Wednesday, 31 July 2024

Help my Undead have Worms! d12 parasites for undead





































I hate it when undead have parasites.
Here are a d12 I especially hate and possible treatments.
Parasites may enhance undead but are a hazard to their handlers
Proper necromancers will be wary of many of these hijacking their stolen bodies
They might even help adventurers eliminate them

Just infect some corporeal undead with a swarm of vermin and let fun begin!

d12 Treatments For Undead
1 Soak in brine
2 Soak in vinegar
3 Desicate or dry corpse in hot sun or oven
4 Soak in tar (makes flammable) 
5 Fragrant tree oils and resin (smells nicer, especially on fire)
6 Cauterise infection points with a hot iron
7 Fumigate them in frankincense smoke
8 Make apprentices surgically remove parasites
9 Create undead possums or ravens to groom the undead
10 Wrap in treated bandages
11 Use a tougher parasite to kill the one you don't want
12 Delouse with anti-vermin and insect spells

Sunlight and some treatments kill the undead too or cost lots of money
injecting and bathing mercury helps but costs 100gp at least

d12 Parasites For Undead
1 Dungeon Wasps - will nest in an undead corpse and protect their home, over time feed on dead matter and use it to grow the nest with drooping sack-like growths 
2 Threadworms - if undead are killed or damaged hundreds or long thin single-toothed worms pour out to attack, any harmed by them require a save or are infected and lose one HP per week unless cure disease cast which makes them leave your body and die
3 Gloomworms - glowing green worms live in the undead flesh and will jump on enemies the undead grasp and fail a save, an infected person loses 1HP per hour until removed by surgery or killed with a remove disease spell. Any who die arise as undead of the type that carried it. Victims ooze glowing puss from their wounds. Undead with a worm colony are repaired by the worms and slime giving them regeneration 1 HP per round
4 Antlerspore - undead is hijacked by fungus growing antler-like structures that disperse spores to undead. The affected undead serve the fungus and are mind-linked and change behaviour and movement. They will find undead and stand near them moaning and emitting spores. Some speculate vampire colonies and this would be bad 
5 Rasp Worm - undead is bloated and red and more aggressive than normal with several oozing wounds. Gain +3 Mov +2 Attack and Damage and fight until -10HP like a berserk and craves blood and gore. Once in melee the rasp worm will lash out from an orifice or wound attacking the target with its rasp-bladed body. (AC+4 HD1 Mov3). Some undead carry several worms that use the undead to find food 
6 Black Caps - fungal mushroom infestation that covers the undead in poisonous foul tasting toadstool. Each week the undead loses a point of Mov and when zero it collapses into a mass of fungus that infects moist corpses. When struck emits spores in a 3m wide circle, any breathing in the area must save or spend a round choking and lose a d4 HP  
7 Flagellum Tumors - these grow in undead flesh, large white or pink sacks of flesh that sprout a pseudopod when mature. Each undead has a d3 2m long tentacle that will grapple or whip for a d3 damage any enemy close to the undead. When the undead transforms a victim to undead they already show signs of the tumors 
8 Chaos Horns - grows a d4 spikey horns and can use head in attacks, grow horrid teeth, gain +1HP per dice, +1 damage and the undead will eventually serve the demon prince of undead. Unintelligent undead grow more cunning and all undead become more chaotic and malicious. Infected undead will always serve their demon cult before any mortal creator. The horns grow into the skull and take over the brain and animus of the dead. More powerful undead 4HD can make normal attacks and a headbutt
Snapjaws - toothed hungry mouths develop on the undead and the largest migrates to the torso and forms a sideways mouth from groin to sternum. When the undead gets into a fight the mouth splits open and makes a bonus grappling tounue attack, each round held the mouths gnaw on them for a d8 damage. The undead gets +2 to hit any gels victim. The trapped need a save escape each round. These parasites are extra-dimensional and inhabit the undead through its link to the realm of undeath and come to breed and get bigger in the mortal world then leave. Eventually, the colony leave the undead a pool of slime in a d6 months
10 Necrospores - undead is filled with spores and when dies explodes for 1d6 per HD and +1 radius per level. The damage is toxic spores and save halves. Anyone killed arises as a undead in a d4 days of the type that spawned it full of necrospores 
11 Psychic Parasite - a spirit that attaches itself to an undead and tries to feed off anyone who dies near the undead. Once a round will target an injured person or preferably a dying human with a 2d6 mental assault - save for half. If the undead host dies the spirit leaves this world for several years. In its form visible in the psychic planes it is a gelatinous mass that reaches with tendrils when making psionic attacks with 2HD. The being can sense life in range 10 and will guide the undead to life forms in range
12 
Gutblaster beast - the undead is bloated and sometimes you can see something squirm under the skin, but some versions will glow inside the undead when they use their powers to help the undead with spells of a 1st Lv evil priest. If the host id destroyed or at the right time the parasite explodes form the corpse and flees to grow and eat corpses and undead. Eventually, they become a huge monstrosity with spell levels equal to their HD so might even make undead from humans to eat. The various types resemble one of these species fully grown but more alien like microscopic monstrosities d4 1=giant snapping turtle 2=collosal white worm 3=hooked hand horror 4=land shark. Few people understand the life cycle and what a threat a baby is. Without a threat, the baby will eat its parent and grow a d4 HD other corpses add one HD until fully grown. Add additional spikes, horns and occult symbols. Some monsters have a mission from beyond the void

Monday, 29 July 2024

d12 When Wicked Murder Hobos Arrive In the Village





































Everybody run! The murder hobo gang are in town!

It takes a good murder hobo to stop a bad one!

Or maybe the party give off vibes of bad adventurers with their black hooded cloaks and bloody bandaged wounds.

d12  Wicked Murder Hobos Arrive In the Village
1 Take over the tavern at weapon point and make lecherous advances on anyone sub-average or better
2 Kill local sheriff or bailiff or beadles and hold up local store
3 Declare this village full of cultists and start attacking everybody in sight to cleanse it with fire
4 While the gang drinks several thieves in party ransack village, if caught the rest of the gang rescue them and they move on
5 Start opening family tombs and graves just in case have undead in them
6 Drink the tavern dry then start a violent rampage
7 Pick fights with locals for looking at them funny, demand money from villagers
8 Plant evidence on local so they can frame them and claim reward money d4 1=traitor 2=smuggler 3=cultist 4=criminal
9 Seduce some local youths to join them on an adventure as pole-bearers and lamp-barers
10 Seize various goods and then more into caves to start a bandit gang, possibly supported by a wicked noble from a rival territory
11 Murder hobos promised to marry some youths then left them, breaching their promises and stealing dowries
12 Murder hobo gang hunt a benevolent woodland being the locals like

d12  What the Villagers Do
1 Hide with children and valuables in a shelter or cellars until adventurers go
2 Villager offers them poisoned wine, and might use some flirtation to separate adventurers
3 Angry mobs led by a local leader or priest hunt the adventurers to hang or burn them
4 Millitia meets and hunts adventurers with any extra bodies they can conscript to help them. Prefer to try to imprison adventurers and confiscate their stuff
5 Call for help from a travelling knight or local freedom-fighting bandits
6 Someone makes a deal with local monsters or a witch for help
7 Prey to ancestors who arise as undead by night to avenge the villagers
8 Send a runner to the lord to bring soldiers
9 Priest confronts adventurers rebuking them and threatening to curse them
10 Archers ger on roof and tree tops while ppl defend their houses
11 Some retired old timers kit up in their old armour and weapons
12 Send word to the good adventurers rumoured to be in the area

Saturday, 27 July 2024

Chagrinspire Secret Rail Network 2 Diablo Express





































Two Broken Hill Posts Possibly usable + trainline geomorphs you can print and play
I will be designing train stuff for game props like printable carriage for miniature use and for train vs train combat. Thanks for the great comments last post. 

https://elfmaidsandoctopi.blogspot.com/2021/12/d100-tube-line-discoveries.html
https://elfmaidsandoctopi.blogspot.com/2021/12/tube-train-tunnels-for-apocalypse-travel.html

Yes this is fiction for the record - will be detailing more trains

Diablo Express Engine LE
This train golem is infused with diabolic power and hell runes.
It is hungry, longs for power and wants to be feared.
The engine is fuelled by pain from tormenting damned souls trapped in bottles on their way to hell. The bottles are shovelled into the furnace's mouth which gobbles the screaming souls. 

