Sunday, 24 June 2018

D100 Post Crash Super Structures

So Im doing a spacebook right now and fixing some gaps in old projects. Funnily enough my space hab wrecks led me into making my Xor fantasy setting. This could be for oldschool sf, metamorphosis alpha, gamma world or my Planet Psychon.

This is about the superstructure in between the urban, habitat or infrastructure models which are more or less slef contained and modular attachments to the superstructure. In a colony ship this might mean the ship is broken up on arrival. Sometimes the structural frame is left in orbit or recycled for other space structures.

Super Structure Is the framework of the ship. Infrastructure modules are the basic components of the ship technology and life support. Urban modules are mostly ultra dense housing for crew but will have common areas and open spaces to make years of living bearable. Many habs are now feral and over run or isolated and cult like. Hab or Habitat Modules are functional ecosystems where humans have copied natural habitats. Some are quite large and constitute the wilderness of the ship. Many have colonies or factions living in them.

A encounter table for this might be good as the super structure is where people travel between modules so has greatest variety of travellers and threats. Modules will have own local mostly d12 tables or several unless a very diverse eco system but even the than most creatures are not dangerous. Normally. I guess a undead Brazilian rain forest might be awful.

Urban Hab Modules
Infrastructure Modules Flesh structures for bioships and alien ecologies on ship
Inhabitants of flesh zone
Factions of post crash ship
Maps and generators
Eco Hab Module
Space Loot

I may end up juggling these with infrastructure modules in final form

d10 Styles of Space Wreck
1 Generation colony ship, lost in space
2 Generation colony ship, arrived somewhere but malfunctioned
3 Generation colony ship, built but never completed exodus
4 Asteroid colony or asteroid hull colony ship
5 Orbital colony, never intended for much travel
6 Fused mass of orbitals and ships cobbled together by survivors
7 Mass of fused ships from hyperspace lost for aeons in the void
8 Orbital colony fitted with drives lost in deep space 
9 Assemblage of space junk, orbitals, ships, asteroids and any found space junk
10 Megastructure colony like a artificial planetoid or ringworld around a mood

Factions are the main groups that live on a space wreck.
Wild animals in habs or some machines are nuetral but can still be hostile or ignore you

The Command System Language

Lawful aligned passengers hope to repair the ship and continue the mission or work on civilizing the ship and maintaining it. They speak the Command System language of the old crew which machines respond to.

The Trade Tongue Language
Nuetral is a guttural trade language developed over centuries by ships traders and wandering shaman and story tellers. The written form is mostly for simple record keeping of time, distance, weight and counting stockpiles. Other than basic number strokes most of the writen form is icons, symbols and graphics from the ancients machines and consoles.

The Sabotage Jammerz Language
Chaos is based on the criminal language of terrorists, hackers, drug dealers, cults and all kinds of black market of goods and services. It is cryptic to avoid being overheard by security or machines good for bribery and covert activity. The first virused machines came to use it and then undead and mutants were observed using it. It has become the language of sabotage, selfishness and evil. The written form is secret marks and gang signs often incorporated in graffiti mostly as warnings.

The Healer Order speak a version of Lawful and they sacrifice their lives helping the common good

The Null Order speak a version of Chaotic and they wish to destroy the ship and all failed lives on board

Other cult or tribal languages exist based on the main three or even a hybrid.

Super Structure Sections are not as big as major modules which can be removed and switched around. Some of the early FTL engines were one way one use only.

d10 Quick Super Structure Sections

01 Storage Section
02 Tech Depot Section
03 Emergency Section
04 Recycling Section
05 Feral habitat
06 Ships Boat Section
07 Crew Sections
08 Synthetic Depots Section
09 Biological Forge Section
10 Ruined Section

Superstructure locations are more likely to not have atmosphere or might have old or tainted air from lack of habitation.

