Showing posts with label hexcrawl. Show all posts
Showing posts with label hexcrawl. Show all posts

Tuesday, 7 July 2020

War Against The Dark Lord 2: Dark Lords Encounters & Wonders





































War Against The Dark Lord 2: Dark Lords Encounters & Wonders
So these are to be used as usual as the war is breaking out. Just used a d10 early on and higher dice for increasingly bad stuff. Encounters are the things you meet travelling or camping as war starts. Wonders are things you might witness and not get involved in. Some are just memorable sights to witness, some are opportunities to learn or fight evil. Lots of confused people don't know what is going on at first so characters could easily help out.

I would probably hit a party with a war from 4th level especially when just returning with lots of loot. During the war travel gets worse and fate nudges you into helping. The dark lord targets those who stand out in his great scrying halls where wizards spy on the world with magic. So as you stand out you get more supernatural surveillance and more encounters as enemy sent after the party.

Next will be loot and gossip. Lots of the gossip is dark lord propaganda. Lots of items are cursed or require evil people to use them.

Why does this random mook support the Dark Lord?
01 You get stability with the dark lord, he is just what we need right now  
02 Well one day one of these dark lords is gonna win and 
03 I have a lucky feeling this time, I can just feel this time he will win
04 All these pretty people will all be brought down low with fire and iron
05 Well its always been the same dark lord and he always comes back 
06 My ancestors made a pact to serve the dark lord and I got the call
07 The dark lord really looks out for the little guy, he understands us
08 All that dark lord stuff, its jus to scare the enemies into eternal subjugation
09 All those rich and pretty people stop the dark lords chosen getting what they deserve
10 The dark lord wants you to be free, to kill who you like when you like 
11 The Dark lord says remorse is for the weak while the strong take what they want
12 All this plotting and corruption is weak and slow, the dark lord simplifies everything

Why does this evil hero support the Dark Lord?
01 Was tainted by evil oaths for corrupt unholy weapons
02 Wanted to try and save family ended up killing them all
03 Was granted power in return for an immortal soul
04 Promised immortality among the dark lords chosen
05 Rivals killed by dark lord agents who occasionally show up
06 Once you get on board with the power you learn to stop caring
07 We must reduce the weak with trials of blood and fire every generation
08 Dark lords taint runs in your bloodline and they dream of the lords dark gaze
09 The dark lord represents how the universe works, the strong eat the weak
10 Nobody can defeat the darklord, sooner you join us the better
11 When did the forces of good do anything lately? Made universe then abandoned us 
12 The dark lord draws on unstoppable powers from the void before the universe

