Showing posts with label kaiju. Show all posts
Showing posts with label kaiju. Show all posts
Wednesday, 1 January 2020
In the Black Halls of the Outsider Gods
Woo had good writing buzz here from all the compliments I received...
I appreciate any feedback or discussion.
This project has legs now so here goes...
So my most recent thoughts on new content to design is explore ruins of the elder age. Ive done a few posts on my monster age of night and refered to it in my Exilon and Stnone Coast and Monster Island settings. Im a bit inspired by HPL's "The Mountains of Madness" and "The shadow out of time". Also there was a blog I used to read wich had a great vikings exploring a city of old ones in frozen north in a setting (if you remember who let me know). Brian Lumley also did vikings types exploring the corpse city of Cthulhu in one book and I used this as climax of my Viking Cthulhu game.
For this project I will touch on the monster empire in the age of night but will also look at the sealed cities of the outsiders who even the monster kings sealed away with black magic.
So my monster kings in the age of night was an age of mostly twilight and darkness ruled by abhumans serving evil gods. But even these evil gods were recognisable kin of other gods. Even demons and devils were part of the order established in the beginning of the universe. But there was before the first dawn intruder gods from the void who came into the world and hid in the dark placed under the earth and under the sea where light never reached. These beings were alien and while they might be called demons and evil gods in reality they are alien outsiders. Their insane mutterings and black magic gave aid to bad gods and demons and wizards that led to the end of the dawn age and began the age of night.
Early in this age the monster kings included worms and insect races. Bats and vultures came at the end of the age after the worms and bugs were betrayed and turned into food by their evil allies. But in the early times the dark beings from outside came from hiding and strided the world teaching blasphemous evil magic and devouring those who fled the monster kings. Some races hid in dungeons aided by the weakened good gods, many slept until the enemy were weakened. Most of the outsiders came from several cities and a few outposts. Sated by souls they rested and called more of their kind from the void.
Eventually their servants the monster kings and their gods realised their masters served only entopy and the world would be left but a husk so they turned on their evil mentors sealing them away and banishing them into the beyond. The monster kings wanted to rule forever but without their masters and new victims they turned on their allies. They destroyed the worm and insect emperors and propped up new warm blooded replacements. This was stable for a while but the dark races were lazy and greedy so they increasingly used modified humans and orcs as their legions. Finally these abhuman orc and humans revolted, then the sleeping and hidden peoples came from their great stone vaults and the old gods of creation returned ending the second age. Most of the monster races fled and hid to isolated places and beneath the earth.
Humans and orcs led by their modified kin became plentiful and came to dominate the world as the bred faster than the demihumans and beast folk of old. The ruined strongholds of the outsiders were hidden away in the cold of the north or the great lands of flame to the south or lesser outposts in hard to find places. But eventually humans found these places and some sought magic and power forgetting that the wickedest black magic of old was used to seal and conceal them.
The void is outside our universe but intertwined though ours. It is the vacuum the world was born into in the first act of the universes creation. It is a realm of anti life energy & entropy. It has magical shadow realms within its's curtain maze of darkness. Void beings guard the shadowmaze. It overlaps and interacts with many other planes such as the nightmare realms or parts of hell. Some witches walk through the void with magic or call on it's power. Evil star spirits in the sky and certain elder gods with their minions can bridge the worlds. All undead and level draining beings make use of its dank negative powers. Void beings change when they enter the world and human dreams to more recognisable horrors but made of hungry darkness
The locations of these cities are in horrible places.
The evil gods and monster kings placed magical barriers to keep them hidden.
The entrances are usually sealed but there may be several
These hazards might be resisted by means of magic or research
The great chambers of the citadels are organic shaped like organs, bones, shells or exoskeletons. Perhaps these alien cities were once living and may again. Many chambers are unfathomable and the script of the outer ones is inscrutable. The chambers are huge for titanic outer horrors. The outer seals are in the script of the monster kings empire.
d12 Main Locations of the Citadels of the Outsiders
1 Buried under a glacier or in a frozen waste, partly exposed
2 Buried beneath the sands in some desert, partly exposed
3 Under the sea with some peaks having formed islands
4 In the sea surrounded by great weed sargassums for miles
5 Buried under a mountain dropped by gods
6 Hidden in some isolated lifeless wasteland, partly exposed
7 Buried under a plane of ash, partly exposed
8 At the centre of a plain of glass, partly exposed
9 In a volcanic crater surrounded by lava, partly exposed
10 In the heart of a foul swamp, tainted by the cities evil power
11 In a huge crater full of boiling mud and steam geysers
12 In a boiling acidic lake with toxic mineral deposits
d12 Obstacles to finding the Citadels of the Outsiders
1 A veil of invisibility keeping it hidden
2 A veil of illusion keeps it hidden or frighten outsiders away
3 A invisible maze of force walls
4 Tar pits choked with prehistoric bones
5 A horrible stinking miasma carrying the plague
6 A barrier distorts time and space making direct approach impossible
7 Poison smoke from the ruins kills all life in area
8 Corporeal undead burst from underground as approached
9 Non corporeal undead spirits swarm around it warning intruders away
10 A barrier of stasis has frozen the ruins in time
11 An aura of madness drives victims to violence and despair
12 An aura of fear terrifies and ages intruders
d12 Sealed Entries of the Citadels of the Outsiders*
1 Great black basalt plug covered with curses and magical wards
2 Adamantium portcullis gate
3 Great iron gate decorated with seals of the monster kings
4 Petrified wood door with a adamantium bar
5 Bricked up with huge stone slabs
6 A waterfall of molten iron
7 A crystal wall as hard as steel
8 Magical barrier of flame
9 Pillars with constant arcs of lightning
10 A barrier of darkness that drains souls
11 A pair of idols with eye beams of disintegration
12 A prismatic wall
* There is a 1in6 chance someone has opened the seal
d12 Quick Chamber Decor
1 Room shrouded in mist
2 Eerie green light (or violet)
3 Disgusting smell
3 Sticky slimy secretions of ectoplasm or ichor
4 Clusters of mould and fungus
5 Inscriptions in elder glyphs (possibly useful spell research)
6 Relief carvings of blasphemous beings performing evil rites
7 Relief carvings of outer alien gods feasting on mortals
8 Huge decorated pots bigger than a human in groups around room
9 Rows of squat evil inhuman idols each with a small altar for offerings
10 Several huge statues of blasphemous alien gods
11 Ornamental bathing pool d6 1=dry 2=water and lampreys 3=slime 4=black rotting compost matter 5=worms 6=ectoplasm
12 Living statues or golems with 1in4 chance of broken ones scattered about usually hostile to intruders
d12 Things from the void depicted in art
