Thursday, 12 May 2022

More POD reviews

Today we have been reading more POD BECME era D&D (the one before so-called AD&D that outlasted it). Those box sets and Cyclopedia were as good as it got to me with simplicity and speed and optional complexity and the gazetteers. Its a good and bad thing. The Known World setting of D&D was used so heavily but Mystara as it came to be called was a mix of alternate history and high magic with over a thousand 36th lv wizards in the world running one empire. I guess its the drug addiction that stops them ever helping you when you're saving the world again from a god in Master box adventures. 

Both of these have great design, nice art and maps. They are railroads like a choose your own adventure book with fewer choices but I guess lots of kids had money to collect and you need people getting into it to have the latest stuff for noobs to buy not stuff already printed and sold. It's like maybe successful companies and capitalism are not always going to make art. I liked the module as a format and it was very different by 91. The thin box set with cards props and mini-adventures in a booklet never grabbed me as much and the POD versions feel flat.

As I have played with dungeon tropes and the genres for years now (I've written over 100 adventures since I got back to my hometown mostly through patreon over 3 years) Im interested in trying some more mid 80s style adventure writing like the Pharoh Trilogy with modular scenes/locations players can visit and revisit. as part of some bigger plot. I will have more paths though not a straight line pretending to be giving people choices. Maybe calling these railroads cinematic might be kinder vs sandbox modes. I think Barrowmaze and its sequels were fantastic with backgrounds, a village of locals, gods, mini locations, then lots of dungeons then a freaking huge dungeon is a good approach and expands from the Keep on the Borderlands setup. You can also just plunder the bits as you see fit or need. With Highfell and The Forbidden Caverns books you have plenty of wizard towers, barrows and dungeons for games for years even if you can't get a 2-year play the whole book campaign. I also hope the smaller more fabulous scene/episode/location method might be good for blog and Patreon (oops I'm shaped by demands of capital once again).  In a way, I have used lots of my 3fold adventures like this in play. Setting them in a mapped area players can explore as they wish with nudges towards what they have the levels for. The NPCs like enemies made in play and local friends help bring out more memorable setting spaces. I will see what comes of my attempt to do a Hickman or Zeb Cook mid 80s adventure but not Dragonlance which my players and friends all said nope to pregens & no cleric spells. No to railroads. And just no way.....

But they did have great art maps and an interesting world just such a railroad goodguys campaign. One day I will run it with young kingdoms sorcerers invading or run a dragonlords campaign where you hunt troublesome heroes and stop their fetch quests. You probably want to read up on boat rules and make up some tokens of boats and monsters for these Nautical adventures. Quagmire and The Isle of Dread would slot in as an ok campaign.

91 I gave up on TSR and Marvel comics for similar reasons. Making too much subpar and lazy work with the space-wasting design. Plus the history fad was nice but I ended up playing Runequest (non-glorantha mostly historic). I ended up just reading a few comics by creators I liked not by company or character and I was doing some comic studio work.

X7 The War rafts of Kron 💓💓💥💥
This is somewhat of a railroad. The Triton race are depicted as all resembling Son of Satan from 70s marvel comics with Namors pants. But is still good. Backstory has you recruited and tested with a chance for an Island and a ship as a reward for 9-12 level characters. Eventually, with a loan naval crew you sail off to investigate the threat and immediately get attacked. So you get lots of interesting marine magic encounters and your ship could get destroyed first encounter. I feel going out in a dingy prepared for being captured might save lots of money. So you end up getting to the underwater Triton city where you can deal or hit them. Most of them are also 5th Lv wizards and lightning bolts are worse in water apparently. This has elaborate underwater wilderness encounters and spell effect rules that I would probably curb because local creatures might want to summon sea snakes or marine invertebrate swarms not have you summon dead animals. Lots of new monsters. A friendly giant. Dolphins apparently can tell you where everything is if you ask which is a first for a useful dolphin in a game. So it turns out the Tritons are not all bad and hopefully, you don't genocide them before finding out but better handled than part 2 of saltmarsh. The factions have like DrWho have a helper ready to help players which is nice. Then visit the war raft of Kron for some more possible reform or destruction. Then its off the real baddy in a sunken city dungeon. Yes its a combat railroad but it has notes to expand sections and you do get to befriend or purge the unclean underwater scum and possible to roleplay more than fight if that's your bag. Deliberately being captured could get you all the way through this and bypass the wilderness travel as badguys escort you around. Actually Id like to play it with different people to see how they would handle it. Its a railroad but your choices have consequences. If you get that Island being hated by underwater people and sea nomads might suck.     

M1 Into The Maelsrom 💓💓💓💥
This for level 25-30 which I have never got to really and I think 20th level is time to retire characters to divinity but the Companion and Masters adventures keep surprising me with fantasticness and foes. Yes they feel like a film script sometimes or a choose your own adventure with 2 possible outcomes but this one is pretty wow. So once again you are called on by the ruler of Norwald to get in a fleet and attack a country to enrage an empire vs empire war based on little evidence. Apparently, gods can mess with divination and you cant fact check this invasion plan over who is releasing poison gas over the kingdom from the sea. So you go out with a fleet and possibly get destroyed then sucked into space to sail about strange space islands in a region made by one of the empires with lots of wizards long ago. So you get to visit various islands and meet monster often inspired by mythology which is nice and based on your choices three gods gain or lose points and when they get certain scores they might help you or turn on you. I think I would have 3 bowls with glass bead tokens and use in front on the players next to my hourglass and refuse to explain what they are for. Its a good way to have variable outcomes on a linear adventure. You can even have gods restore lost ships and crew in your fleet or give you stat points. Lots of spectacular weird places and battles and honestly Id like to run it. Sort of proto-spelljammer and I like the fact wizards made the space with elements brought in to make air and land and water. It's mindboggling and would make an ok movie. I do like the idea by this level you are mostly messing with gods giving the DM weird options to deal with not-quite-godlike players. I'm learning from some of these adventures strange things. Maps and art here do a very good job of showing some of the amazing scenes. There are a few moments where I wonder If bad guys cool ships were captured by adventurers what fun they could have with dimensional and phasing warships.

B5 Horror on the Hill 💓💓💓💥
A bit underrated and I had it sitting around before I fully read and appreciated. Its a nice beginners scenario with a skimmed over tavern scene, shopping then straight to the Hill. It is a fairly large cliff and hilly area that is a bit of a maze and probably where you should spend time and level up before getting to the dungeon. Lots of locations and an opportunity for some allies and extra healing if you work through these. There are a great couple of elderly lady spell users who haggle for magic that are quite fun and Id re use in a campaign every time players racked up some loot. The ruins and the dungeon monastery has a level where the plotting monsters are preparing an attack and you get xp bonuses for destroying their stockpiles. There is a bit where you get dumped to level two and find lv three and get out then go back to the monastery to get the monster boss who dumped you below. It is a good intro scenario that gets down to business and has lots of content. Oddly there are two new swarm creatures as if basic swarms were not bad enough. Im quite keen to play some time. 

X10 Red Arrow, Black Sheild 
This is more a campaign than a module adventure. The bad thing is it's just not a dungeon adventure you can knock of in a day of play. It is a military campaign using the Known World setting of Basic D&D and this one although Expert uses Battlesystem and the combat System in the companion set or cyclopedia. It is a world-spanning quest to visit the courts of the world and convince them to join. If you have finished various adventures in B and X series you will find it easier to get kingdoms on your side. Also the baddies the master of the desert nomads (from x4 x5 who mysteriously look like a religious leader of Iran a fave bogeyman of America in the 80s). Helping you out are the incompetent minions of evil whos diplomatic breaches against the party like assassinations only help the hero. Each kingdom has som event you can help with to secure the support of a kingdom. It's a great way to see the campaign world and as diplomats, you get to meet the rulers of the world. By the end of this characters should be world-famous lords and heroes which is a good position. Actually, a computer game of it would be kind of nice. If you don't use the world it is still a good example of building and running a massive setting war. I like it goes into detail if you don't help or flee you get to see the world burn under the master as he approaches godhood and works to kill everyone over 5th level, not his allies. I like that if you get certain allies on board it hinders your chances to get others. Getting both big empires on the side is tricky. Some rulers ask for your loyalty in future adventures. I'm guessing that as a POD the huge world map will be less impressive and once again I say - please get options to print full-size TSR era maps. If you played the previous two adventures vs the Master this would be icing on the cake. You could stretch this out for your high-level play campaign for years with local adventures in each kingdom. One thing Im liking with these old high level adventures is examples of what high level play looks like. In high expert to companion, you influence nations. By masters set your battling gods and on your own path to immortality. Ad&d has campaign building like this but adventures seemed not to utilise it as much as Basic BECMI D&D in published adventures. There is a hat tip to the old DnD toyline characters. Id do more and have you kill of the badguy ones serving the master and throw in Venger and Tiamat for some reason.

Tuesday, 10 May 2022

d100 That funny time at the bathhouse - Carousing while being clean

This for those civilisations that have public baths like Rome or the Indus and possibly could be a steam bath or other similar social communal hangout. You could scale down for that backwood Viking Sauna or murder hobo shanty town bathhouse. My Grandpa was raised in one and ran away to go to school instead and was adopted by Jews in the city. In some cultures, these are important places for business and politics but also just every day. Look up some of the roman baths for ideas and look at the Town Bath in UK where a roman bath was revived in more recent times with a different era of decadence and quack therapies. Some species might like to do business in a bathhouse or even if for frog folk hold court in a royal bath.

