Monday, 21 September 2020

I Call Ye Craftgod!

 














So I got proper internet or what Australia passes for the net, not just phone. I thought I'd spend 72 hours a week playing Farcray Primal and Fallout but nope. Mostly watching videos and since I found this wood mirror frame I've been crafting lots. I've pulled out my minis, kits, scrap boxes, and got to work. Above is battleboard I'm working on and some pencil sharpened sticks hot glued awaiting a base currently keeping Cthulhu away (i will paint).

Mostly working on making frame into a battleboard with a cobblestone texture still drying after days. Has one coat of pva and spak filler mixed to fill in edge around outside and seal. Will try a pva and colour wash next. Has some cracks from Femo air dry clay but overall its less like baby poop than Das brand I've always thought a sad and disappointing product. The Femo brand was perfect with texture rollers from greenstuff (yes send me free products to review and name drop). Some of my cheap pva had gone sour and nasty but the good stuff seems fine after 20 years. This has been good to purge stuff.

So the baseboard in cobblestone will be for dungeons and ye old cities. I got a green grass square for it for outdoors. Will do a city grid and perhaps a space scene for sf battles. Started on some scatter terrain bits and hope will get a bunch ready for my stone age games with cliffs, hills, and trees. I have two lots of mars attacks redbrick ruins and an industrial foundry kit I'm going to build and paint finally. From what I've seen from 20 years of stenciling and aerosol art I have lots of the skills I need and enjoying learning from vids while i work and potter about the house. I've been eating less too which I didn't expect. So my net has given me a new lease on life. Plus walking to the hardware store and collecting sticks and smashed bits of car plastic on the highway for post apoc terrain. I'm supposed to be building a moon theme room at one club and a poster corridor of my art for a punkier one. I Will see how this goes but doubt I will get Sydney pay here.

I appreciate art tricks cos as an art teacher for 20 years lots of art is tricks. I know lots that my vid viewing channels don't know and more fine art or street art so I think I have something to bring to the table. Got a Dremel for sawing (a bit disappointing cutting sticks vs my titanium bladed shears). Used to unrivet some old toy cars for gaslands type stuff. I have a few test things drying and some things I want like cheap mesh not a dollar a cm mesh from hobby or art shops. Hoping to find cheaper expanding foam.

So having been a mostly not interested in minis gamer what happened? I liked 1/72 and a kid because it was compact and you got alot and as I felt to starved I mostly liked lego, matchbox cars,  blocks, soldiers, animals, and starwars as you could add to a collection over years and I knew I would not have cool seasonal toys. My plane kits collection my mum paid me so she could smash them out of some anti model fantasy from a life time of model making males in her life - i used to buy unearthed arcana in 80s. She did wince when I told her they were worth quite a bit. Mostly relatives gave me macrame owls, hankies, candy and tea towels so I got good at hoarding my scant resources.

So 40 years later I have a bunch again. I like fancy toy animals and collecting them made me draw better and learn about evolutionary biology and evolution better (I love synapsids). When I lived above a gaming club and ninja dojo for years in Sydney I got to see huge piles of scenery, tables, crafters at work, and model makers. I got back into minis "biblical era" first for my BRP Babylon games and later Vikings, Roman era, medieval. The monster scale I find less important. Big monsters for non-humanoids ok. I have almost the whole line of Mars attacks - civilians and burning cow set (i will build my own burning cows). I was mostly ok not painting as I like silhouette mostly. Club kids laughed at my use of paper minis for marvel (sob) and scrouged me a tub of Heroclix for my marvel game. I since got a few hundred bulks that have had years of use. BRP murder highway game I got lots of modern special forces and recently sets of 1/72 rednecks and zombie fighters. I got a sizable pile of 1/72 armed pre ww2 civilians and cops and gangsters and boxer rebellion civilians and ww2 partisans for Cthulhu plus a pile of 1920s cars, trucks, and busses. In the last few years, I was running Cthulhu and got lots of squamous and rugose things.

I'm mostly working on terrain till im happy with tool use and using less glue and paint better. But will paint some up eventually possibly when I get my shed and spare room clearer. 

So other than renewing my toy and company starved youth that probably helped me be imaginative what have I come to like about minis, especially when you have enough?

They really do ad to drama when you go for your monster box and pull out some Cthulhu Mythos thing and players go EWTF is that and worry more.

Sometimes playing with stuff gives you ideas. Sorting my cars into themes suggested roadwar adventures and gangs. 

As for who is where and can shoot It reduces lots of ambiguity and speeds play.

Helps some ppl less imaginative than me work out what's happening because sometimes theatre of the mind varies from person to person.

I think playing TSR marvel I always liked minis because punching ppl through walls and knowing what stuff in the street you can lift and smash ppl with is important. I ran a con Secret Wars 2 street battle 12 player battle royals that were fun. Scenery and minis help players come up with crazy ideas.

I have considered now I have lots of monsters I could draw random monster from a bag instead of dice. Mostly my ice age mammals this works but my dungeon critter pile improving.

Scale and numbers can really add to the horror and theatre of gaming. Possibly I'm driven by ooh and ahs of players a bit.

I'm supposed to be doing a megadungeon module for Patreon and rewriting my spell lists but not. Checking if my airbrush in the shed workable tomorrow and checking the state of long-stored art supplies. Need packs of chipboard cos I do pretty well with cardboard so some buildings in works soon. Hopefully will have something decent to show off soon. The skills I learn here I will abuse in my fine art in the future.

I guess I'm finally enjoying covid shut-in and loss of my career and thankfully I have a place to live and the means at the moment. 2/3 of my friends awol since march a bit sad so I hope they are all well. I guess I have come out of this better than lots of people. Id like to thank my readers for keeping me going through a few horrible years.








broken found bits from the road will end up post apoc scatter terrain


Wish I had known about these before I bought a fancy hi-tech ruin kit



Kit bits. Good inspiration but I think I could scratch build now. Still good inspiration.

Still find Blogger changing things after I do with spaces, fonts, justifications. I prefer new facebook to new blogger.

Thursday, 17 September 2020

Stone Age Saga Reach Name Level


 











So we had some absentees from the game and an old AWOL player popped back in which was nice. I've been learning to cope with name level player characters after a few years absence and even then most of my games end 12-14th level. I've always preferred low-level play and BRP always feels low level or is at least never stops being risky. Played Dawn of Man a while on PC and very pretty and nice but I'm not sure if it ends and is pretty slow even on the fastest setting so games take days. You could possibly run on screen and work at the same time. My second game advanced faster but I'm not sure If you really win or lose or just pass time. Civilisation2 had a cave mod that had a tech tree with various stone tools and other things on the tech tree. Baskets and knots are pretty underestimated tech when you only care about weapons. Playing Farcry Primal again now my machine working with new boards (wouldn't run with 2 cards so I got a bigger better one) plus I have real internet not my phone so I'm no longer a starving homeless person using my phone for everything. Primal is pretty good though I dread a few later weapons when they had plenty of real stuff to work with. 

So I have in my sandbox-style players have had three choices kicking around a while.

