Showing posts with label humanoids. Show all posts
Showing posts with label humanoids. Show all posts

Monday, 27 January 2020

Marine Folk Revised




































Revision of item I spat the dummy on so last few added here
https://elfmaidsandoctopi.blogspot.com/2019/01/return-of-beastfolk-marine-peoples.html

Marine Folk

1 Oyster 
2 Anemone 
3 Starfish 
4 Walrus
5 Urchin 
6 Dolphin 
7 Octopus 
8 Penguin
9 Pelican 
10 Stingray 
11 Seahorse 
12 Manatee

Oyster Folk

Are thick stone like shelled folk with squishy grey flesh and mucous within. While well armoured they peek from an opening in their shell but will seal themselves if threatened. They are kin with an array of sea mollusc folk like clam, muscle and others. Some have bristly hair like cilia that move tiny marine plankton into their mouths. While their bodies and faces are armoured while using their thick muscular limbs the have to extend them from their shells to act as a humanoid. Some have quite colourful flesh but most are green-grey. Shy and peaceful humans have killed them for millennium to eat, for pearls or shells. Oyster folk are wary and suspicious, especially of humans. Humans often kill and eat their children unaware they are in fact humanoid and intelligent. They often aided other marine races war against humans as they were easily convinced of the hairless ape menace. They often swell in reef villages living simple lives in coral huts, gathering small crustaceans and seaweed they require as they are larger than their tiny kin and need more substantial food. But they often wallow in rock pools filter feeding if they cant do better. They can be hard to see among marine rocks, many have barnacles and weed or algae growing on them. Occasionally some can get along with humans but they are melancholic curmudgeons. They often use shells of fallen kin as shields or to make weapons. These are brittle but sharp and might incorporate driftwood hafts. Such weapons also blend with the marine matter on coasts.

d12 Oyster Folk Troubles

1 An evil band of elderly retired scurvy sailors have been daily scrounging on the reef and have eaten many oyster children. If not stopped the oysters will raid the fishing villagers to steal their children warns a sea-druid
2 Oyster folk live in a shipwreck that greedy adventurers want to sack, little do they know there are more oysters than they expect, after a defeat and retreat they seek young gullible adventurers as cannon fodder to help them
3 A former fish folk sunken temple has been disturbed in a storm releasing a sea demon forcing oysters to move into a river mouth where human fishermen are horrified by them. If spoken too oysters will help adventurers destroy the demon and loot the temple
4 An evil wizard has oyster children kidnapped to make pearls which torments them. Oysters want their children back
5 A famous gourmet hires adventurers to catch young oysters for a royal feast. Some rich believe they are aphrodisiacs and demand them. Oysters want revenge
6 Walrus folk and Oyster folk have been battling on a stretch of coast and fishermen are now avoiding it and going hungry
7 Oyster folk pirates have been attacking ships on the rocky coast and have even seized a lighthouse to misuse and wreck ships. Merchants offer a reward to stop them
8 Smugglers had a secret coast cliff base but something has taken it over and they will pay to find out who. Cave full pf contraband the state would love to seize
9 A gang of wreckers preying on the coast disappeared. All kinds of locals secretly in the gang are missing as are many ship survivors. A reward has been offered for their return and capture
10 Someone is trading weapons for pearls with oyster folk who now have become bold and aggressive when ships pass their coral reef castle
11 Fisherman gathering worms by night on beach for bait seen lights on the reef and heard music
12 A village of pearl divers has disappeared, all of them. Find out why.

Anemone Folk

These brightly coloured fleshy humanoids have thick tentacle hair and live on rocky coastlines and reefs. Some are ethereally beautiful. Their mouth is used to eat and excrete. As they can live on land they no longer depend on stinger cells to catch prey. Some older ones will affix themselves to a reef and develop stingers and become a giant anemone. Some happily cohabit with crab folk and some breeds of fish folk. They often domesticate other giant sea creatures like giant hermit crabs as mounts and use to raid coastal dwellers. They trade with many great undersea kingdoms and are famous for their great balls. Many live in great reef coral castles where they dwell and dance serenely. Mostly they avoid humans and thus seem very exotic to them. In ancient times they used their giant anemone gardens and pets to form great defences for the fish folk empire. Occasionally adventurers stumble across some ancient coastal or undersea ruin anemone folk still guard. As most do not move far from their birthplace they are very stubborn to move and might conflict with humans causing pollution or building on reefs. Anenome folk seem to not just be good at domesticating sea life they seem to be able to alter life at some basic cellular level with their alien science. They used to create giant sea monsters under commission to sea kings and fish cults

d12 Anemone Folk Troubles

1 A lighthouse building crew are being attacked by strange beautiful humanoid creatures riding war crabs and they require adventurers to talk or drive the beings away
2 City garbage scows are being sunk by night and swollen mutilated corpses of their crews are found floating in the water. Nobody knows who or why
3 Sailors have seen strange beautiful women dancing by the reef and want to capture some. Alas some sailors died but others are curious
4 A wizard runs a marine menagerie to study and has a sad anemone person prisoner. Anemone kin know and want to rescue them, kill the wizard and free all the creatures creating havoc in the harbour
5 Fish folk killed a colony of anemone people and now a gigantic anemone has blocked the harbour. Anemone will move it if the killers are brought to them as prisoners
6 A wizard has been spying on nude anemone folk with a crystal ball and wants adventurer guards to escort him as he tries to contact them
7 A colony of clownfish folk have been killed by human authorities enraging anemone allies who choke the harbour with giant anemones and giant kelp
8 A giant kelp barrier has choked an area of the sea and explorers have tried to cross the sargassum. Ancient wrecked ships have been raised by the giant kelp attracting treasure hunters. Anemone folk have been using the area to create some colossal sea beast
9 A major settlement drained the swamp where their sewerage was absorbed and now the waste goes into the sea. Increasing plagues of giant sea lice, stinging jellyfish and wood eating marine termites have been attacking the docklands and some think intelligent beings are behind the plagues
10 Pirates attacked and enslaved anemone folk and in retaliation, a merchant ship has been lifted above the sea by giant kelp. The crew and passengers are trapped aboard and adventurers are sent to free them or negotiate with the anemone folk
11 A foolish noble youth of a sea merchant clan has gone out to the reef to marry a beautiful anemone woman and the family want him back
12 A great sea monster attacked a coastal village and investigators are sent to assess the threat. A cult has paid sea anemone folk to make them a living god to let them take over the coast and sea trade

