Showing posts with label fish men. Show all posts
Showing posts with label fish men. Show all posts

Sunday, 30 December 2018

Exilon Game Session & EMO Rule test



Ran emo house rules game as a playtest of new rules and setting which went well. Oddly ppl turned up early and 6 players made which is good result. Got given a goat mini and a player shouted me turkey bits and tater tots and soda.

System wise the game runs smoother and simpler which is good. Im doing basics in a 32 page a5 booklet at the moment and trying to look pretty with a more info design look/ A bit harder to min max and stack abilities than older versions.

Made a change to my alignment track but players interested in the system of number scores on alignment by taking oaths to bet bonus cantrips and later on spells. Basically start rating two alignment elements as zero and cross out others initially with chance of increasing zeroes as levels go up.

Character rolling system worked well with weaker stats more like old dnd with most players having a single +1. Basically 3d6 in order with only one stat below 9 possible raise others to 9. Then can change prime requisite to a 12 in less than that score which had 3 players choose class to raise terrible stats. A bard had a dex of 4 which became feature of back ground (sent out of temple on the road as had broken some relics).

Skill selection and spells went quickly. Need to get my shopping lists sorted as ive changed money quite a bit 1 gp = 36 sp = 360 cp. Linked to living expenses to the castes. So 1gp will feed and house a commoner for a year. A silver will support a comfortable merchant and a noble will spend a gp per day. I need to jig my price lists accordingly. It did encourage players to live within means and to blow cash. Most chose barbarians but spell casters were civilized which kept up one of key game themes.

Fighter came off as more martially skilled. Beastmen were tough, Rogue was sneaky. Bards were singing inspiring songs and reciting obscure lore.

So using my mostly new Exilon setting which I realised has become quite detailed in the last three months. My bronze-stone age monument building civilizations vs barbarians post a thousand years of necromancers post four thousand years of monsters ruling an age of nightmares went well. Ruins and remnants of wicked empires everywhere. Plenty of evil threats and ambiguously tainted peoples to provide threats. Players got to choose starting city territory and the chose the Snake city countryside near some ruins. Adderville had two local ruins and a tradition of treasure hunters. Local kids and adults were used to hiring onto adventurers. Some adventurers

Blackhorn the GoatmanChaotic beastman abhuman barbarian from south whose clan long ago was abandoned by evil masters and now looked for mercenary work, over clans anti technology above stone age stance. Had a nanny goat follower and was an expert at climbing and leaping. Culturally like most barbarians of the great wastes.

Jag the SharkmanChaotic nuetral beastman abhuman pirate who served a monster overlord on the inner sea islands and was familiar with the city formerly ruled by fish people. Was mostly barbaric but could read and speak the ancient script of the monster empire. Fled masters as disliked paperwork and orders. Actually very smart an very strong willed. Might become a priest later.

Jericho the the RogueNuetral wandering rogue who wandered land giving lip service to the five cities of the Free City League. Stole mostly for pleasure and thrills. Liked to sneak up on enemies ambush then crack jokes while next to them distracting them while party over ran failed ambushes instead of back stabbing.

Nepsu the BardGood arcanist bard, expert in occultism and summoning. Had a scarab familiar, a cattle dog and liked to summon giant ants. Liked to party and investigate forbidden lore and spend money. Tradition used spell books and wizardry in service to the Ishtar Ziggurat of the Amazon city. An expert archer and did best to avoid melee. Played the lute and happy to entertain common folk to make friends and gain information. Is sickly and unhealthy.

Tatiana the BardChaotic nuetral temple bard of Geshtianna Ziggurat of Snake city and wanderer. Played cistrum in various rituals and as was very clumsy asked to go on pilgrimage across land, healing, learning and making influence. Had healing skills and spells, a numerate scribe, a canny judge of value and manners. Good at dealing with officials and nobility and merchants. Used a spear and expert with unarmed attacks even though fairly weak. Has a eunuch groom servant to pamper her. Carries incense, drugs and beer on donkey across land trading.

John the WarriorBalanced nuetral barbarian of the wastes looking for work. Expert axe man and quick shot with composite bow. Expert tracker and swimmer happy to explore civilization and find work. Arrived with stone and bone and sinew weapons and keen to loot metal and learn new fighting skills. Arrived with black horn from wastes curious about civilisation and their arts of war.

From Adderton they stayed at inn and Tatiana hired 3 boys while locals told of the necromancer hill tombs and the wasteland desert fish folk ruins seasonally exposed from sand by winds. Set off to desert and John identified tracks as a party of bipedal camels and a party of leather moccasin wearing humans. Explored a ruined stable and dug into a fish cult monster breeding menagerie ruin. Fought the front half of a desiccated lion-snake beast sacred to old snake cults. Found some old weapons and a magic copper headband. Went home for night to heal and recover,

Next day saw a stone fish man colossus fifty foot aver sand burred waste deep and a large fishman traders guild temple. Chose the colossus and as got closer saw shift robed figures retreat inside ans something look out the statue eye windows. Jericho sneaked ahead and saw 4 diseased and scarred camel men awaiting party inside  doorway (once a balcony where fish priests looked down on bloody sacrifices of humans formed in the monuments hands).

Jerico warned others with hand signals and crawled among camels undetected. As party almost entered he popped up and joked with camels distracting them and ruined their attack as Nepsu made all inside fall asleep with a spell. Tied and interrogated camel folk demon cultists and heard about their master on the top floor before executing them. While most party went up five flights of stairs, Jericho and Blackhorn leapt and bounded up the statue making it seem effortless.

Jerrico went through the window and surprised the wizard reading a tablet in a ritual making him drop it. As the wizard and his four demon camel men attacked Blackhorn lept in, Nepsu summoned giant ants an a crimson cinnamon scented cloud. During the tense fight the wizard took out three wounded heroes with magical missiles. Tatiana turned tide reviving Jag and the wizard and camels fell. Killed the camels and bound wizard for return trip. Took his demon conjuring brazier of his patron  home. Found a chest with a snake in it so the dis a shake n bake on the snake killing it. Chest worth more than silver inside. Went back to Adderton for feast.

