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Sunday, 29 September 2024

d100 Golem Vending Machines + gamelog







































Vol3 of chagrinspire draft & update of my homebrew book on patreon

Had a nice game

all hit 3rd level at last (we are in slow campaign mode)
Fearless Dogfolk - an abhuman hunter with a pet war dog
Theif - scavenger guildsman and dabbler in alchemy, has a older woman adventures rogue from city and a rat folk abhuman lady with a big spiked mace
Giant - now 7"6 tall mason with a maul recruited a jester bard follower a former village idiot
Priest of light templar recruited an acolyte fresh from the holy kingdom

A project I considered a possible time waster turned out well
doing a 6x 1st level characters for my homebrew as example builds 
turns out my players all turned 3rd lv and grabbed followers 
these sample builds turned out perfect as quick npcs and followers
so nice to have a project end up having an extra benefit

Occupied a fortress of the black sphere from bandits working with slavers via an underground train station. They took some tracks for the work fixing the fort and the platform guards went to sleep and the missing tracks had been replaced.

Divination detectives time!
-Did someone cast sleep on guards? - Y
-Did someone use invisibility? - Y
-Are they coming soon? - ambiguous 
-Are they here now? - ambiguous

Went to search the tunnel and blocked the surface to the tunnel passage and a staircase into their fortress cellar. The big main tunnel blocker was assessed and had somehow gone from 30-40 foot thick to under 10. The giant had mining and engineering skills and did tapping sound tests and was puzzled. Scavengers warned party dont mess with the secret masters of Chagrinspies property. A detect magic found a black button on train tunnel ceiling a link to a linked network of crystal balls made in chagrinspire acording to divination. They left it and a guard saw something funny and sprinkled sand on tracks that were vibration.

Retreated to stairs to the basement and ordered a cauldron of hot oil ready at the top. Hid and the priests cast some blessings. A battered train pulled up with kobolds pouring out. The priest spoke kobold and heard what they said. Also, head the speech of the train engine golem.

Kobolds saw party on the stairs and attacked. It was long and tricky and in one stage kobolds ran between the dog man and the giant's legs attacking second ranks and attacking front rank from behind. There was a stalemate at the platform swarming with kobolds. The dogman lit a fuse on an incendiary bomb and it cleared the bottom of the stairs. The rogue thinking this was good hurled an ancient grenaide and pulled the pin hurling it near the shaman and boss and killing almost 30 kobolds and clearing the stairs. The kobold hurled a poppet dolly with a poltergeist that moved dropped blood and weapons. Most of the party resisted and it went up stairs scaring basement defenders and an acolyte priest destroyed it.

Giant barged out and chased the shaman but was paralysed by a spell. The kobold shaman got into the train. Party and followers poured onto the platform routing the less elite surviving kobolds. While the party battled to take the armoured car and killed the shaman the rogue sneaked up to the engine that was now reversing and killed the crew and saw spirits leaving damaged controls. Tried to mess with them while party took the armoured car. Did some first aid and Kobolds sent a child to negotiate a truce. Priest and acolyte turned all the bound poltergeists in the golem engine stopping it and shutting it down. 

Met Kobold diplomat and fed some mud hog jowls and made a deal to trade and that they would let kobolds repair the train and the party would withdraw. Heard rumours of other train factions and the gnomes of the black sphere spying on everyone. 

Back at the fort kept expanding the village trade, repairs and recruited farmers and scavengers. Party own a fort now and the rogue is officially a guild master of the village.

I probably

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Vending Machine Golems
Reach usually has a face and a coin slot 
Some are more chatty roll on personality 

AC+20 HD 8-12 +2 weapons to damage Mov 6 with legs or 12 if wheeled
(less magical versions exist and are easier to damage and don't talk)

In official locations, machines are brutalist functional. Ones in public areas are more nouveau or deco and flashy. Possibly with neon lights, ornate signs and slogans, decorative elements and curves. Some have animal mascots or attractive humans or strange caricatures mocking foreigners as they looked thousands of years ago.  

Possibly all are surveilled for stock or attack by unseen forces
Not only part of a vast surveillance network but they can be security in emergencies and in most cases, cant be harmed, Some personalities are more likely to ask why you are looting a desk or robbing a corpses pocket.

d12 Condition
1 Mint condition and serviced often
2 Used and a few scuff marks from centuries of use and maintenance
3 Invisible wizard writing like graffiti tags all over
4 Bash marks from weapons or rival golems
5 G
raffiti tags all over
Splattered with blood and brains
7
 A few bullet holes and dents from battle
8 Rusted all over by some magical golem disease
Burned and seared by magical fire wary of spell casters
10 Battle damaged by magic explosions and gored by demons, repaired with barbed wire and chains
11
 Battered and held together with scrap from other dead machines, golem improvises its good and services prone to violent berserk outbursts 
12 Shambling scrap heap, eyes flicker up and golems face looks cold and cruel and in the mood to kill the masters or any fleshy humanoid scum

d12 Defences
1 Alarm rings or horn or siren 
call wandering monsters
2 Silent alarm calls automata or golem defenders or vassal troops troops
3 Pop out legs or wheel and flee, 2d6 anything in path
4 Self seals in armoured metal box
5 Arms and legs makes unarmed attacks
6
 Arms and legs holding melee weapons
Arms and legs holding firearms 
Arms and legs cast spells as a 5th level wizard
9 Fear Aura 3 range at will
10 Teleport Range 100 or depot 
at will
11 Force Box lasts an hour three times per day 
at will
12 Demon or elemental or other planar being released or summoned

d20 Personality
1 Grumpy - do hurry up! move along!
2 Nanny - its good for you, you really need it 
3 Sly - psst wanna buy something really cool?
4 Hustler - hey buddy check this out!
5 Kindly Mummy - oh darling I've got a treaty for you
6 Bad Daddy - hey wimp, you need this 
7 Patriotic - buy my stuff for victory! help the war effort!
8 Gloomy - it won't make you happy you know, nothing will
9 Pushy - hey wait a minute buddy you gotta see this!
10 Chummy - hi pal, just take a look while you tell me about your problems
11 Professor - our superior products are the most advanced available
12 Subversive -
 these products are 99% problem-free
13 Pushy - hey cmon buddy take a look and I'll let you pass
14 Manic - I've got loads of stuff you'll love ill tell you everything
15 Seductive - ohh I've got what stunner like needs to make you perfect
16 Slave - please masters look at my pitiful merchandise for just a second
17 Cheery - hey wanna dance with me? ive got lots of amazing goods you might like
18 Sad - please buy my goods, ill be demolished if I don't sell enough
19 Saucy - cor blimey, fancy any of my big whoppers, darling? 
20 Brute - buy my goods or die! none shall pass me without a purchase!





































