Tuesday, 25 January 2022

d100 Magic Mountains


Blogger doing strange new format things some incomprehensible buttons and difficulty seeing my toolbar on the blog editor.

Here is a nice picture of a donkey battle wagon. In my current game these and oxen pulled are the normal chariots but barbarians use some strange animals like terror birds. These wagons are heavier and less manoeuvrable. Possibly some of the civilisations in my setting might have more. I need to get my bronze age minis out again.

Busy resealing a fishtank and having panics over finding test kits but otherwise fine. 
(all ok tank failed for purpose now has a surprise 9cm rescue Australian Green Tree frog)
Spent lots of time working on tank setups and dealing with local frog addicts.

Taking care of my list of unpleasant adult stuff I want to avoid bit by bit.

This felt like work and took a long time 2 weeks - phew
if I repeated any entries please let me know
my editing skills are sub normal

Will be working on GoatQuest booklet a bit

d10 Magic Mountain Types

01 Fantastic peaks
02 Isolated community
03 Secret caverns
04 Strange Ruins
05 Nonhuman stronghold
06 Dungeon complexes
07 Prehistoric traces
08 Hidden peoples
09 Haunted peaks
10 Mythological magic

d100 Magic Mountains
01 Snowcap Mountain - tall frosty mountain nobody has ever climbed and returned is the home of frost elemental beings around an elemental node that affects local weather systems
02 Stonetower Peak - a great peak ith an exceptionally tall and narrow stone tower commonly swept in clouds, long ago giants built this as a secret landing post for their sky castles and there is a secret stairwell that goes into the depths into a magically guarded place of a lost race of lawful giants
03 Burning Mountain - once was a coal mine here but it caught on fire and it still burns. Cultists come here as most people avoid it to various abandoned mines. The mines were built by gnomes and dwarfs long ago and were shipped out by vast underground tunnels to kingdoms of the Underland 
04 Twinspire Mountain - a double-peaked mountain with trees and several climbing routes. Of three routes two get to the lesser peak, one with less climbing and more steps. The third is a famous challenge that has killed many. Climbers mostly the privileged or wilderness guides seeking fame
05 Stonefist Mountain - a knobby odd shaped mountain people imagine looks like a dwarf fist. Actually, a dwarf fortress was destroyed and overrun by the undead then sealed away. Undead dwarves have been seen in the area 
06 Gloomfire Mountain - a black twisted cave filled volcanic peak often. The fire within was killed by a god long ago but goblins and cults crave the mineralised and crystalline remains that have formed in this dead fire being
07 Storm Mountain - storms shrouded and lurking with monsters and a trail to the top with a barbarian shrine. Barbarians used to come here for initiation tests. The barbarians knew how to not be eaten by the griffons there
08 Red Mountain - eroded and windswept with cave art in the cliffs shelters. Strange sea fossils are found here and have attracted tourists, scholars and cultists. There are many hidden warn sinkholes and squeezes that lead to caves inside. A long lost tribe of albino fish folk live inside  
09 Sun Eagle Mountain - a terrific peak with barbarian shrines and dolmen and barrows surrounding it. Giant eagles make climbing here hard by day and there are various cliff tombs of old barbarian nobles in many hard to reach places
10 Rockbridge Mountains - two mountains with lower reaches linked by a huge stone arch over a river built by giants long ago. One mountain has elf graves and the other dwarfs. Treasure hunters have long looked here but goblinoids make it risky
11 Grey Mountain - has a secret monastery studying an exotic secret fighting technique craved by assassins dwells. They shun strangers but may help those in trouble. Some monks are more suspicious and paranoid than others
12 Gallows Mountain - a secret village here train in the arts of assassination serving regions nobility and few know they exist. Discovering their hidden cliff fort is a bad idea. 
13 Chrystal Mountain - amazons led women of a doomed city here long ago whose men had died in wars. Now the fabled city of women is here an enclave against the outside world  
14 Stag Mountain - wooded mountain humans seldom visit and hunters shun. A village of shapeshifting animal spirits live here but pretend to be human if strangers come
15 Star Mountain - a secret school of magicians lives in secret here some frozen for thousands of years, the deepest caves have wizard lore from the oldest times humans did wizardry. A hidden mountain citadel is surrounded by a labyrinth full of traps and monsters to keep outsiders away and to dump unwanted monster lab experiments
16 Amber Mountain - a village of elderly people who fled a corrupt ruler decades ago they say. Actually, they are immortals and sterile. They do know obscure lore and another regional history and once they trust you they will share. A powerful mountain spirit protects them from violent strangers
17 Pearl Mountain - often snow dome peaked and shining, well thought of by local people. 
18 Green Mountain - home of the famous outlaw robber clan made up of outcast families and failed dynasties united against the current kingdom. They even get some money and support from rival kingdoms
19 Devil Mountain - contains several tomb and dungeon complexes guarded on the surface by an evil cult fanatically defending it from adventurers who might find what they seek before they do. They pretend to be harmless villagers but the cult temple and training hall is hidden underground. People have been lost for months under the mountain
20 Saphire Mountain - a village of wizards that has lived here for centuries, originally exiles from the Rcane empire long ago. They hide their nature but secretly have petty wooden golems working, carrying water. Local ruins have golems thousands of years old working some are fixed in place like pump, taps, mills, saws and other machine like uses 
21 Monster Mountain - a huge cavern of sleeping colossal monsters awaiting the apocalypse. Occasionally someone awakens the small ones and all humans in the area vanish
22 Goblin Mountain - once a mine complex of elves and dwarves until goblins took over and broke the demihuman alliance against goblinoids. Many assume it is empty but thousands of toiling goblins work in unsafe conditions with terrible scaffolding
23 Witch Mountain - where a star fell it left a mountain with a crater peak of strange coloured rays that some can see at night. Most mutant animals and people live here because most hunters avoid the mountain. Unknown to most a monster empire citadel is built under the city containing the captive star. Mutants bathe in its glow and become strangers. Witches are sick of this name and call it Mutant Mountain
24 Bleak Mountain - caverns inside the mountain are ruins of a deep gnome city left with traps and mechanical automatons and other strange magic, some magicians desire its secrets  
25 Blue Mountain - a famous wizard lived here with her bound demon lovers and monster children. Adventurers seek the lost caverns in hopes of plundering her secrets
26 Troll Mountain - ruins of the ancient troll civilisation and some say in the deep cave city ruin is where the current trolls we know come from. Some experiments created the insane cancerous trolls we know and spread across the world and destroyed troll civilisation. Perhaps some original art of the old trolls can be found and proof of this pre-human civilisation
27 Iron Mountain - once a great entryway and trade city of the dwarfs were inside but this civilisation fell and undead keep blocking this former trade route with underground kingdoms. Inside the caverns are great underground highway tunnels around the kingdom
28 Gem Mountain - has spectacular crystal caves but dragons are very fond of these caves and cooperate with a dragon cult to monopolise the semiprecious stones
29 Hellcap Mountain - a mountain with several volcanic vents and strange mineral springs that make it smell of chemicals like sulphur and acid and salt. inside great caverns are many old mines used for alchemist ingredients. Red gems found here turned out to be a ploy by hell that was thwarted and the caves and mines abandoned. Recent visitors say the mine is full of cultists and petty devils who seek a Hellgate in the deep 
30 Auroch Mountain - a craggy mountain with grazing land protected by aggressive giant prehistoric cattle who systematically hunt and kill anything that might bother their children. Inside the mountains are many caverns with spectacular art galleries of prehistoric rock art and other trinkets. Albino cannibal ape folk live here eat intruders and occasionally raid camps in the area
31 Darkenbrow Mountain - sinister ruined castle of a vampire lord slain by famous heroes and the domain abandoned since. Vampire cultists come to visit here in hopes of receiving the curse still and holy heroes visit the mountain to slay them
32 Grimwall Mountain - great walls and ramparts around the mountain and are half-buried and wrecked from long ago. The mountain was a major citadel destroyed in a great war against evil. The dead walk the peaks moaning about the war that killed them
33 Stone Mountain - a great decayed prehistoric Ziggurat where the outer surface of mud bricks has crumbled and turned to mud and since covered with vegetation. Within some say the fired brick supported spaces inside is a forgotten temple citadel of a long lost kingdom
34 Stoneface Mountain - includes on the sunward sign defaced and warn reliefs of ancient kings and text in four recognised old languages. On the other side, seven monster king reliefs have been carved and partly buried. Apparently these faces have entrances to complexes under the mountain
35 Potion Mountain - magic pools and streams are common here as the alchemy god spilt his bag contents here and a fire started and burned a thousand years before being doused. Mutants, alchemist prospector agents, golems and elementals are common here. A sprawling blasted ruin of an abandoned alchemist school is scattered by the peak but all the monsters here make it hard to reach