The pick is my pobblebonk enjoying her bath

d10 Event Types
01 Meeting friends
02 Good times
03 Exiting gossip
04 Scandal surprise
05 Vice is nice
06 Business meeting
07 Political meeting
08 Sinister meeting
09 Strange secrets
10 Magical events

d100 Bath House Carousing
01 Meet a long lost childhood friend now working locally
02 Meet a professional gladiator or soldier 
03 Go to bath meet local merchants then out for lunch then back to bath then out drinking again and now you know lots of shop keepers
04 Meet some friendly adventurers who try to get you to join them
05 Meet some drinking buddies you can hook up with whenever your in town
06 Get an invited to a fancy party with a better class of people 
07 Joined a local club at the bathhouse with professional and social connections
08 Got into a lively debate and humiliated a local who sulked off in a storm
09 Gave a rant and managed to draw a crowd with your challenging words
10 Met a group of radicals intent on changing society
11 Got into a jolly sing along followed by pub crawl and vomiting
12 Got a bit exited while being oiled/flogged and a few laughed at you
13 Hung over from night before you fouled bath and were kicked out
14 People notice an amusing birthmark or scar on your body
15 While exercising invited to compete in local athletics event 
16 Kissed some stranger 1in6 chance you meet again awkwardly
17 Have an attractive flirty friend you meet at bathhouse
18 Invited to a feast in a well off household 1in6 its in the country bring your friends
19 Invited to a costume party in a fancy household
20 Nominated to play a traditional character role in a local festival parade
21 Hear about a sure bet in a sporting event or fight for cash
22 Hear about restless dead in a certain burial place
23 Hear about unrest in government and of a factions extreme actions
24 Hear an embarrassing story about a leader
25 Hear about some local ruins where robed strangers seen at night
26 Hear about a reward for a local wanted criminal and a lead to their location
27 Hear about a strange shunned cave in the area
28 Hear about a strange old house said to be haunted by ghosts and witches
29 Hear about accusations of lone local leaders being in a secret cult
30 Hear about local disappearance in certain locations
31 Got into a duel d4 1=broken up by law 2=they send a hired duelist 3=wanted for murder by their family 4=banned form town
32 Got into a brawl d4 1=kicked out of bath house 2=made new enemy 3=they pulled a knife 4=wanted by the law for violence against a local
33 Got caught having sex in a public area and banned for a week
34 Witness a quarrel between two nobles over a local issue
35 WItness a stabbing at bath and investigators require you to not leave town until the watch captain clears you
36 Saw someone cast a spell on someone in secret
37 Saw a servant of a noble selling something to a smuggler
38 Had a torrid affair until you were caught by their legal spouse
39 Question raised in a chat about a nobles legitimate ancestry
40 Saw someone important have an affair with someone they shouldnt
Invited to a rich orgy d4 1=fantastic 2=not what you expected 3=had to escape 4=really a daemon cult
42 Got high with local addicts of strange forbidden drugs
43 Lots of gambling, make a gambling or gaming roll, win=gain d4x100gp lose=debt 
44 Wild night on town and now your friends with the towns redlight district sex merchants
45 Spent hellish night trying to score drugs, chased by gangsters and made some new friends to party and score with 
46 Got caught in illegal club raided by the law, imprisoned d4 days and fined d4x10gp
47 Stumbled onto illegal fight scene d4 1=bareknuckle boxing 2=topless women swordfighting 3=bloody pit fights 4=monster gladiators using illegally bred or captured monsters
48 After a d4 days of debauchery with a wild out of control hellrake gang an angry mob petitioned the local judge to have you and your new pals in prison d4 1=rich kinsman bailed you all out 2=a new friend bribed the lawmen 3=tarred and feathered and driven out of town 4=daring escape from prison 
49 Invited to a secret show d4 1=goblin sex acrobats 2=dawf has sex with a donkey 3=dryad scam to charm new thralls to her cult of lovers 4=stripper is a medusa, she works with an evil garden supply merchant for the rich who lures in the future ornaments
50 Invited to a secret display of forbidden art securing your status among rich edgelords d4 1=erotic poetry 2=witness a summoning of a succubi or incubus just for thrills 3=undead dancers with necromancer coreographer 4=patients from an invalid asylum being hunted for sport by rich 
51 Meet a restorer of old mansions seeking vintage decor such as furniture, old paintings, carpets, candleabra, old suits of armour, weapons
52 Meet a hardware merchant who can have a crew strip any dungeon for every profitable scrap for a good contract 
53 Merchant tells you about a profitable goods shortage in area adventurers were going to visit
54 A farmer needs blood and bone for his tired old fields and understands adventurers might know a good supply. Also looking for new source of pig food, any old meat will do 
55 A merchant works for a soap and candle company and is always looking for things to render down in his vats to make new tallow
56 Met a merchant selling beehive in a box or maybe just a wasp nest
57 Merchant has many unclaimed adventurers storage lockers you might want to buy at an auction, who knows whats inside when you remove the lock
58 Went drinking with wine merchants and now you have newfound appreciation for lots of fine wine and new put downs for cheap rubbish
59 Stable owner has some used donkeys and carts if you need any at a low low price
60 Coin changer offers you a special exchange rate for changing old coins for new ones and pay you proper for special collector coins (could be any specialist item really even pottery or pewter teaspoons)
61 Meet some bailifs who work for the magistrate and sheriff having time off
62 Family members of the mayor
63 Meet some local guld masters who invite you as a guest to a guild feast
64 Met d4 local nobles who were impressed by your brutish adventurer lifestyle
65 Noble asks you to champion them in a duel for a handsome reward and eternal friendship
66 Overhear town elders desperate and seek adventurers to solve a strange problem
67 A local religious leader has been irritating the nobility and they are complaining bitterly about this holier than thou fool demanding nice things for the poor 
68 Meet a local racontuer who is always trying to arouse a mob to acts of violence, eventually secret police come for them and aquaintances
69 Meet a publisher of political pamphlets whos work is banned in some cities
70 Meet an important senior statesmen and have a conversation
71 See a civic official meet in private with a robed assasin
72 See someone leave a note behind a loose brick with a map and a time marked
73 See a civic official talk with a crime guild senior agent and give them money
74 See two known robed mighty wizards and their deciples meet in private 
75 See two crime guild family leaders meeting
76 See a man selling cheaply printed pamphets in secret to youths d10 1=pornography 2=slander about a noble or priest 3=unflatering political comedy (dangerous kind kings dislike) 4=treasonous claims 5=demonic occultism 6=moral warning of vice and witchcraft 7=tru crime 8=cannibalism recipes for magic powers (false) 9=how to sell your soul to an imp 10=treasure maps
77 Overhear town elders discussing a plan to force someone from their legal property
78 Overseer of an orphanage making a deal with a slave trader (or a exploitative indentured service contract)
79 Nervous elder paying a randsome to crooks who laught at them and take the money leaving the elder sobbing
80 Important local meeting a drug dealerpushing illegal magical drugs
81 WItness someone teleport to and from the baths
82 Saw one of the bathers for a moment had a tail and possibly a changeling
83 Saw an imp sneak into a sewer pipe
84 Saw a strange man talking to rats inside air vents 
85 Saw a spectral figure bathing when left alone a while
86 See someone enter a secret door in one of the bathing rooms
87 See a massuse conceal an assassins weapon (possibly foil an assassination)
88 A famous bard enthrals an audience and takes an interest in your adventures
89 See a slime creature disolve a corpse then ooze down a drain
 See a bath attendant drag and dump a body in a secret trapdoor then move away like nothing happened
91 Meet a wizard who has a d3 potions or scrolls at home he can sell you
Saw a visitor mark occult symbols with chalk on walls referring to a local cult
93 Saw a wizard change another patron into a frog and leave 
94 See a spectacular woman who seems to disappear and look at you, she is a nymph of the spring who sometimes notices a patron
95 See a strange hairy humanoid enter by a secret panel take a bar of soap and a bucket and towel and leave
96 See tattoo showing membership of a cult on patron
97 Found a strange wing never found before and spoke to lots of old timers wise in old ways but you never found it again and nobody knows what your are talking about
98 Discovered a patron you met was really a ghost that lives inside a mozaic and offers to show you
99 Make telepathic contact with a being in the deep sewers under the bathhouse, in return for rotten meat and faeces it will give you unwanted magic items and platinum coins
100 Found a unconcious body with puncture wounds in the neck who remembers nothing

Monday, 9 May 2022

Some Quick Reviews...

EMO zine #8 and 3fold on the Necropolis of Yor recently on Patreon 

Like a few people I have been getting the POD releases for 80s D&D books I probably never saw in the day and as I was a propper boy with bigboy pants I probably snubbed basic dnd when we started AD&D. All these are POD on drive-through and Im pretty happy with them in most cases.

Maps are one of the main problems and in some cases, it was the map I remember and to have them made useless then print up my own in some cases from a non legal PDF its a bit rough. I wish they did poster maps from old products as separate items so you could get all the TSR marvel maps but that seems unlikely. In the case of the Dragonlance DL1-4 compilation, it is quite bad. Some gazetteers at least shrink maps to be readable while others have random bits printed that at least from the PDF you might work out what was happening. Some do better than others in Gazetteers Some of those later poster maps like the High Clerist Tower would be nice or the wargame map from DL series. Sometimes the cover art is overly dark on these prints.

