Friday, 28 July 2017

d100 Diabolic Brews and Potions of the Guilds







This may have some duplication, typos, numbering flaws - let me know if any problems in coments

This was a request from a reader on G+ and seemed like a good idea. I don't really want to deal with real poisons in my game too much. I have always liked the rolemaster and MERP poisons. The Ygdrasill rpg has good info on real poisons.

In Shadelport many forbidden substances are made and sold by evil specialists of the Apothecary Guild under licences auspiced by the secret police. Such potions, poisons and drugs are publicly forbidden and criminal yet are peddled in secret by men supposedly dedicated to healing. They supply assassins guilds, thieves guilds and even drug dealers. Some ingredients are imported or smuggled into the city from foreign even inhuman lands. These are usually diluted, refined and cut with local materials to make more profit. In Shadelport even the criminals organisations are under control by the state but most are ignorant of this. Alchemists make all these things often of large scale but don't admit it and use their apprentices if possible. Alchemists boast about unlocking secrets of life and nature not selling dirty tricks to cheap killers.

Finding a Black Apothecary or Alchemist Dealer 1in6 Secret Police
1 Someone in bar promises to hook you up
2 Found a user and squeeze them for source
3 Dealer gave you a free dose to get you interested
4 A family you know helps you use their dealer
5 Wander the streets late at night looking for street dealer
6 Someone at party introduces you
7 Prowl all the dodgiest districts looking for shanty town markets full of vice
8 In a coffee shop for intellectuals and fashionistas
9 Find a normal apothecary who also deals in criminal stuff
10 Black marketeer deals in all kinds of vice and prohibited goods

d10 Type of Dealer 1in6 Secret Police
1 Lone Dealer who  buys from a gang sells on street
2 Dealer works with a gang with a lab and black market
3 Dealer in secret service to a corrupt guildsman
4 Witches selling items on cheap to locals in rural areas
5 Sorcerer pleasure cultist or crooked wizards apprentice
6 Cult in service to chaos, devils, demons or the old ones
7 Secret Society or Criminal guild or Temple staff
8 Alchemist or apothecary guild store run for criminal sideline
9 Alchemists ex apprentice who sneaks lab access
10 Alchemist apprentice running racket for master

Secret policeman will blackmail you into joining up or becoming informant
They usually check tax records of suspects too

Poisons come in these forms
Name (Mineral/Animal/Vegetable/Compound + Contact/Blade/Ingested/Gas) 

Mineral is made from salts, rare earths, stones and rocks
Animal is made from venom or liquid from animal organs
Vegetable is made from sap, seeds, flowers or leaves
Compound is made from from many ingredients the rarer the more and rarer


Contact breaches skin and used as a trap on books and treasure
Blade venom coats one melee weapon or ten arrows and is good for one hit
Ingested need to be eaten by target
Gas requires being kept in container and is released mostly by opening or smashing
Smoke requires fire and often a pipe or hookah
Dust can be sprinkled for contact or blown into face or thrown in eggshell
Splash is a liquid weapon can possibly hit several targets
Healer may slow some poisons making them do less damage
as can slow poison spell which often neutralises most time based poisons

Addiction can be treated with a week with a healer and a prison cell possible some helpers. Neutralise poison spell cures addiction also

1 Dose of blade venom = 
one average d8 or two handed melee d10 weapon
two javelins or spears or shortsword or daggers or hand axes
three darts or small knives or shuriken
ten arrows or bolts or needles
d100 Diabolic Brews and Potions of the Guilds
01 Koboldium (Mineral/Contact) 1gp Burns skin on touch, glows in pitch dark, save or 1pt per round for 2d6 rounds. Will burn and smoke through armour armour and may ruin boots. 15gp for potion covering 1 square foot. Kobolds can make it mix with metal for traps
02 Diacin (Mineral/Ingested) 1gp metallic taste can be concealed by salt, sugar or alcohol. 2d6 damage or save for half. A blend of mineral salts only a teaspoon required in a meal  
03 Goblin Weed (Vegetable/Ingested) 1gp A green weed that goblins smoke dried but kills farm animals of anything that eats it. Slight bitter taste to food. 2d4 damage or 1d4 if make save 
04 Bladefunk (Animal/Blade) 1cp Made from piss, rust, feces and various foul common things. Save every six hours or take 1 point damage, one save stops effect
05 Trogmusk (Animal/Gas) 4gp a foul oily liquid splashed on targets or released in broken bottle or pot in a trap or thrown, once exposed all in 5ft radius suffer vomiting and can do nothing but flee if fail save and for a round after. If musk on skin or clothes subsides after d6 rounds but still foul ruining clothes or for a d6 days on skin. Bathing in vinegar reduces to a day 
06 Centipede Venom (Animal/Blade) 1sp can be milked and kept but weakened +2 save or take 1pt a round for 2d4 rounds, popular with goblinoid arrows  
07 Manbane (Vegetable/Ingested) 1sp a weed often looks like a common salad herb and grown by goblins and dark elves. Save or d4 cramp damage one hour after eating per dose.
08 Devil Dust (Mineral/Dust) 10gp Can be sprinkled as a contact poison or sometimes blown in face with tube or thrown in eggshell. Save or take 1 pt damage per round for d4 rounds
09 Star Flour Sap (Vegetable/Blade) 3gp d3 cramp damage on target if fail save a d6 rounds after being hit, often used by hunters and skirmishers who hit and run
10 
Fiend Bile (Compound/Blade) 2gp one pt damage per round until victim succeeds in a saving throw feels burning instantly that spreads til death from fever and red welts on skin
11 Fever Wort (Vegetable/Ingested) 8pg one pt damage per day until succeed in one roll, inflicts fits of fever and cramps. Makes most people die of a sickness or come close
12 Night Flower (Vegetable/Ingested) 3gp Sap Coated on blades and needles but must be handled with caution and gloves. If enters blood the victim loses a hp per 10 minute turn for 2d4 turns or half that time/damage with a saving throw. A good doctor may halt this  