36 Blackrock Mountain - a great dwarf mining complex riddled mountain abandoned to goblinoids and secretly the home of a mighty goblin kingdom with underground links to other secret civilisation. The goblins are troubled by stories of a great flaming demon in the depths 
37 Pine Mountain - with ruins of elven buildings amongst it shunned by locals who believe the land cursed. Many supernatural animals and faerie folk are seen here. Scholars crave any information about what doom ended the pin elf kingdom
38 Golden Mountain - burial site of a famous king inside the mountain and other lesser tombs of courtiers, his wives, descendants and later imitators built tombs here too. Many monster tribes moved into the plundered ones and many tombs connected underground 
39 Arkon Mountain - great stone faces of the Archons of law are carved into this mountain and monks used to care for them. The faces remain but the monasteries are all ruins now but locals shun them in fear of hauntings
40 Ghost Mountain - once a thriving mountain population dwelled here but all died in the mountain plague. The area has been shunned ever since but some say the common village ruins are remarkably intact  
41 Giant Mountain - has several complexes and great deep caverns where clans of giants dwell. Normally they would not cooperate but all have united against invading humans and demihumans. Humans who go in the vast mountain doors never return, either enslaved or eaten
42 Iron Mountain - a great dwarf citadel barely known to humans where great forges make weapons to stockpile for the war they believe will end the war. They don't want to share with humans who stole fire and iron and black powder from them and seek to steal more
43 Flint Mountain - a great gnome citadel burrow. On the surface many trees have secret doors to the undergnome city. Some are friendly, most are shy some are spiteful and take human captives by treating them with shrinking potions
44 Weird Mountain - haunted by elves and faeries and tree spirits on mist-shrouded slopes that are shunned by mortals. WIthin the mountain is a fabulous kingdom ruled by an aspect of the faerie queen and her brother the king. This land is forbidden to humans whi will be taken as slaves, pets or toys for elven courtiers
45 Kalador Mountain - a wizard built a complex here and made many races of beastfolk who still dwell in the area. They don't get along unless humans intrude on their holy mountain
46 Darktree Mountain - famously haunted by dark faerie powers and the surface entry of a vast dark elf metropolis that trades across the inside of the earth selling drugs and erotic furniture and spider-silk. Humans keep well away as the darker elves are sadistic 
47 Crag Mountain - a rough to climb mountain full of gorges and cracks and some surface ruins. Orcs lived here since they overthrew the mad wizard who made them long ago and today they see humans as fearsome slavers
48 Windspire Mountain - frequently cloud-covered peak has a community of spirit folk of the earth and air. Humans rarely reach the peak where cloud islands dock to trade. The locals are friendly to elves but wary of humans who seek to plunder and conquer
49 Troll Mountain - an ancient troll city ruins are inside the mountains but now the only remaining trolls are the cancerous insane ones mad for war and turned on the high troll civilisation. Evil beings come here to recruit trolls and everybody else avoids it bar a few risky scholars
50 Hollow mountain - long ago a people fleeing disaster discovered a ruined goblin city and hid for decades. Most left when the world was safe but those who remained are a strange albino people who are cannibals. Goblins have started to return and the sub-folk more and more leaving and colonising other caves 
51 Demon Mountain - riddled with tunnels and ruins from an ancient demon cult, the cult was destroyed in a war but other creatures and new cults have moved in
52 Ruby Mountain - a mostly sleeping volcanic vent but the peak crater has a pool of lava. Getting there is hard as it is a fire elemental portal. Ancient tunnels and lava tubes inside the mountain are home to planar fire creatures and cultists who go on pilgrimage here. 
53 Stonedragon Mountain - scholars for aeons came her to dig because great petrified monsters and strange fish and trees of the dawn age and older are preserved in the rocks. Scholar tourists and artists come here to see the wonders of the distant aeons. Some came here to dig up elder beasts to revive them for war. The mountain is riddled with mines and dungeon labs. There are ruined and new tourist villas too
54 The Blue Mountain - a great volcano crater with a rarely seen spectacular blue lake. It is a portal to elemental water and many creatures live in the vast depths of the lake and the mountain is riddled with dripping cave tunnels. Some are flooded but eerily clear with magic light almost like air. Some have come to loot cave clam pearls a risky affair but they are the best divers, Some wizards have hired them as guides to seek elemental secrets. Fish and frog folk in the tunnels consider it taboo for fur or feather people to come here (except cetaceans, sea lions and penguins maybe)
55 Green Mountain - various sylvan folk dwell on this elemental earth node especially gnomes, talking animals, land spirit folk, tree spirit folk and extraordinary giant beasts with strange powers. Strange monoliths and caves are all over the mountain and some say inside a great cavern is the portal to the plane of earth protected by rings of fungus and crystal caves
56 Skull Mountain - a gloomy mist and storm shrouded rough mountain covered in caves they say are connected to the Sunderland kingdoms and to the underworld where the dead are kept. Quite a few strange rare undead roam the peaks as well as death and demon cults. Some come to plunder the underworld or save someone who the gods withhold from resurrection or eternal life. Bat and hyena abhumans dwell here to for various reasons
57 Skybourne Mountain - windswept mountain difficult to climb but riddled with windy caverns and cliffs. Some peoples dwell in cliff villages, wizard towers and precarious monasteries of strange mystic sects linked to the outside world by rickety rope bridges and difficult climbs. The elemental invisible air spirits here make such climbing more dangerous. On the peak is a portal to the elemental plane of air 
58 Grey Mountain - a gloomy weather-worn mountain, actually a civilisation was buried under this mountain and over the ages, things have survived and burrowed within. Where the mountain is most eroded are entrances to this subterranean eldritch ruin. Alien beings from beyond dwelled here until driven away by the gods who dropped a great chunk of the celestial firmament which made a new star. Cultists are the least of your worries. Many strange magic relics can be found but they are different and more dangerous even though common here
59 Frostpeak Mountain - an ice-capped peak surrounded by chilling winds, frost giants have been living on the peaks and the great ice caverns riddle the mountains and attract planar bings of frost and ice. Cultists come here believing they can engulf the world in the snow with a lost relic rumoured to be in here that the giants also crave
60 Grimforge Mountain - where a past dark lord build a subterranean citadel where he made millions of orcs and abhumans to wage war on the world which ran out of ffod and fell to starvation and disease. Cursed by undead and forbidden land to the orcs who guard the mountain. Inside are the forges of the Blue Blades of Grimforge used by evil heroes that used demon blood quenched magic steel. Many seek the knowledge or even remaining metal or weapons and adventurers have waged war on the ruin for centuries. You find lots of dead and surviving adventurers lost in here 
61 Stone Egg Mountain - inside this harsh mountain cone is a crater with remnants of a stone egg a kaiju once hatched from that grew into a city-destroying horror. The mountainsides are clawed and scratched by a giant badger that tried to get the egg from all around. You hear rumours of some huge thing seen flying near the mountain sometimes
62 Stardrop Mountain - a mountain dropped on a demon of the outer void in the dawning age from the firmament of heaven leaving a star. The mountain is luxurious and green with spectacular rock formations. There are strange animals and plants here and the people say they are descendants from sky people who came down with the mountain by accident
63 Elder Mountain - inside is a great cavern of sleeping giant warriors waiting for the return of their king so they can be ready to fight the God of the Well in an even deeper cave. Dim-witted modern giants know the mountain is taboo to humans and they must be kept away
64 Bald Mountain - craggy difficult mountain but riddled with caves. A civilisation of subterranean cave folk with various tribal minorities among them. Each tribe has own clothing and fighting style with flint weapons and animal skins  
65 Moon Mountain - a crater pit on the peak drops into a deep chasm where subterranean and aquatic species come for worship on certain nights in the hope she will drop a celestial tear down to reward them. Ancient moon glyphs cover mountain rocks and caves
66 Dolem Mountain - a rough woodland mountain where strange fairy folk and peoples dwell. Even the humans living on the lowers slopes are fey touched and odd. Ancient dolmen and standing stones are common
67 Fallen Mountain - where a giant sky castle fell on a draconic enemy in a pyrrhic victory long ago. Draconic monsters in the caves and fallen giants on the surface in ancestors ruins. All are still here but are the more stupid and evil sort as their great ancestor's intellects were destroyed. A tribe of humans has dwelled here too as most civilisations shun it. They know the ways of dragons and giants but shun metal and any who use it
