Thursday, 26 April 2018

EMO Light - House Rules for Planet Psychon

Psychon book has had some editing and more coming through shortly I hope so weekend I get back will re layout psychon with fixes and some edits. Will do a companion volume with more content made for patrons and ppl who offer useful or interesting feedback on the book. Redbrick dungeon have been updating and getting ready too. Might be done by when you read this.

So this is about a rules light system i made night before game as it was a long game with 6 ppl and a one off with character gen so wanted to be streamlined. A bit of BX and a bit of LOTFP.

3d6 stat rolls in order
reroll if bonuses less than +2 in total

levels 5 10 15 20 you get a +1 on a stat

Bonus Mod Use

STR + melee dam
DEX + hit and AC
CON + extra HP
INT + extra skills or languages or weapons
WIS + luck points reroll dice per session +1
CHA + command radius for most characters, number of followers +1

Command radius is battlefield inches used to keep hirelings under control or restore broken morale

Bonus Mod Score

3 is -3
4-5 is -2
6-8 is  -1

9-12  is nil
13-15 is  +1
16-17 is +2
18-19 is +3

Bonus Spells and Mutations From Prerequisite

one first lv spell or minor mutation per +1
one 2nd level spell or major mutation per +3

Saves and Skill Rolls
Check with a d20 roll
Prerequisite stat gives that stat at full value for saves or feat rolls all others half
Skill gives full stat for skill rolls or half if deemed very hard
Unskilled 1/2 or roll under bonus to succeed if deemed very hard

STR HDd10 Any armour +1 hit/2Lv
Any Weapon
Skill: Monster Lore
CHA+Lv command radius
Double damage on natural 20 roll to hit or a second attack with a to hit roll

DEX HDd8 Light Armour and shield +1 hit/3Lv -2 if not skilled
2x thief weapons (dagger, knife, small sword, light crossbow, shortbow, whip, club)
Skills: Backstab, Climb, Listen, Lock Lore, Pick Pockets, Sneak, Spot, Trap Lore
+1 Luck point per level


WIS HDd8 Medeum Armour and shield +1 hit/3Lv -2 if not skilled
2x cleric weapons (dagger, mace, club, crossbow, sling, staff)
Skill: God Lore
Turn undead x1/Lv per day*


INT HDd4 No Armour +1 hit/4Lv -4 if not skilled
1x wizard weapon (dart, daggerm sling, staff)
Skill: Arcane Lore,
Ancient Languages


CHA HDd6 Any Armour and shield +1 hit/3Lv -2 if not skilled
2x eldren weapon (dagger, spear, sword, small sword, shortbow, longbow, compasitebow)
Skill: Arcane Lore
Night Vision


CON HDd12 Any Armour and medium shield +1 hit/3Lv -2 if not skilled
3x morlock weapon (dagger, sword, small sword, crossbow, shortbow, battle axe, hand axe)
Skill: Technician
Night Vision
+4AC vs giant humanoids ogre or larger


CON HDd8 Medium Armour and small shield +1 hit/3Lv -2 if not skilled
2x halfmen weapon (dagger, small sword, sling, crossbow, shortbow, hand axe, dart, javelin)
Skill: Sneak
Night Vision 
+4AC vs giant humanoids ogre or larger
Thrown rock does d4 and as skilled attack within 1"/Lv range
Make all saves as if prime requisite

CON HDd8 Light Armour and medium shield +1 hit/3Lv -2 if not skilled
2x mutant weapon (dagger, sword, small sword, sling, spear, shortbow, battle axe, javelin)

Skill: Survival

elect one per +1 INT bonus

Black powder, Computer Lore, First Aid (treats 1hp after fight), Poison Lore, Plague Lore, Treasure Lore, Song Lore, Acrobatics, Balance, Swim, Track, Streetwise, Pilot, Sail, Ride, Firearms, Energy Weapons

Turning Undead

d12HD/Lv if less HD than cleric Lv if roll double HD required then destroyed
IHD/Lv if HD=Lv + undead can save
Some can turn elementals or demons or lycanthropes instead

Weapon Damage (and weapons you could be skilled in)

Punch, thrown rock* 1
Knife*, dart*, shuriken* d3
Club*, dagger*, sling d4
Javelin**, hand axe*, small sword, hammer, light mace, staff, small crossbow, shortbow d6
Mace, sword, spear*, axe, flintlock d8
Musket, crossbow, composite bow, longbow d8 all use 2 hands
Pole Axe, halberd, great sword, great axe, maul, long spear, arquebus, arbelast d10 all use 2 hands

Except pistol covers any pistol rifle covers any long arm

These skills let you maintain, reload and work with ammo:
Black powder lets you operate flintlocks, muskets, cannons
Firearms is for later weapons with shells
Energy Weapons for high tech guns

Missile Range and Fire Rate

Thrown weapons* STR in feet indoors or yards outdoors except javelin** which is double
Multiple is how many can be fired a round x2 is twice per round
Range is in battlefield inches ten foot indoors ten yards outdoors per 1"
You can shoot long range up to double but has -4 to hit (-2 if a fighter)

Rock x1
Knife or dart or shuriken x3
Dagger or javelin or shortbow (9") or hand axe or club x2
Spear or small crossbow (12") or longbow (18") or composite bow (15") or sling (12") x1
Heavy crossbow (18") x1 plus one round to reload (two if non fighter)
Arbelast (24") x1 plus two rounds to reload (three if non fighter)
Flintlock (9") or musket (12") or Arquebus (15") plus ten rounds to reload (four if fighter)

Light ArmourCap +1*
Full Helm +2** but makes all spot and listen rolls half
Hero Harness +1*
Greaves and bracers +1*
Cloak +1*
Padding +2
Leather +3
*stackable up to +4 max
**stackable up to +7 max

Medium ArmourScale or ring +4
Chain +5
Reinforced Chain +6

Heavy ArmorPlate Mail +7
Full Plate +8

Buckler +1 vs one attack
Small shield +1
Medeum shiled +1 +2 vs missiles
Large shield +1 +3 vs missiles
Tower shield +1 +4 vs missiles

So if you want a skill or language you need a INT increase
So skills uncommon and a bigger deal
Halfmen or halflings saves w
Worked out well from discussion in game
Will use again and might make a zine with fantasy version

Still to come player characters from psychon game
Adventure log from psychon

Wednesday, 25 April 2018

Meet The Freaks of Planet Psychon

This is a recap of the player characters at end of session

Harold Mutant Lv 5 
Cyan tastes of chlorine
STR 9 DEX 14 CON 13 INT 12 WIS 16 CHA 16 AC14 HP38
Self sealing nostrils
Glowing heart and brain when stressed
Shell like ears
Transparent flesh
Hands glow at will
Audiable heart beat when stressed
Colour changing eyes
Psychological aversion to harming god or minions
Magnetic sense
spiked club fist now silvered
Detect evil puffer 5 uses, porno mags with green people
4 shot derringer, 9mm pistol, dagger, sling
Teleported to Psychon from a orbital colony accident
Worships Ankor the Judge hated by Korad the Evolver

Lee Thief Lv 5 
Jet tastes of salt
STR 5 DEX 18 CON 10 INT 11 WIS 7 CHA 18 AC16 HP20See Through skull
Circuit board patterns in silver on skin
Red tattoos all over
Huge veins
Playing cards, shortbow, small sword, daggerHelmet, Greaves/Bracers, Hero Harness, Ring (+1 save)
Came from a pod from space no memories
Worships Donarkong hates Colossus hated by Korad the Evolver

Zograd Mutant Lv 5 Cyan tastes of cumin
STR 16 DEX 11 CON 11 INT 16 WIS 11 CHA 12 AC14 HP26Ambidextrous
Glowing hands
Backwards feet
Huge veins
Buds offspring monthly
Halucinates when hungry
Can taste with feet
Circuit board patterns in silver on skinHuge feet
Anti Toxin Gland
Spotlight Eyes 2"/Lv
Hypnotic eyes
Stops bleeding in one round
Sonic lance d4/Lv 3" cone daily causes deafness if fail save
Scorpion tail save or -4 STR, extra att d6
Up to d4 ribs a month can be snapped off and used as daggers
Bronze Sword +1, mace, dagger, neutralize disease puffer 2 uses 

