Showing posts with label petty gods. Show all posts
Showing posts with label petty gods. Show all posts
Wednesday, 20 March 2019
Owing a Spell Caster
Waaaa! Some baby murder hobo got a level drain, or killed. Then just go pay to get it fixed. Can't afford it well churches have awesome deals for you. Wizards too. Sometimes church buys adventurer bodies and raises them and bills them or send them on quests. It is hard to argue with people who bring you back from the dead. Sweet deal for anyone who find bodies and finders get to keep body possessions.
d8-1 Services for a priest
Zero generally used for free to be friendly when preaching
1st must attend d4 church services or ceremony led by the priest
2nd must visit church for a month and perform a days labour
3rd perform a weeks labour for church
4th receive a oath to perform a task for church of up to a months labour
5th receive a quest spell or 3 month season of labour
6th years service to church
7th decade of service to church or join a crusade
Healing especially high level spells like restoration or raise dead popular
some churches offer discount on spells left by end of day or give them to worthy parishioners
d12 Typical Church Missions
1 Collect and deliver a item between two churches
2 Protect a band of pilgrims
3 Assist a travelling priest
4 Assist in the establishment on a new shrine
5 Assist preacher or missionary expedition
6 Swear to fight in a crusade
7 Find and arrest or destroy a enemy of the church
8 Swear to join a religious order
9 Recover a lost relic or scripture or ruin
10 Aid a community face a local problem or threat
11 Hold a religious feast or festival
12 Help work on building a church building or monument
d10-1 Services for a wizard
Zero small animal like a duck or chicken or several pigeons
1st obtain something for wizard taking about a day, several medium animal 100gp
2nd horse or cow or large pig or three days work often to fetch something 200gp
3rd child or elderly person slave or a weeks service often something with danger 500gp
4th house or ox team or carriage and two coach horses or house, recover a book 800gp
5th house and family of serfs, land to feed one family, collect monster organs 1000gp
6th wealthy house with land for two families 2500gp
7th cost to build a wizard tower or manor house 10000gp
8th small village of 5 families and land or fortified manour 20000gp
9th a palace or large monument or island or mountain or forest 50000gp
Identify and history are common spells bargained from wizards
some wizards prefer gems, jewelry or metal ingots
d12 Typical Wizard Missions
1 Collect exotic item from market or merchant
2 Recover item from exotioc location
3 Gain body part of exotic creature
4 Obtain mineral from abandoned old mine or cave
5 Protect wizards apprentice on research mission
6 Protect wizard enter a dungeon seeking lore
7 Recover text from ruin
8 Steal rare item from private collection
9 Loot crypt of long dead wizard
10 Raid lair of outlaw wizard and get books
11 Recruit a talented apprentice to the wizards cause
12 Perform sabotage on a rival wizards project
My Moola System
30000gp gold talent ingot 30ENC
800gp silver talent ingot 30ENC
80gp copper talent ingot 30ENC
160gp bronze talent ingot 30ENC
400gp iron talent ingot 30ENC
600gp steel talent ingot 30ENC
1gp=36sp=360cp standard
so a gp can feed and house you for a year as a commoner
Friday, 16 November 2018
Wars of Exilon
Exilon of the central region of my Eldritch Aeon and Elder Waste Setting, a previous epoch long before Shadel Port and Exile Island, just after several ages of tyrant monster kings and necromancers. To go with my city state and town and village generators here are defences for the typical settlements of the area and a table of mercenary and troops used in various wars.
