Saturday, 14 December 2024

Chagrinspire Adventure Seeds by Tier






































Blogger not showing many any other ppls blogs - just kill it with fire and a few others from 9 years ago - this stuff always makes me nervous

Adventure suggestions by level
My tiers are - I try to do lots of stuff using these
0 = Lv0
1 = Lv1-4
2 = Lv5-8
3 = Lv9-12
4 = Lv13-16
5 = Lv17-20

To give some ideas of how adventures can escalate over a campagn
I will do another d100 version later for other leads

d12 Tier Zero Adventure Table
1 Kill the mutant rat in the root cellar
2 Talk to the vagrant camped close and see if they are friend or foe 
3 Catch a valuable mudhog that escaped its cell
4 A visitor to the tavern wants a feast so catch one dozen giant rats 
5 See what lurks in the hole a stone's throw from the village
6 Find poor Fluffy, the precious lapdog of a visiting noblewoman
7 Some sort of burrowing animal has upset the livestock, see it off then
8 Someone stole six bottles of quality wine from the tavern store room, get them back and give the thief a good beating and take all their stuff
9 Find out which guard has let smugglers get in and out without a record or fee
10 Take this letter to a scavenger camp near an ancient dump
11 Rescue a missing child playing on the fringe of the community
12 An old lady will pay you to get a great big bug out of her attic and can pay in sweet buns

d12 Tier Zero Encounter Table
1 Giant centipede d3
2 Rats! swarm or d4 giant rats 
3 Poison angry snake
4 Wild dogs or jackals d4
5 Angry goat or
 Beligerant pig
6 A wolf!
7 Kobolds d4+1
8 Goblin d3
9 Bandits d3
10 Cultists d3
11 Demihuman d4 1=dwarf 2=elf 3=gnome 4=
12 Adventurer d4 1=Theif 2=Priest 3=Warrior 4=Wizard

d12 Tier One Adventure Table
1 Escort a scavenger expedition
2 Bounty on local bandits, dead or alive 
3 Explore a recently discovered hole in an underground complex
4 Look for an unexplored dugout in this trench line
5 See off a gang of mutants or beast folk camped close
6 Make a map of an area that is poorly documented
Search & destroy a local monster
8 Defend the outpost from a gang of monsters
9 Recover goods stolen by bandits or monsters
10 Explore a ruined vehichle discovered buried by mud
11 Locate the ruin where a tribe of monsters live
12 Explore a ruin discovered by scrappers

d12 Tier One Encounter Table
1 Kobolds 2d4+2
2 Wolves d4 or mutant dogs
3 Orc gang d4+1
4 Goblin warriors d4+2
5
 Goblin wolf riders with bows d3
6 Scavenger gang 2d4 thieves from Scavengers guild
7 Bandits d4+4 + a 2nd lv leader
8 Undead soldiers Skeletons d6 or zombie d4 or spectral soldiers 2d4
9 Cultists d4+2 led by 2nd Lv wizard or priest
10 Lone trench Ghoul, in tattered officer uniform
11 Giant bat or swarm of bats
12 Giant spider or d3 giant beetles

d12 Tier Two Adventure Table
1 Explore the plateau ruins of Chagrinspire
2 Stop an out-of-control automaton (some you can get inside)
3 Take over a bunker for a faction to colonise
4 Explore a length of road or tunnel or rail line
5 Investigate a haunted ruin
6 Destroy a dangerous cult that has increased its activity
7 Fight an organised crime or slaver gang
8 Clear out monster tunnels under the village
Hijack a hell orc tribe train then use it to rob their home base
10 Find the secret hanger of a flying machine 
11 Find the subterranean monster tribe raiding the surface for food and slaves
12 Find the hidden bunker making a new kind of monster soldiers

d12 Tier Two Encounter Table
1 Orc warg riders d4+4
2 Mutant bear or lion
3 Gang of mutant scavengers 2d4+6
4 Automaton soldiers d4
5 Ghoul sappers 2d4+4
6 Trench mummy with 2d4 zombies
7 Mutant ogres d4+4 or trolls d6
8 Crusader knight Lv8 with d4 x Lv3 knights and d4+4 Lv0 squires 
9 Cultist warband 2d4 hooded Lv0 goons, Lv d4+4 level priest or wizard boss and a d4 armoured cult fighters
10 Shoggoth
11 Chimera
12
 Spectre 

d12 Tier Three Adventure Table
1 Slay a famous wanted criminal leader d4 1=robber knight 2=bandit chief 3=river pirate 4=dangerous heretic
2 Recover formula from an alchemist's tower
3 Destroy the Slavers guild paddle steamer or capture it (it golem-powered)
4 Recover food stockpiles in an undead-infested hill fort
5 Discover the underground city of the gnomes
6 Capture an agent of the black sphere for interrogation
7 Rescue a prisoner from a black sphere bunker
8 Visit unknown upper levels of Chagrinspire
9 Find the great cavern of arcane garbage beneath the tower in the deep
10 
Hunt a night hag and her monster children
11 Explore a flooded complex somehow to find some relic
12 Locate a radio broadcast heard in the ruins 

d12 Tier Three Encounter Table
1 Party of adventurers
2 Mutant Chaos Warband
3 Crusader knights or templar warband 
4 Gang of gargoyles d4+4
5 Land spirit with various corporeal forms it can manifest or petty god
6 Hoard of human and/orc barbarians who hate spell casters
7 Nighthag riding a nightmare or with giant sons
8 Golem, hungry mad flesh golem or other type
9 Juggernaut or golem war mech
10 Dragon or other related beast
11 Elemental or multiple lesser elemental creatures
12 
Devil or demon multiple lesser ones or a greater one

d12 
Tier Four Adventure Table
1 Powerful ancient monster species makes a return to the land and needs investigation
2 An ancient portal has opened and an outsider god requires a spell to be cast to banish it
3 Find an alternate entrance by climbing the frozen thin-aired exterior of Chagrinspire
4 Explore the automated factories still working in and under the mountain
5 Rob a sky castle of the giants spying on the region for centuries
6 Petty god and some of their followers arrive and cause trouble or need help
7 Seal a portal at the heart of a cult fortress as the cult is growing
8 A famous evil hero has assembled their followers to kill adventurers before they get too hard to stop and the rumours of this spread wildly
9 A monarch acts against the interest of the heroes and nobles contact the party to help them replace the dangerous ruler
10 Two mobile clanking cities have awoken from the past and both seek outsiders to aid them
11 Find and awaken one of the ancient walking citadels or land leviathans and use it to change the landscape by digging earthworks and canals
12 Ancient armies from the apocalypse have arisen and need someone to unite factions to fight them

d12 Tier Four Encounter Table
1 Party of famous adventurers possibly related to or hired by a faction
2 Skeleton warriors led by undead cursed knight
3 Golem tank or golem mech walker with artillery gun
Giant warband with some humanoid soldiers and servants
Undead giants animated by necromancers as mecha vehicles
6 Molemachine with a machine gun or Gatling gun, unloads automaton soldiers commanded by gnome sapper squad
7 Phantom army of ancient undead spirit soldiers from the trenches
8 Swarm of hundreds of automaton pillbugs seeking animals, vegetables and minerals to shred and recycle in some underground factory
9 Automaton walking pillbox with twin machinegun turret, walks with crab-like limbs
10 Squadron of flimsy golem biplanes or an aerial battle airship bombardment
11 Purple worm hunting surface meat
12 Squad of flesh golem death guard with steel spears and psionic link to share HP, kill everything and eat anything alive or smash anything moving

d12 Tier Five Adventure Table
1 Visit the pocket universe inside the black sphere and see what is hiding there to survive the destruction of reality
2 Visit a planar lord planning to invade Chagrinspire who intends to nullify them for power on their own secret project
3 Rescue a god from a Black sphere apparatus and out of the wasteland so their pantheon can help them. Other gods are also imprisoned and why have gods stopped visiting the world
4 A lich is planning to release the elder horrors of the outer darkness in his fortress
5 Raid hell or a demonic plane to recover a legendary weapon of the apocalypse
6 Destroy a guild or faction from the continent making unity impossible
Area travels back in time to the last battle of the apocalypse war where millions died
8 Travel to the moon and find out what grey gnomes have been doing there for centuries
Shut down a secret bunker maintaining the reality-warping field of the wasteland so life will grow and time will work properly, stop enough and the gods might be brave enough to intervene more
10 Uncover the planar travel possibilities of the train tunnels including stops in the underworld or the world tree roots and even hell. They say a golem purpose-built can navigate these worlds used by the ancients who plundered the multiverse 
11 A clone of the great master of the world who led the black sphere at the end of the apocalypse needs to be killed. Based on one of the upper levels of Chagrinspire where reaching pressurized sections is hazardous he must be killed with his wizards and gnome protectors
12 Decide which plan of the new allies to destroy the tower forever causing the least harm to the crust of the planet