Military Las Rifle 2 shots/10 5d6 24" Hydrogen cell
Helmet, Greaves/Bracers, Hero Harness
Raised in a cave by goblins
Hated by Korad the EvolverTeen Bugbear gang member follower with silver shank and club 2HD 11hp

Hillman Eldren Lv 5 Turquoise tastes of peach
STR 12 DEX 9 CON 16 INT 11 WIS 16 CHA 18 AC16 HP30Strange voice - everyone thinks he sounds just like them
Breathe water puffer
Detect magic cigarettes two left in pack

Black riot armour with helm
Sword, shortbow,
teleported in ancient times appeared like this
Worships Azathoth, hates Eris of mars, hated by Korad the Evolver
Seaweed Demon
Smoke Demon with fins immune to non magic weapons
Class 4 Tech replicant
Stewardess Repllecant
Class 3 Medic Replicant

Pew Morlock Lv 5 Cyan tastes of eucalyptus
STR 9 DEX 10 CON 13 INT 12 WIS 14 CHA 11 AC13 HP27Goat Horns
Flatulent in crisis (smells of reptile house)
Hold breath 10 minutes with save
Two handed axe, bronze battle axe +1, crossbowMilitary Las Rifle 4 shots/10 5d6 24" Hydrogen cellTankbot brain, electric eye, 176 electronic parts
Potion of levitation, helm, harness, greaves/bracers
Helmet, Greaves/Bracers, Hero Harness, Ring (+1 save)
Used to be a Eloi but changed by a god on a whim
Worships Iquanta 
hated by Defendor and Korad the Evolver
Young Bugbear assistant

Pew Morlock Lv 5 Cyan tastes of eucalyptus
STR 9 DEX 10 CON 13 INT 12 WIS 14 CHA 11 AC13 HP27Goat Horns
Flatulent in crisis (smells of reptile house)
Hold breath 10 minutes with save
Two handed axe, bronze battle axe +1, crossbowMilitary Las Rifle 4 shots/10 5d6 24" Hydrogen cellTankbot brain, electric eye, 176 electronic parts
Potion of levitation, helm, harness, greaves/bracers
Helmet, Greaves/Bracers, Hero Harness, Ring (+1 save)
Used to be a Eloi but changed by a god on a whim
Worships Iquanta hated by Defendor and Korad the Evolver

Young Bugbear assistant

Ben kept his this is best i can do from memory....

Zanno Mutant 5th tastes of Coriander
Mutant hermaphrodite who budded off clone children he ate as birth control. Also had spectacular huge genitalia. Had a good bugbear adult warrior and a gnome follower with trap and lock lore kept in backpack.

The eldren player kept notes on tastes of other characters flavours in case he ate them so some of this info came from him.

Tuesday, 24 April 2018

Psychon game in Sydney 2018

Using two rules one from a good looking geniarse on G+ i forgot the name of - if player goes to to toilet or goes to get a drink or snack so does the character. The other is any dice off the table is a fumble or worse possible result.

So the party met after being taken by a strange mist by the gods into a ruined black rocky landscape. This sort of thing happens a lot on Psychon. The adventurers introduced each other and climbed a peak to see the lay of the land. From a hill top they saw the jagged broken landscape with a sparse smattering of huge yellow trees and globs of cyan fungus. Some mountain peaks were covered in tangerine snow and the air was crisp and cold. In the distance they saw two built sites of interest. One was a half mile high octagonal metallic ting surrounded by flying things like flies and the other was a plateau of ruins with hundreds of stone pillars. They debated which do visit and after a split debate (my gnome gets a vote - no he doesnt - if he gets a vote i will summon two demons to vote with me). They agreed as both northish they would go forward and decide when closer.

On the way they saw alien statues of grey astronauts a vile hated breed of space men. After a few miles one of the flying things moved towards them. It was a red skinned horned bat winged fork tailed demon with a flaming sword. So they fired volleys of arrows and magic missiles at it and when it got close they dogpiled it beating it into a bile of cinnamon scented smoking gore and ichor. Several tasted it and they gathered three man days of food before the remains melted.

So they decided the ruins with pillars looked better. They saw some shambling green zombies and dispatched them easily and found signs of alien vivisection and implants reanimating them. The ruins had statues of bugbears and was a bronze age civilization. So poking about on the top they found some possible underworld entries but saw four yellow bugbears camping and eating a goat like creature, The eldren was the most charming and least freakish with only one mutation of a speech that everyone thinks sounds like them. He approached the wary bugbear hunters and held out his hand in the universal gesture of chuminess on psychon. After tasting each others hands (the eldren was peach flavour and the bugbears were mustard), they made friends and the bugbears invited them to dine on roast zorg and drink a tiny cup of its alien milk. Several were a bit woozy from the milk but everyone was impressed. The bugbears said they were wary of morlocks because of the yellow demon worshiping chaos cult ones they had met and wary of green humans. They explained there was a smart tribe in a underwater city and several groups who had run away from the city and were not as bad. Most of the undead were green made by aliens when they destroyed the green civilization. There was mention of the lawful bugbear tribe to the north who were not as compassionate and more rigid as their tribe. They mentioned the ruined grey city defended by undead and the greenman mausoleum that the greys made into a undead factory somehow. Also there were the hated evil greenman weregoats also made by greys.

Tht bugbears took the party to their village and several party members traded their useless old laser guns for magic bronze magic weapons and swapped potions for silver weapons. The mace handed mutant got silver coating on the spikes on his hand. The elden bought a idiot child bugbear to be a sacrifice. A mutant adopted a bugbear follower tempting them with his double his her enormous genitalia.

The next morning the were exploring the ruins and found a shaft more modern than the ruins under a temple. Entered into a 25 meter wide tunnel and followed it to a huge metal door on tracks. Then the thief disarmed a electric eye and a tripwire on the door then they opened the door. Inside was a rusty shed with a atomic robo tank which began to wake up. The Morlock patted it and soothed it told it to go back to standby and wait for a service. Then he took out the brain. Tried to remove the atomic power core and got it really wrong. Klaxon started and they all ran. When off the plateau they hid from the mushroom cloud that destroyed the ruins and turned a plateau into a crater. The eldren praised Azathoth while one of the mutants sparkled and giggled from the rads. Most were fine but the thief and a bugbear followers started losing hair. The eldren recommend they not eat solid food for a few days just stick to blood.

So they headed north where there were some other ruins of a ancient lawful bugbear tribe. they approached the ziggurat avoided some weregoats. They did kill a lone old weregoat who didn't realise the party had lots of silver and magic weapons. They found an old apartment inhabited covered in graffiti and surrounded by trash. The thief started scrawling some ash something about goats and a resident yelled abuse calling them goat lovers. There was a exchange of abuse but they calmed down and met a gang of teen yellow gubgears in gang leathers with mohawks called the silver shanks. They heard of the gang fueds with weregoats and offered to help. The party tried to be cool but couldnt fool the teens. So they entered the ruined building awaiting the full moon and the weregoats.

One of the mutant used his nanoslap patch anti virus meds and cured a teen who was dying of weregoat bite. Goblinoids and demihumans just die from the bite while humans (or mutant humans) will go goat first full moon. After several years they might change when angry and more before they would get control of the condition so the party decided going goat was not a plan. The hermaphrodite slept with some teens in secret while the rest drank terribly bunk brew beer (garbage with mould on top) and others worked their way to charm the gang. Most developed some friendships and one who had cut off his hand where a goat bit him had a mace prosthetic and got to mace fist the mutant adventurers mace hand.

The teens used to use silver slug slings but ran out as the crafty weregoats taunted them and gathered the slugs so the party though they should track the goats home. At night the howls and bleats of goats were heard and the nasty creatures gathered to start abuse. The eldren taunted them in and the doors were opened and goats charged in. The first died from a mace fist bump from two sided crushing his head. More goats died and finally they retreated. The party gave chase for 40 minutes and came to the goat cave. While the goats lined up with the she goats in the cave, the eldren sneaked behind and put their kids in a sack and silver stash in his purse. A quick fight and the were goats were dead but two they took captive. Back at the bugbear apartment they had a party. They learned that when the teens matured they became lawful and rejoined joined the lawful tribe. The eldren summoned a seaweed demon with the weregoat sacrifices which was quite loyal and able to stay with him.