War Against The Dark Lord 2: Encounters
01 Goblin bat riders scouting area possibly skirmish but mostly seek food and info
02 Wolf riders scouting area possibly skirmish but mostly seek food and info
03 Area cloaked in webbing  and giant spiders wait in ambush
04 Pack of savage wild dogs menacing area for food
05 Goblin foot scouts with bows mostly want food and targets for other troops
06 Gang of bandits bear the dark lords mark having joined him
07 Gang of thieves in service of dark one ambushing and killing travellers
08 Swarm of rats - breeding and feeding from dead 5% chance carry plague
09 Swarm of bats 5% of them has rabies
10 Swarm of ravens - will mutter about dark lord and say his name "darklord!"
11 Shifty looking robed man watching area from afar, is really an orc scout
12 Squad of hobgoblins out to massacre commoners to spread terror
13 Evil priest raising some people they murdered as zombies to block the area
14 Robed cultists dedicated to the dark lord in robes, led by a wizard many apprentices
15 Dark robed weasly man convincing people to surrender and prepare for the master 
16 An evil bard is spreading gossip and propaganda supporting the evil one in war
17 Wandering mob of zombie peasants on a killing spree
18 A lycanthrope in human form seeks company on the road
19 Doppelganger spy of the evil master friendly to travellers seeks information
20 An ogre with clever sitting on path preparing a serf stuffed with rats for a meal
21 A shadow coalesces as an evil shadow hungry for the strength of the living
22 A group of ghouls bold enough to hide in shadows and overcast hungry for flesh
23 Wight warrior with an ancient black blade of the evil lords forge seeks something
24 A frightful wight knight on a bone golem horse harrases travellers and messengers
25 A dozen goblin archers with a d4 wolf riders an army scout group seeking intelligence
26 Six wolf riding goblins chasing common travellers with a wagon
27 Swarms of evil bats roam the land spawned by the dark lords blood
28 Hobgoblin squad crucifying some caravan guards who resisted led by cruel officer
29 Orc barbarian mob of dozen warriors and d4 berserkers have run ahead of plan to loot
30 Wild hairy naked gang of abhumans from the woods have been duped to unrest
31 Band of feral goatmen from the dark mountain want to harry the ruination of humankind
32 A lone ogre was ditched by his orc handlers and is lost and hungry 
33 Four orc warg riders scouting for local orc commander, will flee and get help
34 A ferocious insane troll from the deep has come to see the sun fall from the sky
35 A lone wounded orc sees trouble coming and with last gasp blows hor for aid roll again
36 Six giant bats each with a goblin archer harry travellers who can't fight back
37 A young 4th level necromancer and his dozen skeletonised serf with farm tools, seeks corpses can carry back to master to make undead, carry a d6 bodies
38 A dozed dark templars led by a 4th level priest of darkness stirring up terror
39 Four orcs commanding a dozen cowardly ill-equipped goblins
40 Hood wearing cultists with burning torches and swords killing anyone not in a hood
41 Hooded cultists mugging a country priest or friar while a d4 scared commoners watch
42 Galloping frightened horse with unconscious cavalry trooper hanging from the saddle
43 The child cries for help, tells of a dozen orc archers attacking homestead near
44 An invisible imp has a mission to molest travellers and keep eye out for heroes 
45 An invisible dark elf follows travellers intending to murder them by night when helpless
46 A robed hidden hobgoblin will fire a single poison arrow then flee to report to command
47 A goblin bat rider flies by if not stopped a turn later hear goblins coming. A d4 wolf riding goblins archers will track party first and retreat if hurt to join dozen goblin skirmishers who hunt the party
48 Hill giant sitting by road with a dead cow and a d4 probably dead farmers busy eating
49 A band of armoured dwarves 3d4 fled underland tunnels to avoid two squads of orcs chasing them each led by rival commander, dwarves seek travelling companions
50 A young elf is being chased by a squad of orcs, has spent spells already and unarmed. Carries a message warning of orcs siege on hidden elf stronghold to elf king
51 Dead man caries a d3 cursed items left here by a giant bat as a trap
52 Halfling in hiding warns of upcoming encounter up road (roll again)
53 Unburied bodies lay by the road and a d4+1 shadows arise to attack
54 A dozen rambling zombies travel in line to nearest settlement and attack everyone they meet on way
55 Wagon of refugees with belongings and wagon struggling to move cart, two squads of orcs are on the way here in ten minutes
56 Lone ranger on horse chased by dozen goblin wolf riders
57 Squad of orc pikemen burning a house while family trapped inside
58 Cult leader priest with a dozen hooded fanatics a chaos flagellant and six 1st level templar priests have captured a local leaders family and taking them to the dark lord 
59 A dozen chaos berserker mutant flagelant monks with war flails on killing frenzy
60 A dozen orc riding giant lizards gallop down road raiding the area
61 four wight warriors leading a dozen skeletons have awoken at the masters bidding
62 Six wight knights riding bone golem horses hunt adventurers the master wants
63 Pack of wolves d8+8 have chased a local person up a tree 
64 Orc barbarians on horseback, six with mounts here to kill minions of the dark lord who does nothing but fail them and lie, tribe dedicated to killing dark lord and his wizards and cults. Stop to ask directions where enemy orcs might be
65 Gang of youths with clubs eager to meet the invaders sure that being human alone will make them win, friendly to strangers and boast of future heroic deeds
66 Bard rider on horseback (dark lord cultist) telling all to flee coming evil armies
67 A dozen bandits of the area unconvinced the Dark Lord offer more justice or prosperity than current regime is helping refugees and wounded soldiers by holding off some goblin archers
68 A dozen barbarian riders here to kill minions of evil, normally they're kind unwelcome 
69 Elves helping some humans on the road with food and blankets (1in6 are dark elves in disguise and blankets carry plague and food is poison)
70 Distant horns and shaking earth as hundreds of orc heavy infantry and a dozen armoured war ogres. A dozen warg riders scout ahead and skirmish with enemies
71 An old knight leading 3 dozen militia hunting monsters, no idea how bad things are yet
72 Nuns with a wagon have heard needy folk need help. Not really helpless as they all carry maces, wear chain under robes and leader is 4th level priestess
73 Knight with his squire and several extra pack horses travelling and no idea of what's happening
74 A dozen knights led by a paladin and her priestess follower on a horse on a mission against a weapon of the enemy
75 A bandit gang of two dozen have been court off guard and escaping area with all their goods and a d6 harmless followers. Could be convinced to fight and earn a pardon but they plant to hide in a distant cave they have heard of
76 A merchant wagon train of fleeing rich with four dozen men at arms. A d3 merchant families and servants are fleeing to a ship to leave the continent
77 Local lord with seventy-five spearmen and six knights and forty archers on the hunt for evil
78 Amazons on horseback, dozen from beyond the frontier here to kill orcs or goblins, possibly meet some women to take home
79 Goblins mostly archers, two dozen killing a wounded d4 1=treeant 2=giant 3=hippogriff 4=cave bear
80 Wyvern is ridden by d4 1=orc hero 2=evil 5th level wizard 3=evil 4th level priest 5th=evil cultist knight
81 A dozen hill giants drunkenly lumbering about commanded by an orc hero and an orc squad of pikemen
82 A dozen orc heavy troops with composite bows, poison arrows, scimitars in chainmail, led by a hero with cursed evil blade and pet warg
83 A dozen lizardfolk warriors serving the dark lord against humans, these use obsidian war clubs and javelins and blowpipes with poison, led by a hero on riding giant lizard 
84 A dozen trolls marching to an orc drummer with a dozen orc pikemen and an orc hero behind them 
85 Goblin skirmishers are busy setting fire to forest or houses or something unwelcome
86 Dozen orcs riding giant boars from distant land led by a hero and druid companion here to kill those serving the dark lord, mostly avoid locals but enemy orcs fear them
87 Evil wizard with succubus or incubus lover trying to get back to dark lords side with espionage documents, if cant avoid others will pretend to be agents of the kind on a mission and if that work might try and lead the party to a command outpost to kill. Outpost will have at least four dozen words, a d4 wards and a 4th level evil orc priest
88 A wraith roaming the woods spies for the dark lord and reports adventurers location to the dark lord who sends six wyverns ridden by 4th level evil priests 
89 A wraith riding a zombie wyvern attacks non-allied adventurers
90 Chaos warband of thirty mongrel monster maniacs not affiliated with dark lord but up for raiding and looting and fighting. Goatman hero leader has harem of d6 chaos shoggoth lovers
91 Drums indicate hundreds of goblins running through area eating everything, most animals hide or flee
92 A dragon flies overhead and will ignore most travellers unless it is tempted by treasure, then it will breathe from the air than land to mell
93 A hundred orc heavy infantry marching and charting war chants led by an orc hero and evil priest adviser
94 A hundred skeletons marching with necromancer lord 9th Lv wizard, some of them play jaunty marching tunes on bone flutes and human skin drums 
95 A hundred corrupted human cultists 
96 A great demon of shadow and fire, flies overhead unseen for an age, a fallen demon angel serving the dark lord and thought all on earth killed by gods long ago
97 A great gaggle of over a hundred chaos tainted mutants shunned by the good and pretty relish the dark lord coming and have started murdering up to demonstrate their support
98 A spectral army of damned souls sworn to serve the dark lord long ago, now a hundred of these spirit warriors march as if they still lived
99 Army of 100 orc pikemen 100 orc heavy infantry 100 goblin archers 40 orc warg riders, 6 Hill giants, 4 megaceratops with cannon platforms on their backs and 80 goblin baggage handlers carry supplies in read and strip land of anything useful or of value. Each group is led by own hero and force is led by a demon who rides a shadow dragon
100 A colossal vessel of the dark lord has arisen, a terrible burning giant that lays waste to all in path with a hundred cultists following all chanting and sacrificing victims to him