In ancient Exilon
In ancient Exilon
The land of seven rivers
A score plus one great cities dwelled
Seven served the ancient outer darkness
Seven served the old gods of the sky and earth
Seven served the young gods
This was the dawn of the rule of human kind
Yet there were many perils true
Threatening to Snuff Them all
A score plus one great cities dwelled
Seven served the ancient outer darkness
Seven served the old gods of the sky and earth
Seven served the young gods
This was the dawn of the rule of human kind
Yet there were many perils true
Threatening to Snuff Them all
There were seven great enemies of human kind
Giants and dragons and trolls still lived hoarding all the wealth and magic
Faerie Kind in their strange ways spread deep dark woods across the wastes
Dour deep dwelling dwarves greedily took all metal for themselves
The monster kings of the empire of darkness still remained in hiding
Necromancers and their armies of the dead still ruled in places fouled
Beastmen wild and savage roamed the wastes raging in fury
Goblin folk and wizard born orcs swarmed like a plague afflicting all
There were seven gods of darkness
Faerie Kind in their strange ways spread deep dark woods across the wastes
Dour deep dwelling dwarves greedily took all metal for themselves
The monster kings of the empire of darkness still remained in hiding
Necromancers and their armies of the dead still ruled in places fouled
Beastmen wild and savage roamed the wastes raging in fury
Goblin folk and wizard born orcs swarmed like a plague afflicting all
There were seven gods of darkness
The Lord of the abyss, master of death and war and plague and famine
The Witch queen of the dead who sat on the vampire throne
The great demon bird who swallowed cities and set fates of mortals
The great dragon Mother at war with all who spurned her
The great giant king who ruled the mountain forests
The great troll father who made the earth itself revolt against humankind
The great hag of the depths, the ogre mother who hid the good things from the world
The Witch queen of the dead who sat on the vampire throne
The great demon bird who swallowed cities and set fates of mortals
The great dragon Mother at war with all who spurned her
The great giant king who ruled the mountain forests
The great troll father who made the earth itself revolt against humankind
The great hag of the depths, the ogre mother who hid the good things from the world
There were seven great gods of old
The lord of the heavens, the distant pole star who watched the universe
The father of the sky, earth and underworld who rules the world
The great mother goddess who rules the beasts and wild places
The lord of the sea and its mysteries, the cunning one
The father of the sky, earth and underworld who rules the world
The great mother goddess who rules the beasts and wild places
The lord of the sea and its mysteries, the cunning one
The great healer, mother of dogs, protector of the hearth
The great conqueror of heaven, lord of cosmic law, destroyer of chaos
The lord of underworld wisdom, the serpent god of the world tree
The great conqueror of heaven, lord of cosmic law, destroyer of chaos
The lord of underworld wisdom, the serpent god of the world tree
Seven Gods of the Dawn
The moon god lord of commerce and travellers
The sun god, king of kings, lord of law
The evening star, goddess of love and war
The lord of the storm, great herdsman of the sky
The lord of the wilds, fertility and plants
The lord of the hunt, slayer of monsters
The sage of heaven, overseer of dreams
The sun god, king of kings, lord of law
The evening star, goddess of love and war
The lord of the storm, great herdsman of the sky
The lord of the wilds, fertility and plants
The lord of the hunt, slayer of monsters
The sage of heaven, overseer of dreams
Eldritch Age Setting so Far....
Intro
Strange Wizard Missions
Remnants of Lost Empires
Races of the Monster Empire
Wizard Wars 1 Causes and forces
Wizard Wars 2 Encounters and links
Wizard Wars 3 Rumours and treasure
Barbarian clans & decor + races and men of the wastes
City State Generators
Research Methods of Bad Wizards
Spell Complainants for Bad Wizards
Map of Exilon Region of Eldritch Aeons
Ruins of the Wastes
Non Human Settlements
Wizard Towers and Tainted Towns
Village and Town Generators
Beasts in Exilon
Research Methods of Bad Wizards
Spell Complainants for Bad Wizards
Map of Exilon Region of Eldritch Aeons
Ruins of the Wastes
Non Human Settlements
Wizard Towers and Tainted Towns
Village and Town Generators
Beasts in Exilon
d12 Tribal Defence d4 each
1 Thorn Bush Walls 3+d6 foot high
2 Alarm Animals (d4 1=geese 2=dogs 3=bee hives 4=bird houses)
3 Natural Terrain (d4 1=water 2=mesa 3=cliffs 4=canyon)
4 Exotic Terrain (d4 1=tar pit 2=lava 3=burning gas 4=toxic bog)
5 Crude Fence 2+d6 foot high