Leaving their bugbear teens they went to the ruins the next day and found filthy dwarf greys digging rubble they waited and watched and one of the mutants was sure there was a space craft under the rubble. The party beat them up and the eldren charmed one. Inside they found three crionic pods with service replicants they awoke. The eldren who could speak ancient made them his slaves. They debated weather to set off a nuke but the morlock wanted the cockpit electronics and their was a argument. They did both and managed to radio some space god orbital obsessed with genetic purity and conned a team to come and help them. One of the mutants who hated ancient talk wandered off and watched the ship land and hid. He saw two armoured troopers with lasers step out. When they were out of sight he sneaked into the shuttle.

The las troopers threatened the party and the team attacked. The scorpion tained mutant grapples ones gun and the others pounded them while lasers exploded rocks (5d5 lasers not the puny 2d6 ones they used to own). The scorpion tailed guy moved his victim into the path of the other guys laser and the poor guy exploded in a steamy gore heap. Then they beat the standing one and got their lasers.

In the shuttle the mutant got into a argument and got shot by a slug pistol and started wrestling in the cabin. Other party members arrived and dragged out a nurse replicant and the co pilot. The beat up the pilot and the sneaky mutant began button mashing and argued with the morlock. The orbital tried a remote take over and the morlock failed to stop it so they bailed out and the shuttle flew away. On the wrecked shuttle they got threats from a space god. They saw a the colossal armoured space titan descend and raise his analyser rod and the party scattered into seperate caves or ran. The eldren with his new slaves and prisoners was happy he was pure enough to avoid cleansing but the thief followed him spoiling this.  The space god started atomizing the hill with a cave to get at a mutant and the sneakiest mutant with his invisible flesh and glowing heart and brain flaring abused the space god in the name of his space god. The space god unsure of his jurisdiction atomizing his allies worshiper zoomed into space.

The party begrudgingly reassembled. The eldren sacrificed all the spare victims, his charmed alien, the replicants and his idiot boy bugbear and got a smoke demon impervious to non magic weapons. They debated attacking the greenman mausoleum or the alien city. but that is another tale...

Was a bit of player vs player as i expected but was good day with six players.
After there was a reclaim the streets doof i wandered about for a while better than any paid rave id been to in over ten years. Possibly might get a wednesday game or talisman in then a doodle drawing game on the ANZAC wed holiday here we celebrate Australia spending more on the memorials of WW1 than any other nation on earth and how that money was taken from the arts and cost hundreds of culture jobs for nationalism yay! Also we shit on NZ (the NZ in ANZAC) and break our treaties with them and don't mention them much.

Monday, 23 April 2018

Katharmir: Rolling up a hex for Psychon Game

So testing my books is pretty handy and shows some flaws. Having multiple ways of generating similar info has some advantages for variety and you don't have to roll every table. Stop when you think you have enough weird stuff. Today's game is a one off with fairly aggressive club players including some player vs player types I might have to act on. Possibly if they are bored enough to start purging heretics I might roll on my things fall out of the sky table. One thing happened rolling was to see possibly some tables need to be in different chapters. Also once I found a tech level table then couldnt find it again in my own book. So will do a new one in settlement table. So This hex is full of strange stuff to investigate and plenty of conflicts for players to get involved with and no clear solutions to solve them.

I also wrote a simple character gen system to simplify my emo rules and I quite liked it and might post soon. I just want character gen to be fast. possibly followers and mutants will be the slowest thing. Have stripped away lots of choices and advancement benefits so a litehack of my EMO rules might be a thing soon at least for con games and one offs.

Basic Natural Conditions

Black rocky plains with broken mountains and rubble heaps
Cold with snowstorms and tangerine snow that tastes like pepper
Ocean of emerald fresh water that tastes a bit fishy
Sparse yellow huge trees and explosive delicious cyan fungus
The most common animals are
-goat like Zergs with bizzare horns who make varios magic milk varieties
-evil rock baboons who hate humans and skirmish them often
-huge hawk like Vrawk birds that can snatch children and small zergs and baboons

Ruins and Structures and Locations

Their are ancient alien statues everywhere across the plains
Their are exposed datastacks guarded by planar beings where the gods store souls as data
There are bronze age ruins scattered of former yellow bugbear civilization
There are grey alien ruined city surrounded by trenches with undead soldiers
The alien city has wild fields of fleshy udder plants that lactate hypnotic milk
the alien city feigns friendliness but really they are vivisectionist undead makers
Their is a great mausoleum of the egreen men populated by undead
There is a underwater city of green men whos exiles have coastal villages
-the city can be raised or lowered but are currently xenophobes
Their is a gargantuan crab where greys are working on rewiring it's brain to use as a war machine

There is a tribe of yellow bugbears who once had a civilization split into two tribes
- the lawful and good tribes who mostly live around their ruined monuments
The Green Men who are mostly good in two tribes and worship Maaria's good aspect
-the advanced city dwellers who follow their xenophobe AI god and fear strangers
-the exiled coastal dwellers who have little tech but comprehend it
The Green Were Goats worship the evil version of Maaria and eat humans
Chaotic Yellow Morlocks who worship demons and elementals by the data stacks
Grey aliens in two tribes and are utterly evils
-the ferals who live in rubble and are based on morlocks a tech caste
-the high ones who live in the city and are based on eldren a command caste and who make undead to replace their robots and androids that all went insane

Wilderness Encounters

1 Vrawk tries to snatch something small
2 Zergs up close are startled and several males attack 2d6
3 Zergs in distance run away 2d6
4 Baboons fling rocks and feces 2d6
5 Yellow bugbear tribal warriors on hunt 2d4
6 Yellow morlocks looking for sacrifices 2d4
7 Feral greys hungry and fanatic 2d4
8 High greys eye from distance with ray guns d4
9 Green men explorers looking for place to settle 3d6

10 Green men exterminators from city with guns on air raft 2d4
11 Green men undead 2d4 zombies and 1in6 led by wight with a musket and sword
12 Giant rock crab

Things To Do

Kill aliens and destroy their civilization
Stop the xenophobes in the green sea city
-help the morlocks eat them???
-help the exiled green men take over
Stop the aliens with the gargantua crab
Exterminate the Were Goats
Exterminate the undead mausoleum
Unite the bugbears and humans who currently dislike each other
Try to mess with the data stacks (which might trigger an apocalypse)

Sunday, 22 April 2018

Murder Hobos & The Power Of Friendship

So had a quick game of Lamentations/ BX mash up at game shop. Was intended for noobs but several bailed and two of my fave vet players came plus Katie. She has started gaming but has had a interest in sword fighting and listened to me argue with story gamers for years at mid week geek. She is also mostly blind and very sharp. So I rolled up a quick dungeon using my Redbrick draft. I also had idea for my sentient dungeons to have abilities they can call on based on their levels per day but more on that later.

So I rolled Up This
-humanoid Breeders Dungeon (decided on kobold as 1st Lv)
-Serpent man wizard boss named Seestak LE the kobolds self titled god
-Ragon the cleric with his goatmen guards trying to resurrect a ancient evil said to be hidden in the cave plus several zombies (using my 1st Lv problematic zombie spell)
-Dungeon Spirit will use ESP to make voices of peoples loved ones

-Rumours that local area was dependant on dungeon
-The entry had statues of two kobold crowned warriors before a archway
-Carved from black basalt and smelled of rotten food
-Was crawling in bugs and vermin
-intersections lit by dim green magic light

The Players Rolled up characters
-Jimmy the Thief sent by guild to stop chep kobold labour destroying economy and guild skill base from kobold slave trade with his pet kobold torchbearer slave and Lifto the baggage handler whos speciaty is loot hauling and running away
-Sleazy Nick the Priest of Baccus sent to recover a recipe for a male potency formula so the high priest could perform functions at the cult woodland drunken orgies who has a kobold torch bearer
-Fred the warrior a mercenary who woke up one day with tatoo of the dungeon door on his chest whos charisma is 8 and has never had a true friend

Party met in pub of town where everyone using kobold slaves for dirty jobs. The local industry was booming from kobold slave trade and the kobold breeding dungeon was well known and had a sign pointing to it. The shop sold kobold traps and manacles and other kobold slave items. The peasants no longer felt on the bottom and were getting rich and lazy at kobold expense. Of late kobold trappers had disappeared.

