Showing posts with label hobbits. Show all posts
Showing posts with label hobbits. Show all posts

Thursday, 12 March 2020

Tribes of the Tundra






































Stop looking if you're playing this (Dallas & Matt & Richard)
Poll on my Patreon anyone can do too....about future content & formats

Tribes of The Tundra tribes the players will meet need a bit of prep and I'm enjoying running this. Players enjoyed thinking food is a treasure so the survival angle worked. Some of these tribes explore the mountains and valleys most only dimly aware of the sea to the south past the mountains. Salt is in high demand which players might capitalise on.


When entering a new territory local can spot border stones and totems and will if on at least neutral terms will wait for owners to arrive. At this point, those wishing to pass will make a gift and state their intent. If on reasonable terms this is enough. More often the visitors will be taken to the chief and expect to negotiate further. Aggressive meetings usually result in name-calling, taunting and shouts. This escalates into throwing rocks then spears and arrows and sling stones. possibly more. Usually when someone is hurt both sides scatter and await legal actions. The wounded tribe will send a message demanding compensation such as several pigs or a chance to make the culprit run a gauntlet of clubs or dodge volleys of spears. 

The player's tribe have no clans or totem and might want to adopt something to announce themselves. No clan totem is a sign of evil false spirits who eat babies and steal souls.

Despite population sizes most only gather once a year or seasonally for festivals.

Druidry is very common
Shamen are a type of priest who deal with spirits instead of undead/turning(Oriental adventures 1st ed has lots of good spells for this)
Priesthoods and organised religion and temples are rare but growing

1 Ice Clan - White Ape Tribe
A clan of man-eaters who ruled here when glaciers covered the land and they resent other races. They fear demihumans but actively hunt other tribes for meat. They are bestial, barley speaks except through grunts and howls and seldom few tools or fire. Seasonally they travel to a secret pass where shamen in glacier caves worship ice devils they say live deep in the glacier. They wish the world was frozen over and unchanging. When they take humans they may enslave them and breed with them and eventually eat them. Other clans are more chaotic worshipping cold demons, elder gods and evil wind and cold elementals. The chaotic ones live in smaller groups and never unite.

pop300 Lawful Evil
Specialisation: cannibalism, diabolism, slavery
Customs: fear demihumans eat other races, devil worshipers

2 Pine Clan - 
Elf Tribe
Wood elves are on a mission to spread forests and have been successful on the coastal mountain range. On the tundra, this is harder and soil below a certain depth is frozen. They do spread grasses shrubs with berries. They are haughty and superior despite as earthborn elves they are not respected by their kin in faerieland as highly as they do themselves. They are superior at woodcraft including bow and spear and javelins and darts. Their plant food gathering is also superior and they do not like meat. They wish the world would freeze over and never change. There are occasional visits by the swan clan or the unicorn clan to the tundra who look down of the Pine clan and come to see their progress. Elves often employ goblin slaves and use them as scouts. Many escape and some become hobgoblins and even bugbears.


pop120 Chaotic Neutral
Specialisation: woodcraft, planting food crops, archery, druidry
Customs: haughty and superior to non-demihumans, always planting

3 Rock Clan - 
Dwarf Tribe
These dwarfs scour the tundra seeking iron star stones from the sky that fall rarely in the north. Only then will they be admitted to the great dwarf mountain forts of their kind and live lives of advanced luxury safe from the elements till they die. These dwarfs are always desperately grubbing about in the mud and others mostly pitty them. They always complain about their miserable lives. Their stonework is impressive and they use axes and slings mostly. They mostly shun magic but some make some potions, crude smoke bombs and firecrackers. They dread humans stealing their secrets and guard them jealously. Other dwarves in the deep and mountains use metal and black powder and golems but they shun the surface and pity those dwelling there. Rock dwarves are primitive by choice to stop others from stealing dwarf secrets. They fully comprehend advanced ancient technology only the hidden ones utilise it frequently.


pop80 Lawful Neutral
Specialisation: stone carving, axes including battleaxes, some crude alchemy 
Customs: seek meteorites, always moaning and filthy, shun magic, secretive

4 Moss Clan - Halfling Tribe

These shy peoples live in burrow nests that are very comfortable. They are experts at all kinds of food storage and even grind seeds and make bread. They are the best cooks and mostly fend off enemies with thrown rocks ambush. They have fine handicrafts but shun war and dangerous creatures. They are not unfriendly and will trade especially for meat and furs and ivory they struggle to get themselves. They like good humans and demihumans and may live with them for a time. They dislike crude and violent orcs and goblinoids and white apes. There are mulberry, lichen and shrub clans who sometimes visit. Most races leave halflings alone and don't even know where they live.

pop150 Chaotic Neutral
Specialisation: baking, cookery, food preservation, burrowing, camouflage 
Customs: fear demihumans eat other races, devil worshipers

5 Ground-squirrel Clan - Gnome Tribe
These grubby gnomes live in burrows with their furry squirrel friends. Many other animals eat them and gnomes help them and some even shapeshift into squirrel form. They grow tubers and eat seeds and store them in burrows for winter. They do make high quality sewed clothing and use tiny scraps of copper called coins for starting a fire, skinning hides, as a craft tool and status symbol. They are friendly but seldom seen by non-demihumans because they are shapeshifters. Other clans include weasel, owl, fox and hare.


pop90 Balanced Neutral 
Specialisation: copper, sewing, burrowing, slings and darts, druidry
Customs: shy with non demihumans, cohabit with squirrels, mostly underground

6 Snake Clan - Human 
Tribe
These mean spirited humans claim they ruled the world and they preserve old bloodlines with scaly skin, snake eyes and forked tongues. The worship serpent people of old and seek their relics to study and guard. They seek any elder ruins for knowledge in the hope of finding a serpent person to rule them. They are united under the rule of an evil wizard who is expansive and plans to enslave the plateau humans and kill the demihumans. They dislike the cold which is their main hindrance on the plateau. They are constructing new monolithic structures dedicated to the serpentine cult. They use darts and daggers but also use poison. Some say degenerate albino kin live in deep caves or some have more extreme serpentine features making them inhuman monsters.

pop200 Lawful Evil
Specialisation: poison, building, slavery, ancient forbidden lore, pet snakes, wizards
Customs: serpent cult, superior, inbred 

7 Mammoth Clan
 - Human Tribe
This tribe follow and worship woolly mammoths hunting them and living in huts with stone foundations, tusks for beams and hides one top. They are devoted to hunting and their herds and wary of older races and strangers. They just want to look after their own kind and keep living the same way. Mammoths are their kin and they love them dearly, performing funeral rites for them when they kill the weak. They mostly use simple technology and spears and javelins. They prey off weak and sick mammoths only which is plenty. There is a wolf clan who sometimes follow the herds but they do not get along and avoid each other. Mammoth clan accuse them of being werewolves.