1 Pesky centaurs invaded the region with advanced tech and slavery
2 Frost giant keep near the city of the old ones up to no good (4-5 month waiting)
3 Dysons Delves vol 2 - Red Ape Valley

And once again they went back to Red Ape Valley and wiped out most everything and plan to colonise it. Possibly the tribe sky cult might adopt the Ziggurat. So as Larnos the giant changed class he technically is not named level he has a cave in Red Ape valley with a healing fountain and a huge pack of dogs he can talk with. Sourberry known mostly as "The Elf" has been knighted by Elf nobility who dislikes him immensely for being some kind of chaos clown trickster leading young elves astray has been awarded the local elf hidden hillfort. He is busy glassblowing an alchemy lab. So they caught up with Orko the greatest living human wizard in the human world who has been living in the lost dino valley with a Pterodactyl barbarian and lizard monks (was 3rd Lv when last played now 10th).

One advantage of lots of old-style adventures is the level guidelines are blurry and fairness and balancing are scoffworthy only. So I'm impressed I ran the first half the Dyson adventure as a Solo but worked fine with a few extra players for the hard bits. There were two moments in the Ziggurat of the morning lord I thought might be a TPK. Also, nobody has much healing or even first aid at the moment. As party name level they seem happy to have followers do stuff like mind homes.

So when Orko returned to the mountain tribes cave he was awed to see numbers up, gardens, wooden walls, fruit trees, and earthworks made by druids. Also noted several tribe members riding griffons and talking to them. So they looked at the list of problems and decided Red Ape Valley was the place to visit. Largos the giant showed of his cave and dogs before they climbed up the cliff that split the valley and went to the Ziggurat. Red apes fled them which pleased everyone after the beating Largos gave them when he moved in with his dogs. 

So into the complex which I will skim details as you should play it but the best moment was when they activated a magic trap twice so I was pleased to trap them with two firewalls and two summoned invisible horrors which pleased me greatly. Not really supposed to happen but good to see players mess up a magic trap so badly. Anyway, luckily Orko the magnificent had magic visibility dust making the battle not so bad.

The last area in the valley had a cave with ogres, ogre magi, red apes, white apes, and a succubus had been breeding. The party had gleaned some forbidden woman and monsters were there but over the last thousand years hybridizing got worse.

One great moment when at a fork Lagos asked his dog which way smelled best. The dog took a big whiff and the equivalent of a sanity loss and blubbed bad men eating and killing friends! So they ran immediately to see a grizzly band of ogres killing and eating halflings and saved two. Then went through a secret door and an ogre-magi blasted them all with a freeze way. Orko fled badly wounded. The elf hid behind the giant. The big dire wolf size dog ran away. They blasted the ogre magi with spells and chased it but it turned to mist and went through a door. They hesitated a bit then charged only to have the Giant charmed by the succubus and the ogre. The elf had turned invisible and positioned himself and fireballed the boss monsters and Orko scared of the giant did the same vapourising the monsters and nullifying the spell in time. So the party saved by a 2nd level spell again.

Was big fun and the valley mostly cleared up now of trouble and some of the tribe plan to colonise the place. The sky cult will probably adopt the Ziggurat former home of the apes. The elf also used charm monster to tame the succubi pet otyg which they settled in a pit for the community sewerage and composting facility (well a pit really). Elf made some secret tunnels connecting his fort to the pit then the cave systems below the tribe. Orko met the ogress and saw the cave cathedral covered in mystic scrawls of ancient wizards. Being the most powerful wizard in the land pretty easy when he might be the only wizard in the land. The other characters have shown him lots of ancient scrawls and sites he might exploit.

So hoping they can finish those centaurs (griffons are keen) and then take on those giants.

I have a full colour cover sitting for the next revision of my stone age sorcery book. Might add some extra blog posts, tribes data, a city of the old ones, weapons, monsters, and more to next version. All minis below set to 1/72md. Helps lots mostly for marching order and location in a fight. I had to make fireball templates in-game as so many flying about.



This if the firewall trap going off which party sprung when elf's sprite follower was unanointed came in while they were meddling with both trigger gems. DOH!



Ogres eating halflings battle

Ogre magi waiting behind secret door ready with cone of cold. 

Wednesday, 16 September 2020

Monsters: Magnetodon & Black Slitherer

















Magnetodon (Magical Animal)
Small AC +7 HD 3 Bite 2d4 Mov 6 can snatch up to 6 points of ENC weapons or points of AC from metal armour into its mouth per round within 6 range which it gobbles up instantly
Large AC +10 HD 6 Bite 3d4 Move 9 can snatch up to 12 points of ENC of weapons 
or points of AC from metal armour into its mouth per round within 6 range which it gobbles up instantly.  
Large Magnetadons have various broken metal items clinging to it and when angry can create a vortex of flying shrapnel that causes 2d4 damage to any creature within 1 range.

Spending all your effort to hold onto a weapon or armour (not both) requires a STR save to avoid it being eaten. Magic weapons take a whole round to devour and the beast will stop gobbling weapons to chew anything magical or certain strange metals. 

This power can be very destructive to technology, metallic golems or other metallic monsters and causes a d4 damage per ENC point they steal or half with a save. The effect interferes with electronic devices like radio, radar, guidance or ignition systems.
 Rust monsters touch causes the monster to save or die and become a pile of rust. Spells causing rust inflict a d6 per caster level save halves. Metalic beings can sense something when the creatures get within 6 range.

This living metallic preditor (possibly from the plane of earth or some metallic demiplane) on it's own world hunts other metallic creatures to devour by use of magnetism to draw prey into it's mouth. Resembling prehistoric synapsids like dimetrodon with eyes on short stalks possibly used to hide under rivers of liquid mercury on their own world. They are dark metallic grey or black and sometimes shiny. Smaller ones are 2m long and larger ones reach 4m. Nobody knows how they got to the world and most agree it was a mistake. Possibly they were created by a mad wizard in a lab.

Black Slitherer (Magical Animal)
AC +7 HD 4 Tentaclex2 grapple + 2d4 acid Mov 6 (Climb or Swim) The 2m tentacle will hold on automatically causing acid damage each round. If both tentacles grab hold and the target is human size or less the slimy horror will engulf them for 2d4 damage and possibly drowning the victim. This also frees up the tentacles to attack but it cannot engulf anymore victims until the first is at -10 HP and very little is left.

These 2m tall gelatinous horrors make a hideous sucking sound while moving but are silent waiting for an ambush on a ceiling or in water. They resemble a black tar-like gelatinous creature that walks on dozens of short sucker feet. They have crude motion-sensitive sensory organs that do not require light and are mindless only motivated by hunger or pain. Their appearance can change as they move and none have a set form or distinct appearance. They can ooze through bars but their acid only affects organic material not metal or stone. They help clean up dungeons by eating dead or anything organic they collect in their slime. They leave a wet caustic train which dries to a crust in 10 minutes and some alchemists value. A d6 hours after eating a human-size prey they bud into two smaller weaker ones which hunt vermin for a d4 weeks before big enough to eat a human or medeum animal. Adults might eat a smaller one so they stay hidden. Adults might lurk together and seem to cooperate but it is more like coopertition. 