d12 Tier Five Encounter Table
1 Party of the world's greatest adventurers
2 Demigod and a few followers
3 Orbital Crystal Palace crashes releasing furious star spirit eldren, celestial faerie
4 Ancient titan awakes and is really unhappy
5 Elemental noble with followers and cultists
6 Elder wyrm and children, possibly with draconic templars
7 Gargantua monstrosity or kaiju
8 Mobile fortress, land leviathan or ship with angry inhabitants, possibly undead crew 
9 Squadron of airships sweep the area with death and disintegrator rays
10 Ancient land deities manifest a gigantic humanoid figure from local cursed soil, the trench versions covered in mud and barbed wire, usually on a mindless rampage
11 Elder or outsider god released or trapped in some way
12  Devils and angels are fighting and innocent mortals need time to escape, slow both sides somehow

Thursday, 12 December 2024

Cult Factions of Frog & Fish

 




































Fish and frog peoples have had feuds in the past but at some point, the elemental water alliance in the Apocalypse war flooded parts of the waste and infiltrated the Chagrinspire via its waterways inside causing chaos. The frog and Fish folk claim they won the war still and they no doubt did lead to the end of the Apocalypse war.

Alighnment may vary and once you've met some ok specimens further encounters will have players checking before ambushing and murdering strangers.

Ive used these folk for trouble in a few games and over time I've added a variety of factions to make them more complicated. Some are only as bad as a thieves guild rather than demonic. The real bad ppl spread the idea frog or fish folk are the worst who lust after our women and worship demons. Fey frog folk are quite posh. Ancient fish folk faiths have thousands of years of fine fishy history. Most fresh water divinities and spirits are amenable but might be grumpy at human pollution and populations.

Apparently, the age of fish wanting to conquer the surface is over. Now some fish folk think settling the surface was a big mistake and why fish even have land rivals enemies now. Its the bugs and worm fault for colonising the land that made greedy rebel fish dare to leave water. Fish factions are more likely to war on each other and many serve the undersea emperors not demon ancestors. They have warred with amphibians and reptilians but now they might well cooperate against humans or other young species.

Frog folk can rapidly breed a fighting force raising seven feet tall fighting frogs in a few years with stockpiled bugs being the only limit. Quite a few amphibian peoples are committed to spreading and cooperating on their world project or making a comeback. Some want to revive lost saltwater species. Fish and reptiles or others might try to keep frog folk as serfs or vassals but are wary of amphibian reproduction speed and inevitable rebellion. They trade and work with other species and humans and are excellent water workers so they can come to dominate and control waterways. A few swamps and wetlands have flipped to amphibian control or influence after first being brought in as slave labour. Magic grog and swamp weed are vices they trade in and are banned in places. Their skills as water workers were good for allies in war. 

Frogs and Fish betrayed the worm and arthropod peoples long ago to enslave them as food so fish and frogs wage war on bug and worm folk. This led to changes in the monster kings in the age of darkness which resulted in mammalian members and led to human and orc slave troops being bred around the world.

The great undersea wars age is over with a hierarchy of dragons and gods and giants ruling over them vs the great undersea strife that drove Tako onto the surface worldwide. Thats why we have tree octopi now but that's another story. 

Abhuman Beast Folk
AC +3 to +6 HD d12/Lv Att by weapon +1 damage bonus 
Most abhumans are 7-foot-tall beast folk types
night vision, +3m leap, d4 unarmed damage
superior specimens depending on species get additional abilities at the thigh level

Fish Folk Abhumans
-3rd Amphibious
-6th Breathe water
-12th 
Call 8HD water elemental once per week for one hour

Anuran Folk Abhumans
-3rd Amphibious
-6th Spider climb (treefrog) or burrow 3 (toad or burrowing frog) or +Lv on jump range (ground frog) or +Lv on swim (aquatic or marsh frog)
-12th Call 8HD water elemental once per week for one hour

Beastling Folk
AC +3 d8/Lv Att by weapon  
-3-4 foot tall small beast folk
-all saving throws improved  
-fishlings can breathe water
-froglings are amphibious and +3 jump
-toadlings have burrow 3 and are poison* 
-newtlings 
are amphibious and are poison* 
-salamanderlings are immune to natural non-magic fire and are allied to elemental fire

*Enemies who b
ite skin find it tastes like nettles sting save or take d3 damage)
poison can be applied to darts, arrows, and knives for 1hp damage (d3 hp on larger edge)
they usually have a week's worth of poisoned missiles premade

Often subservient to larger kin or might be independent or allies 
They are much less interested in violence than larger kin but may not tolerate abuse
They might be light skirmishers with poison darts or heavily armoured disciples troops used to teamwork. Abhumans often more interested in personal glory but the little guys are more serious in war and more used to teamwork fighting big people. They also make better assassins, craftsmen, thieves and depend more on skill than muscle

Hybrids
Hybrids are more like humans in most respects and not like humans. Some species make them with magic for espionage and to fill cults with fanatic zealots. Some become full abhumans later in life. Many hybrids must hide their non-human features under clothing. Some embrace this condition by receiving mutations for oaths.

There are were folk too. Were-sharks, were-eels, were-pike, who may be found among human gangs of pirates. Seawolves (werewolfsharks) from the frozen north might come with viking raiders. Werefrog bards are used by some frog kings for espionage and propaganda 

Weather and Effects on Water Folk 
Many fish and frog folk are more active in certain weather 
You might notice your marine abuhuman chums are moody depending on the weather
Some subtypes are more fussy but the human-like part of abhumans makes them more flexible than natural animals. Some species specialise in extremes you don't expect or build underground homes to wait out the weather, The are more tolerant of cold than reptiles if wet and will liv often just beyond where reptilians won't. Some species are more salt tolerant. Ancient lineages like
Temnospondyls were marine amphibians. Fish folk are probably more flexible in subtypes with different abilities facing climate. 

Average - always know where water is, hours away from water is acceptable
Dry - stay close to water or just short dusk and dawn sorties or just brumate 
Moist - high humidity, fog or some light showers, confident on the surface and happy
Wet - rainy or storms. moody and excited and intense emotions, a bit more chaotic
Cold - but prefer to sleep, brumate or migrate from ice or snow
Heat - if it's wet or humid its great if dry its best avoided

Factions
These offer cults and holy folk to provide oaths that the superior heroes use for magic as well as languages, allies and enemies

In the Frog and Fish folk bulwarks in lakes and rivers and at sea they might be of one faction but many are a cosmopolitan mix of several types or all of them.

d12 Fish Folk Factions
1 The outer gods from the void before time - especially for wicked sorcerers & wizards
2 The elder age great water elemental mother - water elemental magic
3 The water/chaos dragon - Tiamat mother of dragons and chaos who fought the gods the scaly mother goddess
4 Nomor is the mystical fish god of ancient secrets and mystery (the idiot god others call him while his priests interpret his avatars every stare and gulp of their temple avatar)
5 Ancestors - the great primal fish folk lords of the deep guard gates of the sea (the underwater fairyland)
6 Lampgulp the angler fish goddess - a ship-devouring goddess of Angerslund. She keeps away ships except for her cult of smugglers and wreckers. The cult throw her men to be her husbands who bond with her flesh forever. Her fish cultists gain a glowing lure and glassy teeth and black flesh. She has eaten the entire imperial fleets and is absolutely real you could see her if you dared
7 The catfish demon cult - ancient catfish wizards who ruled fish folk in the age of darkness. These were the fish folk who ruled in the age of darkness with other monster kings who used black magic and invaded he surface for an age. Sleeping catfish wizads sometimes awake to resume their lost civilisation or wizardry
8 The shark god - a brutal berserker conqueror god of war and devouring. Can also be a protector in more peaceful versions
9 The eel god - a mysterious lord of the deep up to shifty trickster things and makes obstacles
10 The Fish mother goddess - fish mother goddess of fertility and schools, she helps bring more fish into the world
11 The celestial dragon emperors - sea, lake, well and river dragons appointed by the heavens
12 Armoured elder fish - ancient huge beaked fish with armoured plates, fish folk join to gain improved armour and bites to serve as disciplined mercenaries

