Thursday, 30 April 2020

My 50th Birthday so I give you Kobolds






































So freebies for all a couple of PDFs for Public Release

Just want to say thanks to my readers for being a big part of my life since 2012 when I started blogging in 2012. Appreciated all the friends, kind words and freebies....

Current Projects
-a Cthulhu Book for sandbox stuff
-refining my homebrew system
-getting some stuff on LuLu and some merch sites
-solo play testing my adventures, handy for rules and editing and I will do more of...

Paetron
-8 page adventures
-3fold flyers and dungeon zines
-shadelport and Aegypt 3folds adventure series

Reading
-lots of roman Cthulhu stuff, Cutie Honey (long time fan), 60s dc comics

Kobold Cavern
https://drive.google.com/open?id=1MWLT1xXque5RHXSmDZW_W7RYg-N6h02b

Kobold Geomorphs
I cut these and keep in a coin bag in pencil case for quick tunnels
https://drive.google.com/open?id=1PYisf_tQt7wMYlELuzKKMaWdyfmubpJk

Manly House - based on a Popeye cartoon and made to annoy people
https://drive.google.com/open?id=1tONFYHBLnJgmZFLwfr2q32EuiYRt7bpj

My Classic Goblin Mine Zone
https://drive.google.com/open?id=0B3VvMT9IKhhHV0tQZFYzakY5cFk

Enjoy and thanks for your comments...
As always your feedback welcome
Any stories of my stuff being used in games always apreciated

Wednesday, 29 April 2020

Homerbrewing Crap Yet Again



A few projects on the go...Seem to be dabbling with the finishing of my worlds of hell for my setting
-seven hells and then six in between worlds you can do your best to never enter
-when I write these up will be possible to play with very little dming hopefully and different each playthrough
Plus thinking of revising my own pantheon I have lazily used mythology for years
-possibly graphic depictions of the pantheon
Dabbling with Elfmaids monster book again

Revising my homebrew system
-added to my character sheet boxes to record class changes an option I want more of in my system and boxes by stats you can fill if you have any enhanced save based on your class/race or any skills you choose. I could envisage a graphic for senses too, eye box if you have a spot skill ear for listen tongue. Possibly next revision
-did a sheet with notes on the character sheet above. I need to proof this better and reread a few times and have page numbers to the final book sections
-few layout bugs and typos I'm finding
-have done generic "builds" of character in my system based on old classic classes and need to rename some
-monster forms might help too for groups of mooks and boss or legendary monsters need a sheet with rooms for skills and powers
-if I did more detailed builds or kits I might include something on how you got the equipment
-party form with marching order and initiative offer marked and flunkies and a company name good for NPC parties too

Hope to have a bunch of 
"builds" planned out so you can make a npc of a class and level and use charts to know all of the character's skills and abilities.  Fast for NPCs or late players or making a pregen for higher-level adventure. It is very list based and might finalise my ruleset first before too much of this. Possibly some generic monster add ons for monster bosses or elites too. I like in Temple of Elemental Evil PC game the ninja bugbears used a trip attack then all dogpiled the fallen victim. Useful forme anyhow. These kits are examples of starting equipment (and weight) skill and spell selections for a fast-starting character. By plotting out to what they get level by level say 20th level should make it fast. I'd like to do 5-12 of these for each class. I don't want to overcommit just cos I like things in fours or by dozen. I have 16 core classes so 12 sample builds of each maxed out might be painful. I might do this with some players. Possibly priests might vary the most if I include power alternates to turning and bonus spells.   

A system of generating magic items for NPCs of high levels or new PCs might help. I used fiend Folio for these lots as a kid.

Anyway here are some alt builds based on classes
-each class in my book has a sample build of spells and skills and starting equipment which is 1 on these lists
-my naming schemata I'm still playing with and while id like to do a witch or alchemist class ill save that for some future edition as I still have plenty to do on this incarnation of the game I wrote in bed from memory when sick 12 years or so ago and got back to and ish stuff.
-priests I'm split between having to base on cults or as jobs....
-priests id like to have alternate turning powers or some extra spells or something like i had earlier versions but priest by job approach seems not as useful and perhaps all priests engaged with the struggle of life and unlife and everyone hopes to be buried on the hallowed ground or at least get a cantrip cast on their grave lest they arise which has tempting possibilities....possibly the gods & alt powers could be a later thing to do (even though I'm thinking cosmology again). I like the idea of being a healer of the bright healing gods vs a healer of darkness or a bright templar vs a templar of a love goddess too. This many alt powers might be too hard for now too so will go with what I have now and all clerics involved in war between living and dead

Priests built on religions                                     
1 - Light (solar and law cults) turning undead repels or destroys                 
2 - Darkness (night and underworld cults) turning undead makes obedient or slaves            
3 - Love (beauty and fertility cults) fascinate or mass charm            
4 - Death (war and pestilence cults) improves troops morale or go beserk        
5 - Sage (scholar and scribe cults) question ancient spirits for knowledge              
6 - Air (sky and storm cults) influence weather    
7 - Earth (fertility and nature cults) pacify plants and animals    
8 - Fire (war and craft cults) burning aura
9 - Water (sea and river cults) draw water d12 litres/Lv once per day per level sea or pure
10 - Trickster (chaos and luck) temporary random mutations 

or

Priests built on Jobs 
1 - Cleric (workhorse fighting order) turn or destroy the undead
2 - Exorcist (
hunt evil spirits, undead and shapeshifters)  
3 - Friar (wandering rural commoner order) pacify animals
4 - Flagellant (frenzied fighting order) beserks 
5 - Shamen (spirit seers of savage peoples) spirit sight and travel 
6 - Prophet (missionary and divination order) fascinate 
7 - Hospitalar (medical fighting order) healing miracles
8 - Templar (fighting crusader order) protection from evil 1 area circle 
9 - Inquisitor (hunting heretics and the unholy order) detect lie 
10 - Hermit (wilderness contemplation order) hide in limbo 

Rogue
1 - Thief (criminal gang member)
2 - Hunter (hunter, scout or often bandit)
3 - Assassin (killer for hire or cause)
4 - Sailor (mariner and sea traveller)
5 - Merchant (scheming traders and travellers)
6 - Diplomat (spies and negotiators)
7 - Bounty Hunter (hunter of criminals)
8 - 
Acrobat (athletic performer)
9 - 
Charletan (sleazy con artists)
10 - Beggar (spies and dealers)