68 Darkwell Mountain - a crater peak has a supernaturally black pool choked around shores with blackened human remains. Cults come here seeking to worship the ancient spirit of darkness here that cannot leave. Strange monoliths cover the lower slopes and a tribe of subterranean cave cannibal folk guard the mountain by eating intruders
69 Frostspear Mountain - no humans have ever reached the peak as it is surrounded by blizzards and darkness and even the air is so weak some vomit up blood. Some who turned back saw ferocious white apes and other fabulous creatures the local tribal villagers fear. These villagers themselves are of an unfamiliar people with stone tools that say they came from slaves escaping the Sunderland who took generations to escape and only their shaman will touch metal
70 Devils Knob Mountain - A fiery volcanic peak with a peculiarly elongated blunt peak where occasional fiery discharges can be seen erupting. Each time new lava flows solidify into surreal shapes. Vava vent and tube tunnels riddle the interior and a strange wicked tribe here wear devil masks and came to have escaped hell. They hate devil worshipers who visit to kidnap the tribe members and learn tribal secrets. As far as they know all outsiders or intelligent species serve hell and they are not sure they really have escaped. They associate metal to use with devilry and use magic molten rock to make helmets and plates of armour over leather and have razor-sharp obsidian edged warclubs
71 Burningstar Mountain - a star fell into this mountain burning into the deep where the forces of Underland defeated and imprisoned it. A great sprawling prison citadel where guardians from the coalition of Underland species served for centuries here but fell apart leaving a handful of fanatic demihuman and abhuman monks. Somehow people have been getting dreams to free the star that wants to burn the world but pretends to be good. The gods may have to intervene if it gets loose but they tend to not bother
72 Sludge Mountain - rich in springs and streams the lower areas are marshy and hostile. Inside the mountain is a secret Newt folk civilisation ever wary of humans outside. The smaller scouts seem primitive with slings and darts and poison blowpipes and arrows who skirmish. Inside newt guards wear chain coats and helmets and ride semi-aquatic striders. Many fortifications assume amphibious assault and the scouts use hidden flooded sinkholes everywhere  
73 Horseshoe Mountain - has a huge stone arch that can be used to reach the upper reaches and home of a village of satyrs who secretly kidnap lovers for themselves and bring them back here where they cannot escape. They are brutish drunken louts and evaluate visitors as mates or compost
74 Witch Top Mountain - a steep mountain with a flattish top with a secret village of witches who fly up here {possiblt with help[). Their goblin servants grow strange fruits and vegetables and look after witches magic goats and familiars. There is a small pond for their giant toads which they like to dunk witch hunters in declaring the toads only eat hypocrites 
75 Devil Mountain - a strange village of the damned here is really a trap. Once inside there is no way out except through the Hellgate in the tavern 
76 Golem Mountain - among strange ruins here are a community of near-immortal golems who are drawn here to live free and to help them be free. Humans sometimes trade here but most golems regard most humans as slavers. Golems work on upgrading themselves with mods and magic to expand their minds
77 Bat Mountain - full of caves including many ruined temples of the ancient bat folk who used this as a stronghold when they once arose to the surface world to conquer. A secret village of vampires is built in a gorge with only an hour of direct sunlight if not cloudy
78 Glimmer Mountain - some see a shining light on the peak at times from the very inaccessible secret library-observatory of an order of wizard seers. Heroes trying to scale the mountain meet many tests that are more than just encounters and those who fail never find the secret route to the top for wisdom they seek 
79 Spiderhole Mountain - people shun this mountain full of huge bugs and spiders covered in web choked pine trees. Hidden spider chagelings live in shacks and caves and use illusions to make their homes seem less threatening. They delight in adopting elf or human form to lure victims in with dinner invitations
80 Dragonfist Mountain - on this bizarley eroded and difficult mountain are numerous secret martial art orders who compete once a year to face the dragon master. If the challenger impresses the dragon in human form master, they are taught a secret martial technique
81 Diablo Mountain - red-hued rock spike, lacking easy to find routes up by foot. Devil cults flock here to try and gain entry and meet real devils inside the secret wizard tunnel system within. A great occult library was kept here by diabolic scholar monks. The area was ruined in a disaster and most of the books were taken to the other inter-planar black library
82 Wraith Mountain - a black frightening peak covered in craters and dead trees where evil lords were destroyed in a great battle despoiling surface. These lords returned as wraiths and have awoken other buried dead in crypts here as wights and ghouls. A great statue to the demon prince of undead is an entrance to the catacombs the growing undead army sleep in by day
83 Spirit Mountain - a shaman holy place with various shrines and campsights on sacred story trails. Many nature spirits here who encounter and test travellers who dare visit
84 Hunter Mountain - sadred to ancient hunter tribes and revered by modern hunters. Caves in here have ancient animal paintings at at times the ghosts of these long gone great beasts haunts the mountain
85 Ghoul Mountain - once had many villages on its sides and a great graveyard on the lower slopes. After a plague killed everybody, undead arose from the ancient deeps and the graveyard crypts and moved into the ruined homlets and farm houses living a dread parody of rural life
86 Banshee Mountain - an elf queen and her ladies in waiting were murdered here by a rival nation and their angry spirits roam here killing all who are brave enough. Very few animals live here some merely leave or hide at night
87 Corpse Mountain - an avalanche buried a mining town here and when people came to build a new mine on the graves the angry hungry dead arose and nobody has returned since
88 Doomwalker Mountain - a reverent ranger here hunts any mortals who try to pass withing the mountains shadow or near it at night. Even if slain it always returns sometimes hunting even those who flee for days
89 Vile Mountain - a ruined castle here is the home of lord Knorri Knutson a berserker undead doomknight who hurls fireballs at those intruding on his domain. Sometimes he chases victims across his lands riding a nightmare
90 Gloomy Mountain - a difficult to reach castle is home to a vampires and her succubi lover who spy on travellers looking for unaware people they can trick into visiting them. They might try a dinner invite or pretend to have family tortured by an evil lord in the castle. Anything to get them inside which can be magically sealed and they can with their thralls hint the victims
91 Dragonbrood Mountain - the labarynthian chasms within include a passage to the dragon spawning pits of hell. Seasonaly dragons are seen going to or leaving. One adventurer priest wrote a book of her adventures within the mountain in a rare illuminated forbidden book
92 Grandfather Mountain - a great titan was slain here by the gods and its body became stone. Lesser giants still come here hoping to contact the spirits of their divine ancestor
93 Sidequest Mountain - the gods protect something here and all why seek to reach the glowing gates on the peak are turned back by continual distractions in the form of alternate adventures. At first they are simpler and less demanding but eventually have increasingly manipulative plots hooks like victims about to be sacrificed by robed weirdos. Some say there are only so many quests to overcome like 777 or some random another number 
94 Fantasy Mountain - where a god was distracted by lust on an urgent quest giving evil another foothold into the world. Inside is the remains of a subterranean pleasure park built by goblins and gnomes featuring magical and mechanical and aquatic rides. Some creatures have got into the works and things break a lot which can be tragic or funny. Chaos cults regard the mountain as holy
95 Imp Mountain - where cultists come seeking a familiar from hell. In a grim castle of red knights various pilgrims visit to choose an imp of their own. Sorcerers, wizards, witches and cultists come the most. A great portal to Hell opens on full moon and the pilgrims come to trade would for imps 
96 Wolf Mountain - a great one eyed wolf demon from the underworld came here and killed the inhabitants. Since then werewolves only live on the mountain and while on it they may change back and forth at will. A great cavern in the deeps holds the sleeping wolf demon and awakening it will hasten the apocalypse
97 Stench Mountain - a god-ancestor of the subterranean troglodytes was slain here and its descendants still dwell here worshipping its remains. Travellers hear drums coming from caves and shun the place
98 Venom Mountain - decapitation of a chaos god happened here, the slopes are wretched festering bogs full of vermin and slime. Inside the mountain chaos cultists come to bathe in the festering pool become mutant plague carriers and wait for the day they sweep over the earth to unleash death. One of the foulest places ever discovered and some of hells sewers exit here 
99 Savage Mountain - thickly vegetated with rough rocks and many isolated hard to reach places where strange creatures frolic or lurk. Was sacred to a druidic order and they claim here was where the earth goddess mated with the sky god long ago
100 Abadon Mountain - a nightmarish jagged peak with obsidian spikes and basalt pillars on its slopes. On top is a point where the the lords of darkness tried to snuff the sun and call down an age of arcane evil from beyond. The effect was temporary and the temple at its peak was destroyed when the sun returned