Post Crash Super Structure
01 Warehouse of raw materials in huge cargo containers or drums, 50% of vacuum
02 Warehouse of prefab colony modules and ships ready for assembly  
03 Distribution centre connecting storage and manufacturing, goods sorted for delivery via robots, drones and couriers
04 Warehouse are turned into a huge black market operated by several powerful cartels representing criminal cartels
05 A freezer with mad robots murdering and storing any stray protien
06 Warehouse of robots and robot parts in huge cargo containers
07 Refrigerated storage mostly biological materials and food stuff
08 Crionic freezer with androids, replicants, abhumans and plague carriers awaiting cure
09 Crionic freezer section with livestock and frozen ancient colonists
10 Crionic DNA vault where genetic datas and specimins are stored
11 Small complex of tech labs, micro fabricators, storage, cafeterias and bunks where shifts rest. Often still staffed by clones or robots
12 Technical College with simulators, equipment and synthetic staff
13 Computer Depot staffed by robots serving a AI 
14 Computer Depot staffed by a cult of programmers who divine the computers words
15 Electrical sub station with batteries and back up power plant often sealed away
16 Technician supply depot with accommodation for techs and supplies
17 Robot depot with spare parts, recharging and repair station
18 Microfabricator depot where crew can fabricate parts for repairs
19 Life support depot where supplies for repair of life support systems are based
20 Autofactory for manufacturing large parts or even small ships 
21 Emergency bunker where crew of are can wait out disaster, some inhabited still
22 Life boat section with emergency escape or exodus shuttles
23 Emergency back up crew cryonics station, possibly viable if not eaten 
24 Emergency medical facility for treating severe wounds or contamination
25 Emergency cloning facility where clones can be grown and programmed
26 Damaged emergency bunker over run by undead or mutants or feral tribe
27 Quarantine section sealed during the crash and not entered since
28 Emergency rescue section with small ships and specialist rescue crews used
29 Damage control section where robots and crew treat fires and ship damage from
30 Escape pod banks for VIPs, AI decides who is worthy to use
31 Recycling depot where all kinds of used and damaged items stored in massive junk yard
32 Recycler plant specializing in reprocessing single product into raw materials
33 Organic waste treatment plant for sewerage often put back into life support
34 Food recycling plant processes organic material into foodstuff for distribution
35 Recycling crew station with vehicles and tunnels that collect trash with a crew hab
36 Feral recycling depot has had a ecosystem develop with animals and possible tribals
37 Water reclamation for processing and recycling water with huge tanks
38 Feral water reclamation occupied with living eco system and possible tribals
39 Medical recycling station where bodies are stripped of organs or turned into food or fuel
40 Feral medical station where ghoulish cult sacrifice victims to the machines
41 Amid flooded boilers and pipes a colony of mutants wallowing in warm waters
42 Mad colony of robots and androids avoiding recycling in hiding in structure settlement
43 A temple complex built by a cult in the structure who are mostly hostile to outsiders
44 Area overgrown with plants growing in accidental accumulation of organic waste
45 Area overgrown with mutant fungus forest inhabited by mutants and other life
46 Scrap town built by scavengers as a trading post, full of vice and crime
47 Service crew survivors have built a hidden hab to avoid ferals and mutants and worse
48 Scrap built colony with strong leader, believe they are the chosen people the ship is for
49 Cyborg colony intruded on the ship use as a base to raid and explore ship from
50 Robots have used space to build a small ecology of machines scavenging each other
51 Space shuttle bay with various models d4 1=cargo 2= passenger 3=security 4=vip

52 Drone station for probe and repair drones operated by machines
53 X-Ray Laser Drone Bay or other warhead delivered by long range guided missiles, with crew fanatic military isolationists with a few battlesuits and a warborg
54 Scout ship bay for advanced planetary exploration occupied by tribal scout crew
55 Mining drone bay to hunt and move a asteroid into favorable position for station to be harvested or as weapon system
56 Fuel harvester shuttle to collect from gas giants or rings or moon icecaps
57 Tug ship to move modules and reconfigure ship on rival and construction
58 Defense drone bay where various defensive drones are based operated by short race of technician clones or morlocks in service of a AI god
59 Planetary exodus shuttles with variable cargo or passenger modules operated by ancient flight crew cult
60 Bay with various ships in maintenance bays in dry dock, sometimes alien or cyborg intruder ship has landed here
61 Security section monitoring area with security monks who report all to the computers
62 Life support control substation processing ship life support inter habitat modules
63 Prison hab and cryonic prison cells operated by synthetics or a human cult of an AI
64 Apartment complex hastily built by construction crew to stowaway long ago
65 Long abandoned construction crew quarters haunted by some hidden peoples
66 Transport hub for intra ship tube trains and highways, now run by feral motor gangs and wild robots who seek to recycle other machines for fuel and scrap
67 Criminal habitat built in secret for the mob to operate on the ship and stow away
68 Secret society or cult hidden bunker where they live in secrecy and ignorance
69 Modular housing stowage for operation exodus settlement often occupied by loners
70 Nanobots built a hab here for some faction as a paradise for them
71 Repair robot bays where ship maintenance and engineering bots hibernate between inspection holy days

72 Nano assembly auto factory for heavy industry operated by androids 
73 Brain clone lab for psuedobiological synthetics like androids or brainborgs, they are very protective of brain spawning pools
74 AI Thinktank where AIs are backed up and convene on committees served by robots
75 Virused AI operated android factory where they wage war on ship living passengers
76 Town of wild robots with vice, individualism and free will that frown on meatbags
77 Human faction dowloaded themselves into androids long ago but pretend they are living in secret hab
78 Mad AI has hidden own colony in a bunker by diverting resources and cloned crew
79 Rebel robots built a simulacra of human town but with robots living the high life
80 Defence Sythetics Depot where secbots and warbots defended ship from hostile intrusion like a ships immune system ruled by AI
81 Biological printer assembly station where replacement crew and habitat livestock can be replaced, guarded as holy temple by druids who use it to make war monsters
82 Biomass reclamation plant where waste is converted back into food, often overgrown with jungles and pest plants infecting the system in new hostile ecology
83 Industrial scale bioforge has been abused to become the womb for a hyper intelligent mutant god already worshiped by a cult
84 Criminal enterprise has siezed a zoological clone factory and make gladiatorial monster to fight for crowds of rich visitors, now they sell new monsters
85 Area overgrown with macroscopic life forms large enough to menace humans
86 Area where plants overtaken with collective mutant mind and herd meat beasts for food
87 Triffid plantation, robot farmers stopped worrying about stings long ago but humans might
88 Oxygen farm complex staffed by d4 1=androids 2=drones and a AI 3=ecobots 4=cultists
89 A deck overrun by fa single fused biological horror crawling with minor creatures living inside it, mostly alien or mutant or experimental bio habitat
90 Alien spawning pits are growing, with time of sacrificial newborn first-feast soon
91 Irradiated airless work area crawling with undead but fairly pristine condition
92 Long abandoned colony haunted by some crearures