Gazeteer series detailing the DnD Mystara known world has been great to have them all again and a few I never saw. Still reading some but its a wonderfully imaginative series. I hope they get all the hollow earth stuff now as they complete the setting a bit. For the flaws of its time, it at least was imaginative. I was anti flying boat myself for most of my gaming days (sorry steve next game you can have a flying boat). Possibly the empires book/box of these changed my mind when I saw the cost and economy to run them. I prefer a flying castle myself.

Are a few I'm struggling with - long winded, little art. lack of strange content. But more like this coming. I have been reading lots of old comics too.

My house on lockdown and feeling off - unsure if my normal bad hayfever and medical problems. Ive written a bit

Arkham Gazette Issue 4 Kingsport Dreams 
The best Call of Cthulhu magazine ever - each reads more luck a supplement expanding Miskatonic county and full of titbits and trivia. Lots of locations, hints of stuff, characters and trivia that helps you fill out the setting for sandbox play or to develop your own adventures from these fragments. Feels more disciplined than most magazines and lacks bad fan art, reviews for stuff I have or other stuff I am a bit over with magazines in general. 

WG5 Mordenkainens Fantastic Adventure 💓
This assumes you will play the famous wizard and his friends. The hook is there is a strange door in a castle ruin adventurers found and gave up on. Some disappeared. Thats it. You arrive by magic carpet at the door with an artifact in hand (no mention of using your own characters). It talks about magic keys and some artifact key hints to drop in your setting for clues and then refers to location as key locations lots. Some redundant writing and three situational damage tables for specific effects seem overly complex and a bit petty. Once inside its a mad wizard funhouse with an implausible geomorph looking map. By level three you would know this place is increasingly insane. I am inspired by historic architecture and function over gaming tropes. The art and design on this is good and shame they dropped the look of this module on later ones in series like Puppets. I do like the minions are depleted by being sacrificed and already suspicious of their mad demon using boss. The new monsters are mostly good, especially the demon and the evil book described (one of the best in DnD lore). As it's for levels 9-12 its a good example of a high-level dungeon and I like the idea a high-level party can ignore wilderness crawl and just turn up at the door. It feels like you could do this in a long session and have a good old wizard butt-kicking fun time. On the other hand, this is a late appearance of one of those crazy old dungeons at a time when the railroad cinematic adventures with mini locations were all the rage. I would like to run this without too much modification. It has some very strange funhouse stuff like the Purple Stone. I like it tries to add lore, items, and monsters to the canon which is a plus.

N4 Treasure Hunt 💓💓💥💥
This is almost an early DCC character funnel for zero to first level characters. Your commoners in a bad spot must escape and depend on what they do they get to adopt a class through play. It has Ad&d rules for zero Lv for those not using some version from Dragon for years by this time. It could be a good start to a campaign but is a survival railroad. Letting people take several characters and having a few die would be fine. Players are kidnapped, escape, then told the island will have everyone killed soon and a narrow window to escape. Having a god involved in a first adventure might not be to everyone's taste but its an unusual situation and one of the more memorable moments. If only the god would just teleport you away. Has some good art and maps you can reuse for certain buildings and good player handouts. Actually, this could be a prequel to the slavelords saga modules and why players hate slavers.

HWR2 Kingdom of Nythia 💓💓💓💥
This is peak cyclopedia era D&D with an Eqpytian flare with the fantasy on high. It has some interesting early weird combat skills I might steal and weapon mods that go in a different direction to AD&D. Some weird magic systems for local use that could help your bronze age empire compete with other peoples. The layout and art are good but the whole line featured wasted design space as a feature with big borders and logos. Adding Egyptian stuff to your setting is pretty old and this take has some unique twists. Has some good maps and lots of ideas to plunder even without the hollow earth stuff. I wouldn't try everything in here but it feels like it made some interesting efforts for unique new magic. Not as good as the Iron Crown games fantasy Egypt but that is an especially awesome product that would work well with this for a setting. The Old Empires setting in the Forgotten realms has some overlap here also like lots of sand spells.

N2 The Forest Oracle 💓💓💥💥
This is a good beginner adventure. It is a wilderness railroad with lots of prescripted scenes but better than many that do this and it would be ok for a first time DM. Good maps and handouts, basic minimal layout. It does have D&D gipsies but I'm sure this is an easy fix to avoid some of these old tropes. I would just make them more upfront about their desperation and why they have been doing their shenanigans. I'm not sure I would return their pegasus to them if I was a nature lover. It offers lots of dynamic locations in a short time and is well-balanced encounter wise. Im not sure I would run it unless I had some noobs or as a speed run for vet gamers possibly. 


Monday, 25 April 2022

Alien Encounters

Following from last post and detailing Aliens to contact while exploring space and searching for early colonies. Real aliens are rare. Most cantina freaks are modified colonists who adapted to survive without terraforming or just to be distinctive. There seem to be remains of prehistoric galactic civilisations that destroyed each other and most civilisations. They built hyperspace and manipulated lesser species as pawns. These ancients seem survived by their creations and servitors and many deadly weapons of genocide left as traps. My real aliens are not very human.

After my Space book, I'm writing to synthesise it and redo and make into a weird space horror, colonialism and archaeology setting with a single continuity hopefully to cover a 30k timeline of space shenanigans. And I guess the plan is to rewrite for my homebrew rules and SF elements of my other post apoc and planet psychon. Also, I'm now nabbing original star frontiers modules as POD. Lots of little projects for this I will play with on my blog. Mostly will involve revising and fitting in to my current homebrew rulebook system and using my psionics rules more. Its not a big leap from making a players book for my post apoc game. Possibly at moment to make you psionic you can enter hyperspace unshielded or receive an implant and go into hyperspace unshielded which has different results. The latter will be "navigators/sorcerers". The non implanted will be more like psionic mutants. Ship psi exorcists or inquisitors will be handy on any voyage of exploration or uncharted hyperspace routes

Still unsure what weird dnd universe things should and should not be in it. Do people turn undead or have oaths or would that be more like becoming more fanatic in your spacefleet code or in the name of science? Alignment. No would be easy but also I'm prepared to consider rationalising stuff in weird ways.

WIzard - in my current post apoc game they have software modules for spells that burn out and reinstall from their computer - not so sure in this setting but maybe something more like having brains altered by over space beings and requires codes and phrases to unlock but causes brain damage and memory loss - also could just don't do it or more for npcs not credible space corp agents. Make wizards more a threat and somehow evoke alien ancient hyperspace apparatus - teleporting hastened space marines onto enemy ship sounds cool 
Cleric  - Exorcist, Inquisitor, Cultist
Rogue - Pilot/Technician/Medic (X dam multiplier on healing?)

Sorcerer - Navigator, Psion, Channeler
Bard - Diplomat
Druid - ? possibly carrier of alien life form but dunno - maybe linked to particular planets ecosystem by some common organelle actually part of some ancient technology allows druid stuff to work but a problem for planet hopping - possibly more for npcs
Monk - Agent
eldren, morlocks, , mutants, robots, as in my previous volumes
abhumans - including androids and various designed humanoids
a few races will probably go or get reskins
d12 Quick Contact Aliens
1 Aggressive territorial species with 
2 Uplifted species made by a more ancient species
3 Cyborg species (possibly hijacked humans) 
4 Species altered by bioweapons into a hivemind by ancient technology
5 Utterly xenophobic possible fighting ancient galactic war 
6 Younger species using ancient technology
7 Biological constructs made by a more ancient species
8 Cybernetic constructs made by a more ancient species as servants
9 Alien android humanoids made to kill humanoids by some ancient species
10 Survivors of civilisation were destroyed after finding an ancient alien artefact
11 Species being altered by some remnant of ancients or entities from overspace
12 Ultraterrestrials in hyperspace and ancients in hiding may use servitors in normal material space while they hide in Dysons spheres in hyperspace

d12 Common Abhumans in Colonies
1 Apes - often orangs, chimps and gorillas arranged in castes for tech support and combat
2 Otters - for aquatic construction projects and terraforming work. They are thought of as cute and adorable by people who never met them. Other weasels, polecats, ferrets have been tried but their uses are usually not legal
3 Tigers - lone hunters, commandoes and snipers for lone wetwork. Some once went rogue and tried to produce combat robot versions of themselves for boarding ships to plunder. at least one faction seems to have been replaced by such robots. Other feline and cat types have been used but tigers were used by the military and were pioneering
4 Canine - various dog breed humanoids someone thought was a great idea for willing servants and security. Many are bred to be compliant good doggos who don't think much and follow orders. Some breeds used for security, others for customer service with adorable eyes
5 Chiropterans - bat people developed for a dark low gravity world, used as specialist stealth scouts and aerial assault troops 
6 Goats - scouts ideal for rough terrain and living off the land, turns out a cult was responsible for having them included in central catalogues of biofabricators on colony ships
7 Tegus - reptilian troops, technology helps overcome their flaws like dislike of cold. Various biomods they enjoy include thagomisers, bony frills, forns, spikes and other reptilian things, Iguana and monitor types exist also. At least once colony they replaced humans
8 Elephants - large humanoids with prehensile trunks, very sociable and hardworking
Grunts - smooth faced combat humanoid for war, eye and nasal slits and grey skin. For security or warfare, non-reproductive so they rely on clones and bioprinters
10 Reverts - modified with stoneage hominid DNA by a dangerous now dead cult. Intelligent and strong with pre homo sapiens hominid DNA. Often hostile to mainstream humans and determined to remain different
11 Aquarians - water-breathing humans with webbed digits for aquatic planets. Some dolphin, manatee and some sealion DNA. Some gave up looking human over generations
12 Swine - pigs abhumans adapt fine to human facilities and lifestyle and due to their design process have many organs and blood types usable by humans. More like domestic than wild pigs some have gone rogue and had no problems stealing human goods. There are colonies that used them as a slave caste in underground factories. At least one there was a violent revolution leaving a swine colony of gangster clans 

