Saturday, 11 July 2020

Shopping in the great shut in

So as my local shops/work prospects are terrible I normally buy interstate on trips and do get lots from Noble Knoght, Drivethrough and local only FB groups. I suspect lots of gamers my age were feeling poor last year as I replaced most of my 80s collection in a year......see my want list on rh sidebar. So recently a dealer I know decided to sell lots for charity and we have been friendly over a few years so I got lots.....

A bag of mostly GURPS/Gurps Traveller/AAADA region guides still on way.
I have a few stupid doubles of late....

So today guy left me a few parcels (rated out of 4 stars)

I got terrain texture rollers for some model making. I'm thinking of making up some terrain squares with texture and grass and some dungeon floor tiles. Possibly make some tiny cottages for a quick village. As I use 1/72 scale I have to use more wargaming and train type terrain stuff. Look forward to a play with these and kids might like too.****

I got a Paranoia box set as I stupidly got rid of my hardback living in tiny rooms in Sydney. I prefer early and mid paranoia. This ed quite crunchy but mostly it ran almost as a Larp. But the SF skill-based SF system I liked and how it fit into the world. I might try and find a few more. I have acute paranoia somewhere which can live in here too****.

More Darwins World stuff. Including The Ruin at the End of the World. An amazing hexcrawl campaign of LA with great history and revealing secrets of the setting that kind of amazed me. I like it when you can piece together info to explain whole setting and changed how I think about it. Map a bit ghastly and I would fill out street map geomorphs or use other sourcebook to pad out. One of best post apoc region books - id rate it with Gammaworld PitzBurke, Mutant Epoch Pitford and probably my own broken hill****.

Glorantha The Second Age: The Clanking CIty. Last mongoose RQ thing I wanted after nabbing most at a RQ con in melb last year. I normally dislike magic tech but this is done well and it fits in an amazing setting. The machine cult of Zistor of god learner wizards are cranking out cheap magic items, artificial limbs, war machines and weapons. They have built a machine god which is very heretical and the Dragon empire next door don't like it. It fits in with drarf ideas of magic in setting well to, Lots of good ideas here to enjoy and If you need a evil magic capitol of sweatshops this is pretty good ****.

The real treasure trove was an afterthought....a big pile of Iron Crown History campaign sourcebook. Some have Fantasy Hero stats too which remind my why I quit champions in 84 but still have fondness for it. I am not a fan of the Rolemaster System and some of the playbooks are pages of tables and stats dedicated to the game. 

Robin Hood. I wouldn't mind the GURPS one too. Why Robin Hood? As a time period it suits many DnD and fantasy games. We know the tropes and the IP is free. I recommend reading up on England as a land of banditry with knights robbing the next area as bandits to ruin rivals and lords supporting bandits who rob rivals. I guess nations all do stuff like this and quite a few bandits are victims of politics and possibly also rebels. This book has lots of detail on an England of anglo Saxon culture with a slappening of norman which suits lots of DnD worlds. Great timelines, lots of illustrations, maps, ships, church life, aerial village images, myths, a whole campaign with events, maps of prisons (lol), choc-full of goodness. Maybe some humancentric pseudo-history might be your thing. Interesting traditions of RH on film and TV. Especially making more ethnically diverse which some have problems with. UK 80s TV series had lots of magic and paganism and Robin server Herne the Hunter and sought the 7 magic swords of Britain so I wanna see that again. 160 pages****

Maybe I could be a jerk and say some people like Roleplaying certain eras for racism and classism. I know lots of hip ethicist gamers who hate dnd but have a softspot for nobility in games. Current popular discussions make me wonder.

At Rapiers Point.Three musketeers with some notes on adapting to other fantasy games. The swashbuckling spirit of Dumas if huge in gaming (and many robin hood films).  Good tables on income and jobs. Setting wise some good maps but a bit lighter than say Robin Hood. Id liked more info like districts of Paris, regions of France and local problems, England and the rest of the world gets more detail. Price lists for era with omissions like a horse price. I liked Chateau map in adventure. Overall I didn't learn as much and more superficial treatment. 128 pages and fairly dense. Modern art ok but pretty light on graphics compared to others. Lots of art does not really illustrate anything.**

Arabian Nights. Here we go. Might show all my Arabian night Games to some Islamic friends and see how they rate as respectful.... Away this features old Arabiabian nights art for cover and interior, much of it very nice and European victorian even nuveau style. To be fair it probably is the very definition of orientalism. Seems to use the core rulebook more. I think they put in a good effort in this book and it good tone on genre, asking reader to choose history or western romance and has a variety of options for the class system and how true religion works. It says some genre tropes not in accordance with modern ethos (1994). Having this discussion is a good thing. We are all still having this conversation in 2020. Various periods of play are outlined and ethos of the day. It deals with Islam in some detail. Has over a page on women, then social classes and other good cultural and geographic details like Bagdad. Desert survival in detail. Some ideas to cross polinate into other settings like er Middle Earth. Arrow snakes are a cool monster. In one adventure you go to Irem. Another seeks a Frankish Crown and more. 4 page glossary. 2 page references for gamers. It is much better than the Musketeer book and I think they mostly cared. I guess portraying any living religion in games has issues. I guess I like Bronze Age for these reasons. 112pages dense well illustrated**** 

Pirates. Have hopes for as it is branded like the Robin Hood book and fatter at 160 pages. More system mechanics early on blah. The world has lots of cool maps you could copy and mod. Ship and fort plans. Seaside towns. Islands.  Lots on combat and sea battles. Gazeteer is good with maps you can add too. A good timeline. Big fat champions stat blocks. Quite a few short adventures. Lots of games have don this subject and this is dense and well-illustrated. BPR pirates seemed flawed, broken and a bit odd from that rushed era of Chaosium. The good history here and feel but has more stat blocks than others in the line***. 

Mythic Greece. 160 pages. Mix of mostly arhaic Homeric greek and classical athens in art and victorian clip images. Proposes races including nymphs, satyr, centaurs. I wish available equipment was just in a price list not reference to another book rule sections that could have just put prices in. Good setting stuff and maps by page 63 it's onto scenarios and world and it focuses on archaic Greece of city-states mycene and Knossos then moves onto the world including Atlantis which I would like to do destroy. Lots on people and gods. Maps of forts and houses and locations in the back. Lots of good content here but the Arabian Knights book has a better more consistent feel for the art. Lots of Illustrated characters for player looks and bronze age kit is good***.

Wish i had Vikings volume.....

Mythic Egypt.  Thinner but dense with art and art made for the product with probably the most over the top cover of gods fighting on front. It is an enthusiastic hot mess cover, fun but kinda takes vibe somewhere stranger. Maybe it is the Fantasy Hero compatibility cos rolemaster was crunch and gritty while hero system champions is is crunch and over the top. Lots of deliberate new art, maps and victorian clip art (like they paid for it and had to use it). Djinn, sphynxes, Werecats and other lycanthrope races for players. Good timelines, lots of maps, illustrated gods, diagram of where the sun hoes at any hour not in sky, a few pages on language. Lots of good  adventures with maps to recycle in play. Six pages on gm tips that i don't understand why it is here as it feels like its a left over from some other work it is so not on point. Gods are good but some mechanics for magic just not interesting to me. Probably one of my favorites with some odness. Definatley the most art and maps any one could use****. Also noticed random generated pyramid dungeon generator. So many good snippets. 4 types of mummies. Keeps getting better and possibly one of my fave rpg thing list

Friday, 10 July 2020

Babylon RPG Blitz of Reviews

Tags seem to vanish off my blog posts while working on them and I cant cut and paste tag lists in from other posts with same tags - thanks google apes

So after thinking for decades I was madly running 4 Mesopotamian BRP games and more recently my Exilon setting (here) and adventures (Patreon) an I thought I might be involved in one. Suddenly lots of RPG floodgates are opening. I always dreamed of doing a BRP or Gurps one but like most stupid dreams I didn't. Even as an editor or reviewer or consultant sniff. One of my right-hand links goes to my posts on this theme including comprehensive image dumps to help players visualise the era mostly focused on Iraq and other nearby places. 

So after hearing of a new one and getting It I hunted for hours through LuLu where I had seen one only to discover same was a PDF of drive-through with a new colour cover. So anyway here are some links to some more which I have added to my Mesopotamian Adventures. Here I am reviewing BFJB and Into the Bronze. There was a sorta biblical series of ancient near eat harbacks in d20 bays but it had this biblical veneer and some mythic touches i disliked but I would nab it in a flash If I saw it around. I have reviewed Ankur and Blood & Bronze before. And then there is Puerta DeIshtar in Spanish which looks amazing, sounds cool and I wish I knew Spanish...or is it Catalonian?

As I'm a bit of a fan with 40kilos of books on the subject next to me, I do like to see this stuff used well or interestingly and slide away from pop cliches or through a lens of Christians looking through a lense of the old testament and people many time removed. Pazzuzu is a ok demon yet Hollywood and gamers make him a non useful demon. I got the Cthulhu Britanica: The Curse in Nineveh and I was miffy because they made Nabu Yog Sothoth and then act out of character to me when Nabu is Thoth Hermes so other mythos gods a better fit. Possibly Bast is over used by HPL fandom too.

One of my other interests is skeptical archaeology so lots of the UFO ancient astronaut stuff I see that it causes actual harm on evidence and to current occupants so I am running out of being able to enjoy all the products based on this premise now. At least HPL declared he wrote non fiction unlike 
Zechariah Sitchin who proclaimed it was truth. Then there is that great Essay on how Von Daniken ripped of HPL methodology and writing style.

Blood & Bronze RPG
Some crew here worked on some similar themes in their retro and clones
Into The Bronze RPG
Babylon on which fame and jubilation are bestowed
i presume is older version i spent hours looking for
Design Mechanism Promise a book for this line...
Ankur (all this + Aliens and UFO Cult Dogma)
If i had to pick a game of ancient aliens based on mad racist Zechariah Sitchin
Though for superheroes to visit or an alt timeline I guess Its cool and has lasers

So I am going to get hard copies of Into the Bronze and BFJB. The latter I have looked over the old version PDF and gosh I like it.

Babylon on which fame and jubilation are bestowed (old pdf version)
It has some impressive research, campaign info and use of authentic language (+just read the kings laws for game seeds). Plus It has and like spells and other mechanics which lots of the 250 pages in earlier part is character generation. As I know the history here I'm pretty impressed mostly. They do slap in elves and make dwarves Sumerians and end races which I would just drop possibly. Several other games have gone this way and Egyptian ones to put in their tolkien races in other settings. Lots of setting stuff is in the mechanics and detail in the skills that is quite intense. So based on simple and but it has skills and lots of other add sons. The magic associated with gods was not quite what I would do but is very fun and interesting to link spells to gods as they do. As someone writing my own retro-clone I appreciate lots of thought here and was surprised I liked lots of the mechanical ideas which I don't feel often.

