Sunday, 23 November 2014

Underland Ruined Citadel Encounters & Loot

This is a quick encounter table for the citadel ruin adventure I'm using now. Probably a good mid level dungeon table I've been missing....meaning to do several mid to high level tables. Weaker creatures swarm and use mass tactics and even just soak up ammo and spells. They are also food for nastier horrors. A dozen goblins will feed a family of owlbears for a few days. Mostly classic monsters.

Common Underland Ruin Encounters

01 Gremlins sabotage bowstrings and weapon scabbards then lure in a second encounter
02 Swarm of gremlins attack en masse
03 Gremlins hurl monster turds at party
04 Mad gremlin shaman spoils food and water with spell on scroll
05 Gremlins copy party voices but say embarrassing shameful things
06 Gremlin runs up with grenade and lit fuse laughing (learn to fear this sound)
07 Goblins offer to sell magic mushrooms, rat on a stick or gremlin on a stick
08 Goblin youth gang with slings pester party
09 Goblin youth gang busy graffing area with gang tags
10 Goblin shaman and body guards direct huge zombi and skeleton horde
11 Orc bandits demand toll fee if party strong or goods if seem weak, have built barricade
12 Orc skirmishers riding wargs shooting bows avoid melee and spread out if possible
13 Orc shamans enhances orc suicide squad with spells and poison weapons
14 Orc halberd and shield phalanx in lines with javelin throwers in rear ranks
15 Hobgoblin horde with chaos shamen and heroes charge
16 Hobgoblin beserkers and shaman dedicated to demon cult with a lesser demon
17 Bugbear assassins with well planned ambush including rear attacks, archers and retreat into traps
18 Bugbear evil templars with heavy armour serving a champion with lesser demon
19 Whole kobold tribe with archers, heroes and shaman, swarm in scores suicidally in waves
20 Orcs with chained ogre idiots, release them then support with javelins
21 Rust monsters herded by squealing goblins who back them up with archers
22 Goblins herd ochre jellies to party using foul scents on sticks the jellies hate
23 Shadows of ancient residents arise hungrily
24 Wights of ancient warriors arise hungrily
25 Mummies with skeleton guards angrily attack intruders
26 Ogre gang hungry for victims with throwing rocks and clubs
27 Ogre gang with shaman who enhances all
28 Ogre mutants with strange extra body parts drooling insanely
29 Ogre chaos cult with lesser demon leader and his quasit familiar
30 Ogre slavers with chained up humanoid cattle will try to grab more but protecting cattle priority
31 Owl bear family snuffling about for food and teaching young
32 Hook horror family teaching young to gleefully dismember other species with hooks
33 Behir guarding territory, lair nearby possibly in a crawlspace up high
34 Carnivorous giant beetles swarm hungrily in a pack
35 Overgrown area with webbing, semi intelligent giant spiders cooperate and cast nets from ceiling
36 Trapper on floor with faux treasure chest growth in middle
37 Mimic in disguise as a chest or door
38 Pack of carrion crawlers attack as a group 1in4 herded by goblins
39 Manticore pride stalk party for moment of opportunity by tracking
40 Chimera prowling for food, hybrid of different creatures every time
41 Shoggoth angrily looking for protein
42 Roper clan in area overgrown with calcium deposits like a natural cave
43 Otyugh sitting in giant pile of feces dumped from leaking pipes of upper levels
44 Wyvern nest with crack or trail leading to outside
45 Gibbering mouther in a pile of slime and drool and corpses guarding a altar
46 Giant ant nest will ignore intruders to a point but harming or robbing them sets off alarm scent
47 Carnivorous ape clan screaming bloody rage and hunger
48 Subterranean axe beaks hunting for meat, former riding beasts of ancients
49 Giant badgers hungry and hostile to intruders
50 Vile basilisk or cockatrice with tiny gold crown has polluted area
51 Doppelgangers in disguise as d4 1=adventurers 2=escaped sacrifices 3=pilgrims 4=prostitutes
52 Eye tyrant, just a basic old fashioned one, tries to run pocket empire but everything avoids him
53 Black pudding rolling about eating remains of dead
54 Catoblepas grazing on goblin corpses, exited to find fresh kills with new flavours
55 Colossal prehistoric centipedes from four yards long hunting
56 Giant scorpion pack scuttling about for a kill
57 Giant cave crabs feeding off fungi get exited to see meat creatures in territory
58 Partially flooded area with giant lobsters aggressively swarm on anything touching water
59 Pair of succubi or incubus or both in disguise need rescuing from monsters, reward heroes with kisses
60 Squad of abishai devils seeking something or someone for master
62 Erinyes devils seeking victims to torment and take to hell
62 Pride of displacer beasts hungrily prowl in silence
63 Evil dwarves out for loot and murder, often use grenades to soften up foes
65 Dark elf explorers seeking treasure and ancient forbidden secrets, possibly will trade and/or betray
66 Giant frogs came in through sewer pipes looking for bugs
67 Gargoyle gand disguised as architecture will ambush, often pose among real statues
68 Gas spore bobbling along stupidly awaiting something dumb enough to attack it or "guarding" treasure
69 Gelatinous cubes in area, swarm party seem like intelligently cooperating but not really
70 Ghoul gang led by ghast swarm en mass howling furiously
71 Non corporeal undead horror d4 1=groaning spirit 2=spectre 3=ghost 4=several wraiths
72 Harpy gang looking for mates to kidnap then eat
73 Lycanthrope gang looking to rob/eat/mate with any victims in turf
74 Lamia with thrall adventurer, charms males and kills females if possible
75 Naga with pile of treasure guarding shrine, possible not evil type
76 Invisible stalker guarding area on commands given thousands of years ago, kill any who cross area
77 Medusa possibly several sisters among sculpture hall
78 Ilthiliad mind flayers with thrall monsters and humanoids seeking forbidden lore
79 Night hag riding a nightmare rides through area cackling, just enjoys terrifying living
80 Ogre magi band seeking treasure and battle and slaves will try to destroy adventurers just for glory
81 Salamanders (giant flaming lizard version of frost version) guarding a elemental gateway
82 Shambling mounds laying in wait among mounds of decaying filth dropped from upper levels
83 Swarm of giant vampire bats or stirges roost area will cover victims and feed in desperation
84 Giant toad nest mostly like giant rats but keen to eat new thngs and defend a water supply
85 Troll gang wandering about for food, insane and full of rage, scream when smell foes or food
86 Umber hulk burst through walls, bellowing for kin to aid it in blood feast
87 Vampire d4 1=ancient insane 2=charming adventurer 3=bestial fiend 4=im a poor lost maiden
88 Beast men adventurers of same type serving a evil priest looking for lost magic
89 Will-o-the-wisp hauntingly tries to lure into traps or other monster lair before attacking
90 Huge swarm of giant rats, often running from monsters eating them
91 Giant slug will surprise from above and spit acid if dinner tries to flee
92 Crypt thing teleports you to distant level for fun
93 Golem, construct or automaton in disguise as sculpture or stomping about on patrol or mad rage
94 Pack of hell hounds led by a warlock
95 Lonely hell cat seeks a new best buddy
96 Penanggalan often pose as adventurer dressed in ancient clothing
97 Sheet phantoms covering old furniture with sheet ghouls waiting nearby for sound of battle
98 Doombats or other giant bats or pterodactyls nesting in colony
99 Gorgon stomping about with metal hooves, bellows with rage
100 Grell hiding in ceiling or drain awaiting tasty victims

