Showing posts with label vault. Show all posts
Showing posts with label vault. Show all posts

Wednesday, 20 May 2020

Terrible Campagn Ideas: 70s Doctor Who using Cthulhu



























So watching lots of 70s and early 80s SF and DrWho and I did have FASA DrWho RPG from 80s long ago. Occurred to me Call of Cthulhu with a few mods or BRP could work pretty well. I would fistly gear the sanity table to make people flee or feint mostly. Im not so interested in real depctions of mental health more the way it is used in fiction. In the Silurian a miner who saw cave lizard folk when mad and drew palaeolithic cave art on hospital walls plus others just die of fear. Other episodes had people go mad and hide. Certainly plenty of risk ignoring scientists out there. So some precedents for fear and sanity and include heart attacks more for NPSs. Heart failure might be an option for permanent insanity.

d12 Temporary Sanity

1 Flee and keep running until pass out exhausted
2 Flee and hide somewhere till it is safe
3 Flee screaming
4 Flee screaming, roll to avoid an accident or hazard in hysterical flight
5 Scream hysterically pointing and unable to act meaningfully
6 Paralysed with fear unable to move
7 Feint unconscious CON roll or lasts longer than temporary
8 Drop to floor or cover and curl into foetal position muttering or play dead
9 Cowardy panic and risk others in furious flight
10 Make heroic but possibly suicidal risk to attack or seek a weapon
11 Stagger away, blackout and remember nothing

12 Stunned and fall, get up and flee

d12 Permanent Insanity

1 Phobia related to trauma if triggered companion feels fear and discomfort
2 Surender and cooperate with evil everything will be fine
3 Ignore everything strange and get on with life, there is a rational explanation
4 Now eyes open see aliens and plots everywhere and obsessively document them
5 Deal with any lesser evil to get rid of the worse threat, win at any cost
6 Tell everyone your story every chance. People must know the truth!
7 Escape at all costs and prepare for possible horrors in the future
8 Take suicidal risks to destroy enemy by most destructive means or join an organisation
9 Dedicated to living a quiet ordinary adventure free life at home
10 Haunted by strange dreams and flashbacks in waking hours, real events?
11 Drug abuse and self-harm to cope with the horror
12
 Heart failure CON roll or fatal otherwise a d6 damage

So the first table is for characters and npcs who get shocked mostly by strange death and alien beings or psionic effects. The second is the sort of stuff that messes up NPCs for future prequel adventures. Some of these might reduce your lifespan or make it hard to have adventures without peers kidnapping you.

Don't really need a Cthulhu mythos score or SAN loss to be as common. Possibly recover from just rest/ It is mostly to torment mooks and npc's you meet and in all likelihood, they won't survive, especially in the gothic horror period who of Tom Baker. Possibly you might take min SAN loss from aliens after a while. 
I cant see books or san loss from information being relevant so SAN tables are mostly for seeing monsters or grisly mass murder.

Characters could all be timelords for the Celestial Intervention Agency or rebel timelords on the run with a tardis or one timelord a pc or npc and the rest mostly human assistants. The first Dr was a great NPC because he lied, tricked everyone just to see stuff and often was separated and spent hours in a palace while the companions had all the adventures and barley escaped and got Dr and tardis. I guess this is up to who runs it and what their idea of cannon is and the players. A UNIT campaign on Earth would be ok in a 70s version of the 80s that never were.

Types of Adventure

3rd Dr John Pertwee spent most adventures on earth at UNIT HQ trapped on earth and dealing with master making every adventure more complex and adding to episode count, It is a pretty sweet set up. Like X-Files but your get army guys who mostly just prove how hopeless humans are. UNIT does have good uses. Human science and madmen warmongering can make a story extend too. Alien invasion of the week is a good foundation. Possibly would dial blood up a bit to more Sam Peckinpah and rely on horror and investigation stories. I guess I would mostly feature scuffles, fistfights and some gun battles plus have mechanics to better facilitate those sneak up behind attacks that don't leave patients dealing with head trauma for life. Monsters need to KO people too so you can all wake up in prison in their base and hear all their plans.

Lots of visits to isolated utopias and locations with limited characters. Locals surviving and thriving is optional. Revisiting locations years later with new menace and descendants of last lot is good. Visiting someplace a few years or decades later with older friends is fun. At the end of an adventure, everybody left dead or unconscious is pretty cool too.

Quite a few adventures feature slimy tentacled things of course and revelations about the past and often use mythology rationalised in stories like classic mythos fiction. Image of the feudal is a favourite, creature in the pit (shoggoth), Metabelis psionic spiders, Power of Koll, Lots of aliens pushing cyborg and body replacement and mind control. I also like the biological tech of Axos and Xygons and many other races on the show have a history of using creepy looking organic machines and spaceships.