6 Drystone Wall 2+d6 foot high
7 Defencive Ditch (1in6 has hostile monsters in ditch) 6+d6 deep
8 Ancient Crumbling Prehuman Ruined Walls 10xd4 foot high 10 foot thick
9 Ancient Mounds of Ruined Rubble 6+3d6 foot high and wide
10 Wooden Watch Towers 6+2d6 high
11 Snares and traps
12 Guardian Spirits in Totems or Idols
d12 Tribal Defenders d4 each
12 Guardian Spirits in Totems or Idols
d12 Tribal Defenders d4 each
1 Tribal hunters expert skirmishers with spear and bow
2 Trained beasts or monsters directed by handlers
3 All population are combatants with shields and hand weapons
4 Elite Beserker fanatics with no fear and heavy weapon
5 Non human allies mostly abhumans or demihumans
6 Mounted warriors with javelin or shortbow
7 Mounted Warriors with lances and axe, sword or maces
8 Elite composite bow archers2 Trained beasts or monsters directed by handlers
3 All population are combatants with shields and hand weapons
4 Elite Beserker fanatics with no fear and heavy weapon
5 Non human allies mostly abhumans or demihumans
6 Mounted warriors with javelin or shortbow
7 Mounted Warriors with lances and axe, sword or maces
9 Light two man chariot with lance, javelin or bow
10 Medium three man chariot with accompanying and skirmishers
11 Heavy war waggon with 4 man crew
12 Mighty shaman and apprentices and pets and spirits
d12 Tribal Heroes*
d12 Tribal Heroes*
1 Clever hunter
2 Heroic monster slayer
3 Brave warrior
4 Mighty leader
5 Great healer
6 Fearsome witch
7 Cunning Shaman
8 Holy leader
9 Cunning youth
10 Old druid
11 Wise woman
12 Fierce Berserker
2 Heroic monster slayer
3 Brave warrior
4 Mighty leader
5 Great healer
6 Fearsome witch
7 Cunning Shaman
8 Holy leader
9 Cunning youth
10 Old druid
11 Wise woman
12 Fierce Berserker
*d3-2 small tribe d3-1 medium tribe d3 large tribe or horde
d12 Village Defence d4 each
1 Thornbush Hedge 3+d6 foot high2 Alarm Animals (d4 1=geese 2=dogs 3=bee hives 4=bird houses)
3 Wooden wall d10+10 foot high foot thick with gate
4 Brick wall d10+10 foot high two foot thick heavy with gate
5 Stone wall d10+10 foot high with bronze clad gate
6 Defencive Ditch 10 foot wide and deep
7 Defencive moat and canal 10 foot wide and deep
8 Message beacon tower 10+4d6 foot tall with fire or heliograph
9 Watch tower of d3 1=wood 2=Stone 3=brick 10+4d6 foot tall
10 Wizard tower or protective temple
11 Warded border stones with magic defences and spirits
12 Guardian spirit or monster
d12 Village or Town Defenders d4 each
1 Non combatants form slinger units2 Village militia with spears
3 Holy templars connected to temple
4 Hunters form skirmisher unit
5 Allied city will send troops
6 Mercenary spearmen troops
7 Barbarian warrior mercenaries
8 Mounted scouts and messengers
9 Warrior cult of defenders
10 Quiet rural wizard
11 Noble in chariot leading spearmen
12 Local witch or cult who try to act from secret
d12 Village Heroes*
1 Wise hunter
2 Retired war veteran
3 Strong warrior
4 Cunning leader
5 Great healer
6 Fearsome witch
7 Holy Priest or druid or templar
8 Sneaky youth
9 Retired hedge wizard
10 Wise elder
11 Tricky village idiot
12 Crafty merchant or craftsman
*d3-2 small village d3-1 medium village d3 large village or town
2 Retired war veteran
3 Strong warrior
4 Cunning leader
5 Great healer
6 Fearsome witch
7 Holy Priest or druid or templar
8 Sneaky youth
9 Retired hedge wizard
10 Wise elder
11 Tricky village idiot
12 Crafty merchant or craftsman
*d3-2 small village d3-1 medium village d3 large village or town
d20 City Defence d4+2 each
1 Moat 20 foot wide an deep connected to canal2 Mud brick Wall 10+2d6 foot tall 10 foot thick with wooden gate
3 Cyclopean stone wall 20 foot tall and wide with wooden gate
4 Stone wall 30 foot high with battlements, 20 foot high, bronze banded gate *
5 Plain brick wall with battlements 20 foot high, 15 foot wide with battlements*
5 Colourful glazed brick wall 30 foot high with battlements, 20 foot wide, ornate bronze gate*
6 Fortified keep with massive gatehouse with bronze portcullis 60 foot high
7 Castle fortress with garrison of troops 60 foot high
8 Trenches surround city with underground bunkers and guard posts
9 Secret tunnel network for spies and escapes, heavily trapped
10 Fortified inner wards protect palaces and holy districts
11 Garrison of permanent trained soldiers on duty or able to attack with parade ground
12 Granaries with d4+1 years of food
13 Armoury can distribute weapons and armour to most of the population
14 Covered pits with sharpened stakes and trapped areas
15 Alarm Animals (d4 1=geese 2=dogs 3=bee hives 4=bird houses)
16 Weirs and locks control river and canal frow for defence
17 Message beacon tower around city and to distant allies with fire or heliograph
18 Watchtowers and guard posts around city walls and countryside
19 Cyclopean and drystone walls around countryside