There are so many good things about this I'm jealous and even though I ran the same period for years there Is a lot in here setting wise I really like/ Especially for character cultures and home cities. Unlike lots of games, this has some good city details. I look forward to the newer edition and will post here when I get it. It is good to see a book full of stuff you meant to do in a long term campaign detail wise. So interesting for the history, setting and as a retro-clone that is thorough. 388 pages - older B&W PDF cheaper I'm getting new book later

As for my own take in things, I guess I syncretized the crap out of the religion to make a consistent pantheon which barley happened sort of cos the real ancient world was local and diverse in styles. I guess I did It for similar reasons that empires did for easier paperwork. I guess I used are and maps and historic texts and miniature to convey lots of detail visually when I run these. 

Into The Bronze RPG
It is a simple and pretty RPG pdf, more minimal and about graphic design. Lighter, more wire space and lots of historic clip art. Some though is thousands of years later than the era depicted here. Instead of detailed setting lore, you have lots of tables for adventures and hex crawl. It talks about Sumerian and shows what I think Is Brugel and mentions the surviving religions as a source which I am not hot on. Once again The first part of the book looks great. The random map I found a bit ugly but they for making a hexcrawl on the flyover detail and simulation of history. The last section has some monsters and more art that while is well used as design is more off theme. I don't think this game teaches as much about history or is for a long game. Id rates it highly as an art-game though. I to be honest get only a vague sense of middle eastern history here or even much distinctively Sumerian. 60pages.

I rate highly for look and feels and for sandbox improv tool and pretty utility tables. but I'm more likely to use it to add detail to another more detailed game. Comparing one of these books to the other Into The Bronze makes me think of splash spreads of design first and BFJB I think of as lots of mechanical goodies and some history and sensitivity to the culture.

I guess having done 2300BC and 1800BC and 700BC games I see differences some don't and as an image researcher, I know where most come from (and more nobody else has used). My more recent Exilon being more DnD was less historical more fantasy and intended to be easier to run by not being as intimidating as history can. Filling in some gaps with other tropes like Robert E Howard seems a popular approach too as three games claim to do it but all different. Anyway looking forward to some hard copies and for what Mythras will do as they do some good history gaming.

A 25 page pdf zine? Describing a diseased chaos cult with monsters, spells, mini-dungeon and lots of goodies and nice art. I kinda wish it had a few more pages to print it easily. A timely snippet of chaos fouldom. Entertaining waxing poetical on a needed topic.

Book Of Lairs vol 1&2
I recently struggled through these old classics. Potentially useful to drop in games and for a novice npc describe a monsters tactics in an environment. Each has a few hooks to get players on board. Lots of variety of monsters. Vol2 get more Oriental content, more guest star writers and possibly some of the more interesting ones. So do players really go about killing animals that much in DnD? A good mix of level stuff for lots of settings.

Some problems include often overwritten in some cases like a spread on an encounter I've had in dozens of games and most people just improvise it the same. 
Alot of these are just killing animals all who are extra cunning in many cases and won't fall for obvious stuff. Quite a few good monsters to hurt too which I have never killed with any but I had slept with a silver dragon in Dragonlance. Lots of these are controlled or duped or wrong or just too demanding. A few monsters take a while of being stubborn before you kill them so I guess its their fault. I like one good magic monster was just hard of hearing and easily confused but it suggests you give xp for not murdering the critter. There is one halfling weirdo who sounds like a modern kidnapper maniac but he only torments and verbally abuses victims for months before scrubbing their minds and releasing when bored. This guy is kinda the creepiest nothing villains on any official module. I like the idea of this as a one-page dungeon thing but Maps and bullet points would beat text in a few cases. The writing style varies from concise to somnambulistic. 

More stuff coming In

Wednesday, 8 July 2020

Homebrew Updates

So as I have an alignment system where you may put one point into an alignment per level and take a oath and get a gift. It did result in a TPK in a 20 minute game once which was awesome and players seem willing to restrain from it. Some ignore it but then see some other guy get a +1 sword and say i want me some alignment, fanaticism a small price to pay. Or I really wish I had this thing maybe alignment might let you solve it.

It has also helped make some very diverse characters that break class convention like a sword wielding wizard with a few cure light wounds spells who is painfully moralistic and preaches celibacy outside of marriage. Great guy. All the thieves who became kleptomaniac impulsive graffiti artist who went on to piss off gods. Or that warrior who started getting too lawful and just put on breaks a while with alignment fanaticism. 

So I have been revising benefits a bit and decided to put in wishes possible at highest level as gifts and some tweaks to let you stack your magic item gifts for extra minor abilities. One of most interesting discussions was alignment points as magic resistance vs opposite alignments. So you only could have 20 total points in one alignment (Good or Law) or two at 10 (good and law) so to make these scores a few % of magic resistance isn't too world breaking. That good guy with +20 in good would get 20% resist evil spells but that lawful (+10) good (+10) guy would get 20% vs chaotic evil and 10% vs evil or chaos.

Making alignment do stuff in game and have clear guides over behaviour defined by oaths has been good. Some other thoughts on how this links to religion and magic items that might have required alignment scores to activate abilities or resist a curse. Some more options for magic items and 

I like way you could select difficulty rating of a dungeon or monster random encounter by level its a shame they didn't rate magic items by level too in older books which would make sense.

Currently you can get a +1 weapon at low level with a oath then a +2 one at 6th level. So this seemingly makes old +1 obsolete and you might throw it away or sell it or give it to a follower. But we considered you could instead upgrade an existing item and unlock another ability. I guess Id do the same for armour but might need a better table but possibly as A +1 ring or armour are stackable in a way attacks are not usually able to do

d12 Swap a redundant "+1" for:
1 Only usable by your alignment other users save or cursed -4 to hit
2 +2 vs a specific species or opposite alignment (so a +2 sword have +4 vs one foe type)
3 Opposite alignment touching weapon to hold or hit takes +d3 fire or electric or cold or venom
4 Thrown misile weapon returns to hand others acting missiles create ammunition
5 Weapon glows within 30 yards of one species or opposite alignment
6 Weapon leaps into your hand as if you had quickraw weapon if within 10 yrds
7 Weapon glows casting light equivalent to lamp can be controlled at will in hand
8 Weapon transforms into a harmless non threatening similar size object at will
9 Weapon is intelligent advising 
wielder via telepathy, stack twice item can talk
10 Weapon can once fight on own one round per weapons + per day (+2=2rounds)
11 Weapon can cast four cantrips once a day
 Weapon can cast a 1st level spell once per day

Currently we are making monks to test out weapons skills and martial arts  a bit, writing mid to high level spells and various little tweaks. Working on a new character sheet.

Realised was mixing my nationality spelling of English again so a few things fixed since this.
Possibly could have made this guy a more horrible killing machine but went for thief and healing stuff. A fighter the same would probably hit more often and move slower in armour. These same alignment oaths and gifts could be slapped on a wizard as easily which I like the idea of wrathful LG wizards. I don't really need paladins or rangers in my game, this system lets you make lots of other vanilla classes do strange things. 

ENC is a fun time thing mine isn't strictly mass. With this guy a few more things in his pack and he will be -3 on his move of 16 making him faster than unladened normal person.

Though hitting a magic monster bare handed is one thing i realising punching a slime monster or fire elemental or wraith might be really bad outcome maybe monks need threat proof fists or a stick for such occasions. Or a halberd. I gave this guy gauntlets for this. Magic Cestus?

Worked this guy up from 1st level by level to six to test the system. Also being martial artist they tests min maxing and stacking fancy fighting skills which I want. I like some stacking but not as silly as it all got in 3rd ed. Lots of players enjoy this stuff and my last gasp of old and was early 2nd ed with the brown books and my fave later 1st ed books were Dungeoneers Survival Guide and Oriental Adventures so my liking of stat based rolls for skills was big. I liked BRP and Rolemaster and GURPS to and skill systems in general. Skills as a shortcut for getting in game clues is kinda like we roll dice and don't need to punch the DM to run combat in game. They make stats do things unlike some versions of game. I prefer stat based saved and modern target hit rolls and lots of stuff. Im gradually filing off some relics of 70s wargaming and polishing others. I was quite happy to slap the 1st and 2nd and 3rd stuff i liked on top of BX.

At least I am playing a fantasy and clone again. Stone Age Sorcery game coming up and characters are I'm hoping gonna fight some megafauna.....It has taken too long and they are 6th level.

Tuesday, 7 July 2020

War Against The Dark Lord 2: Dark Lords Encounters & Wonders

War Against The Dark Lord 2: Dark Lords Encounters & Wonders
So these are to be used as usual as the war is breaking out. Just used a d10 early on and higher dice for increasingly bad stuff. Encounters are the things you meet travelling or camping as war starts. Wonders are things you might witness and not get involved in. Some are just memorable sights to witness, some are opportunities to learn or fight evil. Lots of confused people don't know what is going on at first so characters could easily help out.

I would probably hit a party with a war from 4th level especially when just returning with lots of loot. During the war travel gets worse and fate nudges you into helping. The dark lord targets those who stand out in his great scrying halls where wizards spy on the world with magic. So as you stand out you get more supernatural surveillance and more encounters as enemy sent after the party.

Next will be loot and gossip. Lots of the gossip is dark lord propaganda. Lots of items are cursed or require evil people to use them.

Why does this random mook support the Dark Lord?
01 You get stability with the dark lord, he is just what we need right now  
02 Well one day one of these dark lords is gonna win and 
03 I have a lucky feeling this time, I can just feel this time he will win
04 All these pretty people will all be brought down low with fire and iron
05 Well its always been the same dark lord and he always comes back 
06 My ancestors made a pact to serve the dark lord and I got the call
07 The dark lord really looks out for the little guy, he understands us
08 All that dark lord stuff, its jus to scare the enemies into eternal subjugation
09 All those rich and pretty people stop the dark lords chosen getting what they deserve
10 The dark lord wants you to be free, to kill who you like when you like 
11 The Dark lord says remorse is for the weak while the strong take what they want
12 All this plotting and corruption is weak and slow, the dark lord simplifies everything

Why does this evil hero support the Dark Lord?
01 Was tainted by evil oaths for corrupt unholy weapons
02 Wanted to try and save family ended up killing them all
03 Was granted power in return for an immortal soul
04 Promised immortality among the dark lords chosen
05 Rivals killed by dark lord agents who occasionally show up
06 Once you get on board with the power you learn to stop caring
07 We must reduce the weak with trials of blood and fire every generation
08 Dark lords taint runs in your bloodline and they dream of the lords dark gaze
09 The dark lord represents how the universe works, the strong eat the weak
10 Nobody can defeat the darklord, sooner you join us the better
11 When did the forces of good do anything lately? Made universe then abandoned us 
12 The dark lord draws on unstoppable powers from the void before the universe

