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Sunday, 31 August 2014

A nice review of this blog


A nice review of this blog - thanks all and some of my art above

Elfmaids and Octopi by The Prophet Konsumterra

Elfmaids and Octopi has been one of my must read blogs since I first ran across it nearly two years ago. The author has one of the most distinctive writing styles I have ever encountered, and it takes some getting used to before you’re able to fully engage with the blog, but it works perfectly.

The Prophet Konsumterra has steadily built up a blog filled to the brim with some of the most creative writing I’ve ever run across. His game session reports read like front line missives one week and the next like a conversation in a friendly bar with a good band playing in the background. Yet as good as these are they aren’t the best part of this blog. Where he really shines is when he starts exploring his gaming worlds (in particular the Planet Psychon series is outstanding) and builds these amazing d100 lists that each provide the reader with more ideas than a lifetime of gaming would allow them to fully explore.

As if all of that weren’t enough the Prophet Konsumterra has also published his work for his Home Chimera game which combines his favorite elements of each D&D edition from First though 3.5. Reading through his efforts is like finding an old friend who keeps telling you that you don’t have to limit yourself to the things you’ve always been told and can instead go your own way. Having a voice like that in this hobby is essential if we’re going to continue to grow beyond the standard fare.

Style of Game: Homebrew Chimera (mix 1-3.5 D&D)
Posting Frequency: Twenty-four posts a month

Saturday, 30 August 2014

d100 Wasteland Gangs

 This is to create some kill crazy psychos to meet on the road in your game. Usable for cyberpunk, supers, car wars or post apoc games.

If you get similar results like cyborg three times then assume they are more heavily modified. A single result might be a cyber limb or eye each. Multiple might equal near total reconstruction with puny flesh and morality gone. Youthful twice might produce gang of tweens who kill anyone reaching puberty.

Am well into my car customizing rules for BRP and will have lots of results soon. I might stall the planned race next game to get the cars and racers ready. Other stuff in production:
d100 Death Racers
d100 Sanctioned ops and Wasteland Wanderers

Some stuff stolen from comics, games etc and others i recycle from my cyberpunk and super hero setting.

These guys in this older post good for urban gangs of crazies in outer city areas past the wall. The inner city gangs are police and corporate security who mostly shoot gangers on sight. (Lots of typos sorry) http://elfmaidsandoctopi.blogspot.com.au/2014/02/d100-gangs-for-cyberpunk-or-superheroes.html

On with todays mayhem
d10 Gang Activity
1 Raiding and looting
2 Crimelords
3 Nomad outside the law
4 Highwaymen
5 Mercenaries
6 Smuggling contraband
7 Entropy against civilisation
8 Warlords controlling territory
9 Fight to be strongest gang
10 Murder for fun

d10 Exotic Gang Trait
1 Cannibalism
2 Sponsored by secret masters
3 Well armed and equipped with military or advanced tech
4 Primitive and crude salvage tech and cobbled together trash
5 Mostly young and green
6 Many veterans (1in6 cyborgs)
7 Self mutilated with tats, piercing, scars, brands and body mods
8 Carry bounties and wanted in many states, notorious
9 Plague carriers
10 Insane madmen with no regard for personal safety

d10 Gang Leaders
1 Famous killer or the wastes
2 Has dangerous contacts
3 Has a superior vehicle
4 War veteran and cunning leader
5 Mutant with extra ordinary features
6 Insane madman, possibly possessed or controlled
7 Psionic abilities or psion slave give an edge
8 Exotic weapons and armour make them standout threat
9 Cyborg veteran from war zone, probably psychotic
10 Commands d4 skilled experts (techie, hacker, cop spy, sniper, doc)

1d10 Gang Assets
1 Air support from ultralight, drone or light aircraft
2 Well defended bunker or fortress
3 Battle truck or war bus or APC or tank or other exotic big deadly vehicle
4 Ammodump and armoury, gang use lots of automatic weapons
5 Fuel depot or power plant making gang long range and independent
6 Some high tech or military weapons
7 Some high tech vehicle seldom seen in wastes
8 Advanced med tech facility for possible clones, biotech or cyborgs
9 Use of pets, animals or creatures as guards, scouts or troops
10 Sophisticated communications, sensors, computers or satellite link

1d10 Vehicle Mix
1 90% bikes some support vehicles like portable garage truck or bus
2 80% bikes some small scout buggies
3 70% bikes some renegade offroad battle cars
4 60% bikes some offroad cars and support trucks
5 50% bikes and a mix of support and transports
6 40% bikes acting as support for battle cars
7 30% bikes with force of buggies and battle cars
8 20% bike escorts for gang transports and force of battle cars
9 10% bike scouts for force of battle cars and trucks
10 Disdain for bikes use buggies for scouts, battle cars, trucks and transport buses



Typical Encounter Formula on the road

per party vehicle
d4 bikes
or
d3 buggies or bikes with sidecars or compacts or quad bikes or trikes
or
d2 feral off road renegade cars - open frame with manned tripod guns
or
1 quality duellist mod fighting car with inbuilt weapon or a turret
+
1in4 chance of a support van or small truck with mechanic workshop usually at distance
1in8 chance of a medical van in rear usually kept out of battle
1in6 chance of a bus or truck with gang beds and loot often at camp possibly full of troops
1in6 chance of truck with bio fuel plant to harvest roadkill and corpses for fuel

d10 Quick Gang Table

1 Feral gang - everything built and made from crap and stolen, wasteland survivors
2 Gang cult - obsessed with occult and the messiah leaders own insane beliefs
3 Syndicate gang - professional criminals control vice and crime in region as business
4 Culture gang - ethnic or ideological supremacists stick to own kind and fight enemy cultures
5 Mutie gang - bonded by monstrosities of birth defects and devolution against norms
6 Cyborg gang - usually vets of zone wars and resentful of society that made them killing machines
7 Militia gang - originally formed by locals for defence, most go beyond charter to hunt strangers
8 Nomad gang - have no fixed abode travelling together in families taking what they need to keep moving
9 Juve gang - formed by youths rejecting society with little care for anyone or themselves
10 Corporate gang - sponsored with good hardware who do black jobs for the man

