Wednesday, 7 October 2015

Vikings 2 Campaign Updates

Just a catch up on my campaigns. I have not done full game posts much last two terms. Some readers only read them. Others complained had no game content. So was about same. Im gaming about half as much and working more mostly.

Vikings2 922AD
Almost finished this game one more session after 4 months. Band stated in hiding from inter clan war in Estonia/Rus borderlands. They explored local area and visited Novgorod. Rescued some christian missionaries from russian pagans then took the monks as slaves as parents had done before. Explored hole in ground formed by long decayed dragon and met goblins from underworld and a sorcerer. Went to find fortunes in Kiev and fought werewolves and a witch raised by Baba Yaga. Took charming companions from the witch's endless cliff cottage.

One viking had learned of werewolf secrets from Kiev. Later he accidently mixed with evil werewolves and they taught him a soul eating ritual. Learned of werewolf types, tribes and ways. He tried to use ritual on newly buried dead and failed mostly. Party did meet ghouls in many cities this way of several strains. Moved to Byzantium after a looting spree through Bulgaria. Met many sorcerers, got better armour and became skilled at mingling with christians. A few party members made Odin crucifixion necklaces that saved them lots of trouble. Over that long time two brothers slipped away. One visited a sea hag near greece and visited her claiming he was son of a night hag and kin. Many in party learning and mixing bits of cult magic and sorcery and spirit magic. One of the hag sons returned from absence with trollish size strength and ugly face. He spent a whole winder grooming self and shaving horns and tusks till he looked more passable.

Bought a longboat and got crew in Byzantium from vikings there. Eventually headed through seas near greece and sacked a monastery to sell books and slaves. Sold them in Libya then went to Rome where they spent months. Most in party new latin, greek, arabic. Went to Marce and learned Frankish and went up river to attack monastery marked by parents on map. Had to hit bridge by night killing all troops then went on to monastery where they found a Necronomicon, a immortal brotherhood with a resurrection lab and malformed things in pits. Killed cult except leader and took their ignorant follower monks to sell in Spain.

Moved on around Spain and along coast to attack a rugged cliff coast monastery. Also earmarked by parents as to be destroyed. There found cultist monks all knew mindblast spell and almost all party went mad before they drove off leader and killed most of them Cultists made bad slaves but book collections and trinkets sold well. During battle One viking gnawed off a mans head and another watched excitedly. Rest of party who found them aghast. Another went blind. The noble leader of the band was struck dumb and followed all instructions literally which poorer vikings liked.

Through Britain to the currently norwegian ruled Danelaw viking state above Saxon England. They swapped cargo load of books for land with saxon church and got some celtic serfs. In Danelaw the Norwegian king was served by party kin Stonedales so they were welcomed. King offered them more land if they swore fealty to him and the refused then left. Noble viking bought several ships and had her serfs shipped to Arabs in spain then taker her silver to Norway. Party left british islands and stopped at Viking city on tip of Ireland before raiding third monastary. There monks took many blows while praying and vikings cut them down. Questioned several and wondered for a moment if the monks were innocent or even of a allied order to their parents. But under the Celtic monastery there was a roman level then a hyperborean one. Whilst they hacked up a great bronze idol the Trollborn son saw what others could not, a horrible tentacle=eye god had oozed up well and was coming from behind. Heroes charged and defeated it and it fell on them crushing half the band. They killed all the surviving monks set burning pitch across the buildings and sailed away to Iceland.

Greeted by kin and local temples as heroes the were feasted and given best halls to stay in. One viking followed her fathers trail to a cave where his gate to saturn was hidden. Trollborn and his brother used Necromicon to call spirit of father who explained he was eaten by their night hag mom so that mystery solved. They visited her and the vindictive brother spared mom for his brothers sake and she gave them magic gifts. Others rested. One became a priestess of Njordr. Others got married over the winter.

Fimaly they were ready to sneak to Norweijian clansmen and to court of Norway to see king and have Bloodstar clan outlawed (or at least get a huge payout). Just a quick trip through Saturn.

Tuesday, 6 October 2015

d100 Dungeon Seals to Trap Heroes

So if your players raid a dungeon and run after a few encounters cos the wizard ran out of spells. Nobody hurt but it slows game down and is a bit less heroic to flee from a scratch. Heroes suffer, hunter or alley cut throats execute with little personal risk. No risk is not adventure it is shooting fish in a barrel. One option is every time party returns the guards increase and every encounter is more ready and monsters hide loot more or sent women and children and loot to the boss monsters brothers dungeon.

A simpler approach - seal them in and force them to survive without pit stops. they will moan but will have a much more exiting adventure.

Some of these might requirethe threat to be demonstrated possibly from a dead and plundered party.

1 Disaster - mud, avalanche, snow, quake
2 Organic Barrier - slime, fungi, mould, plants
3 Deathtrap Barrier - entry is a huge trap
4 External Siege - enemies establish siege
5 Siege Defences - residents fortify front to keep out invaders
6  Monster Barrier - terrible monsters have settled in entry
7 Cursed Seal - evil magic such as undead or demons or harmful effect
8 Magical Seal - a magical barrier like force wall, fire wall, elementals
9 Weird Barrier - something truly strange keeps people away
10 Supernatural Barrier - possibly placed by gods

d100 Dungeon Seals to Trap Heroes
01 Mudslide seals entry
02 Quake collapses entry or causes rockslide
03 Snow or Ice seals entry (posibly magic)
04 Water floods entry way
05 A fire damages tunnel collapsing it
06 Volcanic fissure seals with lave
07 Poison gas flooded
08 Plague corpses scattered around entry passages
09 Accidental explosion from alchemist or wizard
10 Poor materials and maintenance bring down roof from noise

11 A horrid flesh eating lake of coloured slime takes over entry
12 A lake of fleshy protoplasm birthing tiny monsters blocks entry

