Showing posts with label underworld. Show all posts
Showing posts with label underworld. Show all posts

Thursday, 21 May 2020

12 Goblin Subcultures

















Goblin, Goblin, Badger, Goblin
So a few different goblinoid cultures to use and mix up as they might mix a bit or have had phases in their history as slaves to different cults and masters. Ive done way too much stuff on goblins already but here you go they are addictive critters.

d12 Goblin Tribal History Table

1 Forest Elf Thralls 
Bred to be: serfs and vassals on borders of enemies who outbreed elves
Provide: elves with personal servants, labour and spearmen
Expert: gardeners grow crops, trees, living weapons, fighting plants and thorn hedge walls
Found: in new growth forests around old elven woods as a barrier to humans

Magicians tend to be druidic powers of nature, plants and beasts
Warrior Arms: hand axe, short bow, dart, spear
Warrior Armour: small wood shield, bark armour, pointy leather cap, leaf cloak
Specialist: skirmishers supporting druids sometimes with mobile plants

2 Dark Elf Thralls

Bred to be: serfs and vassals on borders of enemies who outbreed elves
Provide: elves with personal servants, farmers, labour, spearmen and petfood
Found: beneath the earth and cursed forests
Expertise: domestic bats, beetles, worms and magical fungus
Magicians: priests of dark elf cults and a few wizards and shaman
Warrior Arms: includes short sword, short bow, dart, spear,
Warrior Armour: small shroom cap shield, lizard skin armour, toadstool cap
Specialist: spider and bat riders sometimes with a magician

3 Orc Slaves

Bred to be: slaves and property of stronger orcs
Provide: peon farmers and crafters, skirmishers, baggage handlers
Found: wherever orcs live
Expertise: metalwork and mining
Magicians: priests of goblin or orc gods or of darkness
Warrior Arms: dagger, club, dart, short bow
Warrior Armour: round wood and bronze shield, chainmail, iron pot helm
Specialists: heavy goblin infantry, goblin sappers, goblin tunnel fighters, wolf riders


4 Goblin Barbarians
Bred to be: warrior hordes and herders who seek own kingdoms and thralls
Provide: mercenaries, herders
Found: hills and grasslands beyond the frontier
Expertise: swine herding, wagons, dungeon building, monster taming
Magicians: various tribal cults using priests, shaman or wizards
Warrior Arms: battleaxe, scimitar, spear, hand axe
Warrior Armour: chainmail or scalemail, small, triangle shields, horned helmets
Specialists: boar archers, boar chariots, hobgoblin axemen, and bugbear berserks

5 Goblin Ferals

Bred to be: escaped or abandoned in out of the way places by forgotten masters
Provide: trade furs and ivory and animal products
Found: caves, mountains, rocky deserts, swamps, wastelands, some nomads
Expertise: skirmishers, hunters, scouts, stone age weapons, poison use
Magicians: druids and shamen mostly often worship ancestors
Warrior Arms: sling, dart, club, hand axe (some have thrown rock or blowpipe)
Warrior Armour: animal hide leathers, small diamond or oval shields, pot helm
Specialists: goblin scouts, norkers (prehistoric throwbacks from inbreeding)

6 Hobgoblin Thralls

Bred to be: serfs of hobgoblin thanelords who use them to soften enemies up
Provide: slaves, skirmishers, light spearmen, archers, farmers
Found: wherever hobgoblins live 

Expertise: keep hideous goblin warhounds 
Magicians: Priests of goblin gods
Warrior Arms: mace, spear, short bow, hand axe (farm tools often too) 
Warrior Armour: leather, small round wood and hide shield, pot helm 
Specialists: hobgoblin officers, very disciplined troops, warhounds & handlers



7 Bugbear Thralls
Bred to be: serfs and occasionally food
Provide: slaves, archers and skirmishers, crafted metal goods, farmers
Found: wherever bugbears are near#

Expertise: domestic badgers, moles and giant rats
Magicians: priests of goblin gods
Warrior Arms: 
hand axe, mace, shortbow, flail
Warrior Armour: Scalemail, round wooden and iron shield, pot helm
Specialists: badger riders, sappers, tunnel fighters, bugbears lead skirmishers


8 Darkness Thralls
Bred to be: thralls and slaves of demon and darkness cults
Provide: slaves, sacrifices, temple guards, crafters, fanatics and slavers
Found: hidden away in caves, dungeons and ruins on the frontier

Expertise: black magic, breeding dungeon monsters 
Magicians: mostly priests but some evil wizards
Warrior Arms: sword, mace, spear, short bow 
Warrior Armour: chainmail, round wood and iron shield, full helms often horned  
Specialists: goblin templars, hobgoblin templars and bugbear templars led by priests



9 Wizard Thralls
Bred to be: Slaves and soldiers of wizards
Provide: Slaves, farmers, Soldiers
Found: Isolated places on the frontier 

Expertise: wizardry, alchemy, gunpowder, monster breeding 
Magicians: wizards but some shamen among commoners
Warrior Arms: spear, short bow, dagger, shortsword 

Warrior Armour:  leather, wooden shield, leather caps
Specialists: suicide bombers, grenadiers, musketmen, cannon, monster handlers, balloon spotter goblins 



