. Some especially under the lairs of evil alchemists. 1in4 have a pearl worth 100gp per HD. Larger ones are more mobile and several might accidentally cooperate. Some underland and underwater races cultivate them.

1in6 are Trench Clams with 4 "feet" +3 Move Burrow 3 in soil or mud, dig pits and trenches
1in6 are Dungeon Clams and they look like a secret door in the rock to lure you close
1in6 are Ram Clams, swap bite attack for knockback attack, affects HD equal to clams
1in8 are Fire Clams anyone touching or being snapped by one takes a d3 fire damage
1in8 are Ice 
Clams anyone touching or being snapped by one takes a d3 ice damage
1in10 are Invisible Clams that are concealed as the invisibility ability always on
1 in 10 are Jumping Jack Clams that can jump their HD in range once every three rounds
1in10 are Siege Clams shoot an 18 range indirect explosive glob grenade 2d4 1 wide circle
1in10 are Regenerating clams regrowing 1HP a round unless from acid or fire
1in12 are Displacer Clams, +2AC & first attack misses if not aware of displacement effect
1in12 are Blink Clams that teleport 3 range once per round after they bite
1in20 are Night Clams that generate 1 range radius of darkness per point of climb speed, they detect as evil and think dark clam thoughts constantly
1in20 are Chaos Clams have minor mutation per 2HD major mutation per 5HD, glow and scream and hide in dark muddy chaos bogs. Body parts stay lit for d4 days after death

d10 Cave Clam Adventures

1 The marsh fishermen started losing their dogs then children, now a legless survivor says it was damned giant clams!
2 Something crawls out of the well each night leaving a wet trail and making clacking sounds and anyone who goes to look is found decapitated
3 A child fell into a cave through a hole. An adult size entry by the old alchemist's ruined heap will let you get in to save the child. Locals all fear the dreaded clams and give up hope
4 A wet damp sinkhole by the sea was said to be where a pirate buried his treasure. A ship was sailed into a cave and sealed in. Adventurers may climb down the hole with ropes and help. Cave clams are in the lower parts of the hole before it opens into flooded cave of saltwater home of the great clam behemoth. Treasure is inside the clam and the sea entry was blown up by the pirate sealing his loot here
5 A small village popular with city visitors has had a clam outbreak as part of a curse. Fish folk hid an evil idol in a cave under the beach that is flooded and guarded by dread clams
6 A sea wizard made a dungeon only breathable for a few hours a day on the reef and marine cave clams infest it guarding an imprisoned sea nymph in a cave of pearls
7 A ship has been trapped by several enormous clams and the crew need help to fight the monsters and save the ship
8 A mermaid princess was eaten by a cave clam in a trench and her family seed someone to quickly rescue the body so she can be raised from the dead and still look pretty
9 A wizard has orcs and siege clams and has been attacking fortified buildings outside town
10 Migrating ram clams come ashore for ancient migration route, knock over everything in path and locals want help getting rid of them. Lots of poles slow or stop them best
11 A tribe of kobolds have been cultivating cams in the deep for aeons now have spares and they have been leaving pits with clams in the for idiots to fall in
12 Villagers years ago stored emergency supplies in cave and a recent check up had revealed cave clams living off rats had got in and grown too big to get past doors. These were a climbing variety who drop from the ceiling onto victims

Look out for those invisible fire trench ram clams that regenerate

Thursday, 30 January 2020

Tragic backgrounds for urchin hirelings

Adventurers are keen to help employ young people and possibly homeless drunks or prison parolees or lepers into dungeons for minimal wages. Adventurers put the high priority of helping their hirelings survive as they need to maintain reputations as good employers. So all kinds of vagrants and kids who nobody wanted as apprentices end up working for peanuts for adventurers and hang out near the adventurer noticeboards. Some only go once, they die or are crippled or made enough to get away or just chose a less deadly lifestyle. Unfortunately some of those brats you hire to help the cause of child employment have secrets and if they die in a hole or even employ you might attract trouble. And no adventurers ever wanted surprises or complications or enemies.