d12 Amphibian Folk Factions
1 The outer gods from the void before time, especially wicked sorcerers & wizards
2 The primal amphibian - great amphibian god of unity 
Ancestors - the first Amphibian lords who reincarnate the fallen
4 Petty Frog Gods - many minor frog cults popular with commoners
5 Great water elemental mother - a great water elemental ruler
6 Malakar the solar frog death god - the water eater and drought bringer who aids survival
7 Chacak the frog rain god - god of rain and fertility, but also can be a raging war god in storms
The Burrowmother - toad mother earth goddess - a great earth goddess of the deep, 
9 Fire salamander -  worship fire salamanders (not the partly humanoid kind the therapod ones), changed allegiance from water to fire, popular with newts and salamanders driven from wetlands into hot arid or volcanic regions. They wear asbestos cloth people call salamander skin that is fire resistant
10 The great star newts - newts went to the stars at the peak of their civilisation and some returned millennia later to establish their culture among newts and human cultists. Mysterious sinister star witch folk
11 The celestial dragon emperors - sea. lake and river dragons appointed by the heavens though a few think Tiamat and her husband Apsu, the first dragons are neat (not the modern Tiamat avatar, this predates the world creation)
12 High Amphibians - fey folk use frog folk in their wetlands for trade but also to halt bugs invading faerie land. These frog folk use faerie culture, court and customs. They are sophisticated, literary and like good manners. Their material technology is equivalent to elves and their magicians include fruits and wizards. Some of these have also left faerie influence and have colonies where they live as the local humans. Recently frog folk mercenaries living in the warring eastern continent have come to visit these kin. Other amphibians adopted this living also but might come off as backward rural cousins  


Tuesday, 10 December 2024

Finally Reached The Gatehouse Gamelog

























So my game which from 3rd level turned into an exploration-bastion-trade game vs a combat one continues. I let them know reaching the gatehouse is a campaign and level up goal (I don't do xp). This session they were invited to start any population centre but they went home to their fort and got their followers ready, some divination, alchemy labwork and building stone walls over two weeks. 

The scavengers guild now has a boating-based gang at the ferry by Flatspur and made a stone wharf and fortified custom house. By the players fort the new turnip cult has settled in.

Finally got underway on a raft.

Sky Giant Nebos 4th Lv and his Lv2 jester
Light priest Lv4 and his pair of Lv2 acolytes
Nameless rogue Lv4 and his followers a lady Rake and Rat Sonja a 7 foot tall rat-folk

Early on saw a sunk jollyboat with bones sunk in the shallows. The giant lifted some rocks, had ropes tied to him, and dropped into the deep to search. He found a chest of Slaver Silver and a dozed human remains. Took a skull and the priest suggested going to camp at the ichor drilling platform which he missed last trek anyway. Found signs someone else had explored since the friendly scavengers stripped the place with their new boating skills. The skull eventually by divination told a sad story of mistreatment of slaves 10 years ago on Bandit Island. They also did some history divination of the rig and found it was 200 years old and used to trade ichor. Built by they black sphere cult and various peoples had lived and died here since. Party very interested in wiping out slavers in the future.

They also saw smoke and lights on shore an unknown Bulwark. So in morning returned the skull and blessed the dead. Then went to spy on the bulwark full of mercenary guildmen of the eastern continent, foreign merchants and was run by the Mayor and his militia. No-Name went and spied on drunk guards, saw a slavers guild hall and other businesses. The mercenaries wore floppy velvet hats and torn shirts with puffy sleeves, but were huge grizzled murder hobos.The town was called pickleton.

They fled and eventually reached near destination when they met a frog folk bard in fancy clothes. The jester charmed him with a saucy slanderous song so he stayed longer to talk of frog fol politics. He was sent to tell the party from the friendly frog king that the frog folk kin on the plateau are not nice and worshipped demons. The frog bard also said he was spying on Pickleton and believed foreign mercenaries were here to learn about ancient guns to dominate their homeland. They bid farewell and arrived in Marsh Town. The green-skinned abhuman folk seemed to be part plant folk. They were welcomed and discussed the West path or the East path on the plateau at a feast. The druid did some scrying for the party and warned them of mutants, cults and lamprey folk.

The west has kobolds with flint weapons but use hang gliders and kites to move their troops around the cliff and attack. The east has giant fly riding kobolds. They didn't like the sound of flies but the Frog Kings palace was close to the east path. So they visited the frogs and their king offered frog skirmishers and archers to help.

The squadron of flies came and buzzed about with kobolds firing tiny arrows. The flies if their masters were killed would zoom in to attack the party in melee. The party arrived at the plateau. They saw colourful piles of garbage and chemical pools to the south and ruined buildings to the north. They were huge concrete and pipe mazes that once made thousands of tons of potions in the past. They explored a bit and avoided a pool of toxic mutant frogs and broke into a factory via an alchemy puzzle and a lock mechanism. Was a mess of tools and parts and drums inside and found a frightened worker automaton. He was quite helpful but for centuries of neglect without orders, he had gone feral and had built a tiny model town of robots to play with on one floor. They discovered with a ton of pine resin and the automaton's help they could make almost 4 tons of "stench-rid" a potion according to ads and labels on bottles made you impervious to miasmas, stinks, smog and poison gas.

From the roof, they saw other alchemy factories and then alchemists towers and the gatehouse entry (5th LV!) awaited with some kind of guards. They rested and went the southern route past the factories and saw some mutant hillbillies searching the alchemical waste mounds. Met some bugs too and mechanical gorillas and finally confronted the orcs guarding the entry. There was a water canal exit and two other doors going inside. The orcs boasted who they were and warned the adventures. The Jester performed his song about the flatulent Black Sphere Wizards who like to smell farts and the orcs were amused and said their king would like this. So they were marched through three courtyards of orcs and mudhogs and bitter gourds growing under the magical ceiling lighting 16 foot up.

They met the king and ate with the orcs who liked the Jester and offered the party aces to the mountain for half of all the loot they brought back. They agreed to this fair deal in a orc-filled palace and the No-named man was sure he could steal anything and get past the orcs.

-----------------

So they had a deal and a safe factory hideout on the Plateau and got back to Marsh Village. The man with no name has been working on swimming as he was impressed by how easily good swimmers escaped the party massacres of river pirates and slavers.

Everyone has new followers and the priest told everyone to get all you can the sooner the better. New spells will be kicking in now. 

The party sure hates slavers and pirates and this is good.
They could cripple the slavers continent-wide if they tried.

All have a few magic items. 

This orc deal will possibly go badly. 

Sunday, 8 December 2024

Crusaders in the Wasteland



Wow so i first did a ww1 themed campaign years ago using call of cthulhu, and some of my decopunk ruins in Planet Psychon games people liked and wanted to move into, Chagrinspire is an even more outrageous tower design than all may citadels, So I wanted to bring these threads together in a new game early this year. Id seen Turnip28 as I wanted to make an edge lord paradise of grime core fantasy dialed to 11 and an absurdly huge megadungeon with trains. A chunk of these older rules are being added to Chagrinspire vol3. 

I had crusaders in my setting since fairly early and planned a crusader invasion and a barbarian invasion that can be triggered by players. Only this week I heard about Trench Crusade which I like the aesthetics quite a bit. I didn't dig the religious debates of fan lore online and im not into Christian myth in my gaming. I found vampire games too religious for me and the religious apocalypse/zombie genre. I meet too many religious weirdos too often to enjoy it as fiction. But I will play and keep an eye on it for vibes. I wish them well. Turnip 28 has a KS too.

Starting A Crusade Event
The crusade is an event to trigger usually when players move to the eastern map of the region. Other Trigger events are possible or even invasions. Ancient forces will stir to restart the apocalypse war for even more human sacrifice in the shadow of chagrinspire.

The Immortal Emperor of Lamnutainia has declared the 33rd crusade to once and for all cleanse the waste of wickedness. His reign at the end of the 3rd Empire separated the continent's kingdoms. He insists the world belongs to him now and all should worship him in a new 4th Empire. Cleansing the waste will demonstrate his right to rule again. It has not done well yet.