Nice carriages have velvet wallpaper & brass and glass light fittings, smells of cinnamon and old wood and hunter's musk

Nasty ones are filthy, battered with blood splatters and smell of a really bad prison/abattoir

d12 Current Route & Destination
1 Upper Chagrinspire - into upper levels of chagrinspire
2-3 Central Line - into the mid-levels of Chagrinspire
4-6 Lower Line - into the ground and first four levels of Chagrinspire
7-8 Underground Line - into sub-ground Chagrinspire 
9 Wasteland Express - to a location occupied by hell cultists
10 Underland Express - to a city of hell cult humanoids
11 Entrance to Hell - d4 1=gate 2=ferry 3=hells sewers* 4=hells library*
12 Hell Express - into a station in the first layer of Hell for processing
*these are dimensions in contact with all the hells and the mortal realm

The Engine
The engineer is a Barbed Devil (use a Bearded devil vs lower level)
It is accompanied by a d4 imp assistant mechanics (use kobolds vs lower level)

The engine is reddish battered bronze, with sharp edges and angles. It has diabolic runes and has chains wrapped around its body. Its front face is cruel and streamlined with devil horns. The fiery red beacon can blast a 6d8 Range 9 in 30-degree cone of hellfire. It bellows out its desire to devour sinner's souls.

The food for the train is in 3 chests with a d100 soul bottles of damned sinners souls. A d4 bottles per hour satisfies the engine which begs for more. If the crew killed the engine will offer to make a deal for extra fuel. More souls are brought by imp messengers daily. If the train is starved it goes into a coma until revived with soul fuel and the pilot light lit with hellfire.

Most of the carriages are passenger types with luxurious wood and brass panels all carved with intricate designs of hell. Everything looks expensive but not as comfortable as it looks.

The Guard Carraige has four red abishai lesser devils guards with arquebus, often sorting post packages and taking potshots at targets. 

Managers Car
A Duke of Hell is in the office doing accounting and preparing soul contracts and passenger manifests. There are piles of contracts and books of diabolic law and policy manuals. They may be cross or delighted for amusement. An Imp assistant helps it. May have a pet like hellhound or hellcat that disposes of bad imps or damned souls that make trouble.

Parlour Car
A beautiful car with
diabolic sigil wallpaper and paintings of stern-looking cult leaders and historic tyrant rulers. Comfortable chairs and a white abishai butler who will dispense hell weed cigarettes 1sp, cigars 1gp and hellfire red spiced rum 1pp a shot and will put it on your account to Hell no problems. 2d4 posh cultist travellers are here on their way to hell and will defend the train - each is an adventurer with a d4 levels and equipped as appropriate. 

VIP Dining Car
A beautiful car with striped wallpaper and small dining tables with service from two white abishai footmen who take orders from the small kitchen where 2d4 kobolds cook fabulous meals with food from a magical golem mill built into the kitchen. 2d4 posh cultists are dining here on fabulous exotic food.

1st Class Car
Comfortable lounge chairs for passengers 2d6 posh devil worshipers on the way to hell for their just rewards happily, if at least half full a performer up front puts on a show d4 1=jester 2=poet 3=erotic performance 4=live butchering a damned victim. A white abishai butler checks passengers are happy every ten minutes

Sleeper Car
Comfortable bunks for 12x 1st class passengers who are usually in the 1st class car or parlour, The rooms have hold portals and the occupants know passwords. There is rich luggage inside and gifts for dignatories of Hell.

2nd Class Car
Red lacquered wood and stiff wooden carved chairs that are a bit uncomfortable and hard to sleep on. 3d6 mid tier cultists are here (overseers, assassins, shopkeepers, accountants, clerks). They seem confident of being treated ok in hell but also uncomfortable.

3rd Class Car
Bare walls and steel chairs, increasingly uncomfortable, designed to manacle passengers in chairs possibly. EIther 3d6 cultists on pilgrimage to hell seem to expect it will be better in hell than on this car or Four red abishai guards and 2d6 chained damned prisoners.

Library Car
A mini branch of the Infernal Library of Hell full of lore for beginning evil wizards and cantrip spells. A strict Erinyes librarian will punish noise makers or anyone reshelving books improperly. Invisible imps spy on people here. A hell cat sometimes lurks here looking for talent to befriend. There may be a portal to the full library, a plane of fiendish occult books and a tuition-free wizard school.

Greenhouse Car
Various hellish plants grow under lamps in raised garden beds. The ceiling is glass panels in an ornate ironwork frame. Strange hellish monster plants and narcotics are here. A yellow musk creeper with d4 zombies, a pod plant that makes vegetal doppelgangers from any who nap close by, and razorvine that entangles a tormented victim slowly draining their blood and causing pain. Some victims is usually in here. Various passengers and devils come here to relax by watching plant monsters torment people. A green abishai is a sadistic gardener who likes to encourage people to smell the lovely flowers os to sit and relax next to them

Observation Car
Car with open air walk way for some fresh air. 2d4 cultists will be here and a d4+1 red abishai hang here to shoot at any life they see outside the train. They also pursue any trying to escape the train. Other train inhabitants may also frolic here. 

Devil Cult Temple
A bearded devil priest administers a shrine to advise lawful evil conduct to any in the train who asks. He likes gifts like rum, larvae or bottled damned souls. 3d4 human cult pilgrims (1st lv wizards) are here praying for wishes for their souls. The temple is dedicated to one of the Arch devils who rule a realm of hell. Valuable gems and jewellery decorate the statue usually they are cursed if taken. Other magic items will be in a trapped chest like scrolls, potions or better,

Dungeon Car
Here passengers (2d4 cultists) and crew (d4 blue abishai and d4 imps) relax tormenting 2d4 damned prisoners with whips, chains and other torture equipment. An iron maiden, a wrack, gibbets, brazier with hot 
pokers and coals. Cages of rats, toads and snakes are ready for use
 
Cattle Car x3
Scrawny miserable souls of the damned crowded and miserable in chains or bound and suspended by hooks in filthy cars 30+d6 per car. Each car may also have d4 1=a d4-1 Imps play here and torment prisoners 2=Huge flies nip bare flesh and occasionally form a human eating swarm if they smell uncleaned wounds or blood 3=a blue abishai tormenting prisoners 4=recognise some damned soul who begs for help