Warrior
1 - Mercenary (professional soldier for hire)
2 - Knight (aristocratic cavalry)
3 - Gladiator (combat athlete)
4 - Yeoman (landowner farmer and warden of the forest)
5 - Viking (barbarian sea raiders)
6 - Berserker (frenzied savage warriors)
7 - Houseguard (household bodyguard of noble)
8 - Hoplite (farmer artisan armoured spearmen) 

9 - Amazon (nomad horse archers)  

10 - Musketeer (specialists in black powder) 

Wizard
1 - Enchanter (control minds and craft magic)
2 - Conjurer (summons things and creatures)
3 - Illusionist (influences mind and dreams)
4 - Necromancer (animates undead thralls and streal souls)
5 - Alchemist (makes potions and golems)

6 - Air Elementalists (air elementalist)
7 - Earth Elementalists  (earth elementalist)
8 - Fire Elementalists (fire elementalist)
9 - Water Elementalists (water elementalist)
10 - Diabolist Elementalists (black magic taught by hell with low low tutorial fees)

Bard
1 - Minstrel (travelling entertainer and performer)
2 - Jester (foolish entertaining simpletons)
3 - Seducer (gigolo, courtesan or professional lover)
4 - Mystic (holy acrobatic dancers)
5 - 
Demagogue (rouses rabble and spreads slander)rune master
Druid (the same issue as priests really but I'm probably going for the easier option for now)1 - Green (plants and animals stuff)
2 - Red (sacrifice to nature with blood and fire)
3 - Black (death stuff)
4 - White (healers and diviners)
5 - Dun (elemental stuff)

or 

1 - Forester (care for forests and wilderness)
2 - Gardener (holy herbalists of temple gardens)
3 - 
Beastmaster (animal tamer and friend)
4 - Soothsayer (divination and
 blood sacrifice)
5 - 
Sage (wandering teachers and healers of old faith)

Monk (a similar problem I could design weird orders or this)
1 - Mendicant - (wandering holy folk sworn to poverty and self-defence) 
2 - Archer (specialist marksman)
3 - Duelist (wandering sellsword)
4 - Executioner (ordained punisher) 
5 - Guardian (temple and monastery defenders) 

Sorcerer (a good variety of sorcerers is a must, powers from blood link or an oath)
1 - Magus
 (powers granted by esoteric entities)
2 - Witch (powers granted by ancient spirits)
3 - Nymphamancer (powers granted by faerie and sylvan beings)
4 - Dracologist (powers from dragons)
5 - Demonologist (powers from demons)
6 - Pyromancer (powers from air elementals)
7 - Geomancer (powers from earth elementals)
8 - Pyromancer (powers from fire elementals)
9 - Hydromancer (powers from water elementals)
10 - Umbramancer (powers from shadow entities)

NonhumansI put a troll breed on quite a few of these lists to show how the races can be reskinned.
You could make a bunch of faerie folk like this too.
Abhumans used to be just beast-men but I expanded it to a variety of other humanoid beefcakes

Dwarf
1 - Mountain Dwarf (love treasure, mines, war)
2 - Forest Dwarf (love nature, animals and plants) 
3 - Hill Dwarf (love trade and craft) 
4 - Dark Dwarf (cruel dwarves who hate the surface)
5 - Tunnel Troll (savages from the underground)
Elf
1 - Wood Elf (earthborn common elves replacing worlds woodlands)
2 - Wild Elf (feral earthborn elves from hidden wild places)
3 - Bright Elf (otherworldly dwellers of elfland serving bright spirit lords and gods) 
4 - Dark Elf (otherworldly dwellers of elfland serving dark spirit lords and gods)
5 - Arcane Troll (gloomy and melancholic mystic race long thought extinct)

Gnome 

1 - Forest Gnome (live with animal chums in woods)
2 - Deep Gnome (gloomy steam-age mechanists from the underland)
3 - Blood Gnome (vicious murderers and brigands) 
4 - Knocker (magic crafty mining goblins)
5 - Barn Troll (shy protectors of barn and farmyard)
Halfling
1 - Scout (halfling professional militia)
2 - Cook (cooks latest dungeon monsters and steal recipes)
3 - Sherrif (guardian of law and common folk)
4 - Wanderer (restless curious travellers)
5 - Hedge Troll (small shy trolls live under bushes)

Abhuman

1 - Goat Folk (Common beast folk)
2 - Eath Folk (Rock elemental humanoids)
3 - Barbarian (Humans bred by ancient evil wizards for war)
4 - Orc (tortured dead elves reborn to serve wizards now free)
5 - Cave Troll (large troll warriors, mostly wiped out long ago)
Changeling
1 - Cat (mischievous cat spirits)
2 - Fox (thieving cunning fox spirit)
3 - Cambion (demon human hybrids)
4 - Dryad (lascivious tree spirits)
5 - Faerie (insect winged nobility of elfland)

Giant (any of these would eat a human, just saying)

1 - Mountain Giant (common giants who most rely on humans to live among as young)
2 - High Giant (lawful civilised remnants of giant civilisation destroyed by gods)
3 - Cave Giant (savage stone age giant simpletons who mostly hunt and gather)
4 - Formarian Giant (mutated hideous freaks who serve chaos)
5 - Cyclops Giant (one eyed farmers and wine makers)
Tako (i considered having squid, nautilus, cuttlefish, ammonite etc types instead)1 - Octopus (explorer of the surface world from undersea faerie land ruled by dragon kings)
2 - Nautilus (armoured knights of the sea a warrior caste with a shell helmet)
3 - Squid (commoners of the undersea kingdom who gather food from sea) 
4 - Ammonite (pointed or spiral shells show interested in magic and lost knowledge)
5 - Cuttlefish (scouts and messengers of the undersea kingdom)
Psychon Versions
Priest - Programmer (typical priests of psychon who commune with AI gods)
Rogue - Scrapper (salvage expert at looting ancient ruins)
Warrior - Astronaut (often found in stasis in crashed ships)
Wizard - Astromancer (hack global teleport array for miracles)
Bard - Rocker (travelling musicians of psychon mostly guitarists)
Druid - Mutantmaster (aids the toxic mutant evolution of psychon)
Monk - Agent (trained operative for secret society or AI)
Sorcerer - Cultist (powered by pyramid scheme of outre beings)
Elf - Eldren (space travellers returned from the stars)
Dwarf - Morlock (cannibalistic machinist dwarves who breed humanoids as cattle)
Gnome - Gremlin (small mischievous humanoids)
Halfling - Podling (gene adorable hacked humans for ultra-dense survivor habitats)
Abhuman - Android (synthetic humanoid of the ancients or aliens)
Changeling - Alien (grey-skinned outsiders from the outer void prefer psionics)
Giant - Behemoth (a race of revolting snotty drunken bullies who don't know it)
Tako - Octoborg (synthetic body with jacked in mind or android brain)