13 A deadly fungus garden takes hold
14 Killer plants block entry way
15 Plague of huge d4 1=snapping turtles 2=killer frogs 3= snakes 4=lizards
16 Everything overgrown with toxic mould and contagious spores
17 Mobile shambling compost heaps have filled entry for group seasonal fermentation
18 Something horrible has laid thousands of eggs with hyper voracious flesh eating young
19 Crawling with d4 1=rot grubs 2=kyuss maggots 3=fleshbore worms 4=zombie worms
20 A swarm of giant bugs builds a nest d4  1=wasps 2=bees 3=ants 4=termites 
21 Entry way collapse when secret kobold tunnel underneath collapsed
22 Barrels of explosives with kobold suicide pyromaniacs on guard
23 Celing closes sealing entry and crushing
24 Hundreds of poison arrow or dart traps installed
25 Walls extrude spikes and close in on tunnel
26 Entry covered in flammable fuel or tar with kobold ready with a match
27 Weakened beams bringdown roof if stripline tripped
28 Concealed automated bolt throwers (possibly manned)
29 Huge boulder released which eventually blocks entrance
30 Whole corridor drops suddenly sealing entry
31 Bandits build a palisade and shoot anyone leaving
32 Military build trenches and sharpened stakes, with crossbow troops
33 Military seal entry and pump in smoke if detect anything trying to get out
34 Military set up ballista guarded by pikemen 
35 Military cavalry unit on guard charge anything leaving
36 Murder hobo gang build camp in entry and kill anything threat comes close
37 Religious order of templars with paladin hero to kill non good agents l
38 Local knight and his friends camp here to slay anything that comes out
39 Barbarian tribe come to camp so youths can someone to kill for festival
40 A nasty mercenary force come here to contain entry no questions asked
41 Monsters bury entrance under d4 1=rubble 2=dung 3=garbage 4=dirt
42 Open murder hole hatches in ceiling with boiling oil and lead ready
43 Entry thick with monsters with shield walls and pikes
44 Wicker siege sheilds cover archers ready for assault 
45 Covered in poison caltrops with archer guards
46 Kobolds brick up and if hear attempts to get through add more layers and buttresses
47 Monsters pump irritating or nausea inducing gas into entry
48 Monsters seal their end and flood entry with sewerage when intruders enter
49 Monsters stock with deadly fungus and monsters that blocks tunnel
50 Monster cavalry force occupy entry and use as stables for their awful mounts 
51 A dragon moves in to set up a lair and is keen to assert authority
52 A family of giants move in with a big cooking pot, invite visitors to dinner
53 A huge band of ogres move in and set up fortifications for magi clan leader
54 Gigantic burrowing monster semi collapsed entry and now live there
55 Gremlin colony infested in entry, hundreds then a thousand swarm from cracks in walls
56 Trappers, mimics and other camouflaged monsters infest entry
57 Giant paralysing carnivorous jelly blocks entry and is difficult to notice
58 Invisible stalkers have been left here by evil wizards for laugh 
59 A froghemoth has come here to spawn and likes tasty food coming into nest
60 A flock of wyvern's nest here, the two tailed local variety
61 Cursed glyphs inflict evil debilitating magic on any who pass
62 Undead phantoms led by non-corporeal undead arise if intruded
63 Hundreds of spirits swarm here and await bodies to possess
64 Corpses scattered around entry arise as undead that seem endless
65 A small army of wights has come seeking a new lair and will build a tomb
66 Lycanthropes come here socially and area stinks, can infect intruders with taint
67 A travelling Kaiju that travels by night has snuggled in here for a nap, can eat in sleep
68 A rare gathering of many dozens of owlbears hooting incessantly for weeks
69 A dragon couple have crept in here for violent lovemaking for a few weeks
70 A travelling monster freak show released stock here rather than let sherriff kill them
71 Magical walls of fire block passage
72 Magical Ice fills entry, possibly with trapped victims inside
73 Force wall blocks entry
74 Fire elementals guard this spot - a temporary planar node
75 Air elementals guard this spot - a temporary planar node
76 Earth elementals guard this spot - a temporary planar node
77 Water elementals guard this spot - a temporary planar node
78 A magic mirror makes evil clones of any who pass
79 Entry actually sends passers to a different time or plane one way
80 A bubbling pool of chaos here forming shoggoths and worse, guarded by demons 
81 Tunnel filled with millions of  screeching rats swarming into impossible shapes
82 Undead mammoths migrated here from local tar pit, hate two legged freaks
83 Hundreds of goblins orcs and other species fused into a disgusting living lake of flesh
84 Blocked by hundreds of tons of candy, cake and other sweets, giant ants attracted
85 Blocked by fused bones of hundreds of skeletons animated by mad necromancer
86 Modrons have a foothold base, local intruders to be put in stasis boxes for a aeon
87 Silver knights of gith come to test mortals psionics, kill enemies and build a outpost
88 Serpent men came and filled full of explosive runes and magic traps
89 Special force troops scouting from other dimension awaiting extraction 
90 Flooded with blood that acts as unholy water that cancels recently used magic healing
91 A local petty god guards entrance for a short stay
92 Minor elder god has awoken and uses this as lair and flophouse for cult pilgrims
93 A minion of a god has been sent to keep any from passing
94 A portal to hell has opened with devil guards and a burning hellscape
95 A demigod hero camps here challenging all comers, if defeated their parent notices
96 A saint with a travelling shrine, only converts may pass, violence is impossible
97 A fabulous divine beast will only let pass those who accept it's quest or puzzle
98 A angel with burning sword and eyes guards here "I dunno why, nothing personal"
99 A monster god has appeared and monsters from many dungeons come to see
100 A mighty god watches and will block passage, destroying those who dont get hint

Monday, 5 October 2015

Great Weird War Play Recap and Con Report

So second at con day and two good sessions plus dinner and a chat with a few friends. Two players said they wanted to play regular game. Interesting scale of challenge not in most settings. Monster hunting in no mans land has got to be worst job. More on that below.

I'm gonna do Sydcon and Eyecon next year - both want top20 type games so Cthulhu being the bacon of Roleplaying and BRP will keep doing that. Possibly will be a little less gonzo. I think i will do day break in middle on three day cons - perhaps try to play some stuff. Newcastle Newcon next year and we get to have food and beer in RSL venue. and play TSR Marvel Super Heroes Avengers vs Masters of Evil battle royale there I hope. Bezerka Con i did some mascots for and will have my kids dungeon exploring octopi colouring in book. I reacon i will do a cardboard  monster making workshop and I could make some swords and sheilds and armour if I get carried away. Will do a Intro to Fantasy Roleplaying with blue holome as people can get a lot of good intro play for free using it. I recommend Osric also for kids. That gives me 3 sessions so might do BRP roadwar for two in day for public and then do a Cthulhu Wars or Mars Attacks game for one evening. I can have a self serve art table set up too.

So my Oh What a  lovely war game after a day of rest went well. Minimised gonzo a bit and went more for horror of war and less dimensional monster cults. I think if you stick to one main boss monster type some minions and possibly a rival boss monster and minions works best. Idea of monster factions battling in no-mans land and possibly using human pawns in war works well. I forgot to have Herbert West appear as a doctor in hospital.

Fourth Mission Team
Included Declan who has been a regular in my games and claims my stuff to be like nothing else which is kind. Went straight for Aircraft by night option and Had four SE5 two seaters swarmed by Von Richthofen. A few saw their planes torn to shreds by vampires in monster bat forms with machineguns and german  medals strapped on (read Bloody Red Barron and everything by Kim Newman). So most crashed and only two pilots lived and most of men injured on German side of river. Captain determined would go into ruins as on way to Brit lines. Crept over the trash heaps and rubble on the fringe and sneakiest forward scouts got shot at. Every one dropped and looked about. Guy with lewis gun saw a periscope from a free stump and fired at it. Killed observer and sniper fled as men chased and killed him.