Next day tracked path to great guild house and killed a bunch of lesser cultists and robbed camp but obviously missed their leader. Returned to village where nepsu hired a militia man. Next day returned to collosus and went into the legs burred deep under the area. Motivated by missing leaders notes got workers to clear way through blockage. Found underground canal way where John dived in to explore passages and search silt and water and blackened bones. Found a sacrificial well where a giant albino fish tried to swollow him. Whole party struggled and barley won. Carried fish away for later and left note and priests robes with a taunting note from Jericho. Took two backpack loads of tablets and smashed rest when they heard the missing priest with cultists clearing tunnel to get in.

Back to Adderton to sell weapons and party the greater loot they took to city and handed wizard to magistrate. Had criminal casters face locked in a cruel iron casket and listened to party testimonies. Sentenced wizard to burning and party trained up. Tatiana befriended magistrate and went to a dinner party. Several learned to speak fish folk. John improved his axe skill. Tatiana learned holy lore of the gods from ziggurat, Nepsu studied techniques of quick corpse looting. Jericho learned terrible taunts to enrage enemies and start fights better as not that into fighting or back stabbing. Blackhorn and Jag had wandered off by this stage and will see what they learned later.


Went well and set up campaign themes and antagonists worked well. The fish fight was challenging and funny as everyone struggled to save unconcious John who only just was saved. Should get a few more games in while I'm in sydney for month. New year will see if i can get extra work (booked 14th-25th) or go busk with art in Newtown and do legal shit. 

Working on mutant book NYE, need to update bard class song abilities and get basick rule booklet ready. Have bulk of text done and some graphics.

Friday, 28 December 2018

d100 Fishy Fantasy Folk



As I have a fishy city in my setting i might need this. I might make some more stuff too like fish mutations and sea monster invasion tables....

I would change names for my current setting but will do all my marine stuff for shadel port one day which is where these names would be usable.

d20 Fishy Traits
01 Bulging eyes
02 Big lips
03 Slimy skin
04 Scaly rash patches
05 Gill slits
06 Webbed digits
07 Long clawed fingernails
08 White eyes
09 Night vision
10 Croaking fits
11 Limpy gait
12 Hunchback
13 Smells of fish
14 Hair loss
15 No belly button
16 No nipples
17 Squashed nose with slitted nostrils
18 Long sharp fingernails
19 Green-grey tinted skin
20 Sharp teeth with several rows

d20 Secret Fish Cult Paraphernalia

1 Strange gold nugget shaped like coral
2 Green stone squid god idol
3 Stone fish medallion
4 Wavy sacrificial knife
5 Wax tablet with strange writing
6 Coded map to cult meeting place 

7 Whale tooth with sea demon scrimshaw
8 Several small pearl
9 Strange green sea metal knife for not quite human hands
10 Packet of deep sea weed narcotics
11 Item from missing ship
12 Trilobite or amonite fossil pendant
13 Gold tentacle pendant
14 Tattoos of octopus demon god
15 Tribal tattoos of distant islanders
16 Tattoos of fish cultists trading with humans 
17 Fish cult mask
18 Fish cult robes
19 Magic fish hook catches a fish once per day
20 Barnacles and seaweed rooted in skin 

d12 Fish Cult Plots
1 Breed with humans
2 Kidnap sacrifices
3 Kidnap humans to eat
4 Ruin local economy with fishy gold
5 Peddle fish folk drugs
6 Sabotage sailing vessels 
7 Spread false sea charts
8 Recruit for the fish cult
9 Maintain fish cult holy places
10 Spread murder and vice
11 Spy on humans
12 Make people think the fishman empire was not so bad

d10 Quick Types
01 Vagrants
02 Dock folk
03 Shop keepers
04 Entertainers
05 Old timers  
06 Tavern Characters
07 Sailors
08 Professionals
09 Upper Crust Toffs
10 Cultists