20 Ziggurat calls on help of the gods, shrines and border stones with spirits
*chariots can drive on these wilder city walls
d20 City Defenders d4+2 each
1 Non combatants form slinger units
2 Commoner militia with spears
3 Spear phalanx units of freemen
4 Skirmishers often hunters
5 Archer units highly disciplined
6 Warriors with shield and axe or swords or mace
7 Light chariots for scouting and skirmishing
8 Medium chariot corp and skirmishers able to
9 Heavy battle donkey wagons move fighting elite around battlefield
10 Beast handlers usually d4 1=war dogs 2=lions 3=giant animals 4=monster
11 Heavy infantry wear the best possible made armour
12 Navy of boatmen and marines dominate waterways and canals
13 Holy templars connected to temple
14 Barbarian warrior mercenaries
15 Barbarian berserker mercenaries
16 Mounted scouts and messengers
18 Wizards and sorcerers in service to city and cults
19 Cult of elite trained assassins
20 Trained famous monster or several directed by ruler or temple or wizard
d12 City Heroes d3
1 Wise Ruler
2 Holy leader of great temple
3 Mighty wizard or sorcerer
4 Monster slaying hero
5 Wise general
6 Peerless warrior
7 Wise seer, astrologer or prophet
8 Cunning trickster
9 Crafty merchant or craftsman
10 Famous harlot
11 Chosen of the gods
12 Templar leader of holy order
13 Wise elder
14 Famous athlete
15 Wildman tamed by city
16 Beastmaster with famous monster
17 Holy paladin
18 Master of a famous fighting school or cult
19 Non human warrior 1=elf 2=dwarf 3=beastman 4=elemental abhuman
20 Child of a god or a petty god
*d3-2 small village d3-1 medium village d3 large village or town
Monday, 24 September 2018
Dungeon Spirits
Lesser Dungeon Spirit*
AC 13
HD d4
Mov 12"
Att dart or club or daggr
Dam d3*or d4
No Appearing d4
Save F4
Morale 9
Treasure small hoard
Intelligence 13
Alignment: Any but mostly Evil
These small ugly often humanoid figures are mistaken for goblinoids or gnomes or halflings. They might even be frog or rodent or bug like. They are mostly shy and attack loners or by ambush using stealth and magic. In some forms they might join a party. Local monsters leave offings and revere them. Several different spirits on a level might be friends or rivals or enemies and will be servants or allies or foes of thee grater level or dungeon spirit.
Most attack by tiny dart d3, save or lose a Mov point for a turn each fail
Also attack with clubs or daggers up close when a foe immobile
Require silver or magic weapon to harm, some require +1 or better magic to hit
Each Has a d3 powers and a d3 forms
d12 Power
1 Invisibility
2 Grow to human size
3 Shrink to hand size
4 Magic Missile
5 Spider Climb
6 Jump
7 Hold Portal
8 Light
9 Darknss
10 Silence 15' Radius
11 Charm Person
12 Cure Light Wounds (once a day per person)
d12 Forms
1 Spider
2 Snake
3 Goat
4 Dog
5 Lizard
6 Bat
7 Rat
8 Owl
9 Cat
10 Rock or rubbish
11 Idol or ornament
12 Tool or jewelry
d12 Subtypes
1 Door Spirit - likes to confine and block people, will take form of a locked door
2 Stair spirit - likes traps, tripping victims and robbing them, can take form of extra step
3 Well Spirit - scare people with form of rotting body or small froggy or fishy person , breathes water
4 Pit Spirit - likes to trap and torment victims, makes pits more deadly, lives in secret pits
5 Ladder Spirit - likes to drop people, can take ladder or pole form, help or hinder travellers
6 Trap Spirit - maintains or even operates mechanism of trap from a secret compartment,
7 Statue Spirit - squat idol or relief carving often watching area or a thing,
8 Room Spirit - watch contnts of a room from a scret hidden hole
9 Corridor Spirit - watch corridor from a secret hole
10 Secret Room Spirit - protect a secret door and contents often from a second hidden hole
11 Shrine Spirit - serves a shrine of greater dungeon spirit or demon or evil god from a secret hole
12 Vent Spirit - appears as a tentacle or just a eye floating in darkness, see all and whisper gossip
Greater Dungeon Spirit**
AC 16
HD 4-8
Mov 15"
Att claw claw bite
Dam d6 d6 d8
No Appearing 1
Save F8
Morale 10
Treasure Large hoard
Intelligence 15
Alignment Any but mostly Evil
These spirits are human sized often with traits of nature, elements, undead, demons or devils. They might even appear as a dungeon boss or a lost adventurer. Most have a human form a monstrous human hybrid form a animal form. All require +2 or better weapons to harm. All may turn invisible and insubstantial at will able to walk through walls partly in the ethereal plane. They may have relations with monsters and adventurers and breed with them. Most are unique named for the dungeon or the level. Some appear as the most common monster in the dungeon or a hybrid. Some seek worship as a planar being of power. Their cultists can be granted up to 3rd lvl cleric spell.