1 Void walkers or void elemental's are black clouds. When embodied in the world for a time may form many clawed arms or a mouth as needed. often depicted sucking up a victim into nothingness
2 Void demons Void demons are crackling spheres of darkness energy often burning with ebon flame or shooting arcs of black lightning. Given time embodied in the world they begin to conform to the the nightmares of their cultists but worse. which frequently
3 Void knights were ones a servitor person who has become bound to a outer god and now they are out of sync and in a flux between alive and dead for eternity, they appear like shadows at first but over time embodied in the world, come to have silhouettes of menacing warriors, their touch drains life energy and those they kill become undead (greater the knight the greater the undead). In art they are massacring victims or serving some god, some have a minion of god as a familiar
4 Formless Spawn are tar like liquid creatures that can change form and left to guard holy places of the outer gods. They are near invisible in darkness to light and heat. Their touch is deadly and sometimes wounds infect a victims who gradually turns into a spawn
5 Shoggoths are created by elder magic to serve by a mostly extinct race of void travelling tentacled plant-flesh creatures. These were the krinoids* travelling worlds to study and experiment on life. In art they are showing the race of alchemists at study while shoggoths build this ruin. Sometimes it shows shoggoths as surly or resentful. Some scenes show naughty shoggoths being punished. Shoggoths are a mas of eyballs in a mass of thick ropy sticky protoplasm shat it shapes as it needs or forms into organs as they need. Some shoggoths are opaque white or black, some luminous green or blue, some like flesh or transparent a few like mass of clotted blood. They often scream out in voices of the ancient krinoids
6 Tsathlaan, the sleeping one, progenitor of wizardry, begetter of nightmares, lord of the outer void, depicted as a great sleepy behemoth that sits in a cave on a monolith, served by a race of toadlike chaos creatures
7 Nullax, the black lightning, soul eater, undeath bringer, lord of the outer void, depicted sometimes as a huge floating eye in darkness often firing a ray of anti life into the universe destroying all it sees from beyond, served by things that are undead or require negative energy
9 Xor, the endless thing of flesh, world devourer, great host of infinite parasites, lord of the outer void, depictions of a land of flesh populated by beings stranded from devoured worlds living as savages
10 Astragaran or Azog the primordial one, the mindless watcher from beyond, lord of the outer void, often appears as a viscous opaque liquid sludge that forms eyes and its colour constantly changes in a hypnotic display to drive mortals insane, served by race of insectoid-fungus beings that fly from earth into the void relaying messages and secrets of the outer gods
11 Menglar Thatan, the ravenous one, mother of a million gibbering ones, lord of the outer void, its form of a mass of stinking organic gelatinous matter that forms smaller horrendous creatures that are unique mutant spawn, most die some grow gigantic
12 Iok Kothos the kronovore, eater of time and destroyer of all, lord of the outer void, its form is a glowing cloud with eyes and mouths and all kinds of beings especially mutants and wizards worship it
*This is the default builder race of the standard eldritch ruins but there are many others not on this list
d12 Encounters inside every ten turns
1 Golem or living statues on patrol or labouring
2 Shoggoth muttering to self on way somewhere feeling hateful
3 Coporeal undead 1=jujuzombies 2=ghouls 3=wights 4=mummies
4 Non coporeal undead 1=spectral minion cultists 2=shadows 3=wraiths 4=spectre
5 Formless spawn often in form of a pool or puddle or covering whole floor
6 Adventurers d4 1=shamans quest 2=greedy wizards seek lore 3=evil templar priests pilgrimage 4=civilised murder hobo explorer party
7 Bestial albinos once bred as food to be kept in cave larders d6 1=human 2=demihuman 3=humaoid 4=abhuman 5=giant bats 6=carnivorous apes
8 Tentacled horror cavern octopus or cave squid, often tries to ambush from a vent or arch or pool, 1in20 are voidsquids that try to snatch you into another dimension to eat later
9 Voidknights on some quest to aid the masters return offer party eternal life like them before attacking, mock mortals in fights using esp
10 Swarm of tiny vermin resembling natural bugs and crawlies but not d4 1=worms 2=trilobites 3=mutant rat things 4=flesh eating moths
11 Cultists on quest to revive the outer gods d6 1=cult wizards 2=cult templars 3=occult curious adventurers 4=cult orc guard squad 5=evil abhuman shaman with with hunters and a d4 pets 6=beast headed abhumans serving old monster kingdoms
12 Unique slimy mutant spawn of some god d3 animal types and d4 huge body parts or organs, colours may vary
d100 Great Chambers of the Outsiders Citadels
01 Mummified bodies of some strange alien servitor race, crowd the chamber, who's souls song ago drained as fuel for the hungry outer gods of the void
02 A great open sarcophagus with a elder titan's corps, it's sould long ago returned to the void
03 Lesser mortal servitors of the outer gods, mummified in hundreds of niches, which extracted their sould as food for the once livingcity of black magic
04 Thousands of carbonised human, beastfolk and demihuman corpses long ago consumed by the feeding outer ones
05 A great onyx sarcophagus with seals, wards and curses containing a slumbering demigod of the outer ones
06 A voidship of the outer ones designed to return to the outer realm of darkness, a rotting alien god sits at the controls slain by something long ago
07 A great pit sealed with a basalt plug with glyphs of warding and explosive runes, faint gibbering of some formless horror within can be heard
08 A great throne where some alien titan sat long ago
09 Hundreds of ashen silhouettes of worshippers, vaporised in a flash of soul devouring dark flame from a hungry god
10 A great brazier filled with charred skulls, if lit a black soul consuming flame rises from the pit
11 A great stone arch way with symbol of the outer ones, if a sacrifice is made at the nearby altar, the gate to another elder city is opened
12 Huge deformed headed statues line the chamber looking down at a altar, if a victim is sacrificed their eyes open and they will answer one question according to the inscrutable laws of the outer void
13 A great mirror disc surrounded by elder glyphs in a wall. If the right sequence of glyphs are pressed a gate to the negative realm of outer darkness outside the universe opens. All seeing this must save vs madness. If left open 1in4 chance per turn some being comes through
14 A great stone basin is before a squatting idol with jewelled eyes, inside is a bubbling tar like liquid, a formless spawn of the outer gods that will arise to attack thieves
15 A great diabolic face in the wall, by a altar with a grid of coloured gems. If aranged in correct sequence the mouth opens and is a gate to hell. Various sequences open in various locations in hell
16 Open pits in the floor and arcane symbols decorate the chamber. If explorers make any sound insane gibbering from amorphous horrors in the pits start up causing confusion to all who fail a save
17 Rows of huge sarcophagi against a wall, each with a lever. If pulled the sarcophagi opens and a umber hulk comes out, it will use it's glare while trying to awaken other sleepers here
18 A great chamber covered in outer god glyphs and other elder languages. If any are read a whispering mutter starts up and all in the chamber feel an alien presence from beyond viewing them. Any see invisible, detect magic or true sight may detect the scrying of alien beings from the void
19 A statue of a tentacled horror covered in mouths and eyes is central to the room with a altar. If a star shaped stone is removed from the altar before the statue, it begins to come to life unless the stone is returned