Armoured Car
Armoured car with a cannon facing the rear. Has a safe, a cell and a rack of muskets and polearms. Six red abishai guards are here with muskets and bayonets on duty with a hellhound who smells good or chaos-aligned beings with a good sniff

d12 Encounters
1 Squad of kobolds with light muskets d6 & bayonets or tridents wearing sapper armour +5 with insignia of hell on their tabards. They smoke devil weed from hell in cigar form
2 Diabolic cult initiates in robes with daggers and leader with a magic trident
3 Diabolic cult magicians with servants, an imp familiar and a spined devil 
4 Dozen diabolic pilgrims on the way to hell with an Imp instructor
5 Erinyes devil inspecting tickets and passports will accept soul for a fare
Bearded devil herding d4+2 larvae with a fork which is the treasure for the train and very efficient fuel. The devils may trade them to hire demons or daemons or hags
7 Stinking lemures who start gibbering, sobbing, begging will be chased out of nice parts of the train by devils
Red Abishai guards x2 with a hellhound sniffing for holy pariphenalia
9 Hellcat walking on hindlegs with a machine pistol with a ammo drum and stock, looking for trouble and a talented possibly evil master 
10 Horned devil getting cultists to sign over souls in exchange for miracles
11 Hell cat and imp wearing sparkly suits offer fabulous prizes or terrible torments behind 3 illusionary magic doors (one is a cool magic one loses a limb and one turns chooser into an imp)   
12 Devil leader (duke/duchess rank) in command of the train with two black abishai making an inspection of the train and will summon allies before leaving to the manager's car

d12 Decor
1 Wooden carvings of devils
2 Portraits of stern cult leaders of the past or dukes of hell
3 Paisley velvet wallpaper with hidden imp faces
Brass lamps
5 Bust or statue of an archdevil
6 Book d4 1=occult lore 2=cultist journal 3=cult roll book 4=guide to devils
7 Bag of 3d6 sp and a scroll of soul contract for a lesser which is ready to sign
8 Bottles of wine or brandy
9 Stuffed creatures and mounted head trophies
10 Bloody altar, dagger and idol of a devil
11 Banners and shields with hellish heraldry
12 Museum cases with creepy displays like brains and heard in jars

d12 Hazards
1 Tempting magic item or treasure as you touch it an imp appears saying it can be yours if you sign up and take an oath to hell
2 Bottle of fancy grog from hell but poisoned (internally burn 1hp damage for 6d6 rounds, save halves duration)
3 Three-level serving trays with tiny sandwiches and cakes with a tea set and cups, delicious if consumed save or go sit complacently in one of the passenger areas suitable for the character. Friends slapping them or holy water give extra saves to resist 
4 Tiny diabolic idol eyes light up - some lord of hell is watching the room
5 Horned devil in illusion disguise strikes up a conversation to work out what strangers are doing here 
6 Purse of red gold coins cursed to make wielder d4 1=greedy 2=jealous 3=angry 4=paranoid
7 Eerie painting, if studied save or d4 1=swap place with cultist trapped in painting 2=trapped inside a recursive time loop but there is a back door 3=releases a monster that is hostile if the viewer is good or chaotic 4=ghost in the artwork falls in love with the viewer and tries to draw them inside with whispers and reams or will possess someone to meet their love
8 Diabolic book, evil self-aware spellbook, if read save or attached to the book and start to hear the book's tips on selfishness. Has a d4 spell to tempt typical wizards
9 Imp in a bottle offers to serve if you release them, it best to make a proper legal contract
10 Seductive youth winks and invites you to join them in a sleeper coach, they an energetic lovers and highly efficient and bossy. Charge a soul or a magic item
11 Gang of spined devils crowd around pressing themselves against people pretending the carriage is crowded. Often they swarm around the most attractive person and make unwanted flirty comments to be jerks. Will leave rather than fight
12 Invisible bored imp spies on adventurers and reports all to a devil boss

d12 Adventures
1 A damned soul has escaped and a devil offers magic items to get them back
2 Someone is trying to tell cultists that Hell is not as cool as the Imps say it is, please stop them from causing trouble
3 A rogue outlaw devil is in disguise and hunted by erinyes
4 A devil or cultist is killed and passengers wonder who will solve this mystery
5 Someone is stealing items from passengers and many are alarmed
6 Passenger has lost tickets and desperate to not be taken to the dungeon car
7 Ticket collector Erinyes and her red abishi guards seeking a stowaway demon
8 Devil demands a hoof trim and beautification and throws a huge gem as payment
9 A damned soul escaped the dungeon car and an erinyes investigates them and needs help
10 The boss devil needs some mortals to kill a rival devil
11 The engineer has noticed someone stealing bottled souls that feed the train - find out who and bring them to the engine for punishment
12 A damned tries to escape and kills an imp, is to be tried for murder by a Bearded devil magistrate and their two black abishai bailiffs will assist. Passing adventurers are called as jury and or witnesses or experts. The magistrate will happily charge anyone in the court with contempt or deceit and send them to the dungeon car to be tortured

d20 Items
1 Weapon +1 +2 vs chaos or good or +3 vs chaotic good, usually daggers and bizarre polearms and forks
2 Sheild +1 +2 vs good or chaos
3 Whip +1 cast a stun cantrip on a hit up to 3 times a day
4 Potion of berserk rage
5 Quill that writes in user's blood
6 Talisman of a lesser devil with the true name
7 Larvae in a box will hiss and spit if found
8 Depraved wizard erotic monster poetry illustrated book
9 Disguise potion allows the user to change the face for d4 hours
10 Bounty Hunter Contract - reward offered if capture an escapee from hell and presented with a contract to an outpost of hell to earn a wish
11 Diobolic Orb - communicate with other orbs to an imp operator who will try to link you to another orb user for ten minutes a day
12 Sexy bottle imp will do a tired repetitive sexy dance on command, begs for release
13 Hellfire Trident +1 flaming for extra d3 damage (1in10 improved +2 and d4 fire)
14 Salamander Cloak - halves fire damage +2 save vs fire or heat attacks, many long-term users get wheezy coughs from the grey dust that comes off the cloak over time, scintillating vermillion scales they look stunning and many planar beings admire them
15 Vermillion Sceptre - fights as a 2d4 mace +1 +2 vs red blooded creatures
16 Trident Sword +1 +3 vs chaos, when facing chaos blade splits into three, red gold bronze hilt and silver blade 
17 Change Box - can be used to convert currency from silver to copper and vice versa and one in a hundred sp coins vanish in the works. Often has a roll of hell train tickets 3rd class tickets worth 1gp each
18 Horned Lord Helmet +2 AC & Saves, save or will curse a non lawful user into becoming lawful 
19 Belt of DIabolic Might +2 STR, save daily or develop callous bloodlust and enjoy gory spectacles
20 Blood Blade +1 dagger does a d6. Any foe slain must save or their soul is sent to hell making resurection, raise dead or reincarnation useless until freed

Initiate or Pilgrim Cultist AC+1 HD d4 dagger or rod d4 Mov 12 1in6 have one cantrip
Hooded Acolyte Cultist AC+5 HD d8 light trident d6+1 or dagger d4 Mov 9 1st Lv Priest or wizard
Crimson Templar Priest AC+5 HD 4d8 mace or sword d8 Mov 9 4th Lv Priest
Master 
AC+5 HD 5d8 +1 war-trident 2d4 Mov 9 5th Lv Priest or Wizard
Grandmaster AC+7 HD9d8 +2 evil war-trident 2d4 +d4 hellfire Mov 6 9th Lv Priest

Abishai
Black - halberd bailfs who manage prisoners for court or before the boss
Blue - trident work in the torture department
Green - voulge looks after garden 
Red - long daggers act as train guards
White - flails act as stewards and waiters

all use guns - many polearms are used as stands for heavier guns

Wednesday, 24 July 2024

Chagrinspires Secret Rail Network 1






















Patreon: revision of vol 1 and 2 for chagrin spire books.
Vol 2 has 200+ room gatehouse done - its going well

Vol 3 has started - I'm working on the automaton class and will have mutant class and mutations for chagrinspire specifically. A quick guide to level one, especially the third segment and mote on the spire.

I have realised Chagrinspire is 16km tall so I'm happy for it to be seen from a distance
. It's a great place to launch a global airship empire from and possibly trips to the moon and raid the crystal citadels of the star people. I guess the kobolds living that height are more streamlined and barrel-chested. Jetliners would avoid it. Please suggest other consequences of this foolishness. How visible would it be from how far away? Can it be a continent-wide reference point? The axis mundi of entopy? 