The party met in the pub and the priest was pleased to see the pub offered him discounts and had statuette of his god with a huge erection. They set off to the dungeon and spied a single kobold fishing. Jimmy with his kobold offered it food and were friendly and the kobold Bing explained the evil priest and goatmen had taken part of the dungeon. Talked about their god Seestak and said they should talk to him and plan a meeting. Two days drinking and pick pocketing later and they met Seestak who was a bald wizard with a goatee and green eyeliner and a slight lisp. The made a deal ans Seestak gave them armbands and offered gold to kill the goatmen and priest. They were told head left to find the priest factions lair. Then kill them and send Bing to the tell Seestak when the job done. Seestak referred to people as humans as if not to include himself. The kobolds were impressed by Fred the fighters tattoo but their master was not.

So into the dungeon and past a few kobold guards. Found a garbage room and Jimmy went exploring silently with two kobolds but a carrion crawler surprised him and a kobold paralyzing them. Priest and warrior rushed and killed it with torch bearer kobolds. Found lots of trash and a crawler hole with two corpses in it of kobolds. One was a paralysed kobold warrior and other body tore in half when pulled out and had grubs in it's mouth. Waited for paralysed peers to be able to move and moved on. Thief grabbed the crawlers head and the rescued kobold had worm eggs removed and was grateful and went home to tell of parties good deeds.

Saw kobold guard posts and found dimly lit cavern of the evil cult. Thief sneaked up and found zombie guards, obviously murder hobos and the weasel faced one was from his guild who was sent on a nameless mission just a bit before him. He shanked one and ran. The zombies lumbered slowly after him and the party fired missiles and the priest tried to turn them. Zombies were allowed to close and the warrior finished them with thief who his in a wall depression as zombies passed him.

All this was pretty quiet and they found a temple and some boxes and barrels and a chest. Barrel of paint another of flower plus box of stale bread (kobolds ate). Locked chest had a iron pot with 20lb or fresh mortar. Kobolds tasted the paint noting the high lead content and the mortar. The top of the mortar should have scabbed over and they spread some on wall and watched it dry. It was a magic mortar pot possibly worth a thousand gold. Found white painted altar repurposed from kobold mother god to the Seestak then the new chaos underworld god. A smashed clay statue kobolds said was of Seestak was on floor but they didn't pay attention. Ahead was curtained tunnel where the evil priest and goatmen. They realized by questioning the kobold that there was only 2 goatmen but they were "twice as big as kobolds".

Thief went ahead and saw priest in bed and two black goatmen playing dice. He went up to priest and stabbed him in the chainmail and woke him up with a yell. Goatmen got up and the fighter and cleric charged in. The cleric had blessed himself and protected the fighter in plate with protection from evil. The goatmen went down and the theif fled the angry priest who cast hold person on the party. A kobold and th thief were paralysed. The priest whaked the paralysed thief in the head then was brought down in a hail of blows. The kobolds were quite handy. Priest saved the priest with  a healing spell and they rested 12 hours till morning. Kobolds told how Seestak had saved kobolds from slavery by walking among the men and betraying them with a kobold ambush outside town.

Found gold and the priest holy book on betrayal, murder, torture and deceit and his orders to awaken an ancient evil, enthrall the kobolds and take over the region. Priest of Baccus tried to convert the surviving goatman as he had froliced in the woods with some good ones once but it was vile so he dashed out its brains. The priest was ungagged and questioned and demanded party serve him. The party told him they won and he should serve them. He promised to be good and they looked in his unholy book to see his supplication word for word from the chapter on telling vile lies. So they killed him. Convinced the local kobold they were better friends and Freds tats were a sign. The bacchanalian priest gave the kobold some proper wine not the piss kobolds drank and promised all the wine they wanted and freedom. Impressed by the human kindness the kobold admitted their god could shape shift into a snake man and would eat kobold eggs and had seen him swallow a human baby. The kobolds had found him asleep and covered in dust in the sealed library chamber. So they realized the snake was the ancient sleeping evil the cult was seeking.

They sent in kobolds ahead to convince others bu they didn't do so well. The kobold they had saved earlier did do some good. They met as planned their kobolds in a guard junction and the kobolds were tolerant of the helpful humans but had orders not to let them pass. Their allied kobolds attacked first the party joined in and subdued most of them. Except the one a fighter cut in half while holding a fire bomb with a lit fuse that was beyond first aid.

They went to the hatchery and convinced the kobold matriarch to aid them and said they would not eat kobold eggs. She led them to the warrior barracks and they planned to call out the wizard snakke from the library. They called him and he came out looking human as before and the party and 8 kobolds shot him peppering the surprised wizard lizard who resumed his true form on death.

So the party stayed on. The priest brought in the saucy bachinalean kobolds of his cult, taught them wine making and the ways of drunkenness. The thief made a deal with the guild to rent kobold labourers which made their labour not so cheap and kept the class and economic order intact. Fred the fighter was a bit scary to the kobolds (CHA8) but had the tattoos of liberator so they accepted him. Everybody lived happily ever after.

Real murder hobos might have turned on the kobolds too but they made a good income. In my games players often become dungeon bosses. Apparently this is abnormal.

Saturday, 21 April 2018

Dungeon Documents For Redbrick

Redbrick dungeons are modern and officious. Many monsters are literate possibly use of alignment or common monster language or even common. Common is a trade language after all popular because it is easy to use and keep records with.

Dungeon Documents d100
1 Work orders for labour gang
2 Request for more workers to replace killed and wounded
3 Orders for equipment
4 Fragments of magical manuscript
5 Recycled paper from old spell books being scratched back to blanks
6 Orders to report to local boss
7 Orders for more office supplies
8 Sick notes from absent monsters
9 Dungeon duty roster and time sheets
10 Payroll for area
11 Report on workplace safety improvements vs costing
12 Report of secret union meetings
13 List of skilled labourers needed to recruit or kidnap
14 Prayer to temple and list of sacrifices
15 Report on rival dungeon complex
16 Collection of motivational memos
17 Pornographic artwork
18 Crude drawing of local boss or big boss
19 Report on finding lost secret door
20 List of loot cache and security procedures
21 Letter to parents or lover or kid sibling
22 Certificate for worker of the month
23 Letter complaining morgue is overfull
24 Letter offering to trade materials with other section
25 Report from bestiary on domesticating monster type
26 Announcement of productivity increase
27 Charts showing project deadlines
28 Certificate from “personal power, profit and plunder” workshop
29 Blackmail from one leader to another
30 Signed execution orders
31 Wanted poster with adventurers faces
32 Motivational poster
33 Missing worker list with some possible theories
34 Laundry list and bill
35 Budget for work crews
36 Memo to stop accidental bricking up of workers
37 Engineer plans to overcome dungeon hazard
38 Schematics for factory equipment
39 Engineer report on new section
40 Report of inferior materials being used on trap rooms
41 Request for more bait for trap rooms
42 Blueprint of horrible overly complex trap
43 Map of other dungeon
44 Chart showing lifting capacity of dungeon species
45 Request for hard hats denied
46 Reports of deep workers in pressurised area getting the bends
47 Gambling odds on rat races or spider fights or other game
48 Memo to execute latrine cleaning crew
49 Monster crew gruel recipes
50 Report about worker hygiene and parasites

51 Notes on damp and leaks
52 Safety warning posters
53 Reports of petty haunting and strange phenomena
54 Complaints about ration sizes and quality
55 Reports of monsters having VD
56 List of local human settlements
57 Report from spy in human settlement
58 Assasin contract
59 Request for more women, problems in barracks
60 Complaints about a wizard being a jerk
61 Profile on dangerous adventurers
62 Torture confession
63 Cooks menu for week
64 Complain bad food causing monster flatulence
65 Complaint of defective weapons breaking
66 Report monsters afraid of dungeon room
67 Request to send monster home to help family crisis
68 Request for scribe supplies
69 Reading and writing classes for sub boss classes
70 Warnings of bad air in areas
71 Warnings of gas build up in area

72 Complaints about bad smelling torches and lamp oil
73 Missing treasure report
74 Notice drunk guards executed
75 Notice for monsters to not urinate where they please
76 Rumours of lycanthrope among guards
77 Love letters
78 Notice of emergency adventurer intrusion drill
79 Note "disproving" rumoured secret level
80 Copies of dungeon graffitti for a boss
81 Terrible jokes
82 Travel story to strange land
83 Termites eating support beams report
84 Building inspection report
85 Recipe for humans
86 Recipie for monsters
87 Awful substitute trench recipies
88 Report of mystery stabbings in dungeon
89 Demand for more pay
90 Rant about how awful humans are
91 Complaints of rashes among guards
92 Recommendation to burn all guards blankets and mattresses and replace
93 Speculation of big boss terrible embarrassing secrets