Obviously, you can have some fun with genre, locations and settings but I chose this era because it seemed more deadly and 3rd and 4th Doctors did feature fights, action, chases and mysteries so I might try one day. Possibly the SAN tables above could be used in a Hammer Horror type of setting also.

Anyway having first game with 3 players in meat space in 2 months and other game ppl still awol....of three games I was playing. So unlikely to try anything experimental or one-off in a hurry.

Monday, 13 January 2020

Anyaknor, remains of a elder ruined city





































By a great glacier in a mountain the glacier once ground away a cliff exposing some of this ruined city. You can randomly roo. 24 rooms here  for chambers in elder ruins. Use as a dungeon or say the dimensional properties are in full effect and each ten minutes what is through the doorway changes to a new one rolled on d100 table. After ten minutes or one turn the door blinks, to having a different room on the other side of the portal. Being separated in such a dimensional maze is dangerous.

Hoping on doing a void creature bestiary
Noticed lots of basic dnd monsters were nightmare and darkness related and they had a school of illusions that could access nightmare world. X4 & X5 module monsters for example.

Im using the Crawling Chaos book  here lots.
-Great items and monsters. Id use this book for relics mentioned in chambers.

d100 Unpleasant things left in chambers of the old ones

1 Various types of toxic mould colonies cover many surfaces
2 Slimes crawl and drip in area, slime zombies might also be present
Crawling with worms as a non flying swarm often in a pit or cluster or hole 
4 Pudding resting in a stone bowl but hungry
5 Shrieking giant fungus that makes loud screams if disturbed
6 Toxic giant fungus that sprays toxic spores or rotting touch
7 Fungus forest covered chamber, strange and weird
8 Gelatinous creatures oozing about
9 Piercer colonies or trapper or lurker above
10 Mimic often as some relic, idol, egg or alien casket
11 
Buzzing biting fly swarm living in carcasses and pools of rotten slime
12
 Giant flies tending maggots in filth or giant alien wasps with a nest 
13 Nest of giant beetles various types plus often eggs or grubs in lair
14 Spiderwebs and a giant spider colony or just one really big one, some are wizards
15 Carrion crawlers 1in6 guarding a corpse full of adorable babies
16 Hear rats scuttling about, colony of giant rats with human like faces that mutter
17 Giant leeches in a pool or hibernating on a pod awaiting living breath to awaken
18 Giant fleas (as stirges but hop) or several giant ticks
19 Hideous frightened mutant clan have hidden lair here
20 Lone mutant frightened has hiding place
21 Eggs most hatched and broken
22 Skin or chrysalis shed by some god awful thing that should not be
23 Spiderwebs often remains of bodies wrapped in cocoons
24 Large scales from some creature
25 Disgusting piles of faeces left by some horrid creature
26 Human bones chewed and broken in pile
27 Mummified creature left in chamber for a aeon turns to dust if touched
28 Slime trails around room floors walls and ceiling
29 Human husk with horrific expression
30 Cluster of biological slime covered sacks on ceiling
31 Mummy cases with undead mummies of alien wizards
32 Umber hulks scuttling about for food
33 Roper in slime encrusted shamber
34 Gibbering mouther under a ornate stone lid in a well
35 Giant slugs or flail snails
36 Giant worm such as a purple worm or remorhaz
37 Krinoid awakened from slumber or time travel error
39 Shoggoth sealed in pit with stone lid calling for masters it can kill
40 Malfera nightmare demon summoned long ago as guard sleeping as a statue
41 Campsite of some explorers mostly abandoned 1in6 a d4 survivors starving
42 Corpse with a backpack of explorer equiptment and a magic item
43 Graffiti left by some one recent in modern language, probably bad news
44 Dead donkey with piles of rope and rations, all have been gnawed at
45 Several dead warriors horribly killed by some means with looks of horror
46 Human corpse with top of head neatly cut off and brain missing
47 A mad survivor from adventurers is a untrustworthy cannibal cultist
48 Cultists left provisions, robes and some books here for safekeeping
49 Humans crawled here to die leaving a trail of blood and slime
50 A growing slimy mass has a human face, sometimes its mouth moves as if talking
51 A eye like growth in ceiling watches all, will telekinetically fly away if attacked
52 A crack or hole in a wall has a eye in it like some huge mollusc
53 Invisible floating eye follows visitors, someone scrying with magic to watch
54 A stone bell or gong chimes as you enter heard in adjacent rooms, random encounter attracted
55 Room has a horrible stench like a permanent stinking cloud spell
56 Hexagonal niches in wall with stcontents inside in stasis and unmovable