10 Sea Thralls
Bred to be amphibious slaves, food and breeding stock by sea elves and fish folk
Provide: sailors, marines, fishers, dock workers, spies
Found:  anywhere near natural water

Expertise:  sailing, boats, breeding sea monsters
Magicians: priests mostly and some druids and wizards
Warrior Arms: trident, net, scimitar, dagger 

Warrior Armour: fish scale leather, small bronze and wood shield, full helmet marine design 
Specialists: goblin marines, goblin pirates, water breathing hybrid goblin troops  



11 Goblin Nomads
Bred to be: wild goblins who ran away from thralldom with pets
Provide: animal products, mounted archers,
Found: Deserts, wastes, great plains 

Expertise: reindeer, gazelle, goats, cassowary (small to medium herd beast)
Magicians: mostly shamen but some have priests and even monks
Warrior Arms:  shortbow, lasso, hatchet, dart

Warrior Armour:  leather armour, hide or wicker shield, leather cap
Specialists: ski and sled troops,  cassowary cavalry, deer archers


12 High Goblin
Bred to be: civilised independent goblinoids with a glorious caste system and history
Provide: merchants, crafters, farmers, scholars, monster breeding, markets
Found:  in isolated valleys, caverns and islands, wherever goblins need help

Expertise: a literate advanced civilisation with longer lifespans, use cave lizards 
Magicians: Priests, shamen, wizards, witches, druids and monks
Warrior Arms: shortsword, mace, spear, shortbow 

Warrior Armour:  chainmail or scalemail, iron and wood shield, brush topped full helms 
Specialists: utilise wide variety of goblinoid types and specialist troops often using mercenaries from other goblin peoples, also magical troop types

Wednesday, 15 April 2020

Maalus, the thing from the deep




















Oh no the wards of IP cast by wizards of old made a certain monster not viable for your old style adventures? Well I hereby let you publish this thing. Just mention this blog if you do.

Maalus*Magical Giant Marine Invertoibrate LE
AC as plate HD 8-14d8  Mov 6 Swim 6 Walk Underwater 9
2d8 Punching Tentacles x4
Grappling Tentacles x8
Once held by two tentacles victims injected with 2d4 acid per round or an egg
-get a saving throw a day for three days to resist becoming a thrall
-once become a thrall prefer to breathe water only tolerating air for an hour
-thrall worships the parent maluus and will do anything even serve themselves as food
*Requires silver or +1 or batter magic weapon to harm
6 diameter circle of ink in water three times a day
Telepathy range 24 ESP range 6 sense life range 6
 Phantasmal force three times a day last as long as concentrates

The Maalus is a prehistoric horror of the deep, servants of the void and the outer darkness who once let evil undersea empires that invaded the land and wiped out civilisations. Tako octopus fairies managed to exterminate most of them from shallow seas and reefs on behalf of the dragons who rule the oceans. Some Maalus remained in the deep or crawled into underground rivers and lakes to build hidden lairs. They implant eggs into victims that make them slaves. Those that resist or surplus are injected with acid and bodily fluids drained.

Maalus prefer to allow their thralls to deal with the world but some, often those met by humans have fled their lairs and lost their minions to some enemy. These are the most desperate to kidnap victims and implant them with eggs. Once implanted a maalus embryo attaches itself to the brain and alters the creatures respiratory system and body to survive deep under the sea and serve the maalus. The Thrall worships the parent maalus and will do anything the Maalus wants. The thralls skin becomes green and slimy and they have obvious gill slits and clear eye membranes. The longer they are enthralled the more hideous they seem. Cure disease can restore a thrall to normal but the person saved needs a save vs death to survive the process or reversal often drown or are poisoned in the process. Thralls live hundreds of years as servants to Maalus and if cured at an extreme old age the human will not have aged since becoming a thrall. Once implanted the Maalus will try to imprison the person until they are overcome and if they resist for three days will be considered a poor host and eat the being instead. Some Maalus well-established breed own thralls. Various creatures and undersea races might be thralls already, some Maalus collect a variety of thrallkind as a hobby. The oldest Maalus have hundreds of thralls over thousands of years to build and toil.

While most Maalus met are the most desperate of their kind, most live in deep underwater cave palaces surrounded by mortal thralls. When the Maalus is killed (which is the only way they die mostly) its thralls fight to eat as much of the parent as it can and the best d4 combatants separate and fully grow into a young Maalus. Some even have willing host cults.

As they were very long-aged and worked with many evil powers of old some have additional abilities and stranger powers.