Went further into better ruins, then after rest and first aid they moved towards the weird lights they had seen first as briefing images then again from biplane view. Caught a old man in ruins in a trench coat and chased him. His limping gait was slow and unsteady and as they chased up a garbage heap. Before grabbing them he manipulated a metallic lump spraying them all with freezing white fog. They shot him dead, noting lack of blood and refusal to take hand from pocket. Medic was repulsed by old mans loose skin and didnt want to get close. Looked at hidden hand to see a lobster like claw. All a bit shocked. Closer look found saggy flesh had been torn off arm revealing revolting alien limb. Removed the skin and released corpse of mi-go from skin. Wrapped decaying mass in sack.

Found tank tracks of a small french 2 man Renault tank and followed carefully. While was French design many had been taken by Germans.  Sure enough saw four germans. Two guards, a Lieutenant and a mechanic at work. As they got close crawling on bellies hear guards argue if the heard a noise. So closest man threw a grenade andrest opened fire with salvaged lewis guns. Guards fell and mechanic took cover and was captured. Wounded officer crawled in tank but a hero threw in a mills bomb killing the leader. Fixed the tank enough to drive after building a improvised seat and controls. Came to river banks and got tank stuck. Several troops went looking in night mist for a beam to help get out of mud. Were surrounded by undead german soldiers and had to destroy them. Took some heads as samples and bodies full of fine wire and strange metallic organic lumps occasionally wired in. Had things in common with implants in Mi-go.

Found a newly opened sinkhole into grotto found calcified monk holding a book. Of course they smashed it and took the crumbling damaged book with diagrams of mi-go, zombies and their implants. Met Napoleonic zombies in long lost catacombs but collapsed the tunnel and returned to surface.

Finally got to head home and mi-go implant started chirping. It was a communicator or sensor alarm or something. Air pressure increased. Men a bit wary. A few got ears pop, one man lost hearing and blood came out of ears. One man spontaneously burst into flames but they put him out. Air pressure got worst. A draconic being formed in the air - a body made by a liogorr from overspace to torment humans. Several men freaked, one fled and threw a grenade. Others opened fire with machineguns and the Tank charged it at a whopping 16mph. The first gunner to shoot got swollowed up but the draconic body was no match for automatic weapons and collapsed into ectoplasm. The tank finaly arived and the grenaide went off under it causing little damage. Men drove to own lines and were safe. Several sent home to Britain due to sanity and injuries.

These guys were a fun group.

Fifth Mission Team
Next team all privates under a single captain were keen to use tunnels by night to get close to mission zone. Met sappers and unsympathetically ignored superstitions and fears of men. Came into underground canal then found a grate in tunnel roof to ceiling grate to get to surface. Came out in ruins near river bed and quickly spotted german machine gun nest watching bridge. A NPC sapper man tried to sneak close and use a grenaide which bounced off wall and killed him. Lewis gunner and sniper drove back machine gunner killing a cre member while others charged across and killed germans up close. Stole their superior gas masks when they saw men had gas unit badges. A prisoner revealed germans were getting similar weird reports over area so sent gas squads in to kill everything. Captain executed prisoner and they took some spare uniforms for possible subterfuge and throwing corpses and maxim gun into river bed, Found a brit soldier half drowned in mud filled crater and saved him. He got to replaace guy killed by grenade. Crept about quietly and killed retreating germans setting off gas and shut off cylinders.

So with Germans gonee they searched area and found a crypt with signs of door having being recently smashed open then closed. Up close heard chewing and gnawing sounds like a dog. Opened door to see crazed blood covered frenchman gnawing on dead germans leg so they shot him. Tunnel led down to old catacombs and found more recent tunnel connecting to ancient coal mine then followed new tunnel into mental hospital basement. Found sounds of machinery and harmonic buzz that caused several to have headaches and several to hallucinate. Captain heard wet sloshing and slopping noises seemingly from walls. Another heard beautiful music and saw golden light. Into hospital morgue and lobotomy room found signs of lab with notes on something called a resonator, a disected lamprey thing and dissected brains in jars and pineal glands. Signs that French had started lab pre war but german science division had continued work here till very recently. Into the generator resonator aparatus they found legs of a german scientist from waste down in a pool of slime. A few weird jellyfish things and a lampey thing the Capatain saw became visible to everyone and attcked. Nasty things were killed and taken in sample bags. Turned off resonator but those hallucinations were too far gone and still felt weird. Lab was looted and remains destroyed.

As left Captain heard voices. A german offered him power of a god so he told men to go ahead. One man was suspicious and spied on captain. The german scientist was naked from the waste down with bright pink featureless ectoplasm covered legs. As he and captain debated and spoke of meaninglessness of war and humanity tentacles attacked captain. The trooper spying fired and saw Captain throw his clue satchel at rest of men as he pulled four pins on grenades. A trooper grabbed the bag and all fled. They all heard singing and saw light and a trooper vanished. The captain was devoured and shortly after exploded. Men Returned home with only one fit for duty while rest sent to mental hospitals.

The captain was in the other dimension of beyond and spent forever a plastic fleshy horror eternally battling the german scientist. The other missing soldier had met the Angel of Mons and been taken to a dreamland reality of eternal rest. My friend Conan who played captain sure knows how to work a con one shot for spectacular endings.

So my mix of adlibbing and stealing on fly from mythos fiction and game adventures formula worked well. The second group threw me a bit with player vs player and arguments and i didnt stick to formula. I was too kid with sanity and let them off lots of gore related losses. Should have had some summoned horror appear at climax. Possibly i needed a massive bathroom break towards the end. I will be a bit stricter on my formulas next time.

Good to play with and meet people I had not seen a while. Slimming down of con games resulted in every game running but Im sad they are narrowing focus so "popular games". As Ive learned of late people like safe bets. I am tempted by a few games myself but more to whimsical and weird.