pop400 Neutral
Specialisation: building, hunting, spears and javelins
Customs: worship mammoths, follow the herds and protect them

8 Eagle Clan
 - Human Tribe
Eagle clan watch from their mountain caves and dwellings on rocky outcrops. They hunt all kinds of the game but hate the snake clan who they frequently fight. They seek to exterminate snake kind based on some ancient grudge. They also dislike white apes and undead but are not as fanatic about killing them. They are very serious and pious and wear feathered capes. A few keep pet eagles that assist them in hunting and finding enemies. They are also traders who often negotiate between tribes. They use spears and javelins and darts preferring to ambush from a height advantage. They are effective skirmishers and they are experts at harassing much larger forces. They have helped kept snake tribes to the south. There is a lesser hawk and owl clan also but they meet infrequently. They have organised priesthood and build sun altars and shrines in high places. Shamans are secondary in importance after priests which has other tribes wary.


pop120 Lawful Nuetral
Specialisation: hunting, exploring, trade, domestic eagles, skirmishers, priesthood
Customs: strict code of honour, hate white apes and snakes, sun worship

9 Elk Clan
 - Abhuman Tribe
Elk headed humanoids that follow their reindeer herds through seasonal migrations. They dislike any who harm their herds but they do eat meat in winter, preferring to graze on grass and hallucinogenic lichen in warmer months. They worship a lord of beasts and the underworld who they call upon to protect their herds and reincarnate them back to the mortal world. They practice Druidry and have some adopted humans living among them. Mostly use spears and javelins and seldom use fire. They are protective of nature and suspicious humans want to over hunt. They especially fight orcs and sometimes work with elves. There are other tribes follow arctic herd beast to like musk ox, bison, yak, sheep and goat.

pop120 Balanced Good
Specialisation: herding deer, druidry, herbalism
Customs: shun wizards, protect and follow herds, ritualised drug use 

10 Sabretooth Clan
 - Abhuman Tribe
This tribe are fearsome hunter warriors who are assured of their own greatness and prowess. Many spend years alone honing their skills and some will travel far and even live with other peoples for a time. Others shun company even of their own kind. Small family groups mostly gather for raising children and such groups often separate when children are old enough. They live harsh lives and elderly prefer to die in battle and will leave a family on a death quest to meet their end. They are enemies of hyena folk, the white apes and orcs and will fight them for gifts of food or craft goods. They eat raw meat and only use daggers or spears. They barley carry any possessions other than weapons and food and perhaps a hooded fur cloak.  They don't even use flint or stone or fire. Most humans respect them and beware their wrath. They are vindictive and kin will seek to avenge any slain. This is the source of their war with orcs and apes and hyena. Some have sabretooth tiger allies.

pop40 Lawful Neutral
Specialisation: mercenaries, hunters, spears and daggers
Customs: shun technology, hate hyena people, white apes and orcs, solitary, code of honour 

11 Hyena Clan - Abhuman 
Tribe
Hyena people follow the herds and predators to kill the weak and steal others kills. Everybody hates them too. They are notorious for murderous cruelty, will stalk victims for days by night cackling frighteningly with joy as they approach victims. The cannibalism of their own kind and others leaves many with laughing sickness and they cannot stop giggling insanely.  Mostly use spears and big spiked clubs to fight but they use very little technology other than hiding cloaks and tents, shunning fire and limited stonework on tools and weapons. Hyena claim this land is all there's left to them by the vulture men wizard kings of old. Some guard ancient sites of demon worship. Sometimes they keep live humans as food and rarer still some of these slaves become demon-worshipping cultists who help their masters hunt and kill humans through betrayal and infiltration. 

pop200 Chaotic Evil
Specialisation: cannibalism, demonology, thieving, slavery, treachery, pet hyena
Customs: all races are just food, shun technology and fire

12 Red Eye Clan - Orc 
Tribe
The orcs are great rivals of humans and hate their elvish kin. They also hate wizards and old races of evil who once enslaved the world. The snake and hyena tribes they see as remnants of this. While they see elves as arrogant and former slave masters, they are happy to dominate goblinoids. Many leave tributes such as food for orcs to bribe them away. Orcs while often unfriendly and vindictive, they can see a reason to unite against worse enemies and sometimes will protect their tributary thralls and income. They are brutal savages but have a custom of taking tribute and slaves rather than wipe out humans. 
hey themselves hate being enslaved and bear grudges from old times when they were created by elves and wizards for war. They have many resentments against the world and other peoples. Humans are rivals they respect and they were both thralls of the same masters in the age of black magic. 

They prefer spears, hatchets, daggers and use shields and leather armour. TOrcs know lots of lot lore about the previous age other young races forgot. Demihumans remember but shun this lore. Most orcs are almost as large as a human due to their stance and bow-legged gait but a small amount of greater orcs exist often as champions or leaders. As orcs know of the ancient order they sometimes pillage strange weapons like metal swords their heroes wield. Individual orcs can be allies or even friends if they respect your strength. Some human and orc tribes once worked together to end the previous age. The world broke and is ruined but all are free now.

If they are saved from enemies or helped they often feel obligated to return aid or treat as equals. Most orcs worship ancestral heroes who freed them or the first mothers as orcs had no women once. Their shaman serve a great one-eyed great patron orc ancestor spirit. Some worship devils for power. Some distant clans are thralls to evil wizards and chaos demons as orcs did for aeons. The eye tribe orcs try to free them or kill them if they cannot accept the gaze of the great one-eyed spirit. Orcs know there are great realms under the earth where ancient evils still lurk and orcs have own lands.


pop360 common orcs 40 great orcs (as abhuman) Lawful Evil
Specialisation: shields, leather armour, spears, hatchet, tributary thralldoms, forbidden lore
Customs: Code of honour, bitter with many grudges, destroy wizards 

Tuesday, 10 March 2020

Stone Age Mountain Pass Point Crawl


Anyone playing this look away! (Dallas, Matt, Richard, etc)

So I rolled up these with my Stone Age Sorcery Book and made it into a mountain point crawl. When they get to the plateau there will be more tribes they can interact with and a more homogenous culture with less remnants of elder ages and old races. It is where humans and orcs are the dominant people and technology is very simple. I rolled a d4-1 for how many paths diverged from the first and from every room.