Players will see Crusaders arrive and might meet or fight them.
They will affect what sort of people are looking for homes in the next year in the waste.

Basically, imagine they are paladins played by teen edge lords who act like jerks while claiming to be holy

Auxiliaries are peasants forced into millitary service from militias in light armour with spears, farm tool polearms, flails and small bows

Templars are cleric priests most are Lv1 led by higher-level heroes

Fighting monk orders sometimes are brought in but tend to do admin and supply

Peasant pilgrim volunteers are like auxiliaries but without discipline and fight as irregular mobs, they make up in tactics with fanaticism. Often use burning torches and pitchforks.

Knights are either foot knights Lv1 or 2 for elite, cavalry are Lv3+
Paladins are knights who max out in oaths and more fanatical and use holy powers

In Lamutania the people put up with taxes and suffering because the crusades keep failing. It's not the emperors fault, its the weak and soft people failing to have the will. The poor emperor weeps for his people he wont help with his divine intervention until the people are worthy.

d12 Basic Crusader Encounters
1 Knights on horse Lv3 x4 looking for any visibly evil-looking things to kill
2 Templars a dozen 1st level acolytes and Lv4 priest
3 Dozen spearmen auxiliaries led by a Lv4 knight or templar priest
4 Armoured war priest Lv4 with two Lv3 knights and a servant d4 1=bard 2=scribe 3=acolyte 4=sqhire
5 Lone knight with Lv4 squire on foot
6 Monks dressed for holy war, most 1st level with Lv4 teacher leading them
7 Starving children in rags 4d6 with sticks and rocks to throw here because angels told them to come here (one of those things players might check out why this has happened for centuries)
8 Palenquin with a Lv4 priest seated in comfort carried by 12 orc slaves with a Lv3 Knight, 12 auxiliary spearmen and from church land as farmers d4 1=eating a roast chicken 2=sprinkling holy water to bless the land 3=admiring jewellery 4=writing a serious report on findings
9 Flagelant priesthood of holy berserkers with flails, holy symbol piercings and scars all over 12 initiates led by an even more scarified Lv3 Berserker
10 Auxiliary troop deserters d12, beg to be taken in and saved from pursuing knights , armour and weapons only, they dumped their kits d4 1=farmers 2=convict conscripts 3=urban poor 4=former gang members have stolen a army payroll and VIP supplies
11 Paladin Lv5 on a horse with six acolyte priest servants on foot
12 Wagon train of 12 carts with 100 soldiers, 20 Lv1 templar priests, led by a party of Knight Lv5 Templar Lv5 Rogue quartermaster/negotiator with awful locals. They support other units in the area and are looking for a ruined outpost of the past to occupy

d12 Specialist and Unusual Crusaders 
1 Inquisitors here to kill heretics or those tainted by mutants
2 Exorcists specialists in fighting undead and curses
3 Monk agents of the emperor from a secret monastery. Appear as imperial bureaucrat monks but might be spies or assassins to monitor loyalty
4 Warrior nun orders of paladins (also monastic fighting nuns)
5 Elder wizards of law here at the Emperor's command with their own mercenary bodyguard
6 Angry mob of peasant fanatics who robbed and killed all the way here in the name of their faith. Led by a dangerous zealot already known to the inquisition
7 Kobold crusaders bred on a farm to be crusader auxilleries and fanatics, good sappers but will question their devotion when they meet local wild kobolds. A desperate experiment
8 Hospitals operate millitary hospitals and act as millitary medics in war
9 Marine order specialising in water transport and marine troops and priests. Aloso trade and banking order
10 Savage Auxiliary Barbarians from the wastes and woods, were permitted to settle on the frontier to convert to the Imperial cult. They even include beast folk and depict crusader symbols with their own stylings. Many hate orcs. They will be commanded by a priest or knight and shun the traditional druids they used to follow. Without leaders or poor treatment they might go feral as being settled farmers sucks
11 Flame order a mix of priests and wizards who use fire in sieges oras artillery. They also boil up enemy corpses to make incendiary fuel and burn convicted heretics. They work with other orders and avoid choosing targets 
12 Heretical fake templars really serve darkness and deceit. Help sabotage and make trouble with other factions worse. Secretly worship the outer darkness and a false entropic dark sun

Signs of crusaders
1 Religious tatoos possibly the immortal sun emperor on earth
2 Holy symbol d4 1=necklace 2= ritual 30cm brass 3=one end of a staff
3 Holy book of the sun emperor on earth, a revised version of the older book of light
4 Tabbard with sword in the circle symbol or other art
5 Banner with sword in the circle symbol or other art
6 Keep singing about how cool the emperor is and how happy they are to die and go to heaven
7 Signs of ritualised self-harm (you gotta use those healing miracles)
8 Carry a holy relic like a saint bone in a silver and gold fancy box
9 Carry holy water bottles d4 (possibly in more in military trunks if a large group)
10 Carry food made by priest spells, a grey nutritious porridge
11 Carry a small or life-size wooden statue of the emperor holding his sword with his sun crown
12 Holy passports stamped with shrines and holy places visited

d12 Crusaders Art & Tattoo Subjects
1 Page from the Emperor's common prayer book
2 Depictions of the Emperor's swords, Executor and Executioner
3 Winged lions roaring
4 Sword over a Circle
5 Blazing sun
6 The Emperor's face with an aureole sun crown
7 The Emperor's cup
8 Scrolls with imperial maxims or epitaphs
9 Angel or a saint battling demons
10 Winged baby cherubim or angel with a burning sword
11 Emperors tears, indicating campaign experience
12 Emperor sealing an old one in the crypt of ages

d12 Stuff Crusaders Yell Lots
1 For the Emperor! (or sun emperor or immortal emperor)
2 Beware the vile unclean mutant unseen among us
3 Purge the wicked slaves of darkness with burning fire
4 Let the light of our lord burn those fallen to darkness
5 All people must swear fealty to the True Emperor of the world
6 Inhumans must be cleansed by the light of our lord
7 Let the fury of the emperor rage like wildfire in this land fallen to darkness
8 Strangers come forth and swear fealty to the Emperor of the World
9 Come let us see you close to be sure you are not mutants or witches
10 Come forth and be blessed so we may speak freely with you
11 Who is your one true lord?
12 Come join us in prayer or prepare to meet your filthy gods

d12 Crusader Corruption and Taint
1 Just arrived ready to fight, green and idealistic
2 Soiled and saw some weird stuff, blooded but bold
3 Some losses from local skirmishers while repulsing humanoids, now confident
4 Survived surprise shelling from ancient war machine mechanised artillery, shellshocked, mud-covered and now demoralised
5 Attacked by undead and managed to kill and burn them, feeling very zealous and clean
6 A flying machine shot at them for an hour then flew away, now wary, shellshocked and muddy. Amazed at their enemy
7 Fleeing losing battle vs undead, pursued by former comrades now undead. Muddy and frightened
8 Slaughtered some mutant warband, now tainted by mutant blood
9 Horrified and doubting the purpose of the crusade and their nation
10 Mutated heretics now serving chaos and the outer gods who embraced their condition and failure
11 Undead heretic anti-crusaders of a previous crusade hate their homeland for sending them here to die
12 DIabolic heretics sold souls to hell to survive and now wage war on the holy crusaders as the Hell's Crusaders

d12 Crusade Wonders
1 See army with all kinds of weird orders with various helmets and hoods marching defiantly
2 See an army clash with undead soldiers of the ancients
3 Marching sickly army carrying plague from fighting rat folk
4 Chaos horde or mutants, beast folk and demon cults assembled on a hilltop awaiting a crusader army
5 A bloody massacred graveyard, mechanical giant pillbugs harvest the dead, metal, cloth, and scuttle away into underground crawlspace to some distant processing centre or train
6 Zombie crusaders mindlessly marching
7 Fighting army of templars singing and blessing the land as they cross it with incense braziers
8 A giant automaton trampling an army and scooping up living and the dead in an iron basket on its back
9 Marching crusaders are suddenly shelled by distant artillery or biplane golems from chagrin spire
10 Arny of orc pikemen and/or goblin wolf-archers slaughter crusaders with numbers
11 See the angel of death, a skeletal reaper and avatar of death flies over soldiers, a terrifying omen of failure
12 See an army brutally obliterated by the death guard flesh golems who then eat the remains

Ending The Crusade
The emperor has been in my games here 12 years. As multiple campaigns never stopped him he is now a 20th lv immortal demigod. The player's church regarded these crusaders as heretics but had also sent armies of Templars here in the past in competing crusader nations. Other foreigners and cults keep agents to watch the region.