93 Semi abandoned citadel habitat with feral areas crawling with mutants and aliens
94 Burned out bunker complex attacked by invading space cyborgs who now have a small base inside, often with a bloated slave creature plumbed into food extractor for the cyborgg nutrient paste
95 Mass or pressured superstructure with generations of scrap built secret settlement of d4 1=cult hermits 2=fugitives 
outcasts 3=feral technical cult 4=homeless
96 Sanctuary a hiding place for rebel eloi, clones, androids or replicants, many perils to get inside through bowels of abandoned sub deck
97 Graveyard and tomb complex built in a recycling scrap yard over generations, dead sealed in metal coffins to prevent becoming undead, possibly haunted by dead or mad scientists looking for dead body parts or cannibals looking for food
98 An enlightened mutant civilization was here with statues of mutants and their hermaphrodite god but they were killed and now wild monsters live here
99 Cult built church or temple built in here by construction crew in secret, priests long ago killed, now place feels haunted
100 Aliens built themselves a habitat with different life support systems, inside their dead bodies in suits remain with possibly some kind of guardian


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

Saturday, 16 June 2018

Friday, 15 June 2018

Wizard Wars 3: Gossip & Loot

Part 3

d100 Gossip - to cover wild stories of atrocities, failure and propaganda
d100 Loot - particular goods flooding the market during the invasion

The wizard wars will probably change your kingdom lots. New weapons and spells, new attitudes to magic, new technology, new landscape features. These wars make a good overarching layer on a sandbox campaign. Characters could help the war effort or try to ignore it. Possibly this gossip will not make the local folks cause appealing. Maybe this is why wizards are fed up.

Remember after WW1 you can have WW2 and WW3..

d100 Gossip
01 Wizards are among us everywhere if you ever slander them they will know
02 Wizards will destroy the world with their unatural experiments
03 Wizards will enslave us all and make us thralls to demons and elementals
04 Wizards are against the gods and heretic, they will pay for this hubris
05 All this war only benefits the top wizards who seek the power of the gods
06 Anyone with a beard could be a wizard
08 Women are not smart enough to be wizards
09 Unlawful spell casting is witchcraft and deserves a burning as a first warning
10 If you kill a wizard burn them as they will arise as undead
11 Wizard bones have all kinds of properties in potions and remedies
12 Anyone who reads could be a wizard, watch them
13 Burn all books and paper, kill the book binders and wizards will be over
14 I heard of some good wizards but where are they now?
15 The only good wizard is a dead wizard
16 I've heard that some elderly folk outside of town are wizards and they have lots of gold and land too, we should burn them
17 A wizard got my sister pregnant, I'm taking her to a priest to see what we can do about it
18 Wizards will tear open the veil of reality and usher in a age of chaos and magic
19 WIzards ruled the world once and will again!
20 Only faith in the gods will save us! Give heavily to the church
21 To tell if someone is a wizard, burn their heart and see if imps come out
22 My wife was turned into a pig by a wizard and they stole all my money!
23 My crops have failed and my cows have gone dry, wizards dunnit!
24 WIzards devalue labour and when they win working men will be replaced by golems and orcs
25 As if we needed more bloody orcs, those wizards are breeding them in the thousands!
26 Many monsters in the wizard armies are their former enemies shapechanged and charmed
27 My cousins son went to wizard school and was killed in a fireball accident
28 The best thing to do is find a empty cave and hide with food for a few years
29 Wizards are not that bad, they will free us from work and the church and nobility
30 I was turned into a newt by a wizard but luckily i got better
31 All monsters were made by wizards, except the ones made by the gods as punishment, but it is mostly wizards
32 Wizards hate each other and this regime wont last
33 If the great wizard council falls then the whole war will end
34 If I ever see a wizard i will kill them, just stab them in bed and they die like anybody else
35 Wizards wear pointy hats because their skulls are deformed from too much learning
36 My village has burned the healers and everyone literate so we are safer now
37 Best lock up your daughters and wives, wizards will do anything to steal them and have their way with them, block even the keyholes
38 Wizards towers are bigger on the inside and some have access to other dimensions
39 Wizards all serve demons and elementals
40 Wizards plan on replacing humans with obedient immortal automatons
41 Anyone caught by wizards will have their souls drained, best kill yourself and your family first
42 Wizards are not human, they never go to the toilet and have tails
43 The war is a scam, they always controlled the nobility and this war is just to cull humans and round us up to steal our souls
44 Wizads are really demons, apprentices are replaced by fiends of chaos that is how their magic works
45 Wizards wear dresses because they are evil, they get very angry if you point out this
46 Many animals are spies for wizards look out!
47 They tortured a old man for two days before he admitted he was a wizard  and now he has been drowned and burned
48 In some places they drown then burn wizards in others they burn them and scatter ashes in the river, i wonder which is the one true way
49 Now we know we should dig up all the dead wizards and give them trials anf burn them to be sure
50 Only the inquisition is the voice of moderation and reason, they are our one true hope
51 I heard the money lender mutter in some strange language and count using strange numbers Ive never heard, we should have more beer and get him