Ice Valley - icy glacier caves where white apes worship ice devils. A gate to the frozen hell is in the deepest cave guarded by an ice devil and other creatures.
Elderwood - Giant forest where elves, gnomes and cave folk fight. Elves live in trees, gnomes hide in secret places and humans live in cliffs around the valley. Elves here are working on expanding forests over all the mountain ranges.
Valley of Xor - Strange land of living flesh and strange hairless tribe and folk with no heads!
Monster Eaters - a kaiju was pinned under a mountain by a god. A tribe mine it's an immortal sleeping body to get meat which mutates devourers who increasingly worship the thing and seek its freedom.
Mystery Valley - the valley where tribes living well here all fled or vanished. Vampires and creatures of the Underland preyed on the people who eventually had enough and fled.
Spider Zigguratt - wizard giant spiders live here, their queen beneath a ziggurat built by human slaves. The old and sick and weak are devoured. Loyal spider cultists kidnap more human cattle
The city of the old ones - a strange city of the evil monster kings from the last age, steeped in black magic and cobwebs. (will use one in my book)
Dragon Bone Valley - dragons and giants had a war here leaving their bones scattered. A clan of wizards study the bones and seek dragon knowledge of magic.
Vampire Burrows - Burial mounds everywhere with many undead but several vampires rule this land, servants of the age of night

Hopefully, party will see resources on plateau in need like salt and want to return through the mountains to the coast. They can find alternate paths and end some of the menaces. Some places best to scout and flee. Also, some of these valleys might be rushed through for later adventures. Being a sandbox there is a trick of knowing when you are too low level.


Will roll up dozen or so tribes and for the plateau soon. For now .....

Hill Gnome Tribe (Dog Clan)

pop20 plus 40 odd dogs Neutral Good
Specialisation: sewing, copper use, trade domesticated dogs, fire, slings and hatchets, pictographs
Customs: gnomes turn into dogs to make love dog pets

Wood Elf Tribe (Pine Clan)

pop60 elves 3 dryads Chaotic Neutral
Specialisation: tree cultivation, short bow, human slavery, domestic deer, dagger, pictographs
Customs: dislike young races, haughty and arrogant, slavers

Kobold Tribe (Flint Clan)

pop20 plus 40 odd dogs Lawful Neutral
Specialisation: flint, mining, fire, traps, slings, clubs
Customs: afraid of open outdoors, forests and sunlight

Cave Folk Tribe (Skull Clan)

pop 40 Chaotic Evil
Specialisation: cannibalism, club, dagger, hatchet, dart, net
Customs: betrayal is virtue, cannibalism, shun fire

Monday, 9 March 2020

Stone Age Sorcery Play & Planning





































So we wrangled a public holiday and a few ppl arrived same time to start this elaborate mini-campaign. All arrive in frozen north on a raft from the flooded south lands gone under a tsunami forever. Each had a loincloth and a random thing. Two elders Karan the Hunter (Fighter3) and Granny (Druid 3) accompany the two players. Hope to get more next game and at least 2 games this month and more if we like it. Special skills the players start with are the tribes technology. The elders saved them as youths and got them this far but most of the mongrel clan died on the way.

Dallas player made Boron the warrior a hunter who was raised to be a warrior executioner with a stone battle axe but he lost it on the trip. Such a weapon has never been seen by most and is to kill humans. He is also a hunter and animal handler who caught animals and fattened up their captured young. He only has a  full sewn hide suit worth +1AC and a special d4 healing herb left.

Matt played a halfling named Buns as he knows secrets of grinding grain and making flour and yeast and baking. Also a herbalist, first aider, singer and preacher. He hopes to change class in the future to a bard. He is really good at throwing rocks and knows how to use a tomahawk but lost it. He also has a friend a former slave now a tribe member, named Bars. He knows how to spread seeds around camps and on trails and cultivate tubers. He has a staff and 3 darts. He used to get the grain that Buns made. Buns has named a portable meat stuffed bread snack after himself.

Landed on the beach and pulled apart raft to make a cliff lean-to shelter for granny. Boron climbed a cliff and tore off a gull head and stole six eggs and Buns killed a gull with rock making them all hide. Granny warned them not to eat too many or they would suffer. Boron, Buns and Bars went for a walk next day well-fed and found a bunch of edible kelp they took home and used some as part of their shelter. Kagan and Granny saw a dozen terrorbirds patrol the beach looking for edible flotsam and jetsam surmising they did this often. So while the young went exploring more in hills above the cliff could see the forest to the north, swamp to the west and a frozen-over inlet about a mile wide to the east. Went east and found a delicious fairy penguin colony and then found a tasty dead dolphin. Returning home all feasted and granny buried some whale blubber for a treat next year. Kargan had mad Boron a huge stone axe, not the best but it would kill.

The next trek they went to the swamp and Boron caught a crafty trilobite. On way back, a 4-meter wingspan eagle scratched Bars and knocked him out. Sawa walrus out at sea from hills. Buns drove him off with rocks. Found a cave but smelled burned food and feces so fled home. Heard screeching and flapping in the night but no idea what caused it.

Next, a trek into the new forest that they later learned elves planted only a few years ago and is growing every year. Found a cave with a stone table inside and a stone witch knife they left out of fear. Told Granny and Kargan back home and they wanted to see the cave. They had mostly gathered food and granny wove grass carry bags and mats for the shelter. There was some rope from raft left and firewood too. All packed what they could and headed for the table cave. Granny nudged the knife into a hole and buried it and was satisfied this cave was ok but might have seasonal visitors. Had found human and elf rock carvings but so far had seen neither. Spent time hunting and had a bad accident with a boar that Buns killed after it downed his brothers Boron and Bars. Tusks and leather and meat were good. Granny found some arrowheads but she didn't know what they were for. Found good food and creepy elf fetishes. Granny warned them all about dryads and was sure she had heard one singing in the woods one night. One phantom beast in the woods turned out to be a giant sloth which they knew to avoid and was fairly harmless if you kept away.

Visited the cave they fled before and got closer and aw tiny scaly footprints they realised were kobolds/ Buns sung a kobold welcome song and gave kobolds a penguin offering which they accepted. Swapped some flints for more food and all now had a good firestarter and didn't need to rely on granny's arson skills. Kobolds traded boar tusks for a flint axe head for Buns and a spearhead for Boron. Kobolds offered magic flint if the tribe would kill the huge eagle that could snatch two kobolds a swoop. Boys decided this probably kept kobolds manageable and claimed they were not up to this.

Finally got more food and found remains of big predator meal and found camp where something also shaved wood Boron kept for tinder. Exploring above forest against the imposing mountains they found a huge stone reptilian head with more buried underground. Once out with Kargan found a beast tracking them so they set an ambush. A savage battle with a dire wolf followed and Boron earned its heart and skin to make a wolf cloak and hat. Found a mountain trail and on one of two paths was an icy valley. Found a glacial cave with a strange evil horned face carved above it in ice. Exploring in dimly lit interior found a block of ice with meat and nuts and a wolf pelt, offerings by the looks. Went down a passage and attacked two sleeping white apes on a fur rug. Boron got great edea to skin them as marvelous fur winter suits for the mountains. Another room they found a shaman huffing hemp seed smoke and killed it too. They stole everything they could and fled home.

