Showing posts with label turnip. Show all posts
Showing posts with label turnip. Show all posts

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

Friday, 15 December 2017

Gamma Oz 2



Oz Awesomeness here plus made a G+ group for stuff like this
http://gibletblizzard.blogspot.com.au/2013/02/bx-class-farkin-strayans.html
and this
https://plus.google.com/communities/100700418429782110581

Foringa's Lands

Empire of the Sun - mecha piloting tech feudalists of Nippon
Garbage Sea - country size floating mass of garbage with salvage and mining and robot whales and platforms of feral sea nomads and exiles
Kiwiland - mist shrouded land reported to have warring parrots, kiwis, moas, crickets and sheep with mighty human tribes and the LOTR themepark now covering a large part of one island
Antarkos the Kingdom of the Old Ones - site of mining and research bases and part of the world climate control and teleporter network arrays. Some areas have micro controls such as the dinosaur parks. Ancient pre war humans live here in a military-science state serving AI gods such as Neptune. There are ruins inhabited by undead and biological constructs which have taken over areas. They have a fleet of ancient nuclear subs and a arsenal. Say they meddle in affairs of other states.
Komodo Land is a horrible wastenand crawling with Komodomen. They mine ruins with human slaves and eat the week. They sell mercenaries and slaves to The Cassawarriors and the Orungs
Cassawarrior Empire - these humanoid cassawarriors have dominated the north and have dealings with the Crocks and The Toads. They dislike non tropical areas and have a savage tribal lifestyle. They ride giant non intelligent casawarrior mutants also called gammagobblers
Empire of the Orung Is where uplifted orangutangs emerged from the forests as the dominant power with a mixture of Indonesian dutchcolonialism. The Orungs are bureacratic and run efficiently using many human subjects to fight their wars. The Orungs are a mix of Islamic, Secular scholars who follow ape stoic philosophers, buddism and hinduism plus tribal religions.
Tentacle Sea seems to be a region where kraken, squid, nautiloids, octopids ammonites operate a united territory and are at war with the Empire of the Sun. Tentacle mutant pirates have a huge flotilla and they serve their underwater tentacle masters