d10 Types

1 Food
Collectables
Novelty
4 Toys & Tools
5 Games
6 What the butler saw
7 Divination 
Spell components
Tonics & Potions
10 Magic items

d100 Golem Vending Machines
01 Canned gruel dispenser - alchemical synthetic food ration in a can for one day of food and water. A rival brand of nutritious yeast globs or green algae-soy 2cp
02 Canned food dispenser many vegetables and various meals in a can 1sp
03 Army biscuit packs for a week - several flavours and various flavour sachets 2sp, self-heating meal 4sp 
04 Chocolate bars - with various fancy labels and strange foreign flavours d6+4cp
05 Tiny bottles of strong alcohol like rum or wine or health tonics d6+4cp
06 Small boxes of cereal or oatmeal and small boxes or pyramid tetra packs of long-life milk d6+4cp
07 Small bottles of beer with various fancy labels d6+4cp
08 Small jars of jam. sandwich spread, butter, sauces, salt, pepper, sugar, tea, coffee d6+4sp
09 Hot beverages including coffee, tea, soup with various additional options 
10 Can or bottles of soda in various flavours from across the world strange to modern peoples
11 Souvenier badges, code-rings, erasers, wooden rulers, temporary tattoos of the black sphere insignia, pencils, notebooks and sticker packs all depicting the spire as it was before buried under carbon and debris
12 Commemorative coins of the world (ought to be over a thousand years old so feel free to have older or put in some new ones as a mystery)
13 Postage stamps, self-stamped envelopes, pens, letter pads, notebooks, ink, quills, mechanical ink pen, pencils, 
14 Tiny bakelite figurines of monsters collect them all (highly flammable cant be put out)
15 Tiny pocket figurines of the gods as miniature one-inch pewter self-standing figures and some small holy symbols and religious saint medals and luck symbols 
16 Alchemical plastic collectable figures of vehicles and automata (unstable plastic are tiny explosives that could blast a lock or chain)
17 Souveneer cloth patches showing Chagrinspire and wonderous buildings in their prime before war and various wonders of foreign lands
18 Cigarettes with various brands and collectable cards, cigars and tobacco tins, rolling paper, cork filters, lighters, pipe cleaners, breath mints, snuff tins, chewing tobacco, dried jerky, manly themed bottle openers 
19 Small comic and pulp adventure magazines about d4 1=plundering foreign civilisations 2= stealing wonderous treasure 3=depressing utopias of how worse the universe will become if we don't destroy it quickly 4=weird mystery men and villains
20 Collectable cards with text on back and sweet gum, random packs of 12 in waxpaper packets with a collector checklist card of 30+d100 per series. Some sell second-hand sets and tobacco collector cards. Subjects include d4 1=wonderful world of war 2=sport 3=great foreign plunder 4=unhappy events of history 
21 Jokes including rubber vomit, rubber poo, rubber bugs, explosive cigarettes, filthy soap, fake-xray spex, poison needle ring (one dose), invisible ink, fake toothpaste makes teeth black, nasty spicy lollies
22 Fireworks and fire crackers
23 Sordid tiny comics featuring blasphemous comics about the gods (1in6 possibly factually accurate and not slander or just fantasy)
24 Booklets of dirty jokes, catalogues, song lyrics, comedy routines, monologues, parodies of radio programs, sport statistics (pages of zero scores for Nullist sports)
25 Dice, small card jigsaw pieces, jacks, cards, game rules, chess pieces
26 Saucy alchemical photos of various themes singly in brown paper bags. d6 1=bifricated ladies wearing trousers! 2=nude art model dressed as a goddess or warrior woman 3=musclebound shaved oiled bodybuilders flexing, some with tattoos and fanciful hair grooming 4=attractive naked beast folk 5=servants spanking masters 6=wizard mating with an alien being from another world
27 Contraceptives and lubricants
28 Postcards of d4 1=various industrial wonders 2=brutalist and deco buildings 3=heroic soldiers 4=wonders from around the world and inderland
29 Disguise kits, false hairpieces, eyepatches, makeup, fake noses, fake teeth
30 Rubber figures with slanderous caricatures of demihumans and humanoids those ppl would find offensive
31 Various knives for specific purposes and styles, some ornate junk, others high quality. Including flick knives, folding razors, pocket knives with small folding tools, bayonets,  whetstone and oil
32 Travel Supplies like hand towels, eating utensils, cups, bowls, soap, shampoo, first aid kit refills, salt tablets, mosquito net, alchemist glowstick pack of 2, compass, 6 small candles, ball of string, sewing kit, underwear, socks, money belt, gloves, goggles, dried meals in boxes
33 Paper dolls and colouring pages
34 Pocket self-education books d6 1=language 2=ancient tech 3=philosophy of Null 4=dealing with outsider entities escape their warnings 5=guidebook of hell 6=pre apocalypse geography
35 Toy cars, rubber balls, cup & ball, dolls, toy soldiers, pop-gun, jack in the box, clockwork golem
36 Plush monster collects them all, 1in6 say a few phrases
37 Creepy clown puppets gone insane from imprisonment will beg for release
38 Wind up tin toys with various themes d4 1=war 2=animals 3=atomatons
39 Coloured marbles, jacks, knucklebones, balls, chalk, whistles
40 Cursed dolls d4 1=poltergiest inside 2=insane golem toy 3=used to curse another with pain with instruction book 4=trapped unhappy spirit inside can talk but not move
41 Control a boxing golem vs the machine operated one
42 Strength tester, win a prize! 
43 Whack a troll machine with a mallet and tiny trolls the machine makes by slicing of frozen troll meat, win a prize! 
44 Clown head swallowing ball game, win a prize!
45 Fighting Game - stab and attack a torso as you please, with simulated blood
46 Duck shooting game with up to 4 pneumatic guns, win a prize!
47 Ball toss game, win a prize!
48 Lucky wheel spin, win a prize! 
49 One armed bandit fruit machine, pull a lever and win the jackpot!
50 Void invaders - defend the world from outer ones invasion, has a mechanical belt for moving scenery and targets and control lets you shoot oncoming foes 
51 Pay to peek at hand-cranked B&W footage of what a butler sees watching various householders in naughty acts with nudity, in baths, undressing
52 Peer into a slot to see flickering images of battlefield action with men machinegunned and golem tanks running down survivors 
53 Newsreel footage showing an airship raiding a foreign temple for gold
54 Handcranked footage of a boxing match, it's very exciting
55 Viewscope reveals flickering scenes of trains crashing
56 Chronoscopic Viewer can see scenes of yourself as a baby a minute per go
57 Ectoscope allows viewers to see beyond the swarming alien life and spirits all around us all the time. Save vs fear or d4 1=scream 2=feint d4 rounds 3=wet your pants 4=gasp and dream of alien life possibly allowing them into your dreams or our world
58 Educational film d41=brutal execution customs from around the world with subtitles 2=building the Null sphere and working on unmaking creation 3=automaton soldier or flesh golem factory at work 4=
59 Phonograph player machine loads and players records mostly classical, opera, some mediocre wooden jazz and pop novelty songs about d41=fruit 2=love 3=monkeys 4=patriotic war song
60 Player Piano can play hundreds of tunes via paper rolls with holes in them
61 Omar the mystic - behind a glass screen in a cabinet with turban-wearing mannequin inside that for a fee will tell you a warning of a possible near future peril
62 Diablo make a wish machine that talks you through selling your soul to hell, devil puppet inside talks you through it and prepares the contract for you to sign in blood
63 Full of books on occult theory good for researching spells
64 Madame Gorby Fate Finder - a old woman automaton in a cabinet deals out arcane cards and makes a prophecy on a card based on your choice or random d4 1=fate in war 2=fate in love 3=fate in money 4=fate for health
65 Machine shines lamp on you and determines you birth date and astrological sign and prints a tiny scroll of facts about you
66 Curtains in cabinet roll up and dancing rodents in costumes put on a show them scurry back into the machine
67 Miraclo's Mind Mixing Machine lets two creatures each holding two grips gets a shock and swap minds for one hour. A Wizard poppet explains the procedure and makes the use more theatrical 
68 Dr Gutgrift Surgery Booth a puppet surgeon invites the patient to lie on a gurney that slides inside the machine. The puppet assures friends all is well while golem tools inside perform d6HP of surgery or can perform amputation or transplant limbs. Some corrupted ones give everyone surgical or machine mutations
69 Cabinet with attractive dancing automaton, Mostly it is still until paid lights go on and dances for a minute
70 Shifty's Cabinet of Scandal -  a sly puupet in a coat and hat in a dark shop counter behind bars inside the cabinet visible when doors open. Will buy and sell goods like a pawnshop and will sell some magis items. It tries to make every object sound forbidden and mysterious
71 Herb vending machine offering dried ready to use doses for tea, dressings, cooking, mild narcotics and seeds, some magical or good for nature magic use
72 Arcane components for spells and cantrip scrolls
73 Holy components for spells including holy symbols, oil, water, saint finger bones, scriptures, scrolls with blessings, candles, idols, cards 
74 Popular drugs for spell casters and paraphernalia
75 Alchemy lab inside folding cabinet you can hire to use 
76 Booth with a seat and an eye on an articulated tentacle produces photo-alchemical portraits 
77 Dispences semiprecious stones, crystals and mineral samples
78 Dispences rare magical creature body parts like bones, beaks, fur, bile or possibly all are ethically sourced synthetic grown substitutes
79 Dispences forbidden and blasphemous books
80 Ritual paraphernalia supply like candles, chalk, wands, crystals, cards, pendulums, phrenology callipers, incense, ritual knives, star charts, tide almanacs
81 Mutagenic antidotes and potions with various mutagenic types
82 Dispences poison, rat traps, bug spray, leech traps, fly nets, poison bird seed, ant killer and other tiny jars with live bugs to counter unwanted ones
83 Anidotes & cures for various conditions of poison and disease including for treating parasites, baldness, pimples, petrification, paralysis, level draining, limb loss, love
84 Colourful bottles reputed to treat all kinds of problems for health and moral failings. Some do have actual properties like d4 healing potions but they are addictive. Help for love, courage, fortitude all with nice flavour and cheap 
85 Magic potions "adventurers club favourite brand" various types of common potions and possibly some rare ones
86 Alchemist supply machines with chemicals, glassware, fuel, potion test kits
87 Magical Alcoholic drinks, some have a bartender in cabinet serving glasses, others show a range of popular wine and spirits of the ancient some with magical effects
88 Magical drugs that can recharge arcane spell energy, let you see magic and other planes or visions of past lives 
89 Potions to become a type of superior abhumanoid or other monstrous creature
90 Holy healing supplies, heal, cure poison and disease, remove curse and other miraculous potions it wont dispense to evil users
91 Cursed items dispenser for jokes and pranks for enemies or embarrassing drunken pre wedding parties
92 Monster egg machine - will hatch into an adorable baby monster 
93 Divination booth to contact a being of the higher realms for moral advice
94 Baby booth will take blood from one or two persons and in a ten-minute incubation you get a baby. Sometimes old machines make horrid homunculi instead 
95 Planar Pet machine vends 1HD planar creatures bound into a gem and can be released for one task in return for its release, various alignments possible
96 Magic bottles with spirits trapped in them that if held you can hear their cries for release, a sort of dangerous thrill for occult enthusiasts
97 Magic Weapon machine 
98 Magic clothes machine
99 Magic Armour machine
100 Teleporter booth linked to others around the wasteland and one on the moon and some other strange and dangerous places or other dimensions. The golem can offer tips about dialling up a safe place that people returned from