Tuesday, 18 January 2022

d100 Tavern Entertainments





























d10 Quick Tavern Entertainments
1 Games Night
2 Fresh Talent Night
3 Local Talent Night 
4 Travelling Carny
5 Story Teller
Bard of the week
7 Big name bard + door fee
8 Beastiary Night
9 Freak Show
10 Magicians

d100 Tavern Entertainments
1 Target shooting often darts, daggers, slings, hatchets
2 Bar knuckle fight or wrestling matches with judges
3 Physical feats mostly of strength or agility
4 Drinking games, contestants must pre-pay for booze and cleaning
5 Card or dice games often for money
6 Fortune teller or soothsayer or card reader in colourful costume
7 Board games like chess, backgammon or some local game 
8 Riddling contest
9 Singing contest
10 Jacks or knucklebones or conkers or shell games with reflexes and sleight
11 Musicians with folk tunes D4+1 in the band up to a d4 of them are talented
12 A dwarf comic just breaking into the field, hoping to get into jesting
13 Fancy guest cook of a seasonal traditional meal with singing and dancing
14 Local dancing groups and musicians
15 Old person tells thrilling tales of horror to melt your brain and keep you awake
16 Choir of local children directed by a strict elderly religious teacher
17 Farmer and miracle goat that understands human speech!
18 Farmer with performing d4 1=goat 2=donkey 3=duck 4=chicken 
19 Young shepherd plays d4 1=acordian 2=spoons 3=flute 4=pan pipes
20 Bardic student sings part of an epic they have learned since childhood but needs to home performance
21 Puppetshow, if loses the crowd will start his erotic adult show for bucks nights, involves parodies of important historic figures and implausible deeds they did with monsters like dragons
22 Saucy old sex worker sings songs, makes lewd jokes and puns in a colourful outfit
23 Talented child sings and always has some family watching them in public, the child is starting to get lucrative offers and scholarships
24 Old murder hobo for beer tells rambling dungeon adventure games, well in my day we killed their children to so yeah we got chased quite a bit by orcs for years
25 Local labourer sings songs about workers rights and fighting the man with folk musicians
26 The village idiot for a few beers and a pie or stew will put on a show
27 Oldtimers shadow puppets with lewd jokes and innuendo for all ages to enjoy
28 Oldtimer sings and plays tunes and tells local folk story or horror and adventure 
29 Cringy creepy sweaty local sings odd folk songs from former home in an isolated rural area
30 Large jolly singer sings saucy drinking songs and the innkeeper loves it
31 Traveling medicine show with singing and music and colourful potions
32 Juggling and some other tricks d4 1=fire eating 2=tumbling 3=jokes 4=farts at will
33 Exotic carnival dancer with gimmick d4 1=snakes 2=tatoos 3=swords 4=nudity
34 Strongman performs feats of strength and wrestling with crafty manager
35 Musician with dancing pet d4 1=small bear 2=monkey 3=goblin 4=dog
36 Sample of carnival performers giving a sample for an upcoming show
37 Performer with tiny pets d4 1=teeny dogs 2=burds 3=rats 4=ducks
38 Carnival mystic with a bed of nails, a bucket of hot coals and swords to swallow
39 Snake charmer with flute, carpet and baskets of deadly but friendly snakes
40 Grifter drawing a crowd with shell games and other rigged contests to scam money
41 Old druid tells of ancient ancestral heroes of the local people and before
42 Elf bard plays the harp and sings of the old elven age of perfection and peace
43 Old woman tells crafty fairy, ghost and witch stories that chill the souls
44 Former herald tells tales of the old court life and sings some bawdy songs about former peers
45 Mysterious cloaked bard tells of some strange inhuman species lore in hushed tones
46 Old mercenary tells of his days with the witchfinder and werewolf hunters
47 Old person tells spicy crime and gang stories from a faraway exotic city
48 Bard tells of the kingdoms rulers ancestry back to the gods, this message paid for by the kingdom in part and is part of a network of bards spreading news and slandering crown enemies. Tell tall tales of masters enemy and how their enemy clan bloodline has the orcish taint
49 Attractive widow tells lurid stories about the secret sordid lives of clergy and aristocracy, but if any of them present she just does folk songs and bawdy stories about the next village
50 Old hunter tells tales of fantastic prey, spirits seen in the woods and encounters with wild people, lycanthropes and beast folk
51 Hot young bard from the city on hastily arranged tour, lots of youths from rival areas to see a disaffected dandy bard show how cool and lazy they are
52 Exiting young bard makes allusions to bandit life and rebels hiding in the woods in songs
53 Popular bard with war stories enjoyed by older veterans and survivors for decades 
54 Rude popular bard shattering taboos, on tour to avoid noble youths who want to murder then, wary of strangers and sudden movements
55 Popular bard with band often attracts lots of dancing in the early evening then on to sad sagas 
56 Old court bard out of fashion but well regarded and knows many many stories and songs full of sagely titbits
57 Foreign bard on tour and local youths find them attractive and them 
58 Halfling bard sings songs about food that make crowd hungry
59 Changeling nature or animal spirit bard in human form wants attention for their songs
60 Nomad shaman sings the songs of the wastelands outside civilisation
61 Famous bard who wrote a popular recent epic and has performed before royalty and is rich
62 Famous attractive bard stalked across the kingdom by fans and rich admirers
63 Famous bard singing songs of a famous hero they accompanied in youth
64 Famous bard bastard from a noble house, notorious but loved scallywag 
65 Famous elven bard whose songs have magical powers of the faerie
66 Famous old bard known for horror stories of haunted places
67 Famous bard with magic gem-encrusted instrument, in reality without it they are mediocre
68 Famous bard sings of tragedy and doom, plays a leg bone flute and seems quixotic but in reality, a graverobber using necromancy in service to a vampire noble lover
69 Famous bard composes humourous slanderous songs and is feared by the nobility, some pay them to never mention them in public and they have become rich
70 Famous band of elderly bards who still dance and drink hard and abuse forbidden drugs and performance-enhancing potions. Sometimes on a good show, one of them dies and the rest start fundraising to have their bandmate raised from the dead at a temple
71 Animal fights d4 1=cocks 2=dogs 3=bear vs dogs 4=giant bugs