Bonus points for knowing where I stole these from. Extra If you don't use the Internet.
 

Tuesday, 15 September 2020

Books for Babylonian Gaming














I had a reader request which books are good for Mesopotamian gaming which Im happy to oblige with. To be fair some come from a Biblical scholarship point of view which sometimes has some problems when they refute the writings of the actual people vs some interpretation from frequently erroneous and biased Bible sources. So it is a thing to look out for. The biases of UFO scholars is probably worse and up there with anti-vaxxers and other anti-science non-truths. Lots of older books based on victorian era ideas and you need to be wary of. UFO experts often cite dated sources. Actual Assyrians told me Victorians ideas on their occultism mostly wrong and frequently repeated. Identifying the Burney Relief (also known as the Queen of the Night relief) as Lilith or Ishtar probably a sign your source is dated. Gilgamesh has been revised with new tablets found a few times - I have three versions. Germans and French have more. So little Persian in English it's kinda revolting as they outlasted Rome.

Zechariah Sitchin is the wanker responsible for UFO ancient astronaut cults, most mentions of the Annunaki and Niburu all which he mistranslated as a qualified Economist. He is responsible for so much trash in the world. I'm increasingly over ancient astronauts in SF and see it as damaging to archaeology and to the descendants of people who are denied their heritage by racist UFO nuts. Von Daniken proven to have copied HPL subject and prose style is pretty bad too. Most modern UFO nut s don't realise their beliefs go back to a handful of madmen. It is so easy to debunk fake translations because everything is online now. 

Illustrated children's books are a great source of everyday life stuff and most useful for players. I prefer illustrated ones to photographic actor based ones as they all look too clean and new.

Look for the penguin classics too of Gilgamesh and Enuma Elish. Marduk establishing his dominance over the old assembly of gods is great stuff

Atlas series has a volume on Mesopotamia. Time-life and others have published these as cultural atlas series. They have useful essays and some maps. Ancient Egypt, Greek World is good. I was disappointed the Russia one skimmed over Slavic and Viking era and mostly on the Russian revolution. There are lots of volumes in series often under $20 bucks. Id like a medieval one.

Myths From Mesopotaimia - Stephanie Dalley 1989
Good bunch of translated myths

Gods, Demons & Symbols of ancient Mesopotaimia - Black & Green
A great book with myths, family trees of gods, illustrations and explanations. I found a free pdf on an academic journal site recently but forgot where (I'm a member). I get essays on this topic emailed to me automatically some are very good. This book is a good start.

Sumerian Mythology - 
Samuel Noah Kramer
Pod copy from forgotten books.org Full of type errors from ocr - Im dyslexic but if I see mistakes its bad. Book is great though but get a hardback old one perhaps

Art of the Ancient Near East - Pierre Amiet 1980
Is a pretty amazing book I lucked out and found second hand. 3 Inches thick of art images, photos and diagrams. Currently almost 400 dollars so I did ok for $80

The Sumerians Samuel - Noah Kramer 1963
All his stuff pretty readable, good commentary based on texts

Dictionary of the Ancient Near East - 2000 
Has lots of good content in mini-essay entries including small diagrams and maps

Penguin Encyclopedia of Ancient Civilisations - 1980
Fairly broad scope but chapters on Sumer, Akkad, Babylonia, Assyria and Mittani

History of Assyria - A.T. Olmstead 1951
Almost 700 pages. Focuses on late empire vs Israel quite a bit

Everyday Life in Ancient Mesopotamia - Jean Bottero  1992
Not so dated good range of coverage 

The Archaeology of Mesopotaimia - Sefton Lloyd 1978
Lots of good maps and diagrams

Cities & Planning in the ancient Near East Paul Lampl 1968
Lots of maps and some comments on urban planning 

Inanna - Wolkstien & Kramer 1983
Prayers to Inanna featuring myths. If you don't read prayers of a god you're missing out on ever understanding them. Id recommend reading prayers to greek gods you thought you knew.  I was shocked a few times reading this book.

The Ancient Near East vol 1 & 2 - Ed James B Pritchard 1958
Great pictures and samples of ancient texts. For comparative Bible studies but great

Who's Who in the Ancient Near East-  Gwendolyn Leick 1999
Handy to look up kings and named persons

Mesopotamia -
 Gwendolyn Leick 2001
Great book focused on urbanisation and some cities

The Art & Architecture of the 
Ancient Orient  Henri Frankfort 1954
Great photos and maps, good essays

Armies of the Ancient Near East 3000bc-539bc - Stillman&Tallis
Very wargame focused book of military kit - osprey books worth a look too

The Assyrian - Nicholas Guild
My fave historical fiction and one of best books I ever read. Never found other books and seems he quit writing. Amazon had bad ocr versions full of typos

Creation - Gore Vidal
Not quite on point era wise but a great book of travel and religious history fiction

The Oxford Encyclopedia of Archaeology in the Near East - Ed by Eric M. Meyers
600 bux a vol last time i looked but a good library might have it
https://www.oxfordreference.com/view/10.1093/acref/9780195065121.001.0001/acref-9780195065121

Iran - R.Ghishman 1951
A bit outside this topic but prehistory and Elam content ok start. Shamefully few books on this in English. Don't trust the woeful 300 films which are disgusting attacks on democracy by human trash Frank Millar

Plenty of others out there with pix I'm not mentioning as very repetitive and basic.
Looking at these dates, it is time I looked for something more recent but I mostly read a few journal essays a month now on topic possibly better than books or Facebook or youtube

Id welcome any more references out there.

Saturday, 12 September 2020

Some Standout Gaming Stuff



The other day someone asked which rpg books had the best design and art and writing. And I replied very few do all well and not many Id show to non-gamers. Well, I got a copy of Luka Rejecs ultraviolet grasslands proving me wrong next day. Here is my non-gamer pal yaz reading and enjoying this book. Very awesome stuff and pretty compatible with my own Planet Psychon book. Sadly hard to find in Australia on shelves - i got from game dealer on ebay from Melb who had a few copies. I look forward to the movie. This Anomalous Subsurface Environment and Planet Psychon could all be used together possibly Hills Canton could too.

I will do a better review later buy Yaz read for several hours which gamebooks seldom impress my artist/film maker friends so much. 