20 Signs of a adventurers camp from some time ago with lifeless husks with their throats torn out and looks of agonised horror on their faces
21 Rows of glass cylinders with various races in stasis within. A control altar can awaken them if operated correctly but if a mistake made they crumble into bones. The beings are from the age of darkness and they are slaves of the monster kings sent here as food
22 Hundreds of metal jars in niches fill the room holding ancient brains of mortal servants of the gods. If one is placed in niche on altar the jar glows and the prehistoric brain is able to speak though mostly they are long insane cultists
23 Great braziers surround a magic circle of elder runes. If lit and runes read the yellow smoke forms into a phantom robed being in tattered scalloped yellow robes and a mask. If addressed the being will remove its mask causing visitors to make a save or become confused. Those victims will dream of the yellow phantom and will be able to write but not comprehend a alien script
24 Thousands of tablets inscribed with language of the outer ones and the monster empire in niches mostly dealing with black magic and contacting the outer void
25 Strange metal tables with arm and leg restraints under crystalline apparatus. If a being is strapped down and the levers of the device are manipulated a mutagen ray pulses against the prisoner. A skilled operator can induce specific mutations otherwise they are random
26 A garden of gigantic alien fungus grows here. Many have magical effects or might be poisonous, but several are ambulant and hostile
27 A crystalline sphere in the middle with a door. If the control altar is activated while a being is inside images of the beings thoughts appear on the wall. A skillful operator sometimes gets future images that might come true
28 A series of crystal sarcophagi here with open lids, if anyone lays in one while a control altar is activated the person in the niche changes into a type of abhuman beast folk. A skilled operator can produce a specific type
29 A row of crystal chairs with a helmet and restraints. If a victim is in chair with helmet and the control altar is manipulated the seated makes a saving throw. On fail they are insane, success they can read and speak the outer gods alien language
30 A huge crystal ball here is a scrying device the void dwellers used to spy with subjects known to them
31 much of the room is caved in with crushed alien servitors half buried under rubble
32 A altar with gems in niches in the centre of the chamber and several onyx sarcophagi. If the gems are taken beings take shape within coffins over a d3 rounds. The created servitors arise to attack
33 Ahuge ornamental bell, if struck all feel pain and sound continues for ten minutes, then a dimensional horror comes to see who has rung the bell. Normally the elder wizards know rituals of command and offer it blood
34 A circular clear crystal colum with a green glowing meteor inside. Their is a control altar if engaged correctly causes the meteor to glow and activated all the citadels lights. If performed wrong an alarm rings as the reaction goes critical. The stone glows too much spreading sickly rays that cause mutations and damage all in chamber. Then melts its way out of the column despite the inside flooding with blue gelatinous coolant, then melts through the floor
35 What looks like a huge alien creature is just a shed skin, if touched it crumbles to dust
36 A chamber covered in hundreds of huge eggs of some horrible being with a long hatching period, some are just broken shells
37 Dozens of man sized organic sacks hang from the ceiling
38 Chamber with hundreds of pots containing black liquid which twitches if approached, each is a baby formless spawn in hibernation
39 Huge hideous multi eyed statue looms over room. An altar in front of it has several strange relics. If taken from the room the statue awakens a huge monstrous stone golem
40 Faceless gargoyle perched on ledges overlooking the room
41 A huge stone pool in the floor full of viscous bubbling liquid that forms eyes, tentacles and other features before absorbing them. Small disgusting creatures are born from the liquid but cannot scramble out and are devoured back into the liquid
42 A huge strange metal brazier full of low value gems, if lit a unholy flame erpts to the ceiling then subsides revealing a efreeti who asks why it has been summoned
43 Two crystal sarcophogi, if a being lays in one and the control altar in between is manipulated a evil duplicate appears in the empty one
44 A huge metal mirror several stories high with a control altar before it. If altar manipulated the mirror shimmers opening a gate to a pocket universe where prisoners have been stored for aeons unaware of the passage of time
45 Salty pools with trilobites or squid or isopods or horseshoe crabs scuttling about
46 A stasis field with slave gladiators in mid battle used as a artwork, if field entered you are trapped till the end of time or freed by powerful magic (or ring of free action?). This is a artform of the elder gods and a control altar will usually be in a niche or hidden panel. Defective use of controls might leave victims turn to dust and bones
46 A courtyard with almost a hundred statues of slave peoples. A few are torturing the rest with cruel implements to dismembering and disembowel them. All look with horror at a podium in the centre with expressions of horror. All were petrified by the sight of a alien being from the void. Monsters used to stand on pedestal and enjoy the pain-garden view
46 A great circular chamber overgrown with thick carpet of mound, various monster mould types
48 Overgrown with a huge black tree in soil mass full of human like skeletons. The tree is plumbed into walls with stone pipes with a control altar for the climate controls. The tree sap is shadow ichor used to feed hungriest life eating beings. 1in6 a cultist engineer crew and a battle templar group here trying to produce the substance
49 Huge slimy black toadstools in a chamber with flying fungal moth creatures, some of the exotic fungi is walking others are squawking and gibbering, 1in4 times magicians come here to gather fungus d4 1=civilised evil cult wizards expedition 2=cult savage shamen and followers 3=goblin shaman with hero, three goblin troop squads, a hobgoblin sub boss, and a bugbear scout 4=dark elf cult of sadism self titled void elves
50 Cave is dripping with green slime with some remains of objects resistant to slime 1in4 times d4 1=+2 stone hand axe head 2=+2 stone mace head 3=+1 mammoth cape of protections 4=+1 always venomous dagger, wavy and made from meteoric steel
51 A huge coloseum sized pit half full of rotting mutant corpses 1in6 chance of monsters d4 1=ghoul 2=giant leech 3=infested with rot grubs 4=surviving mutant cant get out and eating corpses 5=juju zombies 6=demon flies
52 A museum with stone shelves covered by transparent mica sheets, in cases are 1=taxidermy monstrosity experiments 2=prototype abhuman 3=alien beings 4=human like races wearing fur loincloths with clubs looking afraid, often stealing crops
53 A huge arena with seating for giant things to watch with huge steps, in the centre once gladiators battled. For everyone who enters a random monster is plucked from time and space to battle them but usually
54 Huge room with dinosaur and monster skeletons on display with a few demon and human like races 1in3 are stuffed instead with artful taxidermy
54 Large walkway over pits each with a monster in it furious and angry, daily they get food. Are a d6 living but mad ones and a d6 are dead. A bronze golem comes from a secret door to capture new possible specimens who enter. Creatures here were once selected for death sports like the ancient Pa Ku Mun or just pitfights d6 1=giant scopion 2=giant beetle 3=giant spider 4=black pudding 5=giant frog 6=human like slave