+ new classes in psychon book
Cyborg - living human using robot spell list but might be better as sub type of robot)
Psionicist - like the idea of this but I might just build from bard and use my psionics spell list
Mutant (Psychon Mutant, others like necromutants, techno mutants, or mutants)
Robot (Service Robot, cyborg, farm robot,

-----------------------------------------
Test with above character raised as high as he can go my system with stats
So above stats on the example sheet above have no HP
so I will roll and got 2 and as 1st lv gets min of 7 + 1 vigor bonus
total of 8HP so if solo id probably get job in town or join some outfit

Lv 2 HP 13 hit bonus +2 Cleve
Lv 3 HP 17 hit bonus +3 Improve Expert +1 sword to +2 Master, Riding, Read Common
Lv 4 HP 23 hit bonus +4 +1 STR (16 increases bonus by +1)Tough
Lv 5 HP 26 hit bonus +5 Frenzy
Lv 6 HP 34 hit bonus +6 2x attacks round, Power Throw, Track, Speak elvish
Lv 7 HP 37 hit bonus +7 Opportunity attack
Lv 8 HP 42 hit bonus +8 
+1 STR (17) Extra rank of a Critical hit (x2)
Lv 9 HP 52 git bonus +9 Improve master sword to Specialist +3, First Aid, Speak gnomish
Lv 10
 HP 55 hit bonus +10 Damage dice bump by one, Extra rank of a Critical hit (x3)
Lv 11
 HP 58 hit bonus +11 Armoured Attack
Lv 12
 HP 61 hit bonus +12 3x attacks round, +1 STR (18) Running blow, Running
Lv 13
 HP 64 hit bonus +13 Running charge 
Lv 14
 HP 67 hit bonus +14 Armour optimise
Lv 15
 HP 70 hit bonus +15 Parry, Fortitude 
Lv 16
 HP 73 hit bonus +16 +1 STR (19), Rage 
Lv 17  HP 76 hit bonus +17 BerserkLv 18  HP 79 hit bonus 4x attacks round, +18 Running Charge, StewardLv 19  HP 82 hit bonus +19 Quick load hand axe
If I was to comment on this guy Id say had lowish HP for a long time and might easily end up a second-tier fighter

But I better finish my draft before I get committed to doing these...
while the project is handy its sort of thing rendered useless by say a later edition

Im gonna put up some spreads on my FB group for a final going over and discussion too
I mostly don't constantly discuss anarchism on the Elfmaids & Octopi group on FB  

Saturday, 25 April 2020

Adventures in the great shut in: Toys & Dragon Mag





So I have got a big model making assembly line to keep hands busy and gone through and assembled all my mars attacks and other miniatures.  Arachnids were awesome fun and should be a good start to paint point. Airfix astronauts and some space toys. Built a few snaplock Yamato space cruiser kits and want more. Good midsized ships. Got some old Atlantic fighters box sets and a few more online out there for fighters. So have a good pile of minis fora space opera RPG with fighters, warships and mecha and space archaeologists.  My next house I will get some custom shelving and a game table built. Foolishly played civilisation IV and Alpha Centauri and Temple of elemental evil and have gone nocturnal again.

Made a compilation up of my fave dragon stuff from about 50-170. I might dig through some later ones but the content thinned out and a bit over that I was over and TSR for 20years (except TSR marvel from 1984-2004 campaign. As I got into the end it was a real slog. Once sequences of issues went by I had little memory of It reminded me of why I quit. It probably influenced me quite a bit even design-wise and I liked lots of the clip art look which is pretty old school. But I made it mostly to read on my tablet and stuff relevant to campaigns and I keep remembering. It came out 200pages and reminded me of the best and worst of Dragon.

In my era, I loved design and layouts and art and illustration, especially in threads. The older stuff from only a few years before seemed amateurish between sets of BX although I'm fond of the older art versus slick now I'm not a 13-year-old fanboy. Later TSR and2nd ed and really lost me here. DnD and RQ and Cthulhu got me into history gaming and into history books and eventually three uni degrees. But I also lost interest in the newer more railroad high fantasy family-friendly settings. I regret not getting into Spelljammer and Dark Sun but I was more into my homebrew settings and over-detailed settings player fans knew way too hard.  The ads were great often but they increasingly replaced content and articles on products like computer games books and minis made me lose interest. I liked dnd known world setting but by time was called Mystara and the Princess Ark series I was over it. TheArc series of articles wasn't my thing and a vehicle for the good stuff and represented effort often the best in many issues but I was finding less and less and BRP was taking me away to gritty ultra-violence simulation land. The SF content was the best for years and noted at one time the mag was fullofSF RPGs despite TSR not having any at the time and had given up of its past settings and systems. Buck RogersRPG had great covers but interiors often had me feeling uninspired like Holloway art in many settings books had done. 

TSR and the DND brand made a huge impact on popularising the fantasy genre and the look of it ever since. I find the look of recent DnD or Pathfinder editions to put me off. It just Is not what I imagine which looks more like Don Laurence or Angus McBride history illustration. Id like an all Daniel R Horne and Tim Truman art version with a gritty setting and take but what would I know.

I accidentally learned some InDesign skills so the Dragon comp thing was good. Other than that I saw one person this week and killed some flies.


Thursday, 23 April 2020

d100 Courtly Scandals & Dramas








So when you get to name level and forced to attend court or if you just serve a member of the court and come as a follower of someone important there are lots of exciting things always happening. Some of these are opportunities to gain fame and influence for the person making a career among the nobility.