57 A relic or idol in a niche with a force wall and a small gem set control panel used to open it
58 Niches filled with gelatinous matter and preserved organs inside including brains, eys, livers, kidneys
59 A bowl of huge semiprecious stones and crystals
60 A pyramid of humanlike skulls collected over ages with fresh human one on top
61 Phantoms of dead mad explorers look hungrily at your flesh
62 Poltergiest throws things around room and rattles things to be scary
63 Shadows are trapped here in bottles or jars and very hungry
64 Wraith kept in a sealed jar with arcane symbols
65 Spectral minion of explorer who couldn't get out wants to help you be free
66 Fungal undead dusanu spreading diseased spoors lay in mounds of mould and fungus
67
 Mummy cases with abhuman mummy servants 1in6 are guarding the room68 Vampire drained last of  followers seeking eldrich magic, will awaken when living breathe in room
69 A undead colossus surrounded by scaffolding with magic ritual to awaken incomplete
70 A revenant stalks the halls killing ant mortals trying to outdo this former explorers deeds
71 A rock golem stands at ready mostly inactive, 1in6 are alive and on guard duty
72 Stone slab with tools and stone jars. The slab if inset crystals set will heat or cool food
73 Stone well with water that pours when you press a crystal or drains away with another
74 Ancient zombies in uniform awaiting orders some rotting away into skeletons
81 Control altar of stone set with gems, set temperature, light, and humidity in chamber to suit various beings
82 
Control altar of stone set with gems, if manipulated can send you back or forward in time one turn or out you in a time loop. Sometimes playing with it yourself from the future appears till you disappear
83 
Control altar of stone set with gems, if you manipulate yourselves appear from the future warning you to stop, they vanish and console explodes84 A scrying crystal (as a crystal ball) set into a altar with control crystals
85 
 A doorway with a control altar, manipulating crystals opens various gates to alien places and strange times
86 
 A slab fits a humanoid in a depression and a control altar, a skilled operator can heal or torture or turn the victim into an abhuman with a specimen to hybridise someone
87 
Greenstone ornate sarcophagi with control panel to awaken a long dead alien wizard
88 Broken altar if meddle with control crystals puts room in stasis for a hundred years
89 Gem studded control altar as manipulated some floor panels become transperant showing prisoners in stasis or corpses in them. With further manipulation the invisible floor vanishes leaving inhabitants accessible from above but at 20 foot most cant escape. Can be resealed also some cells have broken stasis preservation
90  Control altar of stone set with gems, if manipulated a large creature from another world appears in a summoning circle and most are hostile
91 The floor is see through glass and some huge amniotic horror squirms under the floor looking at you
92 A pool in the floor has a bubbling organic matter of the god Abhoth, things spawn then are pulled back in and consumed. Two giant mechanical tentacles in the ceiling are operable by a user with tentacles in a special panel to pull creatures out
93 A tower goes up to a clear dome with a huge crystal telescope grown here long ago. Through the telescope you see a titanic mass full of eyes watching the surface of the world, after a while it looks back at viewer. Steps in a spiral are crystals growing from walls
94 Floor shows map of the world, with control panel you can get closer maps in places but all text is an elder forgotten language. Will show ancient city locations and shows changes in map over the last few million years
95 A crystal flying saucer is here but only 1in6 are functional with a luminous glow and seating for 3 hovering a foot off the ground. Most are broken and on the ground and purpose is unclear
96 A crystalline chariot, if controls manipulated summons a pair of flying beast to propel it and they follow the consoles controls. There is a gate way arch and a console nearby that controls the gates entry. Thee chariot glows when in flight to impress primitives
97 A solar powered ornithipter that starts to awake when the circular hole on the rook lets in sunlight is console used. A d4 other broken dead ornithopters are in a corner
98 Crystal pyramid if touched lights up and allows telepathy with alien wizard far away, a whole network of them
99 Black monolith if you get close and it activates it evolves those who pass INT checks and those that fail are devolved evolved +2 INT -2 STR or if devolved + STR
100 Great metal mirror can commune with outer gods once a month. If they are displeased they bombard the chamber with mutagens

Saturday, 20 July 2019

d100 Prison Problems


Had some good news on my bullshit problems so all looking better. Once i get new place, paid non placement job I will be amping up my art and design projects.