Starfish Folk

Minions of the ancient marine empire, these creatures can breed rapidly and regenerate wounds making them ideal troops and workers. They also eat anything even living coral. Many varieties exist in various colours and textures of skin. Some are smooth some are covered in spiny thorns. Even if killed and dismembered the separate parts may grow into separate starfish and may even share memories. They are not clever and often are pawns of other races especially evil fish folk clans. Fish folk know their minions are often terrible at following orders and require guidance. The various tribes often act as specialist units with varying skills and weapons. As each tribe is so distinctive they stand out on battlefields. Their demon starfish ancestor is a greedy god and some human cults even worship it keeping starfish folk in pits of sacrifice. The god offers healing for servants which attracts some desperate humans. Terrible wars in ancient times featured hordes of starfish invading the land but it was fire and burning their dead that stopped them Most humans don't know this history. Some say starfish came from the stars, banished for their evil deeds by their celestial kin to the depths of the sea

d12 Starfish Folk Troubles

1 Years ago starfish folk marched from the sea and attacked. Locals defeated them and chopped them up and threw them into the sea. Now there are even more attacking!
2 A fish folk warlock has amassed an army of starfish. Working with a local cult they wish to seize a temple now landlocked in human lands
3 A pirate crew recruited some starfish in their crew. A few years later the whole crew are starfish and menacing the coast with no restraint killing, robbing and eating humans
4 A cult has been breeding starfish in a secret cave, ready for a night they will murder the local people for the demon starfish cult
5 Something by night is coming ashore and breaking into the dried fish sores and smokehouses in the harbour
6 Fishermen drying their nets all disappeared, only a star shaped sign in the sand remained
7 A strange stone spire erupted from a reef. It seems to have star symbols on it and windows. Locals are curious
8 The local reef fisherfolk are dependent on is covered in starfish folk devouring everything. Warriors are needed to kill them when fisher folk can scoop them up
9 Cultists have been seen going to the reef by night and nobody knows what they are up to. The cult wear strange star symbols with a maw in the centre on their purple robes
10 After the last starfish folk cull in the region, alone surviving starfish priest has been raiding the graveyards of the fisherfolk by night to reanimate the dead as zombies.out of revenge. Someone must kill the zombies and catch the priest in the act
11 After the last storm, a stone ruin on the beach was exposed with strange star symbols. Some beachcombers went inside and did not come out. locals are afraid
12 Locals regularly comb the beach after the storms but this year many searchers vanished. Starfish folk have been laying under the sand to grapple and eat people

Walrus Folk
This doughy folk swim in the frozen north on rocky coasts and islands and ice flows. Feed off fish, penguins and shellfish they also hunt whales, act as pirates and adventure in the pre human ruins of the frozen north. They often battle polar bear, penguin, seal and fish folk for supremacy. They also conflict with humans who dare trespass on their territory. Many males driven from their homes wander into human lands. Some end up slaves or pit fighters, but many become pirates, adventurers or mercenaries. They make the best guides in the frozen lands. They also practise handy crafts such as scrimshaw, weaving, leatherwork and carpentry they require to survive. Long ago they helped humankind repel the fish folk conquerors and helped fight necromancers who fled into the frozen wastes. Their ships and sleds are infamous and they value imported wood and metal from the south for whale ivory. Some go viking, raiding south lands for goods they crave like grain and beer. Walrus ivory highly offends them and they claim all as theirs to bury in a funeral rite. Some call them tusk folk. They often laugh at weak and skinny peoples of the sunlit lands. They infamously stoic and tough and can swing from jolly drunks to violent berserkers in moments.

d12 Walrus Folk Trouble

1 A walrus crime lord controls drug smuggling in a town and a rival gang want him gone. Adventurers are hired as extra muscle in a hit using a midnight docklands meeting as a ruse
2 A ship of walrus viking berserks is seen on the horizon, locals in panic
3 A diary and map of a pre human ruined city in the north describing great treasure is found, walrus guides are required to find it
4 Explorers found a block of ice with a thing inside. Returning it to civilisation it thaws out a walrus cursed by his berserker axe, if free and cursed axe removed he will be grateful and helpful
5 A villain robbed a walrus burial ground of ivory offending the walrus spirits and the tribe gather to hunt and kill the criminal and any aiding them
6 A hunter has been selling walrus blubber, skins and ivory actually from murdered walrus folk. Most of the good users are outraged and want hunter punished
7 Walrus folk have guarded a stone age black citadel trapped in the ice for millennia but now they are inviting adventurers and helping them
8 A walrus shaman has found a cursed fur trapper shack in the tundra and says it is a human responsibility to cleanse the haunted place of evil
9 A walrus wizard with crystal tusks has a cursed local area with freezing blizzard winds and undead walrus warriors
10 Walrus warrior maids are having a beauty contest and will force strangers they find to judge, they are vindictive and lusty
11 A great mound of a walrus warrior king has been disturbed by looters, now an angry walrus wight stalks the night murdering locals
12 Nobody had seen walrus folk for generations till a vindictive shaman planted rune encrusted tusks which grew into a band of walrus berserks who now are on a murder spree

Urchin Folk

These hard chitinous skinned folk are covered in spiny and spikes and their frightful five toothed sphincters like orifices disgust most onlookers. They are omnivorous eating seaweed, vegetable matter and any dead flesh they can scavenge. They dwell in fortified reef forts and have aggressive defensive mindsets forming phalanx walls if threatened. Every tribe has vastly different colours, spine appearance and personalities. Some with larger blunt spines may have sponges or algae growing on them. Smaller tentacles around their mouths with suckers feed off tiny often water born organisms. The very young lack spines and many do not recognise as urchins. Some develop stinging spines or might have colonies of smaller creatures living in between their spines and might defend their host.
Many served the undersea empire of the fish folk as heavy infantry and helped invade the surface world. Some tribes still raid ashore seeking food when their numbers every few generations grow and their colonies need to expand. They do tend to feud with crab folk who delight in eating them. Otter folk and starfish folk are ancient enemies also. Colonies build coral reef forts but smaller groups and lovers find a crevice or dig a hole to lair inside. Those that use magic favour protective spells. The often herd giant amphibious urchins as pets and for defence. They will trade but humans find them hideous and often fear them

d12 Urchin Folk Trouble

1 Clan of urchin warriors march ashore and terrorise fisher folk and docklands for some reason
2 Horrible humanoids from the deep come from the sea and make strange gestures alarming locals. Someone needs to meet them and determine if they are friend or foe
3 A fish folk wizard with his urchin warriors have taken over a lighthouse and people have heard strange chants from their since
4 Crab men and urchins have been battling over the reef scaring fisher folk. Both species have made crude alien attempts to seek aid from humans who don't like either breed
5 Urchin pirates have been raiding the coast and recently took a small human village and took prisoners as slaves to gather algae and seaweed from rock pools while urchins get drunk
6 A friendly sea otter merchant seeks help capturing hideous urchin folk to take to otter land
7 A wounded sea elf washed ashore tells of how a fish folk warlock with his urchin warriors has been waging war on the undersea peoples of the area and the surface will be raided next
8 A cowardly tako octopus fairy seeks adventurers to help her rob a lair of urchin folk of their pearls from their giant oyster garden. She also likes to eat their children but won't mention that
9 Dead urchin folk wash ashore, dozens of them, locals are alarmed at the hideous corpses
10 After a storm where a ship was lost bodies and survivors wash ashore where hungry urchins try to eat dead and wounded unable to move, locals want to help but are afraid
11 An urchin merchant comes ashore seeking humans to help round up his sea goblin slaves who escaped. He offers exotic fish folk gold jewellery to any who help
12 A sea urchin princess has been kidnapped by crab folk who plans to feast on her next full moon. Her page servant seeks helpers to rescue the beautiful princess and the urchin king surely will reward them. The crabs live in a coral reef fortified tower

Dolphin Folk

These folk are often well regarded by humans and some come ashore to work on ships and coastlines. Colours can vary from grey to blue or green or even pink. River breeds can be quite small and are known as dolphinlings. They tend to live in nomadic clans who hunt together. They are cheeky, playful and can be friendly. Some of the loners that come ashore are dangerous and insane, sexually assaulting and murdering for fun. Some are charlatans playing on how humans think well of them. Some claim they have healing abilities or lead cults of gullible humans. The more useful ones often work as pilots to guide ships through reefs and other marine hazards. Compared to many beast folk dolphins are acceptable and non threatening. Dolphins adapt well to trade and money making and are willing to cheat, hustle and lie to make more. It is hard to tell if their squeaks for joy are just from being happy or laughter at human fools. While they are excellent liars they can be good friends with humans. Many live on islands hunting and fishing. some human fishermen fear the competence of dolphins and some have massacred them out of rivalry. Dolphins remember this and remain wary of humans even friendly ones. Most of all they hate shark and fish folk and they aided humans fighting them long ago.