Strangely im reading 3 awesome purple hardback gaming books including UVG. Goodman games "Lost City" vol 4 of of their remastered classics and the fancy cover of Wizards DnD5 Saltmarsh. Funnily I wanted a goodman games treatment of original but this is a very good book. Im a life long hater of Wizards of the Coast for Everwhay RPG (new age and appropriation crimes - think kids gateway to Golden Dawn magic yawn). Recently I got mad mage dungeon, Theros and now new Saltmarsh. As they are doing better by me I'm giving them a go in hopes they do more betterer stuff. The main key for me is nice maps I can read that don't look like videogame cheat sheet maps. Theros and Saltmarsh have stuff I could use in other campaigns. Saltmarsh is better written than the Mad Mage (I'm sure they mean angry not an unqualified mental health diagnosis). Mad mage is my go-to sleep time book vs other books I can't put down but as I'm trying to sleep properly, this is perfect. Theros and Saltmarsh have good spacing with spot art, maps and tables breaking up text. It's gone back to boxed text but not overwritten. Ship deck plans look useful. I loved the original 1st saltmarsh book but the other two were harder to use. Dunwater always seemed odd as you kill monsters to discover your wrong and pay them compensation to get them onside. Pretty depressing unheroic stuff I'm surprised to see it here but I think the episode could have not had a map even unless you have to help fight an evil lizard faction to get them onside and spot which is which. That's what I would do to fix. A bit like Secret of Bone Hill - If you don't want murder hobos to wipe out village and castle don't stat them up and detail like a combat dungeon. If they try everyone runs away screaming you murder lots and everyone thinks your notorious serial killers now in only a few sentences of play. Bone Hill promised us the village would be featured in the sequel and it barley mentions content in the first volume. Anyway, I'm not super into Saltmarsh yet but I'm pretty pleased with the direction. 

Probably my biggest turn off from playing dnd5 is
1) half races described in terms of cliches I got taught in archaeology to not use 30 years ago that made some of my students cry
2) furries and lack of humans in most games. Even I want to play Kenku, lizardfolk and lionfolk. It seems like a feature of the game but it makes the whole thing a bit less real
3) pedants on forums and in games who love and care about rules vs older eds loosey-goosey no-2-games-the-same and ok to homebrew spirit of older games
4) man they nerfed spells and lore - feel like my 40 years of fandom wasted over trivial changes. Succubi, not demons. Drow not into drugs and porn but consensual bondage is evil. Bloodwars. Lots of stuff. Like I just don't care about dc/marvel/starwars/drwho lore now since they all quit their decades of continuity pretty much the same year and also nerf stuff and rewrite history. Sometimes they get it better but often changes seem like those of a new boss who comes in with changes to flex their muscles and ignores staff who have been around decades and know these changes will wreck the joint.

I'm fine with moral shifts like race and gender diversity and asking "are we the baddies?" when killing goblins. I appreciate the effort even If they get It not quite right (and might not age well).

Got scifi and factory terrain crate too and some big prepainted fuel tanks and an industrial ruin pack too so I'm terrain up. Im only using jumbo dice now. Puny tiny dice not scary enough.

Anyway, UVG is best product 2020 and in my top 10 rpg books ever.
I might write up some of my lists as ppl asked.
Also had a request to share my Mesopotamian bookshelf with ppl so will soon.

Hoping if your near a fire stay safe, Australia went through this already (and will have again where forests left). Main lessons I have for you is the smoke will affect your health for months and a double whammy if in COVID lockdown. Murdoch press and anti-science loonies blamed fires on green party policy and left arsonists etc and even if disproved ppl got more anti-environment if you can believe it. Not helping ppl get global warming aware as some might hope. They will just double down deny.  Sorry, its really boiling frog bullshit.

Tuesday, 8 September 2020

Megadungeon Project + Reading the Mad Mage Dungeon

 














Blogger still changing spaces and changing justifications after I post them.

So this month on Patreon I'm presenting a mega-dungeon module on my Patreon. My earlier attempt was overcrowded and too busy. This one is spread out over a much bigger area with themed clusters connected by long corridors hundreds of meters apart. I dreamed about it a while before I did the maps a few months back. I have just blown up 8 maps from this with encounter tables and I'm ready to start work on the actual book now.

I'm pretty happy with most of the progress and I need a break from post apoc for a bit. One artist Dan Smith completed everything I asked in 48 hours and was great to work with. Others Ive not heard much from and will probably cancel after 30 days of no response. 

I did read the Rick & Morty dnd set which reads like a murder hobo primer. It's pretty refreshing and I laughed aloud a few places. It made 5th ed rules more readable and helped remind me why I don't want to play it much. The module I couldn't finish reading, maybe later.

I am reading level 4 of the mad mage dnd5 hardback for mostly negative inspiration. I'm pretty sure its ok to say he is a very angry and mad wizard.

Good Features
-I like the thematic struggles of factions
-I like you get rewards for non-killing monsters but seems inconsistent who you get xps for helping as it comes up a lot
-good variety of monsters and lots don't want you dead and just want to eat
-catching a wizard learning spells, they spend a 1/3 of their lives doing it so about time
-nice links of characters to other products which I appreciate but won't affect me
-so many monsters have names which I guess is good to know
-I like the maps in recent books and really disliked the full-colour computer game looking ones, possibly these maps are what makes me want recent books like this, Theros and Saltmarsh. I even got curious to look at some other books again buy maps and linear writing killed it
-The maps look good and stealable and I accidentally got the map pack which I was pissed at first then liked them. When I read the book having these on hand made book far more readable than flipping around in the book. Of course, older modules all did this or had separate map book 
-I like the detail on fungus, good stuff plus awakened giant fungi made by deep gnome druids
-Im liking the art more and paintings of monsters in this book 
-I like the mad mage's ego is everpresent spying on the party and nerfing their plans and various things with his likeness. Id probably amp this up more
-Has a goblin market. Goblinoids are set up to be more neutral overall which I'm fine with
-Lots of situations activated by adventures presence but If they spend months here clearly lots of these situations will change. I like remnants of dead adventurers and damage
-There is one toilet on Lv3 phew!
-Lots of effort thinking this through and various interconnections for fans

Not So Good Features
-writers do not know what a fresco is and misuse it in text
-explaining that beads have holes drilled in them
-long-winded descriptions makes it harder to remember and harder to skin quickly
-has various corridors to add extra content but should offer hints to hide them more
-has gates everywhere but needs them marked and where they go on the map cos locating where they go might require lots of reading 
-drow into consensual bondage is evil but now they don't do drugs or porn like Gygax 
-still feels a bit crowded and hard to believe a bunch of hobgoblins could stop even one party let alone drow and the Xanthar guild 
-magical puzzles you'd need a spell to solve so barley puzzles
-poetry puzzles not really solvable really with given information, even if you have seen everything they talk about you might not know it
-treasure seems skimpy vs Gygax at this level. I could set up a shop selling spells in the market and make more money. Silver at 8th level is just beer and tip money for servants
-a poisonous thing in water effects stuffs upriver in a huge body of water....
-kinda offers to pit factions against each other but they are all evil and gotta die in the long run
-mentions random encounters a bit with no tables. Early it gives you some options for such things but then forgets. Id make my own up because resting is for the weak
-I almost feel like a chart of relations between NPCs and what level they work on could be handy like a Drow family tree. But sometimes your players just kill the shit out of everyone and knowing their names and mothers just makes it harder to kill them
-Not a lot of art, pages of text blocks, some B&W spot illustrations might have helped

Overall it is a good product and is a big fat dungeon that debunks claims dnd5 doesn't do this. It would probably take a lot longer to play with 3rd or later ed. It has got me interested in dnd5 stuff again and If I see anyone selling the DM book, Volo, Xanthar and Morkendainens books second hand I will grab. The Tasha book will be interesting as I want to see how much they have changed her lore. It's like every world-shaking Greyhawk wizard is moving to the Forgettable Realms these days and changing their backstories.