d10 Type
01 Romance

02 Fortune
03 Feuds
04 Hostages
05 Spies
06 Plots
07 Murder
08 Health
09 Fashion
10 Supernatural

d100 
Courtly Scandals & Dramas
01 Several lovers from the court are on the run and families scandalised
02 Some great lover of the court has fathered a dozen children in secret 
03 Someone in the ruling family rumoured to have a secret lover
04 A bastard child has arrived in secret in the court to cause trouble
05 Court leaders gluttonous sexual appetite and has many secret offspring
06 Court all speculating who are secret lovers someone spotted from a tower
07 Court members in scandals about town in vice and gambling dens with prostitutes
08 Rumours say some court members have been having secret orgies  
09 Many court men taken to demanding duels over accusations of wives fidelity
10 Court members racing to see who can have the most high status lovers
11 The head of the court has been forcing new titled nobles and adventurers to lend money
12 A famous explorer visited court and many locals have sworn to go exploring
13 A noble reclaimed some mines lost to monsters and now everybody trying
14 A court member returned from plundering treasure from non-humans
15 A court member has returned from plundering an exiting foreign place 
16 A court member was caught cheating on taxes and thrown in prison
17 Noble family offering marriage for paying off family debts
18 Lord's titles and land revoked and has become a robber knight refusing to give up19 Old weak noble being bullied for land and daughters by rich families
20 Noble traveller gave a great exotic gift to the ruler and now a favourite 
21 Two clans have lost many to blood duels and legal actions
22 Two rich merchants trying to get court sympathy against each other
23 Two fighting siblings put a whole clan at risk
24 Two clans have been kidnapping each other as hostages
25 Two clans have been having assassins kill each other off
26 Two clans compete in sports of all kinds and locals cheer them on
27 Two great feuding merchant clans have both become banks
28 A new faith competes with old order among some nobles
29 Two families competing for public feats of charity and monuments
30 Two families carry on an ancient feud from long ago 
31 Important youth for arranged marriages was kidnapped by a secret society
32 Clan matriarch was taken hostage by a rebel kinsman
33 Noble has taken mistress of a major influencer hostage for political reasons
34 A family trying to raise hostage fee of cleric taken by savage humanoids
35 Child heirs of a noble taken hostage and family desperate and going broke
36 Court maiden has been taken by some horrible monster demanding treasure
37 Court youth was taken by a forest robber knight and taken to his gruberhole as a hostage
38 Lover of noble captured by enemies for blackmail
39 A senior family member was lost as a hostage years ago in distant war just returned
40 One clan runs a notorious inescapable private prison full of enemies
41 A popular court lover could be a foreign spy
42 A servant was caught reading noble letters and awaits court, torture and execution
43 One of the important courtier's lovers was a foreign agent 
44 A popular lady in waiting possibly poisoned her lovers and escaped with secrets
45 An important senior scribe of a clan going into hiding and selling secrets
46 A number of sales and servants have been discovered pilfering secrets of late
47 Sabotage from some enemy power has increased
48 Visiting nobles are very keen to see historic maps and learn local history from records
49 Visiting scholars examining family trees and records
50 A popular bard has been befriending court and learning about the land
51 Someone has been whispering about illegitimate heirs around the court
52 Courtiers are taking of war and trying to get support for a conflict
53 Younger heir resents older family leader who mysteriously dies from poisoning
54 False evidence of witchcraft cults has been used to ruin some clans
55 Poisoning went wrong and family leaders all died at a feast
56 Lord argument with bishop who was murdered recently by robber knights
57 Lord has been outlawed and has refused to pay tax, urges other lords do same
58 A recent attempt to kill a court member failed but assassin died before questioning
59 A tortured spy spoke of an unknown court member providing information to enemies
60 The leader of the court had a number of nobles rounded up for plots of treason
61 Noble killed many rebelling serfs then refused offers of charity from church to help
62 Two famous clan warriors had a private duel and both died weakening both families 
63 An older noble was poisoned recently making many fearsome
64 A noble was stabbed to death by servants in their own home 
65 Peasants rose up recently but the leaders of the movement were murdered
66 Letters revealing a murder plot had a noble beheaded publicly
67 A knight bewitched by dark elves murdered his whole family
68 A noble was exposed as a cult leader so they sacrificed all hostages and fled
69 Tools of an assassin were found in a noble's castle by accident
70 An old noble who died recently is rumoured to have been killed by own children
71 An elderly noble is squandering money on elixirs and cures for ageing72 A recent plague victim was found in the region and many are worried
73 A desperate search is on for medicine to awaken a poisoned maiden
74 An old noble has called all their house to attend a feast to announce retiring
75 An ailing noble has retired to a monastery and left money to their heirs
76 A recent outbreak of sickness killed many older nobles and people in power
77 An important court woman is pregnant but some question the real father
78 An old noble recovered from deathbed to find sons destroying the estate fighting
79 A strange illness bringing odd dreams to the area, some blame invisible imps
80 A number of strange deaths have been reported in the area this year
81 A fanciful kind of shoe or hat keeping local crafters and merchants busy
82 A new bard sound has everyone excited to hear the new school sound
83 New dishes from the other lands have become the fashion but there is a shortage of cooks 
84 A noblewoman has demanded a certain rare fabric for her wedding but the last wagonload was taken by bandits
85 A new hairstyle is popular but the church find scandalous and complain frequently86 Jousts are all the rage with nobility now and a new tournament is called
87 A new type of stronger faster horse from far away has reached the market
88 More knights have full plate now making older obsolete armours embarrassing
89 Many new preachers are gaining popularity but some now declared heretics
90 Witch mania strikes and witch hunters and panic break out across the kingdom
91 A noble has a haunting on their estate and at a loss what to do 
92 A noble has been struck by a curse and the magician responsible demands something 
93 A monster has been roaming by night near court worrying many who frequent it
94 Blood drained corpses of servants were found in the court chambers
95 A secret cult has been making attempts to infiltrate and influence the court
96 Witches have been spreading menace across the countryside
97 A powerful wizard has threatened the kingdom from their forbidden lair
98 Location of an ancient tomb complex has exited many scholars
99 A haunted ruin from the history of the kingdom stirring alarming some in court
100 A wicked evil priest menacing the kingdom has an underground temple complex

Tuesday, 21 April 2020

Sargassum Faction Generator



This is for settlements in the sargassum of which there are more than you expect except they have been brought here over centuries and all simultaneously inhabit similar space and are quite probably separated from their own kind. Some Aquatic races understand the faerie land nature of the place and build kingdoms here.

So you don't need to roll all of these things.
You could roll extra of the tables for bigger factions.

Most factions have a leader that might be smartest or strongest
-leader often has bodyguard
-leaders have mates and family around them

Most factions have a spiritual leader that might be their smartest
-most small groups have a senior initiate or acolyte at least
-often Priest, Wizard, Druid, Sorcerer, Monk, Shaman or whatever
-larger groups have multiple sects and places they gather

So faction has
-a lair
-type
-pets 1in6 have lots of domesticated
-strongest d3
-smartest d3
-resource