My patreon support has doubled so a dozen pdfs this month never to be repeated deal now on


So when you go to prison for murder hobo disagreements and not paying dungeon loot tax this table is for colourful prison events. You could have some occur weekly or daily or every few rounds in a mass escape or riot situation. Many prisons are in former dungeons of old castles. Sometimes if staff not cruel enough the governor will employ orcs. I still love how in Slaine comic the heroe'
s dwarf sidekick bought a private prison to make money off of bribes.

d100 Prison Problems
01 Bullied for for bed
02 Bullied for food
03 Bullied for services
04 Bullied for clothing or personal items
05 Attacked by someone trying to prove something
06 Attacked by gang for imagined insult
07 Stabbed by another inmate at random
08 Inmate fancies you
09 Inmate wants you to be a slave
10 Inmates want you to help smuggle note or goods
11 Guards want to beat you to show who is boss
12 Guards want you to squeal on other inmates
13 Guards offer you rewards for helping them find out about prisoners
14 Interviewed by guards over some in prison problem
15 Interviewed by warden to see if eligible for "special work"
16 Guards want you to fight another prisoner for bets
17 Guards want you to kill another prisoner
18 Guards torture you for a few days
19 Guards keep you in solitary, starve and beat you
20 Guards keep you in special infamously cruel cell
21 Inmate tries to stab another inmate
22 Inmates having a fight which guards break up
23 Inmates riot fighting with each other
24 Inmates riot attacking guards
25 Group of inmates stab someone to death and leave bloody corpse
26 Inmates hold kangaroo court trial over breaking criminal code
27 Inmates start a fire that gets out of control
28 Inmates have contagious disease
29 Mystery poisoner among inmates
30 Someone willing to pay for a murder
31 Gang recruiters want you, don't take no for answer
32 Someone stealing off inmates
33 Old timer boasts about buried treasure
34 Old timer has tattoo of a map
35 Old man knows all the factions
36 Guy knows how to get terrible prison grog
37 Guy will trade stuff for a prison made shank
38 Guy can get drugs for a price
39 Guy with gang contacts can help with early release for fortune
40 Guy making cool prison tattoos (save vs disease)
41 Guy can get a message out 
42 Escape committee want you 
43 Fake escape committee want you, really stooges of prison staff 
44 Crazy old timer has escape plan
45 Someone tells of having seen prison ghost
46 Someone knows all about the guards and their schemes
47 Someone knows where a old secret tunnel is locates
48 Mysterious inmate will train inmates for something to do
49 Chance to learn new language from foreign gang
50 Make contact with secret cult among inmates
51 Lycanthrope inmate killing and spreading disease
52 Doppelganger infiltrated is killing and eating people
53 Serial killer is murdering inmates
54 Staff member is secretly murdering inmates
55 Stumble across gambling racket 
56 Escape committee recruiting
57 Escape committee need distraction so dupe someone to be caught
58 Prison guard dealing in contraband
59 Secret society or cult establishes a new faction
60 Someone selling cut keys to certain doors or manacles
61 Someone dealing drugs to feign death
62 Famous criminal admitted
63 Famous traitor or spy admitted
64 Secret admirer wants to buy your favours
65 Guards stabbed, prison on lock down for a while
66 Inmates arrange slave auction
67 Warden selling some inmates secretly to somebody
68 Somebody starts a fire
69 Find somebodies stash of contraband
70 Find a hidden map
71 Find a nearly complete tunnel somewhere
72 Find some inmates trying to conceal bags of dirt
73 Inmates rumoured to have become cannibals
74 Criminal organisation tries to take over prison
75 Inmates killed in failed escape
76 Rioting inmates hold a wing for days, brutalise the weak inmates
77 Someone offers you a assassination contract
78 Charity bring you food, soap and a blanket
79 Dangerous narcotics flood the system
80 Mobster offers credit with severe terms 
81 Inmates believe someone is a plant from the staff
82 Inmates looking for squealer who exposed their schemes to warden
83 Fresh new staff arrive, less corrupt and sadistic for a while
84 Staff perform thorough search looking for someone
85 Protesters outside complain of cruel conditions and corruption
86 Governor gets some new torture equipment
87 Labour gang needed for outside work, heavily guarded
88 Volunteers needed for something for chance of early release
89 Guards get new extra savage dogs
90 Guards get new truncheons and want to try them out
91 Prisoners given lashes till governor hears confesses to who killed a guard
92 Plague breaks out
93 Lice outbreak, inmates shaved and treated with unpleasant chemicals
94 Governor offers pardon if you just do this one mission first
95 Gang versus gang murders rampant in power struggle
96 New guards brought in by governor, sadistic and worse than most criminals
97 Army offer pardon if you join penal unit for mission
98 Influx of new inmate double population and severe over crowding
99 Inmates taken to worse prison or labour camp due to over crowding
100 Governor offers VIP treatment with slaves and private cell if you do some favours or can pay

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)