d12 Some "Fake" Aliens

1 Proximen - abhumanoid created to scare humans that an alien threat was real. Black hairy tusked fierce-eyed killers. Also intended to be slave troops. Some escape with clone printers and colony equipment. Part wolf and wild boar, sounds, odour and gait humans find disturbing 
Spacers - humans modified for space travel, capable in low gravity but also more tolerant of high G acceleration and cope for minutes longer and better in a vacuum than humans. Some left earth in early FTL drives and have been isolated for long periods. Many have cybernetic implants and vary from small to tall and spindly. Some attempted to accelerate constantly to escape humanity but improved FTL ruined these dreams 
Jotun - abhumanoids modified for high G labour and heavy combat, someone printed a modified generation without failsafe in a colony faction struggle and by the end a cloned army overtook the colony. They regard themselves as superior to humans so humans cannot afford to let them live. They are willing to use suicide and terrorism and storm special targets to win
Morlocks - related to Jotun but more for mining and industrial life in toxic conditions. Grown as a slave labour cast they revolted and replaced the colonists as elites. There was some messy farming colonists for food and other violence. They have a strange sense of honour and will live in cramped high G conditions and get left alone. The cannibalism thing is considered a slur nowadays and some live with basic humans
5 Tau-Cetans or "Goblins"- humans spacers modified for deep space survival in some of the first FTL ships made some early colony attempts most don't really know about. This gave them smooth low-pressure proof skin and large black eyes and when they modded themselves for planetary life they became goblins. From the first colony they modified themselves more to large-eared goblinoids with various casts (maker, soldier and labourer). These colonised several other worlds in isolation and even were raided by insectoids
Eldren - eugenics cultists took research materials and used them to create a specialist flight and navigation crew human variant for the decades-long FTL flights in the colonial era. They were deployed briefly then shut down then later employed for various FTL scout programs. Lean, beautiful, androgynous, pointy-eared, good at maths and long-lived. There have been cases where the superior flight crew took control of the colony from orbit and placed themselves as orbital overlords. Some have been very successful working with AI and their modified brains make it easier for them to navigate in hyperspace. Some adopted this as a mod to become superior. Many are suspicious of them and their elitism
Cyborged - one generation of FTL deployed cyborgs and most never returned. One found an alien probe and together it tracked down other lost probes and modified them all. They intend to use humans for protoplasm and terraform the homeworld to suit them. They are vindictive and hostile and sadistic and see humans as raw materials and spare parts
Worms - alien parasites only became sentient once bonded to humans. Now they have taken biolabs and clone printers to grow a new human-size form to not need hosts. Early versions will seem human, later they get weirder rejecting human culture and form - could be factions even some who prefer commerce to parasitism
9 Ravager Virus - hostile humans using hijacked and modified craft have attacked ships and colonies. Once host is infected they practice self-mutilation removing the nose and ears and ritual scarification. Some make improvised weapons and cyborg mods. They carry off victims to wherever they are based and turn them into their own kind. Its an alien bioweapons virus that creates a hivemind but it is also psychotic and hungry for intelligent hosts
10 Cephalopods - octopoid based biological construct made for labouring in space or underwater construction which survived a failed colony. Managed to build a civilisation based on colonial technology and their own progress with their vast underwater self growing computer networks. Working on a global biological supercomputer. Occasionally someone finds the data files to clone or print one for labour. Left alone together they initiate bizarre social behaviour which had most users discontinue them. Also called Tako by people which they don't mind but refers to those bade for more land use and kix with humans. Some of them become wrestlers or biologists or programmers. Many have cyborg tool limbs or biomodified limbs
11 Necroids - alien bioweapons hijacks human bodies and reanimate them as shambling necroids that cooperate to infect colonies. The necrovirus uses human hosts and technology to spread. Various strains have different behaviours and life cycles some more intelligent and dangerous others more physical
12 Rogue Fleet - an automated squadron of raider gunships with robot marines created to support flesh and blood units instead they all disappeared. Some colonies were raided and forced to hand over supplies.There seem to be various factions of AI with different policies on humans exist. Some think humans can be slaves others want them dead as crude final stage of life before machine evolution too perfection. They are dangerous for electronic warfare also

d12 Some Sample Aliens
1 Kijen - Scavenger insect warriors from a world at war whos population united to expand into space after discovering a single alien vessel. Some speculate they were hothoused in secret by someone to become opposition for humans. Border wars with humans slowed both civilisations. Brutal invaders who think humans are psychotic and with delicious corpses. They may change sides later once humans and they learn about each other
2 Makra - Insect Hive Species with multiple hive colonies in competition. Have a caste system and various monarchs with blood ties to their planetary queens. Initially, one clan was hostile to humans but then other clans offered allegiances to humans causing a stir in their civilisation. They even have their own rogue cyborg and robot clan enemies. Humans end up raising a clan from captured eggs and some humans are occupied by bugs. Humans embracing them will be brought into alien clan warfare system
3 Hastari - Startfish like species with multiple hands and eyes on their five limbs. Managed to control their environment and other species around them and increasingly developed technology. Communicating with them is very difficult but they are curious and make gestures to communicate. Scouts for their civilisation are encountered that has a completely different hyperspace array they utilise for FTL. Communicating will take years but they seem reluctant fight and be peaceful. They have the potential to coexist and overlap with humans
4 Kulan - Squid like species specializing in biological technology. They are quite friendly and seek trade with their strange living technology for exotic to them biological materials. Many are suspicious of them and the extent of their abilities. They have made biological androids which tightened people quite a bit but most agree it is a communication problem. They are keen to develop hybridized technology with humans and improved machine interfaces. Each member of the species worships a great ancestor who they swim to when they die deep beneath the homeworld sea to be reborn in the pool of knowledge 
5 Newts - these small gentle creatures are found all over known space and it is believed they are some kind of servants or caste of one of the ancient galactic civilisations. Mostly they are primitives who guard their ancient ruins. Humans often exploit and hunt them and raid their native ruins for treasure. Some warn that there may be more advanced remnants out there and some think their mythological beings may in fact be describing ancient galactic civilisations. With more advanced populations their size and weaknesses are negligible problems. Human authorities are sometimes appalled by how colonials mistreat these beings
6 Argoloids - protoplasmic tentacled creatures with properties of animal and jellyfish with poison stings and electrical discharges. They are happy to use personal walkers or vehicles to interact with aliens or go outside. They have some complex family trees and specialisations
7 Batrachians - hunchbacked toadlike humanoids interested in colonisation and trade by simply spawning on new planets. They grow large in water and then morph into obedient hungry youth who can fight so they are capable of causing trouble. They are wary of humans from first encounters and from how humans treated newts who toads reguard as all their clients. They have an inkling newts are remnants of one of the ancients from their extensive studies. They may claim archaeological sites of newts under their protection. They have shot at humans but clearly prefer commerce so often won't fire again if you don't respond and offer a deal. Its all part of their cult of commerce and dealing with aliens
8 Ameboids - protoplasmic sacks that manipulate their environment with pseudopods that can create to move or manipulate. They are hard to communicate with but are surprisingly friendly and seem to giggle (really their hyper-speed speech). They use biological and machine tech hybrid technology. They remember lore about their creator's deaths millions of years ago
9 Mutazoids - a biological colonial organism that can travel space in spore pods over aeons to invade new planets with a hostile new alien ecology. It is a bioweapon and some dangerous planets might be ones that survived over millions of years. Once infected, a new host the organism mutates sprouts tentacles and eyes and loses all form seeking others to devour or merge with. This has overrun some colonies but it can be prevented or even reversed by drugs. It seems to be an ancient bioweapon but has already created monstrous 
10 Trions - ambulant carnivorous plants cultivated from prehistoric seeds. Used for agriculture on several worlds. Some in a labship were being tested and captured a classified stealth ag ship for biowarfare and escaped known space. Possibly looking to colonise a planet with a botanical seed replicator. Unintelligent versions of them have been found wild on other planets. Computer projections claim the plant could terraform a planet and adapt to various climates by hybridizing with native plants. There is a fungus infected zombie variant bioweapon version in a black lab. Ships operated by them have raided cargo ships of agricultural colony supplies. The lab experiment that set the formerly peaceful plants amok is lost with that labship
11 Arachnons - colonial spiders capable of hibernating for aeons actually a bioweapons in the war of the ancients. They can overun a settlement and rapidly study it and keeps prisoners to question and for food. It takes them a while to communicate. Young colonies will seem like animals. When they have the time they will begin to use tech and eventually develop their own with specialist hives. They enjoy eating mammals and insectoids. A cyborg faction has been growing in power in some regions. These could be found in many places in deep hibernation chambers of the ancients that last for geological time scales or even just a clutch of eggs set to awaken if spacecraft or technology is used on planet
12 Chimera - a biotechnological organism from the ancients that absorbed a number of humans into itself and destroyed a Europan station and creating the warp anomaly first encountered by humans. It has since been see as a ship and has deployed humanoid agents with unknown motives. It has interfeared in human activity over several hundred years and led to warp drive technology discovery from alien ships recovered from the anomaly. The ship and its "crew" are the same thing and regarded as very dangerous but it seems to avoid using too much power and it has used same human masks for centuries now. People in power have always wanted to know about them but almost never hear about this. Most encounters would be with a disposable human mask possibly interfaced with a ship. The real entities can convert some of their mass to open wormholes into hyperspace to draw more power and mass through to win. For some reason, they use as little energy as possible and achieve their ends in secret over centuries. They have meddled in human affairs like releasing human-made sentient species with adequate resources to create a colony or turning up to destroy some ancient relic. 