Thursday, 26 September 2024

Chagrinspire Mutations



I dislike writing mutation tables after editing them into a book broke my brain. 
But i do like my mutant class and will include in vol3 of chagrinspire book series on patreon

If you'd like to see me go back to any past work, settings or genres I've done let me know. Ive had good results from requests. I get not everybody likes what my Kerouac writing method is spewing out at the moment. The Frog Book is coming also. I'm tempted to revise Auldwood and replace all the images with vintage historical art - I might want to talk about that sometime. I will do some Halloween 3folds to distract us from the real-world horrorshow dominating the world's news. 

https://aeonsnaugauries.blogspot.com/2015/08/no-mans-land-maps.html

Mutations so far
Clown Mutations
Outsider Mutations
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations
Faerie Mutations
Mental Mutations
Subterranean Mutations
Angelic Mutations
Cyber Mutations
Psychon Mutations
Surgical Mutations
Giant Mutations
Law Mutations
Failed mutation system
Apotheosis Mutations - too many mutations side fx
Mutant Character Class
http://elfmaidsandoctopi.blogspot.com/2013/05/anachronisms-of-cosmic-order-my-first.html
http://elfmaidsandoctopi.blogspot.com/2013/05/near-infinate-humanoid-varients.html

Mutation Basics
minor mutations are common, mostly cosmetic, and offer a few + sometimes
major mutations are strange powers
apotheosis is the result of too many mutations
= more minor mutations than half CON score
=more major mutations than Lv or HD
Mutant class exempt from apotheosis