d100 Wasteland Gangs
01 Dingoboys (and Dingogrrrls) emulate the packs of wild dogs, roaming the land and taking what they need. They kidnap children to raise as their own and sometimes kill the parents
02 Dirtrunners started as a hippy commune turned crazy killers and thieves. They like bare feat, love beads, sex, drugs and killing squares. Infamous for committing suicide rather than be captives if loosing
03 Grubs like to live underground and hide like worms awaiting the apocalypse. Paranoid about secret societies and imaginary government psychotronic warfare they randomly may attack strangers in on the conspiracy
04 Green Fist are eco terrorists who preach veganism, free love and murder any who harm nature. Some actually commissioned megafauna embryos in Singapore and Russia which they have raised and released in Australia. They kill hunters, anyone wearing leather or eating meat or running over animals
05 Combat Wombats are another feral clan who like to dig but they specialise in earthworks, siege tunnels, land mines and trapping roads o stop traffic then attack. Many are ex vets with biotech allowing them to metabolise wood, grass and leaves and other wonders
06 Skips like to emulate kangaroos, travelling nomadic style and living off the land. They are excellent bush mechanics improvising bizarre repairs from scraps and natural materials. They dislike civilised people using their forests and grasslands so kill them. They might pretend to be weak but it is a trap
07 Goanna Spanners are a feral clan specialising in camouflage, custom cars and snipers. They often track victims and alert other gangs so they can scav off the leftovers. They might also disable travellers and let them weaken from wasteland exposure then kill them. They put up a good fight if caught in open
08 Bush Devil's take after Tasmanian devils, often fighting by night, making awful screams and practising cannibalism. Fearless killers with a preference for steroids and amphetamines and grog. They raid houses and and camps often. Will fight by day but usually live in underground shelters when the sun is up
09 Thunder killers like using explosives and often dwell in abandoned mines prospecting for gold and gems when no victims about. Start with ambushes and blowing up roads then send in their stupidest thug beserkers to fight. Sub normal intelligent members even use suicide bombs
10 Cane Toads are a gang of obese thugs who greedily rob, steal and kill. The also kidnap victims for sex and food. Members have implanted toxic sweat glands and leathery hides
11 New Puritans lead by supposed reincarnation of Cromwell are disciplined fighting force fond of mounted machine guns who hunt and kill riff-raff and unclean or decadent  scum of wastelands
12 Dust Devils a multi state gang of masked cultists who like underground lairs, blood sacrifice, torture, slavery, cannibalism and worship forms of Nyarlathotep. Claim to predate white settlement. Like bikes and renegade open frame 4x4 offroad vehicles. Weird and creepy with unfathomable motives
13 Black Templars a cult of bikers inspired by warrior monks of legend, like medieval weapons, sometimes wear high tech retro looking armour. Has links to big  Corporations like Temple Industries and Gentech. Many militarily trained and all celibate. Who knows what they ae really up to
14 Satanic Sixers a cult of satanic bikers into 70 horror, metal music, orgies and pointy beards. Some implant horns in heads or wear on helmets. Red robes and cult blades popular too
15 Wotan's Riders worship the beserker god Wotan and like raiding killing and looting. Like axes and horned helmets. Ramming and suicidal front on charges are peak of heroism
16 Aum Supreme Truth came to Australia to test their experimental weapons and have thrived since. The White robed self titled Buddhists claim to have super powers. Like to rob and murder outsiders. Members wear a electronic box on their heads with more devout fusing into their skulls. Nobody sure what it is supposed to do. Occasionally use exotics weapons like gas, lasers or psionics
17 Cycletologists are a deviation of Scientology turned into killer biker gang who believe they are superior and have psychic powers and convert towns by gunpoint and then use mind control drugs and sleep deprivation and other mind control
18 Knights of Yog-Sothoth are a gang of wizards serving the inhuman old ones and seek to restore them to ruling the earth. Practise ritual murder and seek chosen mutants who they elevate to god status
19 Dagon's Chosen started as a surfer gang who have inexplicably turned to the worship of a fish demon and roam the land erecting stelae to Cthulhu near natural water sources in wastes
20 Mason gang worship Charles Manson and practise free love, murdering celebrities and other mayhem like poisoning water supplies with LSD or raiding drug crops
21 The mob are a mafia inspired gang dominated by Italian mafia and who like armoured limousines. Rich and running many rackets they see themselves as crime royalty and everybody else as upstarts. Are devout catholics
22 Gladiators are a mafia connected gang well disciplined and willing to make deals. Also willing to make examples of enemies and very vindictive. Every gang has specialist hit men. Every gang like a big black armoured luxury car and they like suits and gold rings and chains and sunglasses. Occasionally go after women and can be charming but turn to brutes if disobeyed
23 The Syndicate are an American gangster with a very corporate model running finance rackets, gambling, drugs and assassination on the side. Have also political connections and links to US base in Cape York. Frequently battle other gangs less organised or who try to rob them. On open road often fire first. Often use external rockets pods to start firefight
24 Commissars a Russian mob gang with ties to home government and fingers in the glittery world of tv and pop music. Also work in extortion, sex trade and murder for money. Have lots of heavy vehicles, weapons and cyborg ops. Younger ones more into hip hop and gratuitous wealth while older ones more stern fat old men with suits.
25 Rising Sons are a Asiatic gang with delusions of samurai honour. They take offence at any sleight and try to kill those who defile them. Many affiliated with Yakuza, Triad and Tong. Many martial artists and have bravado and good quality vehicles you would expect more in the city. Drugs, extortion and warlords are common rackets
26 Highwaymen gang specialise in robbing conveys, trucks and road trains by force. Well armed vehicles lead local scum in anything that moves. Hold up trade in large areas then sell goods at increased prices. Cigarettes, food and fuel are common targets. Leaders wear black suits with capes, masks and drive black vehicles 
27  Chain gang are escaped convicts from the many mass break outs in the 90s. Experienced hardened cons that hate lawmen. The law have bounties on them all and shoot to kill. The hide among other gangs then unite to destroy police and commit heists or even sack towns then returning to their other gangs. Some are more interested in revenge on society than money and often blow missions by being trigger happy
28 Reapers started as a collection thug gang working for others. From lucrative extortion they took over the operation and became more engrossed in biker, metal and gothic culture. The Leader has had his face reconstructed to resemble Edgar Allen Poe and rides long forked cycle with his wife Raven. Most wear make up and like top hats and bowlers. Happy to use voodoo like superstition to spread fear. Each chapter has a gimmick some being implanted with functional vampire fangs
29 Handsome Ungentlemen are muscle bound freaks and open to variety of sexuality, as long as members like 80s pop music, cocktails and outlandish fashion combined with guns, drugs and raves. Big time dealers and party machines but enjoy a good fight. Like to keep cool when killing and like to drink, snort drugs, and make out with lovers at the same time. Plenty of cyborgs among them too
30 Beast Brotherhood like bikes, beards, big dogs and leather gear. Plenty of all female and gay chapters. Most gangs have genetically or cybernetic modified mammalian horror like a mutant bear or cyborg panther. Claws in some form as grafted weapons are popular or just strap on
31 New Christian Militia are a aggressive fundamentalist sect who find fault with everybody then use as a pretext to kill them. Roam the wasteland looting for their bunker churches and holy crusade
32 Kelly's Heroes a nationalistic gang who wear armour to emulate the colonial bush ranger Ned Kelly and his infamous improvised armour. They hate cops and authorities. Some chapters infected by zombie virus and turn undead if killed
33 Eureka gang are nationalist anti government gang with many chapters also racist to some degree. Violent drunks who destroy stuff that isn't Australian and like to drive refitted Holden's finding other brands a threat to their way of life
34 Aryan wasteland brotherhood roam desert killing mutants, coloured folk and anyone not enough like their perfect examples of humanity. Adopt many elements of Nazis and KKK
35 Ghost Dancers are a indigenous gang fighting back against government and gangs and anyone intruding on their land. They do accept others into their tribes and don't like people questioning their bloodlines or appearance. They reject even there own kin if turn Christian
36 Josephite Pilgrims claim to be a sect of Mormonism. They are clean cut and seem peaceful and even victims. In reality they are a dangerous cult serving their master an Immortal wizard who serves the old ones
37 Witch Hunters seek to kill mutants, occultists, psionics or any using evil looking dress or vehicle decor as tools of the devil. Wear puritan like outfits and duster coats. Prefer shotguns and machine guns on vehicles and very large handguns
38 Red Storm are communists who seek to slaughter capitalists, shop owners, merchants, gangsters, police, religious persons and anything else in the way of global revolution. When they kill enough everyone will see truth of their cause and join them. They also rob farmers (kulaks) to redistribute the food to workers and the cause of the revolution. Attack death racers for publicity and decadence
39  Furies or known a Harpies to enemies are a all female gang prey on men, especially other gangs. By infiltrating other gangs sex rackets and as mistresses they leak information used to make heists. Grown rapidly now they are fielding road gangs. They try and recruit women and wipe out men they find offence or who hurt them. They mutilate and crucify their enemies
40 Black Lions were brought as immigrants in good times then abandoned with no means to live then formed a vicious tribe famous for young soldiers and machete mutilations. Many members forced into gang at a young age. Skilled at turning house hold items into torture devices
41 Tentacle Fiends are mutants many featuring amphibious, fish or even tentacles. Most stay near water or under it but occasionally they raid for mates and food from humans further away. Some stay in water side homes or boats but show rue colours when intruders come to town
42 Nergal's Angels are diseased mutants who worship Entropy. They seek to destroy civilisation by spreading disease, poisoning wells, burning crops and other trouble. Trade and transport are also targets. Many are mildly mutated with champions being very mutated. May employ monster horrors they find in wastes and have been seen working with undead without conflict
43 Morlocks are albino mutant cannibals who have tinted windows and screens to protect them from the sun. They often come to civilisation to kidnap food, steal tech and to kill the decadent humans who have ruined the world. Some are psionic or have other mutant abilities
44 Mutie Boys are a mutant pride group who flaunt mutations and destroy those who wrong them. They often drift into towns increasing in numbers and obnoxiousness till locals flip, then the horde come en masse to kill everybody for intolerance
45 Dinosaws have reptilian and scaled mutations and gene mods and claim to be the new master race. They publicly cause havoc, killing and eating people. Like big lizards and are always trying to get pet dinosaurs smuggled through customs from Singapore
46 Damned Dirty Apes are mutants with apelike mutations such as facial features, tails and fur all over. Many take retro tailored DNA drugs and steroids to enhance the effect. They hate baseline humans enslaving them. They also liberate test apes from black labs and try to contaminate others with their genetics
47 Atomic Sons are a mutant gang who dwell in contaminated wastes to be left alone but frequently raid others. Nobody wants their contaminated property so the have been quite successful. Often wear paramilitary dress and gasmasks. Use biological weapons and gas if they can get hold of it or make their own
48 Harlequins are a band of killer clowns with horrible senses of humour who spread horror and madness. Kidnap victims and abuse them to point of madness to grow like a cult. Fearless and like bright colours and crazy tricks. Always surprising and deadly traps. Especially like to steal children. They are mutants and hide unnatural features under their costumes