Strayan's Lands

Algal Bloom is a area covered in a huge mat of algae creating a ecosystem and even islands where many species live that have become immune to the poison
Sea Tribe unite a area of ocean including ruined hydro cities above and below the waves with many waterbreathers and including many uplifted sharks, cetaceans and inteligent seabird races.
Canarven is a great tribal holy place filled with canyons with ancient lost life forms a very popular place for ancient dinosaur resorts
Bloom is the capitol of the Algal Bloom where the sea territory controls a large inland kingdom. A reputation as dangerous and high
Robotland is the remains of a automated millitary that served in the war and used to monitor the seas for swarms of invaders during the apocalypses. Now robots and androids control the area increasingly fragmenting into AI kingdoms from old military bases. Humans are slaves here
Scorpionland is crawling with giant insects and arachnids and crabs and other invertibrates. Only the most savage gangs survive there
Pert is a great ruined city covering a vast area and a dangerous ruined toxic wasteland. A gang of Viking-miner-prostitutes from the town of Norseman became the leading gang
Shark Coast is a region of dangerous giant sharks some quite intelligent and some capable of damaging ships or others who can board them and invade the land
Freemental is a city roaming with mutant mental patient and surfer gangs. The local AI believes the whole region is part of the mental hospital and controls robots and androids. It is risky but good pickings
Domeland is a region dominated by advanced domed colonies that keeps less civilised barbarians outside
Alarmbane is the central warlords city who patrol the between domes and often operate at wasteland tech to not spread their advanced secrets
The Three Emu Kingdoms is central of three uplifted emu states that operate a central administration headed by a elaborate bureacracy. The elected President operates this democratic republic. Any land owning or employed emus can vote. Kalemu is it's original name
Kalgoodlie is the ancient capitol where the three kingdoms are administered from and where all the tribes meet to play cricket
Hutt River Kingdom is a ancient kingdom long separated from Australia before the big bangs. The royal family run a feudal royalist state where knights protect and rule the people
Geraldstown is a major trading port for food from land and sea ruled by king Gerald the 16th, king of the Hutt River Kingdom
Emutopia is a caste system utopian cult like kingdom that produces the three kingdoms food
Emuboola is a safe stop for traders by land and sea and has a small ruin to explore. May cars still operrate in the area. It is the public capital of
Emutopia but the rulers and central emu commune is in the country for Emu's only
Dingolands are home to dingo raiders and slavers who especially snatch babies to raise as feral servants
Sandgropers are the wasteland humans and tribe who occupy this desert region and raid neighboring lands
Wasteland the great wasteland one of most radioactive areas used for testing weapons
Badgieswarm great plagues of meat eating budgies darken the sky
Wombatopia the kingdom of benevolent epicurean wombat materialists ruled from wombatsburg a modest underground trade town
Sharkland amphibious shark men and surfies battle on the freeways here
Whalers the lands where uplifted whale think tanks live with human habitats and cyborg defence whales
The Great Bite the cliff coastline that a monster in the dreamtime ate like a cookie
Dolphin People dolphins and their floating hab water breathing human allies
Sealherders the seal nomads herd their fish snatching sea lions herds and rule the coastsDuna city of tuna herders who drunkenly battle over fish stocks
Rabbitland rabbitmen wasteland
Coober the underground gem mining capitol of the region, very dangerous
The Great Waste a great radioactive wasteland where weapons were tested and waste stored
Alice Capitol of the first people tribes, very few whites but native mutant animals welcome
Madlay A dreamy flooded ruined city famous for drug production, cannibalism cults and beast men
Linkone robot city of the iron triangle alliance mostly for manufacturing
Pordargutter industrial ruins being resettled and in a boom economyWhyallah power production and industrial wasteland
Porpirre slavery, smelting and metal working city
Crow Eaters lands of the crow eater tribes of a great wasteland
Dragon Coast where giant mutant leafy sea dragons ruleLovecreek isolated trade town
Broken hill mining town where art colonies have made huge weird monuments
Mouldareya a drug trade and food producing town ruled by mutant bikers
Cabbagelands common farming folk who operate a united militia to stay independant but often attackedGumsuckers tribes of farmers, relic hunters and and traders in a united alliance with a elected warlord
Mt Gammabeer decadent cult town who worship the great blue lake. Lots of caves in the area and they operate prisons for other nations for labour
Goonabong prosperous ruins and trading farm town capitol of the Gumsuckers
Rattown a former colonial gold mining town with good ruins and farms but giant rats are common
Smellburn a huge stinking ruins with a tyre fire over three hundred years old sustained by nanobots
Bass Strait Triangle a dangerous region where ships and air travellers vanish and storms are common. Tiny farming islands in the middle have not been seen since the apocalypses
Rainbow Island formerly tasmania renamed by the Green Fist Rainbow Alliance cult. A pro environment pro mutant utopia where state enforces orgies
Appleland southern part of the island where apple orchard clan folk live exporting cider, pigs and fruit. Everybody seems to be related
Devo a city of degenerate perverts without limits, everyone pierced and tatooed in studded leeather
Lanceton citystate ruled bythe knight of tasmania who wage war on the other tribes for degenerate sexual antics (not including homosexuals which are very common and welcome)
Hobbstown a town of satanic cultists who protect their ruins
Bluebottle Sea thick with enormous rafts of gigantic stinging jellyfish
Canburrough ancient capitol full of bunkers, AI and gangs in a ruined dome
The Gong ancient woolongong ruins and farmers hidden between Canburough and Zombie wastes
Zombieland necro virus has left area contaminated and undead have protected the ryuns from life
Sin City a decadent city in the middle of a vast metropolis with roaming tribes
Nukecastle a former mining town full of tribes of asthete artists vs wasteland hordes and excellent ruins
Rangabad a settlement of Orangutan farmers exiled from their homeland and mostly devout muslims. Also known as Orange city or Rangatown
Cornland corn farmers with a army of plant warriors they grow and eatRoachland Lands where giant cockroach monsters and swarms make ruins left unlooted
Bane toxic diseased town full of punks who eke out a living in the poison ruins
Goldcoast a city of vain, gambling gangster pure strain humans who enslave imperfect non PSH. Have a vibrant movie and sex industry and motorised death sports
Twowombats a ancient ruin inhabited by tribes founded by wombatmen brothers in Tawoomba. Country music, redneck and beastmen clans are common. It is a holyplace of the bannana people and music festivals
Bannanaland a fruit growing state of rednecks thralls of the canetoads
Jelly Islands giant jelly land masses populated by tribes
Bundyrum grog producing capitol of Bannana land with strong Toad garrison. Rum is the main currency on the east coast ruled by a mutant white bear
Rockhopper city of rubble and a old military base with robot controlled zones. Lizard and insect men are common, locals are called rubblerunners
Razor Coast huge reef area with thousands of inacessable islands many with untouched resort complexes
Townsville gang filled town looting ancient military base and seaport
Cans maritime city where land and sea beast folk trade exotic goods from far and wide. Many species here
Pigland ruled by warrior mutant wild boars and their city swine pink skinned cousins who live decadant merchant lives
Toadland cane toad lands with many vassal states and control of trade and crime widespread
Derrwin a ruined city destroyed by hurricane swept ruins where underground complexes still discovered. Also weather has stopped resettlement. Everybody thinks only idiots live there. Multi cultural but lots of conflict. Remains of huge anti immigrant coastal defences and thousands of wrecked boats and corpses on the coast
Crocland crocodile nation who fight for the canetoadsKangaland the wasteland mutant kangaroo tribe lands

Thursday, 14 December 2017

Gamma Oz



Its friday where I am anyway...
Beastmen and sewers in hell almost done...

So my beaver island stuff was lots of fun and usable but Ive got the apocalypse itch again. Gamma Oz has been on the boiler for a few years since my friend Christine and I would rap about wasps and come up names for Aussie dungeon stuff. The setting will be totally gonzo aussie mutant action. Also inspired by desire to subvert our tradition of cutsie anthropomorphic animals from kids books since Norman Lindsay (look him up he is a awesome artist who influenced fantasy and did some interesting smut too).

So characters will be outback animals, mutants, plants and probably robots in a quiet outback wasteland town prospecting for artifacts and possibly visiting the urban ruined mega sprawls full of insane mutants and zombies. Ruined domes dot the wasteland and underground towns like Coober Pedy today are everywhere.

The north of western Australia is dominated by defence robots who keep the area sentient and civilization free and possibly keep the two northern empires at bay. Indonesia Is under the control of Orangutans who are waging war with the advanced mecha using humans from the Empire of the Sun and the Cassawarriors who control norther tropical Oz and Papua New Guinea. Queensland is dominated by Canetoad men who are rapidly expanding wherever there is tropical conditions and water. They enjoy slavery and vice and like to be crime bosses (see the movie Hell Comes To Frogtown). They expand into other rural areas often running stores and pubs and trade and some of them are not too horrible just greedy and sleazy. Antarctica is crawling with bases and might be worth a trip by atomic subs.