94 Terrible poems by monster in love
95 Plans for guard exercise regime
96 Complains guards swapping shifts without aproval
97 Complaints about undead getting out and eating people at work
98 Soul contract between monste sub boss and devils
99 Scrawled demon signatures
100 Scroll for a 1st level spell

Friday, 20 April 2018

d100 Dungeon Stenches for Redbrick

Time to get funky and help dial up party paranoia to 11 with these 100 random dungeon stenches. Do I need to do a scratch and sniff card set on kickstarter for this? Your not real modern gamers with immersive dungeon scents you posers.

d100 Dungeon Stenches
1 Dried tomb corpses
2 Mould and mildew
3 Fresh paint and
4 Dust from recent construction work
5 Acrid ammonia6 Rotten foodstuff
7 Cooked food and smoke
8 Smoke
9 Sewerage
10 Old grog
11 Burned meat
12 Smells of confined ill prisoners
13 Vinegar
14 Rotten meat and septic wounds
15 Old butchery
16 Fungal spores
17 Fresh meat and blood
18 Septic wounds
19 Feces
Cooked herbs
21 lime from mortar
22 Rancid wet leather
23 lamp oil
24 Incence
25 Steam
26 Monsters marking territory with musk
27 Monsters marking territory with urine
28 Old unwashed strip club
29 Vomit
30 Stale old spice
31 Sweat
32 Mouldy laundry
33 Baking bread
34 Pig sty
35 Burning resin
36 Hashish
37 Tobbacco
38 Opium
39 Sickly sweet
40 Stale floral
41 Rodents
42 Metalic
43 Ozone
44 Methane
45 Flatulence
46 Rotten eggs
47 Bilious
48 Reptile house (salmonella)
49 Rancid semen
50 Demon ichor
51 Bad Fish

52 Stagnant water
53 Wet dog
54 Halitosis, bad breath
55 Burnt flesh
56 Fermenting yeast
57 Compost
58 Rotten cabbage
59 Putrid dead animals
60 Gangrene
61 Rotten feet
62 Fetid cheese
63 Fermented fruit
64 Wine
65 Beer
66 Sulpher
67 Rotten potatoes
68 Formaldahyde
69 Burnt hair
70 Urine
71 Rotten crabs

72 Bleach
73 Rotten whale blubber
74 Putrid genitals
75 Sour milk
76 Garbage
77 Cat piss
78 Old people
79 Mustard
80 Horseraddish
81 Rotten bacon
82 Fermented squid guts
83 Chlorine
84 Brine
85 Gunpowder
86 Lard
87 Rotten onions
88 Mildewed old paper
89 Formic acid (ants)
90 Sawdust
91 Rotten wood
92 Mineral
93 Pepper

94 Dead rats
95 Stink bugs
96 Musty
97 Tar
98 Damp
99 Humanoid sweat
 Devils arsehole

Thursday, 19 April 2018

Dungeon Sounds for Redbrick

Your party bickering about rules or a mapping detail or telling some crap story about their lives? Just throw in a few of these and watch paranoia set in. In a self aware magic dungeon, the dungeon spirit might make these just to spook travellers who don't respect the peril they are in. You don't need to resolve these sounds. But possibly you might. Or just blame on ghosts. Some noise travels through drain and air pipes or echo from some distance. Dungeon acoustics might be magical.

d100 Dungeon Sounds
1 Whips cracking and moans
2 Worker drums
3 Shift change bell
4 Distant battle
5 Screams for help
6 Scuttling little feet
7 Muttering tiny voices
8 Battle going on
9 Smashing door or chest in distance
10 Iron piton being hammered
11 Metalworker hammering
12 Digging
13 Machinery clanking
14 Gurgling water underground
15 Monster growling
16 Shrieking creature
17 Sounds of little folk party
18 Lone instrument
19 Chanting cultists
20 Dozens of picks at work

21 Something belching
22 Something farting
23 Breeze of air
24 Cracking whip
25 Rumble of rubble
26 Creaking groaning ceiling
27 Trickling water
28 Slamming door
29 Shutting gate or portculis
30 Explosion
31 Long distant moaning
32 Splattering liquid
33 Insane laughter
34 Buzzing of insects
35 Hammering of mails on wood
36 Sound of a pressure plate activated
37 Hissing of gas or air under preasure
38 Growling and snarling animal
39 Clash of weapon on weapon
40 Guards shouting
41 Choking and gurgling sound
42 Something shambling and being dragged
43 Something wet being repeatably stabbed
44 Something wet being hacked or chopped
45 Sound of crossbow bolt
46 Sound of something falling through floor
47 Sound of scream and a splat
48 Something vomiting
49 Rattling chains
50 Smashing glass or potterey
51 Squeaking mice

52 Fluttering bats
53 Someone sharpening a blade
54 Crackling fire
55 Door bolt being slammed
56 Creaking rope under tension
57 Rope snapping
58 Running footsteps
59 Clunking armoured boots
60 Wet footsteps
61 Sobbing
62 Slapping
63 Falling stone
64 Wheels or rolling barrel
65 Splashing sounds of water
66 Winch being cranked
67 Magical sounds of a spell or magic item
68 Magic mouth threatens intruders
69 War horn
70 Band playing
71 Someone singing in possibly non human language

72 Horrible screaming which stops
73 Mob of some kind shout with excitement then stop
74 Eerie choir of cultists
75 Goat or sheep bleating
76 Dog barking
77 Distant flute
78 Drums
79 Sweet eerie female voice singing
80 Gong clanging
81 Screeching metallic object
82 Singing drunk
83 Sloppy squelching
84 Rasping honk
85 Sneeze
86 Wretch then loud spiting
87 Muffled clicking
88 Birdlike squark or honk
89 Cat meow
90 Weapon drawn from scabbard
91 Flints lighting something
92 Sinister cackle
93 Insane gibbering

94 Loud yelp
95 Monotonous buzzing sound
96 Crickets
97 Distant shrieking guard fungus
98 Strange pops
99 Metallic banging sounds
100 Unearthly silence

Wednesday, 18 April 2018

Cults In Space: Colony Cultist Peril

Working and gaming lots over next week so might not post daily.

So iv done various cultist colonies and cult clues for colonies with suspicious events in the past but this is about a single cultist in a colony and how they might use their position for trouble or start to spread their cult. They could be new arrivals and given posts while players are on the scene or well entrenched. Someone might become a cultist by finding texts, personal desperation or contact with entities. Some beings might contact via mental projections but will lure the recipient to stronger contact like by building a gate. Often such a person keeps these matters quiet and grows more insane. Some might be deluded into thinking they are helping the colony. Others see themselves as curing the cancer of humanity. One of these should liven up any colony.

Cults in Space
game notes for space session - asteroid hab map
Initial ideas
High House in the stars
Lotsa adventure ideas and space location table
Space Wreck Loot
Updates and colony generators
Colony Secrets

d10 Cultist Thing1 Mythos tome or digital file on reader
2 Talisman that aids a spell 
3 Device that allows communications with otherworldly biengs
4 Drug which allows spirit to travel in time or space or dimensions
5 Familiar creature or spirit
6 Alien weapon
7 Fragment of alien body
8 Communications device for alien contact
9 Elder sign
10 Sacrificial knife that aids summoning

d20 Cultist Plots1 Upload mythos books into public data
2 Hack or virus computers
3 Help aliens spy or remote link to colony
4 Assassinate leaders in bid for power
5 Introduce alien disease
6 Sacrifice victims for power or summoning
7 Open a gateway
8 Seek pre human relics
9 Sabotage colony systems
10 Convert new cultists
11 Spread insanity
12 Contaminate colony genepool
13 Disarm colony to help invaders
14 Assist more cultists in coming to colony
15 Subvert colony election or power structure
16 Cripple technology
17 Help alien beings infiltrate colony
18 Isolate colony communications or transport
19 Perform experiments
20 Create climate of paranoia and persecution