War Against The Dark Lord 2: Wonders
01 The day grows shorter as twilight and sunset become several hours shorter
02 A great distant forest fire rains ash and sparks and smoke over a huge area for days. Chokes the air and reduces visibility and local spot fires startup
03 An eclipse long prophecized strikes panicking many peoples and paralysing both sides for a day
04 A great and terrible storm with gale-force winds sweeps over land destroying crops, damaging buildings and terrifying everyone. No forces move a d4 days
05 A volcano erupts surprising many, mostly darkens sky with smoke and makes sunsets more red and orange, but locals report damage and fire creatures spewing from the crater
06 A quake strikes the kingdom seemingly targeting many fortifications 
07 Heavy rain causes flash floods in lowlands and some people lose everything and even lives. Spreads chaos and hardship till giant beavers arrive to save the day
08 Bats swarm over the whole sky, millions upon millions like dark clouds
09 Coastal tsunami damages ports and fishing villages and many ships are lost
10 A plague breaks out in some cities as they prepare defences for war
11  A priest leading hundreds of singing peasants with flowers who are going to prey the evil one away with their love. The priest is mad as his secretly a doppelganger assistant has been poisoning him with madness drugs and mercury. The doppelganger really wants this scam to work and get promoted by the dark lord
12 An evil priest promises listeners life if they serve the dark lord and offers to take those willing to service and life behind enemy lines. Many desperate people are convinced by the promise of food and freedom. "Don't believe the lies, serving the dark lord is great!"
13 Baggage train of supplies in oxcarts heading to troops and needy is held up. An evil bard is trying to convince the quartermaster to take it all to the dark lord for gold and a title
14 A hundred orc spearmen and 40 goblin archers are leading the whole population of a village and several wagons of goods to the dark lord
15 A force of 100 barbarian horsemen from the frontier and a force of 100 knights have met on the road and the leaders are busy fighting about who should command and follow who and where the enemy is, this will continue for hours 
16 A sprawling force of a few dozen militia and several hundred irregular commoners with slings, bows and farm tools has united under the command of a naive young priest who marches to the enemy
17 Thousands of refugees swarm, abandoning heavy goods and broken wagons, some lost children and injured elderly crying for help
18 A wounded demoralised army retreating without any leadership fleeing and abandoning equipment, hundreds of men mostly wounded. Howls of wolves, drums and trumpets are behind them 
19 A priest driven mad by dark lord agents with drugs has assembled a children's crusade of three hundred city urchins with sticks and stones to fight the dark lord. All are hungry and cold
20 A recruitment station ahead has received two hundreds of recruits of all walks of life. Another hundred camp followers and refugees gather here also. Bard criers inform regularly new war and mobilisation news, people seem optimistic
21 A massive orc and goblin force is attacked by a third force of foreign orcs who set the orcs and goblins of the dark lord fighting while they flee. The force breaks up and scatters 
22 A marching army of undead is attacked by a fighting force of priests who route the undead scattering thousands of skeletons over the land all confused without orders
23 A halfling ventriloquist causes a dozen ettins to fight each other leaving several dead and most hurt. Then he starts taunting them again. 
24 Treants and tree spirit folk pour from the woods and route a goblin army 
25 A marching army of orcs halts. A wizard leader receives a message from the master and the whole force change direction to some distant cause
26 A marching army of orcs are repelled by halfling militia in trees throwing rocks
27 A great mighty wizard appears and routes an army of orcs and goblins
28 A hoarde of wildwood folk all hairy and naked and serving the dark lord are met by druids who convince them to change sides
29 An army of works is routed by mostly spells from elvish force who move in to finish off survivors 
30 A barbarian horde on horseback rout an army of orc infantry unprepared 
31 Forests are being infested with webs of giant spiders, some whole woodlands have been consumed
32 A migrating clan of ogres have set up a camp, more than  anyone in this land have ever seen
33 Thick black thorn bushes have sprung up in many places, blocking roads and forming huge hedge mazes meters wide sometimes, small races like goblins find it easier going than humans to cross
34 Millions of black rats swarm over the country spreading plague, eating stored grain and flowing into cities
35 A dark taint has overtaken local nature, evil squirrels and forest animals are hostile and tree spirits are evil unless someone can purify the heart of the forest in a secret druid cave
36 Hundreds of petrified fleeing human statues caught by a basilisk sent by the evil one. The beast still lurks awaiting orders
37 Squadrons of giant bats with goblin archers are attacked by giant eagles, clouds of ordinary bats and tiny birds fight around them darkening the sky, blood and feathers and bodies rain down
38 An abandoned army encampment with a few men hiding some wounded. The camp has been destroyed by werewolves spreading in the barracks now finally they have shed uniforms and destroyed most witnesses they have fled 
39 A wizard of the dark lord with hundred orc pikemen meets a cyclops leader to negotiate unity. Any interference now might ruin the meeting and possibility of the cyclops tribe joining. A dozen fighting cyclops are ready. It might be possible to get cyclops to help humans but this is harder
40 A colossal giant black undead wolf Carnix walks the land with a two dozen zombie wolves. The beast was released from the underworld by the dark lord and it longs to feast on humans
41 An army of orcs moving siege equipment, one of the weapons is worshipped as a minor god with a priesthood who care for it and it is pulled by a team of six megatheriums. The orc army includes 100 siege engineers 100 pikemen and 100 crossbowmen. The cult weapon is d4 1=Ullzauel the god cannon 2=Luran the violet ray apparatus 3=Gorizol a machine with lense to amplify a basilisk gaze 4=Hellspitter a machine that shoots a 20d6 fireball using gems as ammo 
42 Orc sappers have been digging and using black powder to divert a river that could flood all the lowlands. The massive earthworks are visible for miles. Once close see they are using human slave labour and have built a camp where the river diverging will destroy
43 Wizards have made vast black stone walls blocking roads and waterways causing chaos
44 A great string dust cloud is moving among it thousands of zombies moving in a herd to the dark lord's design. This control is based on a relic that might be damaged
45 A vast lake of mud has been created by wizards to block certain road routes and supply lines of the king's army. King's wizards hope to make a path through it by turning mud back to stone but mostly the land is ruined
46 A dark lord wizard unleashed a wind of death causing every 1HD or less humanoid to save or die as spectral death spirits slay those who fail with scythes and carry souls away. Survivors are horrifies 
47 Water is tainted with chaos in the area, strange plants, animals and mutant locals turn evil until taint is stopped
48 A great tribe of forest orcs unwilling to get involved in this age of strife using their druidic relics to all turn into trees for a few hundred years to the dark lord has gone or someone can find a way to revive them or convince them humans would cooperate against other orcs
49 A great barbarian prince with his burning spear Bloodbrand leads his army to attack an orc camp and personally slays a death knight hero of the dark lord
50 A great gathering of naked orcs standing about aimlessly. In the middle in a great muddy pit wizards make new orcs from the mud. Apprentices try to encourage orcs to try weapons and learn evil language commands. In a few days, they will be ready to fight 
51 A comet passes overnight, next day plague has broken out across the world
52 A shooting star crashes actually a greater demon entering the world released by the dark one 
53 A great burning light of the dark lord is seen blazing over the horizon shooting bolts of power into a great dark hole in the clouds above
54 A great spectral projection of the dark lord appears in the sky a supposed portent of his divinity according to the cult
55 A river turns red with blood, choked with corpses and body parts
56 Sixty orcs are digging up a graveyard and assembling skeletons on tables for a necromancer to make into skeletons. Have about 70 so far make a dozen a day, plan to be here a week
57 A giant cyclops orc hero leading a horde of a hundred irregular wild orcs with his great spear Grimsplinter a poison evil weapon used in the dawn age to kill an elf king. Has a personal guard of ogrillion orc-ogre hybrids
58 Great colossal drake Gloomfang unseen for an age plunges from the sky and destroys a town with fire and rages in the flames screaming
59 A vast dark shadow covers the land as armies of darkness advance allowing them more freedom in daylight for many cave born orcs and undead. As the armies advance dark priests plant monoliths that expand the effect, A temple in the dark lord's realm controls this effect with an artefact called the Cradle of Darkness
60 An ice lich riding an undead woolly rhino leads an army of a thousand frost covered zombies, spreading winter like conditions as they advance. The lich carries an artefact brings winter with it and has six living dark elf luitwnants riding winterwolves
61 Evil dwarves explode a cliff face revealing their great garage magical war juggernauts and a few iron golems to roll out over the land and crush humanity for the evil one
62 Dark elves call the great gnawing underworld dragon Nidhog to kill all the crops and fruit with blight overnight. Each night the dark elves affect a new district riding on wolves
63 Goblins call on their great worm god to spawn a plague of maggots that eat any food or crops on the plant then gnaw on wood or animals. Takes a few years to die off