d10 Mysterious backgrounds for urchin hireling types

01 Escaped confinement
02 Refugee
03 Church
04 Previous Job
05 Nobility
06 Cult member
07 Lowlife
08
 Fugitive criminal
09 Nonhuman links
10 Magical


d10 Mysterious backgrounds for urchin hireling
01 Escaped from children's prison for petty crimes
02 Escaped from children's home for some industry like sailors or miners
03 Escaped from a child slave sweatshop
04 Escaped from a home run by sadistic old monks or nuns or boys or girls
05 Escaped from a military school, treated brutally for years 
06 Escaped a apprenticeship with a cruel master
07 Escaped slavery as a labourer (or house servant if CHA 13+) 
08 Escaped having been raised in a isolated place in ignorance by a cult
09 Escaped a labouring job bound by contract to service to rich man
10 Escaped a privileged boarding school for nobles children
11 Family killed in plague run here hungry and desperate
12 Escaped massacre by military in homeland still learning local dialect
13 Escaped forced recruitment into military during war and has fled a massacre
14 Homeless from starvation, learned to eat in woods from hermits
15 During famine several of his siblings were eaten so fled here for work
16 Family home and clan burned by arsonist gang with wrong address
17 Family member offended a powerful rich man and carried away as slaves
18 Family murdered by assassins from a cult or some crime family
19 Family killed by raiders while child hid and saw everything
20 Nobility overtaxed and claimed new privileges and child told to flee
21 Fled a church school that was corrupt and brutal
22 Fled a church orphanage that was mostly a work hall
23 Member of a order of monks or nuns but fled
24 Member of a city choir in a temple and fled creepy clery
25 Made personal servant of a priest which was terrible
26 Sent on a mission but others eaten and this survivor over missions now
27 Taken on by a profesional undead hunting cleric which was very unsafe
28 Worked with an inquisitor hunting cultists and beating up old people without kin
29
 Was taken on a crusade which was pretty horrible and fled rather than return
30 Was recruited into templars as a orphan and expected to be a warrior order cleric
31 Worked in a seedy brothel and taver cleaning slops and sleeping in stables for porridge
32 Worked in a scriptorium copying texts more like a prison sweatshop

33 Worked cleaning up slops in abattoir and saw crime syndicate murder an official
34 Worked in a mill pulling out things stuck in dangerous machines
35 Worked as assistant gongfarmer in a sewer while small enough for some pipes
36 Worked sweeping chimneys and slowly dying so now here instead
37 Worked in beggars guild but master wanted to cripple the kid so fled
38 Worked in stables and spreading manure now hates horses smell
39 Worked in a mine with blind pit ponies until escaped chains
40 Worked collecting dropped coal in a huge boiler   