1in6 can cast charm person three times a day
1in6 have a mouth that can talk and they won't shut up
1in6 can emit a stinking cloud around them three times a day
1n6 can spray effects of a web spell once per day at touch range
1in6 have a champion warrior thrall used for missions and to lead raids
1in8 can cast spells as a wizard or evil priest d6+4 levels
1in8 can implant a different egg that makes hosts a zombie instead
1in8 have a mind link to thralls any range
1in8 secrete an addictive thick and ropy protein fluid they feed to thralls and captives
1in12 can send telepathic dreams to any living in a mile to help lure victims
1in12 can control weather once a day
1in12 can cast phantasmal killer twice a day
1in12 can regenerate 1HP per round as long as they are in water
1in12 can call a 8HD water elemental to serve for an hour, once per week
1in20 can once a hear call a gargantuan sea monster to rampage over several miles

d12 Maalus Adventures1 Several locals have had strange dreams and have jumped into the well never to be seen again

2 A water hole near a cave has become a place of fear since several locals vanished
3 For ages the flooded mine has been a place of evil and strange slime coated humanoids that kidnap victims to never be seen again 4 Locals mutter about a cult that promise life eternal living under the sea to the faithful
5 Priests found and healed a strange sick man found on the beach who tells of being a slave in a reef with others serving a nightmarish master for decades. The man found his families graves from over a hundred years ago. He also tells of treasure 
6 Long ago a coastal village was swallowed by the sea and some say the sunken village still has people living and walking in the ruins. Sometimes fisherfolk see them
7 A ship came into the harbour and only cabin boy was on board hiding in a barely, spoke of slimy green sea folk who climbed aboard and took the crew
8 Fishermen have been wandering off at night and disappearing and nobody knows why 
9 A local idiot keeps talking about their lover in the lake who sends them dreams. The idiot boasts soon will join lover and live forever. Several other people have disappeared in the area.
10 A cult has been kidnapping victims and hurling them and treasures into a flooded sinkhole
11 A shrine to the river god has been found empty and the shrine caretakers all missing. Locals are worries and fish and ducks have begun to shun the area
12 Friendly dolphins that used to help the fisherfolk have become sick and slimy looking and rarely surface. Now they have been attacking boats and knocking them over and dragging boat folk below

Thursday, 4 July 2019

Witch Tombs PDF






































Witch Tombs is a one sheet dungeon zine done for my Patreon months ago. An earlier version had a block of text from a earlier zine by accident. As it is a new tax year I will be setting up some new sales points and have more titles online.

Still need to find best way to operate my editorial teams but overall moving forward. Most of my patreon stuff still requires some editing. Im still ambiguous what a witch is in game. I like the definition as a unlawful spell caster used in some ancient lore. Here I have a variety of factions loosely called witches who agree enough to hide from law and order of mostly male elites. Possibly there could be rival factions aiding of hindering the players. Maybe some don't like the ghouls or hell cults smearing their only sometimes blood letting nature cults. Plenty of curses and regret might be found here.


https://drive.google.com/open?id=1xbdgMg5ScIt_PSb4Ip1sAKJk2nysoQ0i

Friday, 7 June 2019

Random Evil Pocket Dimensions


d12 Gateway Location
1 Stone Monoliths
2 Magic Mirror
3 Pool of Water
4 Cave entrance
5 Mountain Top
6 Temple Chamber
7 Haunted House
8 Black "Bottomless" Pit
9 Staircase in Dungeon
10 Painting or Mural
11 Sewer System
12 Ancient Ruin


d12 Major Terrain
1 Darkness, everything made from shadows
2 Ice, everything ice covered or in glacial caverns
3 Sea, violent storm tossed churning sea with jagged reefs and islands
4 Mountains, hills, cliffs and rough caves surrounded by storm clouds and lightning
5 Burning volcanic mountains and lava filled caverns
6 Slime filled swamp filled with corpses and dead trees
7 Haunted dark evil forest with wicked faced trees 
8 Blasted and burned ruins in earthquake prone plains
9 Horrible tropical fever jungle filled with blood sucking demon bug swarms
10 Eternal dungeon complex crawling with monsters and demons
11 Haunted black prehuman ruins and monoliths, haunted and mostly lifeless
12 Boiling lakes with pools of sulfur, bubbling mud and mineral deposits

d12 Inhabitants
1 Demon hordes fighting eternally for supremacy
2 Demonic nobility battling for supremacy d4+1
3 Demonic noble rules the world from mighty palace
4 Daemons battling each other for supremacy
5 Chaos beings, formless spawn and mutants screaming and fighting idiotically 
6 Demons fighting invasion of devils from hell
7 Nighthags and minions rule petty territories farming larvae and undead
8 Monster hordes with demon patrons battling for supremacy
9 Legions of damned souls fighting eternally for demon patrons
10 A great old one slumbers while a servitor race worships it
11 Evil deities battle for supremacy with armies of demons and damned mortals
12 Evil damned spirits and undead trapped here, hostile to the living

d12 Why would anyone ever come here?
1 Captive souls or loved one need saving
2 Relics hidden here by forces of evil
3 Hero came here long ago but never returned
4 Secret means to stop a evil being hidden here
5 Cult came to free ancient sleeping evil
6 Great force of good imprisoned here
7 Some being has long lost lore required on mortal world
8 Ingredient for spell or ritual or magic item from here
9 A evil being of power has important knowledge
10 Possible to instigate plane war between evil beings
11 Cultists use to keep prisoners or secrets in a base here 
12 Madman came here to free a long slumbering evil force
 