52 That juggler in the market is a wizard spy, i saw him pull an egg from a boys ear with demonic powers!
53 Wizards are only attacking because they saw the future and decided to strike first
54 You know sometimes I wonder if priests are just a school of wizard and the gods are just lies
55 We cant stop the wizards, we should welcome them so they spare us and help them win
56 We owe the nobles nothing, wizards are reasonable and mostly will leave us alone
57 Never accept meat from a wizard they just turn victims into animals, you could be eating your own family
58 Wizards turn their piss into wine, they think it is hilarious, i hope the tavern knows where the grog comes from
59 The stars in the skies are wizards zooming through the void, their power grows the further apart they are
60 Those stories of good wizards are just propaganda to dupe you
61 Wizards will have us all mining components and growing wizard weed, if you object they will turn you into farm animals and eat you
62 Check any animals you buy, they may be the victims of wizards or spies!
63 If you cut out a wizards tongue and eyes and shatter their hands they are powerless
64 WIzards need drugs to fuel their power. We should find all the drugs and burn them, and the apothecary and the herbalists shop in case
65 Anyone could have wizard powers, they keep the powers secret to oppress us all
66 One day all magic will be purged from the world, wizards, monsters gods the lot can burn
67 I was surprised when my parents were discovered to be witches, now their land and gold is mine so that's something
68 I had to stab my neighbor, i heard him muttering a spell
69 A witch made me impotent with a curse. When i find who she was I will stab her a dozen times
70 I heard wizards can turn men into women, we have to stop them before all true men are made into women!
71 All women are sensitive to magic, best watch your wives for signs of witchcraft

72 I heard in a town they burned the whole madhouse down, they were all really wizards!
73 Thieves are really wizard spies, the guild teaches unnatural skills and arts and we should find them and hang them all
74 Bards are all wizards in disguise. Best find them and kill them and destroy any musical devices
75 I've heard a lord has many books in his home, we should pay them a visit and burn them all and the wizard in disguise
76 Those druids in the forest, they are just wizards! We must get the Inquisitors here!
77 Compasses, gunpowder, clocks all wizard magic, destroy them all as abominations
78 Did you hear about that man who killed his family? His wife was a witch and the children were imps and homonculi. Sad he had to burn them all, what a good guy
79 Elves are all wizards, every one and we should burn them too!
80 Anyone can use magic, even women! Only muscles are honest and the proper way to do things. If wizards had their way women would be the equals of men!
81 Only holy books are proper books. All other books are evil. All other writing is against the gods
82 Ive heard the nobles have guards around the university! They must be in league with the wizards!
83 Only hard work and sweat make us equal, wizards want to oppress us and demean our labour. They could do all our work with just a thought but they enjoy our suffering
84 I hear a man has a talking bird in the market, obviously a demon familiar!
85 Have you seen that old widow talking to her cats? Obviously they are devil spawn and familiars
86 Foreigners are all wizards, look at their strange writing and the gibberish they speak. We should find some and make them confess!
87 Wizards want us to hate them, it was so they could mobilize in a preemptive strike against us and claim it was self defense
88 I've seen carvings on rocks in the hills, obviously ancient wizard marks, we should go deface them and carve holy symbols there
89 I heard that student who rented a cottage has books, clearly a wizard spy
90 Beware the familiars and imps of wizards are everywhere, if you see any small animals listening to you you should kill them
91 WIzards are not even real, it's just slight of hand tricks and formula using natural materials, anybody could do it. I stabbed a wizard there was nothing special about his body when I carved it up, just like any human corpse
92 The magistrate has been busy releasing all sorts of criminals, turns out most convicts were framed or charmed by wizards, well we are onto their tricks now

93 A wizard made me stab that woman I tell you and no reasonable court would convict me
94 I hear the king wants a 100 mile wizard exclusion zone around the border and bailiffs will be searching all travellers and seizing all books and documents, gods be praised for the kings wisdom
95 That poor noble discovering his own wife was a wizard! Well he now has a younger more attractive wife so I hope he is happy

96 I hear the priest is putting animals on trial to identify any familiars among us
97 Good thing the clear headed church is here to guide us in this crisis, my firewood business is booming with all the burning, coffins, and hangmans scaffolds
98 If you put a secret hex mark over your door the wizards will leave you alone
99 If you find any strange marks over the door of a house it means they are wizard spies
100 Any wizard who doesn't go along with the wizard council is being destroyed, they are so intolerant and prejudiced, best to kill all wizard fanatics for the common good