d100
 Fishy Fantasy Folk
01 Stinky Fishgristle a stinking homeless drunk who mutters about bad weather before it starts and eats fish heads discarded at markets
02 Mavis Swamp Weasel lives in a shack of garbage, local say she is a witch and yells at local children
03 Old Man Tucker, sits in alleyways drinking and muttering about terrible things he has seen and how "they wont let me talk"
04 Alfie Chumbucket begs for scraps from fishermen and does odd jobs, children say they have seen him eating raw fish guts
05 Puggle Tacklebox fixes fishing lures and nets for scraps and beer, he has missing teeth and terrible fish breath 
06 Old Willy the Whale, bloated huge pale man who somehow gets enough food to maintain his size, some say he eats other vagrants
07 Old Mother Fishlegs wanders around shore like collecting driftwood and scraps she sell or collects in her shack. She has a collection of strange things from the sea
08 Granny Musselchops wanders the docks muttering with bags of rags and scraps and cages with rats, cats and birds she traps and sells for bait 
09 Orla Canklegrim sits on docks drinking and laughing and cackling and smoking, some say she has a secret fortune and she pays her tabs at the grog shop with gold nuggets 
10 Sally Plum like to sing with her hideous croaking voice until people throw fish heads and tails at her to shut up
11 Big Willy is a dock hand who lives in a tint shack on the docks. He is notoriously idiotic and strong but so far has not killed anybody who taunts him
12 Old Man Bracken sits on docks whittling ivory and driftwood telling stories of horrors of the sea. He knows many strange legends and forgotten lore of the sea 
13 Jimmy Barnacles rents small boats and lends money and goods to other fishermen, many on the docks owe him 
14 Jenny Kelptoungue sells mussels, clams and oysters on the docks she gets from somewhere, and is often heard hawking her wares. Some say she trades pearls to strange outsiders 
15 Fanny McGinty fixes nets and sits by the docks singing strange songs she claims to have learnt from islander slaves from far away
16 Mack Hatchet buys the best catches and ships them off to the rich every day and always has plenty of gold to pay
17 Molly Shrimp sits on the docks selling pipe weed of all kinds, many from exotic distant lands. Especially dragon weed from the sea depths which increases your life span but makes user an addict if not prepared properly which she does not. Most of the dock folk deal with her daily 
18 Gatland Pike hangs around docks unloading goods that come in for small change to buy more grog, he sees all the comings and goings on the docks
19 Greg Bass, a popular leader of dock workers who negotiates pay and has become unpopular with business leaders. He has been meeting workers in a local tavern and increasingly adding ritual elements to his docker brotherhood 
20 Barnacle bill a old peg-legged, hook handed retired sailor sits on docks giving unwanted advice and telling tall tales of treasure which often lead to a fishman temple ambush
21 Salty Pete runs a fishing supply store where he sells strange worms and creatures from the bottom of the deeps 
22 Marek Tule runs a boat yard and mends local boats. He has uncanny knowledge of the sea and boat building methods of many lands beyond a humble local tradesman
23 Muriel Tattersail, repairs sails, sells used cloth and quality all weather coats and cloaks. She occasionally sells goods from lost ships she claims to have found ashore  
24 Elon Clamneck is a fish monger who always has good prices and has extra cheap strange deep sea fish most people think too nightmarish to eat. He eats all kinds of strange fish dishes like pickled eyeballs and sea urchins and jelly fish
25 Teresa Slurm runs a sly grog shop under a tarp by the docks where she sells rotgut grog to the worst kinds of dockland folk. All kinds of strange unseemly creeps gather for her company and awful drinks
26 Marigold Drake sells odd junk and strange things brought by sailors from around the world. Odd creepy idols and mummified mermaids in display cases attract strange clients from far away  
27 Manny Sorecrust taxidermist stuffs and mounts creatures from the sea as trophies and curios. Some poorer samples seem extra horrid and the glassy stares from his stock make children cry. He is always after monkeys to make fake mermaids
28 Lorris Clark sells old maps, charts and books from far and wide. He especially has a good collection of old log books and always keen to by written travellers accounts
29 Borris Lengman runs a small smith repairing mariners tools, harpoons, nails, and other petty items, occasionally he has strange samples of sea-metal
30 Kalis Seageld sells cheap fish meals from her tiny hut including fish head stew, fishtail porridge and eel pie. She also offers other mystery stew items from her cauldron
31 Bordrin Klag is a hunchbacked musician who plays lascivious flute tunes to drunken dock workers. He knows all kinds of gossip and sleeps somewhere on the docks.
32 Old Bill Gull plays popular sea shanties in taverns and knows many old tales of the sea and it's mysteries. He knows of many forbidden elder ruins on the coast
33 Matilda Hollyhock keeps several dancing monkeys she uses to entertain others for coins, she has shows for public, children and bachelor parties 
34 Coral Rockland, a dockland prostitute who sees all the comings and goings on the docks and sells contraception, abortion medicine and herbal treatments on the side
35 Corbyn Ray a bard who travels the coast singing sea songs and also spreading messages (also for fish cultists), he is popular and leaves many lovers
36 Gumpy Talon bites off fish heads for copper coins and various odd jobs and humiliating chores until he can get a job in a big fancy carnival
37 Sammy Crumpkin runs shell and dice games in a shack and preys on freshly paid dock workers and sailors. Carries a huge knife for arguments
38 Gilbert Salt runs carny games like ring toss and coconut stalls and gets into fights often
39 Pearl Shanty a popular tattooed prostitute and singer carrying at least a dozen diseases and parasites she is immune to 
40 Mungo Shank runs a small dockside freakshow in a series of old shacks and tents including a fish boy, a mermaid, a talking octopus, siamese twins, the gill boy, the snake woman and a foreign idiot you can pay to throw coconuts at
41 Drake Dogfish is a ex freebooter scallywag who tells jokes and is a popular barfly who knows all the locals when in town
42 Captain Saltbeard an old trader who tells stories of life with the cannibals of the misty islands
43 Madame Clorakka a mystic elder who tells fortunes using a strange piece of glass she found in the sea
44 Lady Fang a snaggle toothed old woman who sells medicinal herbs and drugs (which she includes in herherbal remedies)
45 Old Betty Butterfish, runs a boarding house and makes famous stews from unwanted fishermen's catches, her house is decorated with all kinds of oddities from her travels
46 Tattoo Lilly, an old toothless woman with strange tattoos from her travels across the seas, some say she can cast spells
47 Old Man Smothers, limps around the docks shambling about ignored by everyone. He is hideous and can barley speak. Most assume he survived diseases and is very old
48 Ginny Jellyfish gathers seaweed and barnacles to eat and is hideous and senile. She often thinks she recognises people and gives wrong information to outsiders
49 Ragmund Knorr a elderly barbarian sea raider who's people modernised when he never did. He tells of all his raids and savage heathen rites of youth but gives lip service to modern faiths
50 Elly Banrnacle a hideous crone people visit for advice and magical advice. Apparently she can remove curses and the evil eye or can inflict them
51 Rolf Stienmann a hideous drunk who seemingly can throw up his body weight in rotten fish