Then work out chief and possibly sub chiefs sets and spiritual leader
The strongest guys often end up if not chief end up as a champion or bodyguard
The smartest guys could be the main boss, spiritual leader or just an adviser or expert

d12 Lair of Faction

1 Giant sea shell above and below water
2 Treehouse in giant kelp plant above and below water
3 Inside ancient ruins above and below water
4 Village of fisherfolk built of scrap
5 Prehistoric tower of pink coral above and below water
6 Inside structure inside a coral reef above and below water
7 Inside an ancient church or temple ruin
8 Inside a wrecked ship held above the water by giant kelp trunks
9 Inside a gigantic sea monsters belly (inside a biological pocket dimension)
10 Inside a cave above and below water 
11 Inside living tunnels within gigantic kelp trunks 
12 In an old lighthouse or boatshed and wharf

d12 Common Faction Type
1 Pirates got lost now want escape and treasure
2 Smugglers here with criminal goods want escape
3 Fisherman came exploring and got lost 
4 Slavers came exploring and found slaves so stayed
5 Sailors from a wrecked ship stranded here
6 Castaways all passengers on a transport ship
7 Islander natives stranded in storm want to escape or food or fight
8 Naval Kingdom ship crew exploring in name of the crown but lost
9 Holy order carrying relics and treasure has gone into hiding and heretical
10 Cultists worshipping vile demonic gods gibbering madly
11 Wizard Expedition seeking blasphemous lore and elder secrets
12 Strange Factions roll below or stranded convicts turned cannibal

d12 Strange Faction Types

1 Abhuman beast folk (d6 1=rat, 2=gull, 3=fish, 4=snake, 5=marine iguana 6=squid)
2 Abhuman beast folk (d6 1=otter, 2=frog, 3=monkey 4=parrot 5= 6=marine turtle)
3 Abhuman beast folk (d6 1=shark 2=sea urchin 3=eel 4=crab 5=brine shrimp 6=trilobite)
4 Abhuman elemental folk (d6 1=mist, 2=water, 3=seaweed 4=salt 5=wood 6=stone)
5 Undead (d4 1=ghouls 2=wight vikings 3=zombies &  4=lich & skeleton crew
6 Seahag (d4 1=x4 seatroll sons 2=x7ogre sons 3=x2 shambling mounds 4=cyclops son)
7 Wizard and students (d4 1=necromancer 2=demonologist 3=illusionist 4=elementalist)
8 Witch coven serving (d4 1=sea dryad 2=sea nymph 3=sea hag 4=kraken)
9 Evil priest with imp, templar guards and the means of calling a lesser demon 
10 Sea elves (d4 1=faerie knights 2=elven wizards 3=elven priests 4=young elves having earthly frolic) 
11 Spirit folk changelings (d4 1=sea weed spirit 2=water spirit 3=sealion spirit 4=fish spirit)
12 Lycanthrope shape shifters (d6 1=shark 2=wolf 3=rat 4=snake 5=goat 6=cat)

d12 Horrible Pets

1 Hydra that hands around they throw victims too (undead prefer necrohydra)
2 Hellhounds, some with mutations from being chaos tainted
3 Baby lesser fish demon likes to exhort gang to acts of wickedness 
4 Living statues of ancient abhuman warriors 
5 Shambling mounds, from heaps of rotting vegetation 
6 Giant starfish, eats garbage and screaming victims were thrown in the mouth 
7 Dinosaur pet often aquatic breed
8 Giant fish folk with trident faction sacrifice victims too
9 Giant octopus or squid in a sacrificial pool
10 Gigantic slimy shoggoth all tentacles and gibbering mouths
11 Dragon turtle that loves to eat ships and crew also can carry passengers
12 Ancient crinoid elder thing in a pit knows great lore faction torture it for

d12 Factions Strongest

1 Mysterious warrior monk, others of the same kind fear and shun them
2 Honourable fighting abhuman brute, if respects foe will give them chances
3 Former gladiator and pit fighter now scarred champion of gang
4 Former bandit and crooked rebel fighter
5 Barbaric savage with primitive equipment
6 Member of an exotic race, a humanoid warrior hero 
7 Machiavellian leader likes strategy games and discipline 
8 Ambitious noble, seeking social status among aristocrat peers
9 Warrior priest from a military holy order dedicated to an extreme alignment
10 Pirate captain notorious for cannibalism, murder and mayhem
11 Mobster clan leader runs banditry, heists and providing work for wanted criminals
12 Huge musclebound brute others fear but are controlled the smartest person in faction

d12 Factions Smartest
1 Scheming master of spies, messages, assassins and making political plots
2 Evil high priest of a cult seeks elder lore and relics but acts are secret with cult
3 Evil high priest of darkness god seeks to spread the evil ways of elder religion
4 Wizard seeks elder arcane documents for spell research and personal power
5 Likes to breed and create monsters and build a creature farm
6 Likes undead and adopts stray horrors and human remains to create own  
7 Alchemist operates a lab making potions and magic items
8 Greedy expert on money-making schemes, dark accounting secrets and treasure hunts
9 Diplomat cultivates many allies and ambassadors of other factions
10 Has developed survival methods and controls resource personally like water
11 Paranoid zealot drums up fear constantly versus enemies to gain influence
12 Charismatic demagogue has convinced peers they are mighty, wise and noble

d12 Factions Resource
1 Garden of various seaweeds and rockpools and fish traps for food
2 Water sources such as a spring, natural cistern, storage or desalination plant
3 Hidden grotto with volcanic spring and secret caves
4 Pile of treasure probably here for centuries possibly cursed
5 A hidden ruined temple with ancient tablets and murals from prehistory
6 A wrecked ship was hidden by vegetation and sand now a secret chamber
7 Volcanic caves with lava pools and thermal springs and sulphur

8 Ancient wizard tower with prehistoric magic tablets and laboratory
9 Graveyard full of undead and a secret way to get past them known to faction
10 Know several local monster lairs that can bargain with for aid
11 Know territories of dangerous creatures that can be used in traps or escapes
12 Has a supply of magic potions and make a new one per month by some possibly repulsive manner

d12 Faction Schemes

1 Slavery operation making captives gather food and labour, selling some
2 Cannibal cult and butchery, some keep as hidden surprise others a part of reputation
3 Collect treasure and wealth by any means mostly foul
4 Make other factions their thrills and vassals who offer regular tribute
5 Find a way off the sargassum possibly steal a ship
6 Desperate for basic resources like food and water to survive
7 Seek a better place to live due to some growing local problems
8 Support a great ritual to call on a daemon, elemental, devil or thing from outer void
9 Spread like a cult, recruit others into the group to grow
10 Wipeout another faction locked in a struggle for generations
11 Obtain magical lore or relic for power
12 Catch hostages of other factions

Monday, 20 April 2020

Rich District of Shadelport


































1 Navigators Run

Descendants of founding pirate families and richest ship owners
The rich here keep the most opulent riverside wharves and rich private boats. A private militia keeps out riff-raff and fish out dead corpses from upriver and dump them out at sea. These families are strong supporters and peers of the ruling Baron and 366 families are represented by the Navigators guild. Many are wizards. The law here is a private militia and the gang known as the Davey Jones Boys run vice discreetly

2 Fortunes Nest
Rich families of arcane and priestly magicians 

Notoriously close to the university and the holy district this area has some of the most unusual houses. Wizards clans, especially on townhouses and towers, erect sculptural figures from their clan shields. Sorcerers pleasure domes and priestly palaces all rub shoulders here. A sect of templars helps guard the street with militia assisted by poor wizard students. The biggest gang the Gilded Porpoise Club has risen up helping up and coming poor wizards then getting favours in return later.