The thing that puts me off 5th ed complexity and slowness the most is pedantic fans cockblocking each other with petty rulings. Possibly in the seeming all-furry games, I played in this kind of thing came up a lot. I guess so many spells have been nerfed also so 36d6 fireballs not a thing and charm spell is pretty meh now. Theros book almost tempted me and running the Mad Mage dungeon is almost appealing. They seem keen to get you into High-level play in current DnD and as it is even harder to die than old versions the risk seems reduced. Lots of lore changes seem petty. Succubi not demons now. Sigh.

So my currently dungeon is under a ruined city by a marshy patch where a river ran long ago. The surface is mostly rubble and grassy with a few monsters and intact buildings. Some of these have connected sub-surface tunnels that make up the dungeon. I might ad a cavern level later with some planar gates. I'm hoping the separation of factions makes them feel more plausibly separate rather than the crowded motel complex vibe of other dungeons where monsters must meet many times a day like we meet other humans at a supermarket.  

The Legend of Thrice Cursed Karbaal 
So long ago the city of Karbaal was a prosperous city part of an ancient empire. As the imperial government began to support bloodthirsty war gods and demons the local land spirits and gods rebelled, moving the river and taking away the fertility of the region. The warlike governors had forgotten their old pacts with nature and the city was cursed. The city declined into brutishness and was sacked several times before the final reduced population were taken away as slaves to another city. Various wonders of the cursed city are still intact ruins. The monsters here are the bitter venom of the old gods. In recent years greedy adventurers came here to loot the place and set up a permanent camp and took control of a dungeon entrance. For a modest fee and 5% cut you can join up. Without is guild adventurers consider you to be stealing from them. The guild rapidly discovered there are evil cults here seasonally also and they have come into conflict. 

When the cults are culled and monsters are driven away settlers will return according to prophecy. The wandering descendants of those taken as slaves long ago will return and the old spirits and gods will renew the land and strike away from the cursed fate of the ruins.

This should be done this month on Patreon and I will probably revise My Murder Hobo Manual and do a smaller dungeon zine next month.

Cyberpunk 1977

 


A long interest of mine is the Idea of Proto-cyberpunk. Looking at films, tv and books hinting at the future themes of Cyberpunk. These are my suggestions. I welcome more. I guess one of the key differences is that super cutting edge tech is almost always the domain of big government and military rather than plucky loners. Although the protagonists might resist with difficulty. I'd be interested if any readers might add to my list. I'd be tempted to run a game based on this set in 70s spy agency like the OSI or OSO (Office of Strategic Operations in the Six Million Dollar Man).

1970s was a great time for post apoc sf and steampunk films too.
Technological progress should be questioned is a common thread here too.
Spy Fy often enters this territory and cold war fear of nuclear weapons too.

TV
The Six Million Dollar Man 1973 (99+6 tv films)
The Bionic Woman 1976 (58 episodes)
Beyond Westworld 1980 (5 episodes)

The Bionic franchise was huge part of my life in the 70s and I was a huge fan. Possibly too many episodes helping orphans and such but the best episodes have good SF ideas from other media. Westworld androids and Fembots were repeat appearances. Computers threatening to take over the world in control of vast complexes are a thing. One episode of 6Mil$Man had a character who had his brain programmed by computer for various missions a bit like the children's Joe90 series. Androids first used as an espionage tool then for global domination and self-awareness is a thing. Avengers tv series cybernauts touched similar ideas. The visual conception of this as a mask that comes off revealing a circuit board was scary at the time though less convincing at the time. I did like the fact Steve Austin refused to kill early on and wanted to avoid missions but the Agency would con and trick him. The final episode of The Bionic Woman is pretty bleak as when she wants to quit they offer to send her to agency controlled retirement town for people who know too much so she runs away. 

Film
The Tenth Victim 1965 - manhunting murder sports with celeb assassins
Seconds 1966 - corporate surgical mods gone wild
The Forbin Project 1970 - AI take over the world based on book 1 of triliogy
A Clockwork Orange 1971 - gangs, mind control, dystopia
ZPG 1972 - train wreck more like a bunch of ads than a story
Westworld 1973 - the forerunner of recent tv show by Michael Chriton
Soylent Green 1973 - corporate cannibalism dystopia
Rollerball  1975 - corporate gladiatorial sports for global domination 
Stepford Wives 1975 - android wives
Futureworld 1976 - the sequel to Westworld where androids get more purpose
Demon Seed 1977 - Proteus the AI wants a baby
Brainstorm 1983 - mind recording tech changes the world

Themes like evil corporations taking over, social decline, manipulation of the masses and AI all here. Stepford wives Id almost find good for kids English except for the overly sexual last scene. The more recent reinvention of Stepford brides as a comedy was a horrible idea nullifying the originals message (multiple tv film sequels I can't find anything on). Demon seed I saw at the drive-in with no sound while parents in the front seat were watching something else I forgot. Recently re saw and loved it. By Dean Koontz which surprised me. Brainstorm is underrated as it details a new world-changing tech and how it is rapidly misused. 

Books
Colossus 1966
Cyborg 1972 - Martin Caiden
The Shockwave Rider 1975

The first two were books made into films the third is about a Hacker escaped an elite gov school after learning they have been experimenting on genetics and discarding the rejects. John Brunner coined the term worm which was adopted by computer programmers and is still part of the genre. The corporate state is controlled by organised crime which is a nice touch. Lots of ideas and things we see as the hero changes identities. Corp elite can buy private but ordinary people cant. Influenced by Tofflers Future Shock.

Honorary Mentions
Metropolis - 1926 the cyberpunk classic
The Creation of the Humanoids 1962 - stage play like android rights movie
The Prisoner - 1967 village for retired spies
Doomwatch - 1970 UK agency dealing with tech threats
1990 - 1978-9 fascist state UK with edward Woodward (1984+6) 
2000AD Comics - 1977

Metropolis has dystopian class inequality, androids and other elements standard to the genre. The Creation of the humanoids is a 3 part thinkpiece SF film where people question androids rights. Its an old film but the philosophy driving it is interesting (youtube)The Prisoner had lots of SF elements and also utterly failed to answer any of the basic questions of the show and the final episode is surreal and possibly alien. Certain episodes play with consciousness. Doomwatch is an agency who investigate technological problems influenced by books Like The Waste Makers by Vance Packard. Most of the threats are corporate technology misused or with unforeseen consequences. Plastic eating bacteria on a plane, intelligent super rats, chemical mind control in products etc. 1990 one of many UK dystopia tv series we still working to reproduce in reality. 2000AD had many cyberpunk ideas before anyone knew what that was. It sure had the punk and dystopia part down. Even Judge Dredd had many issues part of the genre. Even Rogue Trooper, a genetic engineered soldier with his dead comrade's personalities in AI chips in his equipment. Probably lots of brit boys comics in Eagle and Lion had spy heroes with one tech gimmick. 