Will do more gonzo one yet


Here is some tables for loot
Patrol monster 1d2 rolls

Nomads 1d3+1
Lair 1d4+2

Traders 1d6+3
d12 Underworld Loot
1 Food and water (Usually basic supplies in large quantities)
2 Domestic items (grooming, cooking, pots, craft tools)

3 Trade goods (trinkets, furs, teeth, tusks, beads)
4 Weapons
(spare or looted weapons)
5 Armour (spare or looted armour)
6 Drugs and medical supplies (narcotics, grog, herbs)
7 Luxury items (fancy clothes, wine, grooming goods, toys)
8 Livestock (pack or food animals)

9 Building and craft supplies (ore, ingots, wood, obsidian)
Coins and currency
11 Gems and jewelery
12 Magic itemsUnderland domestic beasts

d12 Domestic underland beast
1 Pony or donkey, possibly blind or albino or from surface
2 Spider, have a vagueley humanoid face when mouth parts folded up, good climbers

3 Lizards, slow but hardy, able to make bursts of speed
4 Quadrapedal humanoids, moronic and mutated or bred to be like this
5 Zombie or skeletal beast
6 Giant beetle good all round fast, climbers, many types can fight
7 Giant grub easy to tame with food on a stick
8 Giant moth tame with pheranome potions
9 Giant bat may be flightless variety, carnivorous
10 Giant slug or snail slow but reliable
11 Ambulatory fungus
12 Giant frog, toad, salamander or newt, prefer damp conditions but amphibious

d12 Trained as...