Friday, 22 April 2022

d100 Events on a 5 Year Exploration Mission

So one of my dream campagns is to run my Commonwealth Gunship Campaign where a fleet of armed FTL ship is searching for hundreds of much slower one way colony ships sent out 200 years earlier. Some weird stuff has happened in that time. 

These will work along side my space book niceley

So these are for exploring ships to meet stuff while searching for signs of lost colonists. Aliens can be fakes or just creations or minions of an older species. A black op is running along side the colony searchers to fake an alien threat so they all agree to join the commonwealth. Its totally illegal and the characters could exposes this. Other factions might try this scheme on a smaller scale. In my setting at least one adventurer crew released a abhuman lab made species to expose the program with mixed results. Some of these have started colonies with clones using stolen colony technology. Possibly some found a colony gen ship struck by a disaster and used it. Lots of colonies modify themselves. Its cheaper than terraforming and sometimes people designed to do the terraforming object to making the planet hostile to them and take over. Coloured skin, facial features, eye membranes are the most common changes. Some have elaborate colour patterns. Abhumans are made from plans for labour or combat troops in a shortage and meant to be obsolete but sometimes they don't agree. Some colonies use abhumans or androids or robots as a bottom caste.

d10 Quick Event Types
01 Signal detected  
02 Technology Hazard
03 Astronavigation Hazard 
04 Allied Vessel
05 Colony Vessel
06 Unidentified Vessel
07 Unidentified Object
08 Space Wreckage
09 First Colony Contact
10 Alien Remnants

d100 Commonwealth Gunship Exploration Events
01 SOS beacon from a damaged small vessel from a colony
02 SOS beacon from a settlement under attack by oppressors
03 SOS beacon from someone under attack by pirates
04 SOS astronaut in cryonic capsule or possibly several together 
05 SIgnal from missing probe ship, its experimental drive now standard
06 SIgnal from ships boat from ancient colony vessel
07 Hostile signal from isolated colony gon mad to some cult, broadcast their scriptures to convert the heathens to true clarity of their cult and the genetic and cosmetic mods they provide
08 Signal from a new generation probe scout ship in trouble, has records of new systems
09 Signal from a failed colony, last signal as they face some doom years ago d6 1=disease 2=disaster 3=attacked 4=alien animal life 5=ancient alien bioweapon 6=ancient alien machine
10 Eratic strange band readings not natural phenomena possibly advanced technology
11 Mines from some ancient battle in area detected - ship requires silent running
12 Engine failure ejects current fuel core or reaction mass or damaged requiring resupply
13 Rare components blown require rare minerals to replace ships stores
14 Artificial gravity offline or unavailable for maintenance making spaceflight slow and awkward (anti grav plates or hab wheel need realignment) 
15 The ship strikes an object setting off every alarm possibly requiring repairs and risking some crew
16 Life support in crisis mode needs urgent work especially if cryonics, clone vats, embryo racks or DNA printer protein pods need to be saved
17 Computer problems d4 1=gone serial killer 2=error in protocol from different brand parts 3=system viruses 4=self destruct device keeps arming need some talking to disarm itself
18 A drone or robot becomes hostile, attempts sabotage and suicide if caught destroying memory data of who is responsible
19 Some system needs jury rigging bypass or programming to keep working with some other brand parts
20 Some exterior damage a spacewalk is required to repair and is still some risk
21 Some preprogrammed in course correction has been made by the ship AI in accordance with some surprise secret mission 
22 Some rough subspace travel and a surprise destination or fight time to expected
23 Subspace navigator having some crisis and too traumatised to jack into the nav comp for a while
24 Find debris of an earth colony ship and a possible trajectory
25 Find wormhole a damaged entrance to some hyperspatial network built by the ancients taking you somewhere unexpected
26 Unstable wormhole from some stardrive mishap creating weird effects that will eventually close
27 Unstable wormhole to d4 1=hyperspacial graveyard of fused ships 2=an isolated colony world 3=planet with ancient ruins 4=planet of crashed humanoids and aliens
28 Computational anomalies and conditions for FTL systems are non-optimal from some hyperspatial phenomena like weather
29 Detect some other mass close in hyperspace requiring quick calibration in course to avoid
30 Collision with something d4 1=debris 2=alien object 3=recognisable ship 4=wreckage 
31 Gunboat happy to meet and share data and supplies
32 Pirates from a colony jacked the signal and plan a trap
33 Scout ship returning home route wants to share data on several systems
34 Supply vessel here to provide fuel and supplies to extend the mission
35 Supply station partly built from supply pods and fuel tanks to extend the range of explorers, new and barely inhabited yet but has fuel, possibly automated or left for some time
36 Signal relay beacon to improve FTL coms of the more advanced ships possibly with supplies
37 Mercantile vessel off legal course possibly trading with isolated colonies unfairly
38 Survey Exploration Ship & science team  
39 Black ops gunboat d4 1=moves to threatening position 2=in orbit 3=avoid contact and hide 4=following wont answer hails
40 Older model scoutship in orbit around a planet or possibly landed
41 In system mining ships from colonies
42 In system explorers ship or scout
43 In system colony gunboat
44 In system interceptor fighters in group of 3
45 Colonial assault gunship with boarding equipment
46 In system colony freighter ship
47 In system colony defence frigate
48 Colonial space station or orbital
49 In system pirates or criminal organisation
50 Remains of old colony ship or exodus colony module
51 Drone missile attack
52 Nuclear detonation laser drone
53 Mysterious readings of some kind of stealth scout
54 Several unfamiliar ships converging on your position
55 Spy satellite of unknown manufacture
56 Gunship of hostile androids on black of for some faction 
57 Gunship of abhumanoid animen made to be fake aliens for a secret op
58 Spy vessel of another colony unknown to local inhabitants or explorers
59 Automated defence station (possibly current colony don't control)
60 Three defensive drone fighters guard colony (possibly current colony don't control)
61 Object moves beyond ability of best known ships
62 Advanced alien vessel detected spying on you flees when detected
63 Ancient alien probe scans ship then flees reporting to other machines
64 Warp effect phenomena from some advanced civilisation activity
65 Ancient alien defence drone awakened by technology
66 Alien vessel d4 1=equivalent civilisation 2=less advanced 3=automated or robot crew 4=ancient ship with less advanced crew
67 Alien signal from an incredibly dangerous location requiring specialised equipment and suits that even standard drones fail in (hostile planet, radio active area)
68 Ghost signals of ship detected of point where a FTL mishapoccured once, repeats randomly
69 Ruins detected possible older than humans, possibly in non habitable location in system
70 Biological creature or vessel or object, possibly in a comet tail or orbit or on planet
71 Wrecked spacecraft graveyard that moves in and out or hyperspace in anomalous region that possibly moves around several systems
72 Fused mass of mashed up wrecked ships or megastructures dropped out of hyperspace and will probably returm
73 Colony ship or module
74 Remains of wrecked old colony module or ship resolving an old mystery
75 Remains of orbital and ground structures from colonisation attempt
76 Wrecked scout or gunship crashed on a planet
77 Abandoned space station with mining drone bays
78 Wrecked vessel from slower drive era, should not be possibly here
79 Empty ships lifeboat
80 Remains of megastructure in space - a huge station or asteroid habitat 
81 Primative colonists worship autofactory AI
82 Colony in long civil war destroyed or fight over most advanced colony
83 Operational colony taken over by cult or political despot and xenophobic, some modify themselves to be distinct from humans
84 Colony at war vs engineered combat humanoids or robots originally made by some faction
85 Colony in conflict with more recent solar system sub colonies
86 Colony sprawling developed eugenics cast system and extreme social control, fairly advanced
87 Colony had some apocalypse or disaster and recovering but fragmented
88 Colony over run by psychotic murder space cult willing to use genetic engineering and mass murder for control. AI might have been sabotaged, modified or responsible
89 Conlonists have used cybernetics, robots and androids with good technology
90 Colony has successful culture and does not welcome contact with the mother planet
91 Planet has indigenous sentient life although it might take time to recognise, sometimes humans might have also settled and not notices natives or given them credit or respect
92 Crashed alien vessel with remains, quite old very valuable, unsure if has any function
93 Life signs and alien signals to a strange structure, trap left by ancients in their galactic war long ago
94 Remains of an alien base difficult to spot and very ancient
95 Alien ruins of some non human colony covering a large area like a city
96 An alien vessel attempts communication but is difficult, requires some materials to reach home 
97 Ancient monumements and ruins of alien civilisation that vanished
98 A species here is in fact some alien caste abandoned here long ago and survived as primitives and some might not think they were sentient or linked to alien artifacts
99 Human colony reverted to primitivism but among alien ruins with evidence both co habited for a while and humans preserve some culture
100 Backward human colony exploits and abuses alien species they don't believe are sentient

Wednesday, 20 April 2022

Strange Spirits of Auldwood

 Auldwood is the dark forested region away from the more built-up coast. It is famous for a few things. Being haunted and backwards are the most popular assumptions. It has various knights estates isolated by thick forests and even they are reputed to have weird customs. Many refuse to travel here but local regulars are often ignored or protected by spirits who keep them safe from their strange neighbours. There are lots of robber knights living in the many regional ruined estates and gruberholes.