d100 Space Cultists
01 Medic contaminated vaccines with alien dna 02 Coms engineer talking with aliens in secret
03 Surgeon performing unethical experiments with corpses
04 Geneticist wants to make a new species
05 Life support tech wants to trade with aliens
06 Administrator recruits department into cult
07 Corp manager wants to opress colony and secretly support rebel cult
08 Robotics tech preparing machine revolt
09 Programmer corrupting AI with alien software
10 Archaeologist seeks recover alien mythos relics
11 Geologist contacting deep sub surface entities
12 Librarian contacting ancient aliens via dreamlands
13 Meteorologist contacting beings in atmospheric high altitude tests
14 Ag tech growing alien plants in greenhouse
15 Pilot sacrificing victims to please their god for spells
16 Technician calls down entity in meteorite
17 Miner digging secret tunnels and temple complex
18 Physicist receiving spells from dream contact with alien god
19 Psychologist converting patients to cult
20 Survey team head wants to open alien gateway 
21 Marine Biologist has been mating with alien life
22 Astronomer trying to contact life forms in surface of the sun
23 Medi Tech sneaking cryonic colonists away to sacrifices
24 Psychiatrist teaching mental patients secrets of the necronomicon
25 Mathematician made contact with strange angled entities
26 Doctor in morgue experimenting on resurrection formula
27 Policeman hunting rival cultists to help own cult take over
28 Astronaut survived accident with alien help now want to help aliens
29 Asteroid miner wants to help dormant entity in asteroid reach planet
30 Biologist discovered colonial life form and has been infected
31 Journalist planting mythos documents in archives and false conspiracies
32 Teacher teaching kids about the old ones and dream travel
33 Lone refinery tech has been hearing voices and has been drilling off site on own
34 Ship steward has been drugging victims with mind expanding mythos meds
35 Doctor arrived to help part deep ones awaken true heretige
36 Historian collecting relics from old earth he couldn't possibly obtain
37 Construction tech has been hiding alien eggs in colony habs
38 Long lived colonist falsifying records to hide
39 Body hopping cultist plans to take over a colony leader
40 Technician has been sabotaging transports to get dead bodies
41 Administrator has been visited by dead wife in secret really an alien
42 Medic resurrecting dead and recruiting as cultists or monsters
43 Biologist has had dreams of making shoggoths in lab
44 Mycologist has grown alien spores found in space and begun speaking to samples
45 Com tech incorporating Tillinghast resonator in antenna array 
46 Historian researching witch cults found files of mythos books
47 Zoologist has been studying a life form and is convinced they use language
48 Explorer had brain replaced by mi go with that of ancient cultist
49 Survey team leader contracted alien parasite driving them to cult activity
50 Security officer convinced of enemy aliens has been listening to voices in his head
51 Explorer found area with strange readings has been contacted by things

52 Radar technician developed virus to cover up strange phenomena
53 Diplomat has been in contact with aliens believes they know best for humans
54 Technician contacted by a witch ancestor promising power and rewards
55 Geneticist seeks to contaminate pregnant victims with alien DNA 
56 Biologis received signal from space they use to grow a organism
57 Astronaut visited in dreams by aliens wants a team to explore a asteroid
58 Asteroid miner found by aliens and operated on has been released for some scheme
59 Explorer found a strange sphere trying to use physics lab to open
60 Ecologist wants to sacrifice colony to restore ancient life forms
61 Linguist wants to build array that drives population insane
62 Aqua farmer wants to turn co workers to his cult and bring in deep ones with a gate
63 Archaeologist found some wreckage and has been sending signals to its origin point
64 Farmer brought dust forms of ancestral cultists and ressurected them
65 Architect has worked occult symbols into hab structure and is ready to activate
66 Life support tech gassing sleeping colonists with otherworldly dreaming drug
67 Astronaut met an alien probe and smuggled back to colony
68 Historian brought ancient cultists from earth through a gate (druids, aztecs, romans?)
69 Food Technician has been recycling dead humans through colony food supply
70 Astronomer obsessed with a comet contriving to send research team to investigate
71 Musician has been constructing monoliths to summon Hastur

72 Actor has tried to introduce The King In Yellow to amatuer theatre company
73 Transport tech has been selling illicit drugs actually part of a gods flesh
74 Code breaker has been deciphering supposed random signals from space
75 Biologist has been consuming found alien DNA samples from artifact
76 Astronaut smuggled strange colored rock from space
77 Biologist bringing strange infant creatures into hab
78 Administrator luring victims to be impregnated by summoned god
79 Geologist found a strange crystal and while testing in a lab it spoke to their mind
80 A spelunker in a cave came in contact with a dormant alien bieng
81 A scholar reading dread ancient text files contacted something and is now just a host
82 Miner found a metal buried object and contacted alien Insects like beings
83 Biologist found unusual creatures not conforming to local life and found alien intelgence
84 Linguist studying alien ruin script tried reading some aloud and began to dream of aliens
85 Blind person begins to have strange visions from another world
86 Climate control specialist dreams of past civilization millions of years ago
87 Scholar found encampment of a 16th century witch from salem who fled here long ago
88 Climber found ancient roman weapons and carvings in a cave
89 Mathematician began dreaming about a rat like creature whispering through walls
90 Programer awoke in morgue after pronounced dead and assumed new identity
91 Chemist inspired to create a artificial life form but nothing like they expected
92 Technician working on FTL drive was contacted by beings from overspace
93 Recent scientist arrival survived warp mishap now craves blood

94 Biologist bitten by creature transforms into a monster under certain solar storms
95 Technician resuscitated after accident now hears strange voices from beyond
96 Technician had a stroke and has relearned to walk and talk but seems changed
97 Diver caught in sub acident survived and now compelled to return to the depths
98 Astronaut struck by micro meteorite survived and has had personality change
99 Astronaut grounded due to visions of aliens under observation by medics
100 Scientist scanning nebula has been receiving strange coded messages

Tuesday, 17 April 2018

War With The Goblinoids 3 gossip and magic

Goblin invasions might be periodic in some places, arising when the population grows big enough or the seasons and crops are kind. When the goblins leave they might leave all kids of shrines, ruined junk, pet creatures and soldiers behind. It might take years to clean them out. One of the worst problems is that other forces might take advantage of the goblins weakening a nation and invading. So don't be surprised if goblins soften land up for faerie or giants or other countries invade.

Possibly should have included some elf and dwarf allies for the human lists earlier
Elven Rangers - composite bow, sword, leather, elite skirmishers, irregular, Morale 8
Elven Warriors - chainmail, shield, spell, spear and sword elite regulars, regular, Morale 9
Dwarf Warriors - chainmail, sheild, battle axes and throwing axes, regular, Morale 10
Dwarf Crossbowmen  - with chainmail, crossbows, hand axes, regular, Morale 8

Also Goblins army lists could include...
Zombie - unarmed, fearless and expendable, regular, Morale 12
Hobgoblin Musketmen - scale, musket, bayonet, sword, regular, Morale 8

One day will do book of invasions with a narrative combat system, all my invasions and army lists. Ideas for future invasions include: Chaos, trolls, crusaders, barbarians,  insectoid, hell, old ones, xor, amphibians, dwarves, and more. Suggestions welcome. Was planning a siege series too with events for people inside and outside a siege.