13 Red Widow Spider Venom (Animal/Blade) 4gp one point lost per hour save each time to take no damage that lasts for a d4 days or one day if first saving throw made, wounds actually open and blood is drawn out of the body by the venom, some vomit or cry tears of blood 
14 Turquoise Snake Venom (Animal/Ingested) 12gp WIthin a round ingested usually in strong flavoured grog the effect kicks in a d4 rounds, with a failed saving throw the victim has violent hallucinations and may even attack loved ones or friends if they fail a saving throw. If they resist they know the hallucinations are not real and don't act on the fear but get -2 on all dice rolls from pain and confusion. The poison lasts a d3 ten minute turns turns. Older persons make a additional save at end to see if their hearts give out. Some people take this deliberately especially sorcerers and cultists 
15 Blue Ring Octopus Venom (Animal/Blade) 9gp Causes paralysis the next round then save every hour for 12 hours or asphyxiate. Milked from fangs of giant venomous giant octopus from islands to the south. A good doctor can halt the poison effect with a skill check with antidote kit and one hour
16 Viper Sting (Animal/Blade) 5gp Causes intense pain for 4d6 hours causing -4 on all dice rolls, with a save only 2d6 hours and -2 all dice rolls. Milked from various breeds of monster worms in the east. Also used for torture 
17 Black Cap Dust (Vegetable/Dust) 6pg Can be touched or inhaled to be deadly. After a hour if touched or a ten minute turn if inhaled start to get sick The body is overcome by fungus roots infecting the body and will die in a d4 days. If make a first save the victim resists the strain. If on a second save fails the victim is helpless and weak for a d4 days or if saved a d4 hours nausea and fever -2 on all rolls with a success. Goblins put this on their treasure
18 Nettle Sting (Vegetable/Contact) 2pg with touch contact this poison causes intense pain for a d4 turns with -2 on all rolls and -4 on fine motor skills or half this with a saving throw. Potion covers a square foot area if fine dust that needs to touch bare skin
19 Giant Ant Venom (Animal/Blade) 10gp extracted from giant jumping stinger ants for one hour after skin broken by weapon the victim feels stressed or in shock from pain. After end of hour save of die of heart failure. Most versions diluted to +2 or +4 save but victim finds unpleasant sensation even if it doesn't harm them  
20 Nightsting Venom (Vegetable/Ingested) 1gp causes incredible stomach cramps ten minutes after eating for a d4+1 rounds where the victim has -2 on all rolls. Then agonizing organ death set in over next turn. Doctor can treat with ten minutes effort and antidote kit. If you save you only feel initial rounds of pain. Growing the flower is a death sentence
21 Scorpion Venom (Animal/Blade) 40gp Stinging and burning venom lose one HP per round, get a saving throw every ten minute turn to stop. Extracted from colourful giant scorpions or large sea scorpions
22 Baslisk Venom (Animal/Contact) 200gp a pound of venemous slime can be spread over a foot or thrown at victims. If they fail a save victim turns to stone. The magic in the venom only effects one target per dose even if spread out
23 Dragon Brain Dust (Animal/Dust) 250gp snorted from a snuff tin save to feel ancient draconic unimind from the dawn age for a d6 hours which is good for insight and magic research. Fail save the user becomes addicted wanting a dose per month and remember nothing from the visions. Dragons know a user on sight even if only used once without harm 
24 Goblin Milk (Animal/Ingested) 20gp turn second generation to be born with goblinoid features or lesser mutations if fail save. Used to taint farm animals and people on frontiers or ruin lives of your enemies. Elf version 50gp
25 Feywhey (Vegetable/Ingested) 30gp addictive elf food from elf land can sustain a elf or goblinoid on crumbs for a month or three days for a human. For humans it is delicious and addictive if fail a save after one meal. Failure makes helping them become thralls of elfland for more Feywhey. Elves trade secretly and human secret police suspicious of users
26 Ambrosia (Vegetable/Ingested) 500gp save reduce age by d4 and feel ecstasy for ten minutes, if failed save then tormented by spirits for ten minutes and ages a year with some grey hair if they fail.. A second save is made failure character is addicted craving it monthly. Elves don't feel any adverse effects or addiction if adults
27 Lycan Blood Animal/Ingested) 50gp can be used to infect people with a strain of lycanthropy, rat most common 60% then werewolf 30% then the rest. Drinker gets a save or catches the disease. Animals dislike the infected
28 Vampire Ichor (Animal/Ingested) 1000gp can be used to revive dead vampire mostly intact in dust or ash even. If a living person drinks it and fails a save they become ghouls a week after burial when they eventually die 
29 Ectoplasmic Philter (animal/Ingested) 300gp contains slime trail of supernatural being, once eaten save can see invisible spirits for a turn on a fail the drinker becomes possessed by a hostile spirit. It is all the rage with young necromancers 
30 Pallid Lily Venom (Vegetable/Ingested) 250gp Sends into a dreamy trance where spirits mutter for 2d6 hours. If make a save the voices impart some knowledge, if they fail the person after the trance is possessed for ten minutes and will try to cause as much destruction as possible 
31x Slougheye (Compound/dust) 4gp this dust usually blown in someones face by person or by a trap. Once contacted save or become blind for 2d6 hours if save eyes are sore -2 rolls for an hour 
32 Sleep Philter (Vegetable/Ingested) 4sp fairly flavourless spoonful of herbal powder blend added to a meal makes the eater feel like a nap ten minutes after eating. If make save they merely in a daydreamy, tired state for an hour.  If fail in a deep sleep for 3d4 hours
33 Dream Powder (Vegetable/Ingested) 3gp used to induce strange dream states that exaggerate the current mood of consumer to near madness extreme. It tastes bad but is mixed with wine and spices. State lasts 2d4 hours. If you save may lucidly dream and hallucinate but still act if you fail in a comatose state. A second save determines if dreams are Utopian or with a fail save the nightmares leave victim in a negative mood for 24 hours with -2 on all rolls
34  Puffer Fish Venom (Animal/Blade) 2pg round after victim is slowed for 2d6 rounds from swelling and burning unless makes a saving throw then only lasts a round. Move is halved and they lose initiative each round
35 Mandragore Root (Vegetable/Ingested) 40gp harvesting involves sacrificing a dog and risking life. As a tea can be used to add one to daily healing for a week or eat for 3d6 hours of occult visions for research if make a save. Fail save becomes addicted but doesn't remember visions, craves a dose per week
36 Violet Cap Venom (Vegetable/Blade) 30gp from small toxic fungus used by goblins and dark elves. If save feel stiffness and -2 all rolls for next 2d6 rounds then recover. If fail save victim has 2d6 rounds of choking paralysis and a second save to avoid death from shock. A Doctor can keep victim alive ten minutes more for another chance to save and recover