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

Under the wasteland, there is a vast network of tunnels. The tables in vol 1 d100 subterranean entrances. The Quick type table is good for the wasteland surface but in the deeps below Chagrinspire, there is a whole grey gnome city, a vast lake, a giant cave of garbage from the apocalypse war and a vast fungus forest of goblinoid civilisation.

The trains under the waste connect to the complex under Chagrinspire and there is a spiralling loop though the entirety of Chagrinspire into the stratosphere.

d12 Deep Tunnels 
1 Service Tubes 3m wide round pipe-like tunnels connecting apparatus for water, power, steam, mostly used for transit and vermin filled 
2 Freight Line 4m high 6m wide small cargo only smaller gauge freight line with some abandoned cars or golem engines and possibly some vermin. Undead are attracted too as it is quiet 
3 Train Line 8m high 12m wide two parallel rail lines where there are ruined carriages and blockages and floods but also many operating golem trains occupied by factions as mobile headqaurters
4 Kobold redbrick tunnels efficiently built and often directed by the Black Sphere. Traps and kobolds remain mostly 3x3m tunnels
5 Ancient dwarf highways from the great dawn age civilisations 9m high 12m wide, mostly full of vermin but goblinoids and dwarves still can be found in places
6 Goblinoid mazes of random carved tunnels varying wildly in size and safety. Traps, monsters and some goblinoids remain
7Ancient gnome highways from the time of the monster kings 4m high 4m wide
8 Burrows of great beasts in past ages or sometimes more recent like the great worms 
9 Giant Tunnels made in the dawn age when the titans were warring with the gods with portals to the faerie-like world of giant land. Many have elemental portals too and they were used for the preferences of giants who lived in them. Some nodes are spectacular lava pools or chasms or ice caves
10 Roots-filled passages a part of the world tree full of dark elves, goblins and fungus
11 Ancient wild natural caves of the deep Underland where the darkest most desperate creatures live
12 Strange volcanic glass and basalt tunnels made by beings of the outer void before the world was formed from darkness then water then land. Ancient horrors, shoggoths, crinoids and things best not named. Ancient evils often hide here until cults awake them

The last four have passages overlapping with the Underworld and Hell
The last also has portals to outside time and space to the void of hungry beings

d12 Tunnel Hazards
1 Flooded, areas covered in water 
2 Bad air d4 1=no air 2=flamable 3=poison 4=choking stench
3 Vermin control automaton inspection team in armoured golem car
4 Vermin control machine, a specialised uncaring golem
5 Electrical arcs block passage on foot, save or take d8
6 Screaming fungus patch 
7 Explosive fungus patch
8 Choking mould patch
9 Green slime patch
10 Giant ambulant explosive puffballs
11 Burrow of a monster
12 Awaken long sleeping undead

d12 Common Tunnel Vermin
1 Swarm or giant rats
2 Swarm or giant beetles
3 Swarm or giant spiders
4 Swarm or giant bats
5 Swarm or giant worms
6 Swarm or giant ants
7 Swarm or giant flies
8 Swarm or giant slugs
9 Carrion worms or rust Monsters
10 Gremlins or mischievous imps or fairies 
11 Ochre Jelly or Grey Ooze
12 Shoggoth, usually small size

d12 Common Tunnel Humanoids
1 Kobolds 
clan hunters 
2 Dark Dwarves or Derro
3 Dark Elves and goblin minions
4 Goblinoid expedition
5 Changeling spirit folk exploring (various beast, faerie or planar types)
6 Orcs warriors of a faction
7 Abhuman any elemental type 
8 Abhuman vegetal or fungal 
9 Abhuman beast folk (table below)
10 Grey Gnomes with automatons and vehicles
11 Trolls (possibly rarer smarter smaller ones too)
12 Ogres or giants often with a pet

d12 Common Tunnel Humans
1 Ape folk subterranean abhuman people who seek conquest
2 Subterranean barbarian tribe hiding from sky falling (abhumans)
3 Cave folk abhumans who strictly use only old ways and stone tools
4 Cultists led by a magician controlling a planar being
5
 Scavengers from surface long lost and desperate d4+1 weeks 
6 Lost hungry adventurers have been exploring d4+1 weeks 
7 Mutant scavengers who have given up on the surface
8 Shy benevolent cave mutant folk very sneaky
Wild subterranean cannibal mutants adapted to life in the deep
10 Subterranean ancient people who fled an apocalypse in the age of fabled Exilon, decadent, insane drug addicts wear masks and have strange sects and cults. Seeking knowledge and drugs
11 Lycanthropes, often pretend to be human to lure victims. Rat, bat and cat most common
12 Black Sphere clone infantry, automaton and vehichle support

d12 Supernatural Horrors
1 Imp, larvae or lesser planar beings
2 Nature spirit
3 Succubai or lamia
4 Spectral minions or shadows
5 Wight knights with zombie or skeleton soldiers
6 Wraith or spectre
7 Mummy with zombie or skeleton soldiers
8
 Vampire with thralls
9 Lesser planar beings
10 Major planar being
11 Deathknight riding monster
12 Lich and Entourage

d12 Beast Folk Species
1 Rat
2 Snake
3 Lizard
4 Fish
5 Goat
6 Frog
7 Lamprey
8 Hyena
9 Beetle
10 Mole
11 Bat
12 Badger

d12 Monsters
1 Owlbear or Hook horror
2 Shambling mound
3 Fire toads or other amphibians
4 Giant spiders or scorpions or lobster
Amber Hulk or Bullette
6 Rogue golem
Fire lizard or behir  
8 Gorgon or cateoblas
9 Frohemoth or juggernaut automaton
10 Huge shoggoth and/or crinoid patrol
11 Titanic worm or centipede
12 Dragon (1in6 is mated pair and/or nest)

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

Trains

When a train stops...
Automated golem trains without crew stop according to habit or sub-ether communications from other golems and cognitive engines. Most of the train types are more dangerous

When you wave down a train...
Evil trains will often attack even just while passing
Balanced trains slow ponder if anyone looks worth helping or hindering or just drive away
Nuetral trains will stop and see if you want a ride if nobody looks violent but may help those they see as own kind
Good Trains might investigate and help anyone in trouble

Usually when a Lawful train comes to a stop at a platform:
1 Crew ready weapons at windows and wait
2 A party exit to secure the platform and declare under control
3 Scouts snoop around and beyond for signs of enemies
4 Officers and VIP might come out or an expedition will set off from here

Usually when a Chaotic train arrives: 
1 Crew take some shots at the platform
2 Crew pour out attacking at anything that moves
3 Loot the station and look for food
4 Start drinking, urinating, graffiti 
5 Volunteers sent on expedition
6 Bored leader will want to move on

Usually when a Neutral train arrives
1 Make a bell or horn sound to inform of arrival
2 Some passengers get off to stretch their legs while the crew take care of business
3 Will trade or drop off or take new passengers or repel attackers
4 Leave if dangerous or business done

Train Types
Each starts with an engine
Cargo ends with a guard train with cargo and post and guards
Passengers end with an observation car with a parlour inside

Handcars
Kobold
Kalamazoo

d12 Train Engine Types
1 Kobold Express Train - built using salvaged dead golem engine scrap now automated by Kobold poltergeists. The engineer is a shaman
2 Goblinoid Gloop Train - overgrown with fungus and crawling with pets, the golem train seems alive and loves the ecology living on it 
3 Orc Pain Train - rusted armoured war train with artillery, operated by former black sphere orcs turned rebels against the masters. Train decorated in chains, blood and live enemy prisoners manacled up
4 Mutant Train - full of mutants who claim Chagrinspire to belong to only them who paid the most, many chaos worshipers and have mutated technology 
5
 