Saturday, 3 October 2015

Great Weird War test play and terrain table

So from playtest i can run this several ways.using my tables
A gonzo weird shoot em up or gritty horror
Also factors for a one off into the weird zone in no mans land or as start of a campaign

For a one off or grittier game:
Haunted phenomena good to use as red herrings or bait
Rolled monsters should be linked or related - avoid too many monsters syndromes
Be more willing to re-interpret tables to give adventure focus or change result if needed
Monsters and SAN losses should be high d20 is a good threat level with some d6-d10 minions
Use more horror type results and bunp other genre stuff like sf or mystery men

For a longer weirder game:
Works well for veteran players who know all the  monsters and is a bit jaded
For players who always wanted to have tommy guns, BAR or lewis guns which respectable keepers contrive reasons you couldn't have one
Live with incongruent elements in the zone tables
Will eventually be swallowed up or go on to be awesome pulp action heroes around the world
Impact of zome as a time space mythos planar hotspot

Fun for the Keeper:
Players have machine guns and 7 second fuse grenades and monsters are wrestling with party members all the time, mayhem ensues
Compasses go crazy in the zone a good sign weird phenomena occurring.

d10 Quick NoMans land terrain
1 Barbed Wire - difficult passage d10 roll for how thick
2 Ruins - mostly foundations and bits of wall and rubble
3 Debris Mounds - heaps of rubble, wagon wheels, mashed barbed wire, tree trunks
4 Dead Forest - trunks, logs, with mud and debris
5 Crater Field - fields of blasted earth, unexploded shells, mounds of earth and mud
6 Mud Field - slippery with treacherous quicksand bogs 1in10 with wooden walkways
7 Flooded Field - inches of water over mud, flooded craters and abandoned trenches
8 Mine Field - land mines and other booby traps like grenades with trip lines
9 Open Field - mud covered but flat ground highly visible to enemy
10 Broken ground - earth churned up and broken by shellfire, rough but offers lots of cover

Difficult Terrain can roll how difficult obstacles are
"1" would be some paths blocked and easily traversed "10" solid impassible or very dangerous
An artillery barrage might help get through (navigate or artillery roll and a messenger pigeon)

A hexcrawl like this plus other tables will be used
i might try and make graphics for each type

d100 Air Encounters
d100 Weird Aerial Encounters

So first three groups I ran

First group played well together and scenario and exploration underground worked well.
They chose to enter ruins in the zone via sapper tunnels into drains under town
Hung out with men, questioned them about ghosts and strange stuff and got to know some men
Morning set off found lonley swweating young tunnel guard who said he had heard a dog or something in dark. Men went down tunnel and found a pre-war burried tunnel entry. Crawled into a complex of basements linked by crawl ways with a french communist printing press making german and english pamphlets. Shot Frenchies and Sappers happily looted grease, food, the press and other stuff. Heroes went on with two sappers and came into basement of a mental hospital. Found it was sealed under rubble but found a giant rat hole. Tempted to return and blame all phenomena on communists but went into pit.

They came into maze of mud and root mass and battled french line of the Boucher family as mutant midget rat people. When Ygolnac grabbed a player guy behing him with Tommy guy did 90 points of damage through the held man obliterating him and making monster god fall. As all ran one player driven mad chased them with two live mills bombs. Others shot his legs and found he wouldn't drop grenades. So thought about spending 2-3 seconds cutting of his hands but they all ran back to base with lots of intell. Fun Group. Two dead

Next group had a bit of player vs player with one person a bit frustrated, a few nice girls who got a bit talked over and a guy who argued petty rules and military history. The did cooperate fairly well in combat and went up to town ruins by tunnel the surfaced. Found some drums of toxic waste, Killed some germans. Found a unconscious tommy in a mud pit and explored a sink hole where was a part derro boy was living with prisoners, dead animals and a broken hate ray that players repaired but luckily guy who turned on was only one to resist and shit down. Sfredded machine, captured dwarf and went home. I should have had a bigger threat reallt to climax it all - all survived and brought back prisoners uniting french families. Did recover evil book and letters from Dr who had been guardian of the midget boy monster. Way too happy really.

The third team chose to fly over to observe it at dawn (if they went at night monsters would have downed them. So in three SE5 two seater planes (secons is observer gunner). Got shot down and lived. Late player arived and i unkilled a pilot then player swapped character with another. Managed to damage two attackers and shoot down one. So now the four men in no mans land with two lewis guns working. They decided to check out ruined town as so close rather than return to own lines. Saw some germans laying mines and killed them and took their weapons and went deeper into ruins. Rested due to hunger, fatigue and wounds and heard germans. So crept out to fing gasmasked troops commanded by officers burying time release cylinders of what party though was gas. Shot them all and found officers were medical doctors officers with secret papers. Found one not dead so party put on respirators and removed mans mask and tested the yellow gas on him. Turned out to be a super virulent plague.

They returned to hide out and rested and looked through german plans. Guard saw a white figure in distance towards evening and they investigated. Captain saw a bit of figure and they tried to surround it in ruined area. On soldier realised it was tight next to him around corner and tried to punch the lumpy white fleshed thing. A spongy rotten bloated humanoid which struck back. Rest charged and shot it finding bullets not very effective.  Eventually one punched it over and everyone fled with a mills bomb near by. Exploded into white dust cloud and a few chunks party collected. Looked around and found wghat it was doing. Scribed a yellow sign, the full activated enchanted kind that destroys sanity and curses viewers to be attacked by monsters. So most shaken and another really cursed and developed six phobias including the dead, fungus, gas, germs to name a few. Captain photographed wall then they blew it up. Returned lines went to paris to report. They were grilled by officers, decontaminated and questioned by doctors. After a few of boys went to brothel as advised by officer, found it was actually full of german spies which led to arrests. Back at base men in darkroom had gone mad looking at yellow sign. Was some kind of fight and everything was locked down. Some talk of this as a weapon that could be dropped on enemy lines.

As has time went back into the zone after recovering. Found a collapsed tunnel with german and english sappers fighting over it and helped the tommies. Got into some mess with serpent men who had awakened from shelling and killed a dinosaur. This group were fun and got lots done. The king in yellow gas/plague thing was fun. Also if was campaign would get Hastur Undead growing in HQ morgue and ripples of SAN losses from data brought in by team.

Have day of tonight from con but slept through time to goto zine fair but get a day laying about resting. Will do some prep tonight to improve mondays three sessions.

Having a roadwar game at club at six pm and a bit of upcomming rome character generation.

Friday, 2 October 2015

kid holiday zombie war

So i wa messing about with kids i made a simple war game months back - this time we made zombies vs army game. I was zombie vs 3 boys who eventually after my initial luck spree got to use their movement and range to win. Next time i get a din0saur or more spawning rolls. Still was good for an hour of play

kill a zombie roll roll a 6
kill a soldier roll 3+
4shoot range 5 or throw grenade 3
+2 range if on building roof
army move 3 zombies move 1

zombie starts with 1/2 as many in number
but spawn on a roll of 6 after every army player moves and place next to any army piece. If a zombie gets a kill victim reswpans as zombie

needs a bit of tweeking but fun.