72 Amazing dancing goats who perform various amazing feats as if they were secretly intelligent beings and the trainer does very little but incompetently present them 
73 Race small animals for bets d4 1=snails 2=crabs 3=frogs 4=rats
74 Trainer with several attractive singing birds few have seen before
75 Trained apes in costumes perform various adorable tricks and hurl poop at hecklers
76 Trained tiny dogs walking on hind legs, pulling each other in tiny carts and doing coordinated leaps and yaps while trainer makes jokes
77 Druid changes into animals and translates for audience pets
78 Snake cult wizard puts on a show in disguise as a common entertainer but really looking to recruit and kidnap people with snake changeling allies in a secret temple 
79 Wrestling friendly bear who drinks beer with attractive nature loving trainer
80 Talking parrots that swear and deliver punchlines for jokes, dance and wear tiny costumes with family of travelling trainers
81 Mutants in cages come out for display from local carnival with their owner
82 Fake mutants and freaks using makeups, props and costumes, some are pathetic some look plausible. The boss wants to find a way to make them real mutants
83 A doctor presents patients from a hospital for incurable afflictions and madness, some in costumes and body paint while doctor tells stories
84 Doctor to perform a monster vivisection and explains the creatures strengths and weaknesses and puts best bits in jars
85 Trainer with several acrobatic goblins who are also expert pickpockets
86 Trainer with bugbear who demonstrates strange squeezing through gaps ability and feats of strength and wrestling. The bugbear was raised by humans and knows more than they let on while a show. Act uses fake chains, whips and shrunken head necklaces
87 Tatooed sailor carny with mermaid in a tank on wheenls,for extra fee you can touch the mermaid but look out she bites
88 Person with talking witty cat in tiny suit, funny but can say awful possibly true hurtful things about audience. Actually its a hell cat and it has some soul contracts for fabulous prizes from hell
89 Proffeser Peabody's Curio cabinet shows collection of petty strange magic items he hypes up with exiting stories
90 Former murder hobo with pet mimic assumes various forms and rewarded with tablescraps
91 Low level wizard uses cantrips to amaze and for a finally casts a basic illusion
92 Magician with attractive assistant performs lots of prop based illusions like sawing assistant in half, and vanish from a cabinet. In reality the assistant is the caster who hired the fake magician actor to throw off attention
93 Magician puts on a show with tiny elementals doing tricks
94 Fire magician eats fire, juggles fire and uses firecrackers
95 Wizard using illusions projects scenes of live adventurers in a dungeon he can visualise from a magic clairvoyance necklace that an evil overlord also uses to spy on the mortal world
96 Rural wizard with scarecrow golem, does some tricks and dances but if going slow they offer audience to stab the scarecrow for a fee
97 Wizard projects a wonderous land they visited d4 1=underland 2=undersea 3=branches of the cosmic tree 4=faraway exotic human or demihuman kingdom
98 WIzard puts on flashy show including fighting summoned creatures which seems harsh but he insists they are just from another magical world and not real
99 Young necromancers tasteless ventriloquism comedey show with his zombie grandfather
100 Changeling puts on a show and if audience don't appreciate it or complain he goes into a angry tirade and stomps off to the wilderness to complain to local spirits about the terrible venue and the mean audeince 


Monday, 17 January 2022

Real Star Frontiers POD edition

 

was beaten to this here:
http://rlyehreviews.blogspot.com/2022/01/1982-star-frontiers.html

Firstly I will say recent years efforts to IP graverob the original TSR 80s game is mostly disgusting. The most recent grabbers personally attacked me over a question doubting them which was kind of amazing to be so aggressive I've never seen a marketing person treat the public like this. I guess its some strange marketing approach with litigation unaware of. I get a vibe of school bullies trying out for the debate team. Babies crying about being persecuted for their right to be bigots are losers.

I had both box sets alpha dawn and knighthawks and loved them. Possibly was one of my fave games in 80s. From a period where tru-TSR box sets were at a peak - these, the first BECMI sets and gameworld 2nd ed were peak of their design.

So I got the hardback POD book on Drivethrough RPG and I seriously thought about If I could run this. In 80s I built skeleton of this into a universal RPG with SF and fantasy and spell lists (all lost) hand written I ran for like 5 years. It morphed towards BRP and ringworld and then I went full BRP between 91-2007. I was influenced by TSR top secret too, I like the system especially with areas and dragon magazine expansions. Low lethality of gins I would fix because shooting someone with a pistol says 9 times vs an average person seems crappy.

The later zebulons guide has some good tech I like but disliked all these rules. I liked Marvel but I didn't want every game to have such a table nor did gammaworld. But some of the technology is awesome. The updated setting info and races I was not into. I like the mechanons and all the volturus races should have been returned.

What was good about this game. Its a simple d10 based skill system. It has many interesting weapons and the gyrojet guns here are my fave RPG gun especially with optional ammo types (gurps high tech has good ideas too and gurps space is  a must-have sf gm book). The spaceships have no antigravity but just fly at 1g acceleration mostly and so decks are arranged differently to what most people expect in a ship which is such a nice change. Its a smallish expanding coalition without mention of homeworld or even if races really started in the area with a frontier that is manageable for a gm unlike traveller that is one of the biggest detailed RPG ever, The races are fun and weird. The Sathar villains are pretty horrible but were intended as a PC race. Later they added a sleazy merchant race version of corrupt corps with an uncertain link to the sathar. The DM screen introduced mantis-grasshopper like colony bug race and Dragon geve us their awesome ships different to sathar and frontier design. A reptilian race of dino folk with various tribes with different horns and colours were cool and in dragon. Some of the monsters and animals were bizarre some rather bioweapons but the Planet Volturus had very odd animals and multiple sentient species. I assumed all the life there was modified.