d12 Constructions and Wonders
1 Temple dedicated to forgotten evil in ruins
2 City where evil beings trade damned souls and larvae
3 Monument to evil entity with slaves toiling to complete
4 Fortress of evil, a bastion against rival evils
5 Floating mass of land, fragment from planes creation
6 Palace of evil entity where they dwell in perverted luxury
7 Tomb ruins of former rulers of plane
8 Great dungeon complex deep within earth
9 Huge open cut mine where millions of damned toil
10 Vast area where pits of larvae are tended by evil beings farming them
11 Farm where slaves toil over strange animals and plants for a great evil
12 A great prison for terrible titan, god, old one or demon lord

d12 Intrusions from other realms
1 Elemental node where evil elementals visit
2 Shadows and beings of darkness lurk here
3 Intruders from nightmare realms
4 Dragons spawned by Tiamat guarding treasure hoards
5 Evil beast folk armies rampaging across realm
6 Cult of evil wizards or priests came here long ago to hide from authorities
7 Giants, titans or some other monster race hiding from ancient wars with the gods
8 Wicked spirits come here when not lurking on mortal world
9 Evil elves hidden here since extermination of home land 
10 Reptilian races with dinosaur minions, some with demonic blood taint
11 Adventurers come here from various worlds seeking glorious battles or patrons
12 Humans long ago came here now many part demon or hideous chaos mutants

Friday, 26 October 2018

Simple Treasure Types





































You can use multiples if you need more

Small Change (peasants pocket change)
d10cp

Coin Purse (common townsman)
d6 sp 3d6cp

Coin Box (church donations or commoners savings)
d4gp 3d6sp d100cp
1in10 chance of lesser treasure
1in6 chance of a lesser defence

Small Horde (payroll)
d100gp d10x1000sp, d10x1000cp,
d4 lesser treasure, 1 major treasure
d3 lesser defences

Medeum Horde (fortune)
d10x1000gp d100x1000sp and cp
2d4 lesser treasure, d4 major treasure, legendary treasure
d4 lesser defences and a major one

Large Horde (kings ransom)
1d10x10000 gp and sp and cp,
4d4 lesser treasure, 2d4 major treasure, d3 legendary treasure
2d4 lesser defences and d4 major defences and one legendary defence


d10 lesser Treasure (up to 100 gp)

1 Semi Precious stone
2 Jewellery d4 1=Ring 2=broach 3=arm band 4=neck ring
3 Fancy quality clothing
4 Figurine
5 Holy symbol
6 Healing herbs or medicine d4 doses d4HP
7 Common Scroll
8 Common Magic Potion
9 Broken part off greater treasure
10 Tools or adventurers pack

d10 Lesser Defence
1 Mouse trap
2 Baby potted shrieker
3 Poisonous guardian d4 1=snake 2=spider 3=scorpion 4=centipede
4 Poison needle or dart d3+poison save
5 Threatening letter declaring ownership of goods
6 Lock 1in6 have d3 extra locks
7 Monster d4 1=giant rat 2=stirge 3=undead hand 4=feret
8 Blade Trap 2d4 damage if fail save
9 Smoke bomb
10 Stink bomb

d10 Major Treasure (up to 10000gp)
1 Rare Potions d4 doses
2 Rare Scroll 2d4 Lv worth of spells
3 Gem d6 gems worth 1000gp each
4 Jewellery d6 items worth d6x100gp each
5 Metal Bars d10x1000gp worth of d4 1=gold 2=silver 3=electrum 4=platinum
6 Artwork of great value 1in6 lost from a collection
7 Book d4 1=spellbook 2=prayerbook 3=rare magic recipe 4=rare magical lore
8 Rare magical or holy materials possibly used to make magic
9 Relic belonging to a noble clan lost long ago
10 Magic item d4 1=weapon 2=missile 3=wand 4=miscellaneous

d10 Major Defence
1 Small humanoid locked inside will scream if opened and attack
2 Undead locked inside screams and attacks d4 1=skeleton 2=zombie 3=shadow 4=spectral minion
3 Trap 1=deadfall 3d6 save for half 2=poison gas cloud 3=diseased 4=releases monster
4 Monster d4 1=clockwork cobra 2=yellow mould 3=green slime 4=imp
5 Acid spray 2d4 save or take d4 damage for d4 rounds
6 Magic d4 1=cursed 2=alarm 3=4d4 explosive runes save halves 4=wizard locked
7 Dart Trap shoots d6 2d4 damage darts, save vs each 1in6 are poison tpp
8 Releases spell like effect d4 1=hold person 2=sleep 3=d4 magic missiles 4=web
9 Black powder bomb 2d4 to all in 1", d4 for surrounding inch
10 Incendiary bomb 2d4 to all in 1" area save or burn d4 damage for d4 rounds

d10 Legendary Treasure (up to 100 000gp)
1 Great treasure affiliated with kingdom or people like a crown d4x10000gp
2 Huge Gem worth d6x10000gp associated with long history of tragedy
3 Artifact or part of one part of a legendary prophecy
4 Relic often in bejewelled box d4 1=saint casket 2=statue 3=saint body parts 4=holy scriptures
5 Slumbering person in magical sleep, petrified or in a magic casket
6 Collection of true names and talismans for commanding d6 outer planar beings
7 Weapon or armour of a great hero famous for past deeds
8 Magic item of great power and fame that belonged to a great spell user
9 Means to locate great machine that once threatened the world power balance
10 Planar gate