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

d100 Gossip
01 The goblin age has begun, the time of man is over
02 Goblins can out breed us and have no idea about safety so they will win
03 Goblins are not so bad, if you pay them off they might leave you alone
04 The goblins work for the faerie king, he thinks man has grown too numerous
05 The goblins are moving away from something worse in their own land
06 Not all the goblin gods are so bad, if you make the right holy signs they spare you
07 The goblins are too incompetent to sustain the war for too long
08 Logistics and food will be the goblin downfall, when everything is eaten they will flee
09 Even when the goblins go every cave and hole for years will be a goblin den
10 Some of the goblins are quite sophisticated and civilized but we see mostly the worst
11 When goblins eat each other the change into hobgoblins or bugbears
12 Hobgoblins can be hard working labourers but if you swear at them they go crazy
13 Hobgoblins are more organised and disciplined, born to be soldiers
14 Hobgoblins look down on orcs who are often weaker and serve non orcs like wizards
15 Hobgoblins can be quite kind to their goblin kin goblins and feel protective to them
16 Bugbears love to scare human children, it's like a addiction to them
17 Bugbears love to collect and shrink heads of those they murder
18 Bugbears can be quite friendly to goblins but occasionally eat a few
19 Bugbears in force are terrifying but even one alone and sneaky can cause havok
20 Bugbears often infiltrate enemies and kill leaders and perform sabotage
21 Even a common bugbear is as strong as the strongest human
22 Goblin kingdoms were planted by elves to be borderlands between faerie and humans
23 Forest goblins live in brachen and trees and mostly stay in their dark woodlands
24 Cave goblins grow fantastic fungus forests which grow food and magic 
25 Goblin war gods are blood thirsty and demand war and sacrifices of enemy hearts
26 Goblin fertility cults are mostly benevolent other than they encourage rampant breeding
27 Golins in elf land act as servants and perform all manner of deeds elves find unpleasant
28 Goblins serving dark elves are encouraged to be wicked and cruel to humans
29 Goblin priests of the underworld make undead and use them as servants and troops
30 Goblin shamen are masters of training animals and making mushroom potions
31 Goblins are magical and fascinated by wizards, some learn magic from elves
32 Goblin wizards are very cunning and often act as advisors or even leaders
33 Goblins know a curse that makes women give birth to goblins or even litters of them
34 Goblins like human children slaves best and like human wet nurses to take home
35 Goblins use faerie food to enthrall humans as slaves and lovers so beware
36 Any human mating with a goblin always produces more goblins
37 Goblin engineers are unreliable and crazy but make deductive leaps sometimes
38 Goblin slaves are hard working and do jobs humans hate without complaint
39 Goblins bow before superior numbers but beware the moment this changes
40 Goblins are cowardly and break formations and flee with great enthusiasm
41 Hobgoblins are professional fighting folk and take war as seriously as anybody
42 Hobgoblins make good workers and slaves but are dangerous if offended or sworn at
43 Bugbears are hard to enslave and only bow before superior force
44 Goblin alchemy is quite advanced possibly because so many are expendable
45 Goblin guns are made from cheap and crude iron and explode more often
46 Hobgoblin made weapons and armour are good quality and durable
47 Sometimes goblins use poison, especially archers
48 Goblin wolf tribes suckle their young from she wolves and grow up together
49 Goblin bat tribes suckle their young from she bats and grow up together
50 Goblin slaves make good farmers and animal carers, they have a knack for it
51 Goblin farmers are quite capable but they are ignorant about modern human farming

52 Many goblins use stone tools and weapons but are still quite deadly
53 Goblin healers are quite competent and their potions are quite effecatious
54 Goblin fungi gardens attract all kinds of creatures which also eat like giant crickets
55 Goblin lairs often have fungus based alarms, traps and guardians
56 Occasionally goblins will have magic items from faerie folk
57 Goblins are fascinated by magic and some human wizards find them good servants 
58 Ive seen goblins planting spores in the area, already giant mushrooms are popping up
59 I caught some children playing with some goblins, of course i had to kill them all
60 Heard some human slaves of goblins were freed and they just went back to goblin land
61 Met some refugees from goblin lands and they said they just taxed them food
62 I've heard goblin alchemists have tainted the water don't drink any water stick to beer
63 Once the goblins have control we will be annexed into faerieland and live forever
64 Goblin drugs have flooded the market, they want to destroy us with vice
65 I hear goblins are shapeshifters and some among us are working for them
66 Bugbears love catnip and cant get enough, makes them mellow and playful
67 Goblins are relatively respectful to elves even if enemies
68 Gnomes and dwarves hate goblins for competing for mine space and resources
69 When dwarves first began to hate goblins the goblins were working for faeries
70 Goblins are fascinated by human children because they remind them of faerie folk
71 Nilbogs are chaos goblins from a mirror world brought to here to fight 

72 Scholars want to know how goblins bred ghouls, trolls and goblins to make thouls
73 Norkers are hard skinned primitive goblinoids from ancient times 
74 Xvarts are a breed of goblin some say were made by frost giants as slaves
75 In goblin land live civilized goblins seldom seen by humans who excel at magic
76 Goblins have no qualms about eating their dead or the dead of other races
77 Goblins regard farting and belching as good manners and a compliment to the host
78 Goblins admire fine farts the way nobles talk about the most expensive wine
79 Goblins cant believe humans just waste feces and urine and just leave it anywhere
80 Goblins don't like dogs and will usually kill them, but they will eat them
81 Kobolds are a smaller breed of goblinoid but they dislike being bullied so avoid big uns
82 Some say there is a race of marine goblins with webbed feet and toes
83 Many goblin rulers go mad with power and over extend the abilities of goblin ambition
84 Goblin music is mostly terrible cacaphonic noise but at least they like it
85 Goblins really don't like dragons or giants but hobgoblins will work for them
86 It doesn't take much good treatment to make a goblin a loyal servant
87 Goblins in three generations in a new environment will begin to adapt and acclimatise
88 Goblin tribes come in many colours and have many distinct traits
89 Some chaos worshiping goblins have all kinds of petty mutations and vary in colour
90 Goblin gods visit and breed with their worshipers more often than humans
91 Many goblin heroes and kings come from divine bloodlines and are far stronger
92 Goblin language and script seems crude but is related to elvish but simpler
93 When goblins live at peace the bugbears and hobgoblins must be kept busy or they will take over or eat everyone

94 Goblins will often serve witches and have many practices in common
95 Because goblins eat all kinds of nasty things they will survive anywhere quite well
96 Hobgoblins are more willing to accept bribes than other goblinoids
97 Goblin markets sell fabulous and wondrous things few humans ever see
98 Goblins will often declare places like markets forbidden to fight in
99 Goblins tunnels are small for humans but are fine if made for hobgoblins or bugbears
100 Goblins are good miners and comptant craftsmen but poor builders 

d100 Loot
01 Goblin baby, cries mostly but walks in a d3 months 1sp
02 Goblin child, curious and gullible 4sp
03 Goblin teen, indolent, contrary and pouty so requires reverse psychology 10sp
04 Goblin adult untrained so requires d4 months work 1gp
05 Goblin adult housebroken and trained as labourer 2gp
06 Goblin trained household servant or guard 10gp
07 Goblin specialist (shroom farmer, wolf trainer, hunter) 50gp
08 Hobgoblin guard or gladiator, fanatically loyal as long as you don't swear at them 65gp
09 Bugbear guard (or assassin) happy if fed live goblins 100gp
10 Goblin Seeds in bag of 2d4+4, sprout next morning, loyal for a week 100gp
11 Goblin rattle, makes all baby goblins silent until rattled again 10gp
12 Goblin drum, alerts all goblins in a 100" to ready for war 100gp
13 Goblin flute, gets goblins dancing if they fail save in 1" (wont work in fight) 300gp
14 Shrunken shaman head, will answer a goblin related question per day 250gp
15 Goblin dung camp stove, burns dung efficiently to cook or boil water 2lb 15gp
16 Shroom Forest Spores, sprinkle over 2d6 1" squares, next moon grow d3" tall with various types of fungi with a 1in6 chance of a magic mushroom per square 65gp
17 Goblin strangling chord prevents victim making noise if attacked from behind 100gp
18 Faerie Food highly addictive save or hooked, very delicious, if deprived daily or lose a HP per day, becomes easily manipulated, will be ok if lives in faerieland 25gp
19 Goblin Pipe Weed, makes vision blurry -1 anything with sight and victim giggles for d4 hours, 4gp for ten doses 
20 Goblin pipe makes goblin weed last twice as long 20gp
21 Healing shrooms in bag d4 shrooms each heals d4 100gp
22 Vision shrooms cause user one hour spirit traveling visions, can ask 3 yes or know questions of the mushroom spirits 50gp
23 Beserker Shroom if eaten ten minutes after the next fight will go berserk for ten minutes and can fight into negative HP and +2 hit and damage 50gp
24 Terminator Shroom if eaten save or die. When dies arises as zombie, stands still and attacks anyone it sees, used as guards 50gp
25 Mutagen Shroom, causes minor mutation if eater fails save, usually chaotic, necro or fungal type mutations but others possible 50gp
26 Hobgob Shroom, turns a goblin into a hobgoblin 10gp 
27 Bugbear Shroom, turns a hobgoblin into a bugbear 50gp
28 Alarm Shroom, small ones com in pots, screams if stranger comes within 1" 50gp
29 Exploding Toadstool Spores, packet covers 1" square 
30 ystic Mushroom, eater can see magical enchantments or spells within 1" for an hour
31 Goblin Fertility Fetish, any woman giving birth in house with fetish gives birth to a litter of d6+4 adorable baby goblins 100gp
32 Goblin War Fetish gives who carries it +1d3HP 100gp 
33 Goblin Shroom Fetish doubles rate of fungus growth within 6" 100gp
34 Goblin Dakness Fetish creates zone of darkness 6" as if in a sunless cave 100gp
35 Goblin Bat Fetish if put in cave or attic attracts a bat colony fo d100 bats to roost which grows 10% per month until 1000 bats or out of room 100gp 
36 Goblin Winter Fetish cools area to frost cold, open liquids freeze over, 3" range, good for food preservation 100gp 
37 Goblin Screaming Fetish will scream if anyone enters room uninvited or does not sleep in room with it for at least one night 100gp
38 Goblin Rat Fetish attracts rats a d100 in the first night and more follow. Placed in enemy grain storage or if you want to eat rats 100gp
39 Goblin Monster Fetish if placed under a doorway usually of a dungeon or enemy attracts wandering monsters who might decide to move in and stay 100gp
40 Goblin Nightmare Fetish makes everyone in room have nightmares and prevents most spell casters from resting to recover spells, often kept in prison for spellcasters or enemy shamen 1000gp
41 Goblin Spectral Mask allows the wearer to see invisible spirits and non corporeal undead or people possessed 1000gp
42 Goblin Warrior Mask makes user immune to fear magic or morale checks 1000gp
43 Goblin Fire Mask -1 damage/dice from fire attacks and can touch normal fire and coals unharmed 1000gp
44 Goblin Bat Mask gains sonar like a bat within 6" 1000gp
45 Goblin Ancestor Mask stores a extra 1st Lv spell 1000gp
46 Goblin Protection mask +1 saving throws 1000gp
47 Goblin Wolf Mask can talk to wolves 1000gp
48 Goblin Ogre Mask can heal a HP after each fight by eating flesh of own race 1000gp
49 Goblin Boar Mask can sense truffles, grubs, worms or corpses 1" underground 1000gp
50 Bugbear Frightener Mask causes fright in children within 1" who flee for at least a round 1000gp
51 Goblin Bone Wand can summon a goblin from the netherworld once/day who might be convinced to help you which is harder for non goblins 1000gp