49 Mutant Pride also known as the Mutant Liberation Army help any mutant gangs and help wage war on humans. If they hear of mutants being experimented on, mistreated or exploited they call a horde to kill and destroy. Flaunt their mutant bodies and disdain armour on bodies and prefer open frame cars
50 Khaos Spawn are a gang cult worshipping chaos, entropy and disorder. Vile punks seek to hasten the end of the world by murder, arson and terror
51 Gun Nuns are a heretical catholic sect that enjoy cyber implants to wage war on the impure. Many like weapons built into bodies and even build themselves into their penitence wagons. They slaughter other gangs, cults and religions that cannot be saved. They hope their example will be a example to others to join them. Most are lesbians but they accept males as long as they wear nun habits and refer to themselves as sisters. Becoming a eunuch helps too. Strangely they respect the law as long as it doesn't try and stop them
52 Purple Hearts are wounded vets turned int crazed cyborg killers. They take over towns and ever districts of outer cities with wild parties, murder and cannibalism just for fun. They seek revenge on the society that made them and when captured and tried tend to cry for sympathy and have good lawyers making the state resort to hiring contract killers to wipe them out
53 Destroyers are combat vets from the zone who finding no work or help have turned on their country for being cowardly treacherous bastards. They wage war on fellow citizens the way they did in the zone. Most hunt scalps and collect ear necklaces. They have obtained many military grade weapons and wear cammos. They only respect or speak to veterans
54 Exterminators are zone vets who have increasingly moved to become full body cyborgs and increasingly even abandon  humanoid appearance. They believe they usher in a age of the machine gods and seek to turn AI and robots to their cause. Frighteningly good hackers they like advanced weapons. "Let the machine take control now!" is their battle cry
55 Night killers are cyborgs built for stealth, assassination, black jobs and infiltration. They are very mysterious wearing special forces stealth suits. Others specialise in infiltration among normal people, gangs and law enforcement. Noboy outside the gang know who they serve or their purpose as they scrub the brains of their operatives
56 Death Metal are a gang of cyber vets who have become infested with an intelligent strain of the necrovirus. They are hostile to those not infected and prey on cyborg gangs the most but mutants are second choice. They seem to act with intelligent purpose and their nanite colonies have produced new technology nobody else can operate or understand. Humans are just raw materials and meat they say but they seem to relish cruelty and fear from their victims
57 Cybertaurs are a cyborg vet gang who like to be fused into their vehicles. Greater their champion the better the vehicle. Those still human are mechanics and gunners while the chosen are first grafted to monocycles or motorbikes like high tech centaurs. The greatest become attached to cars and trucks. Even if their vehicle bodies are shattered they will crawl out and graft themselves to any other vehicles they can find. Some have performed horrible acts of terrorism with trains and aircraft. Worse still they happily help and join other cyborg gangs
58 Mechtonoids are cyborg vets obsessed with conquest and building huge robot bodies and mecha for their war against everybody else. Only giant robots will survive in their planned machapocalypse
59 Slavechippers are a more subtle cyborg gang interested in infiltration and mind control. They implant humans with control chips and network them into their command structure. They are happy to take their time but will arise with their thralls is major threats arise against them
60 Bionic Bastards are a cyber vet gang who enjoy patriotism, sports and murdering anyone who doesn't pay them respect for their heroism in the war zone. They are sadistic to those who get in their way using victims for cruel games. Decapitation cricket and football are special favourites. They tend to live in city fringes till driven out. Like to fight other gangs ad always have big grins as long as they are killing
61 Canefield Defence League founded in Queens Land to defend farms from gangs but became interested in protectionism, racist purges and interstate crime sprees when leaving state borders. Truck jacking favourite crime
62 Coastwatch Brotherhood a vigilante gang grown to cover areas of coastlines in several states and now even attack shipping. Still pretend to be lawmen and make preemptive strikes on suspicious intruders into turf or anywhere really
63 Freetown Sheriff League band of allied rural lawmen established when police stopped bothering with crime outside of cities. Vary greatly but wary of outsiders. Have access to crime records and data bases
64 Trucker Defence Force escort trucks and guard truck stops. Will attack suspicious gangs, rival trucker factions and unregulated traders
65 Dangerfield Agency corporate sanctioned ops and mercenaries who don't ask questions in the wastelands about jobs or clients. Often round up undesirables for bounties and for state prison capacity quotas
66 Stronghold Security transport goods and specialise in heavily armed vehicles. Also operate prisons, prison transports, armoured cars for money transportation. Don't give way except to city law or bigger guns
67 Bloodhounds (Dawgs) Militia squad work for independent farm collectives. Musclebound speed junkies they get overly worked up and crave action, notorious for shooting first. Especially at foreign or queer or gang looking types
68 Redfern Agency consist of mostly Aboriginal decent drivers to provide work as well as connect communities and fight racist gangs who would readily destroy whole Aboriginal settlements. Mostly peaceful but wary of many gangs or anyone who treats them without respect
69 McCready Agency are respected sanctioned ops who work with law and exterminate gangs under contract with fed and state governments. Even exterminated overzealous militias and corrupt lawmen. Don't start fights for free unless others start first
70 Gordons Security Service Co sanctioned ops specialise in escorts, body guards and couriers in the wastelands. Tend to avoid quasi legal jobs and starting fights
71 Sand brothers a Aboriginal gang who in spirit try to celebrate pre white Australia and may be seen living low tech lives. Don't be fooled though this is strictly ceremonial and they enjoy plenty of vehicles, weapons and other modern tools even if they look a little rough. Expert bush mechanics can get wrecks operational with improvised materials most whites would never think of
72 Bloodjacks are a major nomad crew who don't put up with shit from anyone. If members are wronged they can call a wasteland hoard ready to avenge them. As initiation they attack travellers so frequently get into fights. Wear three cornerd jack symbol of colonial convicts and like caltrops
73 Strippers are a nomad gang that seek to capture as many vehicles as possible or strip them for parts. They also recruit new members even from survivors of assaults. They have well maintained vehicles and will descend of fuel depots like locusts
74 Skyjackers specialise in drones, ultra lights, light aircraft and anti air weapons. The shoot down freight airships and strip them quickly before ground attack aircraft move in to destroy them. Small and secretive they keep a low profile as the city defence forces would do anything to kill them. Large bounties are on them so they hide their faces. May work with other gangs and let them take the heat
75 Cowpokers are a nomad gang that herd cattle but sometimes will stampede into enemies to win a fight. Will happily harvest dead ones after fight on abattoir truck and turn victims and scraps into biofuel on a plant truck. Some clans prefer other animals like goats, camels, pigs or emus
76 Trailer Towners live in mobile homes and caravans, many home built or modified goods transporters with escort fleet of other vehicles, wary of other gangs as they have whole families
77 Amazons are a female controlled nomad clan who recruit and rescue women from other gangs. They don't attack all men. Some men work in their field army and hold positions of power. They control large herds in some areas
78 Dead men are known disease bearers and many show signs of necroviral mutations. The dead among them charge first and many are intelligent enough to drive. They eat non members and descend like a plague spreading terror
79 Wastelords are a barbarian tribe who use cars and guns but are adapting to use of crossbows, unarmed attacks and balistia mounted on vehicles. Fond of bikes, stripping vehicles for loot and mass murder
80 Crow eaters come from rural South Australia turned into dust bowl. First they ate their animals then the crows then each other. Now they roam the wasteland depopulating areas of everything and everyone. With bio fuel converters any organic thing is fair game for food or fuel. Wear crow motifs on clothes and cry "Go Crows!" lots
81 Young Bloods a wasteland feral kids gone bad, arrogant, overconfident, reckless and coldblooded killers
82 Thorn Devils named after lizard and wasteland survival experts. Like to migrate to other areas and stir up troubles between factions then finish off or loot dead
83 Bubblegunners are super cool techno geeks who hijack pop culture shipments, hack media and kidnap celebrities. Force them to perform then sell them. Rumoured they clone them and sell them
84 Chrome Cobras or Cobra kids like to emulate action figure toy lines and run amok with salvaged weapons and tech. All have gimmick persona and codenamed with leaders wearing strange masks
85 Deadly Broys a Aboriginal-Islander-Islamic mix youth gang who fight racists and rob the man, treat ok if you laugh at jokes and dot act scared or wary
86 Katzenpride a gang of techno kids who dress in cat costumes and hold illegal raves, mostly harmless unless you abuse or try to exploit them the claws come out. polymorphous sexual tenancies and fit audio and light sows to vehicles
87 Caligula's Sons started by mobster and old money kids looking for thrills. Like to emulate Ancient Roman decadence, slavery, orgies and gladiators
88 Technoids like hi tech crime like cable splicing, satellite hacking, and e-crime. The blow money on robotics, cybernetics and are trying to build mecha, transformable vehicles and weird robots. Some megacorps hate them
89 RRR Roads Run Red crew love graffiti and killing pedestrians. Amateur death racers just for fun on Innocent rural settlements
90 Chemgen kids a national graffiti crew into thrills, extreme sports like truck surfing, and making other gangs fight. Use lots of drugs as well as making and trafficking. Produced marijuana-triffid hybrids for fun
91 Steelskulls linked to Universal Products Inc, fight other gangs, black bag jobs.Wear leather, big beards and chains. Lots of zone war vets with cybernetics overclocked by corp techs
92 Nugen the official Gentech gang mostly Korean, Japanese, Vietnamese but others included. Glamorous into high fashion and martial arts. Rumoured some are Psi-op ninjas. Test new models of stuff and avoid legal trouble that gives company a bad rep in press
93 Diggers or "Coal Moles" pretend to be patriotic vet gang mixing New Zealanders and Australians. Protect coal mines from hippies, protesters and eco terrorists
94 Firedogs specialise in arson of buildings and starting bush fires. Willing to use other forms of violence and explosives. Serve land developers and real estate association to drive off squatters and stubborn land owners that hold up developments. Also interfere in Mayor elections
95 Gearheads serve Kemelkon, protect fossil fuels, biofuel farms and  mining industry. Sabotage rival fuel and energy concerns and convince farmers to only buy their seed crops. Vehicles are big gas guzzlers
96 Motocroppers pretend to be ferals really mobile anti labour force that subjugate pickers and ag workers on Biota Inc farms. Also sabotage rival ag projects and test bioware
97 Skullpoppers a gang of covert cyborg black ops for Exotech military and cybernetics, test abilities by killing other gangs and military assaults on bunkers and communities. Ex zone troops and still fly overseas occasionally for missions
98 Iron Commandos fascist Hitler worshipping brownshirt gang push racist hysteria and bait lefties but actually serve banking cartels who use them to for extortion and to ruin debtors businesses.
99 Death hods - Seccom Inc owned lots of private security firms and police districts so getting own gang was a logical step to prove anti gang forces needed by customers. Vandalism, murder and militant nihilism a speciality.
100 Silver Shanks keep a low profile and have no criminal records. Work for UK/Russian aerospace tech firm AELITA. Enemies tend to be hit by hypersonic weapons and eliminated. People not sure what they get up to but they roam around with ultra high tech vehicles, guns and cyberwear 