War Against The Dark Lord 2: Encounters
01 Goblin bat riders scouting area possibly skirmish but mostly seek food and info
02 Wolf riders scouting area possibly skirmish but mostly seek food and info
03 Area cloaked in webbing  and giant spiders wait in ambush
04 Pack of savage wild dogs menacing area for food
05 Goblin foot scouts with bows mostly want food and targets for other troops
06 Gang of bandits bear the dark lords mark having joined him
07 Gang of thieves in service of dark one ambushing and killing travellers
08 Swarm of rats - breeding and feeding from dead 5% chance carry plague
09 Swarm of bats 5% of them has rabies
10 Swarm of ravens - will mutter about dark lord and say his name "darklord!"
11 Shifty looking robed man watching area from afar, is really an orc scout
12 Squad of hobgoblins out to massacre commoners to spread terror
13 Evil priest raising some people they murdered as zombies to block the area
14 Robed cultists dedicated to the dark lord in robes, led by a wizard many apprentices
15 Dark robed weasly man convincing people to surrender and prepare for the master 
16 An evil bard is spreading gossip and propaganda supporting the evil one in war
17 Wandering mob of zombie peasants on a killing spree
18 A lycanthrope in human form seeks company on the road
19 Doppelganger spy of the evil master friendly to travellers seeks information
20 An ogre with clever sitting on path preparing a serf stuffed with rats for a meal
21 A shadow coalesces as an evil shadow hungry for the strength of the living
22 A group of ghouls bold enough to hide in shadows and overcast hungry for flesh
23 Wight warrior with an ancient black blade of the evil lords forge seeks something
24 A frightful wight knight on a bone golem horse harrases travellers and messengers
25 A dozen goblin archers with a d4 wolf riders an army scout group seeking intelligence
26 Six wolf riding goblins chasing common travellers with a wagon
27 Swarms of evil bats roam the land spawned by the dark lords blood
28 Hobgoblin squad crucifying some caravan guards who resisted led by cruel officer
29 Orc barbarian mob of dozen warriors and d4 berserkers have run ahead of plan to loot
30 Wild hairy naked gang of abhumans from the woods have been duped to unrest
31 Band of feral goatmen from the dark mountain want to harry the ruination of humankind
32 A lone ogre was ditched by his orc handlers and is lost and hungry 
33 Four orc warg riders scouting for local orc commander, will flee and get help
34 A ferocious insane troll from the deep has come to see the sun fall from the sky
35 A lone wounded orc sees trouble coming and with last gasp blows hor for aid roll again
36 Six giant bats each with a goblin archer harry travellers who can't fight back
37 A young 4th level necromancer and his dozen skeletonised serf with farm tools, seeks corpses can carry back to master to make undead, carry a d6 bodies
38 A dozed dark templars led by a 4th level priest of darkness stirring up terror
39 Four orcs commanding a dozen cowardly ill-equipped goblins
40 Hood wearing cultists with burning torches and swords killing anyone not in a hood
41 Hooded cultists mugging a country priest or friar while a d4 scared commoners watch
42 Galloping frightened horse with unconscious cavalry trooper hanging from the saddle
43 The child cries for help, tells of a dozen orc archers attacking homestead near
44 An invisible imp has a mission to molest travellers and keep eye out for heroes 
45 An invisible dark elf follows travellers intending to murder them by night when helpless
46 A robed hidden hobgoblin will fire a single poison arrow then flee to report to command
47 A goblin bat rider flies by if not stopped a turn later hear goblins coming. A d4 wolf riding goblins archers will track party first and retreat if hurt to join dozen goblin skirmishers who hunt the party
48 Hill giant sitting by road with a dead cow and a d4 probably dead farmers busy eating
49 A band of armoured dwarves 3d4 fled underland tunnels to avoid two squads of orcs chasing them each led by rival commander, dwarves seek travelling companions
50 A young elf is being chased by a squad of orcs, has spent spells already and unarmed. Carries a message warning of orcs siege on hidden elf stronghold to elf king
51 Dead man caries a d3 cursed items left here by a giant bat as a trap
52 Halfling in hiding warns of upcoming encounter up road (roll again)
53 Unburied bodies lay by the road and a d4+1 shadows arise to attack
54 A dozen rambling zombies travel in line to nearest settlement and attack everyone they meet on way
55 Wagon of refugees with belongings and wagon struggling to move cart, two squads of orcs are on the way here in ten minutes
56 Lone ranger on horse chased by dozen goblin wolf riders
57 Squad of orc pikemen burning a house while family trapped inside
58 Cult leader priest with a dozen hooded fanatics a chaos flagellant and six 1st level templar priests have captured a local leaders family and taking them to the dark lord 
59 A dozen chaos berserker mutant flagelant monks with war flails on killing frenzy
60 A dozen orc riding giant lizards gallop down road raiding the area
61 four wight warriors leading a dozen skeletons have awoken at the masters bidding
62 Six wight knights riding bone golem horses hunt adventurers the master wants
63 Pack of wolves d8+8 have chased a local person up a tree 
64 Orc barbarians on horseback, six with mounts here to kill minions of the dark lord who does nothing but fail them and lie, tribe dedicated to killing dark lord and his wizards and cults. Stop to ask directions where enemy orcs might be
65 Gang of youths with clubs eager to meet the invaders sure that being human alone will make them win, friendly to strangers and boast of future heroic deeds
66 Bard rider on horseback (dark lord cultist) telling all to flee coming evil armies
67 A dozen bandits of the area unconvinced the Dark Lord offer more justice or prosperity than current regime is helping refugees and wounded soldiers by holding off some goblin archers
68 A dozen barbarian riders here to kill minions of evil, normally they're kind unwelcome 
69 Elves helping some humans on the road with food and blankets (1in6 are dark elves in disguise and blankets carry plague and food is poison)
70 Distant horns and shaking earth as hundreds of orc heavy infantry and a dozen armoured war ogres. A dozen warg riders scout ahead and skirmish with enemies
71 An old knight leading 3 dozen militia hunting monsters, no idea how bad things are yet
72 Nuns with a wagon have heard needy folk need help. Not really helpless as they all carry maces, wear chain under robes and leader is 4th level priestess
73 Knight with his squire and several extra pack horses travelling and no idea of what's happening
74 A dozen knights led by a paladin and her priestess follower on a horse on a mission against a weapon of the enemy
75 A bandit gang of two dozen have been court off guard and escaping area with all their goods and a d6 harmless followers. Could be convinced to fight and earn a pardon but they plant to hide in a distant cave they have heard of
76 A merchant wagon train of fleeing rich with four dozen men at arms. A d3 merchant families and servants are fleeing to a ship to leave the continent
77 Local lord with seventy-five spearmen and six knights and forty archers on the hunt for evil
78 Amazons on horseback, dozen from beyond the frontier here to kill orcs or goblins, possibly meet some women to take home
79 Goblins mostly archers, two dozen killing a wounded d4 1=treeant 2=giant 3=hippogriff 4=cave bear
80 Wyvern is ridden by d4 1=orc hero 2=evil 5th level wizard 3=evil 4th level priest 5th=evil cultist knight
81 A dozen hill giants drunkenly lumbering about commanded by an orc hero and an orc squad of pikemen
82 A dozen orc heavy troops with composite bows, poison arrows, scimitars in chainmail, led by a hero with cursed evil blade and pet warg
83 A dozen lizardfolk warriors serving the dark lord against humans, these use obsidian war clubs and javelins and blowpipes with poison, led by a hero on riding giant lizard 
84 A dozen trolls marching to an orc drummer with a dozen orc pikemen and an orc hero behind them 
85 Goblin skirmishers are busy setting fire to forest or houses or something unwelcome
86 Dozen orcs riding giant boars from distant land led by a hero and druid companion here to kill those serving the dark lord, mostly avoid locals but enemy orcs fear them
87 Evil wizard with succubus or incubus lover trying to get back to dark lords side with espionage documents, if cant avoid others will pretend to be agents of the kind on a mission and if that work might try and lead the party to a command outpost to kill. Outpost will have at least four dozen words, a d4 wards and a 4th level evil orc priest
88 A wraith roaming the woods spies for the dark lord and reports adventurers location to the dark lord who sends six wyverns ridden by 4th level evil priests 
89 A wraith riding a zombie wyvern attacks non-allied adventurers
90 Chaos warband of thirty mongrel monster maniacs not affiliated with dark lord but up for raiding and looting and fighting. Goatman hero leader has harem of d6 chaos shoggoth lovers
91 Drums indicate hundreds of goblins running through area eating everything, most animals hide or flee
92 A dragon flies overhead and will ignore most travellers unless it is tempted by treasure, then it will breathe from the air than land to mell
93 A hundred orc heavy infantry marching and charting war chants led by an orc hero and evil priest adviser
94 A hundred skeletons marching with necromancer lord 9th Lv wizard, some of them play jaunty marching tunes on bone flutes and human skin drums 
95 A hundred corrupted human cultists 
96 A great demon of shadow and fire, flies overhead unseen for an age, a fallen demon angel serving the dark lord and thought all on earth killed by gods long ago
97 A great gaggle of over a hundred chaos tainted mutants shunned by the good and pretty relish the dark lord coming and have started murdering up to demonstrate their support
98 A spectral army of damned souls sworn to serve the dark lord long ago, now a hundred of these spirit warriors march as if they still lived
99 Army of 100 orc pikemen 100 orc heavy infantry 100 goblin archers 40 orc warg riders, 6 Hill giants, 4 megaceratops with cannon platforms on their backs and 80 goblin baggage handlers carry supplies in read and strip land of anything useful or of value. Each group is led by own hero and force is led by a demon who rides a shadow dragon
100 A colossal vessel of the dark lord has arisen, a terrible burning giant that lays waste to all in path with a hundred cultists following all chanting and sacrificing victims to him