The first box/book deals with the landbound adventure mostly and the adventures are planet exploration. The second box book was the Nighthawks book with spaceships and a campaign where you serve a planetary royal space fleet and I ran in my setting and it was an awesome spacefleet drama and start for a campaign. Then there is the second sathar war campaign which is like a wargame of the whole frontier vs Sathar hidden depots. Quite a lot of TSR games had boardgame war game elements you don't see and dnd wargaming was popular with wargaming in my 80s clubs. As a space battle game its quite good. TSR went on to almost release Protonfire and then did Buck Rodgers. 

Has it dated? The robot rules are great. The power and software limits of computers feel aged a bit and computers could be updated a bit. The computer belts with modular apps was staggering genius and prophetic but it feels like a mobile phone could do some of this but they with a cyberhelmet with a HUD were like giving characters a spell list. The power use of these belts seems high but its an easy fix and the apps include hardware and other tech in them so maybe but every SF game could learn from this still. I would probably add some of the buck rogers smartsuit tech into this and have certain screens require a smartsuit. BRP worlds of wonder SF had a backpack generator and you could allocate screens vs energy, kinetic or ecm vs incoming missiles and powered your gun so a suite like this would fit in SF too.

One feature of this peak era of TSR boxes is as bored lonely rural kids the SF sets had lots of solo stuff and we would solo do car chases and battles with maps and tokens and even two of us with Dragon used as SF-carwars games. I spent a lot of time with this set and the solo adventures help this feeling. Both boxes are fine battle and skirmish games. Also the fan magazines around today are amazing stuff and Im glad the Star Frontiers fandom were treated so freely for so long and have adapted to current owners requirements. Several IP graverobbing attempts seems to have had the races of star frontiers return to 5th ed (they were in spelljammer and other eds of dnd and ALternity and d20 scifi too).

Im kinda considering running it for my own SF campaign as players are unfamiliar with it but its simple and functional and robust.

If I Ran this snow what would I do?
As I don't like the Zebs guide campaign add ons I would use the dragon content I had mentioned above for races. I would like to speed run volturus then the warriors of whitelight where pc's gone space skills and fight the war then do a time jump and give players own ship and some fame for their race contacts and sathar killing. I might even have some other sathar varients not part of the military-espionage-blacklab clans. Id even have a few of the Eorna ancients about working in universities and I would say all the races and other life seeded by them in area so you could meet primitives of the known races or find a planet with Vrusk and Yazarians at war who never thought of being friends. Even sathar castes could be from ancient meddling gone wrong. Psionics and System gen in Ares mag was very good too. I might have to print up my supplement of fave rules. 

I would add more cybertech and gurps Ultra Tech stuff and some extra space options like the Dragon stuff that let fighters have crappy lasers instead of a few missile shots. I would have to read up on fan content and see if any worlds were the first homes of the main 4 races I think is out there. Great RPG moments we had in this was Saurian drag racing with nuclear ammo, fighting space vampire plague (vamp from buck rogers + zombie hordes and a cult). Exploring planets, wildcat mining, merchants who murdered their crew because wages cut into profitability, lots of street battles on that city map. Lots of Frontier type adventure and injustices. I might add a separatist movement post the war for terrorists and political pundits (the Sathar have been gone for a decade we don't need a corrupt and irrelevant space force taxing us).

Im not sure If I loved the modules but liked some elements in them. I did ruin some traveller stuff here fine too. Legend of the Skyraiders by FASA would be good and the old intro adventure with ancient Pyramids.

Monday, 10 January 2022

d12 Mountain Exploration





























Related Handy Links
http://elfmaidsandoctopi.blogspot.com/2018/03/mountain-madness-1.html
http://elfmaidsandoctopi.blogspot.com/2018/03/more-mountain-mania-2.html
http://elfmaidsandoctopi.blogspot.com/2018/03/mountain-mania-hazards-3.html
http://elfmaidsandoctopi.blogspot.com/2013/08/d100-forbidden-mountain-monster-kingdoms.html
http://elfmaidsandoctopi.blogspot.com/2017/11/d100-wilderness-landmarks.html
https://elfmaidsandoctopi.blogspot.com/2018/03/d100-bandits.html
https://elfmaidsandoctopi.blogspot.com/2020/07/d100-petty-wilderness-spirits.html
https://elfmaidsandoctopi.blogspot.com/2021/07/d100-magic-hills.html
https://elfmaidsandoctopi.blogspot.com/2020/11/frontier-trail-hexcrawl.html

Also, See my Exile Island Rural & Wilderness Adventure section on my dnd fantasy links page

So a couple of things here and slanted a bit to my current campaign but hopefully good for other epochs of my setting. Some of my cave folk tundra tables might be good too.

d12 Rural Mountain Hex Features
1 Windmill or water wheel millhouse
2 Hermits sanctuary d4 1=grove 2=cave 3=huts 4=exposed to elements
3 Monastary in an isolated area
4 Shrine on a pilgrim trail with a minor holy relic
5 Cultivated forest or seasonal orchard
6 Hunting reserve for nobility with a lodge
7 Luscious farmlands with famous produce
8 Spring or creek or pool with some shacks
9 Noble estate with manor and lands
10 A wizard tower
11 A small village
12 Stone monument like monolith or circle

d12 Rural Mountain Hex Encounters
1 Wandering hermit on ramble
2 Well off fashionable youths on nature ramble
3 Hunters after game or pest
4 Naked wild person who flees
5 Nobles hunting with servants
6 Woodcutter collecting branches
7 Pauper gathering food in wild
8 Animal hunting d4 1=wolf 2= bear 3=wild dogs 4=lion
9 Shy grazing animals d4 1=deer 2=boar 3=rabbits 4=birds 
10 Herder with animals d4 1=goats 2=sheep 3=cattle 4=geese
11 Bandits d4 1=desperate poor outlaws 2=bully thugs 3=cruel sadists or cannibals  4=kidnappers for ransom or slavery
12 Local Bailiffs or Militia d41=looking for bandits 2=hunting fugitive 3=seeking isolated tax evaders 

d12 Frontier Mountain Hex Features
1 Signal fire
2 Watchtower
3 Small keep or castle
4 Ancient carved stone monuments
5 Frontier shrine or funeral place
6 Ancient barrow mound tombs
7 Cavern complex or cave lair
8 Grazing area for herders
9 Barbarian or nomad village or camp
10 Humanoid, demihuman or abhuman secret village
11 Camp of d4 1=prospectors 2=adventurers 3=bandits 4=robber knights
12 Ruined stone building

d12 Frontier Mountain Hex Encounters
1 Barbarian or nomad herders
Barbarian or nomad hunters
Barbarian or nomad warband
4 Frontier patrol with mounted leader
5 Lone trapper or prospector
6 Outcaste family struggling to survive 
Bandits d4 1=desperate poor outlaws 2=bully thugs 3=cruel sadists or cannibals  4=kidnappers for ransom or slavery  
8 Animal hunting d4 1=wolf 2= bear 3=wild dogs 4=lion
9 Shy grazing animals d4 1=deer 2=boar 3=rabbits 4=birds  
10 Humanoid, demihuman or abhuman secret village
11 Minor spirit takes an interest in travellers
12 Monsters! d4 1=troll 2=ogres d4 3=wyvern 4=giant 