Wednesday, 27 August 2014

d100 Stuff Found on Apocalyptic Roadways






This is for stuff on roadside for rural areas and wastelands. As it is for Australia and my setting i might explain a few things. A Swagman is a traveling homeless person who makes a living doing odd jobs and farm work, usually bearded men with sack with a billy (a metal pot), tea, tobbacco, a bed roll, a lighter and not much else. In my year 2000 setting there are many animals recreated from prehistory. Some in wildlife parks gone feral. Others released by Green Fist a pro nature first terrorist org. The tasmanian devils and tigers (thylacine) and marsuipial lions are not the worst. Komodo dragon size goannas can smell a wounded person for miles and love smell of opened tin of fish. Nothing except near death deters them. At night you can hear the devils fighting over roadkill sounding like horrors.WIld Dingos might seak into camp to steal food too and if desperate might attack. Huge mutant "Devil" dingos have been seen.

Rural areas in hills and ranges around cities still a bit green every 25km
Wilderness with grass and trees every 50km
Wasteland mostly desert and dried crap every 100km

d10 Quick Version

1 Roadkill
2 Corpse
3 Pedestrian
4 Animal
5 Car Wreck
6 Other Wreckage
7 Goods
8 Nature
9 Ruins
10 Buildings

d100 Stuff Found on Apocalyptic Roadways
01 Squashed small animal like possum, rabbit, fox, cat
02 Squashed medium animal like pig, wombat, grey roo, small deer, goat or dog
03 Squashed large animal like cow, red kangaroo, large deer, horse, emu
04 Animal that appears dead blocking road but leaps up and attacks with final breath
05 Road crawling with cane toads, mice or other plague
06 A medium or large animal runs straight at car from out of nowhere
07 Local people scraping up road kill hungrily for a feast, welcome to join in BBQ
08 A strange tentacled mutant corpse nobody can identify
09 A strange mutant attacks travelers out of nowhere throwing itself hungrily at vehicles
10 Road kill being eaten by huge goanna, wild dogs, tasmanian devil, thylacine, marsuipial lion
11 Corpse tied to chain horribly dragged on road ill dead
12 Dead cop nailed to fence or telegraph pole or crude crucifix made from wrecked vehicles
13 Decapitated motorcyclist, wire across road will damage anything at biker neck height with speed
14 Scene of biker battle 2d12 corpses of several gangs 1in6 still have loot on them and a few bikes
15 Row of crucified gang members picked at by crows
16 Remains of cult ritual sacrifice
17 Human skeleton with last shred of flesh being chewed by wild animals (see 10)
18 Body of bound and gagged person d4 1=business man 2=farmer 3=teen girl 4=child
19 Parachute with corpse hanging from tree or or telegraph pole
20 Corpses rotting in trees pecked by birds d4 1=bikers 2=farmers 3=pilgrims 4=city folk
21 A hitch hiking teen aged girl on he run 1in6 she is a serial killer looking for victims to avenge herself
22 A cop who lost his bike and was left here by gang
23 A biker ditched from his gang for some infringement 1in6 he is working with them for an ambush
24 A farmer who was carjacked and abandoned need to get home to save his family
25 A aboriginal hunter with his dog, a cheeky funny guy
26 A homeless swagman with backpack looking for work down to last teabag and scrap of flower
27 A farmer kid lazily risking life by hitch hiking despite what parents say
28 A teen looking to flee to big city where anything is possible
29 A smelly hobo with dreadlocks covered in dirt with everything hand made from scraps
30 A city person dehydrated looking for help since abandoned hours ago
31 Big aggressive red kangaroo will attack and disembowel anyone they can
32 Flock of crazily running emus with little sense of self preservation on road
33 Komodo dragon size goannas following crawling person off the road
34 Mutant horror lurking in grass using a human corpse with backpack as bait
35 Bog by side or road with semi submerged car, probable croc or 1in6 a mutant bunyip thing
36 Remains of zoo or nature reserve with possibly feral exotic non natives or reconstructed megafauna
37 Swarms of bugs, canetoads, birds, lizards, rabbits or rodents cover road attacking anything man made
38 Flapping mutant water leaper horror attacks car but escapes to water if harmed badly
39 Staked out bodies crawling with ants left by some gang
40 Several bikes on road side with no bodies, if investigated giant man sized scorpion or spider attacks
41 Burning car with suicide body of working dad inside, 1d4 kids looking on crying
42 Car wrapped around telegraph pole (concrete in Sth Australia) d4 bodies with 1in6 of one alive
43 Broken car with several city folk died of exposure and no water
44 Abandoned car with amazingly crude bush mechanic repairs like grass filled tires
45 Interceptor with engine idling, actually a trap left by gang explodes when senses human near
46 Abandoned renegade off road vehicle, contaminated and radioactive
47 Abandoned farmer work utility vehicle with dead farmer outside, deadly snake or spider inside
48 Burned out wreck riddled with bullets and possibly rocket damage
49 Car or bike in tree with remains of impaled driver who accidentally made jump somehow
50 Car flipped over with unconscious wounded outlaws, actually rigged to blow by enemies or mad cops
51 Wrecked bus with dead passengers and looted baggage 1in6 chance of finding d4 survivors
52 Burnt out wrecked semi trailer with some remaining scattered goods d4 1=dead animals 2=grain 3=crates of building materials 4=barrels of slurry ready to be converted to fuel
53 Burned out food caravan 1in6 with homeless swagman making camp inside
54 Semi trailor blocking road with 3in6 chance of gang in waiting with ambush
55 Burned out smouldering police vehicles 1in6 of badly injured cop nearby
56 Crashed plane wreck 1in6 with remaining loot
57 Crater with chunks of satellite 1in6 radioactive 1in6 with automated defenses
58 Construction vehicle wreck 1in6 with a feral kid living in remains
59 Farm tractor half buried in mud, some parts worth scavenging
60 Farm machinery in dump 1in6 with stranded gang member wounded in ruins recovering
61 Suitcases and personal baggage littered on road side with papers fluttering in the wind
62 Crates laying on corner dropped by truck d4 1=machine parts 2=food 3=ore 4=coffins
63 Bags of clothes and personal goods near unmarked fresh graves
64 Dozens of good condition tires of various types 12=2d12
65 Jerrycan loose on edge of road d4 1=water 2=gasoline 3=biofuel 4=liquid narcotics
66 Plastic wrapped bundle d4 1=bodyparts 2=drugs 3=stolen or counterfeit banknotes 4=rotten food
67 Plastic cases d4 1=organs 1in6 still fresh 2=electronic parts 3=record collection 4=medical supplies
68 Pile of rubble dumped d4 1=coal 2=ore 3=gravel 4=covering a reasonable condition car with body
69 Garbage bags if searched may find d4 1=edible sealed food 2=gun 3=body 4=electrical appliances
70 Buried cache, trapped d4 1=firearms 2=food and water supplies 3=dodgy explosives 4=drugs
71 Open cut mine, partly flooded with wrecks of vehicles and sheds lair of d4 1=animals 2=mutants 3=gang 4=ferals
72 Mineshack with shaft or tunnel lair of d4 1=animals 2=mutants 3=cannibal swagman 4=prospector
73 Sudden storm produces flash flood, gulleys become temporary streams and may block road
74 Geothermal vent bubbling with steam or mud
75 Smoke from burning coal seam in underground mine or gas vent with flaming pit
76 Bushfire or grassfire running rampant, poor visibility and air, possibly block road
77 Triffids around road will move to block path when sense cars and try to eat divers
78 Red weed a bioengineered pest covers everything 2in6 including road, may hide ruins or creatures
79 Radioactive or poison contamination leaves dead animals everywhere, will contaminate fuel plant if used as fuel requiring decontamination for whole car
80 Trees littered with bones and bodies, mutant or animals live in trees eating passing humans
81 Gas station long ago burned out inhibited by d4 1=animal 2=bikers 3=ferals 4=mutant
82 Old farmhouse inhibited by d4 1=crazy farmer 2=cultists 3=animal 4=feral kid gang
83 Schoolhouse inhibited by d4 1=feral kid gang 2=homeless swagman 3=mad teacher 4=cultists
84 Church inhibited by d4 1=mad priest/nun 2=cultists 3=mutant horror 4=zombies
85 General store inhibited by d4 1=traps 2=swagmen 3=feral clan 4=gang
86 Farm shed inhibited by d4 1=swagmen 2=feral clan 3=homeless farmers 4=outlaw gang
87 Bunker built by survivalists inhibited by d4 1=mad survvalists 2=gang 3=cult 4=ferals
88 Toll station inhibited by d4 1=homeless swagman 2=stranded trucker 3=highwaymen 4=mutant
89 Compound of wrecked buses and vehicles with feral gang living in wrecks
90 Ruined pre 20th C farm building of stone inhibited by d4 1=swagman 2=animal 3=cult 4=mutant
91 Gang fort with walls built from trash and wrecks where gang rule area from and raid others
92 Fortified police precinct with garage and automated weapons and drones
93 Bunker where survivalists gang rule area from
94 Corporate compound with mercenaries at gatehouse to fenced property
95 Shanty town of nomads with vehicles in circle around tents, willing to trade
96 Mutant hovels and humpies by roadside where they beg from passers by or toll them
97 Aboriginal settlement with portable housing and sheds, wary of white folk causing trouble on their land
98 Food caravan with truck selling food and drink, popular with locals
99 Roadhouse restaurant with fuel station and garage, surrounded by fence with guards
100 Truck stop with concrete bunker, tucks, diner and machine gun nests in towers

https://www.youtube.com/watch?v=5iyNncvIrz8

Sunday, 24 August 2014

BRP BABYLON DYNASTY: Halls of the Damned


A player described the setting as like dnd with history which i don't really mind. Now up and running fine. Party spent a few days in Uruk and Iltani gathered tablets from the great temple of Ishtar before returning to Babylon. Re met barbarian Pek who joined group for new mission.

*Starring*
Toth (Steve) Half Egyptian Nergal Cultist has taken to wearing a vampires black kilt, blackened armour of noble quality and a huge khopesh. Keen to serve the lord of death and keep the underworld secrets from mankind.

Iltani (Olaf) Sumerian daughter scribe of Ishtar cult mother divorced from father, good with rod and dagger, has a daughter and is divorced, receives alimony payments from Sumerian husband. A devout scholar and Ihtar cultist seeks knowledge in all forms.

Sobek (Hanna) Amorite chariot driver and archer whose clan worship lion ancestor. Her ancestors to west had some Egyptian links but have fled from west as Egyptians pulled out. Is good with animals and likes taking responsibility for livestock captured and donkey carts. Father allowing her to practise drive Sumerian battle donkey waggon with a team of four. Loaned a slave to drive other donkey cart and care for animals. Still looking for religion.

Kull Draco (Andrew) a Gutian huge brute kin of the bear totem caries a huge battle axe. Interested in status and respectability, told by priests of Marduk should marry a Babylonian girl and be civilised. Not totally convinced but tempted to by a slave free her and marry her as nobody will marry a savage ugly illiterate Gutian.

Pek son of Farg a wild Kassite barbarian archer and initiate of Ninurta, slightly better assimilated than other barbarians. One of last clans to remain wild while others assimilated for hundreds of years. Wishes to be a mighty hero and monster slayer

So Father of the civilised adventurers had heard reports of barbarian and nomads driven to the land of two rivers by drought in the wastelands and possible Elamite invasion. Also increased supernatural encounters everywhere and bad omens. Told of a possible pre flood ruin by Shepperd-trader camp in west so sent the party with barbarian scouts. Also loaning them the donkey battle waggon Sobek was training with as she had taken to brilliantly.