1 Pack beast
2 Riding beast
3 Fighting beast
4 Combat mount
5 Labour beast
6 Adorable drooling pet
7 Hunting beast
8 Truffle hunter
9 Wagon beast
10 Chariot beast
11 Pit fighter
12 Guard beast

d12 How many types of training?
1-6 only one  type
7-9 two types
10-11 three types
12 four types

All are edible

Roadwar Journal and update

So did a quick session today and heat kept players hiding home. So i did lots of writing then had a quick battle. Was a massive birthday larp with smoke machines and air raid sirens set in ww2. Very classy background. Two big writing sessions and another on layouts and i will have rules set up in a pdf and be able to play as one off battle game. Will run a day of marvel, a day of roadwar and a something else next year.

The BRP uni-table i did was awesome and sped up this and Babylon game.
Did list of standard cars, equipment and car mods ans some basic rules.

To do

Finish my road sections and buildings, make some more houses and fences
Get trees and some farm animals and somehow find cheap HO scale bikes
Make smoke, fire, mine and explosion tokens (cotton wool)
Build some bunkers, turrets and a gate house
Get some warhammer guns i can mod for cars


Guns sheet
GM Screen
d100 Death Racers
Build cars from scratch rules
Car sheets for other vehichles like copters, jets, boats, GEV, Mecha
Stat sheet for standards (lawmaster, renagade buggies, gentech intercepter, stat up some toys)
Hit location charts for  various vehicles from front side and rear

d100 weird wasteland encounters - ufo's, undead, occult, mutants, cryptofauna, weird science
d100 sanctioned ops - agency and solos
d100 lone road warriors - loan
d100 race teams and list of various motor death sports sports
d100 gangcults - satanists, cthulhu cults, tech cults, ufo cults, Christians
d100 urban encounter tables for walled and feral zones
d100 corporations will be handy for a few games

So the wasteland mutie was called by poor mutants on the fringe of wasteland who were being killed by a mysterious skull/skeleton themed race car in black and white. At night it came into settlements and burned down houses and ran over escaping mutants. The mutie praised god for a chance to kill and headed from Tamworth to preceded to shanty town of outback humpies.

Mutie ma and pa and gramps and six kids lived in fear. Jeremy was a bloated fishboy mutant with tentacles who could barely move on land. Most of town burned out. Spent day welding spikes to his wheel hubs. So our hero buried car under burned corrugated iron sheets and waited. Heard car coming, a deep rumble of a high performance road beast. Charged out and caught car approaching family shed. The clan on the roof fired .22 rifles. Rammed in frint side damaging steering. As it turns out car made for road fights not dirt so now it's axle bent and suspension broke it's turning capacity. So he chased it about ramming the car, damaging it's weapon systems and keeping from it's fire arcs. Strange car damage more like wounds. Left black goo on his ram plates and saw car covered in occult sigils.

At one point he smashed boot over and out came corpses which got up. Ran down three corpses and one climbed up his bonnet. Finished it off with his mutant flame breath. Finally rammed the sliding roadster through jeremies humpy and the mutant fled huffing and puffing. The mutie family fired shotguns at windows of the mystery car and shattered windscreen and injured the driver. Our hero disturbed by the back blood driver connected to his car. He finally rammed the car's rear flame caster and used breath to ignite. Car tried to head for road and two more rams made turning almost impossible. As burning car rolled uphill from momentum the undead driver got out and ran for humpie hamlet. Driver was leaking black fluid. Torn suit revealed emaciated body and necrotic flesh. Opened visor to reveal skin pulled tight over grinning skull.

Our mutant defender got out og his car and got out his clever. The two brutes punched each other for 20 seconds before the dead driver fell. The winner looked at burning car screaming in pain and came back to find zombie racer moving. So while mutie rednecks impaled masked driver to ground with pitchforks our hero chopped to bits and threw on fire. A unsolved mystery to be sure but a job well done. Watched the parts dance in the fire with yokels singing hymns.

Players have met plenty of zombies but first zombie driver encountered with strange hybrid biological necrotech.

Saturday, 22 November 2014

A Uni Table for BRP

 I'm still saddened about changes to Call of Cthulhu and deviations to the BRP system. I rarely used the x5 derivative rolls like idea other than luck and SAN. 7th ed new changes suck. Some marketing group could not multiply or divide by 5 and nobdy considered just doing this instead of making stat blocks that are incompatible with 30 years of product. What will monster stats loo like? Wounds system look interesting. Im still not over the increase in skill points since 1st ed so every PC tends to be a combat veteran now and more pulpy.