37 Dragon Venom (Animal/Blade) 40gp necrotic venom from a large lizard carries vile disease, lose 1HP per round and save each round until succeed in a save then stops. As first effect ends then save per hour or lose CON point if fail, roll every hour til success. Recover 1 CON point a day when effect ends. One of these effects lets the lizards follow their prey till they weaken or die
38 Demon Seed (animal/Ingested) 400gp a type of seed and is placed in the victims feed. If the victim saves the chew or digest the seed. If they fail the seed grows into a Imp who eventualy will try to burst free that night after hours of stomach pain bursts open for 4d4 damage or save for half. The creature hates the parent for life and tries to ruin them
39  Black Cap Mushroom (Vegetable/Ingested) 10gp if fed to children they must save or turn into goblins. Sometimes they like to hide taste and look with illusion magic because children hate them. Adults just get stomach ache for an hour and -3 on all rolls while sick if fail save, all demihumans know it on sight and hate it 
40 Wyvern Poison (Animal/Blade) 12gp Paralyzing venom hold victim who doesnt save for 2d6 rounds. Difficult to extract but popular with kidnappers
41 Zombie Dust (Compound/Dust) 4pg sprinkled on a fresh corps animates it as a free willed zombie, older corpses take longer perhaps a hour to animate
42 Corpse Powder  (Compound/Dust) 4gp dries a corpse over a turn becoming light, brittle and easy to turn into dust 
43 Blood Dust (Compound/Contact) 10gp drains blood through skin contact for one hp a  round until you scrape it off and make a save. Burning sensation and red smoke comes from contact point. 
44 Spirit Powder (Compound/Contact) 30gp makes spirits and non corporeal beings visible or can put in eyes of five persons to see spirits around them for a ten minute turn
45 Bone Powder (Compound/Contact) 12gp seeps through skin desiccating flesh and painfully bonding to skeleton stiffening joints. Failed save victim moves half speed and -4 all skills for d3 days. If successful save only -2 rolls for an hour used for torture and cruelty
46 Curse Dust (Compound/Dust) 400gp carries a supernatural curse on victim by touch usually specified by each batch and by creators will. One batch delivers one curse only but can be spread out over a foot area to trap someone
47 Hex Powder (Compound/Dust) 40gp save or -1 on all rolls for a hour, cumulative with multiple doses, once target saves power in that portion of dust depleted
48 Blinding Dust (Compound/Dust) 20gp sprayed in face causes blindness for 2d6 rounds if fail save
49 Ghost Powder (Compound/Dust) 100gp if sprinkled on a spirit it must save or become visible and tangible and vulnerable to non magical attacks allowing a mob to drive away a spirit or non corporeal entity
50 Black Ichor (Compound/Splash) 100gp makes altars and holy sanctified area broken or can remove the effects of a bless or prayer spell. If consume and fail save changes alignment to evil plus a second roll to become addicted to ichor. Demons often deal it directly and devils offer delivery contracts for your soul
51 Smoke Powder (Compound/Dust) 1ep causes coloured cloud covers a 5 foot area for sneaking or signalling, requires fuse lit often used from a eggshell, often throw several to cover larger area
52 Flash Powder (Compound/Dust) 1ep causes flash that can surprise or dazzle requires a spark to ignite, light hating creatures and most animals will make a morale check if surprised, Intelligent If fail save distracted for round round if not expecting flash 
53 Pepper Powder (Vegetable/Dust) 1ep causes blindness and sneezing for d4 rounds in face with -2 all rolls for ten minutes after, if save only blinded for a round
54 Powder Charge (Compound/Dust) 1gp suitable for a black powder weapon comes in wooden holder for individual charges to hand on belts for quick loading or in horm with 30 shots, empty single shot container worth 4sp and empty horn is worth 2gp. Also can try to open a lock with this but risk seizing shut. For double price can come in iron ball to protect it from being attacked while being placed against a door or wall
55 Grenade (Compound/Dust) 40gp 2d4 damage across 5 foot radius, save for half damage, comes in iron ball with fuse
56 Powder Keg (Compound/Dust) 100gp 2d6 damage 10 foot radius 4lb charge for small keg, 300gp 4d6 20 foot radius ten pound charge, 1000gp 6d6 damage 30 foot radius 40lb save for half by diving for ground or cover 
57 Land Mine (Compound/Dust) 75gp 2d4 damage across 5 foot radius, save for half damage, pot with lit fuse, if shell broken or ground vibrated by troops or cavalry then fuse ignites. Often hidden under straw in a ditch or under dust in a pothole.
58 Sea Mine (Compound/Dust) is a floating pot if bumped by boat ignites fuse exploding, often positioned by swimming men into boats path slowly and gently and perilously. Use double powder keg price 
59 Arrow Rocket (Compound/Dust) 2gp d4 damage arrow fired by lit fuse in one round if you have fire handy. Often mounted on spear haft or in bundles on small hand waggons or thousands on a ox cart
60 Signal Rocket (Compound/Dust) 40gp a 4lb rocket bursts into spectacular fire works hundreds of feet from where fired, used to signal help or light battlefield up for one round 
61 Acid Vial (Compound/Splash) 12gp a d6 damage acid save for half usually in a small glass vial, enough to weaken a chain or lock or splash somebody. Larger amounts can be thrown or used. A 5 foot square effect version costs 50g per standard potion bottle
62 Wondrous Solvent (Compound/Splash) 100gp burns for 2d4 rounds 1HP per round, half if save. Can dissolve web, glue, slime and other compounds   
63 Inferno Oil (Mineral/Splash) 2gp burns target thrown at for 2d4 damage. Can be splashed over a 5 square area for d4 damage save to evade instead, often in clay pot with fuse requiring fire
64 Hellfire Oil (Compound/Splash) 40gp burns for 2d4 damage and if fail a save then burns for 1 point more per round for 2d4 rounds or can cover 10 foot square for a d4 damage and save or burn for a d4 rounds losing 1HP per round more, fuse must be lit
65 Web Agent (Compound/Splash) 200gp victim makes save or held by spider web like glue fluid. May break free with a STR save and a round of effort to move half speed. Glue lasts d6 turns 
66 Faerie Fire Oil (Compound/Splash) 100gp oil makes victim glow brilliantly removing targets penalties to hit for darkness lads for d4 turns or none if make save
67 Holy Water (Compound/Splash) 30gp 2d4 damage to undead devil or demon or d4 to multiple such beings in a 5 foot circle
68 Holy Oil (Compound/Splash) 100gp combination of both holy water and hellfire oil, comes in sanctified clay or glass vial with fuse
69 Wondrous Glue (Compound/Splash) for quick repairs in field and even can be used to help build a shelter with materials, not quite good enough for lasting weapon 
70 Cyan Blossom Gas (Compound/Gas) 75gp save to hold breath for a round, if fail causes death next round but person could be saved by healer over ten minutes, comes in glass hand size spheres spread over one yard each, often used in traps. Filling whole rooms is expensive
71 Dwarf Berserker Mead (Animal/Ingested) 40pg +2 Hit Damage will fight into negative HP 2d6 rounds
72 Elven Love Philter (Compound/Ingested) 100gp used to charm victims and makes victim addicted to first view after failing the saving throw. With a save victim knows they have unwelcome interest against their will and many would blame on magic or witchcraft
73 Halfling Healing Cordial (Compound/Ingested) 15gp treats a d4 hp just applied to wound per drop