52 Cally Boots is a terrible drunk who begs for free drinks with terrible attempts at using her long gone sex appeal, if she gets drunk she sometimes says too much about local secrets
53 Villi Morgan begs for free drinks and if anyone is kind he will warn them about local cults 
54 Misty Cavern a popular barmaid who leads patrons in song and dance, some say men she leaves with never return, she says they just sailed away
55 Victor Lamprey offer strangers free drinks which he drugs so his gang can press gang his victims and sell as crew to local ships 
56 Captain Stinkeye has a horrible missing eye hole that still leaks puss, he claims to know where a lost treasure is but needs gullible dupes brave young adventurers to help
57 Zebidiah Smilax tells of a horrid cult filled island with titanic giant beasts and strange elder ruins and his narrow escape that cost him a arm and a leg
58 Gor Runkin a musclebound barbarian who harasses any new women who enter his local tavern and is willing to start fights to "impress" his desire, he complains his ungrateful female slaves ran away or died 
59 Karbar Urgan a twisted old yellow toothed man who smokes and coughs up bile, complains about modern people and praises when the fishmen empire ruled the surface in peace and harmony
60 Vazzle Demonblood, talks like he is a edgy demonic cultist and boasts of sexual escapades, really he lives with his mother and his seven bastard children, complains demon worshippers are unfairly treated
61 Nick the Knife, out of work surly sailor who throws knives at anyone he thinks disrespects him
62 Fernando the Handsome, a vain and sleazy liar who will say anything to crack onto any woman even of average appearance, he keeps moving from port to port
63 Old Vinny a ageing sailor who keeps surviving and has not a penny to his name, when not at sea he relies of fish brotherhood for charity
64 Saul Pikeman a gambling addicted sailor constantly chased be money lenders and gamblers and desperate for cash, tries to sell fake treasure maps
65 Loris Gregor is a sailor who was stranded for decades with head hunters and carries a bag of shrunken heads and fetishes he tries to sell
66 Caban Whaler was on a crew of sea monster hunters and has many tales of his travels. He claims to know the lairs of several local creatures
67 Van Gorman a smuggler always looking for gossip and victims who will help him ship untaxed contraband in locked sea chests he claims needs to reach his mother
68 Oola Gonwaa huge native lady with tattoos who works on whaling and sealer crews, on shore she mostly drinks and looks for lovers  and enjoys arm wrestling where the loser submits to her as is the custom of her people
69 Shanky Scrimshore is always carving the teeth of great sea monsters and is keen to stab anyone who spoils his concentration
70 Lonre Seagreene is a old sailor who is very popular with crews so much so many superiors find him a threat. Several ships he sailed on disappeared or turned into cultist pirate crews
71 Doctor Loran is a surgeon always keen to help with amputations (his favourite), treppaning and black lotus based medicine

72 Laura Fingal has come to find outwhere the strange sea gold comes from that props up the local economy. She has been seduced by the gold of the fish cult and instead has joined them
73 Philangas Coram a scholar studying medical abnormalities and always ready with his skull callipers and wild theories, has been seeking to learn local fish cult secrets 
74 Pornas Clag has come to investigate why local fishermen get such fantastic catches on behalf or a fish merchant guild and has become seduced by a fish cult
75 Doctor Lars Brunner has been sent by the nobility to find why so many locals are unfit for military service. While investigating the cult got him hooked on dragon weed from the deep sea and he will do anything to get more 
76 Briana of Tharn has come to make deals for her fish merchant guild and has become enthralled by the embrace of fish men, now she aids them and helps cultists spread 
77 Gordon Feran has come seeking samples of the strange green sea metal people have reported coming from the area. Having asked the wrong people he has become seduced into the cult  promising to show the metals secret origin
78 Lloyd Cutler a clerk from another city came looking for his lost brother and got a  job in a local guild to investigate. He has spent months trying to blend in and join a fish cult. Finally he has been initiated but is still wary and has not had many answers yet
79 Ambrose Voight came to map the local reefs and tides in hope of reducing ship wrecks but came across fish cults on the reef and was inducted into them. Now he is influential in financial circles
80 Christina Demoro came to investigate smugglers, bandits and wreckers on the coast and has been hiring herself as a sellsword to gangs to find out what is going on. She only has an inkling about the cult involvement
81 Madam Bovadore is a wealthy widow who is staying by the sea on her doctors recomendation and has been discovering remnants of the fish people civilisation all along the coast. After some enticing dreams she is obsessed
82 Percy Longilas a effete dandy and noble bastard, expert duelist, came to investigate tax irregularities stayed for cult depravity, has one of best rooms in area with servants and footpad thugs
83 Lorian Carmichael local land owner who allows villagers to perform certain festivals on his lands by the old monoliths, claims to have scholarly interest in cults and history and local law
84 Lady Toffington a widow with limited means teaches numerous local ladies in manners, etiquette, the harp and singing. She is aging but has remarkable looks for her years. She runs a pooirhouse for girls as a charity
85 Lord Cornford a scholar in old customs and stories came here for research and stayed for the cults, vice and carnal fish folk rites
86 Lady Corrington is engaged to a lord busy on a military campaign, so while waiting with her servants she studies natural history. She loves to dissect strange sea creatures and draw them. She has come to know some locals quite well and always has armed guards. Her notes and drawings of a sea serpent found on the shoreline have earned her notoriety in scholarly circles. She has veteran guards and is well liked by local seaside folk
87 Master Holbien is a guild administrator frequently seen in the docklands inspecting papers, tax documents and stamp duties on goods.He is strict and officious working with government, banks, merchants and regulators. He frequently deals with religious leaders of all creeds also in public and private
88 Lord Alderwood a eccentric noble with interests in shipping who's fortunes have made him rich. His business seems immune to bad weather, piracy, wreckers and sea monsters plaguing the coasts. He attributes this to his true faith and charitable deeds
89 Lord Poncenby is a terrible rake from court of the run from debt, scandal, abuse and gang violence. He came to lay low but found kindred spirits able to channel his ogrish behavior in a less public manner
90 Baron Luburich a forign nobleman who has taken an abandoned merchantman manour. Reclusive and rarely seen by day mostly his servants act for him. Locals gossip about him and the coffins he brought in by ship to inter at his new estate crypt. He has had acording to rumour had dealings with various nefarious local characters 
91 Brother Fishbach a a robed pilgrim who tells of the kindly fish mother goddess and her bounty
92 Master Ithcan teaches how to sacrifice to the sea peoples with food and treasure for a lucky sea voyage

93 Gamrock Taarg teaches how the lord of the deep craves human sacrifices or monsters of the briny deep will destroy the colony
94 Mother Tang takes the curious to secret fish cult ruins from long ago to teach the glories of the fish folk civilization that humans are a mere mockery of
95 Sister Thulvia invites strangers to embrace the erotic mysteries of the sea gods and invites strangers to perform rituals with her on a secret reef outcrop shrine

96 Sister Hydra a huge bloated woman in stained rich robes who stuffs her face with food offerings she insists please the sea gods. She craves food, gold and carnal followers
97 Sorlac Grim is always recruiting travellers with promises of wealth and love in the embrace of the sea. Those who learn to much and reject him become targets of cult kidnappers for the next sacrifice
98 Julan Mnar is a sorceress seeking helpers to open a ancient sea cave guarded by minions of the worm god, she offers relics items of elemental water
99 Klorak the Wizard seeks helpers to loot a forbidden temple of the serpent folk with plundered fish cult relics he requires for research
100 Father Krakengeld appears a respectable preacher but his sect incorporates many hidden fishy metaphors, artworks and 