Auldwood is a project I have touched a bit and I am working on some more things for it. My Patrons have a few times said fairytales and knights and spooky stuff are desirable. I have a few d100 tables and might make a list of usable past posts. Some of my court and noble tables will fit in. I had started basics and a map for 3folds set here and had a map area and towns detailed. I might make some simple maps for theses locations. It has lots in common with my Anglersland setting which could be NW. Id like to map the Sea of Woe with part of the sth continent, Exile Island/Monster Island to the north. I designed some Islands id like to stick in between previously Angerlsland, the South Land and Exile Island. Ive been reading about Orkneys, Shetland Canary Islands too. My stone age campaign affected lots of the north frozen continent. My Exilon campaign is about 3000 years before my typical DnD Games. Ill try and do some other adventures and bits for this setting as tables here and adventures and zine content after Anglerslund.

I have considered working on my western lands where a large advanced naval & magic island of Waerlund (kinda Elizabethans human/elf civilisation and a continent of the most technically advanced kingdoms who war constantly over religion. Occasionally a horde of barbarians or humanoids invade and everyone unites for a few months then back to fighting. More like 1490s-1540 Europe but more diverse. I did enjoy my longest Shadelport game where people sailed quite a bit (or had a zombie galley). On my map this region is the east. The mysterious west is feared by the other lands for its drug empire but in reality, this is only a small fraction of quarter of the world. I have Yoon Suin, the Purple land like area below this and lots more. The regular campaign people are ignorant of for a thousand years.

When you walk through Auldwood, off the roads or at night stranger things come out. 

There are many small spirits. Some are old as the forests or remnants of when elves greened the world. Some wee folk , Peoples spirits who once lived here long ago have changed in strange ways. Many of these spirits and beings began meeting in the dreams of humans and many creatures will manipulate humans through dreams rather than be seen by them. Most people get a saving throw vs this and some spell casters have spells to deal with this problem that can prevent such creatures. Weird overlaps of bright and dark faerie folk, aeons of damned souls and strange dream creatures are described here.

Most of these have 1-4 d8 HD AC+3 to +6 and a d4 or d6 attack
Most manifest a material form for at least some of day or night
Most if killed reform unless spirits trapped or destroyed
Many have several forms 
Can become invisible (children and animals can see)
Can become intangible and watch the material world
Other spirits can see intangible or invisible spirits
Most have several magic spell-like abilities usable per day
Most have strong alignments and take oaths and gifts from greater powers

Obviously I regretted starting this and it took longer than I would like.

d10 Quick Spirit Types
1 Animal Spirits
2 Water Spirits
3 Land Spirits
4 Tree Spirits
5 Faerie Spirits
6 Darkness Spirits
7 Mischief Spirits
8 Undead Spirits
9 Nightmare Spirits
10 Dream Spirits