d10 Legendary Defence
1 Requires a code or puzzle to unlock or access, protected from magic
2 Summons demon or elemental or ghost guards the treasure
3 Dreadful great curse that can infect descendants and any who touch treasure
4 Magical trap d4 1=10d6 fireball 2=Ice storm spell 3=10d6 lightening bolt 4=disintegrate ray
7 A demigod or dragon or great beast vows to torment lives of thieves
8 Monster generator creates monster protectors until destroyed
9 Chamber trap 1=sealed with stone 2=seal then flood 3=seal then flood with sand 4=seal then flood with lava
10 Planar trap d4 1=sends intruders to another plane 2=loot really hidden on other plane 3=opens gate releasing entities 4=surrounded by hostile other plane conditions

Monday, 24 September 2018

Dungeon Spirits




































Lesser Dungeon Spirit*

AC 13
HD d4
Mov 12"
Att dart or club or daggr
Dam d3*or d4
No Appearing d4
Save F4
Morale 9
Treasure small hoard
Intelligence 13
Alignment: Any but mostly Evil

These small ugly often humanoid figures are mistaken for goblinoids or gnomes or halflings. They might even be frog or rodent or bug like. They are mostly shy and attack loners or by ambush using stealth and magic. In some forms they might join a party. Local monsters leave offings and revere them. Several different spirits on a level might be friends or rivals or enemies and will be servants or allies or foes of thee grater level or dungeon spirit.

Most attack by tiny dart d3, save or lose a Mov point for a turn each fail
Also attack with clubs or daggers up close when a foe immobile
Require silver or magic weapon to harm, some require +1 or better magic to hit

Each Has a d3 powers and a d3 forms

d12 Power

1 Invisibility
2 Grow to human size

3 Shrink to hand size
4 Magic Missile

5 Spider Climb
6 Jump

7 Hold Portal
8 Light
9 Darknss
10 Silence 15' Radius
11 Charm Person
12 Cure Light Wounds (once a day per person)


d12 Forms
1 Spider
2 Snake

3 Goat
4 Dog

5 Lizard
6 Bat

7 Rat
8 Owl
9 Cat 
10 Rock or rubbish
11 Idol or ornament
12 Tool or jewelry


d12 Subtypes

1 Door Spirit - likes to confine and block people, will take form of a locked door
2 Stair spirit - likes traps, tripping victims and robbing them, can take form of extra step

3 Well Spirit - scare people with form of rotting body or small froggy or fishy person , breathes water
4 Pit Spirit - likes to trap and torment victims, makes pits more deadly, lives in secret pits

5 Ladder Spirit - likes to drop people, can take ladder or pole form, help or hinder travellers
6 Trap Spirit - maintains or even operates mechanism of trap from a secret compartment, 

7 Statue Spirit - squat idol or relief carving often watching area or a thing, 
8 Room Spirit - watch contnts of a room from a scret hidden hole
9 Corridor Spirit - watch corridor from a secret hole 
10 Secret Room Spirit - protect a secret door and contents often from a second hidden hole
11 Shrine Spirit - serves a shrine of greater dungeon spirit or demon or evil god from a secret hole
12 Vent Spirit - appears as a tentacle or just a eye floating in darkness, see all and whisper gossip


Greater Dungeon Spirit**

AC 16
HD 4-8
Mov 15"
Att claw claw bite
Dam d6 d6 d8
No Appearing 1
Save F8
Morale 10
Treasure Large hoard
Intelligence 15
Alignment Any but mostly Evil


These spirits are human sized often with traits of nature, elements, undead, demons or devils. They might even appear as a dungeon boss or a lost adventurer. Most have a human form a monstrous human hybrid form a animal form. All require +2 or better weapons to harm. All may turn invisible and insubstantial at will able to walk through walls partly in the ethereal plane. They may have relations with monsters and adventurers and breed with them.
Most are unique named for the dungeon or the level. Some appear as the most common monster in the dungeon or a hybrid. Some seek worship as a planar being of power. Their cultists can be granted up to 3rd lvl cleric spell.

Each Has a d4 powers and a d3 forms


d12 Power
1 Fly
2 Grow to human size or 
to bug size
3 Curse
4 Dimension door within level

5 Lightning bolt
6 Stinking cloud

7 Burning Hands
8 Identify
9 History
10 Protection from Good
11 Create food and water
12
 Cure serious wounds (once a day per person)


d12 Forms
1 Wind or vapour
2 Shadow
 or smoke
3 Artwork
4 Elemental

5 Doppelganger
6 Hybrid animal like w
inged snake or worm
7 Giant animal
8 Slimy eye spawn or Tentacled thing 
9 Fungus or plant monstrosity
10 Demon or devil or daemon
11 Archon or angel or deva
12 Beast man


Noble Dungeon Spirit***

AC 20
HD 16
Mov 24"
Att 3
Dam d8/d8/d8
No Appearing 1
Save F20
Morale 12
Treasure Great hoard
Intelligence 18
Alignment 
 Any but mostly Evil