Monday, 8 October 2018

d100 Dodgy Ship Passages

You get on a boat. Stuff goes wrong. Classic stuff.
If you don't get good travel trips or take the cheapst ride

d100 Dodgy Ship Passages
01 You are all to be sold to islanders for slaves in return for pearls and gold 
02 You have been shanghaied into crew of a pirate ship
03 You are have been forcibly taken to a colony and abandoned as labour
04 You are sold on a distant continent as slave labour
05 Your crew are cultists and take you to a secret island to sacrifice
06 Crew try to rob passengers then dump them in the sea
07 Crew take passengers to dungeon complex on island and force them to find something
08 Crew mutiny and defect to another nation
09 Crew mutiny and plan to settle on a island and need people
10 Crew are maniacs who sell you to cannibals for gold
11 The ship is wrecked by false signals of wreckers who try to murder and rob survivors
12 The ship is chased by pirates
13 The ship is fired at by pirates
14 The ship has pirates attempt to board 
15 The ship is taken by pirates who strand anyone who wont join
16 The ship is damaged by pirates and limps to port late with everyone starving
17 The ship is sunk by enemy shipping and you escape in a lifeboat
18 The ship is intercepted by military searching hold for fugitives or contraband
19 Pirates try to board one night by surprise
20 Privateer ship of uncertain oragin follows
21 The ship is a plague ship and crew begin to die once at sea
22 The ship is a ghost ship and takes them to distant island dungeon 
23 The ship is a faerie ship and takes party to undersea faerie land 
24 The ship is damned and takes them to the underwater underworld of King Kraken
25 The ship crashes on a rocky outcrop belonging to a sea hag
26 The ship spirit has a mind of it's own and heads for adventure on the high seas!
27 The ship is on a quest and seeks the right crew for a distant journey
28 The ship is damned and is sucked down to the sea of the underworld
29 The ship is sucked up in a whirlpool into a great underland sea beneath the earth
30 The ship is swallowed by a behemoth and becomes interlocked with past meals
31 The ship stops on a Island in fact the tip of a demon whale 
32 The ship is possessed by a demon and directs the ship to the burning south beyond known seas
33 The ship is possessed by a winter spirit and directs the ship to the frozen north beyond known seas
34 The ship is cursed and runs ashore in a distant kingdom
35 Ship is driven by weather into island of prehistoric monsters and cannibal tribes
36 Monsters in ships hold escape
37 Crew member has some kind of lycanthropy
38 Cultist on board summons some unholy entity to kill the crew
39 Wanted fugitives fleeing law onboard attract attention 
40 Madman incites mutiny to start a colony but mostly wants power and murder
41 Ship stops on island of indolent hedonist drug addicts crew want to stay
42 Ship finds faerie paradise island and crew become addicted to faerie food 
43 Ship finds shipwreck and fight a giant octopus looking for treasure
44 Someone on the ship offends the gods angering them
45 Attacked by cannibal chaos cult canoes
46 Giant sea hurtle with crew of marine iguana lizard men pirates
47 Mermaids seduce several crew into jumping overboard
48 Sea Wolves attacked by night taking several crew 
49 Roc picked up ship and took it to island mountain top nest
50 Kaiju attacks ship to take to lair
51
 Ship crew drawn by siren drive ship into rocks with few survivors
52 Sea serpent attacks ship
53 Dragon turtle attacks ship for food and treasure
54 Fish men attack the ship seeking captives for breeding or sacrifice
55 Octopus faerie tako climb aboard looking for grog and love and parties 
56 A minor sea god tries to wreck the ship but a good crew can save it
57 A sea ghost haunts the ship and it must be appeased
58 A famous pirate demands a fee for a safe passage
59 A naval vessel approaches with no flags visible d6 1-3=allied 4-6=enemy
60 Find floating wreckage with survivor of a marine disaster
61 Rescue a jolly boat of starving seamen, one has a treasur
e story 
62 Witness a burning ship with pirate victims
63 Find unconscious person floating in the sea with an amazing story
64 Rescue a island castaway with an amazing story
65 Saw a strange island mad of flsh
66 Saw mist shrouded haunted islands with treasure hulks run aground
67 Saw distant sea or storm giant
68 Saw distant giant fighting a leviathan sea monster
69 Saw iceberg steered by pre hyperborean wizards that project great lights by night
70 Saw sea elf city on back of gargantuan hermit crab
71 Saw a great sea spirit or elemental crossing the sea

72 Sail into the dreamlands on night
73 Sail into the nightmare realm
74 See distant ship being attacked by pirates
75 Rescue sinking ship crew 
76 See floating ghost ship following behind
77 See a demon ship sail by 
78 See several twisters during a severe storm
79 A huge ogre war canoe with drumming hungry ogres
80 Encounter a lost primitive outrigger with starved native
81 Conscripted into naval battle
82 Seahag demands sacrifices
83 Sea elves riding dolphins seen in distance
84 Earthquake temporarily raises prediluvian ruined monument of the squid demon
85 Found ref with basalt columns and structures
86 See sunken ruined buildings on the sea floor
87 Saw undersea people riding seahorse mounts
88 Crew abandon ship thy think is cursed (someone kills an albatross)
89 Giant octopus or squid grasps at ship
90 Sea giant waste deep in water attacks
91 Attacked by demon worshiping stingray men
92 Water wizard with elemental attacks ship

93 Underwater ornate metal boat operated by wizards of secret prediluvian civilization
94 Seashell citadel on island with sea elves inside
95 Whale with horn rams the ship hungry for flsh

96 Kelpies, selkies, nyphs or sirnes  lured crew overboard to eat
97 Giant sandcastle of crabmen with guardian pets guarding a treasure
98 Saw a glass faerie citadel on a phantom island
99 Island found with ancient megalithic circle used for opening gateways in elder times
100 Island has long forgotten stone barrows

Wednesday, 30 May 2018

d100 Remnants of the lost Empires


Remnants are scrap monuments from ancient times, mostly prehuman times when men were wild animals. Sprinkling these around can give clues about ancient civilizations in the area, That stone wall in the store with funny writing is actually a talking point and good for dropping clues about the area. I like to make it obvious the local planetary crust is thick with dungeons.