d12 Dolphin Folk Troubles

1 A dolphin peddler comes to town in a rowboat and is selling unicorn horns, cursed fish folk gold, colourful fake healing potions and treasure maps, quick to move on as has more suckers customers to visit
2 Dolphins come seeking help as viking fishermen came to their village and murdered half their tribe
3 A peg-legged dolphin pirate needs help finding his treasure he buried on skeleton island or was it mermaid island or seahag island? One of those anyway
4 A dolphin is pretending to drop treasure maps in adventurer taverns, actually lead to lairs of his people's enemies
5 A dolphin wants revenge on a sailor who ate his dead brother's corpse. The man is now a church leader who tells of how the gods sent him the corpse when he was starving
6 Dolphins have set up a seaside carnival with gambling, sideshows, freaks from the sea in cages and athletic diving feats to amaze the crowd
7 A dolphin seeks help as fish folk with shark folk mercenaries have reoccupied a ruin on the coast for some evil purpose
8 The fine finny friends are a dolphin brotherhood who offers eternal friendship to any who aid them in destroying a fish cult rampant on the coastline. Many of the cult are respectable civic leaders and dolphins don't want to get blamed if things go wrong
9 Dolphins have come demanding sea tax from a local village and threaten to sink any fishing boats launched unless they get 10% of the catch
10 A scarred dolphin warrior wants to die gloriously on one more heist. He knows where a fish folk fortress is hidden on a reef and wants humans to help him sack the place and kill the fishy bastards
11 Dolphins have come to shore to warn of a cult of manta ray folk who worship a sea demon have moved into the area and seek to sacrifice dolphins and humans like the old days
12 A dolphin wizard offers magical seaweed of water breathing if they help him plunder the garden of a sea nymph

Octopus Folk

These humanoids octopus folk are feared by coastal folk and even disliked by tako octopus fairies. They are voracious servants of chaos with octopus heads and tentacle arms, the greater ones have more arms. While tako are civilized and cautious, these brutes are fearless savages who worship sea demons and chaos gods. Long ago they serve fish god cults but they turned on fish folk when their empire collapsed. They work with squid cults too. Octopus folk live in caves on coasts or reefs and raid enemies on land or the sea. Ever hungry and greedy for treasure and slaves they are constantly at war. Some evil powers employ them but must not show the weakness of the cunning octopus folk will turn on their masters. Often the ambush ships and sacrifice most of the crew and eat them. The unlucky ones are taken to their caves as servants and playthings. They often fight naked to intimidate their foes and often stop in the battle to eat a fallen enemy rather than chase any who flee. Most undersea races fear and mistrust them.

d12 Octopus Folk Troubles

1 A pirate had his crew eaten and his treasure stolen and seeks adventurers to help recover the remains
2 A chaos octopus gladiator has been eating mutants thrown into his fighting pit by humans and has gained new mutations. Using her new abilities she escapes into the markets to kill as many as possible and escape if she can into the sea
3 Octopus warriors have raided a village seizing all the women while the fishermen were at sea. A church offers funds to rescue the women before they are eaten or worse
4 A man covered in sucker wounds washes up on the shore and when revived tells of an offshore cave where octopus folk force human slaves to mine gold from the seafloor using strange apparatus made by fish folk wizards long ago. The man dies of the bends shortly after.
5 An octopus cult has been sacrificing gold and victims to a sea linked sinkhole for generations. Locals want the cult stopped and their false god killed. In the tidal flooded sinkhole, a kraken and his octopus minions come every full moon for treasure and victims
6 An octopus wizard keeps sending a water elemental to kidnap victims from a coastal town daily and a huge reward is offered for the fiend
7 A village troubled by octopus folk have caught an innocent tako they caught visiting fisherman's wives while washing clothes on the rocks by the sea. The villages plan to cook and eat him but he claims to know where the octopus folk lair is and tells of a great treasure hidden there from the old fish folk kingdom
8 A great octopus warrior with obsidian weapons has come ashore and will not let fishermen enter the sea unless they defeat him or give him a dozen human babies to eat
9 Sea elves come ashore seeking humans to fight octopus folk servants of an evil sea hag who wants their handsome prince to marry her
10 Strange chanting from the reef by night has been alarming locals and the tide has been rising higher than ever before. Next full moon high tide approaches and locals dread what will happen next
11 A fisherman killed a selkie who would not be his lover and now the sea king sends octopus folk to punish the humans until the villain is surrendered to him. The culprit knows why the fiend's attack but the village has no idea
12 An evil fish folk sorcerer has been kidnapping humans to turn into octopus folk servants. Predictably they have begun to attack humans when the master is not watching them, drawing attention to his evil schemes against the sea king

Penguin FolkOily flightless bird folk often living in frozen sea islands or rocky coasts. The smallest breeds are penguinlings and most think they are harmless and inoffensive other than their fishy smell. The larger breeds are often sailors and explorers joining human crews and working docks for fish. They have colonies worldwide and trade exotic seafood their preferred currency. Fish folk hate them with a passion for eating their children in their sacred spawning grounds. Some penguin folk seasonally live deeper inland to breed and some came to dwell in ruined prehuman fortresses of alien gods from pre human times. These have become dangerous albino cultists who now guard these ruins from humans. Some penguin magicians have learned the art of making iceberg citadels that wander the world and never melt. Some bring chilling blizzards with them to keep intruders away.

d12 Penguin Folk Troubles

1 A iceberg citadel of penguin folk ruled by a prehuman sorcerer in service to the evil elemental cold demon lords has been attacking coastal shipping and destroying villagers. The kingdom has offered a reward for stopping the frozen juggernaut 
2 A penguin pirate knows the way to the prehuman ruins of Ultima Thule and offers humans join him in his quest for money and forbidden lore that wizards will pay for gladly
3 A penguinling colony has grown and the curious pests now wander the streets, stinking up the place and bringing their odd customs. Locals want someone to drive off the pint sized penguin folk. If bothered they are shocked they are unwelcome and call their larger cousins to aid them
4 A penguin offer maps of far off lands unknown to humans in return for helping her get revenge on shark folk who ate her family
5 A penguin hero in magical ice armour with snow golem minions demands all fishing rights in the area belong to their race, not humans. Locals hire adventures and lie to make this penguin paladin seem less sympathetic
6 A demon whale has been eating penguins fishing in their island waters and they seek humans to kill the weird beast
7 A penguin family had children eaten by walrus folk and they want revenge. Calling on an evil relic from the deep they call a tsunami to hit the walrus colony. A minor sea deity learns of the plan and warns the local humans
8 Savage penguin chaos pirates have been seen off coast spreading mass panic
9 A penguin long lost from home has become a well liked local, somebody has kidnapped it and locals worried
10 Slavers captured the local penguin colony preventing them, from performing ancient rituals that kept a chaos kraken away from the region, now it is tearing up villages and ships
11 Penguinlings were brutally set on by dogs and rendered for oil by horrible humans. They seek killers to avenge their tribe offering to pay with pearls and treasure maps
12 A penguin islander hero comes to civilised port to find athletes for island games and they seek human contestants. Offer gold and pearls to come. The events include kraken hunting, fighting demons and avoiding the deathtraps on their island while seeking a great relic for the natives

Pelican Folk
These gruff but admirable sea folk travel seas and are experts at fishing and smuggling. Many come from Island tribes and join ship crews where they excel in all climates. Many prate crews also have them as crewmen. Occasionally get up to tricks with beaks like hiding goods, snatch severed hands on a battlefield or trip someone up with hook on the beak. Pelican corsairs roam some coastlines living like pirates, some also taken as slaves or conscripted by visiting ships. Pelicans have aided several undersea civilisations for better or for worse of various alignments. There are smaller pelicanlings too but they are more like fish scroungers or sidekicks.