Each Has a d4 powers and a d3 forms
d12 Power
1 Fly
2 Grow to human size or to bug size
3 Curse
4 Dimension door within level
5 Lightning bolt
6 Stinking cloud
7 Burning Hands
8 Identify
9 History
10 Protection from Good
11 Create food and water
12 Cure serious wounds (once a day per person)
d12 Forms
1 Wind or vapour
2 Shadow or smoke
3 Artwork
4 Elemental
5 Doppelganger
6 Hybrid animal like winged snake or worm
7 Giant animal
8 Slimy eye spawn or Tentacled thing
9 Fungus or plant monstrosity
10 Demon or devil or daemon
11 Archon or angel or deva
12 Beast man
Noble Dungeon Spirit***
AC 20
HD 16
Mov 24"
Att 3
Dam d8/d8/d8
No Appearing 1
Save F20
Morale 12
Treasure Great hoard
Intelligence 18
Alignment Any but mostly Evil
These can appear giant sized or human and may attack with a weapon thy conjure at will. Most have a human form a monstrous human hybrid form a animal form. All require +3 or better weapons to harm. All may turn invisible and insubstantial at will able to walk through walls partly in the ethereal plane. They may have relations with monsters and adventurers and breed with them. They are on par with demon nobles or petty gods and able to grant 5th lvl spells. They often are the spirit of a mega dungeon or multi level complex.
d12 Power
1 Polymorph self
2 Polymorph other
3 Regeneration
4 Fireball
5 Cone of cold
6 Phantasmal force
7 ESP
8 Gate in planar being allies
9 Teleport
10 Clairvoyance
11 Commune
12 Heal (once a day per person)
Labels:
adventure,
apocalypse,
beastmen,
character classes,
cleric,
curses,
dungeons,
Elfmaids,
haunted,
Octopi,
petty gods,
shaman,
Sorcerer,
subterranean,
underworld,
vault
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 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
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
7 Great monster lair d4 1=Sphynx 2=dragon 3=elemental 4=undead tomb
8 Great guardian golem or colossus or juggernaut
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
7 Great monster lair d4 1=Sphynx 2=dragon 3=elemental 4=undead tomb
8 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
9 Secret passage of hidden realm of the ancient ones
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
9 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
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
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, 25 April 2018
Meet The Freaks of Planet Psychon

This is a recap of the player characters at end of session
Harold Mutant Lv 5 Cyan tastes of chlorine
Harold Mutant Lv 5 Cyan tastes of chlorine
STR 9 DEX 14 CON 13 INT 12 WIS 16 CHA 16 AC14 HP38
Self sealing nostrils
Glowing heart and brain when stressed
Shell like ears
Transparent flesh
Hands glow at will
Audiable heart beat when stressed
Cyclops
Tusks
Colour changing eyes
Psychological aversion to harming god or minions
Magnetic sense
spiked club fist now silvered
Trunk
Blowhole
Detect evil puffer 5 uses, porno mags with green people
4 shot derringer, 9mm pistol, dagger, sling
Teleported to Psychon from a orbital colony accidentWorships Ankor the Judge hated by Korad the Evolver
Lee Thief Lv 5 Jet tastes of salt
Self sealing nostrils
Glowing heart and brain when stressed
Shell like ears
Transparent flesh
Hands glow at will
Audiable heart beat when stressed
Cyclops
Tusks
Colour changing eyes
Psychological aversion to harming god or minions
Magnetic sense
spiked club fist now silvered
Trunk
Blowhole
Detect evil puffer 5 uses, porno mags with green people
4 shot derringer, 9mm pistol, dagger, sling
Teleported to Psychon from a orbital colony accidentWorships Ankor the Judge hated by Korad the Evolver
Lee Thief Lv 5 Jet tastes of salt
STR 5 DEX 18 CON 10 INT 11 WIS 7 CHA 18 AC16 HP20See Through skull
Circuit board patterns in silver on skin
Red tattoos all over
Huge veinsPlaying cards, shortbow, small sword, daggerHelmet, Greaves/Bracers, Hero Harness, Ring (+1 save)
Came from a pod from space no memoriesWorships Donarkong hates Colossus hated by Korad the Evolver
Circuit board patterns in silver on skin
Red tattoos all over
Huge veinsPlaying cards, shortbow, small sword, daggerHelmet, Greaves/Bracers, Hero Harness, Ring (+1 save)