The Seven Monster Empire Races
1 Arachnid Empire of the nefarious Spider folk
2 Amphibian Empire of the croaking Frog folk
3 Ichthyoid Empire of the underwater Fish folk
4 Reptilian Empire of the cosmic Serpent
5 Cephalapod Empire of the vile Squid folk
6 Carrion Empire of the fiendish Vulture folk
7 Chiroptera Empire of the horrible Bat folk

d12 Elder Empires of the Dawn Ages
1 Arachnid Empire of the nefarious Spider folk
-scorpion, centipede, segmented worms
, solifuge and ticks servitors
2 Amphibian Empire of the croaking Frog folk
-Newts, salamanders, frogs, toads, axolotls and olm servitors
3 Ichthyoid Empire of the underwater Fish folk
-Eel, shark,catfish, barracuda, lamprey, ray, various fish folk servitors
4 Reptilian Empire of the cosmic Serpent
-Serpent, lizard, dinosaur and draconian folk servitors
5 Cephalapod Empire of the vile Squid folk
-squid, octopus, cuttlefish, nautilus, ammonite crab, lobster,  folk servitors
6 Carrion Empire of the fiendish Vulture folk
-vulture, hyena, crow, condor, jackal and stork folk servitors
7 Chiroptera Empire of the horrible Bat Folk
-vampire, ghost and common varieties of bat folk servitors
8 Fallen Empire of the Insect Swarms
-ants, bees, wasps, mantids, beetles, dragonflies and other servitors
9 Fallen Empire of the Walking Worm Folk
-slugs, snails, worms
10 Draconic Empire of Tiamat
-wyverns, drakes, various types of dragons
11 Jotun Empire of the Giant Folk
-ogres through to titans and jotuns the foes of the gods
12 Elemental Hordes
-sometimes unites sometimes separate tribes of abhumans and cultists and monsters

d12 New Age Empires since the Dawn Age
1 Elven Empires-Various tribes and races, plant beings, faerie folk, goblinoids, lycanthropes, changelings
2 Dwarven Empires-Various tribes and races, animal friends, automatons,
3 Gnome Kingdoms-Various tribes and races, animal friends, tree folk, automatons
4 Halfling Clans-Various tribes and races, animal friends
5 Goblinoid Empires
-kobolds, goblins, hobgoblins, bugbears, nilbogs, norkers
6 Troll Empires
-hedge trolls, cave trolls, hill trolls, chaos trolls, arcane trolls
7 Orc Hordes-various tribes, often lead by a wizard or warlord, will have many vassal monster races
8 Demonic War Bands
-various cults for each demon noble or alliance, favoured beastmen, mutants and monsters
9 Diabolic Empire
-various cults for each duke or noble of hell, orcs, humans, monsters, damned souls
10 Strange Elder Cults 
-various cults for each elder god, beastmen, mutants,
11 Necromancer Empire
- makers of undead and death magic, the first human civilisation
12 Beast Lord Hordes
-elder beast spirits, lycanthropes, beast men, cavemen, barbarians, nomads

d10 Common Monuments per hex
1 Old shrine in hidden dark place
2 Carved border stone
3 Remains of deceleration carved in cliff possibly vandalised
4 Old stone well with carvings opens into a built cistern below
5 Large stone block used in the market place or years
6 Jumbled up carved stones of destroyed building
7 Remains of broken statue
8 Foundation slab and some walls intact ruins
9 Foundation slab and some walls intact rest more recent in other style
10 Ancient headstone remains

d100 Remnants of the long ago Monster Empire
01 Stone slab depicting lizard king executing tiny humans on knees
02 Broken black column with centipede patterns
03 Giant stone bat head cracked open on side
04 Rows of horned goat statues  
05 Black glassy pit left where wizards battled once
06 Stone snake head half buried in ground
07 Worn sphynx or shedu statue
08 Ruined ornamental archways with pattern
09 Crumbled but functional remains of a bridge
10 Foundations of an ancient manor house
11 Entrance to basement of old manor house
12 Long abandoned tomb with hieroglyph carvings full of garbage
13 Ornate water trough for beast of burden with dinosaur carvings
14 Trickling ancient fountain covered in slime decorated with snakes
15 Stone beehive like structure sometimes used as shelter
16 Stone bull headed statue carved into rock outcrop
17 Reclining serpantman 100 foot long statue along rivers edge
18 Stone cliff full of marine fossils with carvings of fishmen priests
19 Huge vulture god statue in cliff face
20 Carving of a horrible giant eating thrall humans
21 Carving of a beastman holding a struggling human in each hand
22 Crude carved monolith of a squid headed demon gold of the olden times
23 Sacrificial altar worn by thousands of years use
24 Vaulted crypt stuffed with non human mummies locals fear
25 Stone circle with sigils of the great monster empires and their gods
26 Arachnid carvings on ancient stone cliff face
27 Border stone with web and arachnid writing
28 Stone of scorpion man king eating someone with alien writing
29 Black squat toad idol worn with millennium of worship
30 Row of ancient pillars with remaining patterns
31 Carving depicting ancient pact to feed virgins to dragons made long ago
32 Carving in rock of men fighting a headless giant with a mouth in it's chest
33 Depiction of giants flinging humans into a volcano in carving
34 Carving of One eyed formarian god king smiting all with his eye 
35 Draconian troops paying homage to Tiamat
36 Huge skull carved into hill top 
37 Dragon carved into turf of hill where dragon was killed in final battle long ago
38 Crumbling boggy mud patch with reeds once was a ziggarutt
39 Broken and ancient small pyramid tomb 1in6 looted long ago
40 Row of several small broken pyramid mostly looted long ago
41 Huge stone spheres, 1in6 cracked open by failed treasure hunters
42 Row of frog statues where water once flowed
43 Giant stone frog fountain in good working order
44 Art depicting parasitic worms being implanted by priests
45 Carving of worm father in the underworld feasting on corpses
46 Statue of a troll carved into hill face
47 Carving of trolls leading humans by chain into the underland 
48 Huge rocks were once giants or trolls
49 Hill known to have been where a giant buried
50 Boulders chewed into troll faces by a gnawing troll
51 Huge Stone sea creature carved in rock