74 Gnomish Hemp Resin (Vegetable/Smoke) 3sp smoked in pipes keeps gnomes jolly and mellow for 2d4 hours. If save it is creative experience if you fail mopes about eating and sleeping
75 Squid Men Devil Weed (Vegetable/Smoke) 12sp chewed over 10 minutes give +3 HP for an hour, is addictive and withdrawal kicks in after 3 doses if fail a save causing -2 rolls until treated by healer for a week, popular with youth in cities so there are specialist sanitariums for addicts. Squid men sell it to weaken humanity 
76 Hell Goatman Powder (Compound/Dust) 8gp Keeps aroused and able to dance all night if they make save. Fail turns the victim goat headed for a d6 turns after they get a second roll to be permanent
77 Giant Dust (Compound/Dust) 20gp if inhaled or rubbed on skin causes muscles to swell and bulge and the user gains 2 inches in height and +2 STR for ten minutes. Is addictive frequent users hear dead Jotun voices advising them. Older users need a extra save vs heart failure.
78 Serpent Man Venom (Animal/Blade) 40gp rare but keeps for decades, save or heart seizes up and fall into spasms for ten minutes then get a second save or die. A skilled healer can extend the lifespan ten minutes then get another save or die chance before the heart finally stops
79 Orc Tar (Mineral/Ingested) 5sp chewable black tar makes mouth and teeth black but adds +1 to morale and one HP for an hour after a ten minute chew, teeth take d4 days to return to normal. Tastes nasty orcs like to chew with liver chunks
80 Bugbear Nip (Vegetable/Ingested) 4sp makes bugbears euphoric and friendly. Get a +2 save if smell it when just unpacked within ten feet. Scent can make them friendly for d6 rounds. No save mod if ingested and full effect of putting bugbears into euphoric naps for a d6 hours  after ten minutes of gregarious friendly play
81 Black Lotus (Vegetable/Smoke) 12-40gp gives visions of other worlds and times which offer artistic or philosophical inspiration with a successful save. With a failed save the victim has awful horror visions and cannot sleep for a week -2 to all rolls. With a second failed roll the victim is addicted craving weekly hits
82 Blue Lotus (Vegetable/Ingested) 75-100gp gives mystical insight and magical understanding if make save, sped a d6 days in coma mind blown if fail. With a second failed roll the victim is addicted craving weekly hits. Usually comes fresh or dried flower in wine cup which activates the drug
83 Jade Lotus (Vegetable/Smoke) 20gp gives dreamy trance for 12 hours then saves, failure is addicted, has nightmares and craves a weekly amount, -2 on all rolls till cured 
84 Yellow Lotus (Vegetable/Smoke) 30gp gives sleepy dreamy sensations and visions of carcosa and the court of hali with success for a d6 hours, with failure the dreamer has nightmares and sees the yellow sign. Those seeing the sign spend a d6 days paranoid with delusions of being followed or persecuted. 1in6 will encounter some creature when alone (often undead) during that time. A second save when results over is to see if the user is addicted and craves a weekly hit 
84 Red Lotus (Vegetable/Smoke) 12gp smoked causes mental clarity, alertness and can keep user awake 12 hours if you make your save. Fail makes irritable and paranoid and prone to starting fights or arguments in that time. Three uses and user must make a save vs addiction becoming aggressive as long as addicted
85 White Lotus (Vegetable/Ingested) 80gp These seeds are skinned then boiled till soft white and eaten, eating puts into a four hour trance. If saved user communes with friendly spirit of the dead usually a friend or kin. If failed tormented by dead and everyone you have killed causing nightmares for a d4 days and -2 on all rolls. A second save needed to resist addiction requiring weekly hit
86 Chaos Lotus (Vegetable/Ingested) 50gp induces a petty mutation if you eat chaos tainted roots. If fail a saving throw, if you ever make a save you are forever immune to Chaos Lotus. Cultists like to chew the roots for days which turns eater chaotic after three doses
87 Jeweled Lotus  (Vegetable/Ingested) 75gp is tainted by law, if scintillating flower is eaten experience +1 INT for a d6 hours of emotionless clarity. If fail fall into torpor for d6 days while experiencing no time. If three eaten at once eater becomes lawful
88 Fire Lotus  (Vegetable/Smoke) 40gp is hot peppery flavoured smoke. If make the save user feels warm and gains +1 to hit and AC for a hour. If they fail the victim coughs for ten minutes and will be unwilling to ever use again  
89 Crystal Lotus (Vegetable/Ingested) 100gp Eaten dried whole flower or powder or pill. Successful save can detect magic by sight for 10 minutes, failure makes user blind for a hour and will never get positive use from the drug 
90 Lotus Root Tea (Vegetable/Ingested) 20gp with a save the user enjoys a hour of clarity and confidence, fail save ends the your with a blood nose and a d6 hour nightmare coma. One small spoon per pot. Most drink diluted or slowly in tiny cups to reduce effects to same use with a mild buzz and no nightmare trance. Addiction requires a d4 cups of diluted brew a day and a full hit once a week
91 Plutonian Drug (Compound/Ingested) 100gp have amazing d6 visions of the past, with a failed save the last vision is too far back and cosmic planar entities follow you back to the present to kill 
92 Space Mead (Compound/Ingested) 100gp is brewed with rare and valuable ingredients including a human pineal gland. It allows body to survive extremes of space in a trance so creatures can carry you to other worlds. If fail save the traveller dies in transit. If used ten times users eyes turn into dark eyeless pits and they get preternatural sight instead
93 Leng Dust  (Compound/dust) 100gp inhaled or eaten, instantly comes over in ten minutes of visions of other wolds and hidden occult places, if fail save is addicted craving weekly hit and cannot remember anything from visions. Usually failures sob for a d6 hours after they come out of trance
96 Troll Gland (Animal/Ingested) 30gp living troll gland can be eaten whole or soaked on string in tea for d6 uses for a diluted effect. Strong version heals one HP and gives +1 hit for a d6 hours, diluted version takes ten minutes to take effect and lasts only an hour 
97 Alicorn Powder (Animal/Ingested) 300gp cures effects of poison or addiction within one round of tasting, if spinkled on poison anything will smoulder and as a detector a dose can be used thus ten times. Is highly illegal and rare, elves will kill you for having it
98 Unicorn Guano (Animal/Ingested) 50gp fresh eaten cures a d4 damage,  will usually dry out in 3 months to heal only 1HP but often tinned or packaged or sealed in wax in bricks to last for years
99 Dagon Slime (Animal/Contact) 75gp jelly packed in fleshy pod is smeared over eyes, nose and mouth forming a membrane allowing user to breath under water for a d6 hours. Every application after the first must save or permanently become a water breather. Used by fish men and undersea ancient evils on human slaves. Pods picked from animal in deep sea trenches 
100 Dragon Weed (Vegetable Ingested) 1000gp guarded by sea dragons in the depth and occasionally stolen by mortals. If eaten with a save users age reduces to fertile adulthood and aging slows 10% which extra doses increase by 10% - at 100% user immortal. If fail the potion turns skin blue or green and they are immune to any benefits from the plant forever