Party set off with normal donkey cart in rear with slave to drive and Kull with his dog. While out of site of of civilisation saw some hunters and spoke to them. Were Amorites so sobek tried to befriend which didn't do so well till she gave them a live marsh hen. They told of a ruined shack to south west and a well to north west on way to tent town. Decided to see if well in good condition. When close set slave to watch cart and battle waggon went ahead. Then Kull and Pek sneaked out ahead and saw a multi racial band of Gutians, Amorites and fair Hurrians.

Informed the rest in the battle waggon then went back to ambush the bandits guards. Pek shot and killed one and injured another and Kull hacked other to death. The drunken bandits did not hear. The victorious men split up and got close to camp and could hear the battle waggon coming. By time the bandits aware of danger arrows and javelins struck them. They formed a wall of sword and shield men in front and had slingers and javelin men behind. Pek kept shooting them while Kull charged with his dog. The battle waggon trundled around them and Iltani jumped off and charged. Toth threw javelins and the combined missiles of party whittled the slingers down. Bandits drunk and unlucky. One fell over and stayed down in fear.

Kull got up close to attack as battle waggon zoomed past. Toth swung fron the safety of the car and killed a swordsman. Sobek steered the cart over the downed wounded slingers. Then went after men who fled and ran one more down. Iltani dodged a sling stone and sent curses to demoralise the men. Several more fled and Pek shot them. Finally bandits surrounded. Iltani got Pek to stop killing the wounded but Sobek put several run over out of misery. Three men in walking condition were tied to waggon.

Found six loads of barley, a merchant suit and some jugs of beer and a goat. Well in good condition and camped and drank the left over beer. Kull convinced a gutian prisoner to behave and he could get a job like he had. In morning dropped slave in well with rope to trawl through rope and he found tablets. Some just records but several with exorcism ritual instructions to cure a type of disease spirit.

By lunch arrived at herder encampment and met chief. Toth as the most noble with the big sword was asked to behead the uncooperative bandits in front of crowd and he put on a adequate show. Vultures snatched the heads and flew off with them. The gutian bandit was put to work and agreed to behave. Shepherd kids selected to show the ancient tell (ruin city mound) and the hired men with some of grain to watch the donkey cart and battle waggon. Also received a goat for stopping bandits which Sobek pleased by.

Searched the mound and Iltani found a snake headed idol. Toth found a carved bone gazelle and Pek found a pot decorated with goat men. Kull pulled out some bricks from side of mound and found a great hole. The party lowered themselves in and Iltani noticed old Sumerian like architecture. Wandered in long forgotten gall and heard howls. Found tracks of men but Nergal could tell had long toe nails. Sobek shuddered at howls and all readied themselves. Sobek waned to flee but Kull got in her way.

Ghouls charged screaming and Toth recognised they were corpses possessed by bad spirits. The fiends showed little restraint and were cut down. One had bite parried by Kull who managed to cut upper skull free from its jaw and brought another down.  Pek got off an arrow before one snapped at him and broke its teeth on Pek's buckler in his bow hand. Sobek killed one but got clawed in the leg and went down.

Toth recovered his fear and killed one attacking him then killed one menacing Pek. Kull downed another and party hacked two dying wounded ones into chunks. Rested and went into processional hall. Where once was a statue tIshtar was a crude Ereshkigal Statue made from dung with owl guardians. Iltani knew this layout from her home temple. Went to great courtyard to find a great stinking pit. Most gagged at a bit and Toth and Iltani got head spins. They saw vapours take shape of smokey phantoms. Iltani threw up. Above it was great dome of rubble. Looked to where library should be and found room with shelves long decayed and piles of tablets in mounds. Heard a muttering and a glow over a mound.

While others prepared charms of protection, Pek scuttled up mound and saw emaciated librarian in priestess robes carrying a great staff with a cuneiform covered lead head. He fired a flaming arrow through it while others clambered up mound to follow. Sobek slipped and rolled down. Toth struck it and realised it had a mighty aurara of power, Iltani's curse of fear failed, the glow stripping the spells power. The other came and hacked at it and Toth was badly hurt in the leg and crawled to safety. The mummified priestess fell and was smashed to mummy dust and broken bones. Took her lead capped maul and headband. Found some interesting books but best included letters from last days of pre flood times recording bad omens and the gods with holding their power.Also a sorcery spell on a alabaster tablet.

While looked through tablets barbarian illiterates watched on guard. Heard moans from the huge pit. Pek fired burning arrow dawn and saw it shrink to nothing. Across pit heard slow moving hooves on brick. Pek and Kull went to see and saw a zombie Minotaur with a bronze double axe patrolling edge of pit. Party all spoke in fear but decided to fight. As they returned the minotaur saw the light this time as they were in his from and he charged. Iltani, Toth, Sobek and Kull threw javelins and Pek fired his burning arrows blessed by the spirits. The burning arrow struck its head that went up in a flash and burst to crumbling embers. The headless beast fell.

As they got close to recover javelins the headless thing stood and party freaked out. The were faster and rushed it. Kull cut it's leg and it fell. Heroes hacked and kicked and pushed it into the pit. As sighed with relief head foul wings from below coming up. So they fled, with Kull and Pek looking back to see harpy demons from the underworld come to slay defilers of the dead.

Managed to crawl outside and cover hole when felt earth shake and peak of the great mound collapsed, linking 40 metres and a great plume of dust rose into the sky. Returned to the tent camp and traded barley from bandits for cheese and feasted on camel. Next morning returned to Babylon to rest. Sold cheese and tablets then rested to recover from wounds.All gave thanks to the gods and sought wise ones to advise them on paths of power. The lead capped maul and Minotaur axe were enchanted. The circlet of the mummy was too with a healing matrix and magi battery which Iltani got as was a Ishtar relic. Sobek got the goats. Toth was just happy he got to help separate mankind from the underworld as it should be.

My meters per second charts for my roadwar game proved handy for the chariots too. Must read RQ3 Colosseum on chariots too.

Saturday, 23 August 2014

Roadwar Rules, Systems and Current Interests


So i lashed out and got the Rubble and Ruin PDF chaosium monograph on Drive Thru as price had dropped. Never seen much talk on it which is not a great sign. As a post apoc setting goes it is grittier than most, more like the Aftermath setting or a bit more advanced than mad max. It has lots of evocative ideas for societies, genetics, cyborgs and car fights. No mutants but it is only 20 years or so after he bomb but genetics and cybernetics is closed. Gets very close to modified animals but does not step far from the idea. As a BRP source book A little bit brief on some rules and rule mods from standard BRP I dont think are worth it. I think it has some good ideas to plunder for many post apoc and dark future settings. It has a campaign area and some adventures I cant really comment on yet.

A few other products that are handy too. My setting is cyberpunk in the walled cities and mad max outside. A bit of Judge Dredd even. So the Dark Future game by GW and supplements and white dwarf add ons are a must. The novels by Jack Yeovil are genius (really by Kim Numan probably one of my fave genre writers).

Death valley free prison for Iron Crown's Cyberworld setting is genius. Great evocative art of scratch built Mad Max flavour vehicles for a huge outdoor prison complex. Cyberworld game has a very underrated setting a biit more fun than most cyberpunk settings. This and Dark Future have inexplicable fortean events making the setting a bit weird and uncertain as to what could happen.

Cyberpunk has good content to steal for my outer cities but I always found a bit too clean and cool for me. plenty of Anime like Burst Angel did it better. I could add some stuff stuff from Chrome books in my setting easily. I would add more robotics (something cyberpunk lacks) and drones and even mecha. BRP mecha book is a reasonable book but Id probably have to change it a bit. Mekton the anime book from makers of cyberpunk pretty good too. I'm not adverse to having a transformable vehicle as a example of over the top car tech from a city.

I have stolen from Top Secret/SI and it's kind of proto cyberpunk setting F.R.E.E.lancers. The high stakes gamble has some good car related stuff in it. Once again a world in ruin, with companies and the rich sheltered from the worst effects.

GURPS Autoduel is great too. The 3rd ed has one of my favourite covers and suits of armour n a game product ever. I don't get why later ed did not use it. Setting has mix of pre or near apocalypse, companies, immorality and blood sports. The Carwars road atlases and Uncle Albert accessory books are good too. Some third part modules i need to inspect also.

Ill be presenting some vehicle accessory price lists then vehicle build rules soon. The game has a life of it's own now and if i get it working i might run as a con game or even a wargame. At least BRP works well with metric while i never liked straight d6 games like Traveller, GURPS and Carwars.

As my club old timer i am referred to as a simulationist. Despite best efforts to convert me to Gumshoe, FATE and Nemesis engines I find story games egoistic and dont feel risky. I even exaggerate my wounds in them and never feel like I will die. Im not a Killer GM and I run games to have fun but I want players to feel fragile and that a mistake will smear them or drive them mad. BRP does this well. Im also glad to feel my maths skills improve again as they had deteriorated with other systems. The criticisms I get about BRP I find funny because I remember games that sound like these accusations far more like FGU engine games with derived stats and 30 hit locations being run by war vets, survivalists and hardcore wargamers.

I still don't see how a game that everything you need is on the character sheet can be bad. Don't like skill curve - actually use mods. Don't know why you should care about stories in COC? Why do you need a mechanical nudge or not just write your way out like most scenarios actually do? Worst thing in DnD5 is the mechanical roleplaying nudge. If I really wanted to be an actor I would go act and I have been a performer. I can stay in character for hours but some cant. I don't want to play a disabled old guy all the time. I don't have room for costume as my books and art stuff take up too much of the cube i live in. One shots lack continuity I like, but are occasionally ok. Probably why board games dont do it for me. LARP vampire games popular with my friends but i just want to kill vampires and find these games are too player vs player, egoistic and resemple school, gang and workplace bullying too much to be fun or escapist.