55 Hugre room with huddling mob of ancient alien builders petrified by some great weapon of the outsider gods
56 Room of magic crystal mirrors, each can be walked through one way to a part of the complex
57 Burbling pool of lava with a altar on one edge. Victims were hurled in to summon evil fire elementals
58 Pit with a pool with a giant squid used for sacrifices
59 Defenestration pit with long drop into pile of broken skeletons. A altar by the sacred pit with a victim hurled in could summon a air elemental
60 Sinkhole with running water into a deeper cavern full or giant albino cave creatures
61 A stone circle built by giants and wizards where sacrifices at a altar summon a earth evil elemental
62 Sacrificial pool where victims were drowned or dropped into a flooded pit to summon a water elemental
63 Crystal coffins where vampire agents sleep. One magic coffin turns a human like being into a vampire under a full moon if they make a saving throw. If they fail they just die and sose their soul
64 A hundred small apartments stacked up ten stories around inside of giant pit open to sky. Slaves lived here and their humble poor belongings and signs of a battle remain
65 A huge ceiling with hexagonal tubes in stone walls where sacrifices are fed to giant worms that grew into giant bugs for all kinds of purposes
66 A funerary temple in a great pit of ravenous worms. A walkway connects it to rest of the room floor. Inside a dozen cultist sons of kyusss await to be set on the world as revenge. Intruders awaken them but a lone quiet person might manipulate their control altar to awaken or destroy them
67 A great dark black pool full of eel swarms or venomous snakes, on a platform in the pool is a relic and a anti magic shell
68 The floor has hundreds of sarcophagi lids, if disturbed by outsiders or without prayers to them awakens mummies of the builder alien race
69 Four huge pits with wheels turned by slave shoggoths, the room is well lit
70 Chamber with huge occult sigil of the outsider gods. If entered summon d4 1=shadow daemon 2=beholder 3=petty outsider god 4=alien time travellers
71 Fountain several stories too of crude rocks with a magic spring d4 1=blood 2=shadow ichor to sate hungry undead 3=slime 4=mutagen 5=healing 6=unholy water
72 Large round room with conical pit, the bottom tapers into a sphere of anihilation used for garbage or destroying things forever
73 Hall of mirrors that show dreams of random peoples across the world. Looking at them is mesmerising save to resist charm. Experienced users can explore a individual dreamers mind
74 High ceiling all lined with gigantic relief carvings of outsiders and their minions
75 Worn down sacrificial altar and cracked megaliths shattered by some attack aeons ago
76 Golem factory with clay moulds with varied head designs. A altar and slab next to a crystal coffin transfer the soul of a slave into a clay figurine to be an immortal obediant servant
77 Burned corpses of alien outsiders who built this place in chamber open to sky, some massacre aeons ago didn't have enough fuel to burn a hundred of them all into ash
78 Dozens of control altars studded with gem controls, crystal screens on walls show views outside the city if controls operated properly. With time they might unlock a few interior viewing crystals
79 Pit full of beast headed mummies a dumped here long ago. Some have bejewelled decorations. If pit entered some mummies awaken to kill intruders
80 Room with control altars with slots for cystals in them. The wall have other colourd crystals if inserted a crystal screen lowers from ceiling and
81 Area seems to have high pressure, save or noseblled and sore ears. if a turn is spent in here say examining outsider silver runes in the stone, spirits from beyond began to manifest forms starting with things resembling deep sea fish made of darkness. one a roundfor a turn 1 HD, the next turn a void demon per round appears
82 Chamber is supernaturally cold with a large frozen slab in the middle, several frost salamanders live in a ice cave inside. Frozen bodies of ancient creatures are in blocks of ice
83 Monolithic gateway
84 A series of huge silver tuning forks around room, if any struck all vibrate causing all in chamber save or get a blood nose while things from beyond become visible. The chime lasts 2d4 rounds but after a d4 rounds the swimming alien beings from beyond attack, a d6 1hd att d6 bite creatures per round come through until tuning forks stop when they vanish
85 Titanic fossilised kaiju monster, a city destroyer petrified as a form of storage for a future was with the gods. A control altar in in a niche to monitor it and possibly revive it. Signs cultists have been here taking rubbings of wall glyphs
86 Hexagonal patterned dome ceiling, panels have moving coloured lights that are disturbing to look at. 1in6 times cultists are here staring at the ceiling in hope of triggering visions. Some of them look starved and some are drooling
87 Banks of crystal coffins for draining souls and making wights, the drained life force is channelled into a statue of a outer god who devours the souls over millions of years
88 Huge pools of glowing fluid with brain squid swimming within, telepathic brains cry out to be left alone and increasingly build collective psionic power to attack with telekinesis and
89 Chamber walls are flesh with veins and tuxtured skin, pulsing organs are visible through skin. Slime filled pits grow various monsters and servitor races. Placing a sample specimen creature in pool and letting it digest lets you grow a servitor copy obedient to the outer ones. Operating a living console altar can grow other beings if you know how but most are hostile
90 Huge room with piles of treasure and chests actually all cult mimics
91 A museum with plinths each occupied one has a spotlight from above on it. The occupied plinths have various strange relics many cursed and most unfathomable. Many perform magic at some cost like HP or attribute points or levels
92 Iron golem 30 foot tall with beast head stands in middle of room. A step ladder goes up to a door in golems back to access a chair and controls. Rusted and broken golems and step ladders are scattered about but only one remains functional. Golem scrap might be useful also for magic
93 Horribly mutilated corpses of cultists killed by some unsympathetic minion of the void. Remains of their camp, spell books and magic items
94 Undead adventurer wights guard a strange alien relic plus their own mortal magic items
95 Room full of pearls actually the remains of souls excreted by gods after aeons of digestion. the pearls have a evil taint make anyone wearing or carrying them sad or sob with a failed save
96 Boulders with moulded racks for weapons including minor magical swords, axes, maces and spears all made from magic stone as hard as steel, once a turn searching you might find a better magic weapon with a +1
97 Telepathy lobsters, connect nippers to your ears and they telepathically translate and allow you to talk to other telepaths, the creatures swim in a pool and require hour a day in salt water and food. The dwell in brine pools by huge salt crystals
98 Ornithopter made from dead animal parts sewn into a hybrid monstrosity standing in its landing circle, hole in high ceiling allows it to exit and enter
99 Serpent folk ray staff 3d6 charge crystal, shoots fiery ray 2d8 damage 6 range
100 A huge broken apparatus here for some great magical effect requiring burning gems and sacrificing humans, its vessels are shattered, its scaffolding burned
One option is when inside there are a d6 doors. Every time you enter a door you go to a random chamber and and door after a turn goes to a different room. Possible some rooms are trap rooms with a single one way door inside. Obviously maps are useless.
Will be more of this stuff...