41 Bastard of a bloodline, new family head wants all rival claimants killed
42 Escaped minor child of nobles who want returned to be married
43 Escaped minor noble child from a coup and family slaughtered
44 Escaped minor noble family accused of treason all have been killed or hidden
45 Sent to serve noble wizard who was terrible
46 Sent to serve a knight as a squire who had a deathwish to fight monsters
47 Was a kidnapped heir who escaped and wants to get home without anybody noticing
48 Escaped assassination hopes to get home in disguise
49 Family killed seeks to learn adventuring, get power then avenge them
50 Locked in a multi clan death struggle and in hiding waiting to return home
51 Escaped sect of kidnappers sold to another cult to sacrifice far from home
52 Member of a cult on a quest to collect human faces or something awful
53 Cultist wants monster body parts to sell to wizards and alchemists
54 Cultist looking for evil relics can snatch off other cults or peoples
55 Cultist seeking documents and lost lore to report to masters
56 Cultist seeks money or contacts to find hidden black school of magic
57 Cultist wannabe looking for a cult to join but murder hobo work will do
58 Cultist seeks a certain ruin and secret room and needs to see several dungeons
59 Cultists looking for a lost idol
60 Cultist want to convert other hirelings to murder cult and learn from party
61
 Used to work for drug smugglers, likes to smoke and get high in dungeons
62 Parents arrested and sent away to a convict colony
63 Parents killed by mob over gambling and drug debts, mob wanted child
64 Parents were mobsters killed by rival crime clan
65 Abandoned, found and sold to a crime syndicate to learn crime
65 Informant for secret police until discovered was on a kill list by accident
66 Parents were foreign spies executed but child escaped
67 Family murdered by mob cos someone squealed to the law about thieves guild
68 Served bandits for years growing up living rough with criminals
69 Served on a pirate ship, caught, spared execution and escaped convict transport
70 Family killed by spies for forging official documents and coin clipping
71 Child was a trained assassin getting away after killing a important person
72 Child stole a important letter and on the run after noble want letter destroyed
73 Child was a royal servant who fled stealing silver and clothes
74 Witch child hunted by inquisition who survived burning
75 Child wanted for stealing poor box and blew it on horse racing and out to rob adventurers
76 Child is a witness of terrible crime and has had to flee home or die
77 Child witnessed knights murdering a crown official and now they hunt witness
78 Child stole stash from a gang haul and ran ever since after hiding the 300gp treasure
79 Child stole treasure looted from distant natives after 4 years on a ship and in strange land, explorers want the strange pagan idol as does foreign native cult
80 Child stabbed a corrupt priest and fled with gold and wine and has hidden stash
81
 Is a mutant but hides it for now
82 Child was raised by demihumans and wants to return to human ways but shy

83 Child was bitten by a lycanthrope like a were rat or were wolf or hyena
84 Child raised as slave of monsers in a cave for years
85 Child raised by talking animals and faeries
86 Child raised by witches or a hag
97 Child raised by spirits
88 Child raised by beast folk in winderness
89 Child raised by mermaids in underwater fairy land in sea or lake
90 Child raised by dragons in secret dragon sanctuary
91 Child was used as experiment by alchemist and wants to dissect kid
92 Child served a wizard who wants kid dead for knowing wizard secrets
93 Child of a famous wizard on run from parents wants adventurers life
94 Child of a wizard who's parents were killed by a former student and wants the child
95 Child was sent to posh wizard school to get a proper wizard job but
96 Child raised on another plane kidnapped as a baby to be a slave
97 Child is really a ogre magi
98 Child is a young doppelganger
99 Child is really an imp is disguise
100 Really a petty god in disguise

Saturday, 25 January 2020

Decor in Weird Manor




































d10 Decor Types
01 Furniture
02 Ornament
03 Floor covering
04 Paintings
05 Statues
06 Lighting features
07 Water features
08 Wall decoration
09 Mirrors
10 Bookshelves