Thursday, 1 October 2015

WW1 Kit for Into no mans land

Prepping for local Sydney convention. Im focusing on commonwealth and german kit for current game but will try and get French, Russian and Austrian later. WW1 minis include croatian, Canadians, ANZAC (Australia and new zealand), colonial troops, african colonial forces and many more. I have two brit tanks, two french and a german. I have some bases to stick on. I have a few fighter planes. Players will get choice of entering the zone from the air or from ground infantry or tank or underground with sappers. Hmm might need a quick air encounter chart or two but i do have TSR Dawn Patrol game. 

Commonwealth kit I need as the Experimental Operations Command is British in this period. Covers commonwealth nations but canadians did have a lame rifle for a period. American doughboys gave up the boy scout hats and adopted lots of Tommy kit.

1916 private soldier, Battle of the Somme (above)

1 Hob nail boots
2 Puttees (for binding trousers around lower legs)
3 Socks
4 Shirt and vest
5 Gas mask container
6 Gas mask
7 Non Commissioned ranks hat
8 Notebook and service warrant card
9 Battledress tunic – note stripes on sleeve denote rank
10 Mess tins
11 Tin opener and can of food, appears to be tinned stewed apple
12 Oxo cubes
13 Bar of chocolate
14 Bar of soap
15 Water flask
16 Belt
17 Leather belt with leather pouches for kit
18 Haversack
19 Longjohn under garments, battledress trousers and braces
20 Boot polish and two brushes
21 Blankets
22 Dog tags – imprinted with name, rank and service number
23 Trench club – for breaking heavy ground for trenching into and for fighting the enemy at close quarters
24 Entrenching tool handle; often the handle was customised with lumps of metal and made into a trench club
25 Leather pouch for entrenching tool
26 Field dressing
27 Cigarettes and matches
28 Mess kit containing knife, fork spoon, shaving brush, soap and brass button polisher (slid underneath battledress button to protect BD from polish)
29 Polish
30 Razor
31 Gun oil
32 Cloth for pull-through for cleaning barrels internally
33 Bullet
34 Ammunition belt, with five pouches of five rounds
35 Penknife and pull through cord
36 Entrenching tool spade; sometimes soldiers sharpened the edges of the spade and used these to fight
37 Lee Enfield 303 bolt action rifle. It was developed at the beginning of the twentieth century as an attempt to create a standard rifle for both the infantry and soldiers on horseback. As it turned out it was ideally suited to conditions in the trenches – it wasn’t good at firing over long distances, but was really robust and could stand up to the mud. It was still used right up into the 1950s. 5 shots.
38 Bayonet – to be attached to fore end of rifle
39 Helmet – with cover 6AP
40 Fob watch, personal effects. Officers tended to have pocket watches more so than infantry soldiers
41 Coins – possibly local francs or similar, personal effects
42 Scabbard for bayonet, worn on leather belt around waist over hip
43 5 round ammunition clips – ready to load magazine of 303 rifle - enough for 75shots cavalry getting 90 shots

There were two breast pockets for personal items and the soldier's AB64 Pay Book, two smaller pockets for other items, and an internal pocket sewn under the right flap of the lower tunic where the First Field Dressing was kept. Leather was used for training outfits but were deployed often while most were supposed to use webbing.

32kg or 70 pounds weight making most users operate fatigued

Officers use a Webley .44 revolver

Lewis Machine gun
The British officially adopted the Lewis machine gun in .303 calibre for Land and Aircraft use in October 1915. Despite costing more than a Vickers gun to manufacture (the cost of a Lewis Gun in 1915 was £165, and the Vickers cost about £100), Lewis machine-guns were in high demand with the British military during World War I. The Lewis also had the advantage of being about 80% faster (in both time and component parts) to build than the Vickers gun (and was a lot more portable). They were nearly ubiquitous on the Western Front, outnumbering the Vickers gun by a ratio of about 3:1.

The Lewis Gun utilised two different drum magazines, one holding 47 and the other 97 rounds of ammunition and had a rate of fire of 500 to 600 rounds per minute. The gun weighed 28 pounds (13 kg), only about half as much as a typical medium machine gun of the era, such as the Vickers machine gun, and was chosen in part because, being more portable than a heavy machine gun (such as the Vickers), it could be carried and used by a single soldier. Used for anti aircraft and on aircraft,

Mills Bomb
First modern british fragmentation grenade for defensive purposes. 7sec fuse early ones replaced by 4 second fuses during ww2. The British Home Guard were instructed that the throwing range of was about 30 yards with a danger area of about 100 yds. Rod type ifle grenade version appears 1917 with a range of 150m but they ware rifle out. Weight

Will try to crank out air tables and character sheet tonight,

Wednesday, 30 September 2015

Chaosium continues but death of BRP?

Chaosium continues to disappoint? - So Chaosium getting RQ back seemed to make people happy. After a few years of disappointing layouts and cthulhu products I was getting hopeful after products like Magic World (though if dyslexic me spots typos something is wrong) and Blood Tide gave me hope. Now Chaosium have cut licences to other producers of often superior products and are cutting the BRP gold book.I am saddened for companies and people who wasted time developing products to have them axed due to this and difficulty working with them. Ive been playing their games since 1983 often exclusively. For most of 90s I only bought Cthulhu stuff, now i'm pretty wary of new products and glad I only got PDFs. Id love it if they re-released some of older books as even PDF - many have ridiculous prices second hand.  

Delta Green - looking for new mechanics due to licencing problems?" Arc Dream sale point offline when I looked
Alephtar Games - producing new d100 system losing BRP Rome and many fine products gone probably forever - a dozen or so of best ever made for system pulled from market
Cubical 7 - seem to be hanging in with Britannia Line and Laundry - hope they hold out
Design Mechanism - Apparently losing some products? - no news since May - still most stuff on Drive Through

Please let me know if I'm wrong about any of this.

I imagine nobody new will enter field of BRP products after this.
Open licence versions might be only viable version.

I'm still pissed that CoC7 changed stats the way it did and still considering no longer keeping up
Id rather they went d20 like pendragon (underdeveloped BRP lite system)
Current RQ so slow to make characters and absurdly complex with choices

So I will stick with my own mutant version which is BRP or RQ3 without strike ranks and bonus system from Ringworld. I may be adding stun damage rules from TSR Gangbusters and TopSecret SI so characters can fist fight without killing as easily. Worked really well in past. Will do a new PC sheet soon. I still do most mechanical lifting for players and find them struggling with adding two or three two digit numbers. That's why I made this to help. In CoC I rarely used the derivative rolls like Knowledge or luck rolls in a session, likewise I don't use resistance rolls much and older system seems fine. Most pro story gamers who whinge about CoC search repetitive rolls as one of biggest gripes. I always allow someone who searches exactly the right place to find a thing or clue. It is pretty obvious. Point of a roll is to short hand process by sacrificing time so you don't have to roleplay searching every crate in a attack. In the 90s RQ and Cthulhu had so much gold online comparatively which helped when I was poor povo studying or being in a couple. Net and getting second hand National Geographics for 10c was my main inspiration.