When I played BRP for everything except super heroes which i used marvel, I got better at maths and % calculations. After a year of playing my players mostly struggle with maths so I made these to help. So this should speed up everything. RQ3 had a table like this and players use it but it was very tiny. A greyscale one too. Hopefully I didnt make any dyslexic screw ups.

Some of my friends running Cthulhu are very generous on stats and skills and one even wants too beef up HPs like DnD. Sigh. I did my PC as per older editions because I want to play a sickly scholar not Indiana Jones. I have had long term campagns where I used BRP skill and stat training. Of course the scholars drop out of play 3-5 times faster than the illiterate types. A baseball coach and gangster lasted longest in my games. A priest did well but retired when lost INT points to be looked after by his wife in Tasmania. He was one of the lucky ones. I like BRP for grittiness and fragility of life. Always DnD and TSR Marvel for other stuff.

Friday, 21 November 2014

Hacking the classics: Eye Tyrant

Ive rarely used beholders. Even though i was fond of them the ridiculous numbers of versions of them is over the top for a rare creature. But if mostly customized and one off variety seems workable. Id rather make each unique and not a true species. As I have a low level spell to create flying eyeball spies, beholders id rather be creatures of chaos created with high level spells. A mid range floating eye which fires a single spell fx would be nice too. A friendless, handless bunch of arseholes are not going to have a civilization. More like abandoned pets of wizards with no friends. As i generally use Wikipedia descriptions over official monsters so i made these eyes up for my games. A hat tip to Doom and Warlords PC games too.

Eye Spies

AC11 HDd4 MV12" (Flight) ATT:- Morale 1 Neutral

These are spies that float high in dungeon ceilings and keep a look out. The can see in the dark but they dint hear so well. They flee if noticed and are incapable of harming anybody. About a foot wide. They cannot speak but can squeak urgent yes no answers a experienced owner can understand (has Jordie the kobold fallen down a well?). They have no means to where masters are but will report to masters lair, last known position or possibly to known companion of the master. Most are created by a spell. Some are found wild and some are beginner wizard familiars. The are as smart as a typical person. Ideal for scouting a dungeon, watching during a rest, forming a perimeter around a party, finding something in your kingdom. They feed of magical energies ambient to the plane. Five can carry one unburdened wizard bt a bit precarious but looks cool if you practice. Sometimes due to bad instructions you find a few waiting in a dead end or lost. I still use ADnD inches for range 1"=10 foot indoors or yards outdoors.

Eye Wizard Spells

First level version creates one per level of the caster that last a ten minute turn per level
Second level version creates a permanent one

Third level version creates a temporary one per level of the caster  
Third level version creates a temporary one with a 120" range mindlink that knows where creator is
Third level
version spell creates a temporary one that can cast a cantrip (known to caster) at will
th level spell that makes a permanent version of cantrip caster handy for magic chores like lighting candles or cleaning. 

Eye Fiends

AC14 HD3 MV12" (Flight) ATT: by spell
Morale 7 Nuetral
These more advanced horrors make excellent guards and make good support for your orc guards who fear them. Each has a possible first level spell like effect it can cast based on spells known by caster. These are the most common.

1 Burning Eye Fiend - Burning hands 10 foot cone 1d4+3, save for half damage every second round
2 Shooting Eye Fiend - Fires a d6+1 magic missile per round
3 Sleeping
Eye Fiend - spell but only 3 shots then dies
4 Electric
Eye Fiend -1d8+3 with a touch but must ram and make attack roll

Eye Wizard Spells 
Third level version spell creates a temporary that lasts one round per level
Fifth level version summons a permanent eye fiend

Eye Terror

AC16 HD6 MV12" (Flight) ATT: bite 2d4 or by fireball
Morale 9 Chaotic Evil
These are a larger guard beasts but less used as they are stupid, violent and indiscriminate about using powers. They tend to attack anything that come in area even shooting at each other or masters if startled. Scream at each other frequently. They shoot a fireball (4d6 1" wide 6" rage, save for half damage). Some rare variants use cold rays (4d4+4 cone 3" rage, save for half damage)  or lightning bolts (4d6 effects one target 9" rage, save for half damage) but need a different spell. Some distinguish them as infernal eye, storm eyes and frost eyes. Each type is immune to same types attack. Wizards must be careful as while good guards and search destroy monsters their trigger happy nature makes them attack master if surprised. Making them stop once frenzied is very hard. Even wearing a diferent hat or robes confuses them.