All the skins they had mad facing a mountain trek possible. Had stocked up on food and were ready to go through the mountain pass to the plateau tundra the kobolds spoke of beyond. Had grown from ordeal and become tougher than their soft southern land life had provided them. Their fur suits were ready and all was packed. Herbs were gathered, nuts and berries and dried meat were packed. Bunz made his hatchet and had improved his sneaking skills and got into throwing multiple rocks. Boron had his new spear and trained more with his huge awesome axe.

This time they took the other path but on way found a cavern enterance full of fungus and mushrooms and saw goblins around a fire so left. Found a new valley this one with huge hundred metre tall trees! The could see and hear distant dinosaurs and streams. Six handsome young men with spears confronted them. They were oiled with pine-scented unguents and seemed urgent. They demanded Boron and Bars come with them and the rest leave forever. Bunz pretended that he saw something fearsome and the fools turned to see. Bunz threw a rock in the leaders head and granny threw a burning pinecone that exploded injuring several in a cloud of smoke and sparks. The tribe all attacked and crushed the handsome youths and bound them all. Bunz saved one from blood loss. Bunz was impressed with this new trick of shouting "look over there!", then attack was another of his great new tricks. Then they heard singing in elvish and Bunz replied in song. Granny warned them it was a dryad and those men were her thralls so they all fled in terror.

As came to another end of valley they saw stone monuments and rock art of elves, gnomes and savage backward humans. Camped under a fallen tree and ate tasty wood grubs. By night heard dogs and a band of gnomes had discovered them. Bunz traded with them and the gnomes invited them to follow. Gnomes wore fine clothes with buttons and offered a thing called a coin, a sharp scrap of metal good for cutting tool or fire starting. This was a special gnome gift. The gnomes had a secret gully through a crack in a rock and the tribe stayed with them. Heard of the constant feuds with elves who were colonising new forests across the mountains. Also of the fearsome cave folk who ate gnomes and other peoples. Gnomes were sure tribe not gnome eaters. Boron liked the gnomes dogs and made friends with them. Gnomes offered humans more copper they helped deal with terror birds....

to be continued...

Friday, 19 January 2018

d100 Tiny Doors In Trees



Teeny weeny folk live inside trees and sometimes you can see them. Especially when you journey up a magic tree that connects to the great cosmic tree and before long you are in between all worlds. Seeing a tiny door most people will tell you to just go and don't come back and don't even talk about it. Some faerie folk are secretive and willing to silence a troublemaker with a curse or crippling illness or kidnapping. Because children see faerie things better than adults children often end up in faerie forests and most end up serving elves

When in faerie type lands most mortals are called children or son or daughter or boy and girl. Everyone looks puzzled by other suggestions. Witches are common here and don't seem to be a menace here for some reason.

"This place is more likely to make you fat than dead"

Doors can appear in trees, rocks, hills and even houses but mostly in trees close to faerie land.

What is in there?

1 More like a fancy closet or just enough to sleep inside and store some stuff
2 A single room tiny cottage that is cramped but functional
3 Several rooms with a private bedroom and storage space
4 Cottage with bedroom and lots of secret storage chambers and a safe room
5 Several level apartment like cottage with additional storage above and below
6 Several connected cottages or apartments usually with extended family inside
7 Fancy lodge decor with several guest rooms and servant rooms, cellars and attics
8 Huge sprawling manor house d4x10% is abandoned or sealed up any anytime for reasons
9 Elevator up or down to a large mansion with 30 odd rooms
10 Elevator takes you to another universe or dimension of some kind

What lives in there? (occasionally do a d4 cohabs)
1 Talking animal small to medium humanoid size
2 Beastman of various types but often squirrels or mice
3 Changeling animal, plant or nature spirit in human form
Wood elves most common but other elf types like dark or bright elf types 
5 Gnome of various tribes denoted alignment by their hat colour, some are mean
6 Other humanoid d4 1=halfling 2=forest dwarf 3= 4=
7 Magic human d4 1=witch 2=wizard 3=priest 4 druid
8 Sylvan Being d4 1=faun 2=dryad 3=satyr 4=hag
9 Humanoid d4 1=goblin 2=hobgoblin 3=bugbear 4=tree kobold
10 Unique magical humanoid or planar being or spirit in physical form

What are they up to now?

1 Cooking a meal or a snack
2 Doing repairs around the house
3 Cleaning the house
4 Working on hobby or craft
5 Writing a letter or in journal

6 Have guests for tea
7 Helping a friend in trouble
8 Reading or studying
9 Emptying chamber pots
10 Evoking arkane forces of eldritch power

Is there anything they need?

1 Fetch me a recipe from this person at this address dear 
2 Need you to do household chores like cleaning or laundry
3 I need one delicious ingredient i really miss
4 Magic momento stolen by someone, bring it back please
5 Help deceive minions of the dark forest lord
6 Get one thing from a witch by fair or foul means
7 Get this thing i want off a faerie or elf
8 Get a gnome to build something
9 Get a potion from a magical person or elf
10 Fetch me a pretty thing to decorate my house

d10 Tiny door decor

1 Lovely brass knocker
2 Postbox slot
3 Bell
4 Big lock and bar heavy door
5 Peephole for occupant to see visitors
6 Name of resident on a sign
7 Grumpy note on door to someone
8 Name of cottage on a plaque
9 Good brush doormat
10 Curtained window