d100 Strange Spirits of Auldwood
01 Grimy Jim - fox changeling, sometimes walks like a human in posh hunting clothes and a top hat, really wants to kill chickens and murder someone helpless he comes across or can trick to their doom. A serial killer of the forest who uses illusions. 
02 Jenny Screech - owl changeling travellers people then warns local forest enemies, may be a witch of any age in a feathered cloak an owl or a in between owl
03 Wolf of the Wood - a black pony size were-direwolf, may appear as a helpful woodcutter or hunter but then leads them to doom instead of safety. It has been known to been killed several times and uses darkness magic   
04 Weasel Mac - a poacher and hoodlum and part time thief. Weasel changeling who uses illusion magic. May be seen with his gun and a sack with a cap and coat. He prefers being a hybrid weasel human but will morph to what seems safest. He might try and rob or eat someone or work with some other evil for money 
05 Spiny Norman - seems to be a hedgehogling only 1m tall with a coat and cat and a sack out foraging. Can turn human or into a hedgehog and interested in food. Many humans think he is some kind of tramp and often drive him away. He is quite nice but dislikes crime against the poor so he has murdered a few bandits and leads others to hunting them
06 Jimmy & Jenny two young frog changelings from frogland in love have nice hiking outfits, packed lunch and butterfly nets. They plan on colonising the area with a few hundred offspring a season but would like some help navigating this world. They mention a desire to settle down somewhere safe and play down their reproductive powers
07 Old Badger a wise elder spirit badger often appears as an old trapper if near humans. He helps animals, especially rascally mischievous young ones from harm. He often gives fierce moral lectures to the young
08 The Bunny Man - a rabbit changeling who appears as a drifter or prospector or a humanoid rabbit in hunters clothing. He travels the land murdering hunter's dogs and crippling rabbit hunters. In recent years he went on a quest to the faerie queen and he was rewarded with rabbit beast folk children. He plans to sweep the region free of all hunters trappers and rabbit eating bastards
09 Old Moley - a small 1m tall mole changeling who may appear as a prospector with a mining hat or as a huge clawed mole person. Can burrow to attack by surprise and works best in darkness. He used to be nice until some local meddling mouseling children were killed by chaos goat folk cultists. Now he hunts them and murders them 
10 Clara Swanmay - a swan maiden changeling known to local druids and rangers. She hunts humanoids who killed her brother hundreds of years ago. Now she hunts them to fill the hole in her heart. Every year she kills some creep after her swan cloak thinking it can control her
11 Lady Millspring - nymph of a pond was once worshipped by village but they all died I the plague and the village is a ruin. She is lonely and surrounded by undead. A few have heard stories of a "helpless maiden" surrounded by undead. She will help remove the undead and marry the right lover who will stay and guard the spring as a domain
12 Mabelle Rockpool - pond nymph is hostile to intruders and enjoys killing creeps who assault her when she walks paths near the highway
13 Water Snake - a waterweird like serpentine spirit made of water, a spring spirit that can move the location of its spring if it has a reason. It used to be used to be worshipped. May offer needy travellers water or healing if it senses they are defenders of life. It may appear as a horned snake or as water and is kin to great underworld serpents of wisdom and life
14 Marsh Father - a bog spirit that can form a human body from mud. He protects waters, animals and plants that rely on him. He weaves clothes and traps from reeds and is very sneaky in water
15 The Silver Princess - this fish spirit assumes human form and is in love with the human world but mingling with them always ends in tragedy (a curse from her father). She has a dozen aggressive fish folk abhuman suitor-consorts but she wonders about humans
16 Chilly Villi - a hairy small troll spirit from long ago, cold precedes his appearance and is more common in winter and nights. He uses his cold aura to warn creatures to go home to bed and he occasionally stabs a trapper or a woodcutter who forgets the propper prayers and respect
17 Lurissa Bogdame - a girl drowned by her false lover now she murders people near waters she currently inhabits especially attractive youths or lecherous old men. She will lure them close then drown them
18 Chaclakcolb - a frog spirit and guardian of water ways can assume a human or small water elemental form or a frog (small or human size). He protects waterways from pollution and over exploitation. Many settlements failed when he wrecked their dams and irrigation and reclaimed forest bogs for nature. Will protect respectful locals from harm
19 Cricklecreek - mischievous nixie who pranks people disturbing the peace of her waters. She may charm victims and make them sabotage encroaching civilisation 
20 Weeping WIllow - spirit of woman died pining for a knight who never knew she existed. Now she roams the rivers creeks and ponds especially near willow trees. You might hear her weeping and see a figure on the waters edge. Any who come close she may attack or worse fall in love with
21 Redstump Dwarf - a forest dwarf spirit who trims dead limbs and prunes trees and builds animal homes. Mostly avoids humans but might kill a few poachers and bandits
22 The Elder Stone - carved boulder with ancient signs. It seems to move from place to place  yet is covered in moss and nobody has seen it move. The stone can unroll into a short stone trollish humanoid. It tends prehistoric altars and stones unknown to modern peoples
23 Cornicopia - a hill nymph who lives to run with her animal friends and kills greedy hunters or monsters made from animals by evil or chaos. She will offer travelers food but if displeased by guests sets lions and bears and elk an boars and wolves on them
24 The weird stone - an ancient monolith that moves appearing in various stone circles overnight with no signs. Occasionally some even see it moving and chasing victims to crush, It is guided by some astrological signs. 
25 The wheel stone -  a stone disc with a hole in the middle people used to cross in ritual in the old days. A spirit inside the rock judges those who pass through it. If the person is an enemy of nature the stone curses them. On rare occasions it takes the form of a small gnome and will not mention its link to the stone
26 The muck man - a muddy dripping humanoid who has been seen watching people especially at night with glowing eyes. If seen it will mostly flee 
27 Gem Toad - a large toad with a magic gem in its back. People see it and chase it. It can teleport and has esp and of course can become a spirit and blink at will. It lures fools into danger but occasionally it will let a worthy person find it and it will adopt a wizard form and give them a gem with a d4 charges of teleport worth 5000gp (shatters when charges used)
28 Snothair Weazelteats - a short filthy goblin-troll creature that lives in holes and bogs and hedges. He mostly catches fish and picks berries but occasionally beats a commoner who steals from nature too much from greed
29 Brandy Butterbur - a gruff land spirit who adopts a gnome form to try and get drinks from humans without paying. Likes anything alcoholic but on brandy too much they get in trouble. They feel entitled to drinks and will cause mischief to those who are rude or mean
30 Barleygut Grumbleplow - a sleazy earthy spirit who tries to seduce attractive youths promising to restore virginity and grant them wishes. It makes illusions to give the impression it has amazing powers. They have many disguises (all ugly wizened, old and saggy) and change from male to female at will
31 Demon Tree - an undead chaos tree will roam woods by night especially in storms to snatch humans to eat. Some local stories mention stories about it burning the creature every generation
32 One-Legged-Log - an old log only 1m high that hops on one leg and has a knothole eye. Mostly it just spies on people and gossips to other spirits. May sprout a single wooden arm to punch people or steal something to help an innocent escape harm
33 Old Man Tree - a great treant spirit who roams the woods, can be small and cute or a giant who can crush a human in a hand. He is one reason local foresters take care to take only certain trees and must say prayers to the forest spirits
34 The Green Giant - a vegetal thorn covered humanoid plant horror that demands wreaths of bloody organs be left to it as sacrifice. Its echoing gibbering can be heard a long way off so most flee the sound. He can be called on to drive away strangers from the local forest
35 The Verdant Dame - washes her hair and bathes by river alone, she judges intruders and may reward some with sex others she might drown or steal their soul
36 The Treasure Tree, moves about somehow and has unusual gold and silver fruits and unusual bigger squirrels and bugs. If you take a fruit and are worthy the eater gains a d3HP but if they are not a tree friend they are instead cursed. Taking more than one fruit lose all benefits and los d3 Max HP. Sometimes it appears as an old person to laugh at losers or a ferocious tree giant if any try and harm it 
37 The Green Knight - challenges knights to battle on the fringes of the wild. He has been killed but returns and he has killed many more times than that. Faerie forest knight evoking elder woodland cult
38 The Star Flower - appears as a glowing magical violet flower or a sprite, will appear off the road to lure travellers to investigate. Then the spirit tries to charm victims it can take to fairyland to be slaves for eternity
39 Black Stump - an ancient burned stump and gnarled roots. It makes small illusions to lure small animals or animals into a gaping hole that is the spirits mouth. Beings swallowed are kept in a underground cell with other remains and edible fungus and water. The voice of the tree taunts the victims and thrives off causing misery. If slain it reforms in a new location
40 Billy Beets - a talking beetroot with greens and arms and legs. Child like face and knee high mischievious spirit that tells children not to eat beets with horror stories of its reletives being mashed and chopped and ppeled. Parents throw rocks at it. Druids just chuckle 
41 Wollanda the Winter Fairy - walks the woods mostly in winter and night but other times also making plans for winters yearly arival and advising plants and animals on their winter preperations. She has little dealing with humans and thinks they are rude. Aroaching her might be dangerous if not led by an elf or faerie, humans best pretend to be pets and silent 
42 Gallamas the Green Boy - a plant spirit who dies and regrows each year so knows about the underworld and matters affecting plants. He likes to challenge warriors to contests and he likes to love enthusiasticly. He will sacrifice himself for local goos forest beings and from these sacrifices he has the most shrines. He is refered to as a prince by elves who love him 
43 Klorion the Green Sorcerer - a sinister elf sorcerer who haunts the woods and appears where humans try to expand their settlements by clearing forest. There are ancient tales of him in faeries battles and humans who challenge or ignore his warnings are destroyed 
44 Viriam the Spring Fairy mostly appears sunny spring days. Sometimes she has a mission or helps living things harmed by disasters. Mostly people think she is benevolant except when she adopts orphans she finds and takes them to faerie land to become brownies or pixies
45 The Green Hunter - a hidden elf spirit who roams the woods removing traps and scaring game away from hunters. In hard times or winter or if people are need he might help people. Many hunters know prayers to placate him so they can avoid his wrath 
46 Jack In Green - an elf youth or appears in small animal form likes to meet and play and frolic with young person. He has quite a few long life secret friends in human villages and even a few shrines. These young people he may protect from harm and most grow to live a long life and influence their comunities into respecting the wild more
47 Jane Sparrow - appears as an elf maid mostly but also as a human youth or a deer. She enjoys visiting human taverns in disguise to observer humans for signs of their expansion or threats to the forest. She has many friends for these disguises and may mobilise them to help druids and adventurers with a good cause
48 Kelenka the Summer Fairy seen mostly in sunny weather or dawn or sunset frolicking with animals and sprites. If offended by being observed or confronted by rude humans her sprite and animal friends may attack and if any of her friends are hurt she curses them with blindness. The best response is to flee
49 Lorica Woodsong - appears as an elf or halfling or human as a bard on tour sewing fey propeganda as she travells. She will join camps of travellers and help people vesus evil things but her main interest is spreading tales of faerie contact and vindictiveness. She will murder anti-fey agitators from the cities or those with plans to develop the forest
50 Mordarsis the Autum Fairy - mostly seen in wild wind or storms dancing among floating leaves. Animals bring her nuts and flowers as gifts and she blesses their stores of food. She can be quite grim and if humans have displeased her she assumes a skeletal form with a raven skull for a head. She can bring plagues, famine and murder to settlements she feels are growing too much. Wise villagers make small expansions and leave her offerings and plant trees
51 Glargem Horg - Dark dwarf necromancer lives in secret tunnels underr the forest and longs for more corpses and human remains he can turn into undead servants. He most enjoys watching his children scare villagers. Can turn into a giant carnverous mole 
52 Simgol Nightfoot - Dark elf spirit may appear as a dark elf adult or child, human, halfling, goblin or wolf. Plays cruel pranks on humans to drive them away from the woods. Mostly bothers strangers for their ignorant mistakes 
53 Granny Grimelips - a hag like sprit also appears as a raven or buzzard or an old badger. She creeps around listening for gossip and reading mortals minds. She then tries to expose peoples secrets publicly without revealing her presence. A few villages know her methods and imdeiatly check their blessing totems and sacrifice to good spirits for help. Her favorite taunt vs those who try to stop her face to face is to say she upholds truth and honesty and stoping her makes you a liar
54 Vrilgar Thornhand - a dark elf spirit hunter who likes to torment humans. Has many strange arrows that cause long term pain or throw someone off their food or make friends fight. He sits back and laughs. Usually this goes on a while before someone notices him laughing and spots him and they tell some holy person
55 Grandfather Frost - appear as an old man or winter elf or a winter wolf. He brings cold and enjoys pranks on humans like killing crops with frost of sneaking into a public building so everybody freezes and goes home. He is blamed when 