Somehow I will fit the Magic Pudding in here too. Possibly it is a self regenerating mutagenic food source that outback towns live off but he doesn't really like being delicious or eaten. My favorite version of Blinky Bill (a naughty koala character for aussie kids) was a puppet one on the 80s but there are lots of talking Australian animals. A bit of Tank Girl good too for the other end of the 20th century.


Stuff in Gamma Oz (psychon/gammaworld)
koala and Wombat Waggons - merchants with giant koalas and wombats pulling waggons
Dingo dungeon - a big fat Aussie dungeon full of cobber
Possumclaw tower where possum wizards are in trouble
Glory falls, behind waterfall is a hidden kingdom under the mountain
Emus and Eloi -eloi tribes ride emus in Sth and cassowaries in Nth
Bunyip Burrows - a flooded ruin with bunyips
Gumboot gallows - a sunblasted town town that that runs a prison for the region
Magic puddings source bunker
Giant Blowflies - farkin pain in the arse, litteraly want to lay maggots in yer bum
Punk girls driving advanced combat tanks, subs and planes



Gammaworld and talking mutant genre stuff is kinda a bit silly and gonzo. This campaign will be a bit sillier than my last one or more tongue in cheek than beaver Island where I would keep a straight face despite meeting the mormon king of beavers waging wars against swamp mutant freemason hicks. There will be a bit of extra 30s Australian larrikinism in Gamma Oz and while it might get tense or scary it is not horror. Gammaworld everyone is like 10th level dnd and accumulated wealth and status are the goals and means to get more powerful. Not too deadly. Gamma Oz could be a slightly quirky occasionally cute animation or comic.

Planet Psychon is also weirder and stranger and often incomprehensible and psychedelic. The gods of psychon are capricious and insane and anything can happen. It has a different vibe to Gammaworld which is crazy but more consistent or at least justifies things with more limits. It is mor Jack Vance meets Moorcocks dancers at the end of time with HG Wells and Bryan Aldiss. It has whimsy and strangeness but is played straight even when silly. Psychon uses DnD and you start weak but get better growing into heroes. Psychon despite its weirdness and magic is probably more realistic but stylized and fabulously colourful. It is inspired by patrick Woodroof, Roger Dean and Rodney Mathews art.

My murder highway setting is quite different. It is straight faced and grittier and cruel. It is more like cyberpunk with laws of reality breaking down and dark old gods returning with cults and mutants and unrelenting awfulness. It can be weird but not gamma world or Psycho gonzo. I run it straight faced. It has humour more like Robocop, Running Man, Judge Dredd (comic not films), Demolition Man and not Quite as silly as Roger Corman's Deathrace movies but I do Like the Vibe. Kim Newman/Jack Yeovil's dark future sets the tone Perfectly. Over the top cyberpunk aesthetic with BRP mechanics with over the top detail and dismemberment. It is probably more gritty and graffiti covered like 2000AD comics or the first Mad Max (on the edge of apocalypse not actually post apocalypse).

Anyway I wanted to talk about my apocalyptic genre games differences a bit and Introduce Gamma Oz. I might do a starting area map as I have some evocative names.


Sunday, 8 May 2016

d100 What is in that cultist hiding spot?









Can be used as evidence, treasure all kinds of things

d10 Hiding Spots
1 Behind loose bricks in wall or house
2 In old tree stump
3 In old well
4 In secret nook in chimney or fireplace
5 In secret panel in wooden furniture
6 Hidden inside respectable shrine or altar
7 In roof cavity
8 Under floorboards or paving stones
9 Buried in yard
10 Under floor of animal pen

d10 Containers
1 Black leather sack
2 Worn cloth sack
3 Wooden box
4 Clay jar or chamber pot
5 Small wooden chest locked and trapped
6 Wooden barrel or washtub
7 Child's coffin
8 Bundle wrapped in oilskin
9 Wrapped in woven carpet
10 Stuffed in hay bale