I have some spells for temporary mutations and minor ones could be a curse spell
not too bad a curse but a few will make you weird and  many will possibly ruin the character with apotheosis

d12 Sources of mutation
1 Ate food contaminated with alchemical waste
2 Exposed to mutagenic miasma
3 Tainted by mutagens in mud and polluted water
4 Touched by a tainted creature or undead
5 Drank water tainted by mutant sewerage
6 Cursed by wicked spirits
7 Bathed in the light of strange auroras
8 Inhaled and dusted in mutagenic spores
9 Exposed to mutants or places they congregate
10 Ancestors fought in the apocalypse war
11 Airship bathed you in strange rays testing a weird weapon 
12 Cursed by primordial chaos portal 

d12 Apotheosis
1 Swell up and lose mobility, take root and become vegetation, root mass or a giant mushroom
2 Devolve into a hill giant-like brutal monster with craving for human flesh
3 Flesh rots but will never die as a skinless one. Become insane as skin sloughs off, crave living flesh and become more animalistic often sleeping and shunning light or mirrors until the smell of meat disturbs them 
4 Split into two half-size beings with half HD or levels each who hate each other
5 Explode into a toxic stinking miasma possibly even mutagenic hazard over the area a d4 days
Swell then burst leaving a swarm of tiny worms each with the character's face that crawl into the earth to menace the area for years as they grow to human size and crave flesh 
7
 Devolve into a shambling sobbing shoggoth, aware but no control of a hungry body. Faces, eyes and mouths resemble the past form and protest their bodies' actions
Devolve sobbing, melting into a pool of primordial ooze that spasms around strong emotions, animals will lap it up while the living puddle just cries 
Devolve, half mental attributes, +50% physical ones and weight. Become more heavy-built, hairy and thick-skulled. Will tear off clothes and flee to the wilderness or a cave and fling faeces at people
10 Skin turns metallic and seizes up, flesh becomes cogs, tubes, crystals, glass-steel tubes you are now an automaton or golem
11 Evolve into levitating gelatinous floating brain feature making mental attacks and devouring brains of lesser life

12
 Evolve into enlightenment. The body starts to glow and becomes a glowing phantom in a state of ecstasy that fades away to a higher plane beyond creation

d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain 

d10 Minor Mutations
01 One huge miscoloured eye that looks in random directions
02 Nose becomes a beak usable for d4 unarmed peck attack
03 Cyclops single-eye, see twice as far
04 Hear the ultrasonic chirps of bats and sonar-using creatures
05 Low light vision halves darkness penalties if any light
06 Large filter nose, +3 resist smoke, dust, spores, odours or gas
07 Huge dripping nose, sensitive to pollen and spores that trigger sneezing
08 Black & white vision
09 Auric vision can see UV, polarised light and invisible auroras in the sky most cannot perceive, sometimes might provide clues or warnings or navigation aids
10 Eye membranes, never need to blink, +3 resist blinding attacks
11 Covered in grey, black or olive mud that secretes from your skin
12 Scabby itchy skin shedding dried skin +1hp
13 Seemingly burned melted flesh all over +1 save vs fire
14 Scaly rusty iron skin +1AC
15 Thick curly hair all over 
16 Buboes and open sores +1hp
17 Rubbery blubbery whale-like moist skin +d3hp
18 Skin (and possibly flesh) is transparent
19 Skin turns grey and corpse-like +2 save vs paralysis
20 Skin seals bleeding wounds in a d3 rounds
21 Hump saves water for a week
22 Spiked spine causes rear unarmed attackers to take 1pt damage
23 Barrel chest holds breath 10 rounds
24 Face on chest yells abuse and gibbers crazily in fights
25 Mouth on chest can bite for a d4 unarmed
26 Grow or shrink d12 x2.5cm 
27 Bony chest plate +1AC
28 Extra breasts +d4
29 Spikes on chest +1 unarmed attacks on grappled targets 
30 Heart with a save can restart with 1hp a d4 rounds after death (once a day)
31 Digest rotten or disease-tainted food without farm
32 Heart glows inside chest cavity like a torch if uncovered 
33 Can swallow and regurgitate an egg size object per level
34 Flatulent in times of stress if fail a save
35 Urinate acid d3 damage once a day
36 Gem in belly button worth d4 x10gp xLv
37 Poop lumps of coal instead of normal poop
38 Fart puffs of green sulphurous cloud that upsets animals, round per level per day
39 Caugh up revolting green bile every hour
40 Stomach grumbles loudly when hungry making it harder to hide
41 Arms grow 30cm longer or shorter
42 Finger claws +1 unarmed damage
43 Grow a d3 bone spikes per week on arms, which can break off and be used as darts
44 Arms rubbery, flexible and snakelike 
45 Mouths on palms of hands
46 Fingers can taste food by touch
47 Fingers lack prints or fine details, smooth  
48 Hands keep bleeding if not bandaged or covered
49 Fingernails fall out and regrow constantly
50 Pop out clawed fingernails d3 unarmed attack +2 climb
51 Feet smell vile unless kept bandaged or covered up
52 Backward bending knees +1 Mov
53 Huge feet +1m jump
54 Spurs can be used for d4 unarmed attack
54 Prehensile toes +2 climb
55 Bird feet with opposing toes can grip branches and need no shoes
56 Feet overgrown in root-like masses 
57 Mushrooms grow in feet if not washed daily, using wine lasts d4 days
58 Extra or less toes +/-d4
59 Legs grow 30cm longer or shorter
60 Bow legged
61 Prehensile tongue 1m long
62 Tusks usable for d4 unarmed bite attack
63 Teeth constantly fall out and are replaced
64 Sharp teeth d3 unarmed damage 
65 Huge rodent-like teeth can gnaw through rope or wood d4 unarmed damage 
66 Terrible breath like rotten meat
67 No sense of taste
68 Lamprey tongue can drink and digest blood instead of solid food
69 Tentacle face hides hideous beak hole
70 Learn one animal language
71 Head like a vegetable d4 1=turnip or beet 2=potato 3=pumpkin 4=mushroom
72 Beard or hair is roots 
73 Horns or antlers d4 unarmed damage
74 Transparent flesh on skull
75 Skull glows when laughing like a torch
76 Weird forehead ridges 
77 Magic sigil on forehead visible with detect magic, glows when
78 Solid forehead can be used as a hammer or mallet or d4 unarmed damage
79 Crystals painfully grow from skin worth 2d6sp a month to alchemists
80 Cranium enlarged and deformed +d3hp
81 Enlarged liver can double alcohol tolerance +2 save vs poison
82 Enlarged spleen +1hp
83 Lumpy tumours, a d4 growths with twitching tubercles
84 Growth on the part of the body can open revealing an extra eye
85 Adrenal glands +1 Mov
86 Oil gland excretions are good for hinges, knife sharpening or sticky locks
87 Secrete black oil from a gland that makes rats, fleas and other vermin keep away
88 Caugh up food waste instead of passing through your body
89 Survive eating wood, bark, grass and straw 
90 When die arise as a zombie a d4 days later
91 Feel something in your skull like a hand or worm squeezing your brain 
92 Brain fluid leaks from ears or nose
93 Brain lobes rewired, ambidextrous
94 Can read and write mirrored or reversed text as normal
95 Imprinted with traumatic flashbacks of past life +1 language
96 Nose or eyes bleed when stressed by resisting mental attacks
97 Detect metal via magnetism within a 3m wide circle with concentration
98 Always sense magnetic north
99 Sensitive can hear whispering spirits in haunted places at night
100 Feel the presence of disembodied spirits in a 3m wide circle