Came from a pod from space no memoriesWorships Donarkong hates Colossus hated by Korad the Evolver
Zograd Mutant Lv 5 Cyan tastes of cumin
STR 16 DEX 11 CON 11 INT 16 WIS 11 CHA 12 AC14 HP26Ambidextrous
Glowing hands
Backwards feet
Huge veins
Buds offspring monthly
Halucinates when hungry
Flippers
Can taste with feetCircuit board patterns in silver on skinHuge feet
Anti Toxin Gland
Spotlight Eyes 2"/Lv
Hypnotic eyes
Stops bleeding in one round
Sonic lance d4/Lv 3" cone daily causes deafness if fail save
Scorpion tail save or -4 STR, extra att d6
Up to d4 ribs a month can be snapped off and used as daggers
Bronze Sword +1, mace, dagger, neutralize disease puffer 2 uses
Military Las Rifle 2 shots/10 5d6 24" Hydrogen cell
Helmet, Greaves/Bracers, Hero Harness
Raised in a cave by goblinsHated by Korad the EvolverTeen Bugbear gang member follower with silver shank and club 2HD 11hp
Glowing hands
Backwards feet
Huge veins
Buds offspring monthly
Halucinates when hungry
Flippers
Can taste with feetCircuit board patterns in silver on skinHuge feet
Anti Toxin Gland
Spotlight Eyes 2"/Lv
Hypnotic eyes
Stops bleeding in one round
Sonic lance d4/Lv 3" cone daily causes deafness if fail save
Scorpion tail save or -4 STR, extra att d6
Up to d4 ribs a month can be snapped off and used as daggers
Bronze Sword +1, mace, dagger, neutralize disease puffer 2 uses
Military Las Rifle 2 shots/10 5d6 24" Hydrogen cell
Helmet, Greaves/Bracers, Hero Harness
Raised in a cave by goblinsHated by Korad the EvolverTeen Bugbear gang member follower with silver shank and club 2HD 11hp
Hillman Eldren Lv 5 Turquoise tastes of peach
STR 12 DEX 9 CON 16 INT 11 WIS 16 CHA 18 AC16 HP30Strange voice - everyone thinks he sounds just like them
Breathe water puffer
Detect magic cigarettes two left in pack
Black riot armour with helm
Sword, shortbow,
teleported in ancient times appeared like thisWorships Azathoth, hates Eris of mars, hated by Korad the Evolver
Followers:
Seaweed Demon
Smoke Demon with fins immune to non magic weapons
Class 4 Tech replicant
Stewardess Repllecant
Class 3 Medic Replicant
Breathe water puffer
Detect magic cigarettes two left in pack
Black riot armour with helm
Sword, shortbow,
teleported in ancient times appeared like thisWorships Azathoth, hates Eris of mars, hated by Korad the Evolver
Followers:
Seaweed Demon
Smoke Demon with fins immune to non magic weapons
Class 4 Tech replicant
Stewardess Repllecant
Class 3 Medic Replicant
Pew Morlock Lv 5 Cyan tastes of eucalyptus
STR 9 DEX 10 CON 13 INT 12 WIS 14 CHA 11 AC13 HP27Goat Horns
Flatulent in crisis (smells of reptile house)
Hold breath 10 minutes with saveTwo handed axe, bronze battle axe +1, crossbowMilitary Las Rifle 4 shots/10 5d6 24" Hydrogen cellTankbot brain, electric eye, 176 electronic parts
Potion of levitation, helm, harness, greaves/bracersHelmet, Greaves/Bracers, Hero Harness, Ring (+1 save)
Used to be a Eloi but changed by a god on a whim
Worships Iquanta hated by Defendor and Korad the Evolver
Young Bugbear assistant
Flatulent in crisis (smells of reptile house)
Hold breath 10 minutes with saveTwo handed axe, bronze battle axe +1, crossbowMilitary Las Rifle 4 shots/10 5d6 24" Hydrogen cellTankbot brain, electric eye, 176 electronic parts
Potion of levitation, helm, harness, greaves/bracersHelmet, Greaves/Bracers, Hero Harness, Ring (+1 save)
Used to be a Eloi but changed by a god on a whim
Worships Iquanta hated by Defendor and Korad the Evolver
Young Bugbear assistant
Pew Morlock Lv 5 Cyan tastes of eucalyptus
STR 9 DEX 10 CON 13 INT 12 WIS 14 CHA 11 AC13 HP27Goat Horns
Flatulent in crisis (smells of reptile house)
Hold breath 10 minutes with saveTwo handed axe, bronze battle axe +1, crossbowMilitary Las Rifle 4 shots/10 5d6 24" Hydrogen cellTankbot brain, electric eye, 176 electronic parts
Potion of levitation, helm, harness, greaves/bracersHelmet, Greaves/Bracers, Hero Harness, Ring (+1 save)
Used to be a Eloi but changed by a god on a whim
Worships Iquanta hated by Defendor and Korad the Evolver
Young Bugbear assistant
Ben kept his sheet....so this is best i can do from memory....