d100 What is in that cultist hiding spot
1 Mummified heart pierced by thorns
2 Ancient exotic sacrificial knife
3 Wig and false nose
4 Goat mask and leggings
5 Drum made of strange beast
6 Skull lyre
7 Trousers made of human skin
8 Candles made of human fat
9 Human skull carved with runes
10 Stone phallus
11 Silver medallions with devil or demon names
12 Contract for human soul
13 List of coven members secret names
14 Astrological charts
15 Flute or pan pipes made of human bones
16 Mummified bats
17 Mummified ball of rats with fused tails
18 Demon or devil horn made into cup
19 Evil eye medallion
20 Mortar and pestle with strange powders
21 Narcotic resin and pipe
22 Hallucinogenic dried mushrooms
23 Live snake
24 Dried placenta
25 Strap on spiked phallus
26 Ritual bowls and cups
27 Creepy wooden idol
28 Evil looking puppet
29 Mirror with occult marks on frame
30 Body or paint
31 Ointment that gives otherworldly visions
32 Weird lens lets you see secret stars and constellations
33 Hand of glory
34 Small ritual cauldron
35 Sickle
36 Monster costume
37 Whip
38 Painted cow or stag skull
39 Occult code book
40 Leather cord with thorns tied into it for whipping
41 Ancient squat stone idol
42 Skull of a monster
43 Leather bundle with odd talisman sewn inside
44 Collection of hair and nail trimmings
45 Bag with mummified testicles
46 Toad or newt for licking
47 Roosters egg
48 Cult robes
49 Block of incense
50 Lewd prints of Sabbaths
51 Collection of flint arrow heads and hand tools
52 Remains of dog sacrifice
53 Rug with design for summoning
54 Bag of dried herbs for many medical uses
55 Bottle of dried blood
56 Map to forgotten stone circle
57 Murdered corpse
58 Drugged and bound child
59 Set of ornamental carnival masks
60 Well crafted child doll
61 Dolly or dog made from bundle of wheat
62 Twig dolly
63 Doll with thorns stuck in and real human hair
64 Doll of devil or demon
65 Sacred stone
66 Notes on vices of local villagers (blackmail, recruiting?)
67 Stolen milk from local cows in a bucket
68 Bundle of knotted cords used in weather spells and curses
69 Strange root shaped like ugly screaming baby
70 A familiar spirit in small animal form
71 A imp or gremlin
72 Disguise kit
73 A ledger of evil deeds
74 Stolen items from church
75 Scroll with a demons true name
76 Human meat, salted
77 Formula to predict next high sabbat location and date
78 Map to ruined castle where a demon lives
79 Zombie manservant servant
80 Instruction book for young witches bound in human skin
81 Note with plot to destroy person and family
82 Letter from senior cultist of region
83 Note incriminating minor official as cultist
84 Stolen farm tools with blood on them
85 Pamphlet on spotting cultists from witch hunters
86 Details of witch hunters persona life observed by cult spies
87 A human headed maggot from hell in a sound proofed pot
88 A witch hunter corpse shrunk to six inches impaled on a nail
89 A list of vulnerable youths the cult hopes to recruit
90 A list of people to frame and fake evidence for emergency
91 A newborn goatman baby chewing a chunk of meat
92 Bundled human skeleton
93 A human tail in a jar removed at birth
94 Unholy water in bottle
95 Bottles of beer and strong grog
96 Holy book cover but really a cult manual inside
97 Holy symbol with concealed knife
98 Holy symbol conceals a unholy symbol
99 Silver unholy symbol medallion
100 A list of all innocent people local witch hunters murdered

Saturday, 13 April 2013

Petty Gods Stuff - Nanny Binx and Behni the Imp



Once again for the exact mechanics and classes fer the petty gods format  ima a bit fuzzy on but here is a one of my favorite characters ever fron a gonzo non Gloranathan Runequest game i played for probably 6 years. If I ever write a fantasy novel i wish it could be her biography. These guys are more cohorts and weird sidekicks than petty gods, not even heroes really.

Name:
Nanny Binx
Symbol: A goat cuneiform pictogram with 9 strokes
Alignment: Neutral
Movement: 180' (90')
Armor Class: 4/-2
with demon skull cap
Hit Points (Hit Dice): 46 hp (9 HD)
Attacks: normal head butt / with demon skull cap
Damage:
2d6 / 4d8+5 and if victim HP 0 then save to resist death or soul drained
Save: M22
Morale: 11
Hoard Class:
milk, possibly goat food or cheese
XP: sorry kind editaur put one here

Nanny Binx if a former Wizard familiar who outlived her master and gone on to be the greatest nanny goat ever and a champion of domestic animals. She has had her body enchanted by one of the greatest wizards. She follows adventurers around and radiates goodness and gives her healing milk freely (1d6 per person per day). Wherever adventurers stay she  performs a ritual to make all local barn and stable animals sentient and teaches them her basic philosophy and some spells if time. She has convinced many to worship the earth goddess to help her fight evil. She may follow adventurers for a while or for years. She can talk but reluctant to. Then try getting her to stop. Her animal spies inform her of local cults who harm animals.

She usually butts bad people with her horns and anyone she hits on a natural 20 must make a save to resist being knocked over. When pressured and with help fitting it use her demonic skullcap, from a demonic king made of infernal black metal that is +5 headbutt wich inflicts harm to creatures only harmed by certain metal or amount of magic. Any being hit reaches zero and fails a save vs death, has their soul drained. Nanny doesn't really like to use this as demonic evil isn't really her thing. But in face of unspeakable evil she will fight and is usually not taken seriously by opponents.

Nature spirits, elves, sentient animals and even beast men get along well with her and some of their bards sing songs about her. At a few battles surprise and strange allies appeared to aid one side. Humans are oblivious to her decade long project to battle evil. She doesn't bare any malice to kind humans. She has several kids a year for centuries, many her agents. She can cast spells as a 15th lv Wizard and a 10th level Druid.

Milk-bucket of the Gods
This divine bucket looks quaint and has high quality folk patterns, it can be used to keep magical or divine milk for ever and it may be found full or with just a taste. Normal milk lasts four times as long in this but some think it a trifle. Good and evil milkmaids and cowherds know the truth and priests of different alignments battle for it. Many goddesses and monsters have magic properties in their milk, if they would just stay still and be convinced to cooperate

Name: Behni the Imp
Symbol: Imp smiling tipping hat winking
Alignment: Evil
Movement: 240' (120')
Armor Class: -4
or 2 if visible and surprised
Hit Points (Hit Dice): 38 hp (8 HD)
Attacks: Hell fire flame breath
Damage:
3d6, blackens magic Armour
Save: M12
Morale: 4
Hoard Class
: can make 1gp per day
XP: sorry kind editaur put one here

This adorable imp chomps pipes, cigars, drinks beer and likes ladies. He is only a foot tall and more selfish and comedic awful than intentionally evil. He likes to help adventurers and make wisecracks about everything they do. He can turn invisible at will and uses this to spy on people or for pranks and is willing to ambush or hotfoot someone with his hellfire breath. This can harm beings partly in other planes or non material beings.