Gnome Train - gloomy gnome engineers with automaton servants and troops

6
 Golem Circuit Train - automated golem trains that stop at every station for freight or passages or interact with other unmanned sentient machines only. These vehicles are neutral and anything could be riding them, Some do repairs and maintenance with crane-like arms or automaton workers
7 Black Sphere Circle Line - black sphere millitary with elite riflemen, automatons and secret police
8 Dungeon Line - an intrusion from the dungeon dimension here for entertainment and to trap adventurers into the eternal dungeon dimension. Each car is a dungeon room. Once you get in you end up with the connected cars forming an eternal loop that increases in difficulty and teases you onwards to doooooooom!
9 Night Train - corporeal undead like skeletons, mummies and some other guest monsters
10 Ghost Train - non-corporeal spirits in a spectral engine
11 Demon Train - a demon and its lesser minions and cultists run this
12 Diablo Express - operated by hellish cultists and devils and imps

Each of these gets its own table and eventually

d12 Cargo Cars
1 Container car with a huge metal shipping crate with possibly anything
2 Flat freight cars with large goods, crates, logs, pipes, coils of metal 
3 Hopper car, some covered with grain or minerals or coal
4 Box Car - standard car with doors for freight, popular with stowaways
5 Cattle car - transports livestock or prisoners
6 Tank car - carries liquid usually fuel or blood or water
7 Armoured Car - armour-plated with slits for windows and several gun turrets
8 Poison Car - yellow with black skulls with drums of toxic alchemical waste or weapons
9 Freezer Car - with hungry ice toad or frost salamander inside if working
10 Corpse Car - open-top car filled with bodies for biofuel and necromancer thralls. some instead hang bodies in boxcars by hooks or nooses or have stacked coffins (coffin car)
11 Alchemy Car - portable industrial alchemy vats 
12 Binding Car - contains a bound planar creature inside

d12 Passenger Cars
1 Commuter Car - 
the most common golem trains in the circuit run these for short commutes with minimalistic metal seats and standing room with a golem ticket machine
2 3rd Class - hard seats in rows, some for prisons or millitary transport
3 2nd Class - rows of comfortable chairs
4 1st Class - small genteel furnished lounge chairs and side tables with lamps
5
 Sleeper Car - small cabins with 1 or 2 or four beds
6 Galley Car - common ones a cafeteria and rich ones a fancy restaurant or a kitchen 
7 Parlor Car - for civilised persons to relax and sip tea and light snacks
8 Smoking Car - for gentlemen to abuse to smoke and abuse drugs, especially from hookahs with homunculi fetuses in the bottles 
9 Theatre Car - live music hall, bands, opera singers, poets and other performers play here. Some have magic lamp shows or puppets 
10 
Baggage Car - passengers' bags
11 Greenhouse Car - for decorative plants or food grown under magic lamps
12 Menagerie Car - transport exotic monsters and for passengers to see, familiars were kept here too

Will expand the train types with a few d12 each

Monday, 22 July 2024

Play Test Chagrinspire and a hireling tables

 

I had some ppl away in the group and two new players so we played my EMO retroclone in Chagrinspire. Testing my new character gen system with the zero level option built in as a quick start too for new players and you get a few buffs if you start at zero. Made starting to play faster. 

We had one player from last playtest with Nebos a 1st Lv Giant stonemason who had been hanging around Flatspur working on the church and shared a rent-free haunted house they cleaned up with a dog-man who guards the house (player away).

The three new characters starting at zero

We have:

Zarathustra the Sober, a former noble now drunk who had bottles of wine and had wrestling and drinking skills. Needs a drink and is interested in ancient lore. From a line of fire elemental sorcerers. No talent yet.

Yasmin Dixie, an ex millitary archer and hunter who is concerned that Chagrinspire is coming alive again. 

A nameless broke sneaky archer (aka bandit) fled failing desperate gangs and now in the wasteland.

Met on the road on the borderlands of the southern kingdom. Broke and hungry a merchant told them about the closer nicer Flatspur and the nasty further away Shankheim. Arrived in the village with a coin each and let in but warned when cash out they would be thrown out. Went to the tavern to eat roast turnips and Drunk got a cabbage beer and walked the tavern looking for work. Lucked out met the priest and was offered a job checking out cultists in a ruin. Just scout but if trouble and up to no good then bonus gold awarded. Intruduced to Nebos the Giant mason.

So followed the map and walked two hours through a ancient dead blasted forest through variegated hilly terrain. Saw shacks on a hill with a junk fence. The sneaky bandit got close and heard four men working, a which and some buzzing sounds he picked up. The archer crept over to join him and made a sloppy noise from falling in mud. The gates opened and four pale robed cultists came out. Two with staffs and two with small knives. 

So the archer and bandit shot a guy who fled and jumped sown a shaft in the courtyard with a rope and which. Zarathustra waiting by the gate grabbed one of the men in a lock and held against a wall. The giant splattered a mans brains and got a hit. The corpse had a big white worm pop out his brain like a giant tapeworm. While the drunk Zarathustra held the cultist he saw in his mouth a giant worm and so he was promptly finished.

The well was 30 foot down and all a bit scary. So they grabbed a crate of food and a chest of lead medalions and some paper wad ball and shot packets for quickloading a light musket. Threw junk and corpses on the pit, took the well which, spattered oil, started a fire and fled. There was a box with buzzing insects inside they there in the fire also.

Almost home a pack od mangy mutant mutts chased them in the gate where they turned and helped the guards drive them off. They got a dead dog for their efforts that sold with some scrap and rusty old weapons they found.

The priest was pleased and gave them a reward and told them to rest, eat and recover so they can return to finish them and get a bigger reward. Everyone got about 15gp! So got better armour, weapons, food and more cabbage beer.

The lead tokens were trinkets to give pilgrims and there were hundreds and a scroll in the bottom.

The party met some more locals and upset the scavenger's guilders. They paid member fees and were sworn in. Turns out they pay for scrap better than shops do and even buy old adventurer gear at good prices. Even though most armour here is scrappy and old. Yasmin's army leathers and bow stand out as above average here. They recruited a broke old drunk mercenary with a two-handed sword and a flintlock pistol. Yasmin also met an urchin who offered to be a guide. She gave him a weeks iron rations and he ran away. The next urch offering to be a guide got one days food and has not run away.

Spent several days preparing. Heard more stories of Chagrinspire and some other ruins and the rival village Shankhiem. Many locals feared undead or beastfolk or mutants will overrun them all. Nebo advised them to take oaths at the church but he got his +1 maul that way.

Yasmin the archer leveled up into a Lv1 Warrior and got some skills in cooking, fishing, survival and some fancier archery and other weapon skills. She got a field stove to help detox food with cooking in the waste. She took an oath to feed the hungry and received a +1 composite bow.

Zarathustra had his ancestral blood pact with the fire elementals and became a 1st Lv Sorcerer who started to learn about guns. He cleaned up a bit and you can see he has good manners, is a skilled chess player and carousing fiend. Currently does not want an oath or alignment.

The nameless wanderer and ex bandit is a 1st Lv rogue. He got a +1 small sword for  

The party was eventually ready and feeling they were a bit more experienced and with the mercenary and the boy set off to finish the worm cult.

On the way flaming skulls flew overhead screaming and lucky everyone lay flat and still.

Reached the hill apparently covering a ruin. Someone else had searched and looked some more and flies buzzed around unburned remains of the cultists (who were all lv1 wizards).