64 Spiders have woven great cables over vast distances they can use like a telegraph system to send messages. The cables can be followed to spider operated stations and a hub connected to the dark lords command
65 A colossal spider monster bursts from the earth with her army of giant spiders
66 Tarrasque has been awoken by the dark lord and is being directed by a gold torc that hurts the beast. If freed it goes for the local dark lord HQ to destroy it
67 A great insect hive of evil tainted termite folk grows towering over area as trees stripped and earth scoured for construction. If the evil tainted queen is killed the colony die
68 Orcs are razing all the trees in a valley to build a gargantuan construct to house the essence of the dark lord if his current body fails
69 Goblinoids are digging a vast pit with slave human labour digging up a giant armoured corpse of a past form of the dark lord they hope to revive (you cant have 2 dark lords right?)
70 A local leader has camp with four hundred refugees, 100 spearmen, 100 archers and 100 horsemen. The king has been confused by his evil bard and is paralysed with indecision and has locked up their heir who dared disagree in a bout of paranoia. Orc scouts know of their plight and dark forces gather
71 Hundreds of forest animals and faerie folk and tree spirits pour from the woods and send a army of monsters fleeing
72 An orc force is under siege by a larger horde of beastfolk united against the dark lord and his wizard scum who tortured and enslaved beast folk in the past
73 A river or stream is polluted and banks fouled. Following upstream is a basilisk lair where the dark lord left an egg to hatch under a toad to poison the area. Stone statues of adventurers and goblins are scattered in the area
74 A sinkhole collapses getting bigger and bigger changing area with a rubble-filled flooded depression. Strange creatures of the deep scuttle out like giant bugs and worms later weird giant fungus sprouts everywhere around the area
75 The giant fungus is growing everywhere rapidly and spore spots develop on trees and plants. This fungus attracts giant bugs and worms and flies to the area and goblins love to forage here
76 An orc hero druid priestess riding a giant stag leads orc barbarians and hopes to liberate deluded orcs from evil and reconnect them with their spirit ancestors. The orc army will grow and the dark lord will send assassins and monsters to destroy her. Eventually leading orcs against the dark lords HQ
77 A black strange castle fades into reality like some phantom, undead winged apes in service of the dark lord swarm out to kidnap victims for the castle. The alien tentacle faced ultraterestrial  wizards from beyond inside drain victims souls to power the castle jumps and the bodies are encased in armour as undead troops. The dark lord only called them out of desperation as they will always betray him eventually
78 A great web structure over hundreds of yards part of a huge cable goes into the sky out of sight. Spiders guard the base and keep a look out for fire they will try to smother out with fresh webbing. The dpiders have tethered a star to the earth and agents of the darklord have invaded a celestial palace of a star spirit and her elf courtiers. The dark lord caught one of her spies and struck first fearing she might gather the stars themselves against him. An evil wizard advises the orc hero with a famous scimitar Moonrazor. The star eas sitting on the fence as stars do but now if freed will reward rescuers and send owls to the other stars and the celestial bureaucracy to get the gods acting. Her influence sheers decades off process. She offers advice on the dark lords artifact locations and weapons that could be used against him 
79 A great tree has been felled and partly burned. Aparently some faerie folk lived inside and in the roots blow. Various local talking animals, spirit folk and faries have gathered to bury friends. Nice cottage decor has been smashed and charred. A good opportunity to recruit a unusual follower. The critters might be motivated to fight or help
80 A winking star has appeared revealing the evil one has released a new great demon to the world and his cause. By day the demon appears in various battles where needed by the dark lord
81 The pole star shine bright larger than ever, a sign evil fears. Polestar sends spirits to the mortal world returning lost hero weapons from thousands of years ago that the dark lord fears. Across world heroes who have heard of the polestar myth look up and wonder if they will receive a gift
82 A great gateway opens in the mountain releasing shadows and zombies and skeletons. Distant chanting of cultists can be heard keeping the gate open. If slain the gate closes. The cult have a relic, special books and magical ingredients required to open this. The head priest of darkness is a famous evil hero and wanted criminal for killing royalty
83 Strange green and violet glows flicker and dance about in the northern sky. Some say this is god battling the darkness to weaken the dark one 
84 A strange luminous cloud passes over area inflicting many with mutations. Some locals are quick to shun or even kill mutants so many are forced to flee unless someone stops theses troublemakers. The condition might be cured with a rare lawful herb
85 An ancient wizard tower is under attack by a hundred orcs who have improvised siege weapons and await some black powder kegs or a cannon. The wizard guards a relic feared by the dark lord that could greatly aid the good forces. A spirit might inform the party of this but the wizard will be reluctant to use the weapon
86 A great crack in the earth opens releasing a d6 dragons and 3d6 wyverns who proceed to cause trouble. Twisting tunnels to the deep may release more monsters
87 A vast area covered in mold where people die from choking spores and the dead arise as fungal bloated undead. A fungus demon noble trapped in a apparatus at the centre held by the dark lords wizards. If freed the demon offers to send minions to aid when released it
88 An army of the darklord has human slaves digging up what seems to be a silver tower that fell and was buried long ago. Strange weapons of law are inside the wizard leader of the expedition hopes to claim
89 A great gathering of wild hairy naked wild folk with burning whicker man idols meeting at sacred stones. They are debating in their rare language which side to join. One who has served the dark lord as a dark hero offers death to the clothed folk and their stupid gods. An older king priest disagrees but is being burned tonight. Various candidates fight to be the next 7 year ruler including the dark lord agent who cheats with his priest and wizard followers. Humans mostly unwelcome but demihumans, beastfolk or halflings might get a say or chance to stop evil plots. Most humans don't know these wild folk exist or ever meet and would fear them
90 A serpant man wizard leading a lizard folk army with veloceraptor cavalry and a war trex. The wizard rides chariot pulled by a triceratops and has a dark elf chariot driver. He is doing a favor for the dark lord just this once an unpopular decision. If he dies the rest will likely return to their hibernation dungeon till the next apocalypse if given the chance
91 The moon changes colour to a strange eerie red and the whole night sky is filled with dim red light, a preview of what will happen if evil wins. Moon cultists determine a certain moon ziggarutt run by amazons in secret is under siege and is key to saving the moon. Inside is a gate to the moons celestial palace where evil has infiltrated
92 An evil star falls actually part of world left from creation demons have inhabited for aeons. The dark lord has brought them here to spread chaos but the demon prince of what is now a huge flaming crater seeks dominion over area. Demon cultists and chaos fanatics begin a pilgrimage here
93 Great burning evil eyes in the evening sky make everyone in world have lower saves by -2 each night until dark lord distracted or the aparatus used is broken. Experts know of the relic from previous use 
94 On the highest point in the land orcs are erecting an ancient design of a wizard defence tower that will be able to shoot burning rays to anything in its line of sight. A great crystal to power it is being moved to the gem in wagons with an escort
95 Ankheg giant burrowing bugs fill the area with hundreds of trenches, tunnels and pits intending it to be a future fortress. Once bugs hold strategic points as guards goblinoids from the deep pour out and man the bizarre fortification choking the area and expanding. Fungus thrives in tunnels with gobbo care and other giant bugs move in. Area will be prone to bugs and giant fungi for a long time
96 Magma pours from volcanic vent with lava forming a great basalt wall blocking a natural chokepoint blocking armies. If stopped quickly by killing salamanders chanting in the rift can be stopped 
97 One of the great dragons of evil is attacking a crumbling fortress with it's orc troops where an important future hero lives. Elves riding griffins appear and drive the beast away with lightning wands. Will anoint the chosen youth with gifts (and for family) and insist child goes to faerie land for training till right moment when needed (child returns as adult knight hero anytime)
98 Somewhere in the world a halfling messes up one of the dark lords infernal apparatus. Flickering lights in the sky alarm experst world wide and various evil relics and communications of the dark lord are crap for a d4 days till fixed. Perhaps the effect can be repeated at right time by good allies  
99 A gigantic dwarf golem the size of a small fort has a defensive force of 40 dwarf inside to shoot crossbows or guns from battlements in the titan. The giant lumbers to the nearest dark lord base to start smashing until eventually a greater demon or dragonfire destroys it. Once war over will march into a door in a mountain to be sealed till next time
100 A major force of the dark lord is camped ready to march. Someone somewhere lures away the wyverns patrollingthe sky away. Grey gnomish airships from a great door in a mountain come out and from extreme altitude drop poison gas, burning oil and black powder bombs on the army horribly burning and melting and blasting the army. Wyverns return confused and think they will get the blame. The next day survivor orcs come out in the plague and the area is diseased for a long time and taints the flesh of local animals for decades