1 A crew of pelicans have adopted a tavern and the owner cant dislodge them. Will pay you in free beer if you can get rid of them
2 A rocky outcrop is a base for smugglers some say but they are working with a huge network of pelican folk and a few fight with them
3 An elderly pelican man with a wooden leg tells stories and sings shanties for beer knows of lots of strange treasure islands to the south. Longs to go back with explorers and speaks islander folk languages
4 A local pelican fisher comes into market warning all about signs of the fish cult in town, almost immediately some fishy fellows follow him
5 A pelican offers a ride for hire on his golem powered tug boat he found in distant ruins on an island
6 Pelicans erected idol where they conjure a sea elemental and talk to mermaids, locals suspicious of their cult and want pelicans gone and to grab their property
7 A pelican fishing boat captain saw strange haunted treasure ship exposed on the reef in a storm in full moon and he is sure conditions will be same tonight for a fee
8 Pelican fisherman has seen a strange stone barge underwater and some stuff that looks like ruins
9 Old pelican in pub gossips about local criminal gangs and their activities around the harbour, for a few coins will name names but if the mob find out the pelican will be found dead next day
10 A gang of pelican folk have been hunting for fish men cults earnestly. Will inspect visitors to town to check for fishy friends or their finny friends. Occupationally are convinced by some trivia some poor person is a fish cultist who needs interrogating and possibly burning
11 A wicked chaos pelican sect have been holding rituals on the reef at night summoning fish to eat and ancient sea demon minions
12 A pelican wizard has erected a coral tower and has declared keep out to all locals and the law. Local tax man wants him issued with a legal summons by hand

Stingray Folk
These sinister folk from the deep served greater armies of fish folk long ago. They are notorious necromancers and evil priests dedicated to marine devils which there are plenty. They often build an underwater entrance to a reef based hidden fort or temple. Many also live in the seas of hell and thus many are called devil-rays. They are reluctant to talk o humans who killed many of their greatest tribes long ago. Some live in marine districts of cities but they often end up working as bounty hunters, smugglers, kidnappers and assassins. Sometimes they start bloodthirsty cults and try to restore the ancient terror days when all gave them offerings out of fear. They like to use spike clubs often with poison, tridents and nets. Smaller ones are shy and hide on distant islands who often don't survive meeting other races. Some are seen gliding over the sea

1 Robed cultists are seen making for the coast with a screaming person, when they reach the beach stingray folk carry them across the low tide to a rocky island with a hidden stingray tentacle to their vampire demon god
2 Missing beachcombers had local search revealing strange rock carvings of stingray folk receiving human captives from humans
3 Recently local smugglers disappeared making quality grog hard to find but then an armed band of taxmen disappeared on patrol too, nobody knows how or why
4 Lighthouse keepers report cloaked creatures running about the lighthouse rocks by night
5 Travellers near the sea find cowled creature hiding in the water peeking and following them
6 On rainy nights some cult has been seen on coast holding strange ceremonies. Once a body was found swollen and purple, punctured with thousands of tiny puncture wounds and broken bones but no blood
7 A man saw ghost like figures swimming in and out of flooded caves
8 A ship came ashore with all crew gone and the hand of a strange creature was found
9 Lights from a rock at sea have been spotted and town elders want adventurers to lead night watch to find out what is going on. Some heard some strange sounds like stone working
10 A stone circle half submerged on the coast has been seen since a big storm and some say sinister robed figures were wading around the rocks
11 Local art in the temple shows long ago strange folk from the sea lived here but were driven off into coastal caves. Stingray folk tribe are very angry and will call on their evil god and fight to the death with everything
12 A dried up devil-ray hangs from shop ceiling and owner comments they used to live here but all were killed. Mentions a bay with an underwater cave. There is a sea devil idol onshore

Seahorse FolkThese creatures are flighty and wary of strangers but are also boastful and like to sound noble and important. They like to think they are more like dragons than horses and some breeds resemble vegetation they live amongst. Some are covered in algae making them hard to see. Other are more colourful and vain holding parties and courtly games. They invite other fish to show how much better they are. Male seahorse folk mostly care for and protect babies while women go exploring and have adventures. When they gather to discus various things they fled from heroically. Smaller breeds were hunted for dried ornaments

1 Seahorse folk are being eaten by a marine dinosaur and need help or they will always perish
3 Someone is catching baby seahorse folk as pets in the city where most die, seahorse elders, need help
4 A sea druid has a location of a secret seahorse dancing place and seeks helpers to meet them. They all sobbed about a giant chaos sea turtle which the tearful druids announce you will fight it
5 A seahorse tattoo artist working on docks has been forced to ally with a thieves guild. Needs some adventurers he can dupe into starting a fight with a rival gang
6 A seahorse bard wishes to study surface adventure then go tour the undersea faerie land with new songs about funny landlubbers
7 A seahorse huckster with his burly lobster folk guards is offering money to who can beat his slave crab man in a fight. He would sell the slave for a good offer
8 A seahorse wizard has come to study the unnatural child rearing practices of the feckless surface folk
9 A seahorse man stranded with a bunch of his children living in an overturned fishing boat need food and help
10 Dazed seahorse children wash up on shore and locals grab them and put them in cages to sell to freak shows and menageries. Under the sea seahorse, villagers are preparing to attack bu night
11 A band of seahorse women adventurers would like to see some monsters up close and offer pearls for safe confrontation with monsters of the surface. They will scream in shrill voices and heroically flee until they are exhausted
12  A seahorse gladiator wants freedom and asks if adventurers could buy him and he could earn cash faster, he desperately wants to get home to his babies separated from him years ago

Manatee FolkThese placid grazers of seaweed are kin to dugongs and sea cows and other similar mammals, some now rare. They are peaceful and kind and happy grazing on weed, some labour in underwater fairyland pulling ploughs for nymphs or seagrass spirit folk. Some come ashore and work on docks using great strength and endurance. Some try and sell milk but with less success but do get be wet nurses for orphan sailors. Deluded humans sometimes mistake them for mermaids or try and eat them or worse so they avoid places humans live mostly. They are quite friendly, calm and jolly when fed and content but produce huge tears when they cry. Manatee make good sailors and wharf crew but don't really like violence mostly

1 A noble wizard likes to run down manatee in his magical boat then has his servants collect the body and spitroast them. Some locals think this could be wrong
2 A peaceful islander knows of a dugong temple where local tribe threw pearls in the sea
3 A great floating raft populated by manatee folk has been seen offshore and they trade goods and welcome strangers
4 A matinee wizard from the underwater fairyland comes to trade drugs with the surface world, offers free sea wine and kelp beer drinks to new customers, locals shocked
5 A giant castle of kelp has grown in the harbour. An evil manatee wizard and his royal guards defend it from intruders while a manatee princess in the top tower calls out for help
6 A slaver has manatees gathering pearls by holding babies hostage, boasts about it in town
7 Manatee folk are swimming around having a sing and humans with harpoons are sneaking up to them
8 A manatee barbarian is hunting humans that killed his family but in meantime needs beer money and fights
9 Sailors have found an island rocky outcrop sea castle of a manatee clan and seek warriors to help them rob the magic brutes
10 A manatee wizard uses illusions to make her sea cow gang seem like attractive maidens. They kidnap people and polymorph the most charismatic into manatee folk to be husbands forever in undersea faerie land
11 A thieves guild of manatee drug smugglers have been crashing drug prices and local guilds need someone to find who. Manatee mostly lay about with hookahs and eating seagrass and dancing
12 Manatee offers magic seagrass that lets surface folk breathe water and a chance to explore a shark infested wreck full of a treasure chest from far away

Monday, 19 August 2019

Goblin Graveyards & Cults





































I think more and i'd like goblins to be a core race in my setting with some capacity to selects a speciality sub race to mutate into. Have considered replacing halflings with them. Not reading much inspiring on line of late. Mostly ppl I know have to some degree become commercial and doing less but more resolved. When the weird go pro (happens to mant good hobbies). Am gobbling up so much Cthulhu stuff I might declare it my religion next census. Going to Sydney a few days to lodge a form so i have option of working there and keeping myself in casual and holiday rosters there. I get to see kids I've known for 5 years some I got into DnD. Will be playing my Exilon game there.