War Against The Dark Lord 2: Wonders
01 The day grows shorter as twilight and sunset become several hours shorter
02 A great distant forest fire rains ash and sparks and smoke over a huge area for days. Chokes the air and reduces visibility and local spot fires startup
03 An eclipse long prophecized strikes panicking many peoples and paralysing both sides for a day
04 A great and terrible storm with gale-force winds sweeps over land destroying crops, damaging buildings and terrifying everyone. No forces move a d4 days
05 A volcano erupts surprising many, mostly darkens sky with smoke and makes sunsets more red and orange, but locals report damage and fire creatures spewing from the crater
06 A quake strikes the kingdom seemingly targeting many fortifications 
07 Heavy rain causes flash floods in lowlands and some people lose everything and even lives. Spreads chaos and hardship till giant beavers arrive to save the day
08 Bats swarm over the whole sky, millions upon millions like dark clouds
09 Coastal tsunami damages ports and fishing villages and many ships are lost
10 A plague breaks out in some cities as they prepare defences for war
11  A priest leading hundreds of singing peasants with flowers who are going to prey the evil one away with their love. The priest is mad as his secretly a doppelganger assistant has been poisoning him with madness drugs and mercury. The doppelganger really wants this scam to work and get promoted by the dark lord
12 An evil priest promises listeners life if they serve the dark lord and offers to take those willing to service and life behind enemy lines. Many desperate people are convinced by the promise of food and freedom. "Don't believe the lies, serving the dark lord is great!"
13 Baggage train of supplies in oxcarts heading to troops and needy is held up. An evil bard is trying to convince the quartermaster to take it all to the dark lord for gold and a title
14 A hundred orc spearmen and 40 goblin archers are leading the whole population of a village and several wagons of goods to the dark lord
15 A force of 100 barbarian horsemen from the frontier and a force of 100 knights have met on the road and the leaders are busy fighting about who should command and follow who and where the enemy is, this will continue for hours 
16 A sprawling force of a few dozen militia and several hundred irregular commoners with slings, bows and farm tools has united under the command of a naive young priest who marches to the enemy
17 Thousands of refugees swarm, abandoning heavy goods and broken wagons, some lost children and injured elderly crying for help
18 A wounded demoralised army retreating without any leadership fleeing and abandoning equipment, hundreds of men mostly wounded. Howls of wolves, drums and trumpets are behind them 
19 A priest driven mad by dark lord agents with drugs has assembled a children's crusade of three hundred city urchins with sticks and stones to fight the dark lord. All are hungry and cold
20 A recruitment station ahead has received two hundreds of recruits of all walks of life. Another hundred camp followers and refugees gather here also. Bard criers inform regularly new war and mobilisation news, people seem optimistic
21 A massive orc and goblin force is attacked by a third force of foreign orcs who set the orcs and goblins of the dark lord fighting while they flee. The force breaks up and scatters 
22 A marching army of undead is attacked by a fighting force of priests who route the undead scattering thousands of skeletons over the land all confused without orders
23 A halfling ventriloquist causes a dozen ettins to fight each other leaving several dead and most hurt. Then he starts taunting them again. 
24 Treants and tree spirit folk pour from the woods and route a goblin army 
25 A marching army of orcs halts. A wizard leader receives a message from the master and the whole force change direction to some distant cause
26 A marching army of orcs are repelled by halfling militia in trees throwing rocks
27 A great mighty wizard appears and routes an army of orcs and goblins
28 A hoarde of wildwood folk all hairy and naked and serving the dark lord are met by druids who convince them to change sides
29 An army of works is routed by mostly spells from elvish force who move in to finish off survivors 
30 A barbarian horde on horseback rout an army of orc infantry unprepared 
31 Forests are being infested with webs of giant spiders, some whole woodlands have been consumed
32 A migrating clan of ogres have set up a camp, more than  anyone in this land have ever seen
33 Thick black thorn bushes have sprung up in many places, blocking roads and forming huge hedge mazes meters wide sometimes, small races like goblins find it easier going than humans to cross
34 Millions of black rats swarm over the country spreading plague, eating stored grain and flowing into cities
35 A dark taint has overtaken local nature, evil squirrels and forest animals are hostile and tree spirits are evil unless someone can purify the heart of the forest in a secret druid cave
36 Hundreds of petrified fleeing human statues caught by a basilisk sent by the evil one. The beast still lurks awaiting orders
37 Squadrons of giant bats with goblin archers are attacked by giant eagles, clouds of ordinary bats and tiny birds fight around them darkening the sky, blood and feathers and bodies rain down
38 An abandoned army encampment with a few men hiding some wounded. The camp has been destroyed by werewolves spreading in the barracks now finally they have shed uniforms and destroyed most witnesses they have fled 
39 A wizard of the dark lord with hundred orc pikemen meets a cyclops leader to negotiate unity. Any interference now might ruin the meeting and possibility of the cyclops tribe joining. A dozen fighting cyclops are ready. It might be possible to get cyclops to help humans but this is harder
40 A colossal giant black undead wolf Carnix walks the land with a two dozen zombie wolves. The beast was released from the underworld by the dark lord and it longs to feast on humans
41 An army of orcs moving siege equipment, one of the weapons is worshipped as a minor god with a priesthood who care for it and it is pulled by a team of six megatheriums. The orc army includes 100 siege engineers 100 pikemen and 100 crossbowmen. The cult weapon is d4 1=Ullzauel the god cannon 2=Luran the violet ray apparatus 3=Gorizol a machine with lense to amplify a basilisk gaze 4=Hellspitter a machine that shoots a 20d6 fireball using gems as ammo 
42 Orc sappers have been digging and using black powder to divert a river that could flood all the lowlands. The massive earthworks are visible for miles. Once close see they are using human slave labour and have built a camp where the river diverging will destroy
43 Wizards have made vast black stone walls blocking roads and waterways causing chaos
44 A great string dust cloud is moving among it thousands of zombies moving in a herd to the dark lord's design. This control is based on a relic that might be damaged
45 A vast lake of mud has been created by wizards to block certain road routes and supply lines of the king's army. King's wizards hope to make a path through it by turning mud back to stone but mostly the land is ruined
46 A dark lord wizard unleashed a wind of death causing every 1HD or less humanoid to save or die as spectral death spirits slay those who fail with scythes and carry souls away. Survivors are horrifies 
47 Water is tainted with chaos in the area, strange plants, animals and mutant locals turn evil until taint is stopped
48 A great tribe of forest orcs unwilling to get involved in this age of strife using their druidic relics to all turn into trees for a few hundred years to the dark lord has gone or someone can find a way to revive them or convince them humans would cooperate against other orcs
49 A great barbarian prince with his burning spear Bloodbrand leads his army to attack an orc camp and personally slays a death knight hero of the dark lord
50 A great gathering of naked orcs standing about aimlessly. In the middle in a great muddy pit wizards make new orcs from the mud. Apprentices try to encourage orcs to try weapons and learn evil language commands. In a few days, they will be ready to fight 
51 A comet passes overnight, next day plague has broken out across the world
52 A shooting star crashes actually a greater demon entering the world released by the dark one 
53 A great burning light of the dark lord is seen blazing over the horizon shooting bolts of power into a great dark hole in the clouds above
54 A great spectral projection of the dark lord appears in the sky a supposed portent of his divinity according to the cult
55 A river turns red with blood, choked with corpses and body parts
56 Sixty orcs are digging up a graveyard and assembling skeletons on tables for a necromancer to make into skeletons. Have about 70 so far make a dozen a day, plan to be here a week
57 A giant cyclops orc hero leading a horde of a hundred irregular wild orcs with his great spear Grimsplinter a poison evil weapon used in the dawn age to kill an elf king. Has a personal guard of ogrillion orc-ogre hybrids
58 Great colossal drake Gloomfang unseen for an age plunges from the sky and destroys a town with fire and rages in the flames screaming
59 A vast dark shadow covers the land as armies of darkness advance allowing them more freedom in daylight for many cave born orcs and undead. As the armies advance dark priests plant monoliths that expand the effect, A temple in the dark lord's realm controls this effect with an artefact called the Cradle of Darkness
60 An ice lich riding an undead woolly rhino leads an army of a thousand frost covered zombies, spreading winter like conditions as they advance. The lich carries an artefact brings winter with it and has six living dark elf luitwnants riding winterwolves
61 Evil dwarves explode a cliff face revealing their great garage magical war juggernauts and a few iron golems to roll out over the land and crush humanity for the evil one
62 Dark elves call the great gnawing underworld dragon Nidhog to kill all the crops and fruit with blight overnight. Each night the dark elves affect a new district riding on wolves
63 Goblins call on their great worm god to spawn a plague of maggots that eat any food or crops on the plant then gnaw on wood or animals. Takes a few years to die off
64 Spiders have woven great cables over vast distances they can use like a telegraph system to send messages. The cables can be followed to spider operated stations and a hub connected to the dark lords command
65 A colossal spider monster bursts from the earth with her army of giant spiders
66 Tarrasque has been awoken by the dark lord and is being directed by a gold torc that hurts the beast. If freed it goes for the local dark lord HQ to destroy it
67 A great insect hive of evil tainted termite folk grows towering over area as trees stripped and earth scoured for construction. If the evil tainted queen is killed the colony die
68 Orcs are razing all the trees in a valley to build a gargantuan construct to house the essence of the dark lord if his current body fails
69 Goblinoids are digging a vast pit with slave human labour digging up a giant armoured corpse of a past form of the dark lord they hope to revive (you cant have 2 dark lords right?)
70 A local leader has camp with four hundred refugees, 100 spearmen, 100 archers and 100 horsemen. The king has been confused by his evil bard and is paralysed with indecision and has locked up their heir who dared disagree in a bout of paranoia. Orc scouts know of their plight and dark forces gather
71 Hundreds of forest animals and faerie folk and tree spirits pour from the woods and send a army of monsters fleeing
72 An orc force is under siege by a larger horde of beastfolk united against the dark lord and his wizard scum who tortured and enslaved beast folk in the past
73 A river or stream is polluted and banks fouled. Following upstream is a basilisk lair where the dark lord left an egg to hatch under a toad to poison the area. Stone statues of adventurers and goblins are scattered in the area
74 A sinkhole collapses getting bigger and bigger changing area with a rubble-filled flooded depression. Strange creatures of the deep scuttle out like giant bugs and worms later weird giant fungus sprouts everywhere around the area
75 The giant fungus is growing everywhere rapidly and spore spots develop on trees and plants. This fungus attracts giant bugs and worms and flies to the area and goblins love to forage here
76 An orc hero druid priestess riding a giant stag leads orc barbarians and hopes to liberate deluded orcs from evil and reconnect them with their spirit ancestors. The orc army will grow and the dark lord will send assassins and monsters to destroy her. Eventually leading orcs against the dark lords HQ
77 A black strange castle fades into reality like some phantom, undead winged apes in service of the dark lord swarm out to kidnap victims for the castle. The alien tentacle faced ultraterestrial  wizards from beyond inside drain victims souls to power the castle jumps and the bodies are encased in armour as undead troops. The dark lord only called them out of desperation as they will always betray him eventually
78 A great web structure over hundreds of yards part of a huge cable goes into the sky out of sight. Spiders guard the base and keep a look out for fire they will try to smother out with fresh webbing. The dpiders have tethered a star to the earth and agents of the darklord have invaded a celestial palace of a star spirit and her elf courtiers. The dark lord caught one of her spies and struck first fearing she might gather the stars themselves against him. An evil wizard advises the orc hero with a famous scimitar Moonrazor. The star eas sitting on the fence as stars do but now if freed will reward rescuers and send owls to the other stars and the celestial bureaucracy to get the gods acting. Her influence sheers decades off process. She offers advice on the dark lords artifact locations and weapons that could be used against him 
79 A great tree has been felled and partly burned. Aparently some faerie folk lived inside and in the roots blow. Various local talking animals, spirit folk and faries have gathered to bury friends. Nice cottage decor has been smashed and charred. A good opportunity to recruit a unusual follower. The critters might be motivated to fight or help
80 A winking star has appeared revealing the evil one has released a new great demon to the world and his cause. By day the demon appears in various battles where needed by the dark lord
81 The pole star shine bright larger than ever, a sign evil fears. Polestar sends spirits to the mortal world returning lost hero weapons from thousands of years ago that the dark lord fears. Across world heroes who have heard of the polestar myth look up and wonder if they will receive a gift
82 A great gateway opens in the mountain releasing shadows and zombies and skeletons. Distant chanting of cultists can be heard keeping the gate open. If slain the gate closes. The cult have a relic, special books and magical ingredients required to open this. The head priest of darkness is a famous evil hero and wanted criminal for killing royalty
83 Strange green and violet glows flicker and dance about in the northern sky. Some say this is god battling the darkness to weaken the dark one 
84 A strange luminous cloud passes over area inflicting many with mutations. Some locals are quick to shun or even kill mutants so many are forced to flee unless someone stops theses troublemakers. The condition might be cured with a rare lawful herb
85 An ancient wizard tower is under attack by a hundred orcs who have improvised siege weapons and await some black powder kegs or a cannon. The wizard guards a relic feared by the dark lord that could greatly aid the good forces. A spirit might inform the party of this but the wizard will be reluctant to use the weapon
86 A great crack in the earth opens releasing a d6 dragons and 3d6 wyverns who proceed to cause trouble. Twisting tunnels to the deep may release more monsters
87 A vast area covered in mold where people die from choking spores and the dead arise as fungal bloated undead. A fungus demon noble trapped in a apparatus at the centre held by the dark lords wizards. If freed the demon offers to send minions to aid when released it
88 An army of the darklord has human slaves digging up what seems to be a silver tower that fell and was buried long ago. Strange weapons of law are inside the wizard leader of the expedition hopes to claim
89 A great gathering of wild hairy naked wild folk with burning whicker man idols meeting at sacred stones. They are debating in their rare language which side to join. One who has served the dark lord as a dark hero offers death to the clothed folk and their stupid gods. An older king priest disagrees but is being burned tonight. Various candidates fight to be the next 7 year ruler including the dark lord agent who cheats with his priest and wizard followers. Humans mostly unwelcome but demihumans, beastfolk or halflings might get a say or chance to stop evil plots. Most humans don't know these wild folk exist or ever meet and would fear them
90 A serpant man wizard leading a lizard folk army with veloceraptor cavalry and a war trex. The wizard rides chariot pulled by a triceratops and has a dark elf chariot driver. He is doing a favor for the dark lord just this once an unpopular decision. If he dies the rest will likely return to their hibernation dungeon till the next apocalypse if given the chance
91 The moon changes colour to a strange eerie red and the whole night sky is filled with dim red light, a preview of what will happen if evil wins. Moon cultists determine a certain moon ziggarutt run by amazons in secret is under siege and is key to saving the moon. Inside is a gate to the moons celestial palace where evil has infiltrated
92 An evil star falls actually part of world left from creation demons have inhabited for aeons. The dark lord has brought them here to spread chaos but the demon prince of what is now a huge flaming crater seeks dominion over area. Demon cultists and chaos fanatics begin a pilgrimage here
93 Great burning evil eyes in the evening sky make everyone in world have lower saves by -2 each night until dark lord distracted or the aparatus used is broken. Experts know of the relic from previous use 
94 On the highest point in the land orcs are erecting an ancient design of a wizard defence tower that will be able to shoot burning rays to anything in its line of sight. A great crystal to power it is being moved to the gem in wagons with an escort
95 Ankheg giant burrowing bugs fill the area with hundreds of trenches, tunnels and pits intending it to be a future fortress. Once bugs hold strategic points as guards goblinoids from the deep pour out and man the bizarre fortification choking the area and expanding. Fungus thrives in tunnels with gobbo care and other giant bugs move in. Area will be prone to bugs and giant fungi for a long time
96 Magma pours from volcanic vent with lava forming a great basalt wall blocking a natural chokepoint blocking armies. If stopped quickly by killing salamanders chanting in the rift can be stopped 
97 One of the great dragons of evil is attacking a crumbling fortress with it's orc troops where an important future hero lives. Elves riding griffins appear and drive the beast away with lightning wands. Will anoint the chosen youth with gifts (and for family) and insist child goes to faerie land for training till right moment when needed (child returns as adult knight hero anytime)
98 Somewhere in the world a halfling messes up one of the dark lords infernal apparatus. Flickering lights in the sky alarm experst world wide and various evil relics and communications of the dark lord are crap for a d4 days till fixed. Perhaps the effect can be repeated at right time by good allies  
99 A gigantic dwarf golem the size of a small fort has a defensive force of 40 dwarf inside to shoot crossbows or guns from battlements in the titan. The giant lumbers to the nearest dark lord base to start smashing until eventually a greater demon or dragonfire destroys it. Once war over will march into a door in a mountain to be sealed till next time
100 A major force of the dark lord is camped ready to march. Someone somewhere lures away the wyverns patrollingthe sky away. Grey gnomish airships from a great door in a mountain come out and from extreme altitude drop poison gas, burning oil and black powder bombs on the army horribly burning and melting and blasting the army. Wyverns return confused and think they will get the blame. The next day survivor orcs come out in the plague and the area is diseased for a long time and taints the flesh of local animals for decades