Wednesday, 20 June 2018

Dungeon Repairs

Its bad enough modern dungeons are sentient magical spirits beings drawing power from strange universes, now they fix themselves while your kipping in the village waiting for your wizards to relearn fireball and sleep and web spells.
d10 Quick Dungeon Self Repair Types
01 Tiny humanoids
02 Demihumanoid workers
03 Hired work crews
04 Larger humanoid workers
05 Lower creatures
06 Secret sub system tunnels
07 Spirits of the dungeon
08 Living dungein
09 Planar effect
10 Magical effect

d100 Dungeon Self Repair Crews
01 Tiny gremlins live in cracks and mend doors and reset traps rapidly
02 A tiny trapdoor in dungeon houses four kobolds in a secret works depot 
03 A tiny trapdoor in dungeon houses a dozen kobolds in a secret works depot 
04 Tiny trapdoors with four dub depots of four kobolds and one central dozen kobold  
05 Horrible filthy gremlins with their pet rats repair the dungeon and torment invaders
06 Tiny shadowy ceiling gremlins creep about and repair dungeon defences
07 Tiny drain trolls creep out to mend the dungeon and clean up
08 Tiny horrid ratling witch things live inside the walls and work their evil
09 A hidden depot of 4-6 goblins with a store room live in secret maintaining the level  
10 A secret depot of grey stone faced underland gnomes repair dungeon works
11 A single gnome works on a fantastic machine that sets traps and feeds monsters
12 Several black hat wicked gnomes gate in via tiny hidden doors to repair the dungeon
13 Vicious red hat gnomes enjoy the blood and come to set traps and mend locks
14 Several short dark elves arrive frequently to repair the dungeon with spells
15 A vicious gang of halfling thugs are under contract to fix the joint when not on breaks
16 A dark dwarf from the underland maintains the level from a secret room or trapdoor 
17 Several horrible Derro come to make the dungeon more horrible and dangerous
18 Morlocks from a secret plant room with cogs and steam engines run the level
19 A gnome Illusionist visits to repair illusions, magic mouths and other magic traps
20 A changeling maintains the level from a secret room often in animal form
21 A gang of mason guilds men working under contract, dont want to get involved in beef
22 A gang of criminals escort craftsmen under contract from the dungeon boss
23 Professional dungeon crew specialist under hire by the boss 
24 Humans press ganged keep getting dragged back here for a beating if escape
25 Prisoners in chains being bossed by two junior guards with clubs
26 Foreign labour, desperate for work under contract by boss
27 Slave labour crew bought for purpose, whatever spare space to sleep or store stuff
28 Evil cult pilgrims come to help the monsters in the name of their evil god
29 Non regulated tradesmen work here where the guild cant stop them
30 Tradesmen employed by a evil merchant cartel dealing with dungeons
31 Small group of hobgoblins operate from a secret depot under a trapdoor
32 Group of  long in the tooth surly orc veterans, sloppily repair and reset the dungeon
33 Bugbear craftsman repairs the dungeon silently from a secret room
34 Group of bugbears repair the dungeon from a secret supply depot
35 Resentful gang of teenage goblins who would rather be doing something more cool
36 Work gang of hobgoblins who go mental if their work is disturbed or they are insulted
37 Bugbear with a whip leads six goblins from a secret supply room
38 Several hobgoblins guard several goblin craftsmen who visit frequently to do repairs
39 Visiting senior orc dungeon craftsman with several young apprentices learning the ropes
40 Elderly goblins with tiny carts amble about repairing things and ignoring intruders
41 Teenage goblin gang on community service led by bugbear with whip makes repairs
42 Large hive of insects like ants or termites build and repair the dungeon
43 Several giant dungeon beavers maintain and repair the dungeon
44 A gang of dungeon baboons repairs the dungeon and flings feces on intruders
45 Rats swarm around the dungeon using tools to repair the fittings
46 A crafty carnivorous ape in a tool belt wanders the dungeon making improvements
47 Giant ants work on the dungeon repairing it to exacting standards
48 Mimics come out and repair dungeon when nobody is looking
49 Giant termites replace damage with digested wood pulp and spittle
50 Crew of monkeys in vests and tiny hats make repairs from a tiny pushcart
51 Sub tunnel complex of kobolds where their repair crews hide and aid wounded monsters