So as Ive had so few new ideas and busy awaiting the house im moving to being vacant and busy with adulting stuff. Overall stuff is better but im mobile and stuff stored. Anyway this terrible idea came from me being alliterative which i guess got a germ of an idea.

Goblin Graveyards on Exile Island
Goblins have lived everywhere before humans and many times have turned a wasteland to farm able land only to have humans turn up and build castles and claim this land was theirs and had been discovered. Anyway goblins bring this stuff up a bit when not human serfs. As a result all over the land there are goblin grave sites pretty much one per hours march on a road you see one if you know the signs. In the forests you see where goblins shaped the land to aid hunters. In the creeks you find ancient stone fish traps that were used for thousands of years. Arrowheads, campsites, midden heaps and rock art abound showing how common goblins were in the dawn age. 

Graveyards are known about only to learned or well travelled city folk but common knowledge to country folk. Many have been tampered with especially near human settled lands, looted for stone and treasure. Ones in forests, marshes and mountains are more often intact. Also people learned certain signs and left the most dangerous looking ones alone or buried them as hazards of elder goblin magic from the darkness. Most city people think defiling the dead terrible but a bigger shame to leave treasure laying about.

Colour code d12 dice with first 4 tables and roll all at once
and roll a d6 with a 1 = d3 hauntings
these describe basic area of 2d20 graves

Condition 
Dressings (could roll d3 times)
Local Burial Custom (could roll d3 times)
Cult (could roll d3 times)
Haunting for graveyard (1in6 graveyards have a d3 effects)


next three are for investigating each grave

Common Grave Good roll d3 times

roll d6 on a 1 has a Grave Defence & Grave Treasure 

d12 Condition
1 Vandalised by clerics of more recent religion, objects smashed or defaced with holy symbols
2 Looted by recent treasure hunters who dug up place and smashed things searching
3 Old and forgotten, long ago ruined, overgrown and crumbled to mostly rubble 
4 Damaged by elements such as running water, earth slide, wind erosion, tree growth  
5 Damaged by something large, smashed and dug place up long ago
6 Prospector or 1in6 chance of a murder hobo adventurer party digging this claim
7 Intact, covered in pleasant moss and grass and shrubbery
8 Spooky with cobwebs, toadstools, ugly animal (possibly a little bit part goblin)
9 Well maintained with signs of recent activity of goblin rituals like offerings or new burial
11 Dozen gobbos pilgrims & religious leader and pets here to maintain holy place 
12 Goblins here for a ceremony, dozen of them including leaders and heroes and pets

d12 Goblin Graveyard Dressings
1 Artificial mounds, 1in6 with post holes or stones on top with circle pattern
2 Rings of stones of various sizes from hand to goblin size
3 Land and vegetation is serene sculpted garden of great beauty
4 Giant fungus and rings of smaller fungi over area 
5 Stone pillars with niches for heads to fit in with skulls in them 1in6 fresh enemy heads
6 Sinister megalithic stone monument worn by worshippers over aeons
7 Corn doll figures of goblins have been left hanging in vegetation
8 Goblin bones mixed in with soil and a few larger bones exposed
9 Carved totem pole often with multiple faces dedicated to a god or spirit or several
10 Stone altar worn smooth from aeons of blood sacrifice here
11 Goblin Runes carved on rocks, trees and even in earthworks
12 Great cavern or twisted tree with carved goblin figures

d12 Local Burial Custom
1 Bark tube coffin sealed in crevice or cave or buried with food and bags and tools
2 A mound of rubble is deposited by loved ones over the body
3 Body is burned with remains in funeral urn and some eaten by kin
4 Body buried in wicker basket with a pet 
5 Huge boulders from goblin size to many tonne for leaders on top of body
6 Sealed in tomb with sacrificial slaves and followers with tools and everyday goods
7 Buried in a clay jar in fetal position
8 Flensed skeleton arranged with all their skull collection at feet
9 Small stone hut crypt where remains in niches or jars
10 Mummified in a coffin in a stone sarcophagi 
11 Earth mound with crude stone lined tunnel tomb complex inside with many burials
12 Bodies are made into undead and stored in coffins or peat for future use

d12 Goblin Cults (names are tribal and bigger tribes have several)
1 Ancestral Cult 
2 The worm God
3 Faerieland
4 The Insect Cult 
5  The Horned God
6 Hobgoblin King 
7 The Goblin King
8 Mushroom Mother 
9 Chaos Jester
10 Great Frog Mother  
11 Spider Mother
12 Mother & Father Bugbear

d12 Haunting Table for graveyard 
1n6 in untouched graveyard
1 Hear beating goblin drums and chanting but only with lo
2 Hear wolves, bats squeaking, bugs all noisy then stop
3 Cold supernatural breeze chills everyone in area lose 1hp
4 Shadowy figures moving in distance
5 Creepy animal with red eyes watching you
6 Muttering voices from underground
7 Huge spider or centipede or giant rat attack
8 Spectral goblin elders chanting, save or run away with fear for a d4 rounds
9 Poltergeist awakens, starts having angry fits
10 Bats flying all around cause confusion for a d4 rounds if fail save
11 Lesser demon abuses then attacks for a d6 rounds then leaves in puff of smoke
12 Wraith with spectral scythe called from underworld to punish defilers

d12 Grave Defences
1 Curse -2d4 Con if fail save until removed, strikes who breaks seal first
2 Shadow arises where warrior was sacrificed to be a guardian if damaged
3 Swarm of rats, worms or bugs pours out of grave if damaged
4 A magic mouth sternly rebukes you as you rob grave, possibly in old language
5 Terrible rotting disease strikes all in area save to resist
6 Poltergeist arises and menaces all in area if touched without respect
7 Random encounter attracted by spirits or possibly lairs in this grave
8 Extra d4 slave zombies arise if any damage
9 Imp appears invisibly starts campaign of terror, sabotage and distraction
10 Disturb ghouls hidden here with a 1in6 chance of attracting d6 more 
11 Skeletons arise in area 2d6  with a 1in6 chance of attracting shadow
12 Zombies arise in are d4 with a 1in6 chance of attracting wight

d12 Common Goblin Grave Goods
d3 items per grave of d3 bodies
1 Stone bowl
2 Clay vase
3 Wooden spoon carved
4 Toothbrush
5 Copper knife
6 Wooden stool
7 Silver sickle 30gp
8 Semiprecious stone 10gp
9 Jug of nasty goblin grog
10 Large Crystal 50gp
11 Stone statuette of goblin god 20lb worth 80gp
12 Copper arm band or Ivory tusk medallion 15gp