note i am infamous in my crew as not liking flying ships or balloons in anything but my deep gnomes are near victorian tech level scientific murder hobos. Princess ark was probably the best thing in Dragon mag for years but at the time i wanted spells and rules and was getting grittier history gaming. When Known world was Mystara it became unusable to me. 

Monday, 6 July 2020

d12 Rival Adventuring Companies

RIP to Jim Holloway the ggreatest gamer artist ever
-captured the goofy hilarity of a bunch of guys meeting in a pub to go on adventurers
-pregnant with possibility action scenes that have a lot of narratives
-good historical research on weapons and armour I dont see in some FRPG
-slapstick comic with frail people and monsters (see Polanski's Fearless Vampire Slayers)
-captures gamer vibe and the stupid and impossible things that happen in-game 

Anyway a quick post here on some rival adventuring parties for a sorta BX game. I would like to do a megadungeon but have rival expeditions like the Mummy movie or in lots of heist films. Rivals can be friendly peers, cheerful and fair play competitors or dastardly cheats and murderers.

My dream big megadungeon I would like lots of small dungeons connected by lots of long underground tunnels. The sprawling surface area would have various ruins and monster habitats. These must be of course a local village or pub or sly grog shop and a camp. But what I really want is to remind players that a party of adventurers might be the deadliest thing they can meet.

d12 Rival Adventuring Companies
1 Imperial Dungeoneers Corp   
2 Brotherhood of the Sword  
3 Lord Ravenstone's Hounds 
4 Silver Sisterhood  
5 Stormhammer's Band  
6 Lords of Blacktower  
7 Hellrazor Gang 
8 Harley's Boys  
9 Morphon Expedition  
10 Greygoat's Gang  
11 Halron's Band  
12 Jack Green's Brotherhood 

Imperial Dungeoneers Corp LG
Emperors personal templar-clerics order for raising revenue from dungeons

Will set up a fortified camp in area, well-defended with wagons on military lines
Will cut own entry into a dungeon-like appears in fortress siege with engineers
May try open-cut dungeon mine or block entries and pump smoke in dungeon
Seek money for emperor and magic relics and weapons for the empire
Righteous, preach patriotism and faith, try to tax other parties especially magic
Will heal other parties but demand picks of party loot or magic items
-Master Talbot leads with his great iron mace The Emperors FIst
-Lord Callington a paladin dedicated to smiting evil
-Brother Sebastian Starclaw a flagellant berserker priest with ball and chain flail
-Sister Malithaca a warrior nun who fights with a chain
-Six Cleric-Templars join them and four servants care for the camp

Brotherhood of the Sword LN
An order of templar clerics and knights  raising funds for a crusade on the frontier

Will have a military camp and a portable shrine they prey at with servants to guard
WIll search for an entry and claim it as own exclusive one
Seek money to help pilgrims and foreign holy wars, righteous and willing to kill
Silent, superior and a bit ruthless with evil and rivals 
Will provide first aid for free and sell healing magic they can spare
-Master Hrron a fierce huge man a clerical leader and six lower level clerics
-Lady Winterborn a lady knight dedicated to the war effort and relic recovery
-Brother Lindorm a monk-wizard scholar who helps choose target dungeons
-Bring two young knights, four novice priests and two servants

Lord Ravenstone's Hounds NE
a robberknight and his dastardly band of looters

Knights camp with servants, great hounds, horses, fancy tents and eventually a wall
Greedy seeking plunder and murder and avoiding law back home for a spell
Most don't know they are secretly robber knights and horrible killers
Cheerful and jolly knights but willing to murder and rob others
Enjoy feasting and gambling and fighting each other and captive monsters
-Lord Percy Ravenstone the leader with a magic iron hand made by a dwarf
-Sir Harold Grailblood who fakes being religious and is a sleazy drunk
-Sir Konrad Hammerstone who loves hunting animals and used a huge hammer
-Sir Brandon Bluehawk who likes kidnapping maidens for ransome
-Prester Norton a rogue who runs camp and does dirty work for Lord Ravenstone
-WIll Dunmoor a bard who helps to cover up the gangs crimes and spreads lies
-Often bring a d4 orphans as poleboys, lanternbearers, trap testers and door openers

Silver Sisterhood CN
A band of veteran amazons seeking adventure and glory

Amazons camp with mounts with several slave servants and some barbarian allies
Seek fame and glory and stories to tell their daughters
Honourable and fair-minded but unlikely to trust any men they meet alone
Cheerful and feast heartily and sometimes seek lovers from heroes they meet
Will aid women and children and males they have had good relations with
-Sister Clarithana the warrior leader with sword Glimmerfang riding Keru the stag
-Sister Zanthia the archer with crescent silver arrows on her unicorn Aelus
-Sister Canamus riding her sabre tooth lion with her great obsidian axe and furs
-Sister Ularan the cunning a thief who once decapitated an orc king and escaped
-SIster Mitrana the bard who records the deeds of the band in song and is a healer
-Sister Urgroc the savage she-orc and man-eater, wears severed genitals of enemies
-Sister Solithial Erith an elfmaid from an amazon elf cland
-Sister Kazzra and her two battlehusbands who ride steppe ponies
-A d4 barbarian warriors trying to impress amazons enough to be a lover

Stormhammer's Band LN
Brotherhood of mostly dwarfs and a few other demihumans

Will dig an entrenched defensive bunker and dig secret entry into the dungeon
Experience sappers and at hiding from humans and working by night
Seek to kill goblinoids and other enemies and get gold and gems and magic
Honourable to demihumans wary of humans, humans never helped them
If helped will be surprised but keen to return the favour and become friends
Once on good terms will drink and feast and share information with allies 
-Gark Stormhammer dwarf hero who once killed a giant with his axe Skullsplitter 
-Marn Ironheart a deep dark dwarf priest, cynical and wary of humans
-Badrass Brazenblade a red-bearded dwarf in bronze scale who likes animals
-Skibald Runebladder a terrible drunk who sometimes lets gang down
-Brondrill Brokenhorn with his sword Trollcleaver does double damage to trolls
-Eronlil Brachenfrond the wood elf with his deadly composite bow
-Bill Toofler the halfling who somehow keeps surviving mostly throwing rocks