Tuesday, 25 July 2017

d100 Villain Escapes for Marvel



Going punisher is considered by a few players occasionally when villains escape constantly. Villains in Marvel can spend karma to escape stuff effectively (more so in yellow box than blue advanced ed). Mysterious ambiguous deaths would cost heroes karma so that's another reason to do it for the villain. Heck if decommissioning a old base i could capture a hero, tell them my dated plans already over then leave them in a lame death trap then let them escape/get rescued and destroy the base full of goons with unpaid wages to get extra karma. Win win situation. Could be a possible use for alternatives to killing players too in tpk situations. A villain might change a bit or learn a new skill or get a relic for their next plan. Lots of these things are a problem or adventure for the villain but could lead to lots of things. Might just be something they explain happened to them next you meet. A d100 Mysterious Deaths or d100 or Mysterious Resurrections might be a goer.

Typically a villain does one of these things to avoid capture1 Jump into a open air nuclear furnace or gateway in doomsday device

2 Caught in a explosion, fire or flash flood leaving no remains
3 Swallowed up by the earth during a quake or buried in rubble
4 Jump off cliff into a raging river, volcano or explosion
5 Crash in a vehicle or base explodes


d100 Villain Escapes for Marvel
01 Really was just a experimental clone all along
02 Really was swapped with android or robot duplicate 
03 Was a hologram or illusion
04 Was a human trained impersonator or agent
05 Sntched by tentacled horror through a gateway
06 Supernatural being carries away villain like a angel, spirit or demon
07 Sucked into a inhuman mouth through a gateway
08 Taken to another plane by dimensional being 
09 Shrunk down to microverse where civilization wants them
10 Alien warlord teleports them away to be a space gladiator

11 Sucked to a demonic pocket dimension or hell
12 Taken to the nightmare realm to be tormented by dreamlord

13 Taken to a hidden utopian civilization with a secret by portal
14 Taken to a secret society and tested to be a member
15 Helped by young superhumans who idolize them
16 Taken by other villain to serve in their scheme
17 Taken by shapeshifters who replaces them with a agent for a while
18 Replaced by alternate universe self with possibly some interesting differences
19 Turned out to be a superhuman or alien in disguise
20 Taken to alien or planar prison to be sentenced
21 Taken to the future by time travelling medlers
22 Brought back to distant past by magic or lost science
23 Taken by lord of underworld to torment them
24 Rulers of hidden under the sea kingdom takes them prisoner
25 Taken by mad scientist to experiment on
26 Taken by secret agency to question or imprison
27 Taken by demon worshiping ninja cult
28 Taken by monks to interdimensional temple
29 Taken back to prehistoric to battle cavemen and or dinosaurs
30 Taken to hidden but flawed utopia that needs your help
31 Taken by underground renegades who need villain for some reson
32 Taken by group of other villains or villain for a team up
33 Recruited into a supervillain cabal with big plans
34 Taken by aliens who offer power if assisted in conquest
35 Taken by the planet eater who wants you to try our against his herald
36 Taken to version of court of king arthur by Morgan La Fey
37 Secret cult seeks to brainwash them into being agent
38 Taken to tiny despotic kingdom where offered an alliance
39 Taken by a god into the other dimensional realm of their pantheon
40 Sucked into overspace into body of a elder god
41 Taken to base of a supervillain and army to be studied
42 Taken by corrupt secret government contracted metahuman prison
43 Taken to fantastic other world or planet by mysterious force
44 Devils or demons torment them in a pocket universe for various crimes
45 Relative of past victim taken them to be tortured and killed in horrible basement
46 Taken by subterranean ruler to be used to power a machine for some scheme
47 Something powerful brings them back from ash heap or death
48 Damned nazis have them trapped in a machine
49 Taken into a timeloop repeating same day relentlessly
50 Taken to parallel where forced to heroically save world
51 Taken to parallel to fight superior good version of self
52 Taken to parallel where they must fight more evil version of self 
53 Taken to parallel where where they meet themselves with no problems or hangups
54 Taken to parallel where enemies killed
55 Taken to parallel amazon universe where genders of characters swapped
56 Merged into another being need to cooperate to survive
57 Found injured and cared for by some common folk unaware of true identity
58 Taken to parallel to help fight alien invasion or villain team
59 Taken to parallel where all heroes dead and villains unite
60 Taken to parallel where governments persecute, hunt and imprison super humans 
61 Taken to parallel where technology far more advanced  
62 Taken to parallel with more supernatural events and magic forces 
63 Taken to parallel mashed up with other historical or genre era
64 Taken to secret training facility run by scientist, wizard or secret society
65 Taken to parallel with more UFOs and alien intervention 
66 Taken to parallel with no superhumans 
67 Taken to parallel where villains have wrecked the world 
68 Taken to parallel by last survivors of a zombie apocalypse
69 Taken to parallel where humans extinct 
70 Taken to parallel where aliens conquered the earth 
71 Taken to parallel where nuclear war destroyed earth, possible survivors in space
72 Taken to parallel limited apocalypse left world in mutant barbarian hell hole  
73 Taken to parallel where hostile machines have taken over 
74 Mind taked by dimensional being who needs a body for some errand
75 Taken to parallel to dimension over run by demons 
76 Taken to alternate past timeline and participate in historic event like ww2 
77 Taken to alternate past timeline golden age of superheroes fighting the axis
78 Taken to alternate past timeline silver age of optimistic superheroes  
79 Taken to alternate past timeline bronze age with social issues, monsters and martial arts
80 Taken to alternate past timeline iron age with cool hair, ninjas, covert assassins, cyborgs
81 Captured by rival villain who taunts and abuses them
82 Taken to be minion of powerful villain and forced into service
83 Taken by hidden alien civilization to study
84 Taken as trophy by unethical time travellers from the future
85 Taken by metahuman hunters from parallel time line 
86 Grey aliens study your abilities in saucer in hyperspace 
87 Recover as a living dead under power of a sorcerer or mad scientist or alien
88 Sent into other plane able to see but not interact with reality
89 Taken by scientists for guerrilla world for some reason
90 Taken to other planet to help fend off an enemy or disaster
91 Taken from timeline by a alternate future self trying to foil your schemes
92 Operatives in teleporter base monitor situation and pull them out
93 Teleported by a scientist but injured or fused with another being
94 Transported to another world but memory flawed
95 Taken to the dark dimension where the evil ruler requires assistance
96 Turned into a monster by scientist in weird lab
97 Captured by secret admirer and held prisoner
98 Fall in love on a parallel and spend time with true love until tragedy strikes
99 Rescued by future children with time machine
100 Shoved by alternate universe self into another dimension