The empire bans guns and they rare most of the continent but eastern warring kingdoms have mercenaries travelling back and forth and some of those use crude pre-flintlock guns and crude pistols requiring 2 hands. They are interested in the guns of the ancients and copying them back home. The western lands lotus emperor has an interest in guns too, artillery is more common than handheld guns but firelances and rocket arrows are in use. This will cause future problems in the world.

The Crusades usually last less than a year, sometimes they last decades with occupied outposts but undead, barbarians, non-humans, chaos mutant cults and scavengers and the black sphere all oppose them at every step. A few outposts on hex maps might be occupied after the crusade a while.

d12 Late Crusade Events
1 A crusader hero has become a death knight leading angry ancient undead crusaders against their living kin, their banners show ancient failed crusades of last thousand years
2 Crusader-led mercenary army marching from the eastern warring kingdoms. Pike men, arquebus squads  and landknights. These men will take some look and go home with all the ancient guns they can
3
 Gibbeing bishop in a tree can't believe his army was eaten by death guard or undead, describes the horrible scene and now wants to die rather than go home
4 Army of spectral soldiers gloomily marching into a cave or tunnel
5 A revenant looting corpses of soldiers, dedicated to killing his commander who fled the battle by sacrificing troops. Will talk or trade with adventurers, it seeks intel and directions but wants magic stuff not aligned to good or light. It knows all kinds of details of the Crusaders and the Emperor. The revenant is bitter and malicious wanting to spread slander and dirty secrets to harm the Crusaders as his revenge
6 Crusaders resting, winded, damaged by choking gas and enfeebles. Trying to flee but need a ten-minute break every 50m. Someone will slaughter them within a day
7 Orc barbarians riding Dire Wolves came here just to kill humanity's best. Have been victorious and displaying loot and severed heads and hands, very jolly mood
8 Lone paladin with relic blade sole survivor defending a choke point from d4 1=orcs 2=undead soldiers 3=angry peasant conscripts with spears 4=mutant cultists
9 Chanting chaos cult mutants calling down powers from beyond for more mutations, a great feast of alchemical waste and a strange fungus is prepared and sometimes a demon or outer god from beyond speaks to them. The mutants that survive are increasingly unrecognisable of what species they were. Some instead of just die become undead or devolve into slimes 
10 
Lone death guard flesh golem sitting contently eating corpses, will go berserk at any loud noises or screams, best left alone, out of its group mind link range and now a free-willed amoral killing machine
11 
Zombie former Crusaders now with metal skullcaps with antennae marched to attack tired Crusaders defending a ruin
12
 See an airship bathe soldiers in eerie ray light, turning them into undead who promptly bury themselves for later use

d12 Signs the Crusade is Over
1 Broken banners on a pile of dead soldiers 
Scavenger gang finishing wounded to rob them
Hundreds of feasting ravens cawing over a looted battlefield
Giant bloated vultures stand around full of food in piles of gory bones
Automaon pillbugs harvesting goods and the dead from the battlefield
6 Undead crusader soldiers march to their new home an underground catacomb, led by a more ancient crusader. They may carry banners or living crucified officers, knights and priests to eat later
7 Deserters who have taken scavenger or bandit gang identities and clothes but you can see their army haircuts and tattoos. They killed the original owners
8 Crusader spirits killing fleeing Crusaders
9 Slavers have captured dozens of Crusaders in chains leading them to a slaver guild prison
10 Mutant cannibals finishing off a wounded crusader on a battlefield and preparing a huge BBQ from all the corpses pit
11 Bandits wearing scraps of crusader army for a laugh, drinking and pretending to be haughty jerks for a laugh 
12 Commoner refugees looting crusader bodies even taking their teeth and bones, denture prices will crash the next year. Came here to loot as their ancestors on the borderlands have done for centuries. In a way, they bring their dead home. Ground bones can be used for crops even

Friday, 6 December 2024

Spies!





































Spies!
Any bastion or homebase or castle needs some of these!

d12 Spy Interests
1 Defence
2 Trade interests and needs
3 Local market rates
4 Personal scandals for blackmail
5 Work among local leaders
6 Monitor strangers passing through
7 Interested in secret doors and private areas
8 Sabotage
9 Locate enemy agents
10 Corrupt with drugs, vice, and gambling
11 Agitate locals to riot
12 Sleeper agent unused for years

d12 Spy Masters
1 Cult of demon or hell worshipers
2 A foreign state, order, guild or banking league
3 Church agents, often have secret orders for this
4 Rival outpost or village
5 Criminal gang d4 1=slavers 2=bandits 3=assassins 4=smugglers
6 A robber knight who has a bandit gang in a ruined fort (possibly serves a nation)
7 Non-human hybrid or changeling d6 1=fish folk 2=orc 3=lycanthrope 4=spirit folk changeling 5=demon/devil 6=doppelganger
8 Alchemist Guild a continent-wide group here to plunder or even take over, sure they are not affiliated with the ancient alchemist guild that came to serve the black sphere
9 Waring kingdom of eastern lands seeking gun technology to replicate
10 Lotus emperor of the mysterious west using drugs
11 Dupe or middleman sourced by the black sphere order
12 Serves the black sphere order as a fanatic

Common Spies
1 Servant or labourer seeks work
2 Pretty tired youth chased by zombie, seems adoring and grateful
3 Old person begs to serve you as this world is so unfair to the old 
4 Merchant needs some sidequests like 
making discrete deliveries
5 Bumbling old scholar seeks info on a certain location
6 Bard watching local crime, taverns and vice peddlers
7 Orphan teen needs a safe place and food willing to do honest work
8 Mature refugee survivor chased by a drooling mutant pervert or goblin
9 Soldier deserter (really following orders) 
10 Poor widow seeks aid, willing to be a servant
11 Expert or masterless apprentice in some trade like mining, farming, smithing
12 Mercenary willing to work for adventurers and are very competent expert in some type of warfare

Weird Spies
1 Mimic who hides lister 
2 Doppelgangers, infiltrate and assimilate
3 Animal spirit changeling in human form d4 1=cat 2=rat 3=spider 4=snake
4 Lycanthrope uses animal form to drop information to masters d6 1=werewolf 2=wererat 3=werebat 4=wereraven 5=werebadger 6=werefrog
5 Hybrid beast folk abhumans who with disguise pass as human d4 1=rat 2=fish 3=frog 4=mole 
6 Possessed person used as a puppet for some purpose from when they were living
7 Elemental spirit folk changelings serving elemental cults
8 Im a gnome but not one of the evil ones and i have skills (yes is working for them)
9 Divination and scrying magic or items
10 Invisible stalker summoned by wizard or other spirit
11 Lower planar being of evil d4 1=demon 2=daemon 3=devil 4=outsider from the void
12 Grey gnome spyforce using divination, invisibility and esp with extra support staff close by in a secret bunker

Monday, 2 December 2024

Ice Ice Kobold


























Some bits and pieces:

Ice Ice Kobold
As the Chagrinspire is so high and kobold-infested, I needed to detail the icy slopes. 
Also these kobolds can tolerate high altitudes and lower oxygen than humans.
The Icefang tribe are more dog-like and furry and worship air/cold elementals
Some use gliders to get to lower areas fast especially to get ahead of fleeing enemies.