Lords of Blacktower CE
Mercenaries actually cultists led by a priestess and wizard of dark repute

Go to known entrances and prefer to hike to a camp hidden from others
Cult really looking for relics, artefacts and secret lore to gain power
In a secret cave or ruin based camp they perform evil rituals and abuse captives
WIll use zombies to test for traps, doors and explore ahead
Will hide use of zombies labour from others possibly using robes
Only help those who pay them, prefer to let people die and then take loot
WIll be friendly but reluctant to get close or explain their organisation
-Lord Kieran Blacktower cult master and  occult curious knight with sword Excelsior
-Varbain Sharn evil priest of darkness who rules controls zombies in secret
-Arban Kazora evil wizard and 
her familiar hellcat seeking evil lore
-Up to six veteran men at arms mercenaries and two assistant priests

Hellrazor Gang LE
Professional tomb robbers, thieves and bandits

Track creatures or try to dig out the forgotten entrance
Greedy looters only care for what makes a quick buck
Will camp a short distance away in woodlands and march to the dungeon
Will rob rival camps and murder followers they find
Might aid those who helped them but mostly into treachery and robbery
All are wanted criminals and some have cult and evil influences
-Ral Hellrazor - diabolic changeling who seeks power and wealth
-Balang Garnald - a bugbear master of stealth and a mighty warrior
-Valna Plum - thief and tomb-robbing expert from a clan far away
-Galik Vul - orc warrior with pet warg and his spear Gloomspur
-Hansel Groter - village thug recruited for muscle, enthusiastic for outlaw life
-Brother Hector - rural friar, drunk and bandit provides priestly skills
-Kalubra Hanzor - young but cult wizard just wants relics and power
-Have a dozen bandits in camp often take a few along a few might be cultists

Panny's Gang CG
Swashbuckling warrior woman founded party

Will spy on and track monsters on the surface before settling on an entry or camp
Penny started gang recruiting mostly women adventurers and their sidekicks
Prefers to camp in an inn and hike further if possible or some distance from dungeon
The party include a pension plan, split healing costs and share everything
Other parties gossip, laugh and lie about them and some furious with Penny
Penny killed lots of guys in duels quietly but she doesn't boast her victories
-Penny Varnenstien, a former mercenary captain with her poleaxe Neckbiter
-Veloran Mnar, priestess of moon goddess and archer, Penny's wife
-Orla Gorakian, orc barbarian with her terrible axe Skulleater who Penny saved once
-Niccola Anais, druidess with her per panther Zorox and various ferrets
-Bala Kaban, dual knife-wielding assassin-monk watches Panny's back
-Siaban Makkarra lady of birds, wizard who likes using bird theme spells
-Often bring a d4 of Orla's orc husbands and a d3 bards, rogues and warriors followers
Morphon Expedition LN
University-funded mission led by a wizard seeking ancient lore

WIll set up orderly camp but a bit naive of outdoors living
Morphon was funded to recover elder lore, rubbings from monoliths and scrolls
Other goods are mostly just money and willing to sell if not historic
Often sits about days cataloging finds, repairing pots and writing essays
The guards are used to urban life and not savvy outdoors, willing to learn from error
Accept help and gives it good naturedly, surprised by dishonesty and greed
The University will send agents to investigate missing groups and might send assassins 
Morphon insists forbidden lore be guarded and sent to the classified university vault
-Dr Conelius Morphon the Mystic, wizard and scholar of the ancient past
-Priapus Rex head assistant to Morphon, from a good family in the city
-Malangor Kanen works as a tutor and reader, all her ideas get stolen by Priapus
-Varan the Unbelievable a pterodactyl folk wizard Morphon recruited the last expedition
-Harradus Vore a scholar of the ancient evils and really a cult member
-2d4 apprentices and a dozen city guard from the university quarter assist

Greygoat's Gang CE
Goatman warlband of beastfolk, orcs and mutants

Move into the dungeon anywhere emptied by adventurers, move lots and foul areas
Brutally murder and torment prisoners, rivals, monsters and leave horrid messes
Greygoat is violent, vindictive and thinks murdering other adventurers is fair game
The gang cooperate with local monsters, cultists and evil wizards
Greygoat's roster changes often and often include monsters
The whole gang want to use relics and treasure to gain rank in a bigger warband
-Greygoat the Defiler, goatman warrior with his vile diseased spear the Blightlance
-Habberas the Hunter, a trapper and werewolf, enjoys cannibalism and spying on others
-Mumma Bugs, a lady bugbear hillbilly who constantly drinks and has a huge d12 war club
-Vilal Morntergan, woman thief with one eye famous for poison daggers and wine
-Bilgal Maskthorn; dark elf magical assassin often invisible or riding a dire wolf
-Mobbru Gdar, cyclops orc hunter and archer, likes to nail mutilated enemies to trees
-The gang often have a d6 goblins, a d4 bandits and a d4 cultists, all are treated badly

Halron's Band CE
Berserker hero with his kinsman from the north seeking plunder

A band of psychopaths banished from home and abused berserker drugs and worse
Will move into the dungeon and if enraged fight anything moving to the death
Aggressive and declare this area is there's first and demand you get out now
If you need to make them worse make some or all become lycanthropes
Aggressive to anyone not a male warrior as big as them, jerks most of the time
Bother local common folk and might raid other adventurers camps especially if drunk
They all hate wizards and organised religion and will provoke conflict with abuse
Convinced they are heroes who demand respect but just an insane murderer cult
-Halron Ribsplitter maniac berserker with bear cloak and axe Foegnasher
-Aleron the Silent Stalker a hunter who never speaks, was a thief when younger
-Nimon Marud a former slave now a free-willed killing machine of chaos
-Vallal Grim a part giant is still young and growing and was recruited easily
-Up to a dozen berserk may hang around the camp but many wounded or drunk
-Occasionaly survivors of their massacres might be dragged unconscious to camp

Jack Green's Loving Lads CE
Murder hobo adventurers came here after instigating a border race war

Will camp in the wilderness and march to dungeon and won't share location
Jack takes from the rich and gives scraps to the poor so they act as informants

Jack actually reports to the guild master of a town but is getting uppity
Will be friendly to rival bands but will spy on them and look for weaknesses
Left old territory after secret police came for them for banditry and a small war Jack started
Jack is jolly and jokes but knows its best to kill all witnesses who might seek revenge
-Jack Green a town guildsman sent to set up bandit gang turned dungeon robber
-Aran the Wizard wears a cult hood and sacrifices animals as spell components
-Gam Redhood has neck noose scars and cannot speak, brutal killing machine
-Miram Raban barbarian woman 18 STR with her axe Fleshtearer with her pet hyena  
-Rolf Shankleton ex corrupt bailiff turned outlaw, considering selling out gang for pardon
-Paloma Regora
 bard and bandit queen, wanted for kidnapping young noblewomen
-Sir Thomas Kerrang former robber knight who lost estate, hates the poor and weak
-Sharina Goldbrow a sorceress joined the gang after her last cult turned on her
-Have up to a dozen common bandits around camp all good with bows and woodcraft
-Several peasants run away to join them and wound up slaves, usually a d4 here

Saturday, 4 July 2020

d100 Petty Wilderness Spirits

Adorable spirit creatures lurk in the woodlands and wilderness but most hide from human gaze. Many are adorable in some forms and nightmares in other forms. Most can adopt several material forms that if killed take time to reform. Some of these spirits lived as mortal beings once others were born in primordial times and have all kinds of beings as kin. Such beings dislike being spied on but do appreciate boundary markers respecting privacy and some gifts like food. Some spirits have a relationship to a species over generations.

Sad to see OA getting bizarre sledging as many claims from a bad academic essay based on falsehoods have been related to that book and giving non-European choices was exiting and based on a decade of martial arts mania. Sure it and world of KaraTur have issues common to many of that era of TSR history inspired Gazetters and Forgotton Realms setting books and the green books in 2nd ed. The OA book opened up so many good things in the game like proficiencies, martial arts, monsters and use of spirits and dreams in strange ways. I think a warning is better than a total ban. I find LOT5R and samurai gaming to be a horrible genre Id rather not play like that game where you play SS officers in a deathcamp. Contriving a universe that justifies Samura or Spartans as right is not really my thing. Killing whole families and villages for actions of one person kind of stuff id put up there with horrible. Possible classism in fantasy and divine right of the rich is another whole kettle of fish.

Anyway, I'm rewriting my campaign spell lists and making a single 80pg EMO rulebook so I can get on with some other projects following it like Psychon and Xor. Also some big dungeon projects. But this has been on my to do list especially as I use the OA spells to see, contact and bargain with spirits which mostly DnD failed at.

Spirits could become friends and allies and should be a feature in more games.
Spirit negotiations and dealings allow lots of roleplaying and non-combat options.
When I do a monster book spirits like these will be widespread also in drains, ovens, workshops and in roof cavities. Urban spirits might be a thing and possible evil spirits for bad places like the dark lords laundry basket. Sea spirits too.

I have long liked the idea of a shaman class based on a priest with less armour who instead of turning undead could leave their body and weirder stuff as they went on. My plan when I made psionics a spell list like wizard and druid and cleric was to use the list with some feature classes like the a mystic (magic assassin?) and shaman. You could call a shaman a medeum in a victorian setting. For this to work I would want spirits to be a common feature of the game and there would always be a local spirit to communicate with. Once a caster with magic or an earnest supplicant with an offering has the interest of a spirit it may manifest a body and negotiate. But at same time don't want it to be like games with hackers who occupy DMs time. Though in RQ every player did one on one every session to plan to abuse magic in secret with the GM. Also thinking my oath system might work as a pact system anyone can abuse. Im still pleased my players consistently don't want to take all the oaths and they possibly can.

d4 HD AC+3 have invisible spirit form and can become visible to mortals
d6 HD AC+4 +has a material form as a small creature if killed reforms next moon
d8 HD AC+5 
one spirit powers
2d8 HD AC+5 two spirit powers
3d8 HD AC+7  three spirit powers
HD AC+8 four spirit powers
8d8 HD +12 eight spirit powers
16d8 HD AC +20 these are on par with petty gods 
and I could go on but minor deities really  

Spirit versions of familiar animals or races or creatures are not the same, they are spirits first though most have a link to a living thing or material land feature. The normal monsters are born in the real world and not able to flit between worlds or reform a corporeal body once killed. 