note i am infamous in my crew as not liking flying ships or balloons in anything but my deep gnomes are near victorian tech level scientific murder hobos. Princess ark was probably the best thing in Dragon mag for years but at the time i wanted spells and rules and was getting grittier history gaming. When Known world was Mystara it became unusable to me. 

Tuesday, 31 March 2020

Noble Lands of Auldwood & The South




































Thirty years ago the civil war began breaking the third empire into seven warring kingdoms. The north has been in decline, ignored and civilisation has retreated. The so-called noble lands were a quiet retreat where nobles rested. Though outside those towns are in the great Auldwood. An ancient forest where strange things happen and spirits haunt the dreams of humanity. Many small knightly keeps dot the forest, all isolated by old families many with strange secrets, local hauntings and curses. Weird things happen here and old fairy tales come to life. So I'm reinventing this region to be more horrible which seems to work as a method.

http://elfmaidsandoctopi.blogspot.com/2018/10/improved-timeline-and-mythic-genesis.html
http://elfmaidsandoctopi.blogspot.com/2017/04/sour-hill-sandbox-setting-ideas.html


Main Themes
Visiting various places in a haunted forest and cursed manours
Class system is obnoxious and adventurers are ambiguous and don't fit in
-only nobles may ride horses or freely trade in magic items
-knights are better than you and unlikely to let you in the nice places
-commoners resent upper class or rich who ignore injustice
-rich when isolated get up to terrible vices and blasphemous frolics
-if swear an oath to nobility and granted land and title only way to join the nobility
Cults, criminal magicians, evil priests, dark faerie powers from beyond
Return of prehistoric powers and the old religion as state crumbling
Faerie tale reality and dreamland powers are spreading

The Three Big Towns of the Noble Lands

Ironton - mining, smelting, weapons and arms made for the great civil war, garrison
Seaton - 
port with many exotic goods and magicians live
Silverton - local capital, a centre of nobility, vice, churches and trade

Three Littles Villages (with a royal coach house)

Bogton - swampy village of inbred degenerates and cults
Hoboskull Pass - once a murder hobo camp, now a small fortified town
Wulfton - where the forest brotherhood patrols the Auldwood roads
Marshton - sleepy decaying seaside town partly sinking into the sea
Turnipton - sleepy village of commoners steeped in odd local customs

Knightly Castles

Small castle = pop 40-100 Large Castle = Pop 200-500.
Knightly combat sports, slavery and invitations to far off wars common but they prevent local fights. Lots of knightly clans here players could be related to. Knights roam about lots and broke knights become robber knights.

The Dale Lands

Swamp Castle - protects and controls Bogton and fighting Robber knights
Red Castle - built on fort of the old faith destroyed in bloody battle, home of the red order
Moon Castle - haunted ruin where a cult was vanquished
Lake Castle - misty fort built to stop lake monsters migrating and smugglers
Moor Castle - built to watch over eerie moorlands and protect from bandits
Mandrake castle - 
protects and controls Turnipton

Auldwood

Castle Night - isolated secretive noble visited by strangers mysterious parties
Castle Black - ruined haunted keep where a supernatural lord rules a court of monsters
Forest Castle - great castle on a forested hillfort where old woodland cults flourish
Castle Blue - dynasty of cursed lecherous murderers rule like tyrants over the area
Castle Grey - haunted castle where shadows and robed black templars have been seen

Highway 
Castle White - holy order watches over the undead from the dwarven ruins
Castle Bright -  order of paladins from here search for lost holy relics
Yellow Castle - sulphur deposit makes it popular with alchemists but very smelly
Wolf Castle
 - protects and controls Wulfton and is headquarters of forest brotherhood
Marsh Castle - protects and controls Marshton and patrols versus smugglers

Coast

Castle Azure - charming coastal fort where some see sea faeries & sprites
Snake Castle - ruined when lord let old faith savages to take over decades ago
Lead Castle - fortified mining outpost controlling mountain pass and coast
Cliff Castle
 - bleak castle on a huge cliff watching the sea rude to visitors 
Sea Castle - a bustling seaside castle with of thriving shops and inns
Castle Green - a ruined estate that has been reclaimed by the woods and some curse
Castle Rock - ugly rude castle built by goblins and taken by humans

Ruins

Dwarf Ruin - a ruined underground dwarf city which occasionally discharges undead
Castle Strange - 
ruined fort of prehuman alien creatures vanished here long ago
Witch Castle - the stronghold of ancient faith destroyed long abo but faerie haunted still

Tables 
Generate minor estates and manours
Local curses or weird events
Courtly stuff for knights
Spirits to meet on the road
Cults and factions

Wednesday, 24 April 2019

Sour Hill Region Notes






































So Ive talked about Sour Hill a bit to use in my 3folds vol 31-40. Ive been making post apoc art for series 3 post apocalypse set. Here Im expanding this region a bit and have played with the maps of both a bit. Might still change some names.

Sour Hill was a former castle town with thousands now on verge of total collapse and a borderline ghost town. Monsters have started walking the streets more. Once the cathedral went everything fell in decline. Grandparents here remember a thriving wholesome town, the jewel of the north. Traders come mostly to scrap buildings for cut stone. Former pop 2000, Current pop 400.

Sourhill is a great circle wall the a gatehouse in each compass point, a great tower, a keep and remains of a cathedral which was mostly removed by the church and eventually destroyed the region. The Quarters are Smakley where pious church folk lived, Grunton where pig farmers lived, Dirton where farmers lived and Clankton where traders, crafters and shopkeepers lived.

One former lord of the town kept monster menageries and believed the right amount of monsters was good for the economy but too many threw out the balance. Once he died monsters all over the region thrived out of control. The Monsterarium ruins are overgrown but still there. A goblin freak show operates here still. Slavers sell goblins, kobolds and orcs to civilization from here.

Murder hobos and cultists walk openly now. No new lord has moved in to manage the region, wars have kept kings too busy to share.

Long ago a thriving Druid cult ruled the area leaving megalthic stones and artificial hills everywhere. Current people fear there ghost haunted places.

Seagrave
is a fishing village but smuggling, fish cults, looting ship wrecks is more what it is known for. Now the law in Sour Hill don't come it is getting worse. 
Current pop 200.

Tinvale was a very old tin miners village. The adjacent mines are almost depleted. Miners often dealt with cave folk ghosts and graves here as the mines were thousands of years older. Years ago someone got the bright idea to bring in a breeding pair of kobolds, these goblin-brownie hybrids quickly took over and now fill the hollow hills. The idea was to get the kobolds to mine in return for food which worked a while until others traded them in secret with iron and the kobolds became well armed. Turnip production is now the main industry but tin miners and smiths still work here. 
Former pop 800, Current pop 200.