d100 Wizard Loot
01 Slim student book with d4 common cantrips, woodblock print 100gp/spell
02 Student volume with a first level common spell, woodblock print 500gp
03 Apprentice study book with four first level common spells, woodblock print 2500gp
04 Senior apprentice book with a second level spell, woodblock print 1000gp
05 Senior apprentice book with a third level spell, woodblock print 3000gp
05 Blank wizard travel book 1'x2'x6" with leather strap 500gp
06 Blank wizard book for home use, 2'x3'x1' with lockable clasp 1000gp
07 Old wizard book first level uncommon spell book, hand written 1000gp
08 Old wizard book second level uncommon spell, hand written 2500gp
09 Graduate Wizard Book (1stx4 2ndx2 3rdx1), hand written 10000gp
10 Senior Wizard Book (1stx6 2ndx4 3rdx2 4thx2 1x5) 25000gp
11 Waterproof spellbook oil, rub on a book and impervious to water damage 100gp
12 Spellbook lock (can have several) 50gp
13 Spellbook poison needle trap for spellbook 100gp
14 Spellbook poison ink will poison reader who uses bare hands 200gp
15 Spellbook permanant run proof ink 100gp
16 Quill that takes dictation 1000gp
17 Quill that writes in code only magic or the writer can read 1000gp
18 Quill that translates thoughts into one other language 1000gp
19 Quill that can only write what the writer believes is the truth 1000gp
20 Sealing wax as wizard lock only magic or user or intended recipient can open 100gp
21 Magic scroll 1st level
22 Magic scroll 2nd level
23 Magic scroll 3rd level
24 Magic scroll 4th level
25 Magic scroll 5th level
26 Magic scroll 1stx4 level
27 Cursed scroll reader saves or contracts lycanthropy 1000gp
28 Cursed scroll reader saves or goes blind 1000gp
29 Cursed scroll reader saves or age +d10 1000gp
30 Cursed scroll reader saves or becomes illiterate 1000gp
31 Lesser demon name in book with demon lore to summon specific demon 1000gp
32 Greater demon name in book with demon lore to summon specific demon 5000gp
33 Demon noble name in book with demon lore to summon specific demon 10000gp
34 Elemental noble name in book with demon lore to summon specific demon 10000gp
35 Lesser demon amulet to bargain with demon 2000gp
36 Greater demon amulet to bargain with demon 10000gp
37 Bound lesser demon, if released perform one task 5000gp
38 Bound lesser elemental, if released perform one task 5000gp
39 Book of demonic lore 1000gp
40 Book of elemental lore 1000gp
41 Magical spectacles detect magic in 1" 2000gp
42 Magical spectacles translate one language in 1" 1000gp
43 Magical spectacles translate any language in 1" 10000gp
44 Magical spectacles read magic in 1" 2000gp
45 Magical hat, pull out a rabbit once a day 400gp
46 Magical hat +1 Saving throws 1000gp
47 Magical hat +1 AC 1000gp
48 Magic robe AC +3 3000gp
49 Magic robe AC +5 5000gp
50 Magic wizard boots +1 Move 1000gp
51 Magic dagger +1 1000gp

52 Magic staff +1 1500gp
53 Magic sling +1 1000gp
54 Magic sling bullet 2d6 damage one use 400gp 
55 Magic bullet +1 can be re used if found 1000gp
56 Sling Stone with permanent light spell 100gp
57 Exploding slingstone 3d6 damage 1" across one use save half damage 1000gp
58 Slingstone +1 one use 100gp 
59 Magic dart +1 one use 100gp 
60 Swarm dart +1 if thrown becomes 2d4 darts in flight, one use 1000gp
61 Magic Staff +1 Cast Light three times a day 2500gp
62 Magic dagger +1 returns if thrown next round 2500gp
63 Magic sling bullet +1 returns if thrown next round 2500gp
64 Magic dart +1 returns if thrown next round 2500gp
65 Magic staff stores 1st level wizard spell 2500gp
66 Magic staff absorb a 1st level wizard spell and can recast at will or learn it 5000gp
67 Magic staff +1 can elongate to 10 foot long or shrink to 6 inches 2500gp
68 Magic Staff  protection from good or evil or law or chaos (one only) 2500gp
69 Magic Ring can learn extra 1st level spell 2500gp
70 Magic ring can learn extra 4 zero level cantrips 2500gp
71 Compass wrist band, non magical 400gp

72 Carraige Clock 8lb 2500gp
73 Grandfather Clock 60lb able to travel 4000gp
74 Cuckoo clock 12lb 2000gp
75 Wrist sundial (also good for navigation) 100gp
76 Sextant an advanced navigators tool 800gp
77 Folding telescope 800gp
78 Astrolabe for calculating position of the stars 600gp
79 Pair of spectacles 100gp
80 Clockwork music box plays one tune often ornate 1000gp
81 Alchemist test strips (10) skilled alchemist can test potions 100gp
82 Strip of 100 tiny fire crackers 100gp
83 Impressive signal rocket or good for parties 100gp
84 Hand grenade, cast iron with fuse 2d4 1" area 100gp
85 Incendiary Grenade 2d4 and save or take a d3 damage for a d4 rounds 100gp
86 Hair restoration potion, grows 3 foot hair and beard overnight 1000gp
87 Birth control Potion in box of 10, 100gp
88 Manly sexual Vigor potion 
in box of 10,  10gp
89 Sleep brew save or sleep for an hour, can mix with wine 50gp
90 Memory potion restores memory of a 1st level spell 100gp
91 Hideous doll with command words AC+4 2hd punch d4x2 Mov 9" 4000gp
92 Musical Automaton, walks and plays music, wind once per hour 10000gp

93 Chess Playing Automaton, can only sit, wind each game 10000gp
94 Singing Clockwork Bird In Gold Cage 10000gp
95 Girdle of Sex Change (not cursed can be removed but some have a lock) 1000gp