Some players are smarter. Some are better actors and good at immersing in the setting. And some people like to be macho and be strong and carry big weapons and smash. That good variety to have at table. Players who want to jeopardise whole mission to role play or get too player vs player or just slow down game perhaps need more story based mechanics. I find some games like gumshoe to weaken game master agency, lack continuity (and limit improvement of characters over time) and to actually be more linear.

Im still playing TSR Marvel fortnightly but very combat oriented so less blog worthy.

Club will be moving soon from building I live in so probably will game a bit less and get back to writing, design and art and work as my health has improved. In a year or so will be interested in moving somewhere with more room for books and comics I can afford again where I can use spray paint without sabotage and whining from others.

Next year will do BRP Pulp and Rome settings possibly a stint at my Decopunk Cthulhu Metropolis which could morph into Flash Gordon. A straight SF would be nice too. Will still do my Exile Island DnD still and still interested in publishing stuff.

I will play DnD5 i think its good and i will get players book. About half the oldschool gamers I know are trying it and several club games converting from 4th ed. I dont really want to write for it yet but Im enjoying seeing what others do. BX is more heroic than BRP and handles my setting, Psychon and the more gritty/straight long stairs stuff fine. 5th ed is fine for me as a player but i crave oldschool still to DM, Its a bit too heroic for feel of my games and I play Marvel when I want that direction.

Tables below are for me BRP game. I use 1 second combat rounds which is pretty harsh. The other rule set I have is Recoil rules where most guns shoot same rate but get harder to hit more shots you take without stopping. Has not been a problem in play and players happy to take cover and rest a second. Has made big guns slightly less popular. Will detail somewhere soon. This sheet isn't perfect yet. Will do vehicle hit tables yet. Realised I could do WW1 planes with similar rules.





Friday, 22 August 2014

d100 Anacronistic Encounters for near that gateway

These left over from my long stairs game tables and i had to edit out of my redbrick encounters recently so here is a full table to add freaks from time and space in your dungeon.

I always loved the film Time bandits and the time travellers who all get horribly killed fighting evil.

Most games wouldn't suit this but Planet Psychon would.

Feel free to put gun users on last ammo supply.

Fragments for future anachronism encounter table

1 Frangarr - Bugbear pyro in Korean war helmet, with cigars and flamethrower and a few goblin "grunts"
2  Goblin with grenades suicide vest limping holds jewel and pretends to surrender
3 Kobold with dynamite and cowboy hat and lit torch demands you obey him
4 Goblin hero with SMG, confederate hat and goblin gang
3 Kundorg - Orc with assault rifle, 2 clips and one grenade, SWAT cap who uses his 6 men as distractions
4 Knuckles the goblin wizard with 1d6 dynamite sticks, pointy hat and several gormless students
5 Orc bandit is familiar with surface folk combat methods and has a flintlock pistol, smoke grenade, tazer, six pack of beer, machete and several young impressionable orc warriors awed by him
6 Bandit chief with captured other worldly arms including a vibrosword (2d6 rounds left), sonic blaster (d6 shots, works 50% of the time) and a flashlight followed by his bandits
7 Sargent Potter - AWOL sarge with 1d4 chaos mutations and his mutant grunts (one mutation each) long ago ran out of ammo but have rust guns with bayonets and gas masks
8 Private Stapleton - alone, afraid and shoots anything that moves but down to last clip in his rifle
9 Frogman hero with assault rifle and bottle of Whiskey, with frog men thugs who worship him as a god
10 Dark elf assassin with captured sniper riffle, climbing gear and dungeon-chamo gillies suit and a bag of hallucinogenic mushrooms
10 Yuri Konstanzin - Eastern European gangster hiding in dungeon with a scorpion machine pistol, has 6 armed orc bodyguards with rifles
11 Private Powell - AWOL surface soldier with rifle and 6 deep gnome techs with zip guns
12 Manx Steelskull - deranged cyborg lost in the wasteland with laser pistol instead of a hand, with gang of mutant mongrel cannibals
13 Karl Maximov - Euro mercenary with orcs and humans in bandit gang of hired killers
14 Black O'Donal black marketeer smuggler deals to corrupt local troops 12 hobgoblins with pistols
15 Nameless MIB goons with no nation of origin markings clues, government black ops agents with SMGs
16 Tentacled mutant with trucker hat with sexually crude slogan, has molotovs in old whiskey bottles, carton of cigarettes and and redneck goons with petty cosmetic mutations
17 Orcs with straw hats, missing teeth, neck beards, check shirts, armed with mix of wood axes and rusty double barrelled shotguns and moonshine in ceramic bottles looking fur purdy mouthed strangers
18 Goblins on roller skates with coloured wigs, and rusty revolvers. The leader has a Sony Walkman and headphones
19 Squad of troopers on patrol from experimental operations command looking for indigenous creatures to take prisoners, with rifles and machetes and bayonets
20 Bugbear bootlegging gangsters running interplanar hooch racket. With pinstripe suits, fedorsas, cigars, pistols and one with a tommygun
21 Bugbear cops with truncheons looking for gangsters or anyone who looks suspicious to them with pistols and one with a tommygun
22 Kobold youths with slings, molotovs, knives and balaclavas shouting slogans "death to oppressors!"
23 Orcs with white hoods, torches, clubs, pitchforks looking to cleanse dungeon of impure species like humans. All inbred and slightly drunk
24 Goblins with machetes and propaganda brochures warning them against communists and witches that threaten their way of life
25 Minotaur with a chainsaw and a eye patch, has a six pack of beer and bag of human flesh jerky
26 Orcs in riot armour with ballistic shields, truncheons and teargas, warn enemies to drop weapons then attack. Leader has a .22 pistol for executing captives
27 Goblins run begging adventurers to help vs strangers in area with odd weapons and customs (re roll for threat), explain strange magicians have decimated their tribe
28 Kobold kids with Halloween bags sorting 20th century candy from yearly inter planar trek
29 Stalkers in NBC suits and ak47's looking for loot they can sell back on Russian side of their gate
30 Zombie trench fighters from WW1 with gas masks and improvised weapons like entrenching tools, batons wrapped in barbed wire, rusty muddy broken rifles with bayonets  
31 Lost battered robot overjoyed to see human after years of wandering a post apocalyptic wasteland, programmed to cook and clean with d6 months power left
32 Lizard man master with a laser pistol and whip commanding band of degenerate lizardmen
33 Goblin child on tricycle with cowboy hat and toy cap gun surprises party, if left alive follows them calling their names out
34 High on drugs kobold gang with red shorts and braces, cleavers, and plastic mouse ears, sing "who's the leader of the gang?" as they attack
35 Dad and two kids from 20th C with hiking outfits and camping supplies lost while white water rafting in earthquake, possibly followed by cave person and dinosaur
36 Kobolds with shopping trolley full of 20th C food - claim the gods gave it too them
37 Nazi arctic expedition from 1938 capturing anyone they can to take home or for field vivisection, numbers are dropping and lost, possibly with crashed flying saucer
38 Cowboys who chased a small dinosaur into mists in a hidden valley now lost
39 Flight crew from WW2 hellcat squadron bewildered at how ended up here armed with pistols and flare guns
40 Lost doctor from Victorian London runs from strange fog, seeks help from pursuers, keen to get back to disemboweling prostitutes in own time or perhaps joining party if they seem into horrible murder too
41 Hear eerie chiming music and come across ice cream van or pushcart with kobolds operating it since they found it and ate owner, still plenty of frozen treats left till power dies
42 Eerie scream as glowing astronaut weights approach, nearby wreckage of a crushed space capsule
43 Savage apemen lost in the forbidden zone with rifles, truncheons and attack dogs trained to track and pursue humans
44 Future hate mongering dictator with masked inquisitors and beserkers lost in time wastes fleeing doomed civilisation with crude lasers and broad swords and flails
45 Future mutant evil brain in pepper pot shaped travel vehicle with laser and and single claw, hates all life and stair cases, accompanied by brutish ape men with pistols
46 Goblins with Beatles wigs, sunglasses, cigarettes, love beads, automatic pistols and guitars
48 Goblin in french maid costume with duster looking lost and forlorn
49 Duck beastman with trench coat, fedora and cigar trying to solve plane portal mystery
50 Dimensional refugees, home plane destroyed or enslaved, just ordinary families on the run
51 Squad from long lost destroyed civilisation led by a wizard, archaic weapons of very high quality, believe they can conquer these weak modern folk
52 Halflings from world where they are average height and rule supreme, disturbed by freaking giants in this world and hungry for snacks
53 Eldren in silver suits several with laser wands had mishap returning from the stars, more reliant on psionics or magic
54 Hungry morlocks left own world due to diminishing humanoids to eat, happy now hear, armed with wheel lock muskets
55 Biker gang from post apocalypse with horned helmets, mixed but poor quality weapons and outlandish armour cobbled together from remnants of past
56 Mobile intelligent triffids just want to get to good spot to breed and may try and just pretend to be immobile, communicate by telepathy
57 Warrior god from other world cut from source of power, he is rude, pompous and assured he deserves worship and obedience and he cannot be harmed
58 Kobolds on moped out of control, crash, blame humans and attack to death
59 Bunch of drunks staggering home from sport game with plush team mascots, signs, beer, trumpets, face paint and team shirts, rude to ant one they meet
60 Group of teen plane hoppers trying to find way home and have a gate detecting device, experienced at break and entry,sneaking, hiding and other thief and survival skills but avoid fights
61 Cyborg secret agent trying to assassinate mad scientist with gate machine and something has gone wrong, has a laser eye, dart gun finger, superior strength and resilience runs off atomic battery
62 Band of mutant adventurers one who can make gateways trying to go home, have mix of stone age and energy weapons, with scrap armour
63 Cyber Demon with minigun but only has ammo for few seconds of fire then relies on his chainsword
64 Band of changelings from faerie land in human form, all acting as travelling bards but really ethereal glowing elf like beings in true form, seek knowledge of faerie portal
65 Lost plane travelling plumber with gorilla and elf princess hoping to return himself and friends home
66 Crazed atomic cultists with pear shaped mutation bomb hoping to detonate near city to bestow blessing of the mutant gods on them
67 Team of plane hoppers including a psychic, a physicist, a archaeologist, a linguist and a secret agent who would prefer to keep travelling but could be convinced to stay
68 Black ops kill team with SMGs and tac nuke trying to seal the gate from this side but lost
69 Formarian warrior with his par fish part hound hunting beast shocked at world dominated by slave men, keen to establish a stronghold and breed with locals to restore his civilisation
70 Friendly time and planar traveller, eccentric but not really mere human, looking for help to close local gateway before something bad happens, might recruit a companion from locals when leaves
71 A orc super hero from other plane can fly, is strong, invulnerable and breathes fire. Disappointed by orcs status here, hopes to save them from being a second class race, allergic to electrum
72 Dark armoured troopers of elder god, partially on other plane are hard to kill but break down into bugs when they die, have spears
73 Large jolly bald man actually a intelligent shoggoth in disguise seeks to settle here and use gate to call through dark elder gods
74 Tentacled horror from beyond immune to normal weapons but not magic was guarding gate for cult or otherworldly masters but was lost chasing an intruder
75 A black monolith that keeps spawning monsters every hour, can teleport once a day, is sentient and telepathically will offer to use its powers to conquer the world in service to right master
76 A warlock sen here as banishment will pretend to be good and helpless but seeks opportunities for supreme power he encounters then betrays anyone to grasp power. Will use some of his dark powers to charm and cruelly destroy which might give him away, cannot enter hallowed ground
77 Witch pretending to be helpless woman really a evil hag, will accompany and even marry to fit in, eeks to establish herself as a great power or a dungeon boss. Banished by sisters for ambition
78 Plane traveller who is friendly and able veteran fighter, but concerned each wold he visits faces a great doom he must witness and try to stop
79 A 7 foot tall sorceress in royal robes with crown, feigns friendliness but is superior and commanding. Eventually she will expose herself and seek to obtain evil relics, banished from home and for her evil
80 Prince Valar the damned might be friendly but will seek out great evils to serve, he is reborn next dawn if slain so his home plane banished him. Has some honour but believes all must be under control of the mighty
81 Doctor Zacharia Jones from twentieth century with great genius but cowardly selfish greedy liar. Expert manipulator (especially of young and may think elves and hobbits are young) he tried to rip of aliens for cheap shot at power and wound up here
82 Battlesuit wearer from post apocalyptic world with jump pack and laser seeks to establish self as warlord before atomic fuel cell depleted, a stupid bully who only understands manly strength
83 Cold skinned pale humanoid friendly but nasty actually from plane of cold seeks to damage world o bring forth eternal winter
84 Trickster god looking for a laugh will follow anyone friendly and create additional threats and might aid them, depending on treatment may reward or curse companions before leaving
85 Arrogant youth with strange mental powers seems friendly and lost seeks respect first then love and fear before gods come to take him home
86 World emperor Zatan banished by his minions outraged at being a nobody here. A great warrior but arrogant and assumes all love him and will wish to serve him. Might learn a bit or go on some crazy scheme for power
87 Reptile men with serpent man wizard from dawn times outraged by filthy apes everywhere seek to awaken kin, enslave humans and breed with them to restore species
88 A crystal coffin with sleeping necromancer, banished by peers in ancient times. If opened seeks to great army and conquer, offer those who freed to be lieutenants and servants and lovers if pretty enough
89 Goat men cultists seeking gate they have dreamt of to help bring evil powers into the world, assume adventurers are enemies who will try and stop them
90 Grey skinned humanoid aliens, differing heights and some in silver suits with lasers. Most naked or in underpants and possibly with tools. Seek somewhere to camp, know many will die without home technology
91 Young witch boy with his hellcat seek protectors and a isolated village he can bend to will and use as a base to snatch power and spread his dark faith
92 Young warrior attractive but ignorant seeks teachers and friends, actually bastard of other planar being who has just escaped. If a good influence will resist evil parent otherwise will seek to out do and kill parent to take their plane
93 A attractive spell caster in royal robes seeks a quiet life and true love, parent a mighty planar despot with evil powers who will seek their rebel child in the future
94 A vampire seeking thralls to build  power base, might cooperate to get out of area
95 A fallen angel who wants to go home but knows is a reject, might try being good but will grow impatient and lash out. Is very attractive and finds earthly vice exhilarating
96 A cult seek to control gate as a scheme to gain power as directed by their master. Might ally with adventurers to cleanse area of competition
97 A demon has been released and daily grows in power. Is handsome and promises power to destroy enemies but just stalling. A great being of good is on way to stop him, the battle will be very destructive
98 A god in almost human form has come to usher in new age of terror and destruction. Awaits sacred vessels to arrive with relics to open more gateways, treats mortals like toys and seeks to wait undisturbed
99 A great wave of madness overwhelms area as elder god establishes foothold. Horrors of old times awake and come to serve it. It's power is linked to a monolith it requires to stay here
100 A great kaiju god beast comes to lay waste to world, gods send a being or one of own to fight it and request adventurers to damage the gate to weaken the creature