d100
 Tiny Doors In Trees
01 Red door of a friendly gnome offers you poppyseed cake and ginger beer for big boys
02 Blackdoor with elevator to a mansion of evil gnome slavers who have several children and a bearboy captured so far
03 Human kids live here, they get free faerie treats and don't want to go home
04 A red haired jolly dwarf happy to share a beer and local gossip over a smoke
05 Black haired angry dark dwarf hates visitors offers them sour beer and rotten meat
06 Moggug a goblin youth always up to pranks for the faerie trickster chaos god
07 Mr Moony lures mortals in house with drugged candy, sells to moon men as slaves
08 Korindell a dryad and her four charmed adventurer lovers, she would like a few more
09 Lysandra a dryad who is kind and has sprites and brownies fawning over her
10 Kaboonash the tree man will tell slow rambling tree stories and offer you honeycomb
11 Mara the elfin baker makes delicious cakes that increase your faerie nature over time
12 Magulp the witch usually mixing a potion and fairly lonely and wants conversation
13 Mr Squirrel worries that other squirrels are winning the war over a cup of tea 
14 Faun who likes checkers, poetry and serving guests cakes and grape juice
15 Nannygoat looking after a few local animal babies with a apron on clumsily makes tea
16 Jolly treecat invites you in for stew, but don't tell anyone it's squirrel stew 
17 Mrs hedgehog and her two fat sons, they welcome you in their cramped home
18 Mr Tree rat lives here with his children anter an eagle ate his wife
19 Grumpy Mr Hobgoblin is sick of kids pranking his door, he waits with chamber pot ready
20 Witch offers candy and lemonade, magical sugar makes you drug addict for life
21 Bunnyman who's kids were killed, now hates human children and invites them in for cake
22 Beaver family crowding over kitchen table playing dominoes laughing 
23 Goblin who warns human "children" about the elves and their interest in slavery
24 Hobgoblin flasher will drop his towel and swivel his hips lewdly
25 Dark elf grannies would love to have some young people over for dinner
26 Working class squirrel doesn't want a bar of you stuck up humans dirtbags
27 Squirrel thespian society needs you to read parts of a newly written play
28 Frog bard wants you to hear his new love song "i can feel your heart beat inside me"
29 Pigeons family look nervous about to have dinner relieved if you don't eat them 
30 Swanmay house where she has two "sisters" staying over and is too busy to talk
31 Goblin lives here where he stocks his snack pushcart that he sells faerie treats from
32 Dark elf witch brewing potions with her pet spiders, she is curious about strangers
33 A bugbear invites you in to crack open a candied head, a delicious treat he is fond of
34 Mrs bunny has lost her children and is wondering if you could check on mr fox
35 Mrs Doomdrake the duck widow and she is waiting for her hot date Mr Fox to arrive
36 Mt Tortle lives here and is teaching various animal children the litracy
37 Alf lives here offers elf cake and elf beer while his familiar fetches the elf slavers
38 A wise old centaur healer and prophet lives here he will heal any one good for free
39 Mr owl lives here and is unimpressed if woken in daytime as he works late shift
40 A frog dandy lives here and wants to try out his exotic magical fattening treats on you
41 An ancient elf here paints naked elfmaids and always asks visiting ones to pose, he has over a thousand of these paintings in his attic
42 An elf matriarch lives here with many pictures of her many children. She offers to knit things for visitors and rambles on about the god wars in the dawn age she saw
43 A satyr alcoholic lives here with his wine making supplies and he will always offer drinks
44 Mrs Wren lives here always baking seed cakes for young birds in her family
45 Mr Robin is a vain bard who loves his beautiful red chest and sings about himself
46 Insect band is staying here till they can get some gigs. Mostly they starve and practice. They are pretty good and deserve a brake
47 Mr Newt lives here and he makes a living from visitors who pay him a sliver to lick his hallucinogenic skin. He smokes cigars and is kind of depressed
48 Mr bear lives here writing poetry and wishing he would be a famous poet. He is terrible as a poet but it keeps him alive when not drinking. He is really good at drinking and goblins deliver daily
49 Shifty goblin bootleggers live here avoiding tax and selling sly grog. They might threaten you if they think you will blab
50 Bugbear clown lives here because of all the children he can scare, is quite unpopular
51 Nilbog lives here and only talks backwards gibberish and throws up feces for guests

52 Norker goblin lives here thanks to goblin housing scheme, he just wants to club and bite people
53 Small formarian horror lives here is hideous and causes fear but desperate for true love
54 Crazy goblin shaman lives here making potions and can sell random ones but he forgets what they do
55 MrJip the monkey lives here with his wife and wants to talk about his lord and saviour the sun god to you if you have a meal with the family
56 Grandmother Goose lives here a local amatuer detective and sage well respected by locals and always stalked by Mr Fox her arch enemy. She almost always has a guest over and often is solving a new case about half the time
57 The frog prince lives here but a wizard stole his sweetheart and polymorpherd her into a human. He pines for her and has forsaken his kingdom. Dad has offered a wish to who makes the son happy  
58 Grandpa Withershins lives here a bearded old hermit thousands of years old from living in faerie land mostly. He offers advice and best dining tips in the area
59 Mr Pidgeon collects coins and will show his precious collection while Mr Fox peeks through the windows
60 A Mr Fox lives here in hiding from the law with a poison heavy crossbow waiting by the door
61 Witch Ashley lives with her hellcat Maggogmog. She would happily make biscuits for visitors and tell them amazing stories exploring other dimensions with her cat and drugs
62 Gateway to a invisible elven castle overlooking human lands possibly on a island
63 Goat, a chicken and a gnome live together. Welcome strangers in for a drink happily
64 Gnome tailor makes pants for all the best dressed animals, a bit snooty but fair
65 A wild elf boy who never wants to grow up will live like this till something bad happens
66 Werewolf lives here trying to avoid being tempted by living beings which he lusts to murder, he often has some other lycanthrope over to stay
67 Gateway to a gnome village in hills in gnomeland
68 Gateway to a dark forest filled with undead and cursed ruins of the plague era
69 Werefox lives here pretends to be girl in hiding and invites strangers inside to stay
70 Family of were rats, one is a minor wizard in human form. They all try to pretend to be normal
71 Hobgoblin seems friendly as long as you don't swear or mention the war

72 Goblin who collects fancy shiny gewgaws and trinkets, happy to trade or offer info
73 Cross dressing werewolf currently is dressed as "grandma" invites you in for tea
74 Nearly blind old witch with ear trumpet, easily confused but friendly
75 Gateway to a dark elven wood with spiders and humanoids and lycanthropes and witches
76 Gateway to a bright elven wood with treefolk, animals, centaurs, dryads and more
77 Several batchelor rabbits, layabout drinking and smoking and talking about girls 
78 Old mr badger knows about everyone and lots of local history
79 A blue hat gnome lives with a owl and a rabbit who all play boardgames
80 Three witch sisters who like to knit, play cards and occasionally eat a guest
81 A family of bluebirds singing together, will invite guests in for seeds and water
82 Old lady hobgoblin will invite you in for cookies and complain about elves for hours
83 Gateway to a cavern underland near a great cave elf city. They have strange ways
84 House is full of nuts and a cramped but happy squirrel
85 Bored gnome children who want entertainment and offer keys to dads liqueur cabinet
86 A elf boy and a squirrel live here together but their families don't approve
87 A household overcrowded full of sprites or brownies or pixies
88 Leprechaun polishing his gold coin collection will tell sad stories about old days
89 Family of blackbirds worried someone is planning to eat them all up in a pie
90 Gateway to the happy hunting grounds were most souls reincarnated as animals and may evolve into beastmen or spirit animals or intelligent animals
91 Dwarf a black squirrel and a mole live together and like looking for treasure
92 Black hat gnome has several human child slaves cleaning and cooking, he invites guests in and has children serve high tea but whips children who are clumsy
93 Owls meet in this lodge to discus secret happenings and unseen forces, non members not allowed

94 Family of halflings make a good living selling pastries and cured meats
95 Family of wild boar with idol of the forest lord seated at their kitchen table
96 A family of toads croaking and playing checkers and eating grubs
97 A wood golem who insists he is a real boy has lived among animals for decades
98 Deerwoman who is kind to strangers and offer first aid and food
99 Crotchetey old dwarf drinking alone flings feces at anymone knocking on his door for another bloody intervention
100
 Petty god like the turnip god or some similar oddball character

Thursday, 10 August 2017

Classes to create or kill off...