Cyberpunk 1977 RPG
So If I was to set up this as an RPG I would feature characters as scientists, spies and military personnel of the OSI dealing with AI, cyborgs, androids and other tech threats. Some characters would be experiment test subjects. Corporations, rogue agents and foreign governments would be the main threats. Rogue scientists and agents using blackballed tech would be frequent enemies. 

Lack of mobile phones, internet and other modern conveniences can make some adventures easier to plot. It would be more like SPyFi with stronger technological themes and gadgets. Id probably use BRP or possibly Top Secret (i prefer SI version). F.R.E.E.lancers setting by TSR was slightly pre cyberpunk and had lots of good motifs. The gamebook includes rules for minor super talents, dead people connected to AI, skill chips and more. A setting book for America was good too with only Tax dept and Military left of government and state vs states post USA. I did get some novels but they disintegrated as I read them as did my Agent13 book. These books echo some of the ideas I have. SpyFi includes James Bond, Avengers and even Man from Uncle and it wouldn't take much to amp the tech elements up more.

I would possibly include some 70s martial arts here too and the idea of hyper trained agents. Don't need to be quite like Destroyer novels (see the Remo film) but a few ideas I liked. In 70s psionics and UFOs and bigfoot might appear but they could also be hoaxes with other events behind them that characters might investigate. Think of some great 70s action disaster movies. Like Poseidon adventure but with cyborgs or androids. Supertrain with a rogue AI. Adventurers wives/husbands all replaced by androids. Experimental uplifted apes escape. Deathrace is a bit over the top but I love it. Inventing an alternate 1980s or year 2000 might be fun. Towering Inferno - who among elites your saving is the killer android who sabotaged building? Misty Knight in 70s Marvel was a CYborg Pam Grier.

Possibly might do a bunch of mission generators. 

Id appreciates any thoughts and suggestions of other works I should consider in this list.

Thursday, 3 September 2020

Those Damned Dirty Centaurs
























Planing a Centaur war in my stone age game so finishing this thing sitting around for a few months. Got box of 1/72nd scale centaurs which helps.

Production Diary
I have 20 unfinished items sitting on blogger. Some are hard work. I almost got a pile of DnD5 books second hand but missed out. Watching pedantic rule debates over stuff online probably cured me of this. Theros book made me consider running it but I'm too scared really of complexity and fans and current culture (random psychic damage for upsetting DM type stuff is toxic).

Been so long since I ran straight dnd setting my imagination seldom goes there. The current Broken Hill book with fresh art on Patreon now. Letting it sit a while for minor corrections and see how artists go. Dan Smith wins for turn around and value so Id say I will use more of. Also got point of my lease offer which I got little response to (pay to use pre-existing art for a project vs commissioning and owning a work). I am meant to be working on My EMO rule book magic section which feels like work. Fathers day killing my next game so I have some prep time. I have an amazing bit of cover art done for the next version of stone age sorcery when I update next. Im updating murder hobo book too. I'm trying to get a bunch of stretch goal items for a KS campaign ready to go as I want it resolved in under 12 months. I have someone reprinting a bunch of my stuff for another KS sometime too. Finished big multi-layered map PDF which I only just figured out how to do and will do more.

d12 Centaur Tribes
1 Ungarans - savage tribe of brutes
2 Kurians - honour obsessed harsh warriors
3 Zarhangi - demonic chaos warriors
4 Astartans - amazons dedicated to arts of love and war
5 Belarad - tribal warriors who live for battle
6 Archeran - philosopher and scholars
7 Dorjan - devil worshiping 
8 Kayleran - zebra like, now hate humans
9 Unaran - wild cyclopses
10 Ramelos - nomad traders
11 Narangul - serve undeath & necromancy
12 Makula - wild but do trade

1 Ungarans (Chaotic & Neutral tendencies)
Wear: Dress in wild animal skins if at all
Wield: 
Stone weapons kit including darts, huge clubs, hammers or axes
Worship: ancestor and beast spirits
Nomads who follow herds, raid humans for mates, wine and food.
Humans are unwelcome rivals without divine blood
Brown and white piebald fur, brown skin, hairy and shaggy

2 Kurians  (Lawful & Evil tendencies)
Wear: bronze armour, helms and hoplite shields
Wield: bronze spears, javelins and sometimes dual wield short swords
Worship: gods of war and metalwork
Obsessed with honour and courage, always accept single combat from warriors
Enslave humans as slaves to build and toil and serve, they only respect the strong 
Chestnut furs and hair, olive skin, very clean

3 Zarhangi (Chaotic & Evil tendencies)
Wear: hideous living chaos armour, helms and shields
Wield: a variety of demonic weapons especially flails, chains and blades

Worship: demons, chaos entities and beings of the outer void
Rampage and murder for their obscene masters, bring about the apocalypse
Humans are for sacrifices, eating or making into mutants with ghastly flesh magic
Often mutated and carry cursed chaos items
Grey fur and pale skin they keep covered from sunlight

4 Astartans 
(Chaos & Good tendencies)
Wear: bronze armour, helms and crescent-shaped shields of hide
Wield: composite bows, lances, spears, javelins
Worship: frightening goddess war and love, sometimes bloody others beautiful

Perform deeds of heroism and evil monster-killing
All-female, kidnap lovers usually discard male ones after a while
White to tan fur, skin and hair colour varies 

5 Belarad (Chaos & Good tendencies)
Wear: bronze armour, ornate cap helms and large ornate oblong shields
Wield: spears, javelin, shortsword, axe
Worship: nature and forest gods
Work with other woodland beings to protect woods
Often work with elves or others protecting wilderness
Cosen warriors are berserks often wielding two axes
Ginger fur and hair, brown skin

6 Archiron (Lawful & Good tendencies)
Wear: linen togas and robes and wreaths of leaves
Wield: huge clubs and bows but often don't carry any in peacetime
Worship: various gods of earth and the sky

Scholars, healers and teachers who often aid and unite wild creatures
Often teach and advise humans who they have hopes for
Chestnut, fair-skinned, long braided hair and beards 

7 Dorjan (Lawful & Evil tendencies)
Wear: heavy iron armour, horned helms and spiked shields
Wield: morningstar maces, serrated swords, axes, and composite bows
Worship: the lords of hell and all have sold their souls, leaders have imps
Torment those who do not submit to sell their souls to hell
Humans must be tortured & harried, they must never settle or take root in the world
Black fur and hair, reddish skin, some horned with devil rune tatoos

8 Kayleran (Nuetral & Evil tendencies)
Wear: chain or plate armour suits with helms and shields, commoners none
Wield: nobles use lance, flail, sword, commoners use composite bows, javelins
Worship: ancestral spirits, increasingly darkness templar cults offering revenge

Formerly served law and good but let down by humans and now serve darkness
Leaders do the most fighting but commoners hunt with bows or javelins
Humans are base betrayers and all must die
Black and white zebra patterns and black mohawk hair styles