Behni ads a touch of cheap evil vulgarity and comedic anti climaxes. He will annoy a band of heroes and be less evil to those who tolerate him and give him booze or something to smoke or a better tiny hat. If the party dont see him a while he will have had been promoted and will remember them fondly as he rises up the diabolic ranks. That cute stuff and hanging with the party was just a gimmick to survive. When someone who wronged him is alone and in peril Behni may appear with a soul contract and a bad deal.

Imp Tongs
These magic tongs can be used by anyone as if proficient to hit an imp. The Imp can then be trapped in a bottle and sealed with a blessing it is magically imprisoned. Imps offer service for freeing them or offer to grant a wish as best they can which means they murder some one in their sleep to rob them for that thing you want unless you say not too.  Explicit contracts with lawyers can help in making a pact to command a bottled imp. They also like corrupting others to the evil path so they may serve for years in hope of winning a soul. Behni the Imp says Imp-kind totally hate these things and the Archon who makes them.

Monday, 1 April 2013

What do I do with all these petty gods?





art by Botero (sold 1.6million)


This is some notes for using Petty Gods in play.
For details of the upcoming book see gorgonmilk.blogspot.com

Most players are familiar with the big guns of historical mythology like Isis and Odin and Ares but many are not so up on what role do little gods have. If you have ever played Greg Stafford's Glorantha the concept is a little more familiar. May gamers are comfortable with the idea of a pantheon of major gods with domain over worthy big ideas like war, kingship, love, fire or nature.

Sargon of Akkad (23rd and 22nd centuries BC) one of the worlds first emperors conquered dozens of independent city states each with a patron god. Some of these had wives and children who were gods too. Some had servants like gate keepers and lamp holders who had minor roles in the city cult. Sargon couldn't have everybody saying their favourite city god was supreme, so along with introducing a single calender, written language and other sweeping changes to make the empire run smoother the idea of the gods as a single family or pantheon began. 

Ovid's metamorphosis did the same thing for Rome - the book is a description of a history of the world up to the deification of Julius Caesar. Most of what we know about Greece is really Athens. If you read Robert Graves Greek Myths and some works by HDF Kitto (Humphrey Davey Findley Kitto) you get a sense that ideas of the gods lineages and relations could vary in other cities and in rural areas. Organised big state religions approved by empires were very different to the little gods of the common folk. The Hindu's have been said to have over a million gods. While the big guns like Indra were for conquering Brahmin's and military aristocracy and state priesthoods, a local tree or well divinity may be more important to local common folk and be unheard of in the next village.
It is all very well for an empire to have mighty gods but the little gods were more personable, local and more suited to the needs of the ordinary. Some could be a legendary ancestor. Perhaps an animal of significance to the locals. A strange rock or tree or landmark might well have a small god. The various nymphs and sylphs and satyr may be worshipped and they may be kin of greater gods. Some great gods may have lesser servants like a scribe or messenger or minister which may also have more in common with an urban palace official or typical tradesmen. Some petty gods could relate to a single vegetable or house hold tool or a minor holiday (holy-day). A king would not follow a god of cheese moulds but the cheese maker would. What we would normally regard as a spirit or demon or even a local forest monster might actually be a petty godling.

Pazuzu (the demon mentioned in the exorcist) is a son of a greater wind demon Hanbi. He has a panther face and 4 wings and claws and a snake phallus but actually he is more of a useful ally. He would be evoked by healers and commoners to scare away other demons. He had a rivalry with a child killing demon Lamashtu and would scare her away. His amulets were put on children's cots to keep her and other demons away. Mind you demons in the Babylonian world were not always enemies, many dispensed punishment to the wicked on behalf of the gods or acted as bailiffs who carried those avoiding death to the underworld. They were the bitter venom of the gods and not just persecutors.

A mound of an ancient Viking king may become associated with elves and local goat herders will begin leaving them small bribes or unwanted infants to appease the elf mischief and protect their goats. While elves in the mound may have a whole magic kingdom with and their king and queen might become petty gods. In pagan Russia you might find a grubby hairy dwarf under the barn is a petty god. A wild forest man petty god might make life hard for unworthy hunters. Locals may avoid swearing to not offend the being and leave it treats. The pets of a God like Marduk's dogs Biter and Grasper may be called on by a hunter or shepherd or even a soldier. Woe to a stranger who offends such a being.

Some of these petty gods while potent in some regard, might only have a shrine, even that could be within the temple of a greater god. Small amulets and figures might be carried or decorate a hearth. In a hex crawl wilderness adventure any landmark could have significance to the locals such as a stone you could crawl under to become an adult with an attending petty god. A ghetto might have a petty god for a gang of thieves. A Russian tribe who had been Roman mercenaries hundreds of years earlier might worship an Emperor. Such a tribe may have moved many times far away and be re-imagined in local traditional clothes and weapons as a petty god.