These can appear giant sized or human and may attack with a weapon thy conjure at will. Most have a human form a monstrous human hybrid form a animal form. All require +3 or better weapons to harm. All may turn invisible and insubstantial at will able to walk through walls partly in the ethereal plane. They may have relations with monsters and adventurers and breed with them. They are on par with demon nobles or petty gods and able to grant 5th lvl spells. They often are the spirit of a mega dungeon or multi level complex. 

d12 Power
1 Polymorph self
2 Polymorph other

3 Regeneration
4 Fireball

5 Cone of cold
6 Phantasmal force

7 ESP
8 Gate in planar being allies
9 Teleport
10 Clairvoyance
11 Commune
12 Heal 
(once a day per person)


Saturday, 1 September 2018

Belly Buttons of Xor







For some reason Xor has belly buttons.
They are a feature you could put in any hex on a meat landscape.
Did Xor have a mother or is it it's own mother?
Does it birth new planar extensions of itself to invade other cosms?
These are unknowable to most people of Xor who only know an infinity of flesh.
Typically they are a d6 miles across.
Just use these to spice up your terrain.
Make good dungeon entrances.

Xor belly buttons

1 Lake of tears
2 Crusty desiccated salt bog
3 chaos puss bog infection
4 Hair forest full of bugs
5 Plant forrest
6 Fungus forrest
7 Cultivated garden
8 Trash heap 
9 Desiccated tissue
10 Parasite pit

Lake of tears
This flesh depression has a salty lake of tears or sweat. It will be teeming with life possibly fish or macroscopic amoebas, hydras, planarians and other simple life. Often a fishing village might thrive on the shores. Stranger things live in the darkest depths, some shallow folds or a sticking out belly button might form a island.


Crusty desiccated salt bog
This might have been a lake or just accumulated deposits of salt or dried serum crystals. Mostly it is a crystalline crust with amazing formations on steeper shores. Other flat areas may only be a layer of crust over stagnant toxic fluid. Such areas can be hazardous. Some might be mostly dried nitrate lakes. Often dried dead creatures are on the shore, preserved for thousands of years, fluids leeched out and perfectly mummified. Some monsters dwell here as humans avoid them of just come for mineral deposits to preserve food. Salt elementals and other strange creatures may live here. Necromancers come to study the preserving effects of the salt and ancient dead. Occasionally a castle of mineral salts might have been built by a wizard or planar being to rule over the area and menace the living. Some areas might have caves of salts or resinous dried serum crystals. Some of the oldest deposits are as hard as quartz or granite. Others are brittle and crumble to the touch.


Chaos puss bog infection
These areas are foul swamps of puss, often with dried scabrous land masses, ingrown infected hairs and open pools of infected white or yellow or green liquid often opaque sometimes transparent. Sometimes blood is in the liquid or visible on the surface. The stench can be overwhelming and a miasma of disease covers the place. Some wear masks with scented resins to drown out the stench. Disgusting horrible things live here such as giant flies, maggots, carrion eaters, parasites and macroscopic amoebas and slimes. Some goblinois thrive here wallowing in the filth. These are favorite places for demons to invade and they might build a fort or dungeon complex from dried infected matter. Primal chaos pools often guarded by shoggoths or chaotic entities can be found where more chaos can enter. Most Xorians hate such places as evil unlife. Disease demons and fly demons especially love the place.


Hair forest full of bugs
This depression of crinkly flesh folds is quite hairy forming a undulating difficult forest. The darkest bottom of the pit may have a cave system or a body of fluid. These are excellent habitats for mites, ticks, fleas and macroscopic bugs of all types. Some humans come to hunt but the difficult terrain helps preserve the wild life and keep visitors limited.

Plant forest
This is full of dirt produced by decaying matter, feces and brought by birds from other lands. Trees and plants have thrived producing by Xorian standards a strange alien landscape. People may live here and trade fruits and other products but some xorians find plant matter difficult to digest. Wood is a exotic material on xor. Some come here for seeds to grow plants in their mostly guarded private garden areas. Animal life here might even develop hair and colouring strange to most Xor life. Plant creatures often guard such locations from fire or intruders. Birds especially visit here and some species develop strangely in evolutionary cul de sacs. It would be rare to see the same forest twice.


Fungus forest
This is full of dirt produced by decaying matter, feces and has become ovegrown with fungus. Thee deeper and darker areas have the thickest and often a cave system is in the bottom, possibly with some water. Besides xorians come to feed off fungi and gather useful  materials. Fungus creatures dwell here and often goblin colonies thrive. Spores from here may colonies other dank dark decay filled places. Some xorians disprove of fungus and refer to it as a disease.

Cultivated garden
This area has terraces and garden beds and waterways all built by intelligent beings who often still live here in a village. Such dwellers are protective and might have domesticated animals. They often limit the entry points with fences or scarification. Cliff pueblo style is pretty common for defence on the naval sloping cliff sides.

Trash heap 
By processes of nature, animals and people this pit is full of desiccated corpses, fluff, lint, bones, dead bugs and man made garbage. Some might live here such as beastmen who dine off the garbage and burrow into it. Ruins might also be found and other forgotten remnants of culture. Some visit to scavenge or hunt. Giant naked rats, maggots and carrion eaters are common. The deepest darkest crevices are often crawling with bugs and horrors.