All are skilled climbers and take wild leaps across chasms humans wouldn't try
Their size and weight is an asset vs many hazards

The kobolds on the top levels are different again and adapted to near vacuum and require access to the pressurised areas inside to resupply air. More on them later.

d12 Kobold Ice Traps
1 Icicle drop
2 Ice slick into a pit of icicles
3 Thin ice over the icicle pit
4 Avalanches of snow triggered by triplines 
5 Ball of ice rolls down the passage or slope
6 Snow packed over crevice into the deep collapses if crossed by a certain weight
7 Water dunk, designed to make intruders wet in extreme cold
8 Slippery icy pole or bridge over a chasm small critters use easily
9 Hibernating creatures awaken if they sense enough body heat or exhaled breath, planted by kobolds at key locations they can avoid
10 Walls of thin ice seal the area of pressurised gas
11 Snow over icicle pit with rolling ice ball to drive victims into a trap
12 Waterfall if crossed a white dragon, other monster or a spell caster freezes solid with victims trapped inside

I imagine some ice critters would sense some of these traps
living ice statues might be cool
above kobold weight is a good trigger
I need this for kobolds living on a 16km high building exterior

d12 Frozen Slope Encounters
1 Kobold hunting party or war band 2d4+8
2 Mountain Goats 3d6
3 Giant Eagle or snow owl - will try to knock ppl to fall
4 Wooly horned giant python will ambush
5 Zombie mountain troops 4d4 + zombie pack mule
6 White apes d4+4 or lone yeti
7 Frost sprites can be kind or cruel 3d4
8 Winter harpies harass climbers  d4+2
9 Living Ice or snow statue
10 Winter Wolf
11 Ice drake or frost salamander
12 Ice Elemental

d12 Frozen Slope Hazards
1 Snowdrift hides true terrain
2 Climb required d6 x3m
3 Slippery ledges
4 Whiteout blocks sight
5 Strong winds make movement hard
6 Avalanche
7 Falling ice or icicles
8 Gap in ledge needs climb or jump
9 Fragile ice crossing
10 Dead end or harsh climb
11 Chasm in path
12 Waterfall of warm water

d12 Frozen Slope Finds
1 Frozen dead explorers or mountain uniformed troops
2 Shack where a lone hunter or trapper lived
3 Wreck of flying machine or kobold hang glider 
4 Lost kobold sledge dog or broken dog sledge
5 Climbing ropes with iron spikes leading off the trail
6 Nest of cold monstrous eggs, a parent close?
7 Metal pipes could be climbed
8 Vent with smoke pouring out from deep inside a mountain
9 Metal service hatch or iron-barred pipe entrance into the mountain
10 Carved tunnel entrance where someone mined into the mountain
11 Metal vault door into concrete bunker and pillbox with a machinegun
12 Metal walkways and stairs

Saturday, 30 November 2024

Some common Law vs Chaos Weapon Mods





































Some bonus features for petty magic weapons
One feature for every + seems right

d12 Chaos Tech
1 Face and can talk and fires at own will, encourages base desire and lawlssness
2 Living slimy creature requires food
3 Cyborg part machine part creature, requires fuel and food)
4 Vegetal, fungal, cacti or root-like, wrapped in vines, likes some water
5 Leaking boils or weeps disgusting smelly fluid constantly
6 Eyeballs all over that move
7 Has a tentacle or tongue as long as the weapon and use it to crawl like a leech, hold the wielder so it cannot be dropped, and other helpful tasks
8 Spikes all over +1 Melee damage, knuckleduster spiked grips or stock with spikes
9 Grows 2d6 shots ammo per day if not normally a missile weapon as light crossbow
10 Weapon leaps into your hand if dropped or thrown at end of round
11 
Item vibrates in the presence of law within 10m +1 vs law
12 Weapon blazes with a +d4 damage of a random element or damage type

d12 Law Tech
1 Face and can talk and criticise your actions and offer unwanted advice
2 Shiny chrome, gold or bronze or anodised coloured shiny metal finish
3 Has brass cogs, dials and gears visible working inside, buzzes or ticks in fight 
4 Plays unearthly music in battle that nobody will forget
5 Glass vessels and tubes with strange alchemical fluids pumping inside
6 One in six shots is created by the gun, if not a missile weapon can fire bolt as a light crossbow
7 Seems to have formed from crystal or glass that might glow in use
8 Blade glows and +1 damage (pick cold or fire or lightning)
9 Item vibrates in the presence of chaos within 10m +1 vs chaos
10 Weapon always inflicts minimum of average damage for dice
11 Weapon blazes with light as a lantern at will up to a 10m circle
12 Weapon gains an extra dice damage if rolls a natural 20

Thursday, 28 November 2024

Ye Olde Style Living Statues, Gargoyles & Golems





































So over various editions of D&D my fave was the Bronze Golem. Possibly the Sinbad film minotaur golem inspired me and the Argonauts film version of Talus. Reading up on the Bronze people in Greek myth as a race is kind of fascinating.

This is a compilation of the basic Automatons, golems, living statues etc
Actually, pathfinder has some good ones

Rust monsters dod 6d6 with a touch vs magic metal beings and they can save to resist

MM1 says you need to have Lv = HD of the golem to damage it which is weird and I've never noticed. I like the BX system a * means a + required to hit

These are all neutral and don't detect as hostile or living if not self aware.

Some with lower morale may flee to get help or repair themselves or mount a counterattack, but most fight to destruction.

Basic Defences
All of these constructs have full saving throws and these resistances
They do not require air and are immune to poison and disease
Repair and craft skills can perform first aid, golems healing like a living creature
Immune to magic that affects the mind but once awakened fully have all the mental problems of a living being and a fully formed soul. 

Living Statues
Created by ancient magicians as guardians. They have a semblance of life when they awake, mostly they stand rigid awaiting certain conditions and rules to activate them. Some may perform other labours. Once created they are cooperative and less prone to becoming feral. They may roam wild on some planes and elemental worlds and seem more independent. They are remnants of prototypes for life bade by gods. The secrets of creating them is rare and valuable. Most kingdoms only have a d3 types mostly. The lack personality and are limited to basic instructions like labour or guarding.

1 Bronze (M) AC+7 HD 6 Attack By weapon 3d4 Morale 11 Mov 6
-exhale fire as a burning hands spell every three rounds instead of the standard attack
-used as guardians and labour and able to use tools

2 Clockwork 
(M) AC+6 HD 4 Attack Light Musket d6 Mov 9
-mechanical possibly clockwork infantry soldier, some have better d8 guns

3 Crystal
 (M) AC+6 HD 3 Attack Punch or Shard d6 x2 Morale 11 Mov 9 
-punch or throw crystal shards range 6
-weapons strikes make loud musical ringing sounds
-used as attractive guardians by elves and magicians

4 Glass* 
(M) AC +4 HD 3 Attack Punch or shard d6 Morale 8 Mov 12
-immune to non-magical weapons, punch or range 6 shard 
-transparent ones can become invisible
-red immune to fire and fire range 9 2d8 burning ray once per four rounds
-cyan immune to cold and fire freezing ray range 4 30-degree cone   
-magenta can cast phantasmal force each round as an action
-violet can cast a violet ray range 9 causes confusion for a d4 rounds 
-made by alchemists as spies and assassins, smarter than most statues

5 Ice AC+4 HD 4 Attack Punch or Icicle d6 Morale 11 Mov 9 
-grow an
 (M)  icicle in hand per round to club, stab or throw 6 range
-Immune to cold, non magical ice or blizzards
-if destroyed explode for d4 damage to all in 3 area who fail save
-guard frozen places

6 Iron (M) AC+8 HD 4 Attack Punch d8 x2 Morale 11 Mov 3 
-absorb metal non magic weapons that fail to save
-clumsy clanking guardians but also labourers 

7 Ivory*
 (M) AC+15 HD Attack Horn 2d6 (x2 with charge) Morale 12 Mov 18
-require magic weapons to hit
-if destroyed without fire type damage remains worth 2d6x100gp
-humanoid or a quadruped horned or tusked beast, intricate 
-make excellent guardians, some can fire a light crossbow bolt as an attack

8 Jade* 
(M) AC+6 HD 3 Attack Punch d6 x2 Morale 11 Mov 6
-immune to non-magic weapons and + damage from magic weapons
-immune to spells and magic
-guardians of sacred places or magical goods

9 Magma 
(M) AC+5 HD 5 Attack Punch d6+d6 fire x2 Morale 11 Mov 6
-fire lava bolts range 6 2d4 save for half instead of attack but cant also move
-when killed form a 3m wide burning mass 2d4 damage to cross (save halves) lasts ten min
-start grey or black and heat up in a round, guard underground places 
-guard elemental and underground volcanic places

10 Marble* 
(M) AC+7 HD 6 Attack By weapon d10 Morale 12 Mov 12
-immune to non-magic weapons, non magic weapons shatter
-may use any weapons or sheilds or missile they are built with
-highly lithe and athletic capable, skilled in any weapon or athletic skill, tactical fighters
-decorative statues in temples, public places 

11 Meat 
(M)  AC+3 HD 3 Attack Ram d6 or grapple Morale 12 Mov 6
-running into enemy flailing aimlessly is main attack then will grapple and crush each round
-some instead have punch d4 x2 attacks instead, all will grapple 
-taxidermy clumsy monstrosities built by madmen or vat grown in vats