d12 Weird Mountain Hex Features
1 Home of a famous witch or outlaw magician
Lair of a famous monster
3 Tribal enclave of famous angry humanoids
4 Volcanic vent d4 1=heated pool 2=boiling mud 3=lava crater 4=strange coloured mineral deposits
5 Rumoured place of lost treasure in song and story and some struggle here
6 A terrible being is imprisoned in the mountain, locals prey to keep it trapped or asleep
7 Ancient pre-human ruin explored by cultists and adventurers
8 Ancient subterranean dwarf cross-continental transit tunnels
9 Cavern entrance to the Sunderland trading places and kingdoms
10 A dungeon complex entrance
11 Enterance to another plane d4 1=elemental 2=faerieland 3=giantland 4=hell
12 Dragons lair

d12 Weird Mountain Hex Encounters
1 Outlaw hostile magician 
2 Nature spirits or faerie d4 1=prank 2=talk 3=offer addictive treats 4=seek slaves with charm spells or drugged darts
3 Lycanthropes possibly try to join travels as humans
4 Spirit d4 1=dryad or tree spirit 2=water spirit 3=land spirit 4=beast spirit  
5 Cultist on a pilgrimage to an unholy place 
6 Explorer nobles sent by crown or mountain climbing dandies 
7 Humanoid hero with warband and pets
8 Spirits in human form wary of intruders
9 Monster d4 1=Sphynx 2=chimera 3=griffons 4=perytons 5=lamia 6=harpies
10 Elemental being wandering and curious about mortality and mundane world 
11 Giants d4 1=drunk 2=cooking 3=hunting 4=camping
12 Dragons flies over looking for food or loot

a d100 Magic Mountains like my magic hill table on the way
and a bit about petty spirit objects in progress

Friday, 7 January 2022

Review Time


























Alas my bedside reading pile is huge and my novel pile has 2 years of dust now (Heiro's Journey). Three graphic novel comps: Hawkeye one that inspired tv show and two vols of Conan (which I find quite cringy and I wish everyone would wear armour and haircuts). Slowly going through my RPG books. I do find it easier to go through hardcopies and I send hardcopies to people when I want reviews and I have received some physical copies. It's easier to review a book than a PDF but yes I appreciate them too. When I was poor and homeless and I read more PDFs now I like to read books as a way to not be on the computer especially before bed as screens make insomnia worse than books.

I realised over last year that online gaming matters I'm not just a bit of a Luddite but once again gaming with real people is really what I like about gaming and it gets me away from tools and projects and computers. Possibly with some babysitting, I could change my mind. People were offering to rent my dming out and manage some of this stuff but it felt odd.

So I am gonna try this month to finish outstanding reviews and one writing project I have been stumped about for a long time because I don't have a blank check to write and am unclear about what I can write from feedback.

Zine #4 about to drop on Patreon
MurderHobo revision slowed 90% of text ok and some spot writing and art.
Having a zine I work on and a book project I can go slow on and update working well.
Am doing a big write up of my spell lists after my psionics project which is fun but slow as I have to check for duplication and consistency. Probably have a players book and a spellbook separate projects for 2022. 

Players have requested elemental mutations so despite mutation table writing broke me a few years ago and put me off book comps for a while I will have a go. As I have a wizard war featuring elementalism I may need this and was always on the cards.

Working on some of these cuts into blogging time too but I have been working more on aquariums so fiddling with and animal care has become a priority but it also keeps me getting out of the house for food and hardware and makes me eat more veggies as I get them to feed the food of my pets. I quite enjoy hearing water and crickets and some greenery and extra walks. But I'm not here to proselytise about the benefits of frogs. But yes a frog book coming.


On Downtime and Demesnes
Artifices, Deceptions and Dilemmas

By Courtny C Campbell Hack & Slash Publishing (On Drivethrough)
I got both in print one softback and one hardback. They look beautiful and covers amazing. I would recommend hardcover option and I might still get the softback as a hardback and gift it to someone. Both are works I guess taken from blogs and well illustrated with simple minimal uncluttered layouts. 

On Downtime and Demesnes
is the older and to be open I wrote two d100 tables in it that a reviewer specifically cited as dehumanising. Actually, I enjoyed re-reading them and hope to use in some games as they are DM character fun or adventure hooks or distractions and I did a table about nice villagers and ppl said it was more creepy. Anyway, I obviously love it because of pages 18-47 but I was pleasantly surprised at the utility and unbiased awesomeness of the other 220+ pages. Basically, it is about things to do in between adventures and covers in a basic usable way how to spend time outside the dungeon. Stuff on things to do, hiring npcs, markets, crime, mining, lots of shopping lists, boats, magic crafting and more for simpler old-school games. It is a very useful help for sandbox games that lean to domain building and noble status. I am a big fan of this playstyle and anything that helps DnD get more like Pendragon is good. Simpler and more functional than finding sections in a certain rambling big fat dm book.


Artifices, Deceptions and Dilemmas is the more recent volume and deals with dungeons. What I like is that you could get some Dyson maps or Cartographers guild ones and with this book help improvise a dungeon. If you like 
The Glass Harmonica: A Lexicon of the Fantastical
by Barbara Ninde Byfield 
which influenced the DMG you may well like this book. The first section deals with rooms you can put in a dungeon with some descriptions and lots of illustrations you can drop on a basic map to start an adlibbed dungeon off. The later section includes hazards like the classic traps, triggers, weird doors, things in rooms, peepholes and other inspiring stuff. As I will be running some dungeons again I look forward to using this and more. 

Some of Courtney's little zine formats booklets with rules additions from his Patreon are interesting and I left some around for my players to play with.

Dog Daze for Mutant Epoch
A big fat solo adventure book. Actually, many of their adventures read like a choose your own adventure more than a traditional sandbox. It's kind of a feature that can replay and the GM can run some NPCs along with the party and enjoy the stuff with the players. This one is more explicitly solo. It features lots of dogs and exploring underground passages. It has some new relics and extra dog mutations but is not so useful as a sourcebook you can grab bits from. It does have lots of ideas and illustrations. I almost wish I could play it on my phone alone. 240 pages and got to me at good speed POD in Australia in 4 days without international shipping so yay. I did feel I was in a loop in early sections but it's still a pretty amazing book. It clearly has lots of effort. I have everything for this game and there is a lot in it. I do think I'd like to see more campaign setting books or some book of adventures compiling more open location adventures to drop in a game anywhere like the short digital-only one day digs pdf. 


The Wild Beyond The Witchlight
Fizban's Treasury of Dragons
for Dungeons & Dragons 5th Ed

So I tried D&D5 and struggled a bit and have not played for a year. I struggle with learning new systems and none of the almost all furry games I played really impressed me and I should try again. I have thought a pile of books for the game and find many attractive with nice art. A few DND books I got because they had pictures of super happy people and I am a sucker for that and cant remember many super happy people in older books. 