56 The leaping shadow - a phantom hare spirit shadow that leads people to their doom or warns them bad times are coming. It does not comunicate, just follows and stares. Witches revere it
57 Urantragmar - the great forest spiper who kidnaps men whe mates with and devours. She then lays edds of giant spiders who start a colony and have signs of fathers face their own kin might recognise. Mostly people meet her spawn and cults have called on her for help. Dark elves in the region say she is from before the first dawn 
58 The Soul Lamprey - has been banished but many wise folk and other spirits know of this being. The spirit depends on psychic energy of murder which allows it to form a body and will bite the killer and victim with a paralysing venom inducing fits and halucinations of prehistoric humans living in fear of the spirit. Once paralysed it injects eggs into its prey and departs. The humans become cultists while carying a soul lucking worm daemon baby and when mature it eats the host spirit and the body becomes a werelamprey
59 Black Crown Night Queen - this dark fungus spirit helps cultists, goblinoids and dark faerie with obtaining potions and spores of magic fungus. They build shrines to her and even some villagers leave her offerings for feeding family in past famines. She is an eerie tall, serene elf female with palid fungus skinand jet black hairlike threads that constantly release spores. She can spread benevolant or monster fungus but accepts sacrifices of food and burried bodies 
60 Tramranzel Gobblebonk - a cheeky short elf who meets strangers and likes to chat gossip. If refused he gets mad and plays a cruel prank. These can go too far and have caused fatal accidents. Tramzanzel also is always looking for a bride to take to fairyland so they do not come back for a decade or so
61 Jiminy Thimblefoot - a tiny miracle tailor gnome but may take a rabbit or bird form. A bespectacled old gnome with a toolbelt over apron and a long beard. Seems distracted and asks questions. He will help the needy with labour so they can rest or keep their job if sick but if abused he will stab the false friend and scatter their corpse in 13 holes 
62 Nutlar the Squirrel Prince - a prince of squirrels who may appear human or gnome and gives people nuts that appear at will in his hand. A swashbuckling troublemaker with a big mouth for starting fights. May ask to travel with strangers to make new friends  
63 Zolitar Prickfinger - a small nasty sprite who likes to use cantrip beinner spells to curse people with pranks so they blame someone else and cause them of witchcraft. Sometimes follows a zealot who cares about hunting witches
64 Silas Figberries - a satyr spirit who may appear as a goat or a youth. He likes to seduce humans with his wicked good looks and wild demeanour. Occasionally rivals or lovers families try to harm him which he finds funny
65 Jenny Pineneedle - she likes to poke people with pins and causes aches and pains, especially in elderly people. Sometimes a healer must drive her off. She is scrawly old woman in rags but mostly invisible or a wasp
66 Bingle Latchloose - lumpy faced drooling idot spirit likes to open farm gates and spooks animals. He thinks he is helping them and is hated by farmers who put up tiny rune plaques that tell him to keep away
67 Minamy Catstalker - who torments farm cats and may drive them away, local witches can be employed to drive this secretive rodent like gnome spirit. It believes all cats are evil and need to suffer
68 Glormnut Goatfiend - an evil goat spirit that tries to breed with goats. Goats are quite suspicious and can see the spirit and will be visibly disturbed if the spirit is neer. Sometimes it appears as a strange billygoat or a musclebound goat abhuman. Any goats it spawns are chaos goats that cause trouble and most planeshift away
69 Grumph Roofrotter - a damp long nosed goblin spirit who ruins rooves by bringing in damp, or bringing termites or might jump noisily on top by night trying to cause damage. He wants humans to go away. A local spirit wrangler can drive him away for a few years
70 Numbleblott - a spirit who seduces lone med appearing as a youth or fairy or elf male or female or whatever works best. It uses sex appeal to lure victims into the woods where it beats them and puts them in a sack and leaves them in the forest or drops them in a river. It was jilted by a human lover and ever since torments mortals. Mothers warn young about this spirit
71 The Burning Man - a screaming burning figure who chases people by night outside of villages
72 The Drowned Maiden - murdered and drowned by her false lover the spirit now haunts nocturnal trails and crossings. She may appear friendly and lure victim close to the water so she may possess and drown them
73 The Phantom Rider - a green glowing masked rider, a famous bandit who was caught and killed using treachery. The phantom will chase travellers screaming and shooting at them but seldom hitting those who flee. Some turn to confront it and perish 
74 The Claw - a shadowy figure is sometimes seen and later you may see a hideous hand reaching for you or stealing an object. Some say the had even tried smothering them in sleep but nobody sees more than its arm. People say seeing the rest of the spirit causes madness and the claw is a hideous mutant driven to murder travellers and burned by a mob
75 Nanny Cacklebrow - a witch or possibly an old lady killed by a mob. After burning the witch those on the jury were all murdered cruelly over the following months. Now some see this naked old woman skulking in the forest or performing strange rites. She leaves stick dollies hanging from trees where she currently haunts. She scares children too but wont harm them directly but results in some being lost in a hazardous situation. Gifts and apologies from villagers for her murder may appease her
76 The Woodcutter - a roaming spirit who often appears as an axe wielding woodcutter who was executed by a noble as a scapegoat with accusations of poaching to spare a nobles servant. The woodcutter often is seen by travelling aristocrats and bluebloods in the woods staring. When the spirit really means business it appears without a head or carrying its own head which it may throw at those fleeing. If a nobleborn visitor is killed by an axe people blame this spirit. It may fell a tree to block a road to menace a carriage of VIP travellers. It only kills once per full moon
77 Renald the Terrible - a bandit betrayed and stabbed in ambush at his sweethearts, this robber knight still haunts the forest roads by night. He may lift his helmet visor to reveal a furious flame of his rage within. Chases travellers and injures some and takes any dropped goods and baggage or pack animals. They say he has a secret gruberhole full of treasure and his undead gang who he hunted and murdered and brought back as zombies to guard his lair for betrayal. His living family are embarrassed and offers a reward for stopping him
78 The Mad Trapper - a fur trapper who lived in the mountains was found to be a cannibal and murderer and chased into the snow without supplies and was eaten by wolves. Now his spirit sets traps of the woodland trails for innocents some painful some lethal or supernatural. Some caught in a snare or a net see his bearded form looking over them. He may lure wolves to people just to see people eaten. He fears villages and the protective magics of wise folk
79 The Old One - this spirit dwells in the strange old places and weird stone monuments from the dawn times and it often menaces those who enter such places without respect or to cause them damage. Several city priests have fled such monuments and been chased from the region by holtile spirits once the old one has called a hunt. It can appear a black flaming figure with glowing bones. Some of barrows and stones have guardian wights created by this spirit thought to be an ancient druid lord
80 The Black Templar - a spirit in crusader armour used by the undead worshiping monastic warrior cults of old. Stories tell of this order fleeing their destruction and the last of the black brotherhood hid and died in these very forests. This templar was said to be the last of his order and killed by vengeful victims. Today this spirit murders woodland travelers and loners making them vindictive undead that roam the woods. They say he hides the last of the templar treasure somewhere in the woods where his other dead brothers cannot leave 
81 Granny Grimfinger - appears in the dreams of children giving them nightmares to see if they have sorcerous potential. If so she kidnaps them to raise in her iron tower which can move throughout the forests. Many local sorceresses got their start from her
82 Jacky Knighands - a horrible red horned puppet who menaces people in their dreams preferably the young and lone dreamers who nobody believes. He tries to convince victims to burn houses and stab people promising he will leave them alone and get a new victim
83 Gleamfool - lanky limbed idiotic goblinoid spirit appears in dreams of villagers from time to time and once most of a village dream of him he will appear before them and can manifest a body for a time. Once physical he will want to do all the terrible things as a bodiless nightmare spirit have cannot feel. The body usually does not last long and he needs new hosts to try again
84 Sally Krumpkin - a slightly dim village girl met in a village when alone for a moment and then dream of for several nights of her chatting away about village stuff. Then she appears in the waking world to the dreamer constantly offering poor advice, getting in your way and ineptly helping their new best friend. Usually, the friends die or get an exorcism or dream magic to be free
85 Silas Gulpsac - a mean frog spirit who appears in humans dreams to criticise their every move and decision to sew doubt. It will appear as a credible wise elder in robes in dreams and shows false visions of the dreamers past. He longs for the times long ago when he happily lived in the dreams of billions of frog folk who dreamed long ago. He just wants humans to feel bad but he might be placated if a colony of frog folk appear in the forest
86 Elora Nightbane - a banshee spirit who wanders the dreams of mortal men as a dream lover, if they fail her tests of love they are found dead in their beds rigid in a pose of agony. She might provide a gift or aid to a true lover who passes her test or take them to fairyland forever if she likes them too much
87 Molly Iron Teeth - a nighthag who haunts dreams of people looking for the most spiteful and desperate she can direct to joining local evil cults or witch covens or other outlaw spell casters. She does not like being caught and will avoid areas once detected and identified. In her magic cave that moves she occasionally makes monsters in her iron cauldron to release and has been known to kill and gnaw off the faces of any who seek her home
88 The Dream Worm - an elder worm spirit that gets in the dreams of those troubled and drives them to more violent outbursts and eventually cannibalism. Once the victim of its influence eats their own kinds of flesh they can become hosts and produce worm offspring in the waking world to infect others. These cannibal cults are clumsy and careless and mostly get exterminated by locals or humanoids. Sometimes it manifests as a worm, a swarm of worms or a humanoid robed mass of worms that can speak vile secrets and magic
89 Caladus Glimbletail - a tiny faerie dragon who often looks into the dreams of humans so he can evaluate if they deserve some prank or lesson or possibly some reward. They know many children and listen to gossip all over the woods from humans or faerie
90 The Black Oak - a dream spirit of an undead tree burned by necromancers and tormented. Now it enters the dreams of mortals who harm trees or break branches or cut down healthy trees. In dreams, it begins to make the victim suffer nightmares and the tree will pursue them attempting to grow roods into the eye sockets of the dreamer. If it succeeds it turns their waking body into a strange undead plant horror and devours their souls
91 Elaura the Golden Dream Fairy - visits the dreams of children to warn them of great supernatural or mortal peril. Sometimes she might visit the dreams of adventurers to get them to do some good deed helping innocent commoners
92 Granny Glitterbalm - an old holy witch who visits people's dreams to inspire them to good deeds and decisions. She may even appear to her unwilling "students" while they are awake to say she is disappointed or encourage them 
93 The Dream Troll - enters dreams and shows visions of the world when trolls of all kinds were common before dwarves and elves and the giants war on the gods. This old shaggy robed being has horns and a bulbous nose. It may warn people of danger from current chaos mad trolls all cancerous abominations
94 Halfpeter Floorfriend - a halfling like spirit who lives under floors and in the dreams of those the spirit admires for their goodness and innocence. It will aid them versus other spirits and give them advice and lore in dreams to help them. He is the imaginary friend of many children who like stories and books
95 Rainbow Star Heart Spirit - a glamourous and shiny spirit all eyes and lips and hair that is in love with love and longs to advise young people in love. Her advice is not especially efficacious but heartfelt. She may appear as an old matchmaker or a pretty barefoot peasant girl to become a lover's confidence. Mostly she wants to be a best friend and to wander her love-struck dreams which are often beautiful. There are folk dollies based on her in villages
96 Sweet Mary - a spirit from candyland who enters the dreams of mortals and gives them secret candy recipes in their dreams. When the mortal becomes a master confectioner she will give them a magical recipe to create living candy creatures or even a body for her so she can know real love like a human. She may even try to lure people to candyland to be her friends forever
97 Old Tom - seen as a cat in the waking world in the dreamlands he is a talking cat in clothes who aids the dreamer on their quests in the dream realm to self-improvement. Tom encourages people to defy self limits of class or wealth and teaches people courtly manners in dreams. He hates the ruling class and likes to dupe them with his chosen common projects
98 Treetop Torris - a strange spoon faced fairy being who visits mortals in their dreams and teaches them to see faerie things. Like hidden fairy portals or how to get to the world tree that transfixes the cosmos and is home to all kinds of strange folk and animals and paths to other worlds. Torris is lean and tall and wears fancy dandy clothes and offer magical sweets and baked goods. He teaches people over years and many subjects believe they are just dreams
99 The Dream Faerie - is a kindly fairy who visits the dreams of mortals who are suffering to ease them with petty spells and treats. She often works through dreams and others may not realise some prisoner is in fact, enjoying comfort from her dreams. 
100 The Questing Beast - it taunts knights and hunters and they say who catches it will become a king. The creature has been chased for days and most attempts fail as it is mostly a dream creature and only some can even see it and it is not really in the waking world. It may test a subject and if suitably noble it may allow the worthy to touch its horn for a small blessing