There was a point I weighed up BRP vs GURPS. BRP won because it used metric and preferred idea of percentages not hexadecimal. Gurps also lost out because of points which I had had my time with that game in mid 80s. Champions and Gurps do great setting books. Actually I dislike GURPS4 look and feel. GURPS1-3 seemed to have a awesome setting every month and wide licencing of great books. Points trouble me when player picks up a new item "Why cant I keep the villains 4d6 Armour Piercing Ranged killing Attack obvious accessible focus gun?). The income charts in GURPS Horror are useful in Call of Cthulhu too.

All this confirms to me that licenced product lines are dangerous and will die over licence problems not popularity or quality like versions of Star Wars or Marvel games.

Feels like a Avalon Hill disaster all over again. For one of oldest companies the still seem to act like strugglers. I don't have fanboy faith in any commercial company in games or comics anymore.

So I will be grabbing everything still on shelves at my shop tonight and get my feelers out for the Merrie England Book (apparently intended as a RQ  book). Anyone selling piles of GURPS1-3 ed setting books let me know.

Stuff like this killed

Saturday, 26 September 2015

Murder Highway Sports for wasteland gladiators

So this is a quick list of major vehicle combat sports. Ten years of such events has made other sports obsolete. Cricket, soccer, rugby and football variants have experimented with more lethal combat have been developed. Rollerball has replaced netball as most played sport and most popular sport played by women. These are some ideas and prize guidelines to create races. My party after a year of play are at bottom of semi pro with a few career highlights promising they will make a-list.

Amatuer shows tend to have improvised plate armour and mostly a single machine gun on old cars.

Semi pro cars can survive machine gun bursts and hev multiple weapon systems on new cars. Older Gentech interceptors 4-9 years old often appear in semi pro class.

Pro team drive custom build heavily armed single passenger pursuit cars like gentech interceptor. Lasers, missiles and other expensive weapons systems and ammo used

Amatuer events are weekly
Semi pro monthly
Pro team quarterly

I plan a route on googl;e maps and draw a line to represent route on paper
I work out how many days and mark pitsop checkpoints
Each stage between pitstop checkpoints is a segment
For each segment I roll road conditions, terrain and weather
For each segment I roll a d3 encounters
I generate pitstops and roll and create encounters for each character in camp

DeathraceMulti stage legalized outside of City control zones. A popular telivised event reying on the lawless non urban zones world wide. Official race management select and prewarn people on route about the Deathrace. Spread world wide and imitated by local youths everywhere. Drivers race but more points are given for vehicular slaughter of pedestrians than anything else. Locals often prepare defences. Fans try to get killed by favorite drivers. Big prizes in three divisions (amatuer, semi pro and pro teams). Terrorist protesters leave traps for cars or sacrifice selves carrying placards. As the first such event it is pretty tame now as copies more violent and based on car vs car. Most have 3 day events with a pit stop zone to recover over night. This is part of the media spectacle also.
Racers may not open fire on each other or race officials
Racers may not open fire in start or finish zones on anyone
Racers may ram or bump each other
Racers obtain points for running over pedestrians
Score points for killing other car crews only if they are on foot
Score points for completing sections in place holder positions

Division Per Pit Stop Completion (amatuer, semi pro and pro teams)
1st Place $5000 - $10 000 - $20 000
2nd Place $2000 - $5000 - $10 000
3rd Place $1000 - $2000 - $5000

Division Final Finish (amatuer, semi pro and pro teams)
1st Place $1200 - $100 000 - $1000 000
2nd Place $8000 - $20 000  - $10 0000
3rd Place $5000 - $10 000  - $25 0000

Chicken Race
Racers compete for who is fastest and bravest. Mostly amatuer or criminal with short tracks.  Racers either race head on into a collision or race at a cliff and the first to chicken out loses. Most popular with teens or the desperate for cash. Bets pay for racers efforts and some bet their cars.

Cannonball Run
A non car vs car yearly illegal race challenges racers to cover multi state route and avoid law officials. Shabby and poorly run but popular. Despite conflicts with law a popular event and has many celebrity motor murder sport veterans. Showmanship contributes to fans and sponsorship. From Coober Pedy (South Australia - a underground opal mine town) to Alice Springs (Northern Territory near site of Ayers Rock). Fierce gang fights in wasteland, passes through 1960's A bomb sites on Emu Flats.

1st Place $250 000
2nd Place $100 000
3rd Place $25 000

Road War

Usually two gangs battle over a square battlefield. Originally unofficial and some took days or weeks. TV rights have ruined this event say old fans. Now teams have a budget and build a combat team and fight to the death. Some events battle over a strongpoint, a resource, a hostage, a moving battle truck or some other prize.

Division Team Winnings (amatuer, semi pro and pro teams)
1st Place $1200 - $100 000 - $1000 000
2nd Place $8000 - $20 000  - $10 0000
3rd Place $5000 - $10 000  - $25 0000

Kill Team Drag RaceTwo teams of four on a straight road charge each other and open fire. Teams have budgets to build vehicles and attempt different design strategies.  Variants include cat with bikes for poor copies and trucks with escort cars.

1st Place $1200 - $100 000 - $1000 000
2nd Place $8000 - $20 000  - $10 0000
3rd Place $5000 - $10 000  - $25 0000

Salt Flat Races

Mostly for speed with million dollar jet and rocket cars but a cheaper version of event uses rocket boosted cars which fire rockets at each other Experimental league running test games.

Sydney Murder Motorsport Stadium War League
One on one and team games in a marked battlefield including stadiums and sports fields. Space is relatively small and slow acceleration not such a problem. Event hosts may vary conditions with minefields, machine gun bunkers, mus, tank traps and other novelties. Battlefields are getting more exotic in big events.

1st Place $900 - $50 000 - $100 000
2nd Place $6000 - $10 000  - $25 0000
3rd Place $3000 - $5 000  - $10 0000/

Adelaide to Darwin 500
Cross country through off road often difficult condition routes. Less flashy with more amatuer contenders. Many racers disappear forever en route and numbers of racers limit TV drone feed. Discourages racer on racer violence but years of off camera violence, racers have stopped bothering to hide it. Bikes compete in this with cars.

1st Place $50 000
2nd Place $15 000
3rd Place $6 000

Broken Hill to Ballarat 
Two day event with one night pitstop. Has every year had major racers vs roadgang battle which has become the highlight. Victorian state side of course is sleepy but has winding roads. Broken hill is a former mining town increasingly with many artists while Ballarat is a tourist gold town with a large oth population. End of race party attracts international celebrities.