d100 Decor objects in the Weird Manor
01 Footstool carved with occult sigil, contains a imprisoned lesser demon
02 Chair with ornate carvings of snakes, enfolds and traps anyone sits for one round
03 Ivory throne anyone sits in it save or possessed by a angry ancient ribal chief
04 Ornamental table if surface touched contents of a secret compartment opens onto centre or table. Snakes are a popular choice or scorpions
05 Ornate gilded chair gives seated telepathy and ESP once each per day
06 Sofa can fly for one turn a day seat 2-3
07 Table of feasting summons a large luxury meal for 12 once per week
08 Bed is heated and plays music and chamber puts in cupboards are magically emtied
09 Dressing table of dark elves with erotic carvings, mirror makes looker +3 CHA to reflection
10 Chair of dreams sitter after one turn has fantastic visions of adventures in dreamland that seem to last days but only last hours
11 Idol of the Frog, golden frog figurine that at night makes sound of chirping frogs
12 Vase with animated scenes of a hero battling dragons wrapped around vessel
13 Clock which if dial manipulated slows time inside so a round seems like ten minutes
14 Music box with animated figurines misx of harp and flute and chimes plays on command
15 Table with two chairs and a chess set that can play against one player
16 Cabinet with gate inside to a secret door in a kobold dungeon maze
17 Cabinet of shrunken heads, if held you can commune with heads spirit, save vs possession
18 Writing desk that can take dictation and write letters, produces sheet of paper every 2 hours
19 Huge urn with stopper, if oppened a ogre magi or rakasha comes out and is displeased
20 Plinth if anything is placed on ot then removed the plinth rings a alarm for ten minutes
21 Hypnosis rug, save or stare at it until vision blocked or dragged away
22 Kidnappers carpet, if anyone stands on for a round save or rolled up tight a prisoner
23 Wolf skin rug if walked over turns into a living were wolf, when killed it returns to wolf skin form and can be returned to guard. Lion, zebra and tiger ones exist too
24 Carpet with magical binding symbol, anyone crossing symbol releases a demon or elemental
25 Carpet covered in eyes follow intruders and send a vision to the carpet owner (if any alive)
26 Reed spirit mat from a far off land undead cannot cross it, often at a door
27 Magical straw stays fresh and any vomit or faeces or dropped food vanish overnight
28 Pile of scented huge cushions that stay clean and smell like roses
29 Carpet with scene of explorers arriving and starting a colony
30 Flayed skin of a planar unrecognisable beast, under moonlight dream or nightmare creatures enter and exit but only if someone sleeps in area
31 Portraits with staring eyes used as part of a surveillance network used by local wizard who has special stereoscopic goggles that control the view
32  Portrait of soldiers that summon 2d6 warrior spectral minions
33 Portrait of a wizard who attacks through small portal in his book in another reality, will demand bribes as he attacks, he can close gate if feels pressured
34 Portrait of a armoured knight that if looked at summons a death knight, it wont attack anyone presenting a holy symbol with sincerity and eventually goes back in, rarely leaving its room
35 Portrait of a evil warlord, if anyone murdered in front of it the murderer swaps place with the warlord. The warlord is also a might wizard and seeks to conquer all
36 Painting of a huge fat cow, summons a d4 minotaurs if crossed without saying "moo!"
37 Painting of a creepy house or castle, if studied you are trapped in the painting with other prisoners and some beast that haunts it and kills some guests
38 Painting of the beast, once seen it will appear through the dreams of any who fail to save vs magic
39 Painting of the weeping widow, if crossed without muttering a prayer the gate opens revealing she is a screaming banshee
40 Painting of a dinosaur in front of a black pyramid in a jungle, can open a gate to a prehistoric lost pocket world once used by a cult to contact primordial wizards
41 Statue of a satyr with pan pipes, will come to life if passed without nodding to it. It wants to charm some humans for a orgy
42 Statue of a naked nymph with a stag, if praise not given to hunting goddess they come to life and the nymphs nudity can kill men who see her, the stag just attacks. If enemies flee return to statue form
43 Statue of a owl, can talk and direct you towards best books in area
44 Talking bust of a farmhouse explorer or artist or bard can recant facts about their life
45 Suits of armour animated and will attack intruders
46 Gargoyles in ceiling watching doors
47 Row of living statues of clan founders
48 Golem standing against wall
49 Idol is actually a imp pretending to be a savage tribal fetish
50 Creepy doll golem with real brains inside, delights in stabbing people in a cabinet
51 Large ships lantern hanging from roof, magically lights area and exposes invisible things
52 Candelabra inhabited by tiny fairies, they are mostly rude pranksters but can be befriended 
53 Magical candles burn forever and release scent of violets, rosemary or lavender 