52 Crawlspace throughout dungeon with secret depots for kobolds to crawl through
53 Crawlspace throughout dungeon with secret depots for goblins to crawl through
54 Crawlspace under the dungeon with machinery operated by gnomes
55 Sub tunnels where derro operate mood altering ray devices and strange machines
56 Sub tunnels where morlocks operate steaming machines and turning cogs
57 Sub tunnels where evil dwarves maintain the dungeon systems
58 Dungeon sewer system with small ratmen creatures who make repairs59 Air passages and chimneys that allow that allow gremlins all over dungeon
60 Secret sub levels with bunks, shops and a tavens for monsters only
61 Poltergiest repairs petty damage to dungeon
62 Lesser spirit uses repair spells to fix dungeon, adopts small humanoid or animal form
63 Major spirit repairs with telekinesis and magic, adopts form of a dungeon boss
64 Minor dungeon divinity repairs the dungeon as long as it has shrines and followers
65 Dungeon dimension, a self aware cosm sends minions and spirits to mend the dungeon
66 Spirit of long dead dungeon boss haunts the area and mends traps and fixtures
67 Spirits come from a work of art to mend the dungeon
68 Dungeon monster god makes repairs to aid worshipers
69 Monsters take turns repairing dungeon as tithe to a evil deity
70 Evil deity of mechanisms and traps regards area as holy and makes repairs
71 Dungeon is filled with plant matter and vines squeeze from cracks to mend things

72 Dungeon is filled with plant roots which squeeze through tracks to mend things
73 Tiny organisms like coral repair and maintain the dungeon
74 Dungeon is a titanic living thing which mimics stone and wood and heals damage 
75 Inside the walls is a matrix of imps which manage repairs and hold everything together
76 Dungeon is made of living stone which weeps silica when damaged and heals
77 Dungeon is a living earth elemental and repairs self daily
78 Dungeon is made of tiny spirits of law who cling to each other to make solid objects
79 Dungeon is a magical self aware creature made by wizards
80 Dungeon is a colony of invertebrates like shellfish interlocking with brick like surfaces
81 Imps come from hell and repair the damage with spells
82 Tiny demons from the abyss come and help with repairs
83 Things from the nightmare dimension leak through and repair the dungeon
84 The dungeon replaces damage from other parallel dimensions regularly
85 A daemon bound to the dungeon makes repairs in return for souls
86 Elemental spirits bound to dungeon make repairs one hour every 24 hours
87 Angelic being is forced to work on dungeon until binding object broken
88 Tiny wicked sprites or faeries come out at midnight to make magic repairs
89 Clockwork daemons of law come through a gate to make repairs on dungeon
90 Shapeshifting spirit folk appointed by a god make regular repair rounds from a gate
91 Tiny repair golems live in secret panels and come out to perform maintenance
92 Wood golem from a secret room performs repairs on wooden fittings

93 Brick golem can lay a tonne of bricks in an hour and make other basic repairs
94 Clockwork golems from a secret room come out to mend traps and mechanisms
95 Animated tools from a cart perform maintenance brought here by a wizard

96 Time flows backwards in areas which repairs damage 
97 Gang of apprentices from a secret room repair dungeon with petty spells
98 Magical living bricks assemble selves and are lesser spirits of law
99 Zombie or skeleton work crew with pushcart makes rounds to perform inept repairs
100 Spirits of slaves bound into tools make repairs on dungeon from a pushcart

Tuesday, 29 May 2018

What’s in that Container? part 3 Magical Substances







































These are mostly in potion form but sometimes powdered. Pretty much this can be used as potion treasure tables but has some unpleasant ones also. I prefer most potions being a few ounces but some might be a quart or even a gallon.

d10 Potion Forms 
1 Small medicine bottles with only a few ounces or liquid, one round to use
2 Glass or clay bottle or sealed jar with a quart of liquid, one round to use
3 Powder can be eaten, one round to use
4 Powder or vapour can be inhaled, one round to use
5 Medicine bottle of vapour to inhale, one round to use
6 Pill, usually large and foul tasting, one round to use
7 Candy or cake, one round to use
8 Eyedrops, one round to use
9 Ointment can be rubbed over the body, one round to use, d3 if clothed
10 Liquid requires a syringe, d3 round to use but 1 once your hooked

Sometimes potions are made with mistakes or the alchemist or whoever can make inbuilt weaknesses for various reasons. Making batches increases risks of side effects. Sometimes they arise from substitutions in recipes or poor aging 
(that powder was a liquid potion). A potion pusher might cut the potion with some other ingredient like opium. Such potions might be slightly cheaper. A potion maker can take longer to make a pure potion and use better ingredients and can be an extra 200gp. Some side effects are an improvement. A fireball potion that only harms chaotic evil people might be handy. Potion users often carry a identical healing potion and injected poison potion tegether to stop enemies using them. Some users might resist the negative effects eventualy or have a antidote. If your addicted to a potion you can substitute alcohol or other substance to abuse instead.