Found a trapdoor under a shack and went down a ladder into a small room with two sets of stairs going down. On the way down north heard buzzing so went back. The other found a blocked passage and then the corpse of the escaped wizard being eaten by giant maggots. The party went to stomp the worms and Zarathustra hung back to watch to new passage. He saw a silhouetted stumbling figure with a buzzing cloud around it. He got ready to blast it and the mercenary got ready to protect him after his huge sword couldn't get the maggots in the hail of party boots. So he used burning hands shrinking the swarm and blackening the rancid runny zombie flesh. The party stumbled around killing maggots, the undead and swarm. Nobos and the mercenary had their flesh pocked by bug bites. 

Smashed a cult idol, stole incense, found a weird potion and a golem wristwatch.

Returned home and even stole two tables for their haunted murder house in the village. The potion and scroll turned out to be quite weird and the golem watch can talk and set alarms and other uses and is a sentient clock basically.

Interested in seizing a outpost and trading with mutants and scavengers.

Worked well - the quickstart stuff helped.
I need Hardcopies of my own books sigh.

d12 Hirelings Want Work (offer daily rates)
1 Urchin offers to be a guide in the wastes (has survival skills), flees fights 1cp or food
2 Labourer offers to carry baggage, flees fights 1cp or food
3 Healer (knows first aid) offers to accompany adventurers if swear to protect them, 1gp per day in the field or 1cp for first aid in the village
4 Scout (apprentice thief can sneak or hide)
, flees fights 1sp or food 
5 Hungry thug, has a club
 1cp or food, will fight as long as party winning
6 Servant will carry lamps and goods, help master grooming and serve food flees fights 1sp
7 Acolyte with club, holy symbol and first aid kit, fights evil zealously for glory 1sp
8 Squire lost his knight has leather, a sword, dagger, target shield, will support master and help them dress in armour and clean weapons and carry a pack 1gp per day
9 Deserter from army, has shortbow and dagger, pack, mess kit, weak iron rations, is a bit superior to local scum 1gp per day avoids melee  
10 Drunken mercenary has iron curious and helm, 2h sword or pole axe, a flintlock pistol and a small sword. Carries 2d4 bottles of wine to drink when bored like guarding or searching rubbish in dungeons. Wears floppy velvet hat and muddy velvet outfit with fashionable tears and rips.  Wants a half share of the treasure characters get to be renegotiated each expedition 
11 Scholar is an expert on the history, art and language of the ancients. Will dispense advice and opinions. Wears robes and carries a staff, sack and notebook. F
lees fights mostly but charges 1gp plus wants documents and to copy inscriptions found. Might be tempted by eldritch lore  and knows lots of rumours
12 Scavenger is a survivor of the wastes who knows hazards of ruin and monsters. Wears filth bandages and muddy cloak made of garbage for hiding. Carries a club and shank and a light hunting musket and 10 shots. 1sp a day and a cut of loot. Knows some local ruins and rumours 

d12 Dodgy Hirelings Want Victims
When a party has recruited a few hirelings already
When any party rolls to scrutinise recruitment or carousing are terrible

1 Shifty Survivor joins adventurers as a scout to betray them to criminals, cannibals, slavers or even monsters for a cut of party loot. Carries shortbow, small sword, dagger with poison save or d4 after one round. Claims to know the wasteland and places to find loot 1sp
2 Hooded survivor joins adventurers to rob them and avoid danger. Carries a dagger and six darts. Good with locks and traps and sleigh-of-hand tricks like picking pockets and snatching loot. Will flee if caught in an actor when has enough loot. 1cp
3 Bandaged scavenger with septic wound, carries club with barbed wire and a shank. Wants money for medicine 1cp. Is really a plague-carrying necromutant under bandages and coughs frequently
4 Filthy-robed scavenger, hairy with a twitchy nose, carries light hunting musket with bayonet. It really a were rat but only wants 1sp to guide in the waste and underground  
5 Bandit scum, has a shortbow, hooded cloak dagger or club. 1cp but will if gets a chance thump someone unconscious and flee with valuables
6 Hooded scavenger from Shankheim where the village guild is also the crime guild. Serves the guildmaster and reports on adventurers. Leather, sword, light crossbow, hooded cloak, 1sp 
7 Filthy large scavenger, doesn't talk much, carries dagger and a club and throws rocks. Under voluminous robes mutations are developing and at some inconvenient moment or if they are killed, they burst open into a mass of flailing tentacles, mouths and eyes 
8 Old man in tattered robes and staff (apprentice necromancer) with a large silent man covered in bandages and wrappings with a sickle (a zombie). Looking for loot charges 1gp a day for both but they are slow
9 Grimacing street brawler in leather, loves to stab with dagger and loves blood. Also loves drugs and torture and defiling corpses 1cp
10 Old man with spectacles, a dagger and blunderbuss and a young 2HD pet owlbear that needs practice. Is a spy for the Black Sphere cult who wants to lure adventurers to certain locations to fight their enemies like enemy kobolds and orcs of the region 1sp
11 Bandaged wasteland nomad, lean and mean, carries scimitar and whip, likes drugs and captures slaves as personal property in battle. Has a rope and will tie monsters and herd them to the slave market in Shankheim or some slaver camp 1sp
12 Foriegn Duelist with small sword and flintlock pistol in a smart cloth uniform of the ancients "he found". Disciplined, punctual pedantic. Seems aristocratic and well-mannered even charming. Agent of the black sphere seeks to find certain relics and documents and will share some subway maps and golem train timetables. 1gp

d12 Common Trinkets
1 Coin purse with d4 1=d6cp 2=d6sp 3=d6ep 4=d6gp
2 Holy symbol of religion or cult value d4 1=1cp 2=1sp 3=1gp 4=30gp
3 Ammunition 2d6 rounds of d4 1=sling stones 2=arrows 3=lead shot 4=brass shell casings
4 Small idol under 1kg worth d6x5gp d4 1=god 2=demon 3=historic soldier figurine 4=bust of ancient forgotten dictator
5 Food for a d6 days d4 1=stale loaf of bread 2=wormy turnips 3=cabbages 4=slightly smelly dried meat
6 Steel flask with d4 1=tainted water (mutagen or poison) 2=cold tea 3=wine 4=brandy or a 4L skin of wine or water 
7 Ring of ancients often with a seal or coat of arms or cult insignia, may have engraving d4 1=brass 1sp 2=copper 1ep 3=silver 5gp 4=gold 30gp
8 Broken wristwatch worth 50gp fr parts
9 Knife from a crude shank made from scrap or well-made steel knife with a black sphere symbol 
10 Tinderbox with flammable shredded paper, steel and flint or a box of a d4 matches, a bundle of sticks
11 Tins of food with no labels 2d4 meals, d4 1=alchemical grey tasteless gruel 2=beans 3=peaches 4=meat stew
12 Bundle of 2d4 candles or d4 torches

d12 Fancy Trinkets
1 Fancy beer stien d4 1=wood 10cp 2=ceramic 1sp 3=pewter 1gp 4=silver 30gp
2 Cameo medalion in chain of silver 30gp d4 1=image of family 2=image of person 3=picture of Chagrinspire before it was covered in mud and filth 4=image of a deity, spirit or saint
Glass 1L bottles d4 intact and a d4 empty. Contents d8 1=water 2=urine 3=beer 4=wine 5=brady 6=preserved blood for hemovores 7=holy water 8=incendiaries
5 Steel dagger or bayonet with Black Sphere symbols and inscriptions
6 Swagger stick or riding crop, a fancy symbol of office for pointing, waving and slapping subordinates - increases command radius by 1
7 Ancient hat d6 1=bicorn 2=tricorn 3=bowler or derby 4=tophat 5=cap 6=steel army helmet
8 Telescope folds and fits in pocket, possibly binoculars, periscope or opera glasses instead
9 A well-read ancient book with some scrawled notes d6 1=novel 2=nullist philosophy 3=journal 4=heretical sad war poems 5=book about golem trains and rail lines 6=book showing advanced progress of the ancients with images of smoking mills and miserable workers 
10 Bag with a gas mask
11 Bag with a first aid kit with ten clean sealed dressings or if from more shabby source smelly used bandages, belt, hand saw, mallet and a bottle of rum
12 Addictive healing potions d4+1 doses, heals a d4 save or want more every day -2 all rolls until you get more or are treated with cure disease or cure poison or get a new save if you don't have any healing potions of any sort and rest a d4+1 days sweating