The point is that spirits are a complex ecosystem of beings and some of the spells in OA that let you see and meet and bargain with spirits were fantastic. Now when you cast see invisible you will see all kinds of crazy spirits doing stuff and if you see them they know it. Spirits can see each other so a friendly spirit can warn you about other spirits.

d40 Petty Spirit Powers
1 Material small animal form can manifest 1in6 can become any small animal
2 Material medium animal form 
can manifest
3 Material monster form can manifest 
4 Material demihuman or human form
5 Natural feature resides in like a stone, hill or tree
6 Contact humans in dreams
7 Summon local creatures
8 Invisibility in spirit or material form
9 Hit only by magical weapons or made from d4 1=iron 2=silver 3=wood 4=stone
10 Cast spells as a wizard or priest or druid Lv d4 with 1in12 being d4+3
11 S
pirit resides in like a totem pole, shrine, fetish, borderstone or idol
12 Detect d4 1=one alignment 2=treasure 3=secret doors 4=invisible
13 Spirit has a magic weapon often is +1 with a 1st Lv spell power
14 Has a monster ally who comes to friends aid 
15 Worshipped as divinities by local villagers, abhumans, elves or wild folk
16 Material plant form can be manifest or bound to a tree
17 Related to a minor divinity,  great land spirit or faerie folk nobility 
18 Can influence local weather by 4d6 degrees or call dark clouds or rain
19 Can conjure fierce winds, especially when angry, reduces movement in area
20 This spirit knows a local tribe of monsters and how to manipulate them
21 Flight with wings that spout at will, often like a butterfly or transparent bug wings
22 Speak any language
23 Knows a secret hidden treasure will tell location to save own life or a good cause or deal
24 ESP
 three times a day 
25 Magical item (valuable but not for combat) d4 1=mill makes 3 meals a day 2
26 Curse three times a day
27 Charm Person
 three times a day
28 Charm Animal
 three times a day
29 Entangle
 three times a day
30 Animate a d6 fetishes or a scare crow or straw doll idol to life AC+3 2HD d6 scratch 
31 Summon a swarm of creatures d6 1=wasps or bees 2=beetles 3=squirrels 4=finches 5=bats 6=flies once a day for d3 rounds +1
 per HD bites for 2 damage a round
32 Immune to 1st level spells 
33 Reanimate ancient corpses beneath the ground usually d4 zombie or 2d4 skeletons once a night
34 Grow as wizard spell at will
35 Shrink as wizard spell at will
36 Invisibility once per day until dispelled or broken as per spell
37 Teleport back to home once per day
38 Protection vs Alignment - opposite of their own
39 Cast illusion lasts d4 rounds three times per day
40 Contact dead requires fragment of body or descendant present once a day
41 Telekinesis 
spell 3 times a dato move stuff about and haunt places
42 Ventrliquism and voice mimicry to trick people at will
43 Trap crafting expertise - mostly made to target upright humanoids
44 Slow spell 3 times a day use to people trying to flee 
46 Remove curse once a day they use this to trade
47 Cause disease once per day by touch
48 Has a familiar lesser spirit ally often appears as a pet or servant
49 Sleep spell three times a day
50 Make mortals by touch see any invisible spirit beings or homes or gates

d10 Petty Wilderness Spirits
1 Human spirit
2 Mushroom spirits
3 Shrubbery spirits
4 Tree spirits
5 Land spirits
6 Minor animal spirits
7 Major animal spirits
8 Bright faerie spirits
9 Bright faerie spirits
10 Planar beings - elemental