Zanno Mutant 5th tastes of Coriander
Mutant hermaphrodite who budded off clone children he ate as birth control. Also had spectacular huge genitalia. Had a good bugbear adult warrior and a gnome follower with trap and lock lore kept in backpack.
The eldren player kept notes on tastes of other characters flavours in case he ate them so some of this info came from him.
Flatulent in crisis (smells of reptile house)
Hold breath 10 minutes with saveTwo handed axe, bronze battle axe +1, crossbowMilitary Las Rifle 4 shots/10 5d6 24" Hydrogen cellTankbot brain, electric eye, 176 electronic parts
Potion of levitation, helm, harness, greaves/bracersHelmet, Greaves/Bracers, Hero Harness, Ring (+1 save)
Used to be a Eloi but changed by a god on a whim
Worships Iquanta hated by Defendor and Korad the Evolver
Young Bugbear assistant
Ben kept his sheet....so this is best i can do from memory....
Zanno Mutant 5th tastes of Coriander
Mutant hermaphrodite who budded off clone children he ate as birth control. Also had spectacular huge genitalia. Had a good bugbear adult warrior and a gnome follower with trap and lock lore kept in backpack.
The eldren player kept notes on tastes of other characters flavours in case he ate them so some of this info came from him.
Monday, 23 April 2018
Katharmir: Rolling up a hex for Psychon Game
So testing my books is pretty handy and shows some flaws. Having multiple ways of generating similar info has some advantages for variety and you don't have to roll every table. Stop when you think you have enough weird stuff. Today's game is a one off with fairly aggressive club players including some player vs player types I might have to act on. Possibly if they are bored enough to start purging heretics I might roll on my things fall out of the sky table. One thing happened rolling was to see possibly some tables need to be in different chapters. Also once I found a tech level table then couldnt find it again in my own book. So will do a new one in settlement table. So This hex is full of strange stuff to investigate and plenty of conflicts for players to get involved with and no clear solutions to solve them.
I also wrote a simple character gen system to simplify my emo rules and I quite liked it and might post soon. I just want character gen to be fast. possibly followers and mutants will be the slowest thing. Have stripped away lots of choices and advancement benefits so a litehack of my EMO rules might be a thing soon at least for con games and one offs.
Katharmir
Basic Natural Conditions
Black rocky plains with broken mountains and rubble heaps
Cold with snowstorms and tangerine snow that tastes like pepper
Ocean of emerald fresh water that tastes a bit fishy
Sparse yellow huge trees and explosive delicious cyan fungus
The most common animals are
-goat like Zergs with bizzare horns who make varios magic milk varieties
-evil rock baboons who hate humans and skirmish them often
-huge hawk like Vrawk birds that can snatch children and small zergs and baboons
Ruins and Structures and Locations
Their are ancient alien statues everywhere across the plains
Their are exposed datastacks guarded by planar beings where the gods store souls as data
There are bronze age ruins scattered of former yellow bugbear civilization
There are grey alien ruined city surrounded by trenches with undead soldiers
The alien city has wild fields of fleshy udder plants that lactate hypnotic milk
the alien city feigns friendliness but really they are vivisectionist undead makers
Their is a great mausoleum of the egreen men populated by undead
There is a underwater city of green men whos exiles have coastal villages
-the city can be raised or lowered but are currently xenophobes
Their is a gargantuan crab where greys are working on rewiring it's brain to use as a war machine
Peoples
There is a tribe of yellow bugbears who once had a civilization split into two tribes
- the lawful and good tribes who mostly live around their ruined monuments
The Green Men who are mostly good in two tribes and worship Maaria's good aspect
-the advanced city dwellers who follow their xenophobe AI god and fear strangers
-the exiled coastal dwellers who have little tech but comprehend it
The Green Were Goats worship the evil version of Maaria and eat humans
Chaotic Yellow Morlocks who worship demons and elementals by the data stacks
Grey aliens in two tribes and are utterly evils
-the ferals who live in rubble and are based on morlocks a tech caste
-the high ones who live in the city and are based on eldren a command caste and who make undead to replace their robots and androids that all went insane
Wilderness Encounters
1 Vrawk tries to snatch something small
2 Zergs up close are startled and several males attack 2d6
3 Zergs in distance run away 2d6
4 Baboons fling rocks and feces 2d6
5 Yellow bugbear tribal warriors on hunt 2d4
6 Yellow morlocks looking for sacrifices 2d4
7 Feral greys hungry and fanatic 2d4
8 High greys eye from distance with ray guns d4
9 Green men explorers looking for place to settle 3d6
10 Green men exterminators from city with guns on air raft 2d4
11 Green men undead 2d4 zombies and 1in6 led by wight with a musket and sword
12 Giant rock crab
Things To Do
Kill aliens and destroy their civilization
Stop the xenophobes in the green sea city
-help the morlocks eat them???