Saturday, 20 July 2024

d100 Petty Courtier Problems





































These are jobs for people on the first rungs of court who might want influence behind the scenes

One for barbarian chiefs hall was suggested

d10 Quick Type
1 Guards
2 Servants
3 Entertainers
4 Elders
5 Youths
6 Scholars
7 Clergy
8 Diplomat
9 Officials
10 Nobles

d100 Petty Courtier Problems
01 Please fetch the captain special ointment he has to stand on guard at a function for hours tonight
02 Keep an eye out for the officer in charge while we play cards
03 Take this purse to the orphanage with this letter for the watch captain
04 Spy on these guards who are reported to be flirting with servants
05 Take this man and give him a rough time and dump him a mile from town
06 A servant has been stealing items can you please look out for any thieves
07 Part of a guard uniform has been left at a lover's home please fetch it
08 A key has gone missing keep an eye out for it and report to the captain of the guard
09 A guard dog keeps growling at a guest and now the dog is missing can you find him
10 A guard saw an impish child running around but cant leave my post can you look for one
11 Servant needs help with a task and is struggling 
12 Servants in panic have broken a household item
13 A animal escaped the kitchen and needs to be caught fast
14 A senior servant must choose which child page is a liar and needs a beating
15 Upset youthful servant has been mistreated by a mean guest
16 Servant tries to escape, but other servants want them brought back unharmed before there is trouble
17 Find out the secret of this nosy servant  
18 One of the servants has been having a secret affair with a noble, find out who
19 Find out which servant is gossiping about the palace affairs to visiting crafters
20 Servant has a message they need to carry to a shopkeeper outside the place unseen
21 Jester is looking for his pet d4 1=monkey 2=bird 3=piglet 4=toad
22 Minstral has misplaced an instrument in a noble room and needs it back
23 Performing bard after a show has taken a lady's necklace and she could get in trouble if asked how this happened so she needs it back discretely 
24 In a recent feast a performer drank a noble person's wine doing a bit, then died choking and people now want to know why
25 Bernard the bear baiter needs some extra helpers moving this new young owlbear for a show, you mostly just have to hold these chains while the experts do the work
26 Illusionists show fantastic visions at a feast and need a few helpers for an act
27 Visiting jester has been pooping around the palace and if accused without evidence will challenge anyone to a duel, please catch him in the act
28 One of the players in a theatre troop has been snooping about, keep an eye on them
29 A bard staying in the palace has lost their clothes and has only this urn of ashes for modesty  
30 A noble fancies one of the minstrels and wants you to give them this letter and ring
31 Old man can't find his key and must have dropped it somewhere today
32 An old maid thinks a young servant is really the lover of a lord and has no serving experience, try and find out where she is from
33 Old servant wants you to quickly take this chamber pot to the healer and get a report on it
34 Old servant needs rats removed from under the floor and in the roof
35 Old courtier wants two attractive youths brought to one of the master's rooms after midnight
36 Old deranged servant needs to be moved to the country, help them pack, clean up and get on the carriage 
37 Retired courtiers are being blackmailed by a page, take them this gold. be discreet
38 Widow needs face cream from a wise woman of the woods collected 
39 Busy senior servant wants help with a grandchild starting an apprenticeship and not joining a gang 
40 Retired civil servant needs secret letters delivered
41 See pages fighting over a cup and ball and they are getting a bit serious and forget their masters will be angry if they are damaged
42 Pages of guests are fighting with horseshoe knuckledusters or knives or clubs while masters are taking bets which is frowned on 
43 Squires scaring pages with outrageous stories and hazings is ruining their morale
44 Drunken old friar chasing pages after hours 
45 Noble says was robbed by gang of pages while drunk at night can someone get his signet ring back
46 Pages claim a giant sewer python is in the cistern and everyone using upstairs privies, someone stop it
47  A pet is loose in the palace go find it before some pages get in trouble
48 A goat with diareah is trapped on a tower top and pages need help getting it off, its definitely not one of those talking goats
49 Pages all scared of a ghost they hear moaning at nights
50 Page from a foreign land is bullied and would like some help impressing them
51 Scribe would like to chat about what you have seen  
52 Playwrite wants to hear stories of violence and tragedy
53 Wizard needs an ingredient at the market and 
54 Punish these naughty students who cheated on exams 
55 Wizards apprentices all-out getting drunk someone go and chase them home
56 Student vomited in wizards hat, go get it cleaned fast
57 Bookkeeper needs sheep counted 
58 Help librarian sort out books 
59 Take this book outside the city and burn it 
60 Help the old courtier recover his stolen naughty pamphlet collection he thinks the pages took
61 Nobody believes a drunken priest saw a spirit, proved the cleric right or drunk
62 Pages stole the priest's wine and he wants the puckish varlet caught and cursed
63 Priest needs some help filling in some paragraphs of a holy text translation about a saint's exploits, any fabulous suggestions considered 
64 Priest found a dark hole under the altar and needs someone to take a peek
65 Hand copy these hymn lyrics for an important song festival
66 Carpenter found a crawling undead hand in the wall and this scroll he suggested a priest should know about it
67 Old priest needs some helpers to exorcise a sealed room in palace
68 Help the priests bottle beer or wine or mead for a royal order
69 The witch hunter needs a few stout comrades to carry torches tonight 
70 Healer needs helpers to nurse deranged elderly nobles in the attic, cut toenails, change their bandages and chamber pots
71 Diplomat offers coins for any good gossip about court inhabitants
72 See a shifty diplomat hand a person gold coins 
73 Heard a diplomat talking to themself in their room angrily and it seemed pretty strange
74 Saw a diplomat hiding a package in a loose brick wall or wooden paddle
75 Diplomat flogging a servant
76 Diplomat servant asks you to deliver a bottle of exotic brandy 
77 Diplomant gives a bardic performance and tells slanderous tales of a rival nation, local captain wants them watched while visiting
78 Diplomat misses some item from home, go collect a package, please
79 Diplomat wants a local guide to look about town and go shopping
80 Diplomats spending time with pages and giving them gifts and diabolic pamphlets about rewards of making blood oaths to hell's service
81 Chancellor needs these knights to be given these secret letters today
82 Vizier needs his special pipeweed blend and he cant be seen with rif-raf 
83 Councillor needs these meeting minutes copied and taken to these councillors
84 Treasurer requests help spying on a gang of coin clippers
85 Guildmaster visiting court asks servants which of the nobles treat staff best and worse
86 Magistrate wants some character witnesses of a noble before making a decision and is sure something doesn't add up 
87 Marshal believes there is a secret cult in the palace using old passages under the palace. Find some secret doors if you can 
88 General needs someone to carry this message to a lover
89 Mayor visiting court offers coin for reports on fancy fad things the nobles want currently
90 Secret police chief needs you to climb through its sewer to see if it could have been used to enter the palace
91 Squire of a knight needs help finding out what sweetheart wants
92 Knight needs servants for dinner in his quarters to impress guests
93 Take this gift of wine to this night in tomorrow just to wish them luck
94 Require beaters for a royal manticore hunt tomorrow
95 Noble needs this baby out of the palace and to an orphanage, give the orphanage this letter and silver
96 Seen some guest followers fingering their knives and looking around suspiciously
97 Noble lost a horse and needs help finding it
98 Take this ransom money to this waterside smuggler's tavern and give it to a man with an eyepatch
99 Noble's child joined a rake gang of privileged rich thugs who terrorise poor, please talk them out of it or better still scare them out
100 A noble has been dressing peasants as birds to shoot at their wild costume parties, see if this is true and get compelling witnesses