Labels:
adventure,
ancient,
apocalypse,
catacombs,
Chaos,
citadel,
cosmic,
Cthulhu,
elder gods,
Elfmaids,
Hell,
kaiju,
monster,
necromancy,
Octopi,
Sorcerer,
weird science,
wizard
Saturday, 29 June 2019
Stupid Campaign Ideas: Rolling Thunder
I need to test this a bit to get right but the city can only kill the big monster with limited atomic cannon shots. The city should be able to limp over the line damaged but win. The las cannons do 20d8 4 hex range and the cannon 150d8 to a hex and 50 each adjacent one at 10 hex range. The cannon has 10 shots each depot has 2 more. Damaged units go slower. Small Kaiku ignore 10d damage have 50HD and move 3 hexes and inflict 20d damage. The Big kaiju moves 1, ignores 50d hand has 1000HD and inflicts 50d damage. The city has mov1 10HD armour and can ram for 60HD with 500 HD. Anything at 50% damage loses a move point. The city can repair 10HD if it sits still for a round. Possibly the Salback can slow city while the birds jump on board and attack.
The Kaiku player hides lesser kaiju and depot tiles under mountain tiles. Big kaiju and city start any hex on edge of their side. Still deciding if kaiju player places all mountains and possibly puts a crater under each so they look like they have something under them. Possibly could take turns placing mountains then kaiju hides stuff under them.
In rpg game players can use cannons or steer or other things.
So will test this a bit to get economics right. If goes well I could bring out new units. Could build as a miniature game. Luka of Volet Grasslands have discussed this stuff a bit and Psychon book has city generators and I think I did some tables on D100 mobile cities. I can imagine srtipping the body of a hotwheels off road car for base for the model and toy dinosaurs and some terrain for a con game.
Tweaking still.
Suggestions welcome.
If anyone wants to test go for it
Photos appreciated too.
As long as city barley makes it im happy

Sunday, 18 March 2018
Disapointing Monsters: The Chaos Drake
Monster Manuals encourage you to recycle stuff. I like old stormbringer game that said lots of monsters should be unique. Grab at least two random animals - mash them up, add chaos features from random table. It is that easy. I'm going to do some unlovable one off monsters that are so unlovable when you kill one it will probably be the last of it's kind. Except the cursed to live ones. They need some local moral issue fixed to have the gods let you off. Monsters are the bitter venom of the gods sent to judge us. They are just Doing their job too. Will do more like this. A book of one hit horrors?
The Great & Terrible Chaos Drakeaka the Horrible Draken aka the Lake Monster aka the Doom Drake
AC 17 HP 137 (28HD) Att Peck 4d6 Wingslap 2d6 save or fall Mov 9" on land 12" water
-Only harmed by magic or silver or cold iron
-Immune to Fire or Cold +1 damage per die from acid
-Great Qack x3/day 3d6 to all in 3" radius STR save or fall over
-Baleful glare is used vs missile attacks, cast curse each round as only attack 12"
-Beings it kills arize as zombies in 24 hours
-Regenerates a d4 each ten minute turn
-Can breathe water
-Any medium creature can be impregnated with its lesser spawn 3d6 damage month later
The nest is in a underwater cave 30 foot deep in rock in middle of the lake. Their are ruins in the lake bottom of the place the gods damned. In the cave are 3d6 Zombies and the Treasure.
Finger of St Braddon cure disease x3/day, bless x3/day, +1 on cleric turning level if used as holy symbol in gold box worth 800gp
36082gp 7467sp 14569cp 7 rubied d6x100gp each diamond ring worth 1000gp
+2 giant slayer sword, ring of protection +3, boots of water walking with feet in them, rotting spell book with xd6 1st Lv, xd4 2nd Lv, d3 3rd Lv and one 4th Lv spell once belonged to a famous wizard, wand casts light spell d100 charges only works for good wizard, dagger +3 that can silence the death cry of any being dispatched
d10 Rumours about the Draken
1 It has killed over a hundred men over the years even many knights sent to fight it!
2 The great Draken is often seen paddling about on the misty waters of lake doooooom!
3 Mo mortal can slay it without the blessing of the gods!
4 A nobleman committed a terrible sin by the lake once and the Drake is the wrath of the gods!
5 The drake is furious and angry and dislikes being taunted or people on it's land!
6 The Drake of doom lives of fish mostly but be sure wicked men will draw it forth!
7 The dead it has slain walk around the bottom of the lake guarding the Drake's nest!
8 if the Drake kills it takes their body, some it eats some it takes to its nest for a terrible purpose!
9 Over the decades the Draken has become uglier and more chaotic, now it's bigger than a cow and has many lesser spawn to replace it one day!
10 A holy man tried to turn the lake monster with the finger of St Braddon but both disapeared
d10 Prophecies of the Beast
1 The monster will spawn offspring one day which will replace the beast at the right time
2 The cult of the beast seek to one day use the flesh of the beast to make chaos mutagen potions
3 Who lands the deathblow on the beast gains the favour of a god and the wrath of another
4 The lost finger of St Braddon will be returned to its' church and there will be healing miracles
5 The spirit of the lake goddess wil anoint one of the heroes who slay the beast and bare them a child
6 The Drake knows it's own spawn will replace it so it usually kills whatever beast or fool it loves
8 Once free of the curse a new village shall be built there and prosper
9 The legendary treasures of the lake will unlock more mysteries
10 When the monster ant all it's spawn are cleansed the foul mists shall depart forever
d10 Strange Locals to Meet on the way (each knows a story)1 Angus McKraken old stern man warns those who sin bring on wrath of the beast
2 Rory Gallagher a drunken old shepherd has heard the Drake and the cries of victims
3 Brother Austin Thule here to see if the holy finger could be recovered
4 Granny Argus a witch who gives gloomy prophecies and offers medical aid
5 Timmy Strange, local idiot boy plays like small child sometimes gives lucid prophecy
6 Lars Hendrickson local hunter, wants the beast dead because it took his lover
7 Gunter Nickelson wood cutter, parents were murdered on foggy night just like tonight!
8 Widow Olan mother of Timmy, lost her knight lover to the beast and has seen his walking corpse
9 Alder McDougal a chaos cultist offers to help monster hunters and betrays them
10 Hugo Jennings a young lad who wants to watch heroes fight and record their exploits, knows lots of monster lore but never seen it
d12 Local Lake Encounters1 Common zombies once common folk 2d6*
2 Swarm of ungre eels by lake shore 3" across, 2 damage per round HD3 AC 13 Mov 6"
3 Undead Knight now a wight, has remnants of armour and a piece of jewelry d6x100gp
4 Chaos cultists come to throw a victim to the beast 3d6 commoners with d4 HP each
5 Chaos cult elite of coven, priests equal to party in level, come to sacrifice a victim
6 Witch has come to mate with the Chaos Drake to fulfill a evil prophecy
7 Phantom figure of priest sometimes seen, a spectre of spectral minion or something
8 Lady of the lake, spirit of the lake nymph unable to manifest until the drake curse is gone
9 Young cultist gathering sack of monster dung cult hope to make into a mutation potion
10 Doppelganger pretending to be escaped victim of the cult has rope burned wrists even
11 Doomdrake Spawn a small chaos waterfowl HD2 AC13 Att Peck d8 Move9" 12"water*
12 Fog becomes thick with visibility only 3" with light and 1" without light
*no more wights total than party members, 100 zombies in total at any one time, 2d6 Doomdrake spawn in total
Running the Chaos Drake Encounter
Don't let on it is a duck, or make spawn too obvious they are ducks
Confuse it with dragon and chaos beast talk if possible, call it the draken or chaos drake
Play for suspense and horror right up till you meet the beast
Make everyone players meet tell a terrible story about the Drake
Spawn might have feathers but are tentacled fleshy stomach like sacs with a few filthy feathers most would not recognise as a duck. Have fleshy wattle covered skin and a orange beak and one red eye and webbed feet the most duck like part of body.