d100 Major Mutations
01 Enlarged black eyes with low light and or infrared heat vision
02 Nose can smell fresh blood in range 30
03 Sonar senses within range 30
04 Prehensile trunk stretch can stretch 30cm per level
05 Large compound fly eyes 360-degree vision 
06 X-ray vision penetrates range 3 through rock round per level
07 Eye ray d6+Lv damage range 30 one use per level per day (choose one element type)
08 Can smell and assess the age of corpses within range 10 or depth of 5 in soil
09 See microscopic bacteria, disease-carrying threats, or anyone carrying disease with close range with concentration. A healer might be able to diagnose the disease and will know the risks 
10 Insectoid antenna can smell or taste or touch 1m away, sensitive but regrow if lost  in a week   
11 Amphibious skin requires at least 1L water on the skin daily or lose 1HP each day fail a Vigour save. Require less breath in water for 1+Vigour bonus in hours  
12 Symbiotic skin produces food either plant-based in sunlight on 50% of your skin by day or fungus-based requires darkness or keep 90% body covered you don't need to eat. At zero or less HP once a day the symbiote will give you a d4 HP to save you. If you do die plants or fungi grow on the corpse   
13 Sheilded skin +2 save and -1 damage per dice or at least 1pt defence vs d6 1=fire 2=cold 3=lightning 4=blunt 5=acid  6=poison
14 Disease-resistant membrane immune to diseased touch by contact but breathing airborne disease or material is still a risk but avoidable by holding breath or a cloth mask
15 Durable epidermis gives +1 HP per level. These recover one per ten-minute turn
16 Stony flesh if struck by a non-magic weapon requires a save or will break (-1 damage dice bump and -2 hit and can be repaired, a second break destroys the weapon)
17 Moss and vegetation growing over skin +2 AC +d4 HP
18 Jet black null field projected from the skin at will +2 sneak and hide most conditions +4 if skin 90% uncovered by clothes or armour. Uncannily blackness and sound-dampening. It makes it hard to identify the field person
19 Shed your skin once a day heals your Vigour score in HP, also worth a meal of food or craft material for glue or waterproofing
20 Require silver or magic weapons to hit or fire alchemical attacks  
21 Bony Plastron or exoskeletal chest shell +4AC 
22 Huge chest musculature +1 Might +2d4 HP
23 Extra heart gives a boost of +2 Might & Vigour for a round per level per day
24 Can hold breath for 5 minutes per Vigour point and release a low bellowing trumpet sound at will that travels underground or underwater well 
25 Swarm of vermin live in chest and you can call on them a round per level per day. Otherwise, they may attack hostile enemies near their host body if they are knocked out. They will stabilise the host's blood loss with an action. Regular allies are not seen as hostile. Can be crawling or flying vermin of various types usually bugs, worms, lizards, rats, flies and wasps. They modify the host body to house them with improvements
26 Arms and head are detachable and telepathically linked with the main body which is possibly useful or entertaining or good for pretending you are a wizard or a god 
27 Wings that can mostly fold up and improve with level 1-4th can glide around per level 5-8th fly at Mov rate a round per Lv. 9th-12th Add Lv to fly speed. 13th+ Lv can fly 1+ vigour bonus in hours. Requires you are unencumbered to fly but can glide if encumbered
28 Vents in the chest emit black smoke once per level per day, Each use is a 3-range-wide cloud that will Mov 1 per round in light wind or 6 in strong wind, without wind lasts d4+2 rounds. Blinding inside and each round inside save or lose 1hp 
29 Flechetes once per day as a bonus action blast metallic darts in 3 range 30 degree cone for 3d6+Lv damage, save halves
30 Tubercles all over body like roots or fleshy fingers or tentacles, if you grapple or are grappled you get a bonus grapple action each round 
31 Stomache Immune to ingest disease, poison or contaminated food. Even rotten meat buried in mud for decades is edible 
32 Every day you poop, it is a living baby gremlin that scuttles away squeaking
33 Intestines riddled with worms and need double food, the worms keep away rival parasites and if you pass out they will try to move your body and run away with a strange gait and they will seal any bleeding wounds. Once the worms running the body feel safe and hidden they will heal 1HP per hour until reach 1hp and the host is conscious and back in control 
34 Stomache can growl and make almost speech-like noises or can fart at will making every smelling creature in a range 3 circle cringe. Can fart popular tunes as if a unique instrument
35 Belly can sustain you for food and water a month when full and gain +1HP per level
36 Improved Vigour +1 and recover extra d4HP per day
37 Stomache tendril, a fleshy tentacle, tongue, flagellum or intestines lash at a foe 4m away for a bonus grapple attack each round  
38 Incendiary Diareah, once a day leave a burning trail as far as you can move in one round. Lasts a round per level and 2m high, 2d4 fire damage to any who cross, or a d4 if within 1 range of the wall, save for half. It also stinks, makes smoke and scarifies the ground. Best to wear no trousers or the user suffers fire damage also. Mutant cattle often have this
39 Explosive Stools, unstable hard puck smelling of the supplier, poop one per day, thrown as a rock or left out to explode on contact with a human's weight for 2d6 to a 3 range wide circle, save halves. Store well to avoid explosive mishaps from falls or blows.   
40 Reproductive organs plant or fungus and can reproduce with liveforms of that type you meet. If you don't try this in a year a clone starts to bud from your flesh in a month into a 30cm naive but capable clone with a d4HP that grows to a 1st level full size in a year
41 Crab claw d6 unarmed attack and +1 Might
42 Pop out blades from both wrists d4 unarmed attack and a +1 bonus unarmed attack
43 An arm is made of pulpy plant or fungus matter and can elongate at will an extra 1m per level
44 Tendril Arm, a fleshy tentacle or flagellum lash at a foe 6m and can use a weapon or make unarmed attacks
45 Arms split into two arms or an extra set of smaller arms +1 combat action
46 Huge swollen muscley veiny arms +1 Might +2d4HP
47 Arm has a biological gun growing from it that can make a bonus attack, Range 9, 2d6 damage, shot per level 
48 Can run on all fours +6 Mov or +3 if you hold anything in one hand
49 Bony small shield on one arm +2AC leaving a free hand for other uses
50 Form bony fleshy sinewy archaic 1-H weapons in your hand at will (as if you have quickdraw) and can change to any type you are skilled in from your body mass. They perform as normal weapons but can change the type of each round. For 1 HP you can form a bone arrow, dart, bolt or knife but could use normal arrows in a fleshy bow
51 Kangaroo legs +3m jump
52 Bladed feet provide a bonus d6 kick attack each round
53 Swift legs double Mov if unencumbered on foot
54 Stilt legs can elongate 1m per Lv
55 Extra legs, +d4 double Mov
56 Silent feet +4 to sneak and they leave almost no trace and don't set off mines
57 Can walk on water for one round every second round, at 10th Lv it is at will
58 Webbed feet use full Mov in water or +6 whichever is better
59 Stone feet, half damage from hazards or traps that damage feet including fire, cold, electricity, explosive traps, acid, caltrops
60 Can walk in your sleep and march 24 hours a day for one day per level. While sleepwalking noises, close movement, strong odours or attacks awaken the sleeper. Best not to use in mountains or cliffs, will swim as best can if required. Set a direction or follow a marked road
61 Second jaws fold from the mouth and can bite foes within 3m range for a d6 bonus unarmed attack each round, look hideous like semi-transparent deep sea creature 
62 Learn any spoken language after hearing it used for a d4 days 
63 Breathe fire 3d6 damage 3 range 30 degree cone, once + vigour bonus once a day, save halves damage. Can also eat burning or hot food or hot water  
64 Scream 3d6 damage in 3 radius, once + vigour bonus once a day, save halves damage, can make loud trumpeting noises at will 
65 Mimic can instantly copy a voice or sound with a d4 rounds of study
66 Prehensile tongue 1m long per level can be used for a bonus whip attack each round and can support your weight or swing on it fully ladened
67 Eat rocks, soil and minerals, immune to ingested poison or disease. Non-rock eaters will never know how good they are. You can bite creatures requiring magic weapons to hit for a d4 
68 Exhale acid fog cloud forming a 3 range wide circle up to 6 range, one use per level a day, causes 1 HP damage a round for one round per level. Damages terrain and after four rounds fibre or leather goods like clothes, straps, bags, and rope will require saves. It won't work in water but will spoil it for drinking or fish
69 Spit Slug can spit a 2d4 bullet up to 30 range as a bonus, ten shots per level in the hopper, ammo recovers a d6 rounds a day. Noisy and smoke-producing
70 Huge fanged mouth, can be used as unarmed attack d6 damage, with a held foe that has living animal blood can be used to feed from and drain a d4 HP a round from the target and heal half that amount to drinkers HP (min 1)
71 Head is a biological gasmask protecting eyes and filtering out smoke, poison gas, stench or miasmas
72 Skull is a reinforced helmet +2 AC including shielded eyes immune to flashes or light blinding
73 Antlers or antlers bonus d6 attack
74 Skeletal emaciated face 
75 Neck is telescopic 1m per level and moves like a snake 
76 Neck can rotate 360 degrees or can absorb head inside the body at will if required
77 Detachable head, mind linked to the body and know each other's location, it helps if the head can see where the body is to fight or perform difficult or dangerous actions. If either is destroyed will  grow a replacement over a year
78 Skull is burning and lights as a lantern at will, half damaged from magic fire, immune to natural fire, hats won't survive
79 Crystal skull with sloppy brain and juice inside can project images you have seen on your forehead (no sound)
80 Head can rotate 360 degrees or detach and fly 24 that can control the body by mind link  
81 Toxic blood, creatures biting you save or lose 1HP per round, one round per level
82 Acid blood, cutting or piercing melee attackers get splashed by a d3 acid 
83 Horrible blood, cutting or piercing melee attackers get splashed by stinking staining fluid that makes tracking by scent easier and dyeing the clothes and skin of enemies for a d4 days
84 Rust Blood, cutting or piercing melee attackers get splashed by rusty fluid that dissolves non-magic metal weapons and causes enemy metal armour to lose 1 AC
85 Adrenal might, +3 Might and Mov for one round per level per day
86 Tumourous swollen jiggly glands that glow in the dark like a candle d4+Lv extra HP
87 Lactate healing milk d4 per dose, produce one dose per level per day if healed then acts as a day of food
88 Pheranomes +2 reaction rolls with humanoids or animals in 1 range  
89 Berserker gland, +2 hit and damage, charge into melee and fight to 10 -HP, remain berserk as long as any medium-sized creatures alive or moving
90 Troll blood, heal 1HP per round except vs fire or acid 
91 Detect magical traces in objects or spells with a concentration range 3
92 The Pineal gland pokes out a leaky hole in the skull and can detect invisible spirits, living beings or reanimated undead within range 3 per level and roughly how many HP they currently have
93 Fear Aura, range 3 fear, lower level living creatures save or flee a d4 rounds, one round per level per day
94 Leech Life, if anyone lower level in 1 range loses any HP, the mutant heals one HP that round
95 Dominator, can charm lower level person or creature by looking into its eyes and talking softly for one round. If fail a save, target is enthralled for 24 hours. May have one thrall at a time and who is usually deeply resentful when it expires 
96 Sense portals, gateways or planar summonings within 1km 
97 Detect alignment 3 range
98 Levitate at will Mov 3 per round up or 1 across as long as you will it
99 Sense hostility range 6, detect intent in thinking living beings, neutral animals likely to worry about threats they cannot sense. A lion might be hungry and looking to eat any medium creature but a goat might not be out to kill anything it meets and might just run. Persons thinking of you specifically stand outmore 
100 Turn ethereal rounds per level per day, while ethereal mortal word attackers require +2 magic weapons to hit. Also is immune to asphyxiation, natural fire or cold. Transparent yet visible can walk through walls or people. Seem to walk but more like an airwalk. Getting lost in solid matter and being forced to become flesh at the same time requires a vigour save to live and possibly asphyxiation and crush damage. 