96 Cantrip Wand with single spell d20+50 charges 2000gp 

97 Focal Wand +1 Damage to any spell damage per dice 2500gp
98 Shape Change Wand save or turn int set animal (pig, chicken or frog common) d20 charges 4000gp
99 Broom of Sweeping will sweep an hour a day on own 1000gp
100 Flying Broom one hour a day 12" Mov 5000gp

Other Wars I Have considered.....Rival or possibly evil nation
Chaos Horde with demons, cultists and mutants
Fishmen and evil sea monsters - will help flesh out navies a bit

machines - built by evil gnomes or dwarves
Barbarian horde
Cavemen, Pleistocene beasts
Reptilians - dinosaurs, lizardmen, serpent men
Dwarf army - humans stole iron and gunpowder and must be stopped
Elementals and their cults
Witches - are fed up prioviding free healthcare and being burned for their trouble
Hell - infernal legions here to punish the wicked
Any preferences? Anyone Im missing out?
I mean those halflings would introduce 4 hour working day with 12 breaks and nice cake

Thursday, 14 June 2018

Wizard Wars 2: Encounters and Wonders

Part 2
Encounters - Combat encounters on the road or countryside during the war
Wonders - spectacles and events but not necessarily combat

This Is possibly inspired by my un-named Elder Age setting featuring wizard hordes but could be any setting really. One day will put all together with a simple wargaming system that will emphasize heroic action of players. Possibly will need to ad naval units to previous forces. Some of these are dangerous but killing the wizard or scaring them with a few wounds is not too hard and dispel magic might turn their pets against them. Clever talk might even help the charmed victims get a save. You can always hide from things that could destroy a army.

Imagine what a hundred 1st-4th lv apprentices could do. Any hero could be killed or charmed. Party might be charmed or their friends or followers. Those who resist get sent to camps run by brutal orcs to labour until dead or charmed. Wizards might release demihumans not wishing to draw them into the war yet.

I did once consider a elemental cult war but possibly this probably subsumes this.

The war might change the kingdom forever:
Certain spells and books become commonplace
Gunpowder might become more common
Potions and petty items will e left everywhere
Summoned beings and constructs might be found wild years later
Wizards might leave secret dungeon bases everywhere
Grumpy orc men might be left behind.

In most of my war scenarios the invaders are exotic and powerful but tend to fall apart on their own from factions, strategic losses or someone else invading or just economics

Peasant revolt was less horrible, foreign human power will happen one day too

Id probably have goblins invade on year then a new invasion every year each leaving kingdom a mess working way up to demon invason and too many surviving civilians with levals gained from haphazard war exp or perhaps cthulhu wakes up to finish of the world

My current setting in works is a world ruined and often ruled by wizards
I guess point is players can intervene in war and perhaps kill a archmage in bed or two
First phase of the war roll d10 or d20 and use bigger dice as conflict goes on

d100 Encounters
01 Singed militia on the road fleeing in panic because of wizards
02 Sleeping guards on the roadside checkpoint victims of a sleep spell
03 Friendly youth in robes with backpack asks for directions (apprentice agent)
04 Burning pigs or sheep or cattle stampeding on road
05 Distant smoke and fleeing peasants bemoan wizards burning down house
06 Orc skirmishers watching road might try to rob a smaller group
07 Orc skirmisher marching on road will shoot and flee
08 Orc archers watching road from well entrenched position in hiding
09 Orc crossbowmen fire a volley and withdraw to cover
10 Orc spearmen on the march commanded by a 4th Lv apprentice
11 Orc swordsmen burning down shacks 
12 Human swordsmen looting and chasing commoners
13 Human swordsmen led by apprentice interrogating local militia captives
14 Skeleton spearmen led by necromantic apprentice on the march
15 Skeleton swordsmen chasing commoners and their animals
16 Zombies made from murdered commoners mindlessly killing everything on the road
17 Homonculous or imp or other familiar spying on road for a wizards
18 Bumpkin headed scarecrow golems in fields standing silently will ambush travellers
19 Illusionary soldiers on the march with invisible apprentice maintaining from distance
20 Battlemage with apprentices and squad of orcs will fireball dangerous adventurer spies
21 Apprentices in hiding will summon monsters to attack travelers from hiding then flee
22 Invisible apprentice will follow party and warn wizard forces about them
23 Apprentice defector says master is mad and wants to inform the kingdom military
24 Refugee requests help is really an apprentice spy seeks to get behind enemy lines 
25 Zombies created from local militia in armour with weapons 
26 Skeleton archers in ancient garb watching road from cover
27 Wood golem soldiers on the march
28 Charmed militiamen led by an aprentice
29 A dozen 1HD elementals being a nuisance, destroying property 
30 Guardian warrior statue directed by aprentice
31 Squealing pigs wearing ill fitting human noble clothes seem to want something
32 A white mouse on the road in a pile of human clothing
33 Battlemage riding a manticore
34 Battlemage with two crystal statues and a squad of human swordsmen
35 Battlemage with two iron statues and a squad of human swordsmen 
36 Battlemage with two rock statues and a squad of human swordsmen 
37 Weapons on path animate and attack on own
38 Apprentice flees deliberately leaving cursed obviously magic weapons
39 Small elemental on the rampage
40 Clockwork automaton soldiers on the march
41 Doppelganger spies
42 Road covered by pool of mud with mud golem hiding inside
43 Obsidian golem escorted by a battlemage and two aprentices
44 Charmed gargoyle scouts
45 Amber golem ridden by a battlemage
46 Pack of manticore scouts
47 Battlemage riding wyvern or firedrake scouting
48 Medeum elemental directed by battlemage and aprentices with squad of swordsmen
49 Bone golem guarding a battlemage and his apprentices and charmed soldiers
50 Battlemage with charmed cockatrice and two apprentices
51 Battlemage leading charmed ogre gang