Running the Further Encounter
Some of prophecies are interesting
Killing all the spawn and zombies and wights will help area
Find and destroy the cult who keep at least one spawn in a cage and have treasure and sacrifices in cages
Friday, 16 March 2018
Giant Mutations
Will go over older mutations eventually - didn't put game mods in older basic mutations
Mutations
Xor Bio Mutations
Necro Mutations
Reptilian Mutations
Diabolic Mutations
Plant Mutations
Faerie Mutations
Mental Mutations
Subterranean Mutations
Angelic Paladin Mutations
Cyber Mutations
Psychon Mutations
Surgical Mutations
Failed mutation system
Apotheosis Mutations - too many mutations
Mutant Character Class
d12 Sources of mutation
01 Ancestor was a giant02 Local portal to giant land opened near by
03 Intimate with a giant*
04 Cursed by location of giants
05 Blessed by some giants
06 Ate some giant food that looked delicious
07 Cannibalism triggered it
08 Tried a strange potion of mushroom
09 Cursed by evil gnomes
10 Strange cloud passed you and you got a flu after
11 Exposed to auras of giant ley line
12 Giant spirit from aeons past occupied you for a time*very young giants especially half breeds look like adult humans and infiltrate them
d10 basic types1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
9 Organs
10 Brain
d100 Minor Mutations
01 Giant foot long nose immune to stink or nausea attacks and spells02 Giant droopy elephant ears hear normally sub sonic sound like a dog +1 listen
03 Giant eyes gain night vision
04 Cyclops single eye
05 Extra eye, possibly in forehead or back of head
06 Huge nose runs and sneezes often
07 Extra face on head or both can be partly fused with three eyes
08 Face split in middle one pretty one ugly
09 Face split in middle one male one female
10 Prehensile trunk like a elephant also makes a good snorkel
11 Obese with bulging fat and loose floppy sweaty skin +1AC
12 Warty covered hard skin +1AC
13 Open pustules and sores stinks of rot
14 Strange tattoos all over
15 Floats in water easily with some equipment, can even sleep floating in sea
16 Skin has a exotic colour and smells and tastes spicy like pepper or cinnimon
17 Spikes growing from skin, natural attacks take 1pt damage
18 Stony flesh +d4HP
19 Immune to fleas, ticks, leaches or other vermin by tasting foul and smelling bad
20 Scarified all over from torments
21 Hump holds enough water for week
22 Spikes growing from vertebrae and shoulders, d4 unarmed
23 Plastron shell +2AC from behind
24 Hold breath in rounds equal to CON
25 Can breath smoke without discomfort
26 Non functional tiny ornamental wings like bat, bird or bug
27 Huge hunched shoulders
28 Barrel chested -d12 inches shorter
29 Bony Ribs +1AC
30 Rippling chest +d4 HP
31 Huge gut holds food for a week
32 Can eat vegetation like grass or wood
33 Rotten meat is delicious and causes no harm
34 Can eat diseased food unharmed
35 Can eat poison food unharmed
36 Flatulent and belches often, save to resist when stressed,
37 Diarrhea, violently excretes bucket full of sloppy mess once a day
38 Takes ten minutes to urinate once a day, large floppy genitals
39 Eat your body weight in food daily or feel starved and grumpy
40 Constantly aroused huge genitalia
41 Giant clumsy hands, loss of fine motor skills -1
42 Tiny hands, gain in fine motor skills +1
43 Claw fingernails d3 unarmed
44 Long arms almost extra yard
45 Freakish spider like fingers
46 Extra fingers 5+d6
47 One arm is a huge club fist d4 unarmed and poor manipulator
48 One arm is a tentacle two yards long
49 Hand has a eye on it
50 Freakishly hairy arms
51 Huge Feet +1" Mov
52 Long Legs +2" Mov extra yard tall
53 Bow legged -1 Mov
54 Club footed -1 Mov
55 Hairy feet and legs frighten children and small animals
56 Webbed Feet +3" in water Mov
57 Extra smaller leg +1 Mov
58 Limping -2" Move
59 Run like quadruped using knuckles +3 Move if use both arms or +1 if only one
60 Huge tendons +1 yard jump
61 Huge beard reaching the ground grows a foot a day if cut
62 Beard twitches and moves like a crude stupid limb
63 Fangs d3 with overbite can bite for unarmed attack
64 Long Forked Tongue foot long
65 Huge ornate moustache at least a foot wide
66 Mouth like a lamprey can only suck food or blood
67 Horrible yellow rotten teeth
68 Drooling problem
69 Horrible breath
70 Smoke comes out your mouth if even a bit excited or mad
71 Huge head like carnival character
72 Head bobbles like a bobblehead doll
73 Head shrinks like a pinhead
74 Grow tiny horns d3 unarmed
75 Spikes on head, d3 damage if swallowed to attacker a round
76 Head smoulders when angry
77 Huge sloping forehead
78 Hammerhead
79 Bony dinosaur like crest
80 Deformed skull with horrible bone growths
81 Huge heart +d4 HP
82 Huge Liver +1 vs poison, drink twice as much booze
83 Huge glands +1
84 Common allergy d6 1=nuts 2=fish 3=eggs 4=flour 5=hayfever 6=bees
85 Huge fist size bunch of lumps under skin
86 Small gremlins live inside body
87 Crawling with worms inside
88 Hyper aroused all the time
89 Urges to reproduce constantly
90 Spew up green bile at least once a day
91 Craving for human flesh
92 Dont notice filth or stains
93 Innate sense of superiority
94 Easily Angered
95 Constantly crave food
96 Resist charm and mind control +1
97 Alcoholic binge drinker
98 Tasteless fashion and colour sense that upsets and horrifies
99 Second personality often critical
100 Glowing brain cracking out of head, leaking and disgusting
d100 Major Giant Mutations
01 Huge evil eye d3/Lv once per Lv per day 6"02 X-ray eyes can see through stone or flesh for 1" per Lv
03 Swine snout can track like dog and smell things buried foot underground per Lv
04 Huge ears has sonar like a bat 3"/Lv
05 Impaling snout d4 unarmed sucks a d3 blood per round after if victim doesn't escape
06 Sense magic 1"/Lv blocked by foot of stone or wood
07 Can sense magical weather change or clouds from horizon to horizon
08 Giant can see ley lines and gate points to faerieland or giant land
09 Extra face, cause confusion in 3"cone three times per day
10 Fear Aura 1" radius, save of flee, round per level per day
11 Iron or silver weapons required to hit or any magic
12 Skin self sealing only bleed one round will stabilise wounds
13 Hard flesh +2HP per level
14 Skin becomes metallic or stone +4 AC
15 Skin glows and inflicts d3 electricity on any making unarmed attack
16 Skin drips foul slime, nothing alive will bite or taste you twice, save or vomit