Snakey Pete - 1st Lv Mutant Mook
Minor - Spiked spine causes rear unarmed attackers to take 1pt damage
Major - Neck can rotate 360 degrees or can absorb head inside the body at will if required
Prefers to use a bow or musket, has 2 daggers a +1 lasso and a sack
Grapples and experts with ropes and knots is usually on guard duty
Wears a helmet and bandage cloth armour with bandoliers of scrap and weapons

Vorgis Skullface - 1st Lv Mutant Mook
Minor - Transparent flesh on skull
Major - Second jaws fold from the mouth and can bite foes within 3m range for a d6 bonus unarmed attack each round, look hideous like a semi-transparent deep sea creature
Prefers to use javelins, a sling and a shield, and carries a hand axe +1 for melee
Scout and scavenger, who usually hides their face under headgear and mask until they want a psychological effect. Wears hooded cloak and tattered robes and bandages

Pandram Rotroot- 1st Lv Mutant
Minor - Finger claws +1 unarmed damage
Major - An arm is made of pulpy plant or fungus matter and can elongate at will an extra 1m per level
Tries to ambush up close enemies with unarmed attacks, covers arms with thick padded sleeves while rest is skintight wrappings. Carries cold iron knuckleduster and silver dagger


Tuesday, 24 September 2024

Initiative dice and d12 dramas



So recently ive been rewriting my initiative system and had a look over my various games for how to do it to compare and my FB readers gave some input. 

So im probably doing a checklist to see who detects the other side first is most likely to control what happens next.

Round zero is for ambush attacks, guards with ready-loaded weapons and some other circumstances.

I break round into magic both sides
Then missiles
Then melee
usually, you move then spell or missile or missile

i prefer group initiative but some exceptions can happen
if the battlefield is shaken up possibly reroll group initiatives

In closing melee longer weapons help in the closing round
a few skills capitalise on exceptions to all this
I will use dice and some mods to resolve ties but draws are possible.