You could mash up several of these

Monday, 24 July 2017

The Animus of Xor



Game cancelled so we sat about talking about game settings which inspired content for many blogs to come. Lots of inspirational ideas including Xor, Hell and my Superhero setting (we will have more plane travelling when we run it next so we can do weirder stuff and have TORG style shenanigans and use lots of different RPG settings). A goat adventure seed and some more weird village things too.

Hell thoughts included a patrons of hell who help you kind of escape from hell but might be cons. Also rumours in hell so players can be tempted to go on like all your lost treasure in bottom of hell, honest. Your patrons or rumours might inform you af alternate routes in hell through boiler room, sewers or dungeons instead of the faster gates that make you pass horrible tests. As boiler room is a area of hell between the layers which is used when you need to cheat to get to the next layer I will add a sewer hell as well for a alternate between hell. Possibly my sentient dungeon dimension might be in between layers of hell but would need to be set at higher threat level.

Im mostly done with a d100 evil substances for sale list for a request from a reader via G+. Apparently I am the d100 God now. I scoff at your d30 tables with only two possible outcomes. I like d12 cos it is under used, dam 2d6!

Considered some more racial mod ideas for Xor. Halflings option to reskin as a race of fatties who love comfort and food. Elves reskin option as skinnies - hard working, no fun, logical and efficient who fight the fatties. The fatties fill their trenches with treats and pillows and stoves and snacks so tend to loose. Fattypuffs and Thinifers book i read as a kid is awesome inspiration. More giant babies - colossal baby giants need to be a monster type and a race of baby men (reskin from dwarfs?) who are angry and demand respect (Dr Who Xygons are babymen with suction cups and bio tech fits in with Xor). A more child like reskin of hobbit might be a goer. Mutants and shamans should be character types. Possibly resist urge to redo whole rules set. Have done lots of drawings of buildings, doors, border designs even a prison made of eyestalk posts with barbed wire like growths connecting them like a fence. Have considered more biotech stuff for Xor to replace other tech and some might view Xor as a biological machine (possibly haywire) Dwarf might be good biotech masters who grow houses, weapons and living armour. Some other ideas too for starting native on Xor including using skin colour table and a table of basic mutations and body mods.

Animus is the life force all beings on Xor partake in. Xor itself has the strongest shadow over Xor and is mostly distant and deals with communication on simplest emotional or automatic response. Many spirits make up the remaining animus including spirits of the dead awaiting reincarnation, elementals and evil demon spirits and even the spirits of Xor subsystems which might be more communicative or even more god like. The animus keeps everything living, moving and breathing but also breeding, evolving and mutating.

Animus is one of the four elements of Xor among bone, meat, water and animus. Wizards schools specializing in it are common. Druids have domain over the animus and its use to fertilize and alter life, they recognise Xor for more than individuality or sentience. Priests talk of Xor as i sentient willful being who cares about things besides just growing and living. Evil priests and necromancers are opposite of working with the animus. They trick and misuse it for power and death, they use the ant animus, the negative anti-life force of death. Psionics is a branch of magic that deals directly with the animus and users can manipulate their own spirit to in turn control their own body or manipulate the minds of others. Many psionic spells use remnants of life energy and discarded thoughts and emotions.

Xor and the animus are parts of the same thing but they could manifest as separate. Each is in fact made of many smaller units of cells and spirits that manifest as separate. Xor is not just the world, all beings in Xor are Xor also. There are many strange philosophies on Xor. Monster worship or worship of local terrain features like giant mouths in the earth is common too. Nymphs and sewer monsters and pit beast might be worshipped. Invading elementals or demons or other planar invaders might declare they desire worship. Even warlords or kings or wizards or priests might declare they are gods or prophets who commune with Xor. Elementals on Xor often use local mass to form from with their spirits.

Water - sewerage, urine, milk, blood, sperm, oil, tears, sweat, stomach acid, serum, spit, wax
Earth - bone, desiccated dead skin, feces, scabs, teeth, keratin, smegma, Calloused dead skin
Air - air is available but could include methane, carbon dioxide, might contain strong odours
Fire - is rare on Xor but might include auroras, electrical neural energy or field of rapid oxidisation

This is a table you can add to hex descriptions to see how the Animus of Xor is behaving locally. Its a good thing to roll to have a overall hex event that life is dealing with or use to change a hex players civilise too much. Fighting biological processes can be a adventure or this stuff could just be part of background scenery.

d12 Phenomena could be stopped by...
1 Finding a organ in a subdermal tunnel complex guarded by monsters like trolls
2 Contact the spirit of Xor somehow at a special place of find a archpriest or prophet
3 All because of a comet (a hairy star) that could be traveled to or contacted
4 A lost temple in a underground abandoned citadel swarming with goblins who worship a demon
5 A beast or demon or wizard is to blame and must be killed their hiding place or lair
6 Someone has damaged or taken some organ they found wounding the world, it might be healed
7 Local spirit lord or part or animus spirit must be contacted in a strange magical wilderness area
8 Area has become sick weakening the land spirit and attracting evil and malignant beings
9 Demonic chaos has breached here with several low rank demons or something worse come through
10 Evil cult of necromancers or chaos or worse performing a ritual that must be stopped
11 A mighty wizard, lich lord or greater demon has made a stronghold where it works its evil scheme
12 A special nutrient fed into the right mouth might stimulate the animus to roll a new activity