17 Skin fireproof half fire and heat damage
18 Skin hairy like yeti half damage from cold
19 Skin is disgustingly mucous covered half damage from acid
20 Skin drips acid, ruins clothes and scars floors, d3 to any unarmed attackers
21 Huge lactating breasts can provide food for one person per day per level
22 Face in chest with sharp teeth d6 unarmed attack or bonus attack to grappled victim
23 Muscular chest +1STR
24 Temporary STR booster +d4 for a round per level per day
25 Breathe water
26 Large folding wings bird or bat or bug, fly round/Lv per day at full Mov
27 Giant vigor +d4 HP +1/Lv
28 If killed returns to life a day later
29 Titan Heart +1CON
30 Rotating waist 30 degrees can fight any facing equally, no back unless ambushed
31 Can eat anything even rocks unharmed
32 Can shit a cubic yard of waste per level makes compost or can set like mortar33 Intestines burst out and act as a extra grappling attack yard/Lv
34 Prehensile tail 2 yards long can hold tool or weapon as a hand or support weight
35 Spiked club tail d6 extra attack
36 Small clones burst through flesh monthly d6 damage each time
37 Can reproduce with any living creature
38 Any creature you have eaten in month you can cough up a baby clone once a week
39 Your dung grows a tree one foot a day per level to a height of 10+1/Lv
40 Your genitalia can sense fertile males or females or whatever within 1"/Lv
41 Huge pop out claws d6 unarmed attack
42 Huge club arm no manipulation d8
43 Arms can elongate yard/Lv
44 Extra set of arms +1 attack
45 Favorite weapon appears in hand by will from giant land and back
46 Store one favorite hand size item in giant land summoning it at will
47 Summon being from giant land 1HD/Lv once a week, must bargain with it for service
48 Hands can create light 3"area round/Lv with a use/Lv per day
49 Shoot lightning arc 3d6 9" one use/2Lv
50 Conjure storm clouds or fog once a week mile/Lv area
51 Legs can elongate yard/Lv
52 Springing legs +1Yard jump/Lv
53 Walk on water at will
54 Walk on air round/Lv/Day
55 Extra kick attack d6
56 Centaur legs +12" Mov
57 Legs torn into fish tail in water, full Mov speed in water
58 Earthshaker stomp 1" radius/Lv, all human size bipeds save or fall over, use/Lv/day
59 Digging feet can kick up cubic foot of soil per level per round by kicking earth
60 Your kick is like a axe d8, can cut wood
61 Breathe Fire 3d6 1" range/Lv, use/2Lv day
62 Snake beard extra d4 attack round, save vs poison once per Lv/day
63 Crystal beard +1 WIS
64 Crystal Moustache +1INT
65 Blow wind, 3" cone FX, humanoids save or fall and blow 1" away, use/Lv/day
66 Prehensile tongue tentacles can make grapple attack foot long/Lv
67 Huge trapjaw teeth d8 damage and can hold on d4 a round
68 Fold out teeth +1 extra d6 bite attack
69 Can bite through rock and metal inch per/Lv round
70 Vomit up acid spray 3d4 1" cone, use every 2Lv/day
71 Huge antlers or horns or single horn d6 extra attack
72 Head can separate and reattach and levitate as a speed of 2"
73 Blazing halo of magic flame d6 unarmed attack and can ignite flamible
74 Halo of light over head, can heal 2HP/Lv on anyone point by point as it pleases
75 Extra Head with own personality, harder to charm or mentally influence
76 Serpentine elongated neck yard per level, could use to spy or grapple
77 Whenever beheaded d3+1 heads grow back
78 Huge Muscular Neck cant be strangled or asphyxiated against will and filters air
79 Prehensile Hair foot long per level can hold things or grapple or swing on
80 Snake hair extra d4 attack round, save vs poison once per Lv/day
81 Powerful Liver immune to all poison
82 Immune system resists all disease
83
84 Plane shift to giant land or return once a week use
85 Healing Suge d8+1/Lv once a day
86 Regenerate limb or other body parts hacked off in a week to a month
87 Dimension Door 1"/Lv once a day
88 If unconscious teleports to giant land
89 Superior balance and reflexes +1DEX
90 Regenerate 1hp per round except vs fire or acid, but grows increasingly cancerous
91 Identify spell one property per Lv/day by touch
92 Invisible round/Lv per day
93 Brain unlocks giant lore gains d3 Strange lore NWP of choice
94 Can sense who has giant blood or human blood with 1"/Lv
95 Can speak to all giant beings and their kin (but not giant animals)
96 Can cast enlarge on self round/Lv per day as it pleases
97 Can cast reduce on self round/Lv per day as it pleases
98 Can turn into a gnome hour/Lv
99 Lesser under 1HD goblinoid and kobolds want to worship you 10/Lv
100 Orcs and hobgoblins want to serve you 1HD/Lv
d12 Apotheosis
01 Bloom into a huge moronic gargantua go on a rampage then sleep a millenium
02 Grow into a huge moronic giant, 1/2 INT then wander on hunt for human flesh
03 Head keeps growing till body crushed and dies to at least house size
04 Becomes a ogre and doesn't remember much wanders off to start a lair
05 Becomes a ogre mage and terrorises the land and gathers minions
06 Become a cyclops and flees into the wilderness to grow grapes and herd sheep
07 Become a formarian and lust after rotten flesh, wallowing in mud and tormenting slaves
08 Become a hill giant and head for the high country to join a clan
09 Become a stone giant and go to the mountains to build a lair
10 become a frost giant and seek a glacial lair
11 Become a fire giant and look for a volcanic lair
12 Become a insane troll and go on a rampage
Labels:
adventure,
ancient,
apocalypse,
barbarian,
campaign,
cave men,
DnD,
Elfmaids,
fantasy,
giants,
glacier,
kaiju,
monster,
mutant,
nature,
Octopi,
petty gods,
villains,
war
Thursday, 1 March 2018
d100 Disasters For Planet Psychon

When the gods decide to terraform a hex and rewrite the memories of it's peoples they often begin by increasing the barriers on a hex borders and then softening up the region with disasters before a final apocalypse. Some will escape, others will find a bunker and hope the gods forget about them. Most are wiped out in the cleansing, their souls will be uploaded by the gods to be reused later possibly after the new terraforming complete.
Some heroes have manages to petition the gods for mercy but this might require visiting a god in their orbital or bunker complex. These could spur party to adventure or make them leave if they are getting too comfortable in a hex. A party might somehow avert the disaster too possibly helped by one god to subvert the will of another. Some might placate a god or convince them to preserve a hex for some unique feature.