54 Candle holder if anyone touches after dark shoots a burning hands, looks gold with gems 
55 Grinning goblin face lantern, if not addressed anyone passes it floods area with fog
56 Gloomy magic lamp which calls illusions to delay and occupy anyone entering room 
57 Painted glass lamp if lit it rotates and and projects a horse race that always ends differently 
58 Strange green glass lamp with octopus design, if lit it projects the face of elder octopoid sea demon which can telepathically communicate with you
59 A glowing chunk of red yellow or blue crystal held from roof by a chain lights area
60 Bottle of green glowing pulsing slime sealed in a bottle suspended by a chain from ceiling
61 Stone basin with a water weird inside
62 Fountain with a urinating cherub but wine instead of water
63 Fountain with leaping fish with actual fish and slime inside, eating a fish grants you knowledge of a 1st level spell to use once. 3d4 fish
64 Fountain with live goddess spraying water from her nipples, heal a d4 damage once per day per person
65 Dragon fighting a knight fountain which distils spirits while spraying water if organic matter put in hopper, water in fountain is warm and bubbly for bathing in
66 Fountain featuring death with a scythe, if you drink you get a vision of your afterlife based on your current alignment
67 Grinning gargoyle fountain with a stone trough, water cures disease if drunk from here
68 Fountain of a minotaur with a club standing in a large pool, anyone drinking here and gets in a fight in the next turn goes berserk for a turn
69 A stone pond with attractive magical frogs 2d4 living inside, pond feeds them and runs the fountain and keeps plants thriving, anyone dropping in a copper coin gets a bless spell for one hour
70 Stone pool decorated with d6 lotus flowers and a d6 lotus seeds in rotting pots in bottom  
71 Tapestries of knight galloping, one will leap from the artwork on horse ready for battle
82 Huge cave bear fur comes off the wall and turns into a angry bear but honey will placate it
73 Several dozen macrame owls with beads and wool and sticks, if called on the owls with give you personal advice
74 Bones of monks worked into a artwork hanging on wall, if prayer not given to them 2d6 skeletons jump out for battle
75 A magical food platter that lets you snack with illusionary treats
76 Basilisks head mounted, if walked under without name of the wizard who made it it comes to life, growls and gazes at them with petrifying rays
77 Rack of cursed weapons, lots of them
78 Mural scene of nobles having a feast, if you look at it you can join in for a few hours if you fail a save
79 Mosaic of some colossal beast destroying a city and words of a prophecy
80 Display cabinet of stuffed bugs or birds or other museum collectables
81 Face mirror with demon frame, once a week commune with a demon noble for 3 questions
82 Full body mirror, reflection doppelganger steps out to fight intruders
83 Wide wall mirror with phantoms on other side in the void hoping to break through, if broken 2d4 shadows come out
84 Scrying mirror shows scenes of your loved ones or kin far away a round a day per person
85 Mirror is a gateway to a mirror maze in a pocket dimension with invisible stalkers hunting visitors to guard a treasure
86 Mirror is gateway to the nightmare dimension one way if frame touched
87 Mirror conjures a undead version from another universe through whoever looks and reads text on frame "the mirror that flatters not"
88 Mirror can contact a fire giant imprisoned in underworld who will talk a bit especially if you help him get free
89 Mirror can turn into a map of the world showing the current location when frame touched
90 Mirror if gazed at shows a medusa face turning all to stone who don't save
91 Book case with general knowledge collection of history and geography, if a encyclopedia type subject is mentioned a book partly slides out
92 Book case of evil books, one is a imp offers a soul contract, several have necromancy spells others describe great artefacts and their locations
93 Book rack has each book wizard locked in place. You can read one at a time. Has a wizards spells and research and some recipes whole thing weighs a ton
94 Shelves of books illustration and describing the clan history back to implausible ancient times. Extra text appears as it happens
95 Book case with a door that gates to the infernal black school of wizards connected to hell with devil and changeling teachers
96 Book case if certain books pulled out partly opens a secret door with a stash of potions, drugs, a hookah and wine bottles
97 Book case that can read aloud any books kept in the shelf and can translate it to modern common
98 Book case with many popular books of knowledge that are illustrated with programmed illusions made by an illusionist with a good imagination who read lots
99 Collection of books about wizard crime and punishment of which clan who built house feature in lots. Lots of good tips for witch hunting and smashing cults
100 Research shelves used by a powerful wizard for research with several almost complete high level spells