Icewater was settled by viking mercenaries by a king needing mercenaries over 400 years ago. They don't feel kinship with outsiders and mostly fish. Still barbarians with a old storm god cult they are wary of civilization that betrayed other settled clans. They still trade with the far north kin and can call on them. The local mountains and forests have trolls, dwarves, elves and other monsters. Berserker cults thrive in the area but are unwelcome in peacetime in village. 
Current pop 400.

The Well Known Ruins are on common maps. Technically some are still settled by hangers on and enjoy a lack of tax collectors.

Eastmoor Hall former seat of knight who was warden of the Eastmoors, now a shunned ruin with a dungeon

Scar Hall
 former seat of knight who was warden of the Eastmoors, now over run with kobolds, stirges and worse

Runtly former village where the undesirables and murder hobos kept out of Sour Hill lived but now most have moved their. A ghost town where bandits still camp and a few desperate locals live. 
Former pop 200, Current pop 40?

Barrow Hill full of burial mounds, standing stones and foundations of prehistoric villages. Haunted by wights and other undead mostly shunned. Druids in the local forest and wild folk come to worship here and other megalithic sites all over the region. They also maintain huge cut turf artworks and rock carvings.

Hobbsville was a thriving village of miners, craftsmen and a traders stop. Now it is mostly empty and the remaining residents are devil worshipers. Traders shun it now but some old maps show it as a good place for food, drink and safety. Former pop 200, Current pop 40?

Squidgate a fishing village in decline as fish disappeared and the remaining residents are now squid demon cultists who worship a kraken in a cliff cave entrance that goes under the village. Very few ever visit. Former pop 200, Current pop 40?

Fogville once a farming village but life was always hard and it was abandoned years ago. Some might live in the ghost town but most have heard the village is haunted and the local moors prowling with evil. 
Former pop 100, Current pop 0?

Crabapple Cove a fishing village now miles inland as sand choked the inlet and smothered the area. Nobody lives at this wind swept sand choked ghost town. 
Former pop 200, Current pop 0?

Skull Camp near the south highway entry to the region is a murder hobo shanty town thriving from local dungeons and is the only growing place. Authorities to the south are increasingly interested, mostly it is run by a thieves guild man now (see my murder hobo book and maps). There are multiple maps detailing from the first few tents to a small fort over many years (need to do one more).

Whitecliff/Whitelake/Whitefalls a huge frozen glacier and iced over lake are here, meltwater forms a waterfall and feeds a small river (Icewater stream). Things live in the ice caves and most shun the area.

Ideas for 3folds on this

Kobold Cull in Tin Mines
Stone age cavern complex
Great barrow complex
Squidgate cult?
Wizard dungeon under Eastmoor Hall
Scar Hall a beginners ruin
vol 7 region detailed
vol 10 Sour hill detailed

Will detail the monster management theory of stewardship sometime.

Sunday, 21 April 2019

Sour Hill



























Sour Hill region based on old blog post, history of Old Sarum and to expand on my 3folf land setting which is on continant below Exile Island and Shadelport.

3fold project hick up?
Do I really need SRD when i don't mention system but have some non ip monster statblocks.

If im gona do a post apoc/psychon series im stumped for art. Might put off until i do a KS to buy art later in year. Possibly old pulp mags out of date or public domain.

So the town of sour hill had it's church shut down when nobles feuded with bishops. The cathedras was dismantled and moved causing town and region to decline. Plus tin mines declined and monsters got worse. With continental civil war region is forgotten and depleted. Lots of pagan ruins and turf art and standing stones. Cults and murder hobos are everywhere.

Will need to do fortified Sour Hill town map, nearly a ghost town waiting to be overrun.
Several villages, i might add my murder hobo skull fort down south on highway.
Ruins in Eastmoor are a hall like ones on 3fold.
Tinvale near tin mine dating to stone age roiddled with tunnels, undead miners and kobolds
Seagrave full of wreckers, smugglers and fish cults
Icewater folk hate strangers
plus some prehistoric ruin monuments

Tuesday, 7 August 2018

Wizard Towers and Tainted Settlements

























So In my village and city generators there are evil cities and villages and towns. These are tainted by remnants of the various pre human empires when monsters ruled the world and the first human civilization the age of necromancer kings. So there are many settlements tainted by the past ages of evil. Barbarians especially hate them and destroy many, following from how they ended those former empires of black magic. Those that survive are well defended often by magic or natural features.

So firstly a repeat the cult table handy for random settlements from evil.
Then a table of evil features for such settlements,
Then A bunch of stuff for wizard towers.


d4 Main Evil Building Type
1 Wizards Tower - home to a wizard and his students
2 Evil Ziggurat - great ancient temple of a evil god with priests
3-4 Warlords Keep - ruined fortress of the monster empire or necromancer kings

d20 Settlement Cults
1 Arachnid Cult of the nefarious Spider folk
2 Amphibian Cult of the croaking Frog folk
3 Ichthyoid Cult of the underwater Fish folk
4 Reptilian Cult of the cosmic Serpent
5 Cephalapod Cult of the vile Squid folk
6 Carrion Cult of the fiendish Vulture folk
7 Chiroptera Cult of the horrible Bat folk8 Cult of the Worm, the fallen underworld god
9 Cult of the Insect, the million god, the great swarm
10-11 Elemental Cults
12 Giant Cults the enemies of the gods
13-14 Dragon Cults, the Dragon Templars
15 Demons Cults
16 Devil Cults
17 Cult of famous monster lord or necromancer King
18 Wizard cult often feigning religion or a secret society
19 Wizards school occupies the temple
20 Warlord personality cult or prophet fanatic

d20 Features of Evil Settlements
1 Gladiator fighting pits
2 Monster breeding pits
3 Cages of prisoners exposed to the elements
4 Sacrificial altar covered in gore
5 Flailed human skins nailed to walls
6 Ash covered podium for burning victims alive
7 Prisoners chained to walls or stock 
8 Huge symbol on plaza for public summoning
9 Gibbets or nooses with rotting corpses
10 Huge piles of skulls and bones 
11 Vultures, jackals or hyenas on the street
12 Walls painted in blood
13 Dungeon complex with entrances in street
14 Chained slave and auction post
15 Public torture park with stocks and torture machines
16 Harem of rulers lovers and courtesans 
17 Evil relic kept by ruler safe from enemies that grants them powers 
18 Sadistic prison holding captives of the ruler
19 Crumbling ancient monument
20 Ancients ruined citadel from a wicked age of magic

d10 Evil building materials1 Used evil clay tablets from black magic library as bricks
2 Using sections or walls from older structure with engraved art and text
3 Stones recycled from ancient monuments
4 Bricks dug up in a brick mine from ancient city
5 Black basalt blocks
6 Limestone blocks covered in calcium secretions
7 Black and gre or red or green marble
8 Plastered and painted with art over rough stone wall
9 Crudely built from irregular cyclopean stones
10 Volcanic back stones some cast in mould

d20 Evil Natural Features

1 Bubbling sulfurous pools and chemical deposits
2 Bubbling hot spring with mineral formations and steam vents
3 Vent of gas from the underworld d4 1=stinking cloud 2=death 3=visions 4=sleep
4 Lava pool good for sacrifice, execution, smelting and waste disposal
5 Dark well with Whirlpool to some underland or world
6 Dark well lair of some horible aquatic cave thing
7 Access to a underground river and cave network for travel
8 Access to underland realm with lost peoples and strange creatures
9 Mushroom cavern with albino giants and monsters and goblinoids and faeries
11 Mutant garden with bubbling portal to the realms of chaos
16 Sinkhole into gardens and ruined ancient shrine
17 Sinkhole into prehistoric cave temple
18 Tar pit with remains of ancient monsters and bitumin and oil deposits
19 Burning natural gas deposit
20 Salt lake seasonally dries in summer a stinking marsh in winter

d10 Extra Evil Defences

1 Cursed by undead, any killed near by arise as undead
2 Eldritch barrier of magic can be activated by boss
3 Surrounded by terrible weather
4 Enemies cross border all cursed with -4 to d4 1=hit 2=morale 3=HP 4=AC
5 Great unatural Aurora
6 Great Spirit or Demon lives underneath
Great monster lair d4 1=Sphynx 2=dragon 3=elemental 4=undead tomb
Great guardian golem or colossus or juggernaut
9 Ruined statues awaken as golems in times of peril
10 A phantom army of spectral minions can be called to aid by the boss