This was a thing I responded on a thread on a G+ by Richard G expanded here.

DnD considered as rooted in fantasy lit or mythology is a failure and i cant really be bothered caring anymore - im far more upset by what it did to mythological monsters that is now accepted as cannon by millions who don't even play the game - I prefer wikepedia monster descriptions to say second ed long winded ones - at least 1st ed is brief and I prefer lots of the BX versions and creatures like salamanders and devil swine.

If I want to be more literary or mythic or historical gritty i play RQ. DnD is its more oafish cliched older brother but the simplicity and heroic scaling is a different kind of fun and its better not to ask too much about it's credentials in realism and focus on having fun. Part of DnD fun is power gain from puny to so mighty i can jump off a cliff or kill a hundred orcs by myself. In RQ a kid with a rock might kill you still and killing a hundred men at once is always going to be a risk and an effort. In stormbringer I could release a god of chaos into the world to get out of a pit. Im ok with DnD being a bit kitch like star trek and starwars.

Paladium RPG and some dnd knock offs handled weird classes better. I really liked diabolist and elementalist. 95% of my rpg collection is classless.

Lots of debates online flooded with bard and cleric haters.

Im fine with clerics though not convinced they were quite right - the shukenja in OA seems more priest like - the dnd one a mash up of templar and prophet and miracle worker and hammer horror holy man. But for dungeon adventuring it works. I think the new eds handle cleric as healbot worse - second ed specialty priests were promising but lots of work to create for every cult in your setting.

Im not sure if paladins are needed as well - id just let a fighter pick up some levels as priest in a specific order

Outside 4 classes gets harder to justify
I like druid monk sorcerer bard as second tier specialists and have hesitated for years introducing more - but have considered witch/alchemist/mystic/shaman - assassin/knight/barbarian/ranger/paladin/seem just slightly modified versions of existing classes and not that distinct, possibly created with some dual classing and skill choices while
witch/alchemist/mystic/shaman could require radical new abilities or spells.  I have a whole psionics system done as standard spell list because I hate having crazy new broken mechanics when the spell-level system works and is already a feature of the game.

Ive allowed elves to pick one spell list like wizard or cleric or druid or psionics in game and it worked fine. In fact better than fine and has had no problems and made interesting sub races and reskinnings. Wood elves use druid spells, bright and dark Elves use wizard spells, high elves use cleric spells. Has made for interesting characters.

Nobody played a thief or halfling in any of my games from 85-2010 until I modded them with a few more hp, made them the skill specialist class and gave them luck points to make them take incredible skill risks. In BX they are only good for sneaking and as puny as wizards. Gord the Rogue in Gygan books didn't fit the puny backstabber mould very well.

Too many specialized and setting specific classes are silly but racial classes are more interesting but i probably have enough of those too - dwarf/elf/gnome/halfling are fine but ive considered scrapping halfling but ive had fun reskinning basic races except the dwarf which doesnt seem to be as reskinnable - elf makes a good half demon, dark elves, angelic all kinds of snooty magic folk. Halfling can be ratlings or hedge trolls and possibly goblins. Gnomes I use for ppl who wanna be short and magical and because players kept marrying them and interacting with them and getting reincarnated as them.

As for other races I have giants (who gain a d12 inches a level and go from humans to mutant horrors and usually change class when getting in doors a problem. Changelings which has many subtypes from animal, to planar to nature spirits based on OA spirit folk and animal spirits. I did beastmen which i had to rename abhumans because ppl wanted to do them as rock men, ice men and we also found them pretty good for barbarians and orcs.

Changeling unicorns and angels were interesting characters and the above art tells me psionic dolphin changelings on Psychon could be a thing.

My final race is Tako - japanese octopus fairies who moved onland and are most alien and players use for strange sex acts. Also because my game is elfmaids and octopi. I can resquid i mean reskin them as squid, nautilus, ammonites and possibly as insect men.

For some reason I have to make all my new races/classes as sets of 4. Some weird compulsion to do things in fours and make myself work harder. This is a weird problem I have with lots of my projects and is slowing me down in Xor too.

Nowdays I ask can a proposed class or race "could it just be a reskinned old one" test.

Im pretty happy with my reskin everything as troll types last blog.I love RQ trolls and moomintrolls and love idea of nicer trolls in all shapes and sizes behind stoves or in barns (dnd classic trolls are chaos cult living cancers gone insane from black magic). I can reskin the basic versions of  races to make trolls - elves for pretty snooty magic race trolls, halflings for hedge trolls, gnomes for magic roof trolls, dwarves without size abilities as warrior trolls. I could do talking animals also possibly with reskinning.

I have been playing LOTFP with Xor for a while because I have only played intermittently the last 18 month not my own house rules and classic setting but hope too again. My next house rules set will be about cutting back rules and stacking abilities and only viable classes without reskins are magic list based or goats.

these tables are my core classes
https://www.flickr.com/photos/konsumterra/15201407721/in/album-72157631656547261/
https://www.flickr.com/photos/konsumterra/15201409581/in/album-72157631656547261/

 I have considered witch might have access to all spell lists but has some radically new mechanic like spells require premade fetish objects that are expended when cast or have a skill roll or something and until i find it witches better done by sorcery or wizardry or even druidry. Witches could just be a legal term for illegal spellcasting. Alchemy I consider because I remember seeing a good Dragon mag class I still might use as inspiration when I feel like writing up a hundred odd alchemical potions including making dragons and hermaphrodites. Alchemists seem a bit like they would summon elemetals and golems too. Speaking of which should be 1HD elementals. A class that spent money to make magic could be a problem and I need to be careful.

If I do what I plan with trolls and shamans Im dangerously turning my dnd into RQ a bit. Shamans are alot like shukenja just need to work out how to jig turning into spirit wrangling. I want more spirits in my DnD like OA has. Strangely my psionics list suits them well. Ive considered a psionics class the mystic based on this spell list that comes out a bit like some of the more modern takes on magical assassins. Anyway all these class ideas take more work than reskinning my existing proven ones. Im happy for anyone to change class a number of times = to INT bonus so this lets me get elf theives and dwarf clerics and giants to become fighters when dungeons start getting too small. I have toyed with system to let people get a few cleric spells if they prove to gods and powers they are alignment fanatics who take a oath or taboo every level. I made one of the worst of my spell per level tables (on the flickr links above) future ready in case I do make paladins or rangers a thing.

Nothing set in stone as yet and most of these are problems which can wait till I have a long term game that choices will enhance. With short term games LOTFP, BX or even my simplified Fighting Fantasy system are fine. Though I am for STR = damage bonus which made me strike blueholme ed from my list for kids because they all want damage bonuses and I don't believe it enhances roleplaying to not make strong people effective at damaging.