 
3 Iron Men's Rock
Families promoted to nobility for worthy military or civil service deeds
While old inherited title families treat the Iron Men as inferiors, in fact, they are the most loyal to the Baron and highly regarded by the secret police. Eventually, they marry into nobility and move up. A rather quiet and austere area with gated communities with own guards. Militia and secret police keep streets very clear at night. The secret police are the closest thing to a gang and report to the Baron       

4 Palace Hill
Richest and most powerful nobles of the city who look down on everyone else

Many walled estates and palaces here with many private gate guards. These families are directly working with the Barons international trade, piracy and privateer empire. Some of the ancient reclaimed manours have hidden secrets and hauntings. Many deal with specific foreign lands or defected to the Baron from far away. A youthful chariot gang like to run down poor people intruding in area

5 Dragon Hill
Older farm estate families, landlords, and demihumans in declining old houses 

Once was wealthier are but these older "poorer rich" families that insist on true blood nobles only. As their leaders declined in health and sanity so did their fortunes and relevance, especially as the Baron created a class of farming and fighting common landowners. Even many of the slaver families here are in decline as non-human labour is cheaper. Probably the wildest streets with excentric locals defending own blocks. The Hellfire gang are rich privileged youths who occasionally take over blocks with guns and thugs just for violent fun.

Sunday, 19 April 2020

Into the Sargassum part two


So into the sargassum, you see strange things lots and these tables will help create wonder. These are spectacles and this environment. I could use it partly like a marine Ravenloft and have it a vast otherworldly faerieland that comes and goes. Players could visit other planes through the Sargassum including the parts that overlap with the undersea hell.

d12 How did you discover the Sargassum
1 Sent on a quest at just the right time and location
2 Travelling by sea passage and pass through a storm
3 Travelling on a boat as strange fog rolls over the area
4 Went through a spectacular magic gateway
5 Cursed by a powerful sea witch
6 Fish folk tricked you into sailing into a magical void
Spirits or minor divinities are offended
8 The crew of ship ignored bad omens or crew broke taboo
9 Found maps and astrological charts to find 
10 Found account in rare books of how to find 
11 Fairie folk or one of their relics brought you brought here
12 Drowned and woke up here

d12 Shipwrecked Folk
01 Convict labour gang, some with chains, sort of glad to be free
02 Slaves happy to be free at first
03 Merchant of a familiar land
04 Merchant of a strange foreign land
05 Pirate crew heavily armed with a treasure
06 Naval ship crew with marines
07 Family of settlers keen to settle somewhere new and safe
08 Cultists on pilgrimage keen start a new colony when they get a sign
09 Privateer adventurers looking for enemy ships or native treasure
10 Whaling ship crew drawn here during a battle with a strange whale
11 Fisherfolk in small two-person boat, exploring for treasure 
12 Villagers from native canoes of the great sea nomads


d100 Wonders of Sargassum
01 A volcano is bubbling from the sea giving off smoke, steam, heat and light
02 Island of sand with several palm trees and a stranded loner
03 A small island with a fearsome carved temple inside
04 Lighthouse on a rock outcrop, keepers have no idea how they got here
05 Tiny haunted castle on a small island 06 Small but cruel prison fortress for hostages
07 Small volcano island with a temple and a village
08 Island covered in strange prehuman statues and monoliths
09 Island with a gigantic nest on the highest rock
10 A tiny island with prehistoric ruins and savage cannibal tribe
11 Huge kelp and sargassum weed mass with a castle of sand and seashells on top
12 A huge mound of seaweed with tunnels inside and structures on top
13 A gigantic mound of quivering starfish devouring washed-up corpses
14 Dead area overgrown with salt deposits and crystals
15 Dead gigantic whale or dinosaur corpse being eaten by sharks
16 A number of huge trunks forming walkways in a complex spiral pattern
17 A hill sized cluster of egg mass with birds pecking at them
18 Gigantic structure of giant stems and leaves with a multiple platform layered village
19 Giant seashell fit for a home for some local marine beast folk
20 Mass of vegetation and trees in a raft fused with sargassum into a forest patch
21 Shambling trade town build of driftwood and salvage
22 Tiny shack and wharf with tiny boats for lease or sale
23 Tiny shack selling rum, food and opium
24 Fishermans shack with an old man who loves it here but no idea how got here
25 Seamans lodge a fraternal seafarers order who look after members 
26 Circus tent with sea animals and creatures and carny weirdos 
27 Seaside junk shop with strange non human merchant
28 Complex woven weed platform with a village and soil for crops on top
29 A great trunk of kelp formed a wizard tower
30 Pink coral castle guarded by hermit crab knights
31 Wrecked half a ship operating as a tavern
32 Shipwreck with chests and skeletons, zombies and ghoul guards
33 Shipwreck with baggage and surviving passengers or crew 
34 Shipwreck badly burned with plague-carrying survivors inside living like wretches 
35 Shipwreck of missionaries from a church on way to convert new lands
36 Shipwreck of pirates with several other ships and buildings of sea trash
37 Several wrecked warships ground up into a mess with each other
38 Shipwreck with spectral minions commanded by a spectre
39 Shipwreck with dead cultists inside murdered and robbed by someone
40 Shipwreck of a non-human race of a type strange to most
41 Spectacular pool with naked merfolk swimming about 
42 Seaweed dwelling goblins dancing and singing and selling market goods
43 A thin tower built of coral and giant seashell tops build by sea elves
44 Marine iguana folk basking on ancient sone basalt slabs with carvings on them  
45 Crab folk picking clean skeleton of a sea giant
46 Squid folk in robes chanting to a strange slime-covered tomb 
47 Selkie family of faerie folk basking in sun some as seals some as naked humans
48 Walrus men pirates using salvaged wood to build a tavern
49 Fishfolk warriors seek sacrifices, treasure and glory for the greedy fish gods
50 Quaint fishing village of gnomes living in giant seaweed with pet herons and pelicans
51
 Stone altar by a pool, home of a giant octopus
52 Giant clam shell inside is home of a nymph or sea dryad
53 A cluster of giant seaweed growth is home to a band of harpies with treasure 
54 Giant sea turtle shell with a gang of fiendish squid folk cultists inside                            55 Cave in a tiny island is a dragons lair
56 Stone pyramid with undead mermummies inside, horrible hybrid undead
57 Stone sentinels here for aeons really golems awake if a long gone for returns
58 Strange basalt towers with strange reptilian figures on them 
59 Petrified stone forest of giant seaweed and kelp
60 Stunning forest of giant kelp connected by vines and walkways
61 Collection of ship anchors, some rusted, some bronze or ancient carved stone
62 Forest of giant kelp with tangled ship rigging amongst it occupied by critters
63 The giant shell of crab or lobster shell possibly a house or might attract scavengers
64 Gigantic sea shell structure with buildings inside using the structure as shell house
65 Colossal jellyfish with luminous insides swirling about
66 Titanic egg of some kaiju
67 Skeleton of some gargantuan kaiju
68 Hundreds of drowned bodies collected in a vast net of weed, sea ghouls pick at them
69 Kaiju gargantuan monster swallowing a smaller one whole in a days-long process
70 A huge raft of floating 
carnivorous moving sargassum weed
71 A tiny island with a cave, hundreds of statues here from local medusa
72 Remnants of a broken and sunken bronze statue of some standing figure
73 Titanic starfish or slug gnawing on great trunks of giant seaweed
74 Gargantuan worm writhing through the giant weed gnawing on giant kelp trunks
75 House sized tentacled horror full of eyes and mouths shambling along or swimming
76 Gargantuan Kraken swimming or climbing, hunting for giant crabs or tasty humanoids
77 Giant sea urchin shells
78 Seaweed shambling mounds and vegepygmy tribe battling fish folk vegetarians
79 Fish folk running undersea beauty contest as a scam to eat other aquatic abhumans
80 Ancient trireme of vast age with documents and ancient coffin onboard
81 Pool swarming with water elementals around a gate node to the elemental plane
82 A vast mound of bird guano around rocky crags were millions of sea birds nest
83 Shimmering barrier hides a ruined citadel of the undersea faerie world
84 Stone cliff carved with scenes of undersea lizardfolk fighting crabfolk
85 A huge seaweed-covered stone tomb carved with eldritch diagrams
86 Strange stars and constellations are visible in the sky
87 Great stone stairs go into the depths
88 Coral reef with what seems to be windows, doors and fortifications
89 Giant coral growing several stories above sea level
90 Luminous jellyfish in the millions in all pools and waterways
91 Drunken sea god passed out with magical and animal servitors waiting
92 Cultists chaining up most attractive youth members as a sacrifice for a  horrible elder sea titan