Desiccated tissue
Great sheets of dried skin, shed hairs, scabs and mummified bodies scattered here in great heaps. Great desert like areas of skin flakes can swallow up travellers and are popular with giant ant lions. Carrion eaters and beastmen tend to dwell here most and most xorians have little reasons to visit. There may be caverns in the deepest depths to explore.


Parasite pit
This pit is thriving with colonies of mites, worms, leeches, ticks and fleas. Many are scar covered and leak serum or blood attracting more creatures. Some of the parasites leave anti coagulants in the wounds they feed from. The area smells and most xorians think the area an abomination. Some come here on crusades to kill creatures and destroy their eggs. Some creatures spread from here or hitch rides on giant flies or lay eggs on giant flies feet to transport them. The darkest depths are fouled with rancid secretions, dried skin and serum crystals, puss and more monsters.

Tuesday, 21 August 2018

Deep Dungeon Missions for EXOPCOM

So the typical beginner dungeon sortie is a time in a forward base or a patrol. Veterans who show a talent for dungeon survival get deeper patrols and missions. The best go on deep missions usually for intelligence or search and destroy specific dungeon entities wanted by command. Possibly will do some dungeon clues tables. Im tempted to map out a great multi level dungeon chasm

Maralinga Experimental Operations Command - The Pit
Pop 1800
Airstrip with underground hangars and the gate entrance
Many personnel unaware of the gates nature
Training facility for newly arrived troops

Headquarters of Dungeon Operations - The Gate
Pop 3000
Central Command Base inside the gate and directly defending the base
Heavily fortified including nuclear blast door over the gateway
180 portable buildings, a small nuclear powerplant, hospital and prison

Fire Support Bases - Supporting the Front
Pop 200
Designated by monster names
Support several forward bases
Often connected by rail to the Gate
Physical phone and power lines to the Gate
Medical and armoury facilities
Heavily fortified with light vehicles and artillery
Able to rush support to forward bases
Monthly major attacks

Forward Operating Bases - The Front Line
Pop 40-120
Named after phonetic alphabet radio codes eg: Tango Alpha Charlie
There are a dozen of these and they occasionally move, are abandoned or established
Most guarded by mine fields, trenches, spotlights, razor wire and machine gun nests
Many are mostly tents with a few kit buildings and diesel generators
Weekly attacked by monsters, frequent skirmishes in area

Broken Morale Squads on the Front-Collect trophies like orc ear necklaces
-Deal in vice and contraband (drugs, sex, looting, gambling)
-Deal in and use unauthorised dungeon items
-Mistreat prisoners and enemy non combatants
-Unauthorised/undocumented dealings with dungeon inhabitants
-Try to influence green troops they are normal
-Fail to report and document encounters
-Unauthorised missions often after treasure

Squad MoraleGreen Zero Level Morale 7
Experienced 1st Level Morale 8
Veteran 2nd-3rd Level Morale 9
Elite 4th+ Level Morale 10

d10 Common Recruit Missions
1 Sent to relieve forward base personnel
2 Sent to escort supplies to forward base
3 Sent on patrol between bases
4 Sent on recon ahead of forward base
5 Search and destroy humanoid camps
6 Search and destroy monster lair
7 Search for missing personel
8 Eliminate humanoid patrols
9 Escort science officer team
10 Escort intelligence officer team

d100 
Deep Dungeon Missions for EXOPCOM
01 A wizard making orcs in a great alchemical pit needs to be eliminated
02 Goblin construction site building a new fortified base 
03 Fortified barracks and armoury and barracks of humanoids requires harrasment
04 Destroy a stone bridge to cut off certain enemies
05 Liberate a orc prison camp of allied soldiers and any other inmates
06 A enemy temple acting as a first aid centre and zombie factory requires destruction
07 Destroy goblin alchemist base supplying potions and operating a small derivable
08 Capture a wizard leading a camp of orcs troubling a fire base
09 A manticore nesting colony requires destruction but some eggs would be appreciated
10 A dragon in a great cave requires observation team replacement for a two weeks
11 Goblins have been breeding rust monsters for an attack on a base, free them early
12 Goblins have been fattening up a a purple worm as a siege weapon
13 Patrols have found camps of a foreign power recon teams, contact them
14 AWOL recon teams have left signs they are still alive and have gone native, find them
15 Signs of a surface world criminal cartel base require investigation
16 A dungeon criminal guild base has been dealing in vice to forward bases, destroy it
17 Orcs have been exploring crypts looking for something find out what
18 Enemy wizard has a djinn bottle, kill him and seize it
19 Dungeon bard has been visiting forward bases seducing troops to go native
20 Monastery of evil monks has been coordinating monster attacks on a base
21 New orc priests have been rallying a orc camp previously broken
22 Where do dungeon pies come from? Investigate reports of a wizard bakery
23 Dungeon gnomes have been studying captured army tech, destroy their base
24 Orcs captured modern rifles and are experimenting with them, destroy the weapons
25 Wizard making cursed items in lab found in camp contraband, requires termination
26 A huge orc horde with priests and wizards has been chanting for days, observe them
27 A goblin market has been happy to trade, visit it and trade gold for magic
28 A goblin warlord is willing to help us if we help depose their current king
29 Necromancers have been gathering corpses and scaffolding to build something
30 Sigils found in dungeon indicate a huge summoning symbol, find and destroy it's points
31 Supernatural female monsters have enslaved several squads, rescue them
32 Areas are blocked by giant webs, burn through and investigate what is beyond
33 A flooded chamber has a sunken temple, escort a scuba team to investigate
34 Morale in a forward base is shocking, infiltrate and eliminate the cause
35 A fungus forest has been discovered, explore it 
36 A sprawling mausoleum has been discovered, investigate for enemy camps
37 A giant demon wolf has been prowling around a base picking off patrols
38 Elves have offered some kind of deal, meet their emissaries on neutral ground
39 A wizard has been observed making magical statues, eliminate him
40 Intelligence officer was carried off by a dungeon worm, rescue and remove eggs
42 Dungeon dwarf elders have offered to share Intel, meet them in their stronghold
43 A radioactive tracer on a doppelganger has revealed their stronghold, eliminate them
44 Recon located a golem factory, destroy it and capture any wizards or books on site
45 A monolith surrounded by shadows has been located and command want it destroyed
46 A ghoul nest has collected a cache of magic grave goods scientists want to study
47 A wizard has a helm able to translate languages, cypher teams want it
48 Halflings have been taunting the front line and leading troops into traps, stop them
49 A goblin brewery supplies a orc army camp, poison the brew before we attack the camp
50 A series of chasms is guarded by gorgons, destroy them without being stoned
51 Enter a cave of baslisks , bring back missing stoned recon team to base