1st Place $40 000
2nd Place $10 000
3rd Place $2 000

Bathurst Raceway
Holy site of murder motorsports which quickly adapted multiple race events into car combat shows. Famous for full day circuit races with various prize divisions and weapon classes. The local township is one of the best custom car centres of the country. Daily there is some kind of race. Circuit increasingly introducing machine pillboxes, jumps and water crossings.

Philip Island Raceway
Island race course with many races including motorcycle only race. As unarmed races have declined, management have tried to save events and sponsors will poorly organised circuit events.

1st Place $40 000
2nd Place $10 000
3rd Place $2 000

Kids Charity Combat Bash
This yearly charity sponsors pay racers and racers donate cash to charity. Highly televised and a good profile raising event. Held in a different state each year but corporate management in Western Australia, Surviving competitors do sa victory lap in stadium with dying children passengers. Celebrity teams, charity teams, novelty teams, amateurs all join in for this race. At least one of the three days is cross road and country tracks. Some get sponsors to reward per kill others pay for the drivers death. At the end is a huge bachelors and spinsters ball which is a drunken vomit spraying rocknroll dance. Usually leaves a muddy field covered in tinnies and beer bottles.

d6 Day long race - if one day
d3 segments per day

d20 Race Oddity
1 Fanatic penal racers entered in event to earn pardons instead of cash
2 Targeted by anti death race terrorists who claim gladiators are a corruptive force
3 Media circus with global media and celebrities flocking to event
4 Organised crime everywhere and corruption in race admin
5 Ganglord of wasteland declared death to all racers
6 Cultists plan to use race fatalities in ritual climaxing in cult blood bath
7 Undead outbreak on route or around pit stop
8 Law have reasons to stop race as a message to race scene
9 Mutant hordes or species arises to avenge selves against past races that killed their kind
10 Christian sect gang cult opposed to race strike with force, singing to their deaths
11 Weapons cant be used till tokens captured or markers driven over
12 Ammo available at certain race locations often different systems
13 A heavy vehicle like bus or semi trailer truck operated by gang attacks race
14 Strange paranormal phenomena like ufo, psychic or supernatural power
15 Heavily fortified and armed locals well prepared dug in to stop racers
16 Shortages, hijacked supplies make food, fuel, water and ammo scarce
17 Race rife with pit stop sabotage, poisoning and hobbling drivers
18 Bonus Cash in bunkers with  armed defenders
19 Remote controlled traps, jumps, drones and other gimmicks set up for race
20 Fans on the track in cars or on foot get in way, swarm drivers and get in way

Orcus Talk to us...

Timothy S. Brannan on his blog asaked about readers experiences with orcus. I did one of my rants and here it is. Id be pleased to use Orcus he is so totally oldschool.

Feel free to request i remold any classic DnD or setting tropes.

We were 16 playing games at home, school, library and wargaming club
Old wargamer appalled by my running took over and had Orcus kill all our 16th lv first characters.

Ive seen a skit like this on a utube so it must be common

He also played a paladin who found an other characters (chaotic nuetral cat-spirit ninja wujen) orphanage for monster kids from years of plundering dungeons. The paladin burned it and killed them all while cat lady went to shops.

This guy was 40 and was in military and had been a fanatic wargamer. He would lend me cool game stuff so i could run it and he would get to play and take over as dm when he felt i was kind or heroic storytelling or something. I realized later most adults got sick of him and wouldn't put up with this shit.

So yeah a big bully power gamer who picks on weak, justifies it is for the best
while sitting on bone throne palanquin eating some gore and welcomes you to join him.
His champions are promised eternal death as a sentient unbound free roaming undead from the moment they die. By feasting with Orcus most low level arise as zombies. Higher level ones become what Orcus desires at moment and he justifies his treachery with self. He craves followers dedicate the souls of you murder victims to him and spreading his cause. Most Importantly and follow the path of chaos and evil.

"The undead that carry the palanquin are mixed,
enthralled, enslaved and resentful which pleases him
they wear filthy tattered rags and remnants of royal and great raiment
they swarm out and attack - they are constantly replaced and countless
he will tempt you with return of your ancestors souls or power
his chaos priesthood lurk in dungeons and spread seed of undeath
to seize the worlds dungeons and then use as bases to destroy all life"

Real and a false wand both sentient and hate each other claiming to love Orcus more.
Each have a cult. The false one is a titan mattock or maul with death touch, power word kill three times a day and sentient and controls non Orcus users increasingly. The other one is a divine artifact. Other subcults include ones specializing in each undead type, necromancy, horned templars, grave robbing thieves and a mostly harmless funerary workers cult.

This last sect portray him as a harmless underworld guardian but really are a secret demon cult. They take a tithe of all families of grave goods and bodies for Orcus and protect the rest. Taking more would expose them. Outsider grave robbers are eaten by ancestors of locals which seems ok. Many sorcerers male and female dedicated to Orcus like to wear the severed heads of their dead spouses hanging around their necks and continue to talk to them.

Some dawn age portrayals of him before the fall he is a minor fertility god with a sikcle in service of the earth. This he saw as a demotion and fall from heavens, becoming a unruly drunken murdering beastman. Some time in long night he cut ties with gods and became a kingdom maker in the eternal underworld. It is a ancient underworld land of darkness and ruin, scattered with sprawling necropolises. Even its forests are dead. Dismembered corpses hanging in trees. Undead beasts and horrors mimicking life.

Doh! Ive said too much, Orcus will be mad.

Monday, 21 September 2015

Dungeon Rush Shanty Towns

So in a big dungeon with many adventurers increasingly flocking to the call of easy gold and slaves, enterprising folk decide to cash in.

To start with some adventurers usually leave a camp with donkeys, carts, guards and other followers. As more adventurers and curious come a shanty town begins to form. Each week a new feature is added till it evolves into a village then a town. Many survive long after the gold is gone and some ruler appoints a noble or locals elect a mayor and legitimate settlers move in under increased presence of law.

In first year most will use tents and wagons but wooden kit buildings spring up after it is apparent the town will be here a while. Some adventurers after a few sorties see town grow and go into business.