d12 Goblin Grave Treasure
1in6 chance of untouched grave
1 Torc d4 1=bronze 90gp 2=silver 180gp 3=gold 360gp 4=crystal torc +1 protection 
2 +1 sling
3 Stone +1 Javelin or +1 Mace or +1 Shortsword 
4 +1 Small Shield with goblin cult symbol
5 Chest with d4x100sp 
6 Stone +1 dagger or club or spear
7 Chariot broken into parts and horse skeletons 300gp if working
8 Spider Venom Antidote
9 Healing Mushrooms d4 doses heal d4 HP
10 Missile ammo x2d4 shots +1 arrows or sling stones
11 Set of d4 Fetishes gives +1 on save once
12 Goblin Fertility Idol double births in household over year

d12 Goblin Cults
Often names are tribal and bigger tribes have several cults


1 Mother & Father Goblin

Ancestor cult mostly shamans and priests of tribal goblins
Humans chase them away mostly
Worship first pair of goblins made in fairyland to work on creation in the early dawn age. These goblins commune with ancestors and leave them offerings, kin to many nature spirits in plants animals and land. They mostly want to be left alone on their traditional land
Treasure includes ivory, stone tools, grinding tones, baskets, flint, ochre, figures of kin or ancestor bones

2 The Great Worm God - The Gnawer Beneath
Mostly shamans and tribal
Infamous as cannibals, traitor and losers humans try to exterminate them
Worm that gnaws first heard goblins hunger and resentment and aided their rebellion to run wild. When the worm god fell most of this cult fled into the deeps. They are always desperate and hungry but ever living albinos
Treasure includes food for afterlife often decayed or worm ridden, piles of teeth

3 King and Queen of Faerieland 
Common to all goblin magicians and cultures
Know as serfs of faerie who's lot is to perhaps reincarnate into a pixie
These goblins still serve their creators and faerieland who readied the world for the arrival of the sun which some resented. Their depictions and conduct varies seasonally such as the bright fey ruling summer and dark fey ruling winter. They are advanced gardeners growing forests, thorn hedges, holy herbs and food for faerie forests
Treasure includes elf made items and petty treasures, wine and clothing

4 The Insect Cult - Million Swarming Ones
Shamans or priesthoods of tribal and common folk
Most people know most insect cults just mind their own business
Provides food and labour and works hard, each breed has own spirit. Most tribes specialise in a bug type like bee, ant, beetle, wasp. Often traders who travel with loads over the world
Treasure includes jewellery with insect motif of copper or 1in6 times gold and amber

5  The Horned god - Lord of Beasts & Death
Evil priesthoods, shamen and sometimes necromancer wizards
Feared as snaky magical killers with pets
Lord of the hunt who defied the faerie queen and became king of underworld to live forever undead. Served with lords of night in the age of darkness. These actually plant undead in graves for in storage. Everyone shuns them for serving the armies of death and their blasphemies. Older version of cult are just hunters, each clan specialise in a type of huge animals as a mounts including wolf, bat, boar, goat, lizard, toad, weasel. Corrupt hunters prefer undead animal pets.
Treasure includes necromancer items, weapons, shaman tools, musical instruments, silver coated bones, sometimes evil scrolls

6 Hobgoblin King - Lord of War
A formal clerical order of war priests who operate like templars
Humans intimidated by hobgoblins but will hire as mercenaries
A warlord who is highly disciplined, often have superior weapons, armour and many bigger graves. At least half the cult are goblins who wish to become hobgoblins. Goblins mutate into hobgoblins often in times of crisis like war. Hobgoblins are hardworking and very disciplined in war. They are quick to anger or fight and are easily offended
Treasure mostly weapons and armour, might be used as armoury reserves then returned

7 The Goblin King - Lord of Kingship
Civilised urban priesthoods even those thralls of humans
Humans ridicule these goblins and wage war against them or enslave them
The great and terrible first goblin king who still rules from his underland mountain fortress in rebellion to the gods and fey. He urges war to all others and civilisation building for goblins. His cult are also traders and bankers and quite civilised and encourage distinctively goblin quality. Goblins often sing melancholic work songs. Goblin slaves know they will live in goblin city with their king as his thralls in the next life. Free goblins in his service are the most warlike and expansive but also propagator of goblin culture and arts. Secrets of breeding ghouls, goblins and trolls to make thouls to make guards is a cult secret
Treasures include goblin handycrafts, gems, gold, clothing of high quality

8 Mushroom Mother - Queen of Fungus
Every kind of magician and all goblins praise her
Human think of them as harmless but too lazy and stoned to be slaves
Who teaches how to make food and survive in the utter darkness, popular fertility cult and mostly peaceful willing to trade food and provide healing. They establish fungus gardens and are often left alone as their gardening is mostly provides food and habitats for others
Treasures are food and potions or magical fungi brewed by cult witches

9 Trickster - Jester of Chaos
Every kind of magician and goblin may serve the trickster
Humans universally exterminate crazy goblin clowns with chaos mutations if possible 
The jester of chaos cult is crazy and dangerous but teaches alchemy, espionage, gambling, deceit, magic and more. Most are more mischievous and vindictive rather than evil and serve as acceptable ways to be a outsider in goblin society. Some rise to be sly advisers to rulers. The demonic sects are increasing and teach the jester is a lord of chaos juggling the planes of the abyss and sent to bring entropy and rebirth. Gremlins are part of the jester
Treasure often includes curses, taints and tricks but also weapons and useful items

10 Great Frog Mother - The Opulent Jade Queen
Every kind of magician and goblin
Famous for fecundity, vice, depravity, poverty and inbreeding  
The great frog mother is popular in wetlands and theses goblins often are more frog like with webbing, slimy skin or other features. Mostly they mind their own business and avoid others but as they are very fecund they may swarm occupationally. Each swamp has it's own spirit who the frog cult serve. They often live with other wetland monsters such as frogs.
Treasure is often poor but food, swamp weed and grog are common

11 Spider Mother - Queen of The Night Age
Every kind of magician and goblin
Hated by most surface dwellers and humans as creepy horrors
Goblins that sold as slaves to the monster lords of the dark times by faerie. Goblins served magic spiders as hands, mounts and food until they were banished to another dimension. Some even turn into spiders or have spider like abilities like immunity to webbing and climbing up walls. Most live in caves in the deep now
Treasure often have cursed and evil items, spider silk books of forbidden lore, gems

12 Great Mother & Father Bugbear
Every kind of magician and bugbear, some goblins and hobgoblins join too
Humans dread bugbears especially children
Bugbears mutate from goblins when a community is in a military stalemate and hobgoblins are just keeping up. Bugbears eat other goblins, humans, pets. They like spooking people (especially children) and cruel pranks. They are fearsome warriors in formation but also expert scouts and assassins. The cult teach bugbear culture and the importance of collecting your enemies heads and shrinking them. They Initiate and teach new bugbears and those who wish to be bugbears. Bugbears breed too and once they appear in a goblin community they are a threat to it. They will feed on their weaker kin and possible end up in control. A few loner bugbears serve other goblinoids as executioners and body guards. Mother & Father Bugbears were siblings the first to become bugbears and then they spawned generations since. Father Bugbear is a warrior storm god and Mother Bugbear is a moon goddess witch. They have a sweet and heart warming romance collecting human and orc heads 

Thursday, 5 April 2018

Sea Cave Reskin 3 The Sea Cult




While the humans held the cave they became prey of the insidious cult of the Kraken. In olden times the cave was known as Kraken hole. When criminals not corrupted by the cult fled some even joined militia teams assembled to fight the fish cult. Smugglers even donated cash to the Sheriff to help fight the cult. Any human rolled in low tide is a cultist and the high tide table all the intelligent species is a cult member.