Inside a Wizard Tower
d3 Cellars
d3 Ground Floor Features
2d4+1 Middle Rooms
1 Crown Feature

d10 Wizard Cellar 

1 Cellar with junk and equipment and posibly some magic junk and valuables
2 Cellar with emergency stores for seigh including ammo and food and water
3 Monster murder maze guarding secret hiding place
4 Monster breeding pits
5 Horrific torture lab used to make d4 1=beastmen 2=chimera 3=shoggoths 4=orcs
6 Summoning pit attuned to another world or single entity
7 Prison & torture chamber
8 Black powder and alchemist supplies vault
Secret passage of hidden realm of the ancient ones
10 Undead crypt where the wizards true master dwells, a necromancer king
11 Boiler room with mutant servants lair
12 Alchemical glss apparatus making a new life form
13 Cells of failed experimental monsters used for new experiments or toys
14 Shrine to a great underworld power of darkness or one of the old monster kings
15 Bound demon entrapped in circle feeding the wizard more power
16 Crystal grotto with magical beings imprisoned inside
17 Bubbling springs cave grotto
18 Pool of protoplasm forming creatures and biomechanical structures
19 Pit of living darkness
20 Magical viewing pool

d10 Ground Floor Features 
1 Stables with pets and livestock, 1in4 with a chariot
2 Kitchen and servant dining area
3 Store room
3 Armoury
4 Smithy
5 Fighting pit
6 Prisoners hanging from cages
7 Guard area
8 Guardian monster on chain
9 Magical trap
10 Magical demon or spirit guardian

d20 Middle Floors

1 Alchemy research and potions lab
2 Apprentice dormitory
3 Wizards bedroom
4 Ornate dining room
5 Library
6 Summoning chamber
7 Vivisection lab with cells
8 Consort's boudoir 
9 Teleportation chamber
10 Magical laboratory
11 Shrine chamber with idold of gods, spirits, wizards and demons
12 Museum with mummy case, stuffed crocodile and other oddities
13 Dimensional gate chamber
14 Scriptorium with copy clerk stands
15 Art gallery and studio with paintings and sculpture, 1in4 with magic painting
16 Music room with many instruments
17 Games room with board games, cards, darts, chess, miniatures 
18 Magic mirror chamber
19 Familiars play room and classroom
20 Lounge with big fire, chair, pipe rack and hyperborean brandy

d10 Top Floor Crowning Feature

1 Observatory
2 Balcony with telescope
3 Ornithopter or balloon bay
4 Terrible burning ray sun crystal
5 Magical rainbow bridge carry you far away one way
6 Sacrificial shrine
7 Nest of horrific flying monster d4
8 Colony of animals d4 1=flying apes 2=bird men 3= 4=
9 Precision archer station
10 Bathing pool and luxury garden

d10 Evil master of Wizard Tower or Ziggurat

1 Master replaced with magical shapeshifter
2 Master enthralled by planar creature
3 Master is vassal of greater wizard
4 Master of a particular school 
5 Master is a lich or other undead
6 Master is mad with power
7 Master lusts after carnal love
8 Master wants power and to be feared
9 Master ihas another character class
10 Master is immortal or long lives

d10 Evil Ziggurat Features
1 Great ever burning fire elemental portal
2 Great fountain water elemental portal
3 Ornate archway air elemental portal
4 Garden and tree elemental earth portal
5 Demonic portal chamber
6 Shrine with sacred bed chamber
7 Sacrificial altar with waterfall of blood
8 Covered in fungus and giant missiles
9 Sunken with bricks turning to mud, flowing water and reeds on steps
10 Nest of flying monsters

d10 Master of the Warlords Fortress
1 Actually boss is shape shiftier
2 Sphynx, lamia, medusa or demon really in command
3 Bandits scum who occupied the ruined fort
4 Evil templar priest or knight serving a cult
5 Has a wizard adviser sent as agent by archmage
6 Has champion that rides some great beast
7 Master is undead servant of ancient necromancer
8 Master has extra character class
9 Has a evil priest adviser from a evil cult
10 Has supernatural pet, mount or guardian

d10 Warlord Fortress Features
1 Sprawling dungeon complex barley explored by occupants
2 Siege artillery weapons such as boiling tar, catapaults and bolt throwers
3 Sprawling cruel prison full of moaning inmates
4 Ancient necropolis haunted by undead
5 Crumbling galleries of ancient tablets of dark lore
6 Dangerous monsters in ruins d4 1=carrion worm 2=striges 3=giant lizard 4=giant rats
7 Evil monolith advises and aid leader with telepathy
8 Colony of beastmen from ancient prehuman empire
9 Ancient statues and monoliths of forgotten evil gods and demons
10 Crack in the earth leading to lost subterranean kingdom

Wednesday, 21 March 2018

d100 bandits

So as i'm doing a book of NPC this month starting work monday. So a few npc things i need to finish. I don't have expected outcomes here and taking it easy after my last project. Faerie book out in ten days public release and possibly a one sheet mini dungeon zine too. Have a patreon request for a new one.

Anyway here is bandits. These would be leader types with levels and each would have a band of d6HP thugs probably equal to their charisma.

d10 Alternatives to a 
Gruber Hole (Robbers Cave)
01 Forest Camp
02 Sinkhole cave
03 Ruined keep or fort
04 Shack in woods
05 Inside an old mine
06 Hillside cave
07 Ruined house in woods
08 Secretly live among villagers
09  Welcomed in neighbor territory
10 Agents of a neighboring lord

d10 Subtypes
01 Greedy cut throats
02 Desperate rebels 
03 Outlaw troublemakers
04 Outcaste clan
05 Robber knights
06 Inbred cannibal killers
07 Chao cultists
08 Swashbuckling highwaymen 
09 Magical outlaws
10 Non humans