Maybe the Animus is mad at adventurers?

d20 Animus Activity in this hex
1 Everything in area suffers low fertility and races pray to Xor for children and food
2 Everything in area suffers high fertility and races enjoy plenty of food and children
3 Quakes occur and land changes terrain making mapping difficult and revealing new things
4 New race arrives and sets up a colony with own strange livestock
5 Huge ecological shift and species waging war some even modifying terrain
6 Area being sealed of with barrier of growth, liquid, bone wall making it hard to enter or exit
7 New species appearing and becoming common challenging the local ecology and inhabitants
8 A new mutation appearing in several dominant species possibly warning of changes to come
9 Hex is changing to another terrain type slowly animal life is changing
10 Hex is changing to another terrain type slowly undoing past damage or catastrophe
11 Pocket of other terrain type is spreading and growing slowly or a older one has a few pockets left
12 Spirits of a particular type become more common and deal with local shaman and holy folk
13 Hostile other planar spirits are manifesting and seeking cults and waging war against other creeds
14 Species from earth has somehow migrated here might thrive or die off or adapt or mutate
15 Area has species evolving and adapting to terrain and locals find next generation diferent
16 Area has species devolving becoming bigger, dumber, more savage and children are throwbacks
17 Lower order of life increasing including fungus, slimes, oozes or cancer growths
18 Higher order of life increasing more life intelligent and symbiotic to local terrain on Xor
19 Xor developing more intense interest in area with increase in observation organs like eyes and ears
20 Xor running on autonomous systems reacting to life and problems and evocation with little effort
21 Everything here grossly obese and glutinous from the land of plenty, some creatures die if exerted
22 Everything wiry, scrawny, hungry and mean, might feint from hunger, most desperate to eat
23 Great migration of creatures, possibly with new adaptions come from underwater or underland
24 A major species relied on has migrated away leaving local life hard and desperate
25 Mana rain of mysterious foodstuff falls and when not eaten grows into luscious growths
26 Blight of fungus or cancer or illness strikes area disrupting local food chain
27 Area hotter with warmer ground temperature, a seasonal fever makes everything sweaty
28 Area chillier with ground temperature dropping and life becoming fatter, blubbery or hairier
29 Water level and humidity rising area sweaty with fungus growths and rashes across land
30 Air is dry and surface skin cracking and becoming tired and wrinkly, everything thirsty
31 Life and terrain becomes increasingly hostile and violently carnivorous and territorial
32 Life and terrain becomes sedate and passive, lazing around and becoming uncaringly blissful
33 Life becomes amorous and local monsters and life constantly aroused and some aggressive
34 Swarm of some usually small creature drowns landscape with rivers of migrating critters
35 Bioluminescence common in area often from several common growths or organs or species
36 Area is uncommonly dark and many creatures adapted to nocturnal life come out at night
37 Area is uncommonly bright and can harm eyes, natural reflecting surfaces and shade makers thrive
38 Flesh of Xor has become toxic making many species desperate for food and change diet
39 Hair growth sprout everywhere and on every living thing often moulting occurs seasonally
40 Everything shedding skin like snakes leaving huge loose piles of dried skin and flakes
41 Area is Ill and a unnatural hue comes over the land and infects many living things
42 Area spawning fully grown creatures and babies from pits and holes
43 Faces on landforms previously idiotic or unmoving become active and self aware for a season
44 High number of local creatures begin to use magic or psionic powers
45 High number of local life suffers mutations and some turn into horrible tentacled things
46 Area covered in sores might be lumpy pustules or open bleeding sores
47 Area crowing moles rapidly over land, spreading patches of brown velvet and odd hairy lumps
48 Pits and chasms to the under land opening and creatures from below coming up to look
49 Mountains of alien garbage and off worlders swallowed up from another plane dumped here
50 Prehistoric pods rise to surface releasing ancient long extinct life forms that cause trouble
51 New species or type of human migrated here and interbreeding occurring and potential change
52 Goblins begin sprouting in holes and caves working on some project like altering terrain type
53 Elves or some superior race appears to create a new stronghold in the area and flex their muscles
54 Dwarfs have come to develop a massive project like a biological citadel or bridge or dam
55 Fat dumpy halflings come out of hidden places and start trying to integrate into local populations
56 Goblins in area starting to breed and mutate into hobgoblins and bugbears
57 Locals who have become largest or greedy become ogres over night, mayhem ensues
58 Some one chops up a troll into tiny pieces that grow into a plague of the cancerous horrors
59 Gnomes are discovered thriving burrow villages hidden from men and sculpt Xor flesh kindly
60 Orcs begin to grow from areas with bogs of dead skin and rancid body fluids accumulate
61 Throwback ecology as dinosaurs and lizard men emerge from subdermal cyst looking for war
62 Throwback ecology of fishmen arise from tadpoles in primal ooze
63 Swaying fleshy tendrils emerging from ground for a season seems harmless but hypnotic
64 Narcotic bleeding flesh flowers emerge for a few days inducing hallucinations and pacifism
65 Gnomes grow from earth, hang around people judging them morally through song and dance
66 Elves or some other strange race are seducing humans with pheromone potions for breeding
67 Derro dwarves in underworld manipulate local animus and peoples moods with psionic weapon
68 Dark dwarves reveal a fortress that bursts from the ground, functional and full of angry dwarfs
69 Morlock dwarfs arive and build a hidden slave camp and kidnapping spree for slaves and food
70 Locals found a ancient eldren citadel, just a few dreamy immortals inside, villagers want loot
71 Strange new growth emerge releasing pheromones life amourous and hybridised
72 Strange new growth emerge releasing pheromones life fights and eat each other
73 Strange new growth emerge releasing pheromones life euphoric and empathic
74 Strange new growth emerge releasing pheromones life finds places to hibernate a season
75 Strange new growth emerge releasing pheromones life hide in sealed homes
76 Strange new growth emerge releasing pheromones life flees area in great swarms
77 Strange new growth emerge releasing pheromones life flatulent and ground vents flammable gas
78 Strange new growth emerge releasing pheromones life locates to a shelter or shrine or monument
79 Strange new growth emerge releasing pheromones life and terrain changes skin colours
80 Strange new growth emerge releasing pheromones trigger gender changing
81 Land and life become youthful and gleamingly optimistic restoring fertility to many older beings
82 Land and life become aged and wrinkly, slower and confused making most life infertile
83 Electrical activity from neural surges creates storms or auroras in the sky, headaches increase
84 Blindness for several days strikes all living adult creatures after they remark they see colour better
85 Collective mind of all life becomes attuned, performs some feat of terrain or astral engineering
86 Unimind of all life forms sends emanation to space then everything returns to normal
87 Psychic phenomena like poltergeists and petty spirits abound keeping shamen busy
88 All life becomes sentient and able to speak for a season, 5% permanently changed
89 Every living thing receives impression of a enemy being or creature the animus wants destroyed
90 Every living thing in hex informed of a corrupted with sickness location and avoids it unless evil
91 Everyone can see normally invisible spirits for a night swimming and swarming everywhere
92 Every living thing passes out for an hour and nobody has any idea what happened in that time
93 Undead semi absorbed corpses burst from the ground and roam about looking for moving meat
94 Giant or dragon or dinosaur emerges from long slumber and goes on a hungry rampage
95 Kobolds or gremlins or gnomes swarm dancing, pranking and drinking all the fermented drinks
96 Hex ecology begins to overflow and invade a adjacent hex which might not meet local approval
97 Animus has confined band or party of outsiders by letting them occupy a village to keep them still
98 Whole hex rises above neighboring lands and new mountains grow in a year log growth spurt
99 A infected cyst deep in the underworld bursts erupting diseased monsters and chaos to surface
100 A previously damaged or scarified or sick area heals over a season or faster with help