52 Several guardian warriors on guardian horses
53 Battlemage and apprentices with several charmed trolls 
54 Battlemage and apprentices with a charmed hill giant
55 Petrified frightened peoples standing on road caught in running pose
56 Battlemage with four hellhounds
57 Carriage with efeet dandy wizard with 
58 Apprentices that throw explosive potions then flee
59 Battlemage and apprentices with a charmed ettin
60 Orc siege unit with crossbowmen and swordsmen in formation led by battlemage
61 Orc pike unit with crossbowmen on the march led by battlemage
62 Blind battlemage with charmed baslisk
63 Battlemage ridding a charmed behir followed by a squad or orc archers
64 Battlemage riding a black green or white dragon
65 Battlemage with four spectral hounds
66 Battlemage with succubi lover
67 Battlemage with a lesser devil or demon
68 Battlemage necromancer with several squads of skeletons and zombies
69 Necromancer battlemage with a summoned soul eater and two apprentices
70 Squadron of battlemages riding wyverns or firedrakes
71 Wizard with a squad of weak lesser devils or demons (red abishai or drethch)

72 Wizard with two lesser devil or demons and two apprentices
73 Wizard with clay golem, assistant battlemage and four apprentices
74 Wizard with stone golem, assistant battlemage and four apprentices
75 Wizard with silver golem, assistant battlemage and four apprentices
76 Wizard with silver golem, assistant battlemage and four apprentices
77 Wizard with large elemental and assistant battlemage with four apprentices
78 Wizard with bronze golem, assistant battlemage and four apprentices
79 Wizard riding a red or blue dragon
80 Wooden Juggernaut crewed by battlemage with two apprentices
81 A hundred apprentices led by battlemage and two squads or orc guards
82 Necromancer wizard with a hundred skeletons or fifty zombies and apprentices
83 Robed cultists coven,13 apprentices led by a d4+3 level wizard and a lesser elemental
84 Robed cultists coven,13 acolytes led by a d4+3 level priest and a lesser demon
85 Orc force of 100 spearmen and 20 archers led by a battlemage and 2 apprentices
86 Battlemage, 4 apprentices, 2x orc swordsmen & archer squads, lesser demon
87 Apprentice with squad of orcs with a stolen wand turning commoners into monsters
88 Battlemages of different schools fighting over loot while orcs cower for cover
89 Wizard with army of spectral minion warriors in ancient dress
90 Gateway opens with a army of orcs and undead led by a battlemage and apprentices
91 Stone Juggernaut crewed by a wizard and 4 aprentices
92 Dozens of mounted guardian warriors

93 Wizard supervising charmed etin, hill giant and several ogres
94 Wizard supervising a efreeti or djinn or dao or marid with two apprentices
95 Archmage with elemental lord
, assistant wizard and four apprentices
96 Archmage with iron golem, assistant wizard and four apprentices
97 Lich with army of skeletons and zombies or a flesh colossus
98 Archmage with greater demon or devil, assistant wizard and four apprentices
99 Archmage with a charrned ape gargantua and four apprentices
100 Cloud castle with flying monsters patrolling around commanded by a archmage with army of undead and orcs and 4 battlemages and 20 apprentices

d100 Wonders
01 Sky full of shooting stars
02 Great strange comet in the sky of ill omen
03 Burning forest blazing out of control
04 Burning buildings
05 Many hundreds of commoners fleeing wizard armies
06 Necromancers assembling a flesh colossus from corpses
07 A great muddy pit where a wizard is making orcs while newborn ones watch
08 A wizard with assistants calling a demon or elemental
09 Cultists performing a ritual ceremony
10 A great circle of orc guards surrounding a celebratory party of wizards
11 A cloud fortress moving across the sky raining fire 
12 A stone tower or building collapses into a heap of mud
13 Necromancers raising the dead on a battlefield
14 Sound of distant explosions
15 A marching army of the kingdom incinerated in fireballs cast by flying wizards
16 Sky full of fireworks
17 Great clouds of coloured fog cover the land confusing all
18 Waters of rivers and wells changes strange colours 
19 Dozens of gleeful imps scuttling through the undergrowth, change form
20 A star falls destroying a settlement in a huge explosion
21 A mountain crumbled blocking a path or opening a new one
22 A river or stream flows backwards as wizards steal water upstream
23 Huge earthen hill fort and ramparts grow in hours with elemental labour
24 Strange weather as clouds rush through sky resulting in huge unseasonable storm 
25 A tornado rushes through valley tearing everything apart 
26 A firestorm destroys a fortress leaving molten rubble and ash
27 The earth swallows up buildings into a sinkhole
28 A region sinks into a bog with mudslides covering settlements
29 A great hailstorm damages buildings and crops 
30 A frigid cold snap destroys crops, turns mud into ice and kills the weak
31 A group of elementals destroy everything on their path
32 Earth elementals make roads and bridges for armies
33 Air elementals pick up innocents and drop them from great heights
34 Graveyard has been turned over into loose soil digging for corpse robbers
35 Hundreds of drowned bodies lay scattered in the open
36 Hundreds of petrified bodies turned to statues in the open
37 Huge illusion in sky of god being destroyed by wizard blasts
38 Inquisitors of church crucified upside down by road
39 Great ray in the distance fired into the heavens and shoots down a star
40 Wizard minions building a bronze colossus to be a weapon and new god
41 Wizards release a demon prince into the world long banished aeons ago
42 Great earthquake rocks the region, opening fissures fill of lava
43 Volcano starts to form in strategic location
44 A wizard releases a eldritch horror trapped for aeons, a black cloud rises blocking the sun and moon and frightening away birds for days
45 Inquisitors burn down a wizards house releasing demon familiars and bound elementals by accident
46 An alchemist waggon catches alight filling the sky with fireworks
47 Wizards have built a huge cannon pulled by a hundred slaves and 16 oxen, started testing it
48 Swarm of demons fly oveer head on way to perform wicked deed
49 Cloud castle crashes, explodes and leaves a crater, ruins and fluff cloud stuff strewn over miles
50 A mountain explodes sending a plum of ash into the sky and raining ash for days
51 A flash flood washes away roads and leaves piles of debris and logjams