d100 Bandits
01 Pat Costigan leads his killers all desperate with prices on their heads hoping to flee area
02 Danny O'Shank likes stabbing and kidnapping people but his gang pretty inept at it
03 Tamara Lantrey has lost her father and brothers and has sworn revenge on the law
04 Cordel Thistlewhite started as from poachers declared outlaws so now they are
05 Vars Drexil leads thieves from city to easy country living, so far it has been wet and cold
06 Adam Skullsplitter a barbarian with his band of killer thugs out to punish civilised people
07 Corey Sharp is a masked horse riding pistol wielding highwayman and his gang help him
08 Barnaby Grant a former pirate with his remaining crew, driven from sea by rivals
09 Xandar Cordril robs waggons and carriages and sells in other territories with gang
10 Scarper Jack and his gang of escaped convicts are terrifying desperate killers
11 Bovril Knox lost his business to rival buying monopoly rights no fights for a free market
12 Tardan Vlox hates secret police who killed his family, now he tries to trap and kill them
13 Miriam Silver had her waggon nomad kin killed for sport by "nobles" now she kills them
14 Cathy Dunart a pistol packing ex housewife turned bandit with fellow disgruntled women
15 Lori Smathers was hunted for being a witch and has freed others from persecution
16 Gan Thrull a farmer who lost his land due to noble schemes now robs them back
17 Earnest Vorderb lost everything now feels his faith justifies his crimes against the wicked
18 Candra Vorill and her gang rob tax collectors and have earned a high price on them
19 Patra Oorndan a escaped slave from a far off land leads band of wanted escapees
20 Zabrest Knox spent years as freedom fighter in homeland, now it has happened again
21 Brock Wodenson leads a band of cocky farmlad bully turned to serious crime
22 Erebus Bandersan runs a drug racket but has turned bandit to occupy his junky gang
23 Nix Thevran was raised as bastard in castle and fled rather than be controlled
24 Aleff Stagson a bastard trouble maker from good family ruined by banditry for fun 
25 Helgor Dooran a barbarian maiden with her sisters have come to push around weaklings
26 Eban Knorrad taken to kidnapping to pay of gambling debts to the mob
27 Klinus Ansil actually secret policeman, his own gang don't know and think him a thug
28 Una Strange uses fake ghosts and magic to scare victims and rob them with her gang
29 Lamar Drexil bored young sadist who enjoys tormenting prisoners for ransom
30 Belit Snark brunken thug who took to crime to avoid debt and prison with his gang
31 Dorian Swan last of bloodline his enemies outlawed forcing him into banditry
32 Simone VonLichwood, family put in prison and she escaped by pretending to be mad
33 Barnabas Thrush large man former gourmet now steals fancy food for nobles  
34 Lorian Hawkwind was a music student but his family was all murdered in a fued
35 Selas Fox turned on his family and was shunned by his friends and allies
36 Lorax Oakford betrayed his clan and then was implicated in their treason and fled
37 Lauren Morningstar tried to prove her family innocent but not enough left to bother now
38 Auran Goldrod a former merchant lord now runs a grubby gang and lives in squaller
39 Cally Griffon fights to avenge herself on her clan enemies who destroyed her house
40 Allan Scarhill had his clan killed in a war now his last kin live as bitter criminals
41 The Owl Knight leads a well armed band striking by dark and using fear
42 The Brown knight and his men wear rusty old armour and use old weapons
43 Sir Belthazar the Wolf Knight was outlawed for treason but now serves a foreign power
44 The Wood Knight and his band are increasingly wild and worshiping old forest gods
45 Sir Therizan a warlock knight with his band of killers use magic to scare victims
46 Lord Hell a robber knight whos band worship devils and drink blood of their victims
47 The Red Falcon a criminal knight who outwits the law and has spies everywhere
48 Dame Scarlet a lady knight leads a band of women knight outlaws
49 The Horned Knight roams the woods with his beastmen allies and his cultist gang
50 Sir Carnifex has carved out a lawless wilderness area and believes he can hold it
51 John Handly leads a clan of inbred murderer cannibals who terrify locals

52 Johnny O'Tool letcherous thug kidnaps women and eats them when bored 
53 Long Hand Bill discovered eating locals now parents use him to scare children
54 Varney Calan lives with band who pretend to be werewolves but are just cannibals
55 Jessie Shankpox likes to murder common folk just to feed her degenerate family
56 Carnad Bull a famous jolly drinker was caught drugging guests and eating them
57 Sarah Whittlemore was accused of witchcraft and she murdered and ate her accusers
58 Rodney of the Vale was a popular lad but was discovered eating human flesh in a cult
59 Horace Devilman leads his mutant cannibal cult and uses terror to rob without violence
60 Mother Kole has become a ogre and her cannibal sons are starting the change
61 Varga Drune worshipped vile gods and his cult use crime to cover their murders
62 Kelas Gnorr worships a beast cult and her gang dance with wild evil beastmen
63 Sirias Marsh serves fishmen and became a criminal to take more sacrifices
64 Elon Zar uses zombie labour and necromancy in his alternate society of outlaws
65 Penny Appleby and her girl gang have been recruited by witches now
66 Rodan Cole worships a god of darkness and is hoping to repopulate an old dungeon
67 Virithus Goldentoungue former astrologer has some secret noble cult members
68 Keffler Rotte worships the evil swamp god and brings it corpses to be reanimated
69 Eran Kleffer has taken up worship of a orc god and his cult  are turning into orcs
70 Vardious Karan a masked sorcerer operates a gangcult for drugs and good times
71
 Captain Moonlight robs coaches and is very flamboyant with the laies
72 Ruby Wraith a killer of the rich and has strong panache for the dramatic 
73 The Fox and his swashbuckling jolly men sing musical numbers when not our robbing
74 Dieter Greenwald leads a band who like to perform amazing archery feets from treetops
75 Mathias Grump is a depressed flamboyant drunk bandit whos heart isn't in it anymore
76 The Black Fang likes to pretend to be a vampire lord with his gang of goth noble teens
77 The Salamander uses fire to terrorise the law to avenge her family burned at the steak
78 The Vulture hides under his hideous mask and a humped cloak, really he is a magistrate
79  Iron Jim wears a metal helmet and likes to kidnap the ladies a bit for fun
80 The Cat, a former guildmans daughter now a flamboyant well planned criminal boss
81 Black Violet a sorceress who seeks cash for her gangs drug habit
82 Maria Vanderheardt a famous witch who threatens victims with transformations
83 Iokot Voorndis a wicked sorcerer who seeks funds for his illegal magical research
84 Varis Jareel a foreign wizard outlawed by guilds with his gang of apprentices
85 The Crow Master has a gang who all shapeshift into birds somehow
86 Hangis Strank a Druid who has turned bandit to rob the new church that persecuted him
87 The Toad, leader of a clan of hybrid frogmen who summon frog monsters to aid them
88 The Violet Flame, a savage cult led by a mysterious sorceress who charms many men
89 Vinny Fiddle and his gang pretend to be non magical and try extortion mostly
90 Mercurius Sagegeld steal wizard books and magical ingredients for potions
91 Armas Thunderfoot a drwf bandit with his gang of grumpy gun wielding human haters
92 Saris Morninglow a elfmaid with her wily gang of forest octopi folk (tako)
93 Needlax Bloodthorn a dark elf robber who mostly does it for the torture and murder

94 Guul Zan a orc bandit leader who has a orc warlock to make more orcs from captives
95 The Red Mite, a gnome gang who use illusions and cunning overly complex traps
96 Jilly Longfoot, halfling leader who likes to steal food and and foce captives to eat with her
97 Gnarg Blackhoof a goatman who helps local witches and bandits with his brothers
98 Ornad Blackpuss a ogre who has a gang of humans since he ate their leader
99 Pandra Olan a silver draconic shapeshifter who enjoys mischief, spellbooks and luxury. She wont let on she can shapeshift until she flees in form of a tiny dragon
100 karina Redhorn a half devil has a band of mongrel devil mutant bastards