In terms of a fantasy role playing game you have many ways to introduce petty gods into your setting. Making them more common in rural areas or among the commoners is one approach. It is unlikely a petty god would grant powerful magics to a adventurer cleric but a country wise woman or a village elder could reach third or fifth level. A petty god may be more likely to be local and intervene or interact with mortals than Zeus. Such a god could offer advice, a quest or aid.

One use is as monsters for higher level heroes to battle. In the early days of DnD with tomes like Deities and Demigods that is often how gods were used. Why would you give them stats and HP if not to fight them? Even though many were very powerful, some were not that much greater than some of the lords of Hell in the old Monster Manuals.

A petty gods shouldn't appear in a gang in a room for no reason or as a random encounter as a rule. Meeting a petty god and slaying one should be a significant event. A petty god may have a cult who hunt their gods slayer down. A petty god could be raised by a greater god, or recovered by a quest or return changed. A slain petty god might be released from the underworld by his great uncle the gate keeper and return with new frightening undead abilities. A petty god may even plot some horrible revenge or a curse. The cyclops in the Odyssey called on his father Poseidon to punish Odysseus and that got him cursed to be lost and wander for a long time. When Gilgamesh killed the Bull of heaven and Humbaba the forest guardian, other gods were angry and his best friend was killed as punishment. Killing a petty god could launch a whole campaign and is a good way to begin a game where increasingly greater gods mess with the heroes lives.

A petty god might appear in his holy place with a cult or some other monsters (possibly his kinfolk). A petty god may guard a relic or holy place to keep humans away from something the gods keep for themselves like the secret of immorality, a gate to the underworld, a cave of gold or a grove of sacred trees the queen wants to make a bed from. A petty god might act as a magical ruler over other spirits and monsters in a region. Long lived races or prehuman races may have an established relation with such a god that humans usually don't. A petty god may be a saint of a greater god, or the offspring of some romantic liaison with a greater god. Some mortals could be blessed or cursed by a great god and become a petty god. A petty god could even be built by a cult but other older gods might be displeased. A god might even build a petty god them self as a servant or lover.

Petty gods might be used to punish adventurers who push around villagers or common folk, so players learn to give them a little more respect. How do you think farmers cope when giant bugs burst out of the garden, or orcs try to burn a village? Petty gods might not slay the cosmic chaos dragon but some unruly undead or a werewolf or minor demon would be just fine.

Petty gods may make a strong impression on their mortal followers who may come to act or dress like them, even if it just means they wear a turnip shaped woollen hat in honour of the turnip god. Some village may even exhibit unusual features attributed to a petty god like blue hair or bird feet.

Stranger uses for petty gods could be letting players all pick a petty god for a character for a high level one off adventure (look out giants!). A petty god might even join a party of act as a guide in some other plane. Particularly strange characters could even aspire to become petty gods. Or could awake from magical slumber to find they now have a cult and even begin to exhibit some strange abilities.  Perhaps their secret divine ancestry could be revealed and new powers and weaknesses be granted.

Whatever you do, petty gods are a great opportunity to mix it up with divine powers without cheapening the power of the important mighty ones. They should be busy managing the universe not getting their butts kicked by mortals. Interactions with petty gods might shape the greater gods opinions of parties and be used to gradually expose them to higher powers. There is plenty of gold in Petty Gods, how you use it is up to you.

Sunday, 31 March 2013

Petty Relics for my Petty Gods


Thought Id knock up some petty god relics to compliment my petty god posts. Also I'm a bit lazy this Easter.

Goggles of the Frog Gods
These brass and toad leather strapped goggles have bulging quartz crystals which initially seem to be confusing distorting lenses that make the world incomprehensible if looked through. If actually strapped on the wearer gains 360 degree vision, can see through water without refraction or distortion and protects the eyes from some petty problems. Any wearer knocked unconscious while wearing goggles will have visions of a petty frog god who will offer to heal them to 1hp if they agree to be the frog gods champion. They will be given a quest and expected to never harm a bactrian unless in self defense. If they betray the frog god the goggles will vanish and leave the former champion with googly frog eyes and webbed fingers and toes. Their offspring will be giant frogs and toads. If they achieve the quest they may ask a random frog god a question once a month.

Divine Turnip of Glory
This huge fine looking turnip is like ivory to the touch with several secret uses. If planted it sprouts a magnificent crown of leaves and grows to 30 feet wide within an hour. Chosen of Bogrump use this to carve out a house where they can distribute turnips, turnip wine and tales of Bogrumps deeds. The magic turnip if cooked into a turnip porridge can cure disease of up to 40 persons who eat it. In times of great crisis such a turnip can be planted and fed a bucket of blood to call Bogrump himself. The turnip becomes his head and he grows from the ground ready to punish those who trouble turnip lovers. Such turnips are entrusted to worthy or sometimes grow in a chosen farmers field.

Friday, 22 March 2013

Oh My Petty Goddesses



this is for a petty gods contest at gorgonmilk - a lack of non nature godesses reported
http://gorgonmilk.blogspot.com.au/2013/03/petty-gods-open-for-submissions.html
The first is a scary fairy tale granny and the other is meant to be inspired by Moorcock and Greek mystery cults. A good cult for Amazon Invaders. Did consider axe instead of sword but inert your personal weapon choice. Sickle might be fun.

*Note - dont have bx set to calculate xp sorry so changing it to be in line would be appreciated, a little shaky on treasure classes, movement but hope you get the point. Arioch bless editors.