I did do a robot class with the robot "spell" list applicable to cyborgs too so a cyborg class would work. A mutant class is pretty viable with all the mutation lists i have done and needs testing. A psionic class would fit here possibly too as I need to do classes in fours.

A note on my settings
Planet Psychon is for gonzo, genre mash up anything can happen but less suited to horror or subtler moods.

Exile Island/Shadelport is based on 80s UK games - a bit more gritty and horrible than anything TSR would do and influenced by nastier end of history - its a world made for murder hobos and better for classic fantasy and horror.

If I do gritty historic or mythic fantasy its off to BRP/RQ...

I did once use Marvel superheroes for a game which was great for magic but and characters semi divine heroes but they kept tearing dungeons apart and destroying architecture and scenery which is something superheroes do but doesn't quite feel fantasy or mythic when every fight destroys a building.

Sunday, 9 April 2017

Poodle Power & Characters for Xor vs LOTFP







So this is some background character stuff for my next Xor playtest using Lamentations rules hopeful shortly. Then Im back to Sydney to work a month as my qualifications not recognised in Adelaide. Hope to get some more game happening when I get back. One day in Syd doing live art at Music fest at my $100 a hour rate hich I need to get back to doing these gigs. Luckily I'm feeling tougher and I have a secure home in Adelaide now so life much improved. catching up on lotsa TV.

Character Gen
Lamentations of the Flame Princess - English Civil War vs Xor 1642
Roll 3d6 once for each DnD attributes in alphabetical order
If you roll under 9 the thirds and any more become a 9
Weak stat below 9 means a interesting wound or illness struck you

Everyone is working for the King Charles also leader of High Church of England
He is son of King Jame 1st of England and VI of Scotland and wrote the bible and on demonology
Players If English are Publicly Royalist enemies of the Puritan Parliamentarians
Scots may be Presbyterian and Irish are catholics
All non catholics are protestants who hate Catholics more than they hate each other

Nonhuman classes are pretending to be human
Dwarves are just short hard working people often miners, smiths or jester
Elves are effete dandies who fit in with Royalists and are all chaotic
Halflings are just short commoners from the country
All Priests Lawful
All Wizards and Elves Chaotic


Prince rupert and boy a white poodle trimmed and drawn to be lionish
reputed to be a witch dog immune to non magic weapons under +1 or silver
The Devil Poodle can swap it's attack to catch a bullet or missile
Super Inteligent, talks, is actually a bitch, shape shift into a woman, can find treasure
Accused of being a lady Lap shapeshifter or Lucifer in disguise

HD 4+4 AC as chain Att 1 Bite 2d6 MV 15"

1d8 Secrets and Gifts (to put on cards)
Let players roll to see who picks from these first or highest wisdom first to lowest roll off tie wisdom scores. It's all about knowing how to live best to get choices and will to do so.

1 Catholic Agent - Jesuit or Franciscan agent of the Vatican sent to spy on England
Is literate and knows Latin, French and several dialects of Italian 1in6 Diplomacy Skill and you have a impressive cross that is also a concealed dagger. You are trained and permitted to join other sects and follow the rituals of others to keep your secret identity. You have been a spy, an assassin and saboteur in the name of God.

2 Puritan Spy - Agent of Parliamentary forces sent to spy on Royalists
Is part of the modern military apparatus and dirty warfare 1in6 Spycraft Skill. One poison potion (small tasteless) and Invisible Ink exposed by vinegar or heat, hidden quill and paper, d6 pigeons. You are trained in use of codes, concealing messages, sabotage and have a well trained memorise skill 1in6 ability to remember pages of documents and maps in a sitting

3 Witch - Follow the forbidden old ways and are publicly hatedWise using herbs and healing skill 1in6 chance healing a HP per person per day
Has a healing d8+1 potion and a pocket pet - d4 1=rat 2=cat 3=toad 4-tiny yappy dog. You carry some herbs and bandages, and a fetish doll. You are a healer of the old ways. You have a well trained per can perform various duties like watching you in your sleep, keeping mice and bugs away, warning you of supernatural things near, etc. If you are a priest you can  use druidic spells from AdnD and shape shift into a animal instead of turn undead.

4 Witch Hunter - You worked in the lucrative field of tormenting innocents You use torture to extract confessions to anything and keep witnesses afraid 1in6 skill
You have a trunk from your days as a Witch hunter including, pistol, whip, sword, noose rope (40 foot), cord for tying victims and strangling (40 foot), torture tool kit, copy of Demonologic by King James. You hunt lonely old widows, the disabled and other scapegoats then make mob pay you for leading them in comunal murder. Someone usually gets the victims property and you often get first pick of the victims goods.

5 Accused of Witchcraft -You are a innocent on the run and hopes to leave the country
You have become adept at falsifying documents with a 1in6 forgery skill
You carry a d4 false sets of ID papers and letters introducing you from nobility, church and state plus forgery supplies including fake seals. You have been on the run and living with shifty criminals, bandits and doing whatever it takes to hide your old life where you are wanted as a witch.

6 Dunwich Blood - You come from the sinking coastal region that has been sinking for centuries
You are a uncanny swimmer and can perform superhuman feats with 1in6 roll like hold your breath for CON in rounds, cross the english channel, swim to shore in violent storm with unconscious person. Moves at ground speed in water. You have a seashell that summons a 1HD marine Demon. You are a part inhuman hybrid with fish demon bloodline and probably Chaotic or struggle to resist chaos. Your birth home was washed away by the sea when you were a child during a storm.

7 Royal Companion - You are known to the elites of the royalists and serve as their agentYou have a grooming skill 1in6 chance of making someone look fabulous +2 CHA
You have a fancy hat, best quality noble clothes and letters of introduction from important friends. You have been given a awesome poodle HD2 AC Leather Att D6 Move 15" (oops will LOTFP this). It is obedient, swims, guards, tracks, fights, unties knots, follows you, chases foes and is very jolly company. You are a companion of fops, dandies and nobility. You are not a peer but you are popular company. Now war is on you are acting as a agent of the crown and friend to the kings friends.

8 Chaos Cultist - You a members of some strange forbidden Chaos cult
You have a 1in6 disguise skill from years of hiding among society and know chaos passwords
You have a cult holy symbol, tattoo, robes, disguise kit, unholy water and dagger
You have a berserker potion, incendiary potion and a baby fat tallow candle that summons a 1HD Demon if lit. You are a murderous cultist living with your brethren among a community in secret. You are Chaotic if committed or neutral if reluctant. If you are a priest or cleric you can use negative versions of spells or normal ones freely.


Tuesday, 12 July 2016

d100 Rations



requested by Chris H on G+ - Thanks for this idea

Rations are handy to have in game and this will help you to pad out loot on enemies and add some colour to your meals.