d12 Potion Side Effects
1 Only works for one alignment (stops enemies using your loot)
2 Save each use or your addicted (makes users slaves)
3 Mild Poisoning save or -2 all dice for a hour after (stops people being greedy)
4 Mild Poisoning save or lose 10% HP (stops people being greedy)
5 Numb -d4 Dex for a hour after (second potion makes you save or go to sleep)
6 Weakened -d4 STR for a hour after (helps see who nicked you potion)
7 Slowed -d4 MOV for a hour after, speech slurs (its funny)
8 Melancholia becomes morbid, depressed and fearless for a hour (makes more uses wary)
9 Can only use once ever from that formula (1in6 any similar potion you find)
10 Save or tainted with a petty minor mutation of some type (its an experiment)
11 Potion is bigger and longer to apply or drink d3 rounds, is at least two pints
12 Tastes revolting CON save to keep the potion down without vomiting a d3 rounds

d100 Magical Dungeon Potions
01 Sleep Potion tastes pleasant, save or sleep for d4 hours, mixes in food 100gp
02 Poison Potion can be disguised in food, save or die 100gp
03 Plague Potion can be disguised in food, save or helpless and fever for a week then save to recover or die, 300gp
04 Contact Poison Potion, coat square foot, burns and poisons on touch 100gp
05 Lycanthrope Ointment, infects drinker with lycanthropy, 400gp 
06 Madness Potion, save or inflicted with permanent madness 200gp
07 Blindness Potion , save or permanently blind 200gp
08 Deafness Potion, save or permanently deaf 200gp
09 Mute Potion, save or permanently unable to speak 200gp
10 Hair Restoration Potion, applied by touch, if drink grow hair all over 100gp
11 Speed Potion, lasts ten minutes 300gp
12 Polymorph Potion, adopt form of species chosen by maker for one hour 400gp
13 Oil of Slickness Potion, 1" area slippery pool lasts ten minutes after oil puddle first contacted with victim, 100gp
14 Undeath Potion, become a zombie on death or sometimes some other type 100gp
15 Fog Cloud Potion, obscuring mist fills 3" area with fog for 10 minutes if not windy  100gp
16 Feign death Potion, enter a sleep for up to 12 hours with all symptoms of death 100gp
17 Grenaide, light fuse and throw at target 2d4 damage over 1" area 50gp
18 Incendiary Bomb, light fuse and throw at target 2d4 damage save or lose d4 HP per round for d4 rounds 50gp
19 Smoke Potion, fills 2" area with choking smoke for 10 minutes if not windy 200gp
20 Night Vision Potion one hour 100gp 
21 Vial of Holy Water, 2d4 damage to unholy beings or splash several for d4 30gp
22 Minor Healing Potion, cures d4 lost HP 50gp
23 Healing Potioncures 2d4 lost HP 100gp
24 Extra Healing Potioncures 4d4 lost HP  250gp
25 Protection from evil Potion, +2AC vs a particular alignments, lasts ten minutes 100gp26 Invisibility Potion, lasts ten minutes 200gp
27 Stone to Flesh Potion, to cure people turned to stone 400gp
28 Antidote Potion, cures any poison 300gp
29 Panacea Potion, cures any disease 300gp
30 Sweet Water Potion, purifies 60 gallons of bad or impure water to make drinkable 100gp
31 Climbing Potion, climb like a spider for ten minutes 100gp
32 Water Breathing Potion, lasts hour minutes 300gp
33 Free Action Potion, cant be webbed, paralyses or slowed by terrain, lasts ten minutes 100gp
34 Gaseous Form Potion, drinker becomes vapour that can move by floating 3", +4AC cannot attack or cast in form, lasts ten minutes 200gp
35 Levitate Potion, move 3" or 1" across by floating, lasts ten minutes 200gp
36 Fly Potion, move at normal speed in the air, lasts ten minutes 300gp
37 Shrink Potion, Shrink to 10% size x1/2 Mov, -4 to be hit by bigger creatures, lasts ten minutes 100gp
38 Growth Potion, Grows over 10%, most 1 foot taller +1 HP per HD, +1 STR, +1 Mov, -1AC , lasts ten minutes 100gp
39 Heroism Potion, lasts ten minutes +1 Lv for ten minutes 100gp
40 Super Heroism Potion, lasts ten minutes +d3 Lv for ten minutes 300gp
41 Fire Resistance Potion, x1/2 damage from fire or heat lasts ten minutes 100gp
42 Acid Resistance Potion, x1/2 damage from any acid lasts ten minutes
43 Lightning Resistance Potion, x1/2 damage from any poison lasts ten minutes 100gp