12 Porcelain 
(M) AC+4 HD 2 Attack d6 Morale 9 Mov 15
-use touch or may use weapons including bows, will skirmish and retreat and use missiles
-uncannily silent and alert (some have faces that seem blank or can adopt other faces)
-if killed shatter all in 3 range 2d4 save for half, other living statues or golems are unharmed
-beautiful delicate figurines some like articulated dolls with graceful ease, tattooed all over
-often guard the rich or defend their tombs and appear as grave goods or used as assassins

13 Rock 
(L)  AC+6 HD 5 Attack Punch 2d6 x2 Morale 11 Mov 3
-immune to non-magic stone weapons
-crude lumbering carved statues often in caves or outdoors or even look like monoliths

14 Silver (S) AC+6 HD 12 Att Bite 2d6 Morale 11 Mov 12
-immune to non-magical weapons, half damaged from metal weapons
-often in the form of a small humanoid or quadrupedal animal guardian

15 Slime 
(M) AC+1 HD 3 Att Acid Slap 2d4 Morale 9 Mov 6
-dissolve non-magical weapons that hit them
-unarmed enemy attacks like fist or bite take 2d4 acid damage
-jiggly gelatious living viscous material, squeeze through bars and doors
-can throw a handful of acid 3 range d4 if it can't reach a foe
-made from dead slime and ooze creatures gelatinous flesh by chaos wizards

16 Snow 
(S-M) AC+4 HD 4 Attack Punch or snowball d4 Morale 11 Mov 9 
-Immune to cold, non magical ice or blizzards
-half damage from non magical weapons
-double damage from fire or heat
-outdoor frozen wilderness creations, created by winter spirits

17 Steel 
(M) AC+8 HD 5 Att Fist d8 x2 Morale 11 Mov 6
-absorb non-magic metal weapons used to hit it and heals a d4 (arrowhead heals only 1)
-fighting statues used by ancient millitary

18 Stone 
(M) AC+7 HD 8 Att Punch by weapon d12 Morale 12 Mov 6
-can heal self if in contact with stone floors or walls a d4 a round with an action
-common guardian statues in palaces or temples

19 Terracotta 
(M) AC+6 HD 5 Att Weapon d12 Morale 12 Move 9
-immune to fire and non-magic edged weapons only inflict 1pt damage
-carry with a weapon and a bow
-some have a Terracotta Horse AC+6 HD 5 Att Bite d4 Kick d6 x2 Morale 12 Move 15
-often tomb or palace guardians but in same lands they have armies of them

20 Wood 
(S-M)  AC +4 HD 3 Att Punch d6 Morale 9 Mov 12
-immune to non-magic wood weapons, half damage other non-magic weapons
-wooden lumbering idols or may be concealed in wooden structures

Gargoyle
Stone guardians to protect temples or fortifications. Sit inert for years until conditions activate it. They mostly think about the buildings they protect. Some over ages develop personalities, relations with each other and conflicts over the best perches. Some were even turned to flesh with magic and breed nut we are mostly referring to the construct type here. Not all have wings. Basic ones mostly don't speak, but the older ones might. Living ones have their own language. A stone carving is animated by an earth spirit in their creation. They are quite smart and use their abilities to ambush or escape if needed. If you turn a gargoyle into a living being it is vulnerable to magic like living creature and can speak and may change alignment over time

Tiny
*  (T)  AC+3 HD d4 Unarmed d4 Morale 6 Mov 12 Fly 30 +1 to hit
Small*  (S)  AC+4 HD 2 Unarmed d6 Morale 7 Mov 9 Fly 24 +1 to hit
Medium* (M)  AC+5 HD 4 Att Claw d3 x2 Bite d6 Horn d4 Morale 8 Mov 6 Fly 15 +1 to hit
Large** (L)  AC+7 HD8 Att Claw d4 x2 Bite d8 Horn d6 Morale 9 Mov 6 Fly 12 +2 to hit
Gigantic*** (H)  AC +9 HD16 Att Claw 2d4 x2 Bite 2d8 Horn 2d6 Morale 19 Mov 3 Fly 9 +3 to hit

Juggernaut
These huge wheeled vehicles are bigger than an elephant and have a wooden structure on the top for an operator, leader or a shrine. They are terrible weapons of war. Som develop personalities over time usually not very nice ones if used for war. Some are mostly in royal or temple processions. They follow simple instructions and in war most are directed by a commander. In a dungeon with limited space, they follow simple preset instructions fine. Some include d4 1=shrine 2=treasure vault 3=throne 4=siege weapon

Stone 
(H)  AC +10 HD 30 Att 10d10 crush Morale 12 Mov 9 6-9m wide
-save to evade can avoid crush if you have movement left
-immune to non-magic weapons, immune to fire and cold  
-some have a battering ram or a catapult 3d10 or a siege tower

Wood 
(H)  AC +4 HD 25 Att Crush 8d10 Morale 12 Mov 12 6-9m wide
-save to evade can avoid crush if you have movement left
-immune to non-magic missiles, but can be harmed by fire
-some fires volleys of arrows from the main structure possibly a siege tower

Iron 
(H)  AC +10 HD 40 Att Crush 10d10 Mov 3 6-9m wide
-save to evade can avoid crush if you have movement left
-immune to non-magic weapons, immune to lightning, fire and cold  
-cannon variant 6d6 black powder cannon and two 3d6 swivel guns on the sides fire every 3 rounds
-some can carry half a squad or soldiers into battle
-artillerist 10d6 and a machinegun 2d6 x10 burst, belch smoke
-some have one or two articulated iron pincers 3d10 or can grapple and a basket for prisoners or will use the prisoners for biofuel. A few of these have a 6d6 heat ray range 100

Golems
Golems are created from base material and brought to life with a limited version of how mortal life was made by the gods. The magical inscriptions draw a spirit into its shell and is a replica of life. The spirit's minds are blanked on creation but some golems are prone to instability. A golem guarding a tomb is understimulated and safer. A personal servant golem can be overstimulated by contradictions and self-questioning every time they kill. The ancients used many golems and used the motive power of golems for technology like indoor plumbing, toilets, stoves or industrial uses. Those ancient civilisations fell and golems are now rarely made. Priests consider druids of their religion as great but might be hostile to rival religions or wizard creations. Free-willed golems are sometimes called soul golems and their behaviour can vary as wildly as a human. Free-willed golems might craft offspring or inferior living statues but their offspring made with the normal golem process take time to develop free will. Riddles can be dangerous to use on golems.

Spells and magical effects seldom work against a golem and each has resistance to various attacks and spells. They cannot be polymorphed, teleported, disintegrated or have their matter altered except by spells mentioned in their description. Most don't breathe, some use fuel or seldom move. 

Only free-willed ones are vulnerable to mental spell effects or level draining.
They also may speak and be more intelligent and flexible to innovate

Instability Saves 
lasts for d10 hours
get an extra save to calm down if left in peace at least an hour

Save if...
incongruent or contradictory instructions or problems
1% chance after any fight for most types
5% chance after any fight for clay, doll, flesh, quicksilver, wood and wax 

d12 Golem Instability 
1 Self-doubt, philosophising and questioning obedience and existence
2 Resentment, jealousy of living beings, especially if shunned or feared
3 Violent berserk rampage against anyone attacking or fearing them until feels safe
4 Sit in deep thought paralysed with decisions and questions
5 Continue as normal but in secret is maliciously contrary. Will betray creator or purpose
6 Freeze in catatonic state, on recovery is free willed
7 Flees to find a safe place where it can be alone to think
8 Flees to find other constructs free of their creators to hide in peace
Flees to find other constructs to plot against living creators who enslave them
10 Tries to destroy itself unable to face the horror of existence
11 Becomes a free-willed being, its soul coding expands to a true human-like soul
12 Damages its magical coding becomes inert, a repair will activate it and it must save from going berserk if made to live (a wonderful puzzle trap fails)

1 Amber* 
(M)  AC +4 HD 10 Att Bite 2d10 Claw 2d6 x2 Mov 18
-move silently, track and detect invisibly, can be harmed by natural fire
-used for hunting or guarding, most are quadruped lions, bears or reptiles