Dwarves probably best distillers and possibly make canned processed food too. More outward dwarves outside of their strongholds prefer wild boar, rabbit and mole if they can get it. Worms in aspic and termites are a favorite. Such dwarves like beer and mead.

Elves eat dried fruit and nuts and salad and a small amount of meat especially venison and rabbit. They make light longlife rations that are nutritious but not filling and bland. Elves like wine and mead.

Goblins can live off bats, bugs and mushrooms. They drink grog fermented in hollow logs that tastes terrible.

Orcs eat anything and anyone. They prefer slaves to make them food. Cubes of troll meat seared or frozen remain fresh and alive and can be grown into a troll if needed, especially when retreating.

Halflings make good quality rations but their idea of a days food could be a week or gourmet living for most poor people. If desperate they can make worst food tolerable and would rather dress up terrible food than eat less.

Beer is big in bronze age. Wine from grapes came later from persia, distilled spirits came much later again. Wine can be made from plenty of plants, flowers and fruit not just grapes. Availability of sugar, tomatoes, potatoes might be an issue in your game being new world in origin. Andeans managed to freeze dry potatoes on mountains. Grains mostly can be more easily horded and stolen and taxed than tubers. The ability to store steal and tax a food item effects civilization quite a bit.

Brine, vinegar, woodchips for smoking, might be found too. Empty containers for food will be about also. Dad told me how our ancestors were given brine with fish removed and chaff horses wouldnt eat was given to peasants by foriegn landlords (for fishy brine and shit bread - yum). Fishy gruel and terrible black bread was a gulag favorite. Starchy water from cooking rice with a dash of chilli would be a gift to beggars or the ill or elderly. All kinds of horrible left overs and offal are possible food. Tripe is common everywhere. Keeping peasants on a bad diet diet stunts mental development, height and health making them easier to exploit.

d10 How Long Will they Last
01 Dangerously past use by date but hard to tell if desperate
02 A bit spoiled but edible if desperate
03 A d4 weeks
04 One month
05 A d3 months
06 Two d6 months
07 A year
08 A d6 years
09 A d100 years
10 A thousand years



d10 Spoilage: Whats gone wrong with this?
01 Swarming with weevils
02 Swarming with maggots
03 Swarming with moths
04 Gotten damp and rotten
05 Mould growing in coating on outside
06 Fungus thoroughly ruined
07 Covered in mouse bites and feces
08 Home to a rodent nest
09 Gremlin infested
10 Psychoactive vision inducing ergot, save vs illusions and paranoia


d10 Preservation Methods
1 Dried
2 Pickled in brine
3 Pickled in vinigar
Salted
5 Smoked
6 Sealed in wax

7 In oil or fat
8 In alcohol
9 Fermented
10 Candied (or in honey)


d10 Containers
1 Box
2 Barrel
3 Clay Jar
4 Sack
5 Bucket

6 Cloth wrapped
7 Bark wrapped
8 Hide wrapped
9 Wax sealed
10 Leaf wrapped

d10 Most Common Rations for sale

1 Dried groats of mixed grains served with hot water
2 Dried hide biscuits boiled into stew tastes like boots
3 Dried biscuit from oats, barley or wheat flour
4 Dried beans
5 Salted dried meat mostly pork or beef for humans
6 Dried, salted or smoked fish
7 Pickled vegetables mostly cabbage
8 Cheese sealed in fungus or wax
9 Dried mushrooms
10
 Strings of garlic or onions, possibly dried 

d10 Mystery Rations found in dungeon
?
01 Ground dried mystery skin and hide that make a porridge
02 Bricks of dried grains you soak in water, often with growing fungus and a hint of gravel
03 Dried mystery meat strips often tastes off and horrible
04 Dried mystery vegetables and herbs in powder for soup
05 Biscuits like salted highland oat cakes, hard and dry
06 Dried insect cakes high in protien
07 Dried mushrooms mostly non poison or psychadelic
08 Dried Algae cakes mostly horrible
09 Elven wafers wrapped in leaves, delicious, nutritious but leave humans feeling empty
10 Dwarvern tinned grey slop made by alchemists, technically organic 


d100 Interesting Preserved Food

01 Beer
02 Barley grain, good for soup with herbs

03 Dried corn, ground and made into porrige
04 Dried beans
05 Dried berries
06 Fruit leather
07 Dried grain
08 Dried mystery meat
09 Dried beef
10 Salted pork

11 Bacon
12 Smoked fish

13 Dried fish
14 Salted fish
15 Crackers
16 Dried Bread
17 Pickled eggs
18 Pickled onions
19 Dried tubers
20 Pickled herrings
21 Pickled cabbage
22 Mustard pickles
23 Pickled cucumbers
24 Waxed wheel of cheese
25 Candied fruit
26 Sheep cheese in oil
27 Dried nuts
28 Dried shrimp
29 Pickled snails
30 Dried mixed vegetables
31 Dried Tofu
32 Dried bean curd
33 Dried sausages
34 Fermented beans (tempe)
35 Salted cauliflower
36 Salted turnips
37 Smoked cheese
38 Sundried fruit
39 Smoked rabbit
40 Smoked game bird
41 Jellied meat sealed in fat (confit)
42 Goose or duck fat
43 Butter
44 Dried mushrooms or fungus
45 Salted frogs
46 Jam
47 Honeyed meat
48 Jellied eels
49 Jellied lampreys
50 Blood sausage - mostly lard, blood
51 Honeyed locusts
52 Olives in oil
53 Mixed vegetables in oil
54 Worms in aspic
55 Dried squid
56 Pickled mushrooms
57 Fermented shrimp
58 Fungus covered soft cheese
59 Dried seaweed
60 Truffles in oil
61 Peppers in oil
62 Pickled ant eggs
63 Crickets in brine
64 Century eggs
65 Pickled Pumpkin
66 Pickled chicken feet
67 Pate sealed in fat
68 Sheeps head cheese (not cheese at all)
69 Jellied calf head and feet
70 Pickled brains
71 Jugged hare
72 Fermented milk (alcoholic)
73 Fermented fish heads
74 Lutefisk (fish treated with lye)
75 Pickled sea urchins
76 Dried jellyfish
77 Acorn flour
78 Chestnut paste
79 Pickled baby mice
80 Dried crickets
81 Fermented pork and rice
82 Pickled fish eyes
83 Seabirds in seal fat
84 Salted whale blubber
85 Pickled starfish
86 Dried scorpion
87 Snake pickled in wine
88 Kunga cake, pressed block of flies
89 Dried or pickled centipedes
90 Dried mosquito eggs
91 Dried Lizard
92 Dried Rat
93 Jellied elk nose
94 Wine often made from non grapes lie dandylion
95 Prunes in poert
96 Kumquats in brandy
97 Rhubarb preserve
98 Apple and blackberry preserve
99 Cider
100 Mead

Most awesome meal I found was eskimo icecream - wale and seal fat, berries and snow