Name:
Ginny Milk Eye
Symbol: A white marble, pearl or gem
Alignment: Neutral
Movement: 120' (60') 240' in her flying kettle
Armor Class:
-1
Hit Points (Hit Dice): 65 hp (15 HD)
Attacks: rolling pin or wool shears or a clog
Damage:
2d6+2
Save: M18
Morale: 10
Hoard Class:
d1000+100 copper coins
XP: 11,000*

Ginny White eye is a gleeful hag with a local folk hat, tattered dress, stripey stockings and big long boots. She rides her kettle through they sky knocking over chimneys of selfish people or defecating down the chimney into mean peoples cauldrons. She also steals they're clogs, or just fills them with excrement. Ginny also throws dung at foul mouthed trouble makers from out of town. She is adept at swooping in to attack without being seen (surprise 1-3 out doors when flying ambush).

If her victims fight back or are defended or take out their frustration on innocents, she attacks. Her rolling pin will stun a foe for 1d4 rounds if they resist a paralyses save. Her sheers cause wounds that lose 1pt blood loss per round damage until magically healed or treated by an expert healer. Her clog blows cause the victim to lose 1d4 intelligence points per blow, the points are regained one per day. If knocked to zero the victim forgets to breathe and dies.

Vindictive old women (not necessarily witches even if they have a few too many cats), call apon her when selfish persons have brought suffering or trouble makers come into town and harm locals. They write the names of the evil doers (the strangers is good enough for Ginny) on leaves and burn them in their fire place with some hog whiskers and a hedgehog quill. Village women meet yearly and send her to bother who they deem the most selfish villager of the year on a local festival.

Name:
Amber Blood Sword
Symbol: Amber sword shaped bead
Alignment: Neutral
Movement: 180' (90')
Armor Class:
-4
Hit Points (Hit Dice): 105 hp (21 HD)
Attacks: Axe Blade
Damage:
4d6+2
Save: F22
Morale: 11 normally 12 if fighting males
Hoard Class:
corpse is lotsa amber chunks
XP: 11,000*

Amber Blood Sword is savage maid naked with a fur cape and long animated red hair. Her skin is amber tinted milky white and her eyes are brilliant gold amber spheres. She looks angry and enraged mostly. Any woman (friend or foe) within 240 feet (unwilling may save to resist as a charm) becomes berserk. Effected women get a +2 to hit and damage when she is present and will not stop killing till all males in the area seem dead. She never ambushes or surprises anybody and appears to make hostile animalistic grunts at her victims first. She is a vindictive bestial creature without language and not swayed by charm from any man by word or spell.

Once she appears on a battlefield she and any women effected by her engagement field go on a killing spree. Any males must flee or play dead or be attacked. Any men hit by her ever bleeding amber sword are sterilized till treated by remove disease magic. She fights to the death happily as one of her thousands of sisters will gain her powers and knowledge and sword the next full solstice after her death. She and women influenced by her will attack male virgins last. Her magic field and violence does not include non adult minors under 13.

When menfolk are away being vikings, crusaders or pirates, women folk may call up Amber Blood Sword when enemies attack. More frightening is Amazons deliberately calling her in an invasion. Chaotic cults have called on her to start bloody riots and Lawful ones used her to punish evil doers. Without victims to kill, her field effected are engulfed in ecstatic energy which ends grief, shame and despair. Sometimes this effect is used in women only rituals best not spied on by prying men. The ecstatic cult form is a popular form in civilized lands where the cult keep private land and a grotto. Calling her requires at least a hundred initiated wailing women of any age with a medallion all night. Usually a summoning every solstice season or yearly.

Thursday, 21 March 2013

Time of the Frog Lords



Frogless?

Frog folk are a hard done by lot but they remember the primordial moist darkness when they were the first beings to sing. Remnants of their kingdoms and glory were forgotten before humans were brand new. Some humans have found favour of the frog lords and call on them still.



Here is a batrachian benevolent trinity

this is for a petty gods contest at gorgonmilk - a lack of frogs was noted

but when you call on the frog lords, you best be ready to rock!
http://gorgonmilk.blogspot.com.au/2013/03/petty-gods-open-for-submissions.html

Bugs and grubs for the frog gods!

Name: Grandpa Toadflap
Symbol: A fat warty toad sitting on a coin
Alignment: Neutral
Movement: 120' (60') jump 40 any time in round Swim 180 burrow 40
Armor Class:
-4
Hit Points (Hit Dice): 82 hp (18 HD)
Attacks: bite
Damage:
2d8+4 plus grip body part, second hit to swallow
Save: F18
Morale: 8
Hoard Class:
d1000+100 copper coins, d100 silver, d20 gold
XP: 11,000*

Grandpa Toadflap is a testy, grumpy incredibly ancient toad the size of an Ox. He loves coins and treasure and loves to sit on his celestial stash pile hidden in a dawn age sunken palace.  He lairs in pits and cannot be surprised and can even burrow backwards. He may attack any near his sacred pit if he thinks they wants his loot. He surprises on 1-3 if hidden under dirt or water.

If he bites and hits he gets to hold a target with 19 strength in one limb. Then if he rolls a second hit he swallows the victim who takes 3d6 per round until dead then disolved. He may also use his hands on a bitten foe and make two more hit rolls if not swallowed to grab and hold two more limbs.

Grandpa Toadflap is called to our time by an earnest commoner collecting a stash of coins and up to 40lb of worms in a pit, then sob and weep for the attention of the god. After a mighty nights frog chorus, he comes and may lurk in the pit for a few weeks. Villagers may use him to stump troublesome monsters and enemies by placing pit on a path on near animal stalls. Grandpa will happily eat his HD in beings then take his new horde home.