Sea Temple

This chamber has been painted with signs of the Kraken cult and a large green stone idil of the Kraken is here with a altar. Inside the altar is 350gp in fishmen cursed gold coins and a +1 dagger that lets the wielder understand any sea creature. Human occupants removed the idol and altar but the sea cult found and restored them.
-Kraken Pool

This pool is home to the Kraken. If the water is disturbed or any loud sounds here the pool turns into a whirlpools and the kraken arises to devour a sacrifice or anyone it can grab
-Holy Cave

This cave has a collection of human skulls and flailed skins the fishman priest and his followers wear. He has two fishermen guards and a d6 human hybrids. A cheat with 3456sp is hidden under the priests seaweed bed
Smugglers Cave2d6 human cultists are here and at least 2 will be on guard while others relax. They are a mix of pirates, fishermen, smugglers and villagers. The have sleeping mats of straw here and bags with personal items
-Stone Shell Cave
This cave has two fishmaids who worship their sea goddess and appear in human form. The have charm person spells and lounge about with a d6 human cultists
-Squidjig Cave
d6 human prisoners are manacled to the cave walls, some in tears
-Deadmans Cave

This cave is guarded by a d6 sea zombies, from drowned sailors corpses left in this room. The fish priest keeps them here and when has more than six wends them on a quest. there will be a d4 corpses awaiting the change in this cursed cave
Sandy Cave

This pleasant cave is where 2d4 fishmen rest with one on watch. 1in6 times the fishfolk are carousing with charmed captives who think they want to be here
-Crab Cave

A d4 giant crabs are burying eggs here and hostile to any not with the sign of the fishcult as a symbol, tattoo or mutation
-Nymph Cave

A nymph lives here and the fishmen hate her. She will talk to humans and will advise them to kill all the fish folk cult and bing in a sea druid or priesthood instead. She will identify magic items for the party. If angered she might kill or charm her
-Sea Shrine

This is a shrine to various sea cults with multiple stone shrines. Offerings of seashells, starfish and human hands are lft here
Great Cave

This cave has a d6 fishmen, a d6 hybrid cultists and a d6 human cultists. They lounge around a great burned pile of driftwood with human bones scattered throughout the mess. 3d6sp can be found per hour of searching and digging here with a max of 1000sp
Shark Cave

There is rock art of a shark god eating victims here. Two guest sharkmen with sea axes are here with fishskin armour. They have a collection of a d100 shark teeth here which some will find valuable or good for jewelry
Sea Cave

This cave has several sunken boat wrecks and remains of water damaged goods in crates and boxes. Some might still be salvageable 1in6. A sea ogre fishman hybrid with a trident sits on a pile of rotting human corpses snacking on it
Clam Cave
This cave is avoided because of savage cave clams. A d3 skeletons with a d6 sp each and some rusty weapons can be found. Each clam has a pearl worth d6x10gp
Tide Pool
Two fishmen guard here it is where sea creatures and races enter the cave. The guards have tridents and seaweed fighting nets
Witch Cave
A fishwoman priestess lives here with her idols and treasure, 300gp 1200sp and 40532cp. There are human bones of her former charmed human lovers 

Wednesday, 4 April 2018

Sea Cave Reskin 2 The Smugglers Hole






































Reskinning the Sea Cave

As it was it was a kind of haunted place where all kinds of creatures meet and visit. It was the kind of place even the regulars would wander around. Over various eras the mix of occupants has changed. The pirate cave era there was a time of freebooters, smugglers and wreckers sharing the cave and operating a tavern. At other times cultists of the fish men gathered here but they possibly infiltrated the pirate cave era. They populated the cave with various cultists and fish hybrids. A sea witch once dominated the cave also populating it with more sea creatures. The occupants have changed back and forth for centuries.

The Smugglers Hole
So on and off humans have driven back the cave occupants and dominated. The Smugglers Hole was in the Great Cave. It was a villainous tavern that atracted the coastal criminal fraternity and atracted local highwaymen and bandits. Other creatures did try and return but the law possibly with adventurers and a local mob cleared them out.

The Wreckers are a inbred cannibal clan who manipulate the coastal light beacons during storms to look wreckage. The chief is Barny Seashank (T4).

The Pirate Gang are currently in charge and led mostly by Captain Clamglum (T6) but other pirates visit often.

The smugglers avoid tariffs and bring in forbidden duty free drugs. The find the maritime scum are good trading partners and enjoy duty free rum and drugs. Murry Lugfish runs the gang and has contacts along the coast.
If any room has more cultists than outsiders they might be caught doing something cultish like performing a ritual or sacrifice.

Sea Temple

This has been turned into barracks with bedrolls, seamans trunks and sacks scattered around with 2d6 maritime scum at anytime here mostly at rest.
-Kraken Pool

A cage has been fitted over the Kraken pool and the pirates throw victims in as punishment and use it on their prisoners and failed men. A fishman hybrid suggested it and the Kraken god is pleased.
-Holy Cave

This was a place where priests performed rituals now it is where John Slagfoot runs a slave brothel here with 2d6 prisoners in cages and and a d4 guards. Slaves that dont perform get to see a kraken pit execution.
Smugglers Cave

This cave has at anyone time 2d6 pirates, a d6 wreckers and a d6 smugglers. The will be relaxed and at ease but at least two will be at the door checking strangers and getting door fees.
-Stone Shell Cave

This cave is covered in fossil shells and petrified bones. Humans and prehumand dug here and expanded the chamber. Humans sell interesting fossils, the sea cult would try to unpetrify creatures. A d6 smugglers are here with trunks, chests and barrels of goods.
-Squidjig Cave

Four gibbets have been hung from the roof with a d4 corpses inside. 1in6 occasions the corpses are zombies. The room stinks or rotten meat and large worms come out at night.
-Deadmans Cave

Corpses are nailed in coffins until the bodies left here turn into zombies. When thet turn the pirates throw them in the kraken pit for fun.
Sandy Cave
This Large cave has 2d6 pirates camped out with their sacks and a campfire. Someimes fishmen come up in the pool and whisper secrets of the Kraken cult and this helps the men have strange dreams.
-Crab Cave

The Pirate captain and his lover sleep here in a bed made from a giant crab. His lover Penelope stays here and men are ordered to stat away. Several previous girls disappeared, taken by fishmen.
-Nymph Cave

The pirates seal this cave up with a wooden wall with a locked door painted with sign Treasure badly in yellow paint. Inside the Nymphy is not impressed but she will wait. Some men die occasionally trying to peek inside.
-Sea Shrine

This room has worn sea god relief sculpture and carved rocks. The pirates use it for storage mostly. At times the eerie glowing eyes illuminate the room bathing the food stores in unholy light that causes fishy mutations to those eating from here over time. You might see the light approaching but the eyes stop when non cultists come in.
Great Cave

This chamber has piles of shipwrecked wood, several ship prows, broken barrels and trunks and all kinds of salvaged scrap. Old ropes and nets are draped around. Several pirates have built the wreckage into the Smugglers Hole a bar. Prices and quality are low. There are 3d6 men in here of any faction any time. Gambling, drug abuse, strippers and dangerous games with knives are popular here. A mermaid is kept in a old bathtub in a cage and looks sad. For a gold piece the barman Trevor Skag will pull the mermaids bikini top off with a hooked stick. She has killed and eaten several who got close. At any time a d6 men here will be fishmen hybrids propagating the Kraken cult and using coins with squid sigils on them.
Shark Cave
A fierce shark carving is on the wall and blood sacrifices were once held here.  Now it is used to store bodies in and has a d6 corpses. These get used as monster bait or the gibbets in the Squidjag cave or the Deadmans cave if zombies are needed.
Sea Cave