bonus:
Goat legged chair can carry a rider at walking pace for 8 hours

Sunday, 29 December 2019

Cerastes



I'm have about 22 unfinished articles my worst yet so I thought Id fix some. What's below about 6 months old...

EMO Monster Heraldic Manual Continues

Like many beasts this was a exaggeration of a real animal the horned adder exaggerated and mythologised. Even Davinci spread crap about cerastes. Unicorns are rhinos - roman ones had huge elephant feet then by middle ages they had cloven hooves and goat like. Today any 5yo girl will tell you they are horses. My little pony named the pegesus unicorn cross an alicorn which extends the same myth further as people forget this source and discuss as if a historic mythical beast. Exaggerating a normal animal as if described by hearsay for a thousand years might be a good methodology for monster making. I'm pretty sure Rhinos are unicorns. Todays beast was just a horned adder + a few thousand miles distance and a thousand years of gossip.

This site is gold too of course
https://abookofcreatures.com/2017/02/27/cerastes/


Cerastes

magical animal N Morale 9
AC +4
HD 5
Mov 12 crawl 9 swim through sand 3 swim through earth
Bite 2d4+poison or Horns 2d4 or Grapple

The cerestes is a boneless snake like animal with ram horns. It buries itself in sand or soil to ambush (surprise 1-4 on d6). Mostly they bite but they often constrict and they mostly use horns against foes they don't want to bite for fear of harming themselves. Once grappled a victim is +4 to hit with bite or horns. The horns are usually above the ground while buried to attract game. The venom of the cerastes liquefies bones of the victim causing the body to collapse and makes them easy to swallow. Even if brought back to life somehow the boneless body will need some other magic to save them from being a collapsed sack of loose flesh.

1in6 Venom causes madness instead of bone liquification, they try to keep mad victims in their underground larders
1in6 Get extra horn attack, with straight stabbing horns instead of ram horns
1in6 Get extra grapple attack
1in6 Iron scales improve armour AC+8
1in6 Have extra +2HD
1in6 Extra set of horns 2d6 butt attack
1in6 victim grapples make STR roll or get pulled into the underground burrow
1n10 Can spit blinding venom with a hit range 3
1in10 Generate an illusion on horns of something good to eat or alluring while body buried
1in12 have bat wings and fly 12
1in12 Intelligent and NE alignment
1in12 Aquatic version swims in water and mud
1in20 require +1 magic weapon to harm
1in20 Immune to 1st to 3rd level spells
1in20 Cross with amphisbaena, has extra head on tail and extra bite attack

d10 Cerastes Adventures

1 Sheep have been disappearing by a patch of sand on a farm near a wasteland
2 Local shepherds have been going mad, a cerebrates with poison that induces madness has been eating sheep is to blame
3 A strange elder tomb surrounded by sand has been seen. Strange horns seen moving in the sand as if something is swimming under the surface
4 Nobody has ever crossed a certain stretch of sandy beach and returned 
5 A island has caves visible from ship but those who land are seen to fall and be sucked under the sand
6 A ruin with broken statues of serpent folk has remained untouched. Something guards it's secret treasures
7 A strange patch of sand has been found and people have seen strange alluring food and voices from within. Locals warn to stay away but gossip about it
8 Something has been causing poorest folk in shacks to vanish by night
9 Since a snake cultist was arrested and hung, strange disappearances and deaths have occurred particularly on dirt roads
10 Locals prefer stilt houses and raised wooden walkways as some creature on ground has mad walking any paths alone dangerous

Monday, 16 September 2019

Invaders of Xor



Xor is a living world of meat, plunder and wonder
A ever living mystery and world eater
People live on and in Xor like parasites
Bad things come from other worlds
Things not good to eat that must die
Strangers who do not accept the will of Xor!