I do like the Steve Perrin method of count down DEX scores and half for second att etc

d6 is good for simplicity +bonus will make more likely for players to win
d10 I used for years and im just asking why now + bonus
d20 is promising that its just a DEX roll

some dice and suns systems i appreciate were different just to highlight a different modular micro game and to stand out as a different sort of procedure. BRP RPG doesnt use d12. Some games assigned dice for stuff because dice were sold in sets so they felt obligated to using them.

D20 fits with other dice I use like stat/skill/save/attack and has come to be a sort of go to universal mechanic. Ive really been tempted to make all of them roll low under stats with less plusses. I liked Iron Crown system had a combat manoeuvre roll to let you move on battlefields and get advantages which is interesting.

The Winner
So after d100 I like d12 its no secret. 

Group Initiative - some individuals might be faster or slower than group norm
Only use initiative roll when there is a possible tie or ambiguity
- if one side A has no missiles or spells and side B does, side B will act first

Superior senses, alertness, range of senses, noise, nightvision may decide who is first
Those who detect the other side first can choose to:
-attack, prepare an ambush, cast spells, hide, parley, repeat until exposed
With surprise and other conditions, one side gains a round zero action
The winning side usually keeps initiative unless:
- battlefield chaos like fog, changing terrain, crowded, fog, and illusions might initiate a new roll
-parley might reset the initiate checklist and require a roll to resolve once close and talking
 
Spell Casting phase - casters cast spells first (any magic powers, songs, shapechanging)
Missile shooting phase - shots from missile attacks (any ranged attack)
Melee attack phase - strikes from melee attacks (any attack or other physical action)

If one side has melee and the other side has spells and missiles they will go first, only use initiative score when sides more or less equal position  

4d12 Encounder dice rolls
d12 for Local common encounters 
d12 for morale tests BX style  + Cha of boss bonus
d12 for reactions (most versions use 2d6) + Cha bonus + bard fx
d12 for initiative fits into these factors well + DEx and some class and skill mods

i can colour code 4x d12 and roll at once and perhaps place them on a table as a tracker
the players will mostly roll one d12 for the initiative but if they have followers they might want morale also

red d12 - 6 - encounter - orc hunters
yellow d12 -3 - morale - feeling brave and feisty
blue d12 - 11 - reactions - friendly
green d12 - 5 initiative as of round 1 if it comes up
 vs players 3

I kinda like putting these things together to see how the monsters react
these orcs are confident and assume the players are here with permission 

red d12 - 8 - encounter - orc soldiers
yellow d12 -1 - morale - fanatically bold and assured
blue d12 - 2 - reactions - angry will attack
green d12 - 9 initiative as of round 1 if it comes up
 vs players 2

these guys are more confident and unfriendly

Monday, 23 September 2024

d100 Scavenger's Guild Quests in the Wasteland



Some more adventurer jobs 

d12 Other possible settlements to appear every d4+2 months
1 A templar fort to the south starts sending patrols from the holy lands
2 A crusader fort near borderlands
 sending patrols of the eastern remains of the empire
3 Knight of a kingdom occupies a fort intending to salvage metal scrap
4 Demihuman trade post to the west - find humans cringy, greedy and impatient
5 Murder hobo settlement border or wastes - grows from camp to guild village to frontier fort
6 Barbarian village with lots of beast folk and orcs here to trade and display wizard heads
7 Mutants establish a base in a trench system of no-man's land and build a chaotic temple
8 New scavenger guilds are set up in the great wall around Chagrinspire or the wastes
9 Village of witches, cultists and demonologists. Pilgrims and exiles flock here
10 A train station near a tunnel opening has an Underland trading post
11 Cult or sect arrive and occupy a ruin to live in and build a new temple
12 Military camp of the kingdom in a strategic ruin

d12 Petty Guild Rewards
1 A week of food each in the guild-affiliated inn or tavern or a night of feasting and drinking
2 A year of guild membership fees each or a room for one week
3 An old map to abandoned claim (registered members who owned it unseen for a year)
5 A keg of cabbage beer and a fresh pair of trousers each
6 Months or dried army biscuit each
7 Select a melee weapon each from the smithy or armoury or single light musket with spring loaded bayonet
8 Box with d3 cast iron hand grenades with fuses, d3 incendiaries and d3 bottles of holy water (1in10 chance is a dud unless repaired)
 Gasmask can resist smoke, gas, stink or miasmas in a carry case
10 Six healing potions d4, save vs addiction each use. If addicted you'd like more please at least one a day. Being locked up with bread and water for 4 days usually gets an extra save to recover from addiction
11 Telescope, folds up in a case (also can see normally invisible auroras around Chagrinspire or portals)
12 Wizard's head, wake it up by naming wizard and point at target and head will cast the last spell then putrify. Speak with dead reveals its spell usually d4 lv spell

d12 Good Guild Rewards
1 A shack inside a settlement or camp (you might have to evict squatters, vermin or a spirit)
2 A year exempt from guild tithes and money changing rates
3 A trunk with d3 pistols, d3 muskets with bayonets, +1 mace and a d6 potions
4 A trunk with a suit of plate mail, a suit of chainmail, +1 leather armour, +1 shield, a small medium and large shield
5 Chest with d4 x100gp, 3d4 x100sp, 
3d4 x1000cp all in the currency of ancients depicting the Chagrinspire, various supreme leaders or the black sphere
6 A seat on a guild sub-committee with weekly meals and beer for a year
7 Room for a season in the tavern with a meal a day
8 Steaks and a map with possible ruins you may claim as yours with a legitimate registered guild claim 
9 Contract for a mercenary currently in guild employ lasting a d6 months pre-paid service, if mistreated will lose nut and attack party while asleep and then flee, sworn enemy for life now 
10 A wizards spellbook in a trunk with spell components, a dagger +1 and AC+1 bracers
11 A clockwork soldier with a musket loyal to who owns its key and winds it hourly, a bit noisy
12 Collection of maps and journals of adventurers who fled over the years leaving them and 2d4 potions in a trunk

d10 Quick Types
1 Guard
2 Guide
Scout
Salvage
5 Explore
6 Defend claim
7 Defend camp
8 Rescue
9 Exterminate vermin
10 Exterminate monster