93 A coral reef fortress with a garrison offish folk, sea spirit people and tako ruled by a dragon. Strange faerie folk meet to trade here
94 A huge whirlpool something stirs in the deep with life
95 A huge distant storm cloud over the sea herded by some god

96 A horrendous tentacled and mouth covered sea horror the size of a mountain
97 Great rock with a chained elder sea titan in humanoid form will beg for release
98 Two titanic kaiju have a battle in the distance shaking the seaweed mass
99 A vast cathedral of seashells and cement with mad church heretic cult
100 A small pleasant Island with an ancient temple where ancient lesser divinity dwells some locals foolishly believe is a mortal witch or wizard




d100 Treasures of Sargassum
01 Barrel of wine or rum or beer 60gp
02 Crate with bottles of wine or rum or beer 30gp
03 Bales of wool 20gp
04 Logs of wood 30gp
05 Bundles of 100 yards of ship rope 90gp
06 Fishing net tangled with trash 10gp
07 Giant cuttlefish skeletons 10gp
08 Dead whale with ambergris intact in mouth 300gp
09 Quality pearl 160gp
10 Sea chest full of sailors personal goods 25gp
11 Sea chest full of family clothing 30gp
12 Sea chest with cursed frightening idol save or cant get rid of it -1 all rolls 150gp
13 Sea chest from life raft with food and water and fishhooks 20gp
14 Sea chest of expensive children's toys 75gp
15 Sea chest of craftsman tools 45gp
16 Sea chest of cooking pots, knives, clever, herbs and spices 120gp
17 Sea chest of dried fish and meat 90gp
18 Sea chest of fishing supplies and nets and traps 35gp
19 Sea chest of used artificial limbs 65gp
20 Sea chest with black powder, musket, hunters hat, butchers tools, sack 65gp 
21 Bag of inferior pearls d6x100gp
22 Necklace of coral beads 60gp
23 Necklace of shark teeth 15gp
24 Necklace of tiny pearls 120gp
25 Gold neck ring with sea designs 300gp
26 Gold bangles 120gp
27 Godring with tiny pearl 150gp
28 Strange golden figurine with ancient script 360gp
29 Strange golden lump with ancient fish folk script (curse: fish folk detect it) 400gp
30 gold snake amulet on chain allows speaking with snakes a turn a day 1200gp
31 Elixir of wine with dissolved in pearls and alicorn, cures poison or disease 800gp
32 Elixir of shark egg, drinker if fail save is berserk and chaotic evil for a turn 400gp
33 Elixir of the squid drinker if fail save has brain infected by a squid that turns host into a abhuman squid headed freak over a few months
34 Elix of long life lose 1d6+4 years of aging effects (keep away from kids) 1500gp
35 Elixir of free action can more as normal in water or webs for an hour 300gp
36 Elixir of breathe water lasts one hour 300gp
37 Elix of infravision 200gp
38 Elixir of light drinker glows for 24 hours as a lamp from luminous flesh 100gp
39 Elixir of swimming allows a land creature to grow flippers instead of feet and swim at normal land speed in water or allows a marine creature to walk but not breathe on land so undersea folk call it a potion of walking100gp
40 Elixir of true breathe turns drinker amphibious for life 3000gp 
41 Anchor of the merchant protects ship anchor line from breaking 2000gp
42 Anchour of the mariner creates a windfor one hour when pulled from sea once a day 3000gp
43 Anchor of the deep is unatracive and tastes bad to sea monsters and makes them less likely to eat anchor, the rope or the ship 4000gp
44 Captains spyglass can fold into 5 inches to three foot and lets you see a mile away 
45 Barometer this magical device predicts next 24 hours of natural weather 1200gp
46 Ships clock shows local ship time and home port time and looks fancy 1200gp
47 Magic sextant helps navigator find location and make maps in half the speed
48 Magic pocket astrolabe shows positions of the stars of you know date for navigation 1200gp
49 Ships compass shows north and direction home (requires ritual) 1200gp
50 Sky scry crystal lets you see stars even if foggy, overcast or daylight to navigate 3000gp
51 Seamans beanie keeps wearer warm and lets you float in water 800gp