Eye Wizard Spells 
Fourth level version summons a eye terror for one round per level
Sixth level version summons a permanent one

Eye Master

AC18 HD10 MV12" (Flight) ATT: 2d4 bite/ram or by spell
Morale 9 Lawful Evil
A huge eyeball one and a half yards across. Have clusters of smaller eyes on tentacles or stalks. These are the largest and are geniuses and most difficult to control. They take commands literally and are capable of betrayal and murder. They speak creators language, common and Diabolic. Once they kill a master they are free to do a they please. They also require flesh unlike more basic versions. Once free they find a lair and mostly kill and eat everything they can. They would like to be bullies and in charge but tend to eat vassals and drive rest away. Not very considerate of slaves needs. They will work with lesser eyes but quarrel with own kind, displaying jealousy and paranoia. They can be placated by offering them a crown briefly.

d8 Main Eye effect (30 degree cone 6" long) 

1 Slow ray, save to resist lasts 10 rounds
2 Magic neutralizing ray prevents spells being cast and magic items with spell like effects
3 Remove invisibility and illusions
4 Curse eye save or -4 all saves, to hit and attribute rolls for a turn (10 rounds)
5 Plague eye save or inflicts mummy rot
6 Fear eye save or flee for a turn (10 rounds)
7 Brilliant lamp save or blinded
a turn (10 rounds)
Plague ray save or get mummy rot

d20 Lesser eye effects (2d4 total) 
1 Animate dead converts HD of being into zombie up to 10 HD for an hour range 3"
2 Telekinesis with 100lb strength, save with STR to avoid grasp, usually lift and drop
range 9"
3 Lightning bolt 5d6 range 9"
Sleep ray eye as the spell range "3
5 Fireball 5d6 range 6"
6 Frost ray cone 5d4+5 range 3"
7 Magic missile 1d6+1 but double normal eye range 12"
8 Paralysis beam save or paralyzed a turn (10 rounds) range 6"
9 Burning hands 1d4+6, save for half damage range 1"
11 Poison ray save or die range 3"
12 Death ray save or die range 2"
13 Charm person ray as spell range 6"

14 Illusion ray as phantasmal force range 6"
15 Curse spell range 6"
16 Polymorph ray range 3"
17 Flesh to stone ray range 3"
18 Metal to rust ray (magic items get a save) range 6"
19 Animate object ray (great on enemies armour or make helper) for a turn (10 rounds) range 3"
20 As main eye table but effects only one not a cone fx
d12 Other features (sacrifice one eye to get one) 

1 Claws +2 2d4 arracks
2 Huge jaws 2d6 bite
3 Undead
4 Tentacles 1d4+2 attacks with d4 damage, 1' range and grapple if more than one hits a target in round
5 Breathe water
6 Can turn invisible as spell unless attack or use a eye power
7 Dimension door once per day
8 Displacement field first missile always misses, +2AC and saves vs spells

9 Armour +4 AC
10 Spike covered can ram for 3d4 attack
11 Emit a stinking cloud around self at will
12 +1d4 HD

Eye Wizard Spells
Eight level spell summons one, they cooperate for a time getting a saving throw every day after the first to revolt. They might hang around to betray master at opportune moment. Happy to swear oaths of loyalty with qualifiers ("I will serve you as long as you are my true master"). Every extra eye lord created makes rest get a save to resist creators control. Lots of wizards never get a chance to repeat this spell.

The great Eye God

A wizard tried to summon a greater eye thing once and the huge eye dominated every being with mental control and made them worship it. Only great heroes managed to kill it after ruining a kingdom. Many starved while worshiping or died of exposure as the great eye demanded worshipers go skyclad. Presumably there is a dimension full of magical eyes.

One wizard summoned eye men with great eyeballs for heads. The abhumans were snappy dressers, mostly silent and up to mysterious things. When wizard died the eye men scattered to parts unknown.

Eye creatures with mental powers notably telekinesis and telepathy grow in macrobe colonies, directing giant mindless horrors and spreading colonies. The attach themselves to things and uses servants to move them or TK each other about (dragon mag
gamma world moon article).

Alchemists have managed to create eyes also and have put in potion bottles ready to use by smshing them.

Because of the horrors that some eye wizards created their kind were hunted and killed by mobs but their books and scrolls remain.