52 Hundreds of fish symbols etched into rock
53 Thousands of loose broken bricks with squiggly marks on them
54 Statue of serpantman with hidden speaking tube for a priest to talk through
55 Carvings of plant creatures and the cosmic tree
56 Carvings of prehistoric animals 
57 Crumbling and vandalised code of occupation from some forgotten empire
58 Huge ruined fire altar where bodies were burned for thousands of years
59 Huge stone bows with lilies and a naga statue and shrine
60 Great stone cube with stairs to top
61 Crumbling ziggarrat with badly worn upper layers
62 Eroded hill half exposed remains of a ziggarutt
63 Stone chamber under a hill with carved scenes of humans paying tribute to seven monster kings who came by ship
64 Creepy old cave with paintings of monsters and humanoids fighting
65 Ancient dirty pit where sacrifices thrown for aeons but now mostly garbage
66 Pond where swords and bodies thrown for millennium
67 Carving of world tree holding constellations in branches
68 Huge relief carving of dwarvern warrior
69 Carvings in hillside stone of faerie orgy
70 Carving of hill gnomes meeting with forest gnomes with pets making friends
71 Carving of the goblinoid gods being carried by worshippers on thrones

72 Carving of great orc king on the stinking throne of a pile of human heads and skulls
73 Amphitheatre with carvings of reptilians and dinosaurs eating apes
74 Huge stone plaza with arachnid designs before a collapsed tunnel entrance
75 Sinkhole opens into cavern temple of the bat goddess ans sacrificial altar
76 Vandalised statue of a crowned lizardman eating a baby whole, looking happy in rich robes
77 Ruined ant castle mound with twisted tunnels and mounds of dirt
78 Carving of fire newt men champion in regalia of long lost empire
79 Carving of humanoids 
80 Huge stone legs on a plinth rest of statue missing
81 Mounds that were once fortified mudbrick walls  around a settlement
82 Great stone steps carved showing primitive humans and others bringing tribute to a monster king
83 Remains of three giant mill houses that would have made flour for a city
84 Strange ruin of great building with copper boilers and metal pipes people come for scrap
85 Strange iron structure and huge chunks of a once giant glass disc that once was here
86 Huge riveted iron frame building and tonnes of shattered glass
87 Huge mound of rubble and remains of tower at base carved in prehuman script
88 Rows of carved rat beastmen statues holding urns of unholy filth
89 Rows of statues of undead from remains of necromancers ruin
90 Vandalised carvings of a gaggle of chaos mutants in a cliff face
91 Carving of a ancient demon who menaced this area made too look very powerful
92 Huge circles carving for summoning ritual in ground

93 Huge drawings on ground from high up illustrate great monster kings
94 Great rune carved into mountainside often demon or devil symbol
95 Carvings of ancient halflings execute human prisoners with some decapitating apparatus

96 Painting under cover or cave of ancient wizards who first wrote on walls
97 Drystone low walls in strange patterns over large area
98 Elemental god symbols on ancient borderstone
99 Ancient stone where beastmen and barbarian kings were crowned long ago
100 Great circular tiled building where once there were inter planar gates built by the elemental heretic wizards ages ago

Sunday, 20 May 2018

Redbrick Water Features


Don't roll all of these just a few fine or till gaps filled
Every level has one possibly more

Redbrick Water Features
Fancy magic potions cannot be kept for than one hour
Most 
fancy fluids only work once per person per day 

d12 Crude Water Feature
1 Dirty hole in ground collects water

2 Large clay urn and wooden cup
3 Bucket with wooden ladel
4 Sinkhole with flowing water
5 Sewer grate
6 Open filthy drain
7 Chamber pot and bowl of filthy water
8 Dripping ceiling with clay pot collecting
9 Water trickles down a wall and into a crack
10 Clay pipe broken open with flowing water
11 Creek worn through floor several foot
12 Water pours from crack filling a filthy pond


d12 Fancy Water Feature
1 Toilet pit drops into sewer
2 Wooden toilet hut with
3 Well with bucket and rope
4 Well with bucket and chain under cover
5 Well in locked shack with pump and trough
6 Water flowing through a stone trough
7 Raised pond in stone basin fed by trickle from room
8 Ornamental or Statuesque fountain
9 Grotto with burbling warm water, fog, mineral deposits and crystals
10 Waterfall 
11 Holy fountain with a shrine
12 Magical potion fountain

d12 Defences 

1 Wandering monsters here for a break
2 Guards from a faction
3 Spell caster or servants here
4 Mechanical trap
5 Snare or net trap
6 Deadfall trap
7 Giant animal guard
8 Lesser spirit rises up like a spectral minion
9 Threatening signs
10 Alarm of some kind
11 Animated weapons or armour or undead
12
 Cherubim or Imp or brownie or pixie guardian

d12 Common Fluids
1 Sewerage
2 Filthy
3 Vinegar

4 Brine
5 Cool spring water
6 Hot mineral water
7 Blood often mixed with flammable alcohol

8
 Beer or cider
9 Wine or spirits
10 Tea or herbal brew
11 
Milk
12
 Honey or mead or malt or syrup

d12 Fancy Fluids

Unholy water
2 Holy water
3 Holy potion of 
protection from evil for 1T
4 Holy potion of bless +1 for 1T
5 Heal d4 once per person per day
6
 Heal 2d4 once per person per day
7 Night Vision potion 1T
8 Minor mutation potion d100 on a mutation table
9 Detect magic potion for 1T
10 Temporary mutation for 1T
 d100 on a mutation table
11 Elemental or water weird or liquid creature
12 Spirit of the water makes contact or apears


d12 Potion Flavor
1 Rotten puke and excrement

2 swampy choking mucous
3 Vinegar
4 Mineral
5 Sour
6 Herbal
7
 Fruity 
8 Spicy
9 Fragrant