Fizban's is basically so much dragon lore you wont live long enough to use it all probably. I was suckered by the Dragonborn ranger with his happy pet lizard. I was not super into dragonborn but the stuff in here makes them feel more fleshed out and now I'm sold. Has class and race extras I liked, dragon goals based on lifespans, campaigns, lairs with lots of maps to drop all over your world which I may need this game. There are lair treasures and abilities, gem dragons, draconian the best thing in DL after Kitiara, dragon followers and more. Loads of nice art. As I'm about to have lots of dragon stuff in my campaign I will use some of this and found this inspirational reading more so than other contemporary lore stuff and easier to use ideas from it. 

WItchlight is a massive adventure with a short extra character section and a faerie world. Many admirable things here and attempts to decolonise dnd. Good goblins and lots of alternate alignments. Lots of npc faerie folk to play as a DM if voices and acting are your schticks. Having a violence-free option to play through is awesome too. You could have some good sessions with lots of dialogue and no fighting. As I have struggled to write some adventures subverting hack and slack plundering this is a notable and interesting direction. You could probably play with kids or adults quite well. Mostly the adventure is meeting various beings and helping them. Lots of characters and encounters you could steal and insert in other adventures like the Magic Faraway Tree to add more weirdo faerie dnd stuff. I like the possibility of turning world against you if you resort to violence and affects the mood of everything around you. I like weird faerie stuff and this book surprised me with how much I liked it.   

Will try to catch up on the 3 PDF ones next post

Sunday, 2 January 2022

Crocodog Attack!










Crocodog
Nuetral Modified Animal
AC+5 HD3 Bite d8 Mov 15 Swim 9
Can hold breath for ten minutes

Intelligent trainable creatures with pack hunting and aquatic ambushes 
Able to track through even marsh and in water if prey bleeding

Made by magical breeding initially and over the years some have gotten loose. The prehuman magic of serpent folk and lizard folk wizards may be the first to have made these beasts. They lay eggs and can be bred in farms by lizard folk warbands.

1in6 has tail slap extra attack d6 that bipeds must save or be tripped if struck
1in6 very smart and loyal understands spoken instructions like a child
1in8 has a thagomiser spiked tail attack 2d4 damage
1in10 has an armoured spiked carapace AC +8
1in12 are hexocrocodog with 6 legs can Mov 18 on land and Swim 12
1in12 has spines and can fire a d4 shots a round for a d6 Range 12
1in12 has shoulder tentacles an extra 2 attacks d6 each
1in12 has shoulder tentacles cause d4 rounds paralasys save to resist
1in12 can walk on water for one round every second round
1in12 have scorpion tails d6 damage stinger and 2d6 venom save halves
1in12 giant crocodog 5HD d12 bite and can be ridden by a huge person
1in12 crocodogotaur has a centaur-like body configuration with a human torso and arms +1HD and are intelligent and speak reptilian languages, can use weapons live javelins, spears and clubs,1in12 of these are 4th Lv spell casters also
1in12 are deep sea crocodogs with a glowing lure like an angler fish and they come up at night to hunt on land and nest on coasts
1in20 has bat wings
1in20 have horns like a giraffe or stag that can shoot a 3d6 lightning bolt three times a day
1in20 centicrocodog with dozens of leg and a flexible snakelike torso 
Mov 24 on land and Swim 15, with 8-12 HD with four legs per HD
1in20 are two headed crocodogs with +1 bite attack and double the appetite
1in100 gargantuan crocodog 50 HD 12d6 bite

d12 Crocodog Adventures
1 Children secretly kept a crocodile and now it has got big and more hungry than kids can steal
2 Charlie the talking crocodog (he can say "sausage") is a local favorite and locals feed him in his under the bridge home. An alchemist supplier has kidnapped charlie and village wants him back
3 A vindictive lizard man hero on his giant crocodog mount is angry his swamp was drained, he has been bothering settlers on the former marshland. He plans to use giant beavers to reflood the plain and  
4 A wizard was eaten by his crocodog experiments and villagers want tower cleared out so they can sell to a new wizard for 10000gp
5 River bandits stole crocodog eggs from the lizard folk and if they can rear them they will be a menace to river trade 
6 An alien hive mind fell from overspace and colonised wild crocodogs who now act with a mysterious purpose. The mind parasites can leap to who slays the crocodog
7 Crocodog Bob a foul mouthed foreigner is an expert crocodog catcher and he has special wrestling holds and tricks and traps. But he has been seduced and captured by a werecroc witch who controls the pack
8 Swamp goblins trading with lizard folk now have a crocodog goblin cavalry and live in the old marsh farm
9 A wicked necromancer found the crocodog graveyard and now he has a fighting force of undead crocodogs and demands the town pay him with human corpses and wine and silk clothing
10 A strange crocodog has been drawing strange letters in the mud and looking mournfully at travellers and not eating them. In reality, the crocodog ate a magic jar of a wizard in the form of an idol. How old the wizard is or if they were even human is a mystery. Many seek to help the odd critter
11 A centicrocodog has escaped from the sewer and is eating locals, it has eaten the sewer workers and nightwatch and residents want it gone
12 A gargantuan crocodog has crawled from the sea and attacked the kingdom. The ruler forces adventurers to lead 2 dozen of troops (players choose speciality) and destroy the beast

Thursday, 30 December 2021

Elemental Heretics of the Arcane Empire 4 Air

 




































d12 Common Air Oaths
1 Study the weather omens and sky prophets an hour per day
2 Expose impurity to the open sky
3 Scatter your enemies like dust in the wind
4 Sing to the sky on holy days
5 Wear colours of the sky
6 Observe the movements of birds
7 Sacrifice daily to the sky
8 Shun clothing and go skyclad on weekly holy days
9 Sing a sad lament after a death or battle 
10 Keep the air shrines in high places
11 Worthy dead must be mummified or exposed  to air
12 Sing a song before eating

d12 Rare Air Oaths
1 Expose the dead of the wicked for the birds 
2 Strangle the life from unlawful spell casters 
3 Hurl the wicked from heights according to their guilt
4 Dedicate souls of the slain to the sky powers
5 Sleep in the open spaces 
6 Make constant screams in battle
7 Explore the highest secret places
8 Anoint yourself with rare unguents and perfumes
9 Aid beings of air with shelter and comfort if they need it 
10 Dedicate 10% of your wealth to the air temples and shrines
11 Only harm air beings of in self-defence 
12 Open the way for elemental air into this world   

Gifts per Level
1 Zero Lv Open spell
2 Potions of levitation 4+d4
Always know direction or north 
4 +1 Weapon usually a spear or bow 
----
5 1st Lv WIndblast spell
6 Potions of levitation per month d4
7 Gain one skill from: Acrobatics, Air Lore, Weather Lore or Sing
8 +2 Weapon (if applied to +1 weapon gains returns to your hand each round)
----
9 2nd Lv Invisibility spell 
10 Featherfall at will 
11 Air Ally d4 1=giant eagle 2=pegasi 3=4HD elemental 4=air drake
12 +3 Weapon (if applied to +2 weapon may turn invisible +2 hit the first attack in combat)
----
13 3rd Lv Wall of Wind spell
14 No longer require breathing cannot be asphyxiated or choked
15 Air Ally d4 1=griffon 2=8HD elemental 3=giant pteranadon 4=invisible servant
16 +4 Weapon (if applied to +3 weapon "dances" can attack as wielder, Mov12 round/Lv per day)
----
17 4th Lv Dimension Door spell
18 +1 Reason
19 12 HD air elemental called per day for one hour
20 +5 Weapon (if applied to +4 weapon sentient may turn invisible to hide from thieves or attack them as a dancing blade)