All kinds of otherworlds invade Xor for a meal which has the danger Xor might flood that dimension. Xor only wants to peacefully eat universes and barley is aware of intruders parasitism. But look out when Xor does notice your dimension and is hungry. Some otherworlders are stranded here and join a community or start one. Parts of otherworlds might be found inside of Xor taking thousands of years to be assimilated. Xor might even be used as a nexus between worlds but a dangerous one. Bringing goods through the gates and leaving on both sides makes the worlds interconnected. Creatures of law may not be approving of Xor and consider it close to chaos or raw material for chaos to usurp. Invaders of Law act poorly and are often disliked by xorians unless they actually fight need someone to fight chaos.

One of  these in a region will stand out and provide threats aplenty. Why not start between two of these or one at each compass point. Intruders usually have a way home but that might be be at a certain place or require a relic. Intruder gateways are for outright alien plunderers or explorers. Strange remnants are a place where unnatural to the nature of Xor creatures come from, a remnant of the past or otherworldly infection.

d12 Intruder gateways into Xor

1 Primal Law - entities such as Archons come to hunt and destroy chaos and imperfection
2 Singularity - bastion of Law where crusaders wage war against chaos and disorder
3 Deadworld - land smothered by darkness and necromancy and the hungry dead
4 Dungeonworld - a infinite self aware dungeon complex linked to the hells
5 Garbageworld - covered in garbage from other planes, locals seek to escape
6 Planet Psychon - mutants, androids, robots stumble on gateways
7 Europe 1640 - England and Spain search for new worlds while secret wizards planeshift*
8 Ancient Exilon - bronze age ancient city states send adventurers to visit Xor
9 Shadelport - city of pirates and wizards and elder ruins, many gates remain from long ago when the Monster Kings ruled and used to raid and plunder Xor
10
 Underland - various races of the deep raid Xor for food and some worship it
11 Demonic chaos - seeks to corrupt Xor into becoming a home for demon kind

12 Primal chaos - swarms of gelatinous tentacled alien horrors

*Other times are possible like modern special forces or monster investigators

d12 Strange remnants within Xor

1  Mile wide clod of earth with some intact ruined settlement survivors from some other world, semi buried intact ruins are their current lain and they are just exploring xor
2 Mass of ship hulks and a sargassum of weed fused into a mass inhabited by sailors from many worlds and a few feisty sea monsters surviving. Sailors are damned and don't try to escape
3 Collosal mass of fungus caverns inhabited by fungus and faerie folk, including by goblinoids, pixies, elves, gnomes, mushroom people, giant bugs and more 
4 Dead area where a necromancer lives and has learned to make undead from the dead flesh of Xor. If not stopped many such places grow. Some are quiet and hidden for aeons
5 A large section of a underland city was snatched and relocated inside Xor and inhabitants have done well and trade with the locals. Many strange races are among survivors
6 Macroscopic life has infested the area attacking and feasting on Xor and spreading it's own single celled life forms colonies, some are individually baseball or beachball sized often linked in chains. Dangerous slimes, jellies, flagellum and strange life thrives
7 Bone castle once a living place housing a population now a desolate dead hollow, full of all kinds of unwholesome creatures and cults in the skeleton of a living citadel
8 Infected sickly swamp of putrid sweat, infections and ulcers form a unique environment, disgusting but welcoming to bugs and the goblins who hunt them. Demons and undead here prevent the land being healed 
9 Crystalline life form ecology is absorbing life and fluid, growing and expanding into complex alien intelligences. Psionic beings have been attracted or empowered and come here
10 Dragonspawn Pits of Tiamat, mother of dragons has opened a gate here where thousands of baby dragons are fattening up on Xor for the next dragon apocalypse on some dimension. Tiamat only pops in occasionally 1in6. Xor does not mind dragons as they excrete his spoor on distant dimensions aiding it
11 Chaos warp point where creatures become mutated and prepare to  kidnap and devour nearby peoples. 

12 Chaos infection where a demon throne of a abyssal lord festers with it's horde. With intent to conquer the local area, warbands rair the surroundings often meeting Templars of Xor or Crusaders of Xor or many other local forces waging eternal war

Terrible new theory:

Humans came from Xor first
Then spread to other worlds