Thursday, 21 August 2014

BRP BABYLON: On the road to old Sumeria

First session was really just a character generation with the RQ3 intro adventure the money tree to teach system basics. Met a troll a duck and had a roc steal party donkey. The second session had them visiting the city Borsippa (dedicated to Nebo/Nabu the scribe god). Found references in the "brotherhood of briny wisdom" library exploring the wastes and hunting a haunted cave near a long destroyed village rumoured to have supernatural activity. Camped in ruins. Saw a creepy shadow move to Iltani's back while she drank from a well and all party broke camp and moved to hills. Found cave and killed goat men demons and found a pre flood vampire sleeping in a crystal coffin who they killed. Took his black rod of office and black woollen kilt.

I had some issues with 8 players and got grumpy. Two older players didn't like this so I've culled back group and got to five players with space for guests. Ran much more like i expected and got more done. Players getting into history more, less player vs player and less dnd type shenanigans. Have players interested in reading Hammurabi's legal code and other documents. One Player brought me Armies of the Ancient near East which has been a awesome read with good warrior kit of all the races I have in play.

Still have room for guest spots just need core players to be established.

I'm using notes from my 90s game of this for the clan consisting of a noble father with many children with slaves and foreigners.

Lord Mardukbanipal, Champion of Babylon, Landed Warrior, Aged 47

Owns:
Townhouse with warehouse and garden on Nisaba Canal
Farmhouse on river with orchards, barley field and swine
500 head cattle with pastoral rights
300 head sheep with pastoral rights

The Family
Mishangal, 1st wife, Cursed invalid, fevered, possessed, aged 44
-Mushudad, 1st son, Noble and heir of clan, honourable, loves king, aged 28*
-Ibsima, 1st daughter, Married to priestly clan, wise and responsible, aged 26*
-Yesmina, 2nd daughter, Married to Malgelab merchant clan, aged 25
Matnashali, 2nd wife, Loves intrigue, superstitious, vindictive, aged 39
-Shamashbar, 2nd son, Honest, pious, friendly, unimaginative, aged 23*
-Ninsalmis, 3rd daughter, Flirt, daddies favourite, dangerous, aged 22*
-Nergalmar, 3rd son, Violent, vindictive, worldly, rude, charismatic, aged 21
Enlilabdar, Uncle, veteran, loyal caretaker of estates, dwells on riverside estate, aged 47
- married (twice), six children (mmffmf), thinks too many women are trouble
Sinmat, Aunt, ex-Ishtar acolyte, now household scribe, , aged 44
-adopted 2 daughters, trained as scribes, Ishtar initiates, unwilling for them to marry
Marsaddru, Uncle, veteran, dock foreman, treasurer, warehouse master, aged 43
-divorced three times, now married to marsh girl slave with two young daughters
Sidaru, Aunt, widowed, runs sly grog shop and flophouse on the docks, aged 41
-2 sons in the court of the king who occasionally visit, prefers clan house to palace life

Party Members in the Family 
Toth (Steve) Half Egyptian Nergal Cultist has taken to wearing the vampires black kilt and wears blackened armour of noble quality and a huge khopesh (well most use short swords and daggers)
Iltani (Olaf) Sumerian daughter scribe of Ishtar mother divorced from father, good with rod and dagger, has a daughter and is divorced, receives alimony payments from Sumerian husband
Ariana (Andz) Minoan raised daughter has been leading crew of Mycenean Pirates, Adad cultist, a sword woman

Hired Barbarian Guards - scouts and skirmishers
Sobek (Hanna) Amorite javelineer and archer whose clan worship lion ancestor. Her ancestors to west had some Egyptian links
Kull Draco (Andrew) a Gutian huge brute kin of the bear totem caries a huge battle axe

Are some others but will list later.

Instructed to research increases in supernatural menace since Hammurabi's death.

Forces of chaos swelling across the land, omens of evil abound.

On way to Kish (12k down road) youths attacked and were easily defeated and captured. Handed to city gate guard. Barbarians wanted to sell as slaves but life isn't that easy when your civilised. Things catch up with you.

The Sumerian king list states that Kish was the first city to have kings following the deluge, famed for red bricks. Patron god Zababa a form of Ninurta here is married to Ishtar, the local version of the Earth goddess was a deified ruling queen. There is a large Ishtar ziggarut outside of town and a Zababa one inside. Sargon of Akkad came from here, possibly source of Akkadian language a thousand years before. Days of power long gone still city of great fame and all emperors and conquerors covet to be king of Kish.