Has several intact large boats used to get crews to pirate ships and by smugglers. Crates and barrels are here awaiting transit. 2d6 Pirates a d6 smugglers and a d6 wreckers are found here and a d6 of the total are fishmen hybrid kraken cultists.
Clam Cave

Giant cave clams here trap any victims so the pirates throw in victims and keep a treasure chest here. The captain knows a song that calms the clams any bard could copy it if heard, anyone else needs a sing roll and risks making the clams mad. The chest has 300gp, 1254sp and 4563cp. +1 cutlass, +2 small sword, a spellbook with a d4 levels of spells
Tide Pool

This room is a entry for various marine creatures who one day will pour from here to kill everyone. Two guards sit here drinking, one has a 2d4 blunderbuss
Witch Cave

This cave had a scary rep so they let a mad old woman stay here. She tells fortunes and makes healing potions. She is actually a shapeshifting chaos crone mermaid. She helps corrupt the men who listen to her stories and advice.

Wednesday, 14 February 2018

Greyhalls Reskin 3: Humanoids Haven




































Another Version of this dungeon
https://elfmaidsandoctopi.blogspot.com.au/2018/02/one-sheet-dungeon-zine-1-grey-halls.html


Greyhalls Reskin 3: Humanoids HavenThe humanoids long regarded this as their own lair. The death cults and necromancers don't worry them, they have their own versions. Bandits and frogmen and undead cause some problems and carrion crawlers come up from the well and latrines, especially when they get big enough to prey on humanoids. While orcs and goblinoids don't always get along a strong leader can hold them together. Lura Spleen Eater is the great grand daughter of the great chief Goran. Her name has been attracting new humanoids but there are problems. Any corpses left in the dungeon arise each full moon. They have sealed up the old crypts and a orc priest has been helping control them. Bandits and frogmen still come looking for trouble, cultists and necromancy apprentices too. Mostly the humanoids eat them or put them in the harem if male.

goblins have a d6cp each hobgoblins and orcs a d6gp each

Rooms L-R


Store Room 1
Boxes of skunk cabbage and clay pots of fermenting sauerkraut and bottles of vinegar

Front 
Fresh orc and goblin graffitti are around the entry and human skull piles

Guards
4 orc guards, two in each niche, front two with spears, others have shortbows

Gate Keeper
Hobgoblin sergeant with a axe and javelins with his pet warg guard here

Armoury
Humanoids have repaired the weapon racks and have d12 swords, d12 spears, d12 axes, d6 shields, d6 shortbows and 150 arrows. The door is locked with a barred window and a hobgoblin quartermaster with a sword and crossbow guards it

Latrines
Goblin servant here is cleaning the latrine and has caught a baby carrion crawler in a pickle jar

Store Room 2
Locked store room with salted meat and fish, dried beans and pickle jars

Shaman
Goblin shaman (W3) with two wolves and a goblin assistant is here anointing the new statue of the goblin underworld lord

Kitchen
4 goblins with knives scurry around under the direction of a hobgoblin cook with a clever. They are spit roasting a human for dinner 

Well
A goblin guards this to make sure nobody does anything fowl. He also tries to catch baby carrion crawlers that come up from the depths for the kitchen

Messhall
d4 each of goblins, hobgoblins and orcs are here eating turnips and pig feet

Shrine
Orc priest C1 here watching the crypts for undead trouble

Crypt 1
Sealed with a d6 skeletons and 3d6sp

Crypt 2
Sealed with a d4 zombies 2d6gp

Crypt 3
Hungry ghoul has been scratching at door for weeks 3d6gp
Crypt 4

Sealed with wight inside with 150gp and a silver sword on a plinth
Books
Piles of rotting old necromancy books mostly used for fires and toilet paper

Lab
3 goblins playing with old alchemy lab mixing colored liquids for fun

Guarded Entry Hall
3 Hobgoblin guards with two wolves

Public Throne RoomLura Spleen Eater a 4HD orc chief with four guards is here most of the time 
Barracks 1
2d4 goblins, half are asleep the rest are playing knucklebones 

Barracks 2
d6 hobgoblins
, half are asleep the rest are drinking
Barracks 3
d6 orcs
, half are asleep the rest are torturing a cultist who wandered in yesterday
Drill Hall
A 2HD orc sergeant and 5 orcs are marching up and down as punishment

Store House
Loot stolen from humans including sacks of wheat, d4 sheep, bushel of apples, 3 bolts of cloth, small cart, ten bales of hay and a small pony

Prison Cells
In the cage is a frogman and a bandit fighting to entertain 4 goblins and a bugbear warden with a flail with 3d6gp

Women & Childrens Room
d3 each female goblins and hobgoblins each with a child will defend children and scream but will leave quietly if given the option

Sly Grog Shop
hobgoblin serving rotgut goblin grog to a d3 each goblins, hobgoblins and orcs. 24 gallon clay bottles of horrible booze and a open jar of pickled baby carrion crawlers you might mistake for pickled gherkins

Family Court
Nanny bugbear with 2d4 older goblin, hobgoblin and orc children. She will defend them while they flee screaming

Nursery
Elderly goblin woman looking after a dozen crying babies in broken old cribs and wooden fruit boxes

Guards
two orc guards with spear and shield

Temple
Shrine has been decorated befitting the shrine of the orc underworld god. 4d6sp silver is on the altar

Priest Room
Orc cleric C3 is here torturing a necromancer apprentice and looking at his book with 4 spells. He has a chest with a d4x100sp worth of offerings for the god he is just minding

Shrine
4 sleeping wolves here with goblinoid, orc and wolf idols around the room. A torch lighting the room is enchanted and never goes out with 3" radius light

Ceremonial Room
An orc maiden is helping to redecorate the room in orc style with human skulls and flailed human skins with her pet wolf
Funeral Temple
A goblin is chopping up a d6 orc corpses and feeding them to a warg so they don't become undead

Store
Open door with straw and bones where wards and wolves sleep, d4 wolves and a 25% chance of a warg is here at anytime
Vault
This is the treasure room with a locked door and a huge white warg inside with one eye. Three chests each with a cobra inside. One has a d4x1000cp, one d4x100sp, one with d4x10gp and a potion of heroism and a potion of invisibility

Master Bedroom
The chief lives here and is here 1/3 of the time with several concubines from the harem. There is a 65gp pearl necklace in a box with some worthless trinkets under the bed

Death Shrine
A goblin shaman and 4 hobgoblins are in here preying to the goblin death god shrine. The crude clay statue has 30gp gem eyes

Guards
Two orc guards with swords and shields

Courtyard
Furniture here and the orc chiefs mother with her 4 goblin guards making some human men dance in skimpy outfits. Includes a farmer, a bandit and a cultist 

Harem
A large female bugbear with a whip is training several human men in harem costumes including a thief T1, two bandits, a necromancer apprentice W1 and a overweight merchant

Sacred Baths
Two orc grandmothers are being sponge bathed by captured human cultists while smoking hookah and eating peeled grapes and sheep liver

Hidden Cave
The rear entrance is mostly forgotten and in the large chamber are four frogmen who are waiting allies to come so they can kidnap some humanoids