Use a d10 for early stage then d20 after a few months.

 d20 Businesses 
1 Dungeoneer supply store - every day tools of exploration and mining
2 Brothel - a few local women in tents at first to pimp run whorehouse later
3 Sly grog shop - a humble drinking venue with company and music
4 Stable - donkeys, wagons and care for mounted beasts
5 Tavern - a large drinking den with gambling and food and later brings in entertainers
6 Pawn Shop - buy and sell goods from broke adventurers
7 Boarding and bath house - initially rows of tents to eventually a wooden house
8 Smithy - horseshoes, tool making, weapon and armour repairs,
9 Shrine - a priest has come to heal and convert immoral adventurers
10 Food seller - buy rations, fresh and cooked food, each a specialty
11 Baker - brings in a oven and flour, makes bread daily for settlement
12 Butcher - provides meat and buys exotic dungeon meats
13 Money Changer - trades currency (d4% rate) and lends money
14 Slaver - buys and sells humanoids and men, most end up heavy labour till death
25 Barber - also acts as dentist and doctor for first aid
16 Thieves guild - will move in to control crime and keep tabs on adventurers
17 Mercenary guild - where you may hire guards or soldiers
18 Magic Shop - with a magician to identify and trade magics
19 Healer - sets up a hospital for diseased and wounded
20 Sheriff is elected and paid for by local business owners with a hut and a cage

d50 Local Problems
1 Bandits begin to prey on route to civilization
2 Lack of sanitation, stinks at first then disease outbreaks
3 Humanoids harass travelers in area
4 Humanoids skirmishers attack, possibly prelude to major attack
5 Drunk murder hobos flood town, sleep in streets and brawl in the mud
6 Homeless refugees and urchins looking for work arrive and start begging
7 Humanoids increasingly wander into town outraged people wont serve them
8 Main street is a foot deep in stinking mud
9 Shortage of women brings out peculiar habits not approved by church
10 Booze all drunk dry, fights break out
11 VD epidemic - locals itchy, scabby, infertile and increasingly insane
12 Inquisitor comes to inspect camp for signs of heretics or cultists
13 Cultists infiltrate camp and start murdering victims
14 Lice, fleas and ticks break out
15 Horses and donkeys all sick most die of disease
16 Local lynch mob hang or burn some one once a week
17 Spy from dungeon starts to murder, sabotage and cause local unrest
18 Fire breaks out damaging buildings, tents and killing some locals
19 Grog supplies bad, many go blind or mad or die
20 Lack of food causes price hikes and illness
21 Stray dogs increasing some with rabies
22 Rat swarms everywhere bit people in beds at night
23 Lack of clean water brings disease and high prices
24 A phantom terrifying locals
25 A lycanthrope in camp everyone under suspicion
26 Doppelgangers infiltrate camp to murder
27 Drug addiction and alcoholism rampant
28 Tunnel under town collapses
29 Everyone in false panic that monster attack imminent
30 Local thugs try to take over and monopolise alcohol
31 Local business man tries to take over other shops with dirty tricks
32 People found eaten by some monster attracted to camp
34 Monsters setting traps around camp
35 Backstabbed robbed corpses found about town
36 Gangs form among residents and start to brawl
37 Plague carrier visits and dies
38 A wolfpack in area starting to attack locals and kill dogs
39 A big cat like a panther or mountain lion eats a few locals
40 Shoddy building collapses and kills several people
41 Mosquitoes swarms spread disease to locals and animals
42 Leeches crawling everywhere
43 Flash flood washes away part of camp
44 A tree falls on camp killing someone
45 Trail covered by rockslide and new path required
46 Humanoids poison local water supply
47 Pile of severed murder hobo heads left by gate on morning
48 Locals fight over a woman starting a huge brawl
49 Signs of demonic summoning or cult ritual found near camp
50 Campers dig up haunted burial mound and undead attack by night

d50 Seasonal Visitors
1 Road builders come to improve road to civilization
2 Wagon of fancy prostitutes from city
3 Travelling minstrel and actors come to perform
4 Traveling circus always looking to buy new freaks
5 Slaver come with shipment of wives to sell
6 Priest and acolytes comes to convert sinners and feud with any local priests
7 Travelling tailor comes to mend and sell clothing and hats
8 Travelling tinkerer fixes things like boots, weapons and tools
9 Tanner comes to buy exotic skins, furs and hides
10 Cobbler comes to mend and sell boots
11 Visiting noble with entourage inspects camp for local ruler
12 Wizard and apprentice visits to trade magic items
13 Family of adventurer looking for kinsman who they have not seen in a while
14 Drug dealer come to supply area and enjoy local vices
15 Demihuman adventurers arrive, usually disgusted and make own camp
16 Quality cook visits and everyone raving about quality of food
17 Con man comes to fleece adventurers with land deeds and fake potions
18 Thief gang passes through to rob everyone and move on
19 Gambler passes through to suck camp dry of money
20 Bounty hunters looking for a wanted murder hobo
21 Military inspect area to consider building a fort
22 Lumber men come in to clear trees
23 Missionaries come to aid limbless, diseased and drunken murder hobos
24 Tax men come to claim income tax from business men and adventurers
25 Historian comes to visit to document happenings and examine historic finds
26 Dandy wannabee adventurers from city insult scruffy locals and start fights
27 Hoodlum from city organises pit fights with man and beast and monsters
28 A fight promoter with star gladiator takes on all comers for cash
29 A builder comes to construct a structure
30 Fortune Tellers mostly hucksters exploiting locals
31 Brewer visits with barrels on wagon
32 Preachers come to encourage adventurers to quit lives of sin
33 Cultist comes to recruit
34 Fight promoter comes to buy monsters for city gladiators
45 Messenger arrives looking for client to deliver map or letter to
46 Monster boss from dungeon sends envoy to make deal with camp
37 Loud braggart adventurer declares he will cleanse dungeon
38 A famous adventurer and followers joins camp
39 A band of filthy murder hobos join camp and start rivalries with established ones
40 An apothecary's son comes to trade potions for exotic monster organs
41 Inbred rednecks visit to see if a good place to settle down
42 Farming family visits to examine land and judge if camp a fit community
43 A poet comes to compose works on the local heroes or murder hobos if he cant find any heroes
44 A bard comes to put on shows, seduce women and make a name for himself
45 A cat seller with wagon load of cats arrives, guaranteed to reduce rats
46 Miracle medicine show comes through to fleece the foolish
47 Military officer comes to make sure locals not stirring up war with humanoids
48 Rural hunters and trappers come seeking furs and exotic game
49 Rich hunters come to hunt monsters for a lark, treat locals like stupid scum
50 Settlers with wagons come to inspect local land and community

When settlers move in and the dungeon is fished murder hobos move to a new megadungeon. Sometimes a noble takes interest and sends in tax men or military to take over. When a noble begins charging for a dungeon licence and his men begin to inspect and imprison adventurers this also can mean death for the town. Military might move in and build a fort to establish order and control. Military dungeon engineers will of course start strip and open cut mining on the mega dungeon. Some even seal entries and pump in smoke then ambush fleeing monsters. Amateur murder hobos are no match for imperial dungeoneers mining magic for the empire.

Local dungeon might retaliate and the camp might require more mercenaries and build a wall.

A camp like this and it's growth might be a entertaining diversion from a campaign megadungeon. Heroes might get to become important or even name the town. A graveyard with wooden headstones might well appear within a few months.

Also this is more detail on military dungeoneering