52 Some enemy base in a volcanic cavern needs investigating
53 New weapons to counter a specific monster need testing, protect science obsevers
54 Mining specialists need escort to gather samples but Xorn keep eating them
55 Linguists want to document relief writing on ruin walls, escort them into hostile area
56 Beastmen observed chanting and sacrificing victims by a great doorway, why?
57 A daemonic ferryman on a river charges gold, where does he go? gold provided 
58 Criminal cartel stockpiling treasure outside a base, arrest them and seize loot
59 Giants have been gathering, block larger passages with demolition charges
60 Harpies have controlled airspace around a huge cavern, escort a drone and sniper team
61 An elemental node has been activated by wizards to gate in monsters, stop them
62 Destroy a dam guarded by fishmen to flood a goblin stronghold, then pick off survivors
63 Wizards have been breeding green slime in vats in a base, destroy them
64 Wizard camp has been breeding specialist goblins, kidnap some of them for the lab boys
65 Wizard school has been located, kill them, seize or destroy their books
66 A cavern has been growing colder and ice covered, find out why
67 Halflings offer intel in exchange for freeze dried icecream and chocolate but be careful
68 Bugbears are hiding in a open cavern and ambushing patrols, search and destroy
69 Goblins under a wizards control have been erecting some huge machine, why?
70 Gnomes have developed crude anti drone weapons, evaluate them
71 A kobold depot where pre boxed traps are distributed from has been located

72 A secret tunnel complex of kobolds has been located near a base needs purging
73 A huge statue located by recon requires further investigation
74 Portal located where dungeon forces are assembled, use demolition charges to destroy
75 A machine making monsters operated by wizards requires immediate destruction
76 An orc village of non combatants wants to agree to a non hostility pacts, meet them
77 Dark elf spider farm has been located requiring destruction, poison gas supplied
78 A forward base has reports of personnel eating humanoids, infiltrate and investigate
79 A gone native recon team has been advising a evil high priest commanding a orc base
80 An magically lit area overgrown with vegetation has been discovered, investigate
81 A dungeon trade town has been discovered, infiltrate and attempt trade
82 A goblin animal breeding farm where dire wolves and giant bats are bred, destroy
83 A goblin king has offered an exchange of our prisoners in return for guns, meet them
84 Dungeon area overgrown with flesh and horrible protoplasm monsters, investigate
85 Kobolds have been guarding a supposed gate to hell, investigate if this is true
86 An ancient sewer complex has been discovered investigate where it goes
87 An ancient ruined city has been located and a team of scientists need escorts
88 Some kind of goblin festival is taking place, infiltrate and rob the kings magic treasury
89 A large goblin tribe have surrendered to a small recon team who require help
90 Informants say a non combatant humanoid village has a secret tunnel base underneath
91 A series of deep dark caves even monsters dread has been discovered, explore them
92 A temple of human dungeon cultists has been discovered, kidnap some for questioning

93 A great pit of slime where cultists call forth monsters requires destruction
94 Wizards have been using magic to build a stone and iron walled fortress, stop them
95 Recon teams have reported catching magical fish in a hole, escort scientists their 

96 A strange walled garden with hedge maze has been discovered and requires searching
97 Manor house filled with strange magical traps and puzzles has already claimed a team
98 Demihuman council has offered us a seat to plan a united offensive vs the dungeon
99 A magic mirror converts goblins to nilbogs, destroy them before there are too many
100 A witch tower guarded by winged apes requires exploration