10 Wine or beer or mead
11 Distilled spirits or liqueur or cordial
12 Delicious ambrosia or honey or nectar

d12 Potion Properties

1 Thick and viscous mucous
2 Slimy and ropey
3 Water or spirit like transperant
4 Oily or greasy or waxy
5 Turns to vapour once opened
6 Colour tinted transparent fluid
7 Opaque coloured fluid
8 Effervescent with bubbles
Sparkling liquid
10 Shimmering 
11 Luminous fluid
12 Mercury like fluid

d12 Potion Colour
1 Red
2 Magenta
3 Cyan
4 Aqua
5 Yellow
6 Tangerine
7 Emerald

8 Light Green
9 Violet 

10 Turquoise
11 Ivory
12 Jet 


d100 Magic potion fluids
01 Unholy water
02 Holy water
03 Holy potion of 
protection from evil for one hour
04 Holy potion of bless +1 for one hour
05 Heal d4 once per person per day
06
 Heal 2d4 once per person per day
07 Night Vision for one hour
08 Minor mutation potion d100 on a mutation table
09 Detect magic potion
 for one hour  
10 Temporary mutation for one hour d100 on a mutation table
11
 Can speak a new language and only that for one hour (Goblin is common)
12 Spell in brain, next time speak the spell escapes and is cast when mouth opens
13 Vision on some vague threat in the future of the dungeon
14 Dream that night of past incarnation
15 Age reduces d4 may only use once may only take away one batch
16 Have a battle in dreamland that night during sleep
17 Spirit in the fluid tries to possess drinker and makes them exhibit some awful bad trait
18 Spirit in the fluid tries to possess drinker and tries to use them to achieve some mission
19 Euphoric spirit in fluid will possess drinker and keeps them relaxed and happy
20 Melancholic spirit in fluid will possess drinker and keeps them depressed and tearful
21 Water elemental possibly just makes clean water and non hostile mostly
22 Water weird living horror in putrid unholy tainted water
23 Spirit of the water seeks to make contact
24 Ochre Jelly transparent hiding in fluid
25 Grey or crystal ooze living in the water
26 Algoid or shambling mound erupt from slimy water
27 Mushroom men or spore goblins erupt from moldy water
28 Kappa (1in6 a vampire kappa) dominates area
29 Giant guardian snake (1in6 intelligent and d4 levels as a spell caster)
30 Monster living in water 1=giant cave lobster 2=rats 3=giant fish 4=giant frog
31 Poison tainted water
32 Acid 1hp damage with touch or splash 2d4 if fall in or dose thrown
33 Diseased water carried by diseased filth
34 Narcotic for d4 hours, hallucinate if fail save
35 Narcotic for d4 hours, planar visions ask one divine being a question
36 Narcotic for d4 hours, save or cannot tell a lie will blurt out truth instead
37 Narcotic feels phobic and uncertain +1 to surprise for one hour if fail save 
38 Narcotic visions of the ancient past for a d4 hours if fail save
39 Narcotic visions of the dawn of creation for a d4 hours if fail save
40 Narcotic vision of horrors and torments for a d4 hours if fail save
41 Can smell gold within 1" for one hour
42 Can smell silver within 1" for one hour
43 Can smell silver within 1" for one hour
44 Can sense secret doors within 1" for one hour
45 Can sense traps within 1" for one hour
46 Can sense corpses within 1" for one hour
47 Can sense invisible within 1" for one hour
48 Can breathe water for one hour
49 Invisible for one hour
50 Spider climb for one hour
51
 Size change enlarged for one hour
52 Size change shrink for one hour
53 Turn into a goblin for one hour
54 Levitate for one hour Move 3"up or 1" across
55 Turn into a beastman abhuman for one hour 1in6 save or permanent
56 Turn into elemental or plant or fungi abhuman 1in6 save or permanent
57 Turn into a specific species of animal for one hour
58 Turn into a non material vapour for one hour can move 6"
59 Save or go to sleep for one week if they wish to resist
60 Can fly for ten minutes at normal movement rate
61 Glow for 3" for a d6 hours
62 Wounds that bleed seal in one round for d12 hours
63 Increase level for one hour temporarily
64 Attribute is increased by d4 for one hour chosen at random
65 Attribute is decreased by d4 for one hour chosen at random
66 Increases HP by d4+1 per level for one hour
67 Faster increase Mov by d6" for one hour
68 Slower decrease Mov by d6" for one hour
69 Resistant to d41=fire 2=cold 3=acid 4=lightning for one hour
70 Age at half speed from now on if make CON save
71 ESP spell effect for one turn

72 Pass though matter 1" thick for one turn
73 Turn into ogre or troll or other monster if fail save
74 Explode on death if reduced to zero HP, d6/Lv 2" radius if fail save
75 Diarrhea and vomiting -4 everything for d6 days if fail save 
76 Visions of alignment spirits debating who gets your soul d4 hours if fail save
77 Visions of something they want deep in the dungeon for d4 hours if fail save
78 Drinker possesses a vermin critter for one hour and can spy through it for one hour
79 Shape changes into vermin if fail save
80 When character dies they arise as a d4 1=zombie 2=shadow 3=wight 4=spectral minion
81 Cursed as per spell
82 Lycanthropy if fail save
83 Blind if fail save
84 Deaf if fail save
85 Level drained if fail save
86 False vision sent by a evil spirit of deception or enemy
87 Evil duplicate steps from surface of the water and attacks
88 Guardian being from another dimension appears to guards the well
89 Vision of personal death fight a invisible stalker
90 Death spell save or spirit driven from body
91 Heal all wounds
92 Restore drained energy levels

93 Cure poison
94 Cure blindness/deafness
95 Exorcism drives out hostile spirits from a victim if they fail a save

96 Revives corpse as a wild zombie if fed direct from fountain by hand
97 Revives dead person but tainted as d4 1=lycanthropy 2=vampire 3=spectre 4=shoggoth
98 Reincarnation works once and only if body fed direct from fountain in a copper cup
99 Raise dead works once and only if body fed direct from fountain in a silver cup

100 Plane shift over d6 rounds fading away, possibly to dreamland or hell

Monsters will use these and you might get attacked by some buffed up creatures or monsters might have prepped before a fight. Monsters often guard such features.