52 Goblin Ointment often sold as a beauty product or a joke, if rubbed on face gives victim goblin features, goblin shamen can cure with basic healing knowledge for a fee 100gp
53 Hobgoblin Boots +1 magic attack unarmed iron shod boots 1000gp
54 Bug Bear Necklace with 2d4+4 beads, each is a one use smoke bomb with 1" effect 400gp
55 Goblin Hand Grenaide with fuse, light and throw 2d4 damage 1" effect 50gp
56 Goblin Fire Bomb with fuse, light and throw 2d4 damage and save or dake a d4 extra damage a round for d4 rounds 100gp
57 Goblin Spore Bomb on impact bursts into choking cloud over 1" save or blind and lose a HP coughing until leave area and one round after 100gp
58 Goblin Stink Bomb is a gourd full of goblin farts, dogs and sensitive animals save or flee, others just disgusted 1" area 50gp
59 Goblin Smoke Bomb light and throw, covers 1" area obscuring vision, save or choke lose 1HP/round plus one round after leave area 50gp
60 Goblin Wretch Bomb if thrown at victim and they fail save to avoid covered in stinking fluid that most animals avoid and anyone can smell within 6" for a d4 days or scrubbed off with vinigar 50gp
61 Goblin Rat Potion turns drinker into a rat for ten minutes 100gp
62 Goblin Spider Potion turns drinker into a huge spider for one hour 100gp
63 Goblin Bat Potion turns drinker into a bat for one hour 100gp
64 Goblin Troll Potion can regenerate 3HP a round for ten rounds but reduces lifespan by 10% each use from cancer 100gp
65 Goblin Explosive Potion if goblin is killed in 24 hours they explode for 2d4 damage within 1" area 100gp
66 Goblin Venom Potion can coat a blade for one combat or ten arrow heads, if hit victim they save or lose 2d6 more HP 100gp
67 Goblin Blight Potion can coat a blade for one combat or ten arrow heads, if hit victim they save or suffer mummy rot HP 100gp
68 Goblin Light Potion in a bottle, when shake it provides 1" light for ten minutes 100gp
69 Goblin Fish Potion turns drinker into a fish for one hour 100gp
70 Goblin Swine Potion turns drinker into a domestic pig for one hour 100gp
71 Goblin Dagger +1 victim saves or -2 to hit from pain for a d4 rounds 2000gp

72 Goblin Blade +1 +2 vs humans shortsword 2000gp 
73 Goblin Mace +1 any victim killed save or become a hostile zombie, evil alignment weapon  2000gp
74 Goblin Bow is a +1 shortbow that replenishes ammo if used at night 2000gp
75 Goblin Spear is a +1 short spear that returns if thrown 2000gp
76 Goblin Axe is a +1 hand axe that can break a non magic shield or wooden hafted weapon if the wielder fails a save instead of a normal attack 2000gp
77 Hobgoblin Halberd +1 that can shrink to hand axe size on command 2000gp
78 Goblin Poison Arrow save vs poison or lose 1HP/round for 4d6 rounds 50gp
79 Bubbear Maul +1 makes no noise, even when smashing doors or bricks 2000gp  
80 Norker Club 2d4+1 club made from petrified wood and a dragons tooth 1000gp
81 Hobgoblin Skin Mask can look like a hobgoblin but if you wear it for over an hour the effect is permanent 500gp
82 Goblin Skillet is self heating on command and cooks 3 meals a day 400gp
83 Goblin Net can be thrown or used in melee, if hits victim gets a STR save to escape 1000gp
84 Goblin Luck Charm reroll one dice a day 1000gp
85 Goblin Beauty cream covers face in horrible green smelly pustules, last a month 50gp
86 Goblin Cod Piece worn over groin protects wearer from charm spells but looks offencive especially to clergy 1000gp
87 Goblin Death Pill eater slips into death like trance for a d6 hours and seems dead to even to most non expert healers 50gp
88 Goblin Horn calls 2d6 goblins from the netherworld to fight for 10 minutes once a week 1000gp
89 Goblin Scroll anyone examining or who tries to read is cursed will ilitricay if they dont save 500gp
90 Goblin Beard this comedy strap on green beard causes non magic thrown missiles to miss and is popular with jesters 2000gp
91 Goblin Cap allows goblins to tolerate sunlight and resist any magic causing blindness 1000gp
92 Goblin Ugly Stick is a +1 club each hit causes victim to lose a point of CHA, regained one per day 2000gp
93 Goblin Treat Tin three times a day is full of colourful beetles and grubs which delight goblinoids 500gp

94 Goblin Executioners axe is a +1 Axe but it will never hit a goblinoid 1500gp
95 Goblin Doll this comical evil doll has a goblin souls and when not watched sneaks about performing acts of murder and terrible pranks, can fight as a goblin until killed 500gp
96 Goblin Heart if eaten by a goblinoid they gain extra 1HD 500gp (mostly to goblins)
97 Goblin Respirator Pack immune to poison gas or smoke while worn, 10lb with cumbersome mask and pipes 1000gp
98 Goblin Bellows will blow away bad air or smells or smoke from a room under 10"x10" in one round, or longer with bigger rooms 1000gp
99 Goblin Sleep Dust if sprinkled on sleeping person they will not awake from noises around them and will sleep soundly with nice goblin dreams for a d4 hours 100gp
100 Goblin Ring will allow the wearer to speak to any goblinoid and can turn into a goblin for an hour a day 1000gp

Do I need to do goblinoid mutation tables?

Monster War Zones

Faerie 1 Faerie Forces
Faerie 2 Encounters Wonders
Faerie 3 Rumours Treasure
Peasant Revolt 1 Forces and Encounters
Peasant Revolt 2 Gossip
Draconic 1 Encounters and wonders
Draconic 2 Gossip
Draconic 3 Treasure
Necromancer 1 Causes and forces
Necromancer 2 Encounters and links
Necromancer 3 Rumours and treasure
Giant 1 Causes and forces
Giant 2 Encounters and links
Giant 3 Rumours and treasure
Addendum Quests

d10 What Started war?
d10 Objectives of invaders?d10 What ends war?d10 Factions of undeadd10 Factions of Humans
d10 Quests of the War

Forces of the war
Part 2
d100 Encounters - Combat encounters on the road or countryside during the war
d100 Wonders - spectacles and events but not necessarily combat
Part 3

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