d100 Scavenger Quests in the Wasteland
01 Guard a merchant traveling d4 1=known settlement 2=scavenger camp 3=town near 
wasteland 4=secret location
02 Guard a warehouse from robbers 
03 Guard this coach that was ambushed already and lost its guards
04 Protect scavenger band exploring a ruin where gangs sometimes feud over scrap
05 Protect scavengers from bandits in the area
06 Patrol the road and protect travellers from harm
07 Guard the strongroom in a merchants house for one night
08 Guard an underground tunnel found and see if anything comes out
09 The tavern needs bouncers to cope with recent increased traffic
10 Local people avoided kidnappers and needed guards
11 Help a merchant caravan cross the river safley
12 Escort this wizard paying the guild to this location and guard them while they search the ruin
13 Show new adventurer band where a ruin is they can start with
14 Child crusaders have been rounded up and the church needs escorts to get them to a larger temple outside the waste
15 Take these knights to the trenches bordering nomans land and explain some basic dangers of exploration like showing them traps or set off some mines so they dont all die
16 Guide this alchemist and his friends to the plateau of peril and protect them while they explore
17 Guide these prospects to a ruin on a map they have
18 Guide these weird-robed guys to a rusted hulk of an ancient war machine on this map
19 Guide this guild master on his visit to various scavenger camps on hs secret map 
20 Guide these foreigners through this drain pipe on this map
21 Scout the swamp and contact the tribes and farmer clans there 
22 Scout the wall and hills around Chagrinspire and locate major breaches and possible inhabited areas
23 Scout the area around the guild for possible enemies or rival guilds
24 Scout for campsites and evaluate what nomadic people have been in area
25 Scout and locate any trails or good ruins in an area while avoiding conflict
26 Scout area and follow a mysterious traction engine machine seen driving around belching smoke. Find who operates it and avoid engaging 
27 Gunfire has been heard go find out who is fighting in area
28 After strange falling stars we need someone to scout for star metal stones in craters
29 Scout out the borderlands for signs of border kingdoms are moving troops
30 Dustclouds in the distance is from some possible large force go and scout their progress and warn us if they come this way d6 1=child crusaders 2=pilgrims 3=refugees 4=several hundred marching zombie soldiers 5=mounted barbarian warband 6=tank golem on a ramble, peaceful if not attacked otherwise goes on rampage
31 Salvage scrap metal sheets, nails, wood, and even bricks
32 Salvage some doors, frames and all and locks are preferred
33 Salvage glass windows from a ruin with intact windows
34 Collect pipes and plumbing from the ruins, bonus for a porcelain or steel toilet
35 Recover a ceramic dinner set, the more place settings intact the better 
36 Intact bottles, buckets, pots, any intact containers 
37 Salvage farm tools from this ancient walled ruin once a jam factory and orchard
38 Salvage support beams from this tapped-out junk mine
39 Recover a cannon from a fort ruin
40 Recover a rumoured fortune in a trapped treasure pit
41 Explore the lake area for possible ruins or hidden settlements
42 Explore a recently uncovered train line that seems to be operating
43 Explore this recently discovered sub-basement under the guild
44 Explore these old sewer lines to see if they can access any buried ruins
45 Explore an ancient cistern with lots of carved stone blocks from ancient temples
46 Explore the plateau and identify dangerous populations of monsters
47 Explore the river for possible alternative crossings
48 Explore an area unmapped by the guild for ruins
49 Explore the routes to the rumoured underground caverns for possible trade
50 Explore a new sinkhole opening to a mud-covered ruin
51 Scavengers claim being jumped by rivals who need to be scared off
52 Scavengers guild needs someone to escort a guild inspector to check registered claims on ruins in order 
53 Scavenger has a junk mine but non-guild scavengers are robbing the site
54 Guard this claim until a guild work team assembled
55 Find a guild traitor selling fake claim maps that belong to other members
56 Check if these claims are being used and that the claim is marked correctly 
57 Drive a rival guild from a claim in our area and teach them a lesson
58 Follow these members secretly working a site without declaring to the guild or paying a cut. Bonus if you find out who they are selling to
59 Scavengers working a claim need help with kobolds
60 Our border with a rival guild needs patrolling to make sure those dirty bastards not robbing us
61 Scavengers camp with a sly grog shop has been attacked by rat folk please help them
62 Scavengers camp being stalked by night by a horrible unamable screaming horror, go sort it out 
63 Scavenger camp reporting cult infiltration go purge the enemies of the guild
64 Scavengers camp trapped by a skinless tentacled dinosaur horror - keep it busy so scavengers can get supplies in and treasure out
65 Scavengers camp raided my mutant gangs go help them
66 Some huge creature is stalking the camp of guild scavengers go identify and stop it
67 Scavengers camped on a sleeping monster, go see if the monster is still there
68 Scavengers in an isolated risky area go check on them and see if they have any problems 
69 Scavengers saw some smokey creature near the camp spying on them
70 Scavenger camp keeps hearing strange sounds and needs someone to check it out
71 A cult kidnapped some guild members go save them
72 Slavers have been kidnapping guild members. Punish the bandits and free our people
73 Travelling actors have been kidnapped by goat folk led by a warlock go save them so we can get a show
74 Another settlement is keeping slaves, go free the captives and getting them to join our village
75 A cannibal clan living underground have taken some guild members so go save them
76 Some mercenaries have taken over a camp and mistreated the original inhabitants, go liberate them 
77 A camp of guild members report undead taking captives by night to some crypt
78 Kobolds have been kidnapping prisoners and taking them to their dungeon
79 Goblins from a dungeon attacked one of the scavenger guild camps and make a deal with the goblin chief to get them back and avoid conflict we can't afford
80 The head scavenger at one of our camps reports several cults infiltrating the village and kidnapping travellers to and from the outpost
81 Rats are swarming an area to find out their source and kill them
82 Giant locusts are attacking fields go guard the crops or find a way to stop the bugs 
83 Giant carnivorous bugs have been burrowing under the village please catch or kill them 
84 Huge worms attracted to the compost have been biting the muckrakers go kill th worms
85 Among the bats swarms at night giant ones have been seen skulking around the village
86 Protect the food stores from giant mutant rats that bypass traps and gnaw through rock
87 House infested with vermin, burn and salvage the contents and smoke the house out. Don't let pests just go to another house
88 Critter is living in the latrine and children won't use it - you know what to do
89 Merchants report giant pillbugs and cockroaches menacing their stores, go clean them up before some bigger monster things the pests are tempting food
90 Scavengers report finding a weird fleshy unshaped baby thing that craves heat and has been growing under their care. They report they are being spied on by spy eye automatons so go see what is happening. Its a Baby Deathwatch golem somehow malformed and escaped its incubator, will grow with heat and may develop a different personality to normal hivemind flesh machines. 1HD now grows 1HD a week until full grown with full abilities 
91 Pack of mutant hounds are howling at night and growing must be stopped
92 A horrible tentacled panther horror has been seen by travellers and they say it's a bad omen to come here so it needs to be sorted out
93 Some say there is a dragon in this ruin please go see if this is true and if any good ruins are in the area
94 Necromancers are making surgical monstrosities and releasing them to go and kill the wizards that should help
95 A huge burrowing monster in the area has opened holes and eaten some people go find out what is happening
96 A horrible giant mutant bat thing has been trying to snatch livestock, wear these hides and ambush the menace 
97 Manticores seem to be seen in a small canyon, go see what the monsters are doing there
98 A burning pit is populated by fiery elemental salamanders. Lure one out and kill it and bring remains to the guild alchemist who will make potions and use its wool for fireproof cloaks and sheilds 
99 A mindless giant has camped nearby. Go taunt it and lure it towards a rival guild territory
100 Some say a strange wandering carny in our territory, offers magic items for those who swear oaths to hell. Go and see what's is on about and make them hop it out of here if he seems weird. Be careful, it might be a shapeshifter or supernatural!