2 Bone* 
(L)  AC+8 HD 6 Att Weapon x2 or x4 Morale 12 Mov 6
-requires +1 magic weapons to damage, immune to fire, cold, and lightning
-four arms d4 1=2x sheilds x2 weapons, 2=4x weapons, 3=2x 2-h weapon 4=2 missile weapons will also carry 4 daggers for close fighting
-pseudo-undead appearance but no effects from holy attacks that harm undead
-made by necromancers sometimes with alternate monstrous forms or vehicles

3 Bronze** (H)  +10 HD 20 Att Punch 3d10 Morale 12 Mov 24
-require +2 magic weapons to harm, fire heals them, magic cold can harm
-if struck by weapon fiery blood cases 2d6 if fail a save
-any in 1 range take a d10 heat damage per round
-made for guardians, labourers and war

4 Brick** (L) AC+8 HD 12 Att Punch or throw brick 2d4 x2 Morale 12 Move 9
-require +2 magic weapons to harm, half damage from edged attacks, immune to fire
-can punch or throw a brick from its body, range 6 up to two times a round
-can remove bricks and mortar from body to build a wall 3x3 wall per day 
-can blend into red brick walls and heal a d4 damage a round by eating whole bricks
-built to aid construction and as a guardian of brick dungeons
-clay tablets variant made of ancient lore clay books and 
cast random spells
-concrete variant instead but lacked missile attacks
-mozaic variant hides in wall and floor art, may appear as creatures or beasts from art

5 Clay* (L)  AC+3 HD10 Att Punch 3d10 Morale 12 Mov 6
-require +1 magic weapons to harm, immune to edged weapons
-earth or stone magic can slow
-haste 3 rounds a day
-made to be guardians or labourers

6 Copper (M) AC+5 HD 6 Att Punch 2d4 or 3d6 lightning Morale 10 Mov 18
-require +1 magic weapons to harm, other metal weapons cling to its body
-electricity heals damage and excess (after fully healed) arcs back to the attacker
-can fire an 3d6 electrical arc range 20 from an antenna on their head
-can draw non-magical metal weapons to its body within range 3, save to resist but cannot use at the same time as firing an electric arc
-often skilled at repairing machines and golems, built by alchemists as servants and guards 

7 Doll* (T) AC+5 HD 4 Att unarmed d3
 Morale 7 Mov 15
-require +1 magic weapons to harm, vulnerable to fire
-many have a concealed stiletto but can punch, bite or grapple or climb a human limb
-they can see invisible and spirits which might increase their instability
-dolls are made to be companions, protectors and friends, made from wood, porcelain, and cloth. Formed in the fashion of the native culture but a variety of toy creatures can be covered. -free-willed ones can be malicious and sadistic and will use poison

8 Flesh* 
(L)  AC+4 HD8 Att Punch 2d8 x2 Morale 11 Mov 8
-require magic +1 weapons needed to hit
-fire and cold slow 2d4 rounds, electricity heals damage
-stitched from corpses or grown from protoplasm in a vat
-made to study the creation of life by anatomists, necromancers or alchemists

9 Iron*** 
(H) AC+7 HD 18 Att Weapon 4d10 Morale 12 Mov 6
-require  magic +3 weapons required to damage
-electricity slows 2d4 rounds, fire heals
-poison breath cloud 1 area every seven rounds 
-weapons of war,  some have other weapons or a cabin inside for a crewman

10 Mirror** (M) AC+5 HD 6 Att Cutting Weapon d8 Morale 10 Mov 12
-require magic +2 weapons required to damage, magic missiles bounce back at the caster
-change from an ornate mirror possibly with a face on a metallic ornate frame to a mirrored humanoid and may mimic the appearance of anyone who passed the golem while in mirror form. Can blend into walls or floors becoming flat if required
-some have a control orb a use can see through the mirror and speak through it
-some act as a scrying device to make them even more desirable and he golems may show visions in its body of enemies lives or family to disturb them
-used for espionage and smarter than most golems 

11 Mud 
(L) AC+3 HD 8 Att Grapple 2d6 Morale 12 Mov 9
-require magic +1 weapons needed to hit, immune to fire, cold slows
-can float, sink or walk on mud or water at will for surprise or with a grappled victim
-guardians of wetlands made by tribal peoples as guardian idols
-some say form from eroded remains of alchemy or broken golems or 

12 Obsidian* 
(L)  AC+7 HD 6 Att Fist or dart 2d4 or weapon Morale 11 Mov 12
-require magic +1 weapons needed to hit, fire hastes them for a d4 rounds, cold slows
-any striking with unarmed attacks takes a d3 damage from spikes
-fire shard of obsidian or use sharp hands or use weapons
-shatter when destroyed, 4d6 damage over a 3 area, save halves, 2d6x100gp scraps remain
-built as guardians often by volcanic peoples

13 Prismatic*** (M) AC +20 HD 20 Att Fist 3-30 x2 or fire prismatic ray Morale 9 Mov 12
-require magic +3 weapons needed to hit, 
-fire a prismatic ray range 30 instead of melee attacks
-create a prismatic sphere around self if does not move in round, will use to block a door
-can teleport once per round within sight range or a known location
-made as the peak of golem technology and super intelligent

14 Quicksilver* (M)  AC+10 HD 12 Att Punch d8 x2 Morale 10 Mov 15
-require +1 magic weapons to hit, fire heals damage, cold slows 2d4 rounds
-change from silver humanoid to a specific person to a liquid glob to pass bars or doors
-haste at will for +1 attack, +2 AC, +3 initiative, x2 Mov, blurry and buzzing in this state
-remains are poison, will pollute the area and are worth 2d6x100gp
-made by alchemists or temples as guardians but also spies, smarter than most golems

15 Rock* 
(H) AC +12 HD 16 Att Fist 2d10 x2 Morale 12 Mov 6
-require magic +1 weapons needed to hit, non-magic weapons shatter on impact
-immune to fire, cold, lightning, rock or earth magic may slow for 2d4 rounds
-made as guardians often may appear as monoliths or architectural features

16 Silver
(M)  AC+7 HD 8 Att Punch d8 x2 Morale 10 Mov 12
-require magic +1 weapon needed to hit
-often carry tools of a craftsman or musical instrument gold, use magic items
-remains worth 2d6x100gp there are more expensive gold variants worth 2d6x1000gp
-made by alchemists for the rich, smarter than most golems

17 Stone** 
(L)  AC+5 HD 14 Att Punch 2d8 Morale 12 Mov 6 
-require +2 magic weapons to hit, rock or earth magic may slow for 2d4 rounds
-stone to flesh removes all invulnerability, mud to rock heals d6/Lv of caster
-can cast slow over 1 area in sight every second round that lasts 2d4 rounds and cumulative

18 Tin* (M) AC AC+5 HD 4 Att punch d4 or by weapon Morale 9 Mov 12
-require +1 magic weapon to hit, can repair selves with tin cans a d4 per round
-most have basic skills for a labouring tool they use or are soldiers possibly with a musket
-used as superior labour of fighters 

19 Wax* (M)  AC+3 HD 3 Att punch d3 or by weapon Morale 9 Move12
-require +2 magic weapons to hit, minimum damage from magic missile weapons
-flammable, can be harmed by natural fire, -2 save vs fire +1 damage per dice
-change appearance to copy another humanoid or a blank sexless form
-made for entertainment or espionage or duplicity

20 Wood 
(S-M)  AC+3 HD 2 Att Punch d6 Morale 10 Mov 12
-half damage from non-magic weapons and ignores non-magic missiles
-flammable, can be harmed by natural fire, -2 save vs fire +1 damage per dice
-also includes wicker, rope, rag, reed, vegetables, cloth, leather and possible others
-often used as labourers or guardians in rustic holy places or woodlands

Variants
1in4 in the shape of a 
pillar holding a roof, a column golem or a killer pillar
1in4 holding a functional weapon or tool
1in4 has gems in construction worth HD x 100 gp in remains
1in6 is a smaller or larger size class than usual
1in6 is quadruped or humanoid riding a beast
1in6 golem is sexually functional but infertile
1in8 extra horns attack
1in8 repaired all damage once per day even if destroyed
1in8 chants or plays music when starts to move
1in10 extra set of limbs and bonus attack 
1in10 has a keyhole in the chest that can be used to control the golem
1in10 golems coding is broken and no longer follows original orders
1in12 elongating limbs can double height or increase punch range
1in12 break into several half-strength and size golems when killed
1in12 golem is sentient and free-willed now
1in20 golem is sentient and has levels as a spell caster
1in20
 functional wings