d100 Petty Wilderness Spirits
01 A faded hungry child spirit died of famine and plague before this was forest
03 Shaggy hairy wild person wearing leaves looks judgemental and fades away
04 Lost child spirit asks for help to find way and leads you all to doom in fairyland
05 Unburied spirit who seeks remains and grave to be blessed, looks mutilated
06 Old wise woman witch offers healing and advice versus evil in her magic cottage
07 Bearded druid spirit protecting wilderness from human habitation can be quite grim
08 Spirit of a bandit killed, some have signs of execution or being hung in a gibbet, some seek proper burial or just distant and lonely from their sad life as outlaw outcastes
09 Spirit of a hunter, watches the woods and protects good beasts from bad, might attack those that wrong woods or if too many wolves
10 Kindly old person will show the way out of woods or to safety past monster lairs
11 Adorable small mushroom fairy folk are friendly but at first shy unless given food
12 Red spotty capped mushroom fairy offers you a bite to see ultimate reality
13 Creepy fungus hands that reach from solid and forest leaf litter to grasp unwary
14 Dome headed fungal elf elder is also a magician wise in prehuman lore
15 Solem mushroom spirits glow with phosphorescence and meditate in the spirit worls
16 Hideous rotting phallus like mushroom sprite dribbling frothing spores, very friendly
17 Giant mushroom spirit sometimes walks the forest as giant ambulant mushroom
18 Tiny mushroom fairy in form of a mushroom house inhabited by animal, sprite or gnome
19 Toadstool fairy with friendly toad familiar sitting on head keeping worms away
20 Violet scrawny toadstool goblin hybrid likes to spread giant fungus and help goblin kin
21 Small forest berry shrub with magic fruit it will share in return for a sacrifice or favour
22 Mandrake root, small bearded magic folk who can kill with a scream once a day  
23 Root vegetable spirits often in a family group planted together and a bit shy
24 A forest grape vine spirit with luscious fruits often seen with goatfolk, fauns, elves, satyrs and centaurs drinking
25 Mistletoe fairy aids druids and nature resist intruders often with druid levels
26 Holly spirit often appears as jolly old person who gives gifts to those who keep the covenants with nature
27 Hazel good for hedges and divining rod, hazel spirits are wise and protective and often worshipped and left offerings they might come out wearing coats making them seem a mass twigs. May advise friends but curse any who cross them 
28 Brachen spirits take goblin form and grow vegetal spore carrying goblins from soil curled up and from old tree fern logs. Local goblins worship them
29 Ivy spirits are sly and creepy but friendly to human lands and keen to smother ruins. They may climb to high places to see and hide 
30 Bullrush fairies are wary but might aid children or animals living near streams, pools or boggy patches. Often friends to local water spirits and animals. Might appear as mud covered humanoids with bullrushes like hair and beards, some have wings
31 Pine tree spirits seem like elves and are aggressive and territorial or tiny adorable  pinecone spirits solemnly patrol the area with tiny spears to keep out people
32 Willows often merge with spirits of weeping ghosts who have died tragically, often human or elf kind and desperate for love or might seek revenge to be at peace
33 Oak tree spirit is a wise old provider and keeper of wisdom, some have many acorn spirits frolicking and feasting in the leaf litter or battling squirrels
34 Rowan (ash) tree spirits are holy and keep away unwanted elves and fairies, demons, & undead, have properties of cold iron and running water and its wood harms magical creatures. Poison berries in water used by druids for blessings. Trees are old and wise, and faster and impulsive to attack evil. Rowan tree folk are kind of paladins of tree wold
35 Cedar tree gives off scented resin and favoured by gods and temples, these spirits are wary of human wood cutters but will trust druids and give them holy sap for magic 
36 Beech immune to lightning and wind and rot in water, these tough and hardy are often used as barriers from wind and erosion, spirits are hard to kill and stubborn 
37 Yew are springy low branched tree can harass enemies throwing stones and sticks at forest intruders
38 Elm smooth barked long barked, straight growing and favoured by gods, used for gates and oxen yokes, strong benevolent spirits protect forest
39 Apple or other fruit tree spirits are generous and kind and may give fruit in a bargain. If fruiting season spirits fruits drop off and live near the tree before wandering away to start a new tree. Often you meet some fruit sprites migrating they are often idiotic and many dont make it. Druids help them 
40 Dryad merges with her tree or creates a body to seduce mortal lovers, will have a d4 pets and lovers living close or even in her tree branches, related to various trees
41 Once this stone was a giant, ogre or troll petrified and it's sprit lurks here diminished and often angry demanding worship and instead shunned
42 Stone dolman worshipped long ago with a druidic spirit inside guarding area from threats to wilderness and nature
43 Dozen or so stone spirits walking about, friendly and difficult to hurt
44 The sarcen stone an old twisted monolith really a worn pylon of black magic with a demon trapped inside. The evil being calls out through telepathy for help and a request for a blood sacrifice to free it
45 Large round stone worshipped and deemed lucky, local spirit keeps away elves and humans often would leave offerings to the stone
46 Stream spirit with serpentine or human form might be seen bathing or might seduce a stranger offering sex and to visit their underwater home. Can be a protector if bargained with or kin
47 Water nymph lives in a pool and received gifts from animals and unicorns of pretty stones and flowers. She can be pretty but if enraged or spied on naked (most of the time) she will be vindictive possibly demanding an appology
48 Spirit satyr may appear corporeal or just influence people with music sending them into panics or madness or lust or dancing for a brief stint
49 Hill spirit is a wise old person who has hidden good things in a secret grotto under the hill through the ages and while stingy and paranoid they may trade one thing for several pretty things
50 Guard spirit protects a treasure hoard long ago and was sacrificed to guard it often as a child. Over a long time, the spirit comes to take care of the land in area also often with several forms 
51 Hedgehog spirits are friendly and industrious and live in blackberry hedge mazes in burrows where they safely watch the world from and eat berries
52 Hare spirit seems like a old peasant wandering worker, often camps and willing to talk to strangers, and might have an instrument, curious about human gossip, in hare form they are rarley seen 
53 Cat is curious a spirit who watches humans from afar and may join traveller for some occasional company. Cats can vary in mood and temperament but can be good friends and warn you of wolves and other dangers. Sometimes a cat spirit might aid a needy child
54 Squirrel spirits appear as woodcutters or nut gathering peasants or merry bandits. They are incorrigible, curious and determined. Sometimes many will attack from squirrel form then dogpile the victim as full-size humans suddenly 
55 Snake spirits are as old as the world and often relate to water, fertility, trees and magic. Snake spirits can be wise, cruel or just alien and indifferent. Some people worship them and they may appear as human wizards, priests or wandering warriors. Often have an ancient sgrine in area and it might accept offerings. They know of lost caves and dungeons in area
56 Owl spirits are nocturnal conspirators some kind and wise some evil allies of witches, some adopt human form to trick or aid travellers by night. Often they just spy on people creepily as owls and hoot a bit which scares away most people. Owl spirits are good spies
57 Fox spirits can appear as atractive people but most are murderous and jealous of human wealth and power. Often appear as a wandering minstrel or warrior. Occasionaly one falls in love with a human and usually tradgedey ensues
58 Beaver spirit protects the damns and beavers in area, protecting them from human skinners and foresters. The beaver spirit is an ancestor of the local colony and can appear as a giant talking beaver larger than a human. Mostly they invisibly patrol dam and waterways and point out tasty trees to their descendants
59 Hedgehog spirit lives in a burrow under a hedge who makes delicious baked goods and invites travellers who are good into their cave. Occasionally will slaughter some travelling hedgehog eaters who killed their kin. Often use entanglement and insect swarms against intruders while invisible
60 Weasel spirit often appears as a nasty inbred mountain folk trappers but really they are murderous spirits who will try to kill and eat strangers. May be bargained with for alcohol or meat, especially live wriggling meat
61 Wolf spirit lurks the woods eating lost travellers, kidnapping children, eating grandmas and teaching human cultist the way of the werewolf. WOlf spirit may be invisible or shadow form or a a huge black nightmare wolf that can create a fearful hole that demoralises most animals
62 Bear spirit is the protector of the woods and has been worshipped by many over aeons as a protector and berserker. Bear spirits wander as bears, some might have painted markings or strange patterns or colour on fur. Can be bargained with for passage or advice about area and only rarely will fight unless some evil threatens bears or the forest
63 Lion spirit is the great king of wilds and beast and will tell you so, often letting out ferocious roars to scare travellers away. When met as human warriors they are more barbaric than they think they are with delusions of royalty. Lions avoid humans mostly but some are committed man killers and eaters to keep forests wild
64 Turtle spirit is slow and ponderous and old and is prone to ignoring people and having senile conversations with long dead friends. Often appear as elderly hunchbacked commoners with sticks they are all powerful spell casters of 5th level and know ancient lore
65 Dragon spirits seldom manifest just watch but they might form a forest drake from their essence if something drogonworthy happens which is rare nowadays. Sometimes dragons in human form interact with humans to learn and possibly find new wizards spells
66 Stag spirits protect the woods and warn inhabitants from preditors or humans. Appear as savage seeming hunters in stag antler hats and may shoot warning shots from bows at intruders they dislike. Mostly they live as deer near a herd
67 Boar spirit is fierce and furious and a protector of families. Sometimes may have piglets in the area and be more willing to manifest as a boar or as a tribal warrior with tattoos. Mostly they just watch and warn pigs of trouble and point out good food with squeals
68 Badger spirit is a wise burrow dweller often is an ancestor of the local badger colony. Can turn from a spirit to a badger or a miner or an armoured human warrior equipped for tunnel fighting. Badgers are mostly peaceful and the spirit will look out for its badger kin first
69 Eagle spirit plucks animals from clearings and gaps in the trees. Eagle looks over a large area of forest and its cries out if it witnesses animal death humans in the area. Spirit mostly is eagle or invisible and might appear as human to sternly rebuke people
70 Goat spirit roams the woods and hills and mountains eating as it pleases. The goat spirit mostly watches out for goats but hates trolls and wolves and will aid humans face them for a bargain. The goat spirit serves the great petty god Nanny Binx and will bless goats in the area with intelligence and teach them spells and to be wary of human chaos cults. As a human he spirit appears as a herder possibly with a few goats and holding a crook and a young kid. Even as a human they chew constantly
71 Gnome spirits has several small animal forms and helps animals who are sick or in need, often lives in a tree or mushroom house hidden from mortals
72 Brownie spirits are small wingless fairies who can appear as a foot tall, they perform menial tasks like painting seasonal leaves and animal coats and caring for plants and creatures. Wear natural coloured clothes to hide and they have acute senses and knowledge of travellers in the area. While you might find one there could be a whole village living in hidden doors in mushrooms and rocks and trees. They are quite plain and seem act a bit like old people, many complain of illness or have a walking stick. Avoid humans but aid elves or gnomes
73 Pixie spirits appear as a small winged child-like faerie, mischievous tricksters but only harm the wicked or woodland foes, serve faerie serve greater spirits and often wear the bright colour livery of a faerie noble house they serve. Lots of their work is checking up on animals and plants a woodland spirits are working to schedule and passing messages
74 Nixie spirits are tiny spirits who protect water in creeks, springs, pools or grottos and do best to keep humans away. If that fails they will enthrall humans with spells and use them as beasts of burden even keeping them in underwater faerieland prisons for centuries. They are small and child like with blue or green skin and a aquatic nature. Many can adopt animal forms especially frogs, bugs, muskrats, minks, fish or wetland birds
75 Sprite spirits are tiny bright faeries often perform pranks on travellers and steal coins while invisible and tie knots and unbuckle straps. Those who take well get goods possibly returned and a gift, those outraged might be punished or enslaved and taken to faerieland. Sometimes they ride lizards, cats, foxes or birds and worldly tiny weapons and armour like knights as they reguard themselves as juvenile nobility. They sometimes swarm in the form of fireflies or butterflies
76 Boggarts live in abandoned buildings, logs, attics and barns and keep close to humans and are mostly benevolent old men a few feet high. Can turn invisible, make illusions, telekinesis and mimic sounds and will fake hauntings to scare away unwelcome persons. Some leave offerings for boggarts and they return the favour with protection. They are very old and wise and shun conflict or violence now and often are friendly with harmless barn or stove trolls and animals
77 Faerie Knight spirit takes the form of elvish mounted warrior or a tiny winged faerie. May be accompanied by a d4 brownie or pixie or sprite servants. Holstile to enemies of elves or faeriekind may challenge knights and make a bet for something like a magic weapon
78 Nymphs are spirits linked to bodies of land (hill, field) or water or air (sylphs). All are invisible but can appear as women of unearthly beauty who can expose their nudity to kill mortal males who gaze on them. Have casting abilities of a 7th level spell caster often a druid
79 Bright elf spirit protector of local area and will send messengers to gather faerie and sylvan beings and animals for help. Can cast as a 5th level spell caster of any type. d4 1=kind and generous 2=paranoid about tainted lower life 3=aloof to humans 4=aid the needy who sacrifice to faerie and leave wilderness sanctity intact 
80 Bright unicorn spirit can manifest as a superhuman beautiful elf or a unicorn but is mostly invisible. It may appear to aid animals or those of pure heart or innocent. Often appears to purify water for animals and can heal wounds by touch, a deadly enemy if angered
81 Goblin spirit mischievous, thieving and trouble-making, invisible or goblin form but requires magic to hit or cold iron. Will propagate things goblins like such as mushrooms, ferns, shrubs, thorns and leave traps for the big folk who harm poor wee little goblins 
82 Hobgoblin spirit mostly hides to self peacefully but known you can employ him to work as hard as two men for only a few coins and food. If you cheat or swear or insult them they become homicidal, take their due and return home usually inside a hollow tree or hole. These spirits are retired from life of military service and war unlike regular hobgoblins you meet
83 Bugbear spirit is invisible or a hulking seven foot tall fat hairy goblin with fangs, bugbear will collect heads for a hobby to shrink them and decorate the forest. Bugbear though loves to scare people and will get up close behind touching them gently then vanish. Especially enjoy terrorising children so much so will forget about heads, murder or eating anybody. Goblins and some humans leave them out food offerings so they will not be eaten
84 Gremlins are tiny goblinoids that bring bad luck and can turn invisible and hide in your pack eating your food, soiling your cloth, urinating in your water bottle, and other nasty pranks. They will resort to swarming en mass with tiny weapons and possibly some pets. Each gremlin hiding on your baggage reduces success by -1 on any dice roll, dropping your pack halves number instantly. When they are out for blood they torment those who murdered their kin for days the rest they just kill or cripple or eat 
85 Dark elf spirit lurks in shadows serving dark and evil powers, will have buried undead minions close it can call on for help by thought while it watched invisibly, they all cast as a 5th level spell user of any type and had a d4 pet living in the area
86 Hag spirit mostly malicious and controls shadows and weather in area. She may d4 1=send monster children or other beings to eliminate a threat rather than dirty own claws 2=may speak with those who bring offerings to her and bargain for lore or magic 3=assumes attractive form to seduce intruders 4=try to scare them away with magic then confront them demanding what do you want. Hags can vary in power from the weaker chaos crones to greenhags or nighthags or seahags or nighthags (who have a pet nightmare or hellcat or hellhound)
87 Dark nymph spirit her material body and or spirit have been tainted making her a corruptor of the woods and a killer. She invisibly watches, using her powers of decay and curses to cripple her enemies to torment them before crying for help to lure humans into a trap 
88 Spider spirits turn from giant to tiny spiders or handsome youths or hideous old people. They often feign being lonely human outcasts and lure travellers to stay with them in their illusion covered webs. Many together they may fake being a whole village or a household. Some might even deal with humans who don't know. The Mother spider spirit can cast as a 5th Lv spell user of any type and she eats any others spider spirits in area who learn magic
89 Changeling doppelganger spirits pretend to be common folk or if can spy on victims might appear as people they know using ESP. Once close the spirits reveal their horrible insideout faerie bodies and attack to kill and devour witnesses
90 Dark unicorn spirit appears as a dazzling dark elf with a wand or a black or violet unicorn with a black or sickly yellow horn. It taints water with mutagens and chaos on it's daily rounds aiding vile spiders and serpants and monsters and draining souls of good animals
91 A wandering foot tall clod of earth spirit with moss hair, a wise kind face and a stick. Can cast as druid and summon a 8HD elemental to serve it once a week. When the spirit sits still it seems to be a mossy lump om the ground with a stick. It cannot or will not speak just smile and not to indicate yes or no. Will smother human building efforts in area with mud from elemental 
92 Old wizened hunchbacked troll with a stick form spirit wanders woods slowly and talks in secret language of trees, plants and mushrooms. Not much time for humans or demihumans who it blames for fall of own kind. Can cast as a 6th Lv druid
93 A tall hairy wild man with thick black curly hair and horns who roams woods invisibly but will judge humans by harsh standards of nature spirits. This involves dismemberment mostly for hunting unfairly, leaving human waste in woods, building any structure, swearing or cutting wood. It might debate to see if the culprit is truly stupid and desperate to warrant mercy
94 Grandmother ogre a wise mystical wizened old lady who devours any not giving her respect. She keeps many hidden secrets and treasures and may bargain for a quest or murderous deed in return. For the price of an atractive youth she will tell your destiny the gods have planned for you. She is mostly invisible or just a shadow and her cave is hidden by a magic door impossible for mortals to find unless she lets them
95 One legged one armed axe man with blood red skin hops through the forest terrifying travellers of all types. Most avoid it as it has murdered several cretures and streamed their innards and blood over a wide area making trails intimidating. While invisible it may taunt or abuse travellers threatening murder before appearing behind them and charging. The sound of hopping scares locals
96 A shiny gold ball with a face and arms and legs when it wishes or be invisible. A former wizards toy can see magic and if it see travellers with magic will invite them to travel via a magic tree to toyland in the sky. Awaiting toy golems are ready to assault and rob anyone visiting but after they can freely enter toyland full of gnomes and elves and halflings and adorable toy golems all made by a giant wizard for gods to play with long ago 
97 A red hat gnome spirit made a pact with evil and can change size from insect ot giant at will. It craves blood sacrifices to dip it;s hat in for it's dark gnome magic 
98 A woodland wild imp lost long ago after serving a witch, tries to improvise evil hijinx on own but not same as duping a human to path of evil. Mostly torments strangers but will consider befriending someone a bit evil and helping them make dark pacts for wishes it negotiates with hell
99 Witch of the woods, a frequently naked old lady cackling on her broom who flings curses and fees at travellers, if killed she reforms. Many local varients of this with colourful names like Green Tooth Anne or Vulgar Betsy. Have a secret cottage for brewing potions and a d4-1 sons with local monsters d4 1=werewolf 2=treeant 3=troll 4=orc hero
100 A petty god is here in hiding in probably its material form with a few followers. Any generosity to the god on hard times will be thought of well by the being, Such beings don't bother hiding invisibly and wouldn't bow to a king if one asked