9 Celerete (Chaos & Nuetral tendencies)
Wear: hide, some have crude small wooden shields
Wield: blubs, rocks, slings, sickles
Worship: nature spirits and gods they regard as kin, gifted prophets
Cyclops tribe, live as simple herders with sheep
Cultivate berries, wines and cheeses
Avoid humans who think them hideous and stupid brutes
Spotted fur, dark hairy skin, big beards 

10 Ramelos (Chaos & Nuetral tendencies)
Wear: wear ornate merchant class clothes
Wield: short bows, throwing knives, swords, often with exotic martial skills
Worship: gods of travelling, luck and trade
Nomadic travellers with a reputation as shifty among other centaurs 
Live on the road in family groups, avid traders, speak many languages 
Hot blooded in love and easy to provoke to violence, practice divination and curses
Vary greatly in appearance due to travelling ways
Let other centaurs join them most readily and thus despised by other breeds

11 Narangul (Chaos & Evil tendencies)
Wear: heavy iron armour, pointy spiked helms and shields
Wield: Wear ancient armour and shields, with bows and lances
Worship: gods of death, often serve necromancers even beyond the grave
Served as cavalry mercenaries for a sunken civilization necromancers
Their skin and fur is grey and emaciated, features more orcish 

12 Makula (Chaos & Nuetral tendencies)
Wear: hide and wicker shields
Wield: spears and shields
Worship: spirits of nature
These mostly live with their herds in walled villages
They will take slaves and mates but will trade them back if asked
They wear ornate headdresses and body paint 
Tan hide and skin, beardless

Tuesday, 1 September 2020

d100 Goblinoid Rumours + Reviews + Handy Ref Links

 

Non Goblin News
Broken his pre-release book on Patreon live now so for a few bucks you can see where months of my life met. Dan Smith came through with three artworks in under 48 hours and surpassed most of my expectations so some in this version of the book. Its my best book yet for readability usability with more original art. Over next month as art comes in will finish with a cover and a few extra pages. Is an adventure too on Patreon for it now with more coming.
A big mega dungeon will be my baby this month so I will be doing more fantasy here. I have run Broken Hill using a BX clone with wizards.

Poll  here for next book + where Broken Hill book available

Also, check out:

Page shows size and mass of metals I found handy for a current project
https://demonocracy.info/infographics/world/silver/silver.html#:~:text=A%20Troy%20Ounce%20is%20about%201.09%20regular%20Ounces.&text=This%20is%20a%20chart%20of%20standard%20Silver%20bullion%20size%20comparison.&text=10.49%20g%2Fcm%E2%88%923%20in%20typical%20Silver%20Bar%20Dimensions.

and this book on ancient cartography chapter by chapter
https://press.uchicago.edu/books/HOC/HOC_V1/Volume1.html?fbclid=IwAR3ZkBdHFLDKIF8ye-76fssoZhIlD5GTGSk0CXQyXYxZX5SYONpQVOot5bo

Found photostat on academia.com on Assyrian palace art and full of maps but i can't share it but archaeology often a great source for dungeons.

I'm reading dnd5 mad wizard dungeon book as (bedtime/up to early) book. Been great fix for my insomnia. It is wordy and I'm glad I accidentally got map pack by mail order first because having a map with you as reading is great (old modules with loose covers this was not a problem plus they were screens). Sad they didn't have random encounter tables - id make my own easily from the content. The paths off the map for add on are nice but can't but think they would affect ecology lots. Maybe they will explain where some monsters come from. It's like a funhouse dungeon with wack wizard stuff. I doubt some of the traps, puzzles or poetic clues will bear fruit with my players. I would probably want to murder hobo my way through. Named interesting characters you don't get to talk to but if I ran it they would. Some guys you help would turn on each other which might be interesting. I'm only in beginning this is my attempt to be interested in 5th ed again which Theros book has me interested in (i might even run it gasp now has a setting I don't loathe).

d100 Goblin Rumours
I use tables like this rather than windy text blocks to define my settings. Also by presenting as rumours you can declare they are true or false or other.