Tuesday, 18 July 2017

Xor and Ideas for my next version of my home rules






































Had last session of Xor with LOTFP rules in Sydney. Im off to Adelaide to welfare again and hopefully I can bet some games going there. No game shops in city but card ones and 4 comic shops one which has RPG nights. Am more interested in DnD5 and my eyesight has improved along with my diet and new meds and Ive lost over 7kg so that was good. A bit too much good shopping in Sydney and got some game stuff and toy cars I shouldn't have.

My next house rules draft will be streamlined and simplified. Also meaner. I'm a bit influenced by the starkness of LOTFP and lots of the one use per fight abilities in 5th ed. So I will tone down some of the cumulative bonuses and mods that made a few characters a menace in play. I also killed my first PC in years tonight. Im quite good at making everyone feel at risk and i like killing followers which upsets players quite a bit. Had players resurrect another character's dead wife after he got remarried - fun times.

This was over two sessions and had a player swap second one due to food poisoning save fail.

So the brothers were sent by the wizard of Skulltower to help the yellow men of the Scarlands so the adventurers flew by blood hawk to the entrance to the goblin flesh tunnels carrying the cowardly leader of the yellow men a lesser wizard. They arrived and climbed in the puckered sphincter gateway. Found several tunnels from a chamber with a drool pool. One smelled of salt. One had air moving in and out. One had scratch marks another had bloody goblin and human footprints and sled marks in the damp floor.

So one tunnel they found a stinking side passage into the depths. In a sewerage filled pit a eye gazed at them and tentacles reached for them. A voice called their minds inviting them in and the warrior was slapped by a feces covered diseased tentacle so the fled. He was diseased by knew he could fly to a priest so they went looking for goblin slavers with the old wizard. Raided the goblins and killed most and freed the slaves. Surviving goblins were tied up and made slaves. Awaited the rest of the goblins to come home and captured them. Spoke to the goblins about the dungeon and the sewer god they worshipped. Went to explore more and found a chamber of breasts the goblins and baby monsters used. A egg chamber where monsters were born. A starving rust monster they fled after the clerics iron studded mace was destroyed and eaten. Found a lung room with morlocks working on a starstone and as they cut through the membrane the rust monster smelled the forge and ran in chasing the morlocks iron. Morlocks were killed and the rust monster was left happily gorging itself on hammers and the meteorite.

The brothers returned to Skulltower to get healing and the priest was required to initiate new followers for a while. So the warrior turned amatuer wizard teamed up with a female Elf dandy from Sweden in metal armour with a piebald pony who had arrived on Xor.  Flew by hawk to the humans in the former goblin tunnels and set to work exploring. Followed the scratched tunnel and found one brach was a owlbear lair and another was the goblins meat mine. They looked about the mine and the Owlbear arrived screeching and naked. They shot at it then closed. The elf flintlocks were a surprise but the furious bear kept attacking. They managed to kill it, skin it and collected it's foreclaws.

Planned to get the humans to collect the body later. Went to the salt smelling tunnel and found a chasm with with a ruined spanish ship in a pool of drool. Ruined shacks and skeletons littered the shore. The adventurers got closer. The warrior wizard examined the skeletons which had been gnawed and the libs cut off. The elf on overwatch saw a chest in a shack and both looked inside and found a sextant, spanish maps and gold. They got into a conversation about the treasure when the warrior heard a snip sound near his ear and the elf felt something hack into his flesh. A giant lobster had come up behind and surprised them. They scattered and ran the warrior scattering some meat to slow it but it chased the elf and snipped his head off.

Ran back to the villagers and rested. Flew back to Skulltower and the wizard sent him back with a muscle bound violet skinned amazon. He was a bit sheepish about what happened to his short lived elf friend. The new duo went met the villagers and took the old man and two javelin wielding skirmishers along. They lured out the lobster with meat on a rope and killed it in a hail of javelins. They gathered to loot and found footlong lobsters in the flooded bowels of the ship. Gathered some iron nails too. Moved to next forbidden chamber  and found three gelatinous blobs rolling around a jally lump with a spaniard treasure chest inside. They shot the smallest and retreated shooting as the blobs were not too fast. The new warrior woman got into melee with her axes to test her muscles and the jellies were killed. The chest had thousands in spanish gold and silver and aztec masks and idols. Not too amazing to Xorians but still ok. One of the masks could detect magic, only magic things seemed clear and real to look on.

The last tunnel the goblin slaves had warned lived another god.
"How is it different to the sewer god"
"Oh it has more tentacles and lives in a slime pool not sewerage"
"Great"

So they battled a roper and were horrified to feel their strength sapped away. Managed to break and burn some tentacles but two skirmishers were horribly pulled into it's mouth and horribly ground up as swallowed whole. Heroes managed to destroy it's tentacles and throw javelins. The monster unable to escape had no choice but to charge. The old yellow wizard ran off and returned with two more men and more javelins and the roper till it was killed.

Retired to the village and helped them take charge of the caves which would be a important trade stop and better than the old village with nothing but slime to eat and drink and whose main export as dried slime. They took some of the goblin slaves back to Skulltower and rested. Perhaps next they would kill the sewer god or go to the yellow city which was occupied by metal clad outlanders from Europa.