44 Cold Resistance Potionx1/2 damage from any cold or ice lasts ten minutes 100gp
45 Poison Resistance Potion, lasts ten minutes 200gp
46 Strength Potion+d4 , lasts ten minutes 200gp
47 Dexterity Potion+d4 , lasts ten minutes 200gp
48 Constitution Potion+d4 , lasts ten minutes 200gp
49 Wisdom Potion+d4 , lasts ten minutes 200gp
50 Potion of Charisma +d4 Potion, lasts ten minutes 200gp
51 Oil of Durability +10 HP for ten minutes
 100gp
52 Beserker Potion can fight in negative HP but lose HP/round blood loss, +2 hiit and damage ferocity, once fighting cant stop killing anyone till expires in ten minutes or dead 200gp
53 Ointment of Healing cures disease, poison or heals 4d4+4 lost HP 500gp
54 Regeneration Potion regenerate d3HP/round for ten minutes 400gp
55 Stinking Cloud Potion, throw as as spell for ten minutes 2"area 200gp
56 Mutation Potion, save or develop a petty mutation, mostly cosmetic 100gp
57 Poison Gas fills 1" area with poison for 10 minutes if not windy 300gp
58 Plague Miasma  fills 1" area with disease effect for 10 minutes if not windy 300gp
59 Acid Vapor fills 1" area with d4 damage acid fog for 10 minutes if not windy 300gp
60 Acid Potion 2d4 if hurled, save or take a d4 damage for a d4 rounds 100gp
61 Detect Silver 
Potion,1" Range per Lv, lasts ten minutes 100gp
62 Detect Gold Potion,1" Range per Lv, lasts ten minutes 200gp
63 Detect Traps Potion, 1" Range per Lv, lasts ten minutes 200gp
64 Detect Treasure Potion, 1" Range per Lv, lasts ten minutes 300gp
65 Detect Enemy Potion, 1" Range per Lv, lasts ten minutes 100gp
66 Detect Water Potion, 1" Range per Lv, lasts ten minutes 100gp
67 ESP Potion, 1" Range per Lv, lasts ten minutes 200gp
68 Detect Invisible Potion, 1" Range per Lv, lasts ten minutes 200gp
69 Clairvoyance 
Potion1" Range per Lv, 1" Range per Lv, lasts ten minutes 400gp
70 Contact Other Plane Potion, and ask a question of a spirit during hour trance 500gp
71 Charm Person Potion,1" Range per Lv, lasts ten minutes 100gp
72 Charm Beast Potion, 1" Range per Lv, lasts ten minutes 100gp
73 Charm Monster Potion,1" Range per Lv, lasts ten minutes 400gp
74 Charm Plant Potion,1" Range per Lv, lasts ten minutes 400gp
75 Charm Vermin Swarm Potion,1" Range per Lv, lasts ten minutes 200gp
76 Charm Giant Potion, 1" Range per Lv, lasts ten minutes 400gp
77 Charm Dragon Potion1" Range per Lv, lasts ten minutes 500gp
78 Charm Undead Potion1" Range per Lv, lasts ten minutes 200gp
79 Charm Devil Potion1" Range per Lv, lasts ten minutes 400gp
80 Charm Demon Potion, 1" Range per Lv, lasts ten minutes 400gp
81 Telekinesis Potion, 1" Range per Lv, lasts ten minutes, 30lb/Lv 400gp
82 Remove Curse Potion, 400gp
83 True Sight Potion, 1" Range per Lv, lasts ten minutes 400gp
84 Detect Secret Doors and Panels, 1" Range per Lv, lasts ten minutes 200gp
85 Teleport Potion, one person can go anywhere on plane they have been before 500gp
86 Contact Dead Potion, enter hour trance and speak to corpse spirit for 3 questions 200gp
87 Fireball Potion 6d6 damage save halves over 2" radius area, explodes when breaks, 300gp

88 Doubler Potion, mix in another potion and get a extra dose of that potion 400gp
89 Neutralizer Potion, dispels effects of a magic or potion 500gp
90 Extender 
Potion , ten minute potion lasts hour, hour potion lasts two hours 400gp
91 Invulnerability Potion, +4AC for ten minutes 400gp
92 Etherealness Oil, travel through ethereal plane ten minutes 400gp
93 Astral Form 
Oil, travel to astral plane on trance for one hour 500gp
94 Love Potion,1" Range per Lv, as per charm person spell but lasts a year 300gp
95 Sleep of the Ages Potion, save or sleep for 100 years 300gp
96 Restoration Potion, restores a lost energy level or stat point 400gp
97 Total Healing Potion, heals all but a d4 damage 500gp
98 Longevity Potion, reduces age d4 500gp
99 Ambrosia, divine beverage of the gods, forbidden to mortals, glow and +d4 CHA for an hour, 1d6 years younger per drink 1000gp
100 Plane Shift Oil, most have a pre determined plane or can throw at someone to banish them to a specific plane, most not labelled 1000gp