01 Goblins are faerie folk kin to fungus, bracken, cacti, thorn bushes and low light shrubbery under a forest canopy
02 Goblins were bred by elves to make up for elven slow reproduction, goblins can outbreed most humanoids
03 Goblins in only 3 generations will adapt to a local environment like caves, deserts or city sewers
04 Most goblins that cause problems are the feral ones who resent elves
05 Elves establish goblin colonies on their borderlands as a buffer zone to keep other races away
06 Many elves keep goblin slaves, the dark elves even more
07 Goblins can be peaceful but once wronged or angered they become malicious, cunning and nasty
08 Goblins are experts at farming especially fungus and berries and fruit
09 Beware goblin gifts of fruit, they can be highly addictive and a trick to enslave you
10 Goblins like money and can often be bribed or traded with
11 On full moons, in secret places goblin markets are thriving selling strange goods  and petty magic
12 Goblins are good at domesticating animals like bats and wolves to ride or for milk
13 Different goblin tribes excel at breeding different animals as pets and may often know animal secret languages
14 Goblins mostly feel resentment to humans grabbing their land and plundering them
15 Goblins are good miners and good crafters but prefer speed and quantity over quality like dwarves or gnomes or elves, but they can if they choose and have time - longer living demihumans can afford to take decades
16 Goblins are industrious and fidgety and can't sit still or be quiet for long
17 Goblins are very curious and ask lots of questions especially about magic stuff
18 Goblins are able magicians but only about one in ten have some cantrips and less become full wizards or priests or shamen
19 Three goblins may fight side by side in the same space meant for two humans
20 Goblins often have large families but well off ones only have a few
21 High goblin culture is quite sophisticated, ancient and literate. It is also the most hidden from humanity
22 When goblins steal babies it is when they are so desperate to replace their own losses or under the command of elves who use raise the babies as slaves
23 A rare goblin nilbog talks backwards and are harmed by healing and healed by weapons. They often have eccentric body paint and dress. They dedicate themselves to chaos to do this but only some survive the ritual that makes them
24 A norker is a throwback goblin to elder times who live in caves and distant glaciers using only stone and bone and animal products for tools
25 Goblins don't shun Iron like elves so the feral ones love it and sprinkle iron filings to keep elves away and like horseshoes and other trinkets in homes to scare elves away
26 In times of war goblins under pressure begin to cannibalise their dead. A fraction who do this become hobgoblins. They are bigger, stronger, less crafty, less magical, less good at farming and animal husbandry or mining. They are good hard workers, more organised and disciplined and better at teamwork
27 Hobgoblins make excellent cheap workers but if you rip them off or swear near them they take it personally and are enraged easily
28 Hobgoblins even as young like to make military formations, play with weapons and war games while goblin kids prefer skulking and hunting and craft
29 Hobgoblins will breed true but if at peace for too long will start to produce litters of goblins
30 Cursed elfmaids who risk fertility treatments often produce a litter of goblins which is a great embarrassment and source of shame  
31 When some goblins practice cannibalism they might become a bugbear instead of a hobgoblin but only one in a hundred do and there may be some other metabolic trigger
32 Bugbears are huge hairy brutes but they are very sneaky
33 Bugbears like arts like shrinking heads and scaring human children  
34 Bugbears would rather scare human children than eat them, sometimes they will take risks sneaking into a village to do so but it brings them great honour
35 Bugbears love to silently kill with garottes or snatch live victims
36 Bugbears love psychological warfare, some say the smell of a human in fear is nectar to them
37 Bugbears for all their skill at sneaking also love archery, huge spiked mauls, flails and maces
38 Bugbear fur is soft and warm but seeing their skins used as rugs or winter cloaks is highly offensive to them and they will seek to cremate the remains
39 Bugbears will eat goblins and sometimes abuse their power over them until they run out
40 Bugbears breed true but only one or two at a time, but they live much longer than other goblinoids and less meet sticky ends as young
41 Kobolds are technically a type of goblin but don't really fit into goblinoid culture anymore. Even goblins can't account for how kobolds came to be 
42 Kobolds are tiny goblinoids often with draconic or dog like features
43 Some kobolds are more humanoid looking and quite pleasant and entertaining. Some befriend them with alcohol and keep them around for their humourous and sometimes erotic antics
44 Kobolds are able miners, builders and crafters but they love to build dungeons. Other humanoids often take them over such dungeons or enslave kobolds for labour
45 Kobolds claim they invented bricks and pottery
46 Kobolds hate gnomes as they often compete for materials and living space
47 The more reptilian kobold lines lay eggs which some think are good eating
48 Kobolds really like dragons and might worship or serve them willingly
49 Kobolds are industrious and hard-working and are famous for traps 
50 Kobolds are very inventive at ambushes, hit and run tactics and swarming enemies with numbers. They breed rapidly and a dozen in a cave will be 200 a decade later
51 Goblins love to lick feet and suck toes of humans and elves
52 Common goblins love bodily humour and enjoy a farting contest now and then. If a prisoner puts on a good show they might free them
53 High goblins are more snooty and look down on their low born kin, they also live longer 
54 Goblins who dwell in faerieland where it is timeless may live forever but it is mostly in service to the seelie court so many choose to live short but free lives
55 Goblinoids who learn the secrets of black powder love explosions
56 Goblins have a knack for alchemy and herbalism
57 Goblins are by nature rebellious so enslaving them is a bit risky as they may dig secret lairs and make plots
58 Kobolds are popular slaves and fit easily in a carpetbag or backpack for transport
59 Hobgoblins are poor slaves because of their aggressive paranoia to non-goblinoids and their assistance on getting paid cash in advance
60 Bugbears will work for cash but they often like to collect a few heads and scare people for fun which is a problem
61 I heard soldiers were in the wilds spent days of being picked off by an invisible foe one-by-one. It turned out to be just a lone bugbear wearing shrunken heads of their comrades as a necklace
62 Goblinoids find orcs bossy, humourless, smelly and crude (not in a good way either)
63 Goblinoids can be quite cheerful and enjoy noisy parties quite often
64 Goblins and hobgoblins have longer arms than legs and slouch, high goblins and bugbears are exceptions to this
65 Goblin skin colour varies greatly which to them indicates tribal allegiances and ancestry
66 Goblins and bugbears prefer demon worship but kobolds and hobgoblins prefer devils
67 Goblinoids of all kinds love using drums and use them for messages and festivities
68 Goblins often use bones of their ancestors in craft to keep them always near. The shaman often talk to ancestors for advice through them
69 Goblin tribes who use a particular species may develop some of their totem beast characteristics after a few generations, The bond with their pets for life
70 Goblins don't like dogs much and sometimes can be cruel to them
71 Goblins might have many strange breeds of own domestic animals which are adapted to subterranean life. Their dogs and swine might be hairless, pale and see in the dark
72 For every goblin you see, there are a hundred more underground in the deep
73 Because goblins are curious and love magic wizards can easily attract loyal goblin followers and they love pointy hats
74 Goblins with their knack for domestication often breed monsters and can develop procedures to handle trolls and ogres for use in war
75 Common goblin structures are thought of as precarious and flimsy at times but
sometimes their dumber older tech wins out as needs less maintenance and lasts longer and is cheaper 
76 Goblins treat human children better than they do adults. Could be they remind them of elves or they think humans ate smaller children to get so big like hobgoblins do to goblins
77 Thouls are created by goblin magicians using strange rites. The process is long and dangerous and most don't survive the treatment. A troll and ghoul are destroyed in the process and it takes months each attempt. They do not breed
78 Goblin fungus farmers are often found in caves and they help maintain a diversity of life in the deep. These goblins spread many edible, medicinal and magical fungus that supports many other underland beasts
79 Many goblin structures like scaffolding, narrow walkways and bridges are built deliberately to break when bigger creatures use them. Goblins can tell at a glance how much a structure can take
80 Goblins don't like open seas and are fearful of storms but many live in marches and rivers and are able fishers
81 Goblins have superior smell and hearing to humans, even blind ones perform well
82 Goblins can eat all kinds of horrible food but if fed well they live far longer
83 Some goblins prefer giant bugs to domesticate especially in the deep dark
84 Goblins worshipping darkness cults often keep human zombies around as guards and having human slaves is amusing
85 There are sea goblins but they are shy and dress in seaweed, some are confused with young of other marine species
86 Some say there are palid moon goblins riding moonbeams to earth to steal children  not asleep
87 A goblin woman in a litter might have many fathers, some goblin kings get very worried by this and keep harems with thoul or elderly or pets for guards
88 Goblins often get confused which tribe is boss at the time so tributes can do the rounds a few times which causes trouble and is a good opportunity for a heist
89 As goblin fruit from faerieland makes eaters addicted and die without being taken to faerieland, mortal fruit makes faerie goblins bound to the mortal world
90 Goblins exposed to alchemical waste mutate strangeley and are often unhappy about it
91 Goblins are canny traders who like gold, silver and shiny things and coloured fuid in glass
92 The far away hidden high goblins build mighty ziggurats of bric often employing kobold labour
93 Goblins kidnap babies and make them into goblins leaving a sick or lame goblin baby in its place. Some goblin dynasties came entirely from stolen human babies to avoid clan vs clan wars. The shamen use a secret ritual to make the change
94 Goblins make good nannies and wetnurses, just make sure they are tamed properly and dont run away with your baby
95 Some goblin are born with animal heads like pigs or dogs or goats and other goblins tease them
96 Warts and wattles and moles are signs of wisdom and comliness to goblins
97 Goblins cannot grow beards, well seldom anyway, goblins have a way of breaking any rules
98 Certain favourite goblin fruits attract lots of goblins for ceremonies. Thus humans dont grow them near homes or farms and vagrants avoid such places when sacred fruits are in season
99 Goblins do like music and occasionally a bard can lure them all away while they dance and cheer happily 
100 Bugbears and hobgoblins and goblins all will eat goblin flesh (goblins only if desperate and eating war dead) but goblinoids dont eat hobgoblins or bugbears who taste vile

Thanks to Michael & Fergus on my FB group for this page