Grandpa Toadflap may grant wisdom of the primordial ones who remember proto historic secrets of early creation. He is crotchety and may wander off topic. Best feed him so he doesnt get hungry watching twitching tempting meat people like humans. Swamp folk, old misers, farmers and poor and desperate people call apon him. If Insincere people summon him they are cursed to be compelled to vomit 4lb of toad spawn in a nice damp spot every day for life.

Name: Jonny Hopper
Symbol: A Smiling frog head winking with a fancy hat
Alignment: Neutral
Movement: 240' (60?) jump 80 any time in round Swim 360
Armor Class:
-1
Hit Points (Hit Dice): 65 hp (16 HD)
Attacks: 2 attacks with his sword cane
Damage:
as stick 3d6 or 2d6+4 fencing sword
Save: C24
Morale: 7
Hoard Class:
d100+100 gp coin purse
XP: 11,000*

Johnny Hopper is a wily frog dandy, a lover, musician, adventurer and trickster. He is well dressed, likes fancy things and treats belonging to his betters. He likes to sing and plays any instrument and be jolly which also offends others. He often woos princesses from shadows or tells them he is a cursed prince. He sometimes steals a polymorphing scroll to turn ladies into frog folk. He has unfortunately left many slightly froggy children in many lands among the rich.

He has abilities of a 16th level thief. Prefers snatch and grab or steal a kiss to fighting, but a skilled warrior. Commoners sing songs of Jonny and swear to never eat or harm bactracian unless in self defense (atonement then needed for sin). Jonny lampoons the rich and takes their shiny things and ladies virtue. The common folk get a laugh and Jonny gets fun.

Name: Wart Mother
Symbol: hand warts are her holy sign or jewels that resemble frog eyes
Alignment: Neutral
Movement: 120' (60) jump 30 any time in round Swim 180
Armor Class:
-5
Hit Points (Hit Dice): 68 hp (18 HD)
Attacks: Purple mist breath in 90 degree 30 ft cone
Damage: as stick
2d6, lose movement till immobile, lose Cha
Save: C18
Morale: 6
Hoard Class:
Jeweled warts in skin
XP: 11,000*

The wart mother curses her enemies with warts which make them appear hideous and slow their movement. Each blast of her arcane breath causes some damage from spasmodic rupturing flesh, and makes victim lose 1 Cha and slows movement by 10. This effect is cumulative and at 0 Charisma the victim causes fear in under 2HD beings in 20ft. At 0 movement the victim is a pillar of fused solid wart and can no longer walk. This effect can be cured by remove curse and Cure Disease.

Hedge witches and oppressed common folk call on the dark toad mother to curse their enemies. If all villagers in community nurse and care for a large 1d6lb toad as a baby for a month then direct their hatred and spite at an oppressor can call her. She is a cow sized metallic chrome purple frog with brilliant turquoise eyes. An angry mob may follow her with torches and oil to finish those she weakens

*Note - dont have bx set to calculate xp sorry so changing it to be in line would be appreciated
a little shaky on treasure classes, movement but hope you get the point


Monday, 18 March 2013

Bogrump the Turnip Lord


Name: Bogrump Turnip Head
Symbol: A humble turnip
Alignment: Neutral
Movement: 180' (60')
Armor Class:
-2
Hit Points (Hit Dice): 85 hp (18 HD)
Attacks: 1 wooden sword or strangle
Damage:
4d6
Save: F18
Morale: 11
Hoard Class:
d1000+100 turnips
XP: 11,000*

Bogrump the turnip lord, was carried from lands far away. His holy flesh sustains beasts over winter, making it unnecessary to slaughter most live stock before winter. This frees labour time and increases local wealth, giving men more time and money to spend at war. Bogrump is a hideous swollen faced humanoid, often embodied in a scare crow with a carved turnip head. He stalks and ambushes the unworthy, especially at night (Surprise 1-4 daylight, 1-5 night).

This petty god strikes with a crude wooden sword for 4d6 damage but he will attack loners by strangulation with 19 strength inflicting the same damage. He may also turn 3d10 turnips in a field into his turnip sprite servitors - turnip headed goblins to aid him once a day. He heals one HP for every turnip he eats and can eat 1d6 per round if in a heap or one if he has to dig them up.

Bogrump may bless a turnip field to be 10% more fruitful or to make turnip full cellar last a season weevil and worm and rot free.  Sometimes a maiden is married to a scarecrow of Bogrump and the  lucky couple spend a night in the barn alone. A virtuous humble maiden who pleases Bogrump  has healthy trouble free childbirth for ever more and produces large healthy (slightly lumpy) twins three months after the marriage. Vain or egotistical maidens are blessed with a swollen purple turnip like face and the other birthing benefits. Maidens are free to marry any of their choosing after Bogrump has had his turn. He may avenge these maidens if they are harmed.

Stories tell of his giant turnip house and his various clumsy and moronic turnip headed servants. Some tell of him keeping spare heads in brine with different personalities and various comedic head swapping antics. Most stories are funny and some are downright scary. Telling stories over turnip soup or wine or mash is his preferred worship. He includes pumpkin, squash, swedes, carrots and others as his kin.

*Note - dont have bx set to calculate xp sorry so changing it to be in line would be appreciated

this is for a petty gods contest at gorgonmilk
http://gorgonmilk.blogspot.com.au/2013/03/petty-gods-open-for-submissions.html