In kish the source of kingship were greeted by family trade house staff and met ally of Fathers, Ududu who welcomed the party and took to his home for dinner. Flirted with Ariana but wary so he slept with Amorite body guard instead. All heard of trouble in a brick mine. Villagers mining pre flood bricks found cursed tomb
battled a demon. It had lion face, bird feet, bristly haired body and a snake for a phallus. It's terrible scream wracked them with fear but they slew it. Toth damned it to Nergal as he hacked it up. Sealed tomb and left city.

Next on to Nippur the city of enlil. More truly Sumerian but very cosmopolitan. Like Kish all coveted the city for symbolic power, an important holy city. Since rise of Babylon Nippur is a bit run down but has a impressive ziggarut and walled holy quarter. A great ishtar temple was here also. Enlil was former supreme ruler but Marduk god of Babylon usurped ultimate power. A religious festival was in progress and statues of gods were being carried through streets and in barges to visit each others temples.

10km south is a great cult distribution centre of tithed livestock and tablets the party passed.

Went south to Larsa and were watched by bandits who fled when they saw well armed fearless party advanced on them. In Larsa saw ziggurat to sun god Uta (Shamash in Akkadian).

Next to Ur where saw the great ziggarut of Sin the moon god which impressed all.

Then finally to Eridu the holy sity of Enki to study for several weeks and bathe in sacred baths of his temple. Several earned divination techniques. Ariana learnt weather divination from Adad shrine and Iltani learnt to read dreams. Barbarians met Gutian mercenaries who told that Elamites were preparing for war and recruiting Gutian troops. Several took time to study Sumerian. Invited three Adad cultists to join them on road. took more dangerous wasteland edge route.

Back to Ur briefly then to Uruk but avoided Arab scouts. Barbarians archers threatened party but they charged.bandits hurling javelins and firing back. Sobek killed leader with javelin through chest. Several party members went through marsh and cover of reeds but realised slowed them down too much. Party ran them down beating them and chased some through reeds and marsh defeating them and robbing their camp.
 Men were Gutians who told how steppes had poor rain and hungry nomads and tribes looked to cities and river peoples to rob.

Arrived in Uruk and admired ancient walls built by Gilgamesh and shrines to it's divine kings of old and Ishtar and other goddesses. The great white pier where Ishtar brought secrets she stole from Enki after the flood.

Then back through Borsipa and to Babylon to inform dad of their discoveries and experiences.

I overlapped about 20 maps and found none fitted exactly - all distorted and slightly incompatible. Best city map from a book I photocopied from Adelaide uni 20 years ago with a hundred cities on it. Populations generally 10-50 000. Babylon I have made biggest as it is centre of the world and all.

Game was good and feels like working like I want.

Tuesday, 19 August 2014

d100 Secret Rooms

I have players that always search for secret rooms and occasionally they roll very well and i want to reward them. These shouldn't upset your dungeon too much. Most not especially rewarding with the more gonzo results last.

You could put 2d6 of these on a level for a quick bit of dungeon filler.

In my friend Herbie's fighting fantasy game sub tunnels are under every level where monsters spy on intruders, first aid teams hide, monsters change costumes to pretend to be new monsters and all kinds of troubles.

Inspired me to do a shrine generator later.

1d10 So now you have found door now what?
1 Simple mechanism easily opens
2 Difficult to find opening mechanism requires second search or loud smashing to open
3 Door is locked
4 Door is alarmed and signals other area if opened secretly
5 Door is alarmed or very noisy may alert others or occupants
6 Door is trapped
7 Door is jammed, possibly spiked from inside, need to be forced noisily
8 Door requires a puzzle to open
9 Door opened by mechanism somewhere else
10 Re roll 1d3 times, if get 10 again then cursed or magically trapped

1d10 Quick secret room
1 just a hiding space for small goods
2 a cramped hidey hole
3 a hidden closet
4 a small cell
5 a tiny store room
6 a medium store room
7 a large store room
8 a passage way
9 stairs up or down
10 strange magical chamber

d100 Secret Rooms
01 Cache of monsters emergency healing potions
02 Toxic slime spills out if opened
03 Cache of drugs and paraphernalia like smoking pipes
04 Bottles of grog
05 Jars of fermented sauerkraut, pickled eggs and gherkins
06 A map, tablet, scroll in a tube or book
07 An invisible imp hides inside and follows whoever frees from silver sealed door
08 A rat nest swarm out
09 A speaking tube to distant part of dungeon
10 Large toad sits blinking
11 Cowering blubbing humanoid cries for mercy
12 Kobold with spyhole, dagger, sleep gas vial and antidote pill
13 Filled with bones which leap out if opened to form 1d6 skeletons
14 A dead priest curled up tight, could not get out and died hiding in here
15 Hostile dust devil, a tiny air elemental
16 A scarecrow or hideous dummy falls onto who opens door 1in6 a lesser golem
17 Rotten corpse with purse falls out, horribly infected with parasites like worms
18 Gagged prisoner stuffed in hole
19 Nest of gremlins scurry everywhere including adventurers belongings and clothes
20 Cache of monster costumes, masks, bandages and makeup
21 An apprentice with a sleep spell and a dagger and a spyhole
22 A forgotten crypt where a evil wight has slumbered for decades till now
23 An assassin with a spy hole, poison darts and a garrotte
24 Cache of rations like dried meat, fish or groats
25 Cache of weapons and ammunition
26 Barrel of water with drinking cup attached with chain or hanging on hook
27 A stinking lavatory of some kind such as a hole or pot
28 Cache of lamps, oil, candles, flints and fire wood
29 A barred, locked and trapped display case with a magic item inside
30 Cache of silver arrows or quarrels, a silver dagger and wolvesbane
31 A bugbear hit man with a collection ho human heads and a spy hole
32 Six loaded crossbows tied to chair with strings tied to triggers attached to door or held by kobold
33 Toxic fungus releases spore clout if exposed to light or movement
34 Cache of trap repair tools, trap ammo and spatulas for scraping up adventurers
35 Cache of cleaning supplies like mops, buckets, rat traps and fermented urine
36 Cache with tins of paint, brushes and a step ladder
37 Tiny drug den with pillows, hookah, tin of cookies, 1in6 comatose monster with munchies if awakened
38 Tiny shrine with bottles of holy water, holy symbol, garlic, wooden stakes and mallet
39 A thriving termite mound which some monsters like to eat
40 Hellhound on a chain barks and spits fire
41 Hellcat purrs happily if released and follows lawful or evil persons
42 A cell with a vile shrine of underworld guarded by a shadow that appears if any attempt to desecrate
43 A cell with a comfy bed and box with dried figs, 1in6 has a napping monster
44 A meditating priest probably evil and angered to be disturbed
45 Cell with basket of live snakes or scorpions
46 Cell with chained adventurer prisoners who has gone blind and mad
47 A work gang of zombies with work mauls waiting to work or fight
48 A giant beetle which defends its grubs ferociously
49 Room with plinth with delicious smelling fresh pie cooling on top
50 Room with desk and monster duty roster, tie sheets and payroll 1d6 x 1000 copper
51 A decrepit burial chamber with several napping ghouls
52 Camber with manacled skeletons on wall
53 A unclean well, piles of soap, soiled clothes and a resentful female humanoid scrubbing clothes
54 Empty room covered in graffiti of local factions
55 Giant hungry toad in room ready to swallow any who open door
56 Room full of fungus and mushrooms with silver sickle hanging from nail and many cut shroom stalks
57 Room with a pyramid made of rotting severed heads and a chopping block and executioners axe
58 Room with gallows and hood hanging on hook and coil of spare rope
59 Room with cages of albino hens, feed and eggs
60 Room with friendly goat, feed, stool and milk bucket. She bleats to be milked
61 A hidden barracks for humanoids like orcs or hobgoblins off duty
62 Room with butchers tools and hanging haunches of meat
63 Room with spears stuck in ground with severed adventurer heads on display
64 Shelves with 1d6 body bags, each with toe tag describing if to be buried, eaten or recycled
65 Pit of lime with corpses in bottom
66 Beserkers trapped in here huddled in balls, leap into frenzies if door opened
67 Cowering naked old madman with pile of chewed monster bones and dagger
68 Sacks of stinking meat and maimed bodies scraped from traps and a iron meat grinder
69 Elf huddled in ball scrawny and blinking, trapped in here for month
70 Food store room with bloated halfling unable to move
71 Stacked room full of crates and or barrels
72 Room cluttered full of garbage and broken furniture
73 Tanning room with flayed salted hides and vats of stinking chemicals
74 Party of dead adventurers starved or asphyxiated, possibly some with magic
75 Sobbing prisoner chained to bed
76 Angry prisoner ready to throw toilet bucket on whom ever opens the door
77 Long forgotten loot stolen by now dead minion of dungeon boss
78 Collection of filthy plates, cups, empty jars, bottles and old pots
79 Scale model of part of dungeon with tiny pewter figurines
80 Old prison cell with dead prisoner and chalk map on wall
81 A secret passage to a different part of level
82 A secret stair case to a different level up or down
83 A entry to a tiny cave chamber or complex
84 A room with openings into sewer and air vents
85 Entry to cramped maintenance tunnel follows main corridors
86 Tunnel leads to other dungeon complex
87 Tunnel leads to surface
88 Tunnel leads to underland kingdom of darkness
89 Tunnel leads to monster lair
90 Tunnel leads to burial catacombs
91 Tunnel leads to long lost chamber of ancient evil gods with madness inducing cursed idol
92 Hag with cauldron making a potion and willing to sell charms to be left alone
93 A magical mirror allows communication with d4 1=dungeon boss 2=demon 3=distant wizard 4=a god
94 Cursed relic in hands of dead humanoid
95 A holy idol d4 1=heals 1pt once 2=bless for 10 minutes 3=may answer question 4=safe zone
96 A underworld idol d4 1=curses unbelievers 2=summons guardian 3=fear aura 4=
97 A rust beast hungry for metal treats
98 A other planar entity kept in a power circle but invisible, if circle crossed will be free
99 A other planar entity kept in a power circle and willing to bargain to be freed
100 Chamber with planar gateway with puzzle lock door