52 Swinewool jumper keeps wearer warm and dry but itchy 400gp
53 Captains hat allows wearer to see 20% further and looks fancy 600gp
54 Eye patch of Old Red Eye, wearer has infravision in covered eye socket 1200gp
55 Devils hook d4+2 magic hook artificial hand for a pirate 1200gp 
56 Silent pegleg makes no noise on command 800gp  
57 Silver nose of Barnabus if attached to face can breathe water 3000gp
58 Pipe of the seagull if sucked on turns user into gull for a turn once a day, their clothes fall off but they can carry the pipe as a gull 800gp
59 Nautilus helm often worn by sea races lets you breathe on the surface and stay moist 3000gp
60 Helm of the sea seals at the neck and allows you to survive one hour a day underwater made from steel and leather and magic glass 3000gp
61 Magic bucket fills with gallon of rain water a night if left outside 2000gp
62 Net of fisherman, catches a d6 pounds of fish once a day in sea or river 1200gp
63 Folding boat fills one backpack and inflating air skins takes ten minutes 120gp
64 Canoe oar with native carvings improves boat speed by 30% 800gp
65 Fish goggles lets you see underwater without hurting eyes 400gp
66 Fish cult tiara lets you speak with fish for a turn a day 1200gp
67 Brazier of the mermaid, if worn gain the fabulous breasts of a mermaid 1200gp
68 Singing miracle fish, stuffed fish on a plaque, when touched sings a song 400gp
69 Seahorse medalion transform into a giant seahorse with saddle and reigns once a day for a turn while underwater 1300gp
70
71
 Crab claw gauntlet replaces unarmed attack with a d6 pincer nip good for shearing and cutting tool 800gp
72 Seaweed Armour, living weed clings to body in one round and as AC5, keep in brine with sunlight or will die 600gp  
73 Octopus hat may hold four small handy objects like a knife or dart and warns you of attacks from any directions. needs occasional meal and soak in salty water 600gp
74 Long rigid eel like fish spits d6 damage 3/6/12 range barb, requires a round to load a new one, usually found with a d6 poison barbs and 2d6 plain hunting shots, can fire a dozen times a day as long as fed and soaked in salt water 3 hours a day 400gp 10gp plain dart 90gp venomed dart
75 Slime spores dropped in water becomes a hostile ochre jelly in a turn come in a d4 bag
76 Shell Axe come in hand axe 250gp or battle axe 500gp or halberd 800gp +2 damage vs humanoids or animals wearing no armour, this effect is non magical, breaks on a 1 to hit roll
77 Spears of Ulhuru made of magic obsidian, can harm magic creatures +2 vs undead or planar beings, dart 300gp javelin 400gp spear 600gp long spear 800gp  
78 Swordfish Club spiked teeth lined club 2d4 damage one handed weapon or two underwater without penalty to hit, breaks vs metal armour on a 1tohit 200gp 1in6superior version does 3d3 damage, wont break and hits enchanted beings 800gp 
79 Blade of Dagon come in dagger 600gp or 1200gp shortsword and in ancient style from bronze with patterns of fish men warriors fighting monsters. +1 hit land or air dwelling creatures of the surface, no penalties fighting underwater or on a ship. Prefered tool of choice in ancient human sacrifice rituals 
80 Stone Club of Mana grants protection from evil while holding and +1 and once a day creates a meal of taro, fish and coconut as cooked in the islands 2000gp
81 Enchanted ship prow can turn into living elfmaid and sings sad songs and wants to die as her living elf ship is a destroyed. Someone might be able to help her like sea elves 4000gp
82 Sea faerie sword fight underwater as on land and hit beings as if silver 400gp
83 Sea faerie dagger +1 +4 vs beings on other planes such as out of phase creatures or spirits 800gp
84 Mask of Dagon breathe water, save when you try to take of or it fuses with face and you become a fish person 600gp
85 Mask of Mana lets you speak to fish and fishfolk by night 750gp
86 Nose ring of protection made of gold +1 1200gp
87 Nose bone of courage +3 vs saves vs fear and morale if npc 600gp
88 Key of the sea, wand at certain locations the wand can open a gate to undersea faerie land. Find such a location near sea at 1in6 chance per day search and 3d10 charges 1300gp
89 Horn of fish summoning once a day summon dozen large fish once a month can summon 4 fishforlk warriors if by sea or river or lake. They don't speak human language and seem a bit thick but will serve till dawn or morale fails 600gp
90 Lobster charm once be used to become a giant cave lobster ally for one turn 700gp
91 Bowl of water elemental, summon a 8HD water elemental once a month if hour long ritual requiring research is followed. Elemental follows you for a day as long as you don't show favour to other elements 2000gp 1in6 summon elementals of only one alignment
92 Fish demon idol if cast into sea in a ten minute ritual an hour later a d4+2 fish folk arrive come and offer you gold or sex or trips to the undersea kingdom if you serve them 300gp cultists always want these

93 Dream Idol of Tulu strange forgotten sea god of elder darkness, sleep with idol will teach you spell research you desire in your dreams 3000gp
94 Crystal helmet of ancients grants visions of war, disaster, apocalypse that change your alignment if fail a saving throw to any new one. The visions are terrible but provide few clues but many sects desire this item and believe they can alter history 3000gp
95 Serpent Crown of a sunken serpentine kingdom, wearer can use helm to research rare demonology skills but save or become lawful evil as persona of a serpant folk who only wants to restore own kind to superiority 3000gp

96 Giant pearl of fortune, acts as a crystal ball for a turn a day to see but not hear a location. Can communicate with other pearl known pearl owners a turn per day. Trying at random might contact a dragon or non human elder race. Only spell casters may operate the orb. A pearl that glows in use and can be operated as a lantern for light 5000gp
97 Idol of the Hungry God, all who see the idol save or become a canibal, if don't eat human flesh in 24 hours they are spared the curse. Failing makes the victim hungry and desire to eat anyone near them. Only effects under 4HD beings 2000gp
98 Ancient black stone tablets from some black magic library before human kind
99 Woven tribal battle mat 2x2 yards acts as protection vs chaotic evil to any who stand on it 1200gp
100 Squat idol, with blood sacrifice it's eyes openand all who fail save held paralysed with fear for a turn. Keeping the idol makes it's ancient evil sea god contact you in dreams and offer wizard lore in return for being summoned into this world. An ancient bark book with a dead language contains instructions for bargaining with the god without becoming it's thrall 3000gp to bad people or higher