52 A battlefield of hundreds of mostly burned corpses, zombies gather the intact ones and load on skeleton horse pulled waggons to take to necromancers
53 Time is frozen and winds backwards several minutes
54 A bubbling pool of chaos is leaking into the world from all the magic forces unleashed, chaos demons enter and guard the portal
55 A chaos warband of mutants, demons and evil templars led by a chaos wizard lollop along leaving slime trails and gremlins behind them
56 A great fiery balor demon with a flaming sword and whip flies overhead
57 A wizard and his orcs have captured a petty god to sacrifice to gain divine power
58 For a moment the skies change to a unnatural colour and trees become fleshy swaying things from some other domension
59 A pool of vomit hundreds of foot across with human body chunks in the mix oozes across the countryside as if alive
60 Wizards fly overhead in ornithopters, clockwork flying machines in the shape of griffons, dragons and other winged beasts
61 A weird tower from another dimension fades into reality bringing alien life forms with it
62 A huge beanstalk grows into the sky and has anchored a cloud
63 A frozen comet from space crashes and ice devils led by a winter wizard exit and march to nearest battlefront
64 Gold coins rain from the sky, with heads of mighty wizards on one face and dragon on the reverse in a scheme to destroy economy. After a few days they turn back into lead
65 Great phantom divine beings wrestle in the sky
66 A vast protoplasmic shoggoth oozing eyeballs and mouths, gibbering madly eating all in path
67 A stone citadel arises from the earth and a wizard led army from the underland comes out
68 The sky rains fireballs igniting forests and buildings over huge area
69 Angels and demons fight in the sky, blood rains down
70 Ilusionary flame covers hectares of land intended to block enemies of wizards
71 A wall of flame or ice or magical stone blocks area for miles

72 Colossal bronze minotaur breathing flame stomps across land, shaking the earth
73 Dozens of witches on brooms and flying demons go overhead
74 Constellations in the sky move terrifying all
75 Something hits the moon adding new craters
76 A great eclipse darkens the sky terrifying humans and animals 
77 Birds flying overhead overhead talking about this funny wizard business
78 Flocks of birds flying backwards
79 An elemental gate guarded by elementals and wizard cultists
80 Hundreds of robed apprentices chanting as victims sacrificed to chaos
81 Two mighty wizards battle while followers look on in horror at destruction
82 A guargantuan wizard kicks down a kingdom defence tower and eats the survivors
83 Army of the kingdom retreating from illusionary wizard army
84 Mob seizing anyone with a beard and shaving them, then tarring and feathering them
85 A wizard turning dozens of captured soldiers into goatmen or ratmen or lizard men minions
86 Fish swimming through the air in great schools
87 Multiple seasons come and go in a single day
88 Large area where everything is dead, life force drained by necromancy
89 Glacier in distant mountains stands and lumbers across land leaving trail of permafrost
90 Dozens of rainbows crisscross the sky on the border of wizard lands
91 Giant trees and flowers thrive on magical energy
92 Huge cloud of swarming insects blacken the sky

93 Hundreds of frogs hopping around empty settlement among piles of abandoned clothing
94 Mob of peasants with no wizards signs burning wizard effigies in rally
95 Soldiers hanging wizards in front of angry cheering mob

96 Temple melts into pile of mud and inhabitants struggle to escape drowning
97 A powerful hierophant priest and clerical holy folk battle a archmage and apprentices
98 Shimmers and ripples in the air, a wizard spells go wild and perform erratically while laws of magic breaking from over use in wizard war, allowing commoners to beat and kill them
99 Huge rift appears in sky unleashing magical forces and raw chaos into the world due to reality being tormented by wizards, making everyone nervous and hide
100 A god appears to destroy several archmages for hubris against the divine order

Part 3
d100 Gossip - to cover wild stories of atrocities, failure and propaganda
d100 Loot - particular goods flooding the market during the invasion