Obviously players should get a warning.
d10 Warnings of the Apocalypse1 Prophet warns you
2 Character most beloved by the gods warns them
3 Petty god warns a greater god's plans to party
4 Encounter servant of a god known as apocalyptic herald
5 Animals silent and migrate away
6 Plants all enter unseasonal hibernation
7 Chattering servants of the gods let it slip
8 Strange dreams sent by a god warn party
9 Stream of refugees flee hex or enter a bunker
10 Strange auroras, star signs, talking animals and other omens
d100 Disasters For Planet Psychon
01 Stars begin to blink out and sky goes dark02 Sun apparently doesn't rise
03 Constant storms and terrible weather make surface outdoor life unbearable
04 Water levels rise flooding area, possible tsunami if by sea
05 Volcano begins erupting filling sky with smog and ash
06 Fires rage burning forests and buildings
07 Heat increases, killing off the old and weak, evaporating water, killing crops
08 Cold increases, covering everything in snow and ice
09 Earthquake destroys and buries structures
10 Huge cracks or sinkholes opens up and gets bigger and bigger
11 Plague of insects eat everything
12 Plague of frogs, bugs, snakes, rats
13 Terrible disease wipes out the weak first
14 Orbital lasers begin to destroy any civilization or structures
15 Nuclear weapon detonated
16 Kaiju awakens to ravage the land and eat everyone
17 Several kaiju arrive and fight ruining everything
18 Fleet of saucers invade and carry off recyclable people and kill rest
19 Death machine arrives to purge all life
20 Army of warborgs and android infantry invade
21 Nano organism starts to turn everything into grey slime
22 Swarm of replicating microbots start devouring everything
23 Army of cyborgs arrive and start executing humans
24 Kaiju scale mecha awakens to purge those unworthy of life
25 Kaiju size mecha from space gods lands and begins to judge all life
26 Dragons swarm over land raizing and eating everything
27 Plague of undead swarm over area
28 Psychotronic warfare make everyone see collective illusions
29 Psychotronic warfare reprograms populace with new history and memories
30 Mutagenic weapons start turning everyone into horrible mutants
31 Mecha Cyborg Tiamat arrives and begins to destroy everything
32 Giant floating mountain hovers in sky into position then drops
33 Meteor crashes like a nuclear weapon
34 Comet crashes filling sky with frozen poison space gas
35 Meteor crashes carrying breed of hostile fast breeding monsters
36 New civilization is created with new terrain who attack the original inhabitants
37 New terrain begins to overwrite area formed by global teleporter array
38 Everyone begins to melt and liquid flesh forms into a single huge blob
39 People begin to merge into a lake of protoplasm, invite others to join
40 Giants of mud arise from earth and go on rampage destroying buldings
41 Magnetic storm carries metallic objects away in cyclone like effect
42 Orcs spawn from mud and muck and attack civilization on genocidal crusade
43 Plant creatures arise to devour meat creatures and herd them into farms
44 Huge crystalline structures grow from the ground sucking up water and organic matter
45 Huge UFO arrives, blasts key settlements and drops off cyborg beastmen army
46 Sky bursts into flame and rains fireballs from space scaring and pitting the surface
47 Bunker opens and a clone army marches out to cleanse all life
48 Flying city of winged men appears and attack civilization and carry away survivors
49 A psychotronic attack causes population to become berserk cannibals
50 Horde of diseased beastmen worshipping plague gods overrun the hex
51 Strange crypt arises from water or ground, sparking madness as a demon lord awakes
52 Horde of mounted beastmen pour into hex killing and burning everything they can
53 Colossal murder machine arised from earth to destroy remains of human civilization
54 Magma begins to leak out from cracks and pits and water boils away
55 Water all drains away leaving dead fish and ancient wrecks and ruins eposed
56 Clouds of poison gas pour over the land killing all life
57 Domed city arises destroying most of the area and clone armies march forth
58 Reverse gravity floats millions of tonnes in air, then drops it all
59 Gates open and cover land in chaos mutant beastmen hoardes
60 Gates open and hoarde of demons pour out to purge the hex
61 Atomic firestorm cloud from the sky scourges the land back to bedrock
62 Fishmen swarm from the sea to attack and carry off victims, then their demon joins them
63 Colossal fungal blooms grow covering everything in fungus forests and deadly spores
64 Horrible black spoors kill all plant life and stored food
65 Titanic golem arises to purge the land of civilization
66 New breed of intelligent giant ants appear and begin to destroy all life and civilization
67 Kaiju spreads spores on graveyards to create a army of the dead to aid destruction
68 Orbital complex falls from the sky causing destruction and releasing killer androids
69 Several gods wage war laying waste to hex with stray fireballs and missiles and lasers
70 Flying citadel of wizards enters area and bombards surface with deadly battle magic
71 Two gods in titan form coopulate laying waste to area with their lovemaking
72 Strange auroras in sky, locals start metamorphosing into new form to survive changes
73 Radiation storms sweep in killing most and leaving mutants to eat the survivors
74 Deposit of war chems is exposed creating a toxic cloud over the region
75 Crack in the earth releases subterranean mutants to pour out and devour surface people
76 Giant worms undermine civilization and devour everyone, they are surprisingly fast
77 Everyone in hex divides into one of two tribes then wipe each other out in bloody war
78 Psychotronic weapons cause mass suicides, arson and vehicular collisions
79 Gigantic slime creature absorbs all life getting bigger and bigger till only bare rock left
80 Population form cocoons and after a week hatch and fly into the sky forever
81 Population form cocoons and a week later pupate into worms that burrow into the depths
82 God of death leaves underworld with a undead army to punish the living
83 Population become aroused and start a orgy where they fuse into a giant protoplasm
84 Population take root in soil and turn into plants
85 Population take root and turn into giant fungus colonies
86 Populations begin to turn into animals which migrate away from the region
87 Population gather in a temple and fuse into great flesh entity that oozes under the earth
88 Doomsday weapon in a temple detonates killing everything in nuclear firestorm
89 Drones fly over area spraying nerve gas killing everything with a nervous system
90 All minds linked into a network and god like entity soars into space leaving corpses
91 Ghosts and spirits escape the underworld and torment the living
92 Apocalyptic robed cult transport doomsday weapon into the centre of the hex to detonate
93 Fresh ruins and life grow from the earth and old buildings and beings crumble to dust
94 Cloud of nanites turn everything into black dust leaving area stripped to bedrock
95 Atmospheric nitrogen ignited by ray from orbital burning everything to ash
96 Plague carrying immortal passes through area, in following days everyone dying
97 Devils and angels come to judge everyone and carry away everyone to their fate
98 Strange carnivorous carpet of red weed overgrows everything smothering and poisoning
99 Solar reflectors in orbit bake the surface with concentrated sunlight
100 Solar shield in orbit blocks the sun and temperatures plummet and ice forms
Subscribe to:
Posts (Atom)