Thursday, 18 July 2024

d100 Petty Urban Problems





























Ok more of last post but more urban flavour

also these are good to get to know a town
many offer a coin or some produce reward

d10 Quick Types
1 Errands 
2 Chores
3 Messages
4 Poverty
5 Crime
6 Vice
7 Violence
8 Questionable
9 Guilds
10 Magic

d100 Petty Urban Problems 
01 Take this basket of goods to granny's house
02 Buy these ingredients and I will give you some of the final product
03 Find these items in local junk shops
04 Take this bag of vegetables to a member of the guard's wife at home
05 Take this bag of kittens to the ferryman
06 Take this old pony to the knickers yard and bring back the money
07 Go buy these ingredients for dinner
08 Take this crate of empty beer bottles to the brewery and bring me a new one
09 Go find my impudent child and tell them to come home
10 Deliver these pies to my customers my delivery boy is sick 
11 Please peel these vegetables for a feast 
12 Butcher this pig, please. I think I know it too well
13 I need to sand and varnish these boats by tomorrow for a bog client 
14 Can you watch my lazy apprentices for me and carry this stick to look more authoritative
15 Can you mind my shop while I quickly nip into an alley for illicit sexual encounters
16 Can you carry those bales to the merchant please our donkey was stolen
17 Can you search the muddy low tide for a valuable idol my mother threw out
18 I need this wood chopped to cook all this extra food we have
19 Please help row this boat to market
20 Can you lead this horse to my stables
21 Take this letter to my sweetheart
22 Take this letter to my wife at our home then escort her to this house
23 Take this letter to this wizard tower
24 Give this legal notice to this merchant from the guild
25 Take this bill to this storekeeper
26 Take this order for goods to the guild house and get a good deal
27 Take this note to the guardhouse captain immediately its urgent
28 Take this will to the priest so the church can stop other heirs from robbing the estate
29 Take these legal documents to the clerk of a guild
30 Take this letter to the guard captain so he releases this person
31 Urchin cries that parents gone and they are hungry

32 Legless toothless beggar has an expensive tattoo of the party on chest
33 Chased by the sick asking for medicine or healing or money
34 Starving man offers to do honest work for food 
35 Starving sick parent tries to give away or sell child
36 Child catcher chasing feral kids or any children really
37 Beggar king asks you to guard this alley and don't let gang members through
38 Beggars want a youth gang of bullies scared away for robbing local homeless
39 Recruit some workers from the homeless but don't start a riot of the jobless
40 Man offers to sell self to slavery to adventurers as a debtor for upkeep
41 
Take this bag of coins to the shifty goblin on the southern road by the gibbets
42 
Visit this person in prison and slip them this lockpick
43 Carry this bag to a sailor at the docks, don't let anyone follow you
44 Help these masked vigilantes frighten this official to drive them from town
45 Help these men start a bar fight in this tavern, here is some beer money to start
46 Keep this berserk barbarian drunk from coming here, nobody understands them and its unclear whether they know what our business is
47 Guard this public toilet from teen vandals for a few days
48 Watch for pickpockets playing the market and start a hue and cry against them
49 Stop these thugs threatening shopkeepers for free goods
50 Help a man out of this drain and then out of town past the guards
51 Creep asking about a missing sex worker hiding a few days in an area offers a finders fee
52 Deliver these packages to the strange old man in this apartment address, avoid local gangs who would kill for this
53 Take this man to a bathhouse but don't let him out of your sight or let anyone touch him then bring them back
54 Take this potion to the son of the bathhouse attendant by nightfall
55 Get two sex workers of a specific type and put in this lords carriage unseen
56 Get my son out of this whore house and spending my money
57 A gang of vicious dandy rakes have taken over an underground club and need to be chased away before more gather and they start abusing prisoners
58 Gang members trying to recruit prostitutes for tours of frontier mines and locals want someone to stop pestering their kids with wild promises of pay in gold nuggets
59 Go get this priest out of whatever drug den or brothel they are saving souls in this week
60 A terrible wizard pimp has locals terrified and he has killed a few attackers. His apprentices on the street use illusions to fetch higher prices and undercut the honest traditional workers from their craft. If only someone would take him down a peg or two
61 Go start a fight with this gang who beat my old pa
62 Get in a fight and get in lockup, give this lockpick to this prisoner, then all escape
63 Find a pit fighter and sponsor them in a match against Killer Makgruder to teach him not to pay debts
64 Take this horse to a fighting match and bet this money on it and return
65 Go to the gladiator arena and cheer this fighter, bonus if you sway the whole mob to cheer for them
66 Vandalise a cultist shrine then flee
67 Burn down this old building
68 Beat up the squatters in this old house if they don't leave
69 Distract guards with a fight while men sneak past
70 A noble has a hired duelist to defend him and he lords it over everyone, someone teach this noble a lesson, best distract the duelist
71 
Take this crate of rum to this particular tavern, whatever you do don't let a taxman stop you, if they do say it for yourself
72
 Go tell the urchin catcher there are lots of feral children in the park today
73 
Deliver a bottle of grog to this guard but don't let anyone see you, pretend to be a drunk if anyone does
74 Throw rocks through these windows and don't get caught
75 Beggars complain of foreign ascetics begging for food and looking more sympathetic, need to scare them off beggers turf or get them to join the guild 
76 Take this poison to the Goblins-Out society who plan to reduce goblin numbers and offer coins for goblin heads 1cp each. Claim goblins are weakening human vigour
77 Lecture to orphans how adventuring is dirty dangerous and full of murder hobos to scare them off the depraved lifestyle
78 We need a good fighter to fight a duel for its rich young bigmouthed fool
79 Drunken soldiers have been threatening locals and live in a townhouse. Someone need to make them use manners
80 Rabid dogs and giant rats in the area need killing
81 Warn a merchant he is selling non-guild goods and may be banned from town
82 Collect these horses from a merchant who owes us or get the cash they owe and an advance
83 Fisherman not paying guild fees and breaking catch limits needs his boat sunk
84 The muleskinner guild needs this new donkey cult stopped. They recruit with free beer and meals and ignore guild rules
85 Wizards guild needs witnesses that students are drinking and having wild parties against school rules of purity and devotion 
86 Torturers Guild Here a crime guild has been hiring out interrogators and need to be warned off the legitimate torture trade or join the guild
87 Merchant Guild has a spy leaking caravan information to a bandit
88 Fishpackers guild and fisher guilds are feuding. Someone get their leaders to sit down over some beers and negotiate
89 Shopkeepers Guild claims urchins are robbing market stalls and to help urchin catchers round up the pests into an orphan workhouse
90 Leather Guild need to dump some waste, take this cart and dump the barrels probably away from water
91 Test this magic potion
92 Fetch these weird ingredients for a rare spell scroll ink
93 Recover a missing student spell book
94 Fight this summoned creature a few rounds to evaluate their eficacy
95 Feral kobolds are in my master's basement stealing magic potions please stop them
96 A wizard's favourite pointy hat or staff or familiar is missing
97 Priest has a thief located who took church ritual items, get the items back before he sells or moves them
98 Alchemist wants to know what monsters are in sewers, don't take any risks identifying them is plenty. Especially mutant ones
99 Orc shaman wants ancestral skull back from rich merchant with a collection of orc body parts in a cabinet to impress friends
100 Priest suspects a cultist is in the district and wants sinister night travellers followed until convinced just regular criminals and drunks and perverts