-help the exiled green men take over
Stop the aliens with the gargantua crab
Exterminate the Were Goats
Exterminate the undead mausoleum
Unite the bugbears and humans who currently dislike each other
Try to mess with the data stacks (which might trigger an apocalypse)
I also wrote a simple character gen system to simplify my emo rules and I quite liked it and might post soon. I just want character gen to be fast. possibly followers and mutants will be the slowest thing. Have stripped away lots of choices and advancement benefits so a litehack of my EMO rules might be a thing soon at least for con games and one offs.
Katharmir
Basic Natural Conditions
Black rocky plains with broken mountains and rubble heaps
Cold with snowstorms and tangerine snow that tastes like pepper
Ocean of emerald fresh water that tastes a bit fishy
Sparse yellow huge trees and explosive delicious cyan fungus
The most common animals are
-goat like Zergs with bizzare horns who make varios magic milk varieties
-evil rock baboons who hate humans and skirmish them often
-huge hawk like Vrawk birds that can snatch children and small zergs and baboons
Ruins and Structures and Locations
Their are ancient alien statues everywhere across the plains
Their are exposed datastacks guarded by planar beings where the gods store souls as data
There are bronze age ruins scattered of former yellow bugbear civilization
There are grey alien ruined city surrounded by trenches with undead soldiers
The alien city has wild fields of fleshy udder plants that lactate hypnotic milk
the alien city feigns friendliness but really they are vivisectionist undead makers
Their is a great mausoleum of the egreen men populated by undead
There is a underwater city of green men whos exiles have coastal villages
-the city can be raised or lowered but are currently xenophobes
Their is a gargantuan crab where greys are working on rewiring it's brain to use as a war machine
Peoples
There is a tribe of yellow bugbears who once had a civilization split into two tribes
- the lawful and good tribes who mostly live around their ruined monuments
The Green Men who are mostly good in two tribes and worship Maaria's good aspect
-the advanced city dwellers who follow their xenophobe AI god and fear strangers
-the exiled coastal dwellers who have little tech but comprehend it
The Green Were Goats worship the evil version of Maaria and eat humans
Chaotic Yellow Morlocks who worship demons and elementals by the data stacks
Grey aliens in two tribes and are utterly evils
-the ferals who live in rubble and are based on morlocks a tech caste
-the high ones who live in the city and are based on eldren a command caste and who make undead to replace their robots and androids that all went insane
Wilderness Encounters
1 Vrawk tries to snatch something small
2 Zergs up close are startled and several males attack 2d6
3 Zergs in distance run away 2d6
4 Baboons fling rocks and feces 2d6
5 Yellow bugbear tribal warriors on hunt 2d4
6 Yellow morlocks looking for sacrifices 2d4
7 Feral greys hungry and fanatic 2d4
8 High greys eye from distance with ray guns d4
9 Green men explorers looking for place to settle 3d6
10 Green men exterminators from city with guns on air raft 2d4
11 Green men undead 2d4 zombies and 1in6 led by wight with a musket and sword
12 Giant rock crab
Things To Do
Kill aliens and destroy their civilization
Stop the xenophobes in the green sea city
-help the morlocks eat them???
-help the exiled green men take over
Stop the aliens with the gargantua crab
Exterminate the Were Goats
Exterminate the undead mausoleum
Unite the bugbears and humans who currently dislike each other
Try to mess with the data stacks (which might trigger an apocalypse)
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
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