Showing posts with label priest. Show all posts
Showing posts with label priest. Show all posts

Thursday, 4 July 2019

Witch Tombs PDF






































Witch Tombs is a one sheet dungeon zine done for my Patreon months ago. An earlier version had a block of text from a earlier zine by accident. As it is a new tax year I will be setting up some new sales points and have more titles online.

Still need to find best way to operate my editorial teams but overall moving forward. Most of my patreon stuff still requires some editing. Im still ambiguous what a witch is in game. I like the definition as a unlawful spell caster used in some ancient lore. Here I have a variety of factions loosely called witches who agree enough to hide from law and order of mostly male elites. Possibly there could be rival factions aiding of hindering the players. Maybe some don't like the ghouls or hell cults smearing their only sometimes blood letting nature cults. Plenty of curses and regret might be found here.


https://drive.google.com/open?id=1xbdgMg5ScIt_PSb4Ip1sAKJk2nysoQ0i

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

Saturday, 17 November 2018

EMO Class Skills Cleric & Fighter


































Working on Elfmaids and Octopi home rules (EMO Rules) Starter Book
Going back to revising my home brew. Renames in progress.
Metric 1"=3m, default 20mm mini battlemap scale with cm=1m measurements
Weapon Proficients, armour and fighting feats all come under Arms category
Non Weapon Proficiency skills are now Arts category
Each class has common variants with pre chosen arms and arts for a quick character
There are also suggestions for what to spend INT bonus extra arts and arms slots on
Its a kit to use for own homebrew really and not a complete game
More like mod ideas for BX or 1st ed era games

sorta BX like but with skills more significant

3d6 In order bonus as per older games

3 -3
4-5 -2
6-8 -1
9-12 Average
13-15 +1
16-17 +2
18-19 +3
20-21 +4
-any more than one stat below 9 becomes 9 (only one stat below average possible)
-any stat used as class prime requisite is raised to a minimum of 12

Might = strength, brawn, muscle, breaking or lifting saves
-bonus helps damage on any muscle powered weapon
Agility = dexterity, manipulation, swiftness, dodging saves
- bonus helps all attack rolls and armour class
Vigor = constitution, toughness, resilience, health saves (poison, disease, shock)
-bonus adds extra HP each level
Talent = Intelligence, perception, alertness, puzzle saves
-bonus extra slots of Arms or Arts or Languages, allows more class changes
Charm = charisma, leadership,appeal, reaction saves
-bonus followers, pots, contacts, orders or close friends, helps reaction rolls
Will = wisdom, fanaticism, piety, persistence, mind control saves (spells, sanity)
-bonus extra luck points (normally get only one, rogues get extra per level)


Class Changing

You can change class once per Talent bonus (1-3 probably)
Non human classes require a wish or poly morph to change class but possible
Elves, Bards, Gnomes can choose any one spell list type, divine, nature, arcane or mental

Prime Requisite Attribute for classes
Extra bonuses abilities for class for high ability scores
Fighters get extra Arms skills Thieves get extra arts
Wizards and priests get extra spells
Max level you can ever gain in the class equals that stat
20th level is as high as anyone can go in a class

Level Benefits

For each level gain HD+Vigor Bonus in HP for their first ten levels
Then a set number of HP 
+Vigor Bonus in HP per level
Average is the minimum starting HP you can have at first level only
4th Level (and again 8,12,16,20) gain +1 attribute point you can spend as desired
At 5th Leval and every level after gain a d3 level apprentice or a d4 zero level apprentices
-Animal followers can be taken instead but they don't improve the same way
Gain extra arts, arms, languages and class specific benefits
Spell lists imply 18 Will Prerequisite Bonus so select from these for quick start

Suggestions and Subclasses

Class and subclasses suggest skills and spells
-to let people make a characters faster if dropping in
-to learn the game when you don't know what everything does yet
-when experienced you can ignore them or make your own
-quick characters for the GM to use
Class description include suggests bonus skills and spells gained by the prerequisite stat
Subclass descriptions suggests 
Talent bonus slots to spend on arms and arts

Advanced volume

-will cover up to 20th level choices
-double the number of subclasses
-higher level magic spells
-magical crafting
-cult based cleric sub classes and starting spells and new holy powers
-

Basic Four Classes

______________________________________

Cleric
Prime Requisite: Will; high score grants additional spells
d8HD/1 (Average 5)
Arms 3/3 Arts 4/2 Languages d6/2
Light or Medium armour (Chainmail 5) and shield
-3 unskilled weapons +1 to hit every 4 levels
Staff d6, Mace d6, Dagger d4, Crossbow Any, Sling d4, Brawling d3, Club d6, Stone d3
Start Equipment: all weapons skilled with 20 shots of ammo if any, holy symbol, chainmail, common robe, 
wine skin, week good rations, flints, cloak, hat
Prerequisite Will Bonus provides extra spells +1= gain 1st +2= gain 1st +3= gain 2nd

Typical Starting Spells if Good or Lawful

-Zero Level Candle Light, Purify Food&Drink, Cure Petty Wound
-First Level Cure Light Wounds, Bless Weapon, Light
-Second Level Hold Person


Typical Starting Spells if Evil or Chaotic

-Zero Level Dark Ray, Scare, Candlesnuff,
-First Level Blight, Darkness, Cause Fear
-Second Level Speak with Dead


Typical Starting Spells if Nuetral

-Zero Level Seal, Mend, Stun, Open&Close
-First Level Alarm, Command, Identify
-Second Level ESP

Holy Power to Turn undead 

d12HD/Lv if less HD than level (zero includes under 1HD petty undead)
1HD/Lv vs same or one level better HD, also they get to save to resist
If HD generated double 
HD needed to turn them: 
-they are destroyed if a good cleric
-they bury themselves or sleep till the next night if a nuetral cleric
-they are enthralled for a month if a evil cleric
6th and 10th and 18th level pick extra thing to turn a tainted or otherworldly being
-demon, devil, animal, lycanthrope, faerie, witch, fire 
elemental, air elemental, water elemental, earth elemental, spirit, trolls, constructs, dragons, giants, chaos

Clerical Spell Abilities

-can learn any spell of cleric list through 8 hours of prayed once per day

1 Priest Subclass
Arms - Staff, Mace, Sling 
Arts - Ancient Lore, First Aid, Holy Lore, Scribe
+1 Steward +2  Alchemy +3 
Healing
Scribes box, journal, holy book, d4 maps, ceremonial robes, gold or silver holy symbol, bottle of holy water, d12 candles, lantern, lamp oil, sundial, 3d6x10gp

2 Templar
 Subclass
Arms - Mace, Crossbow, Dagger
Arts - First Aid, Holy Lore, War Lore, Siege Lore
+1 Weapon Expert +2 Brawling +3 Shoot into Melee
Heavy Helmet, knight shield, holy book, bandages, d4 healing potion, camp stove, lantern, lamp oil, d4 maps, holy symbols on all equipment and clothes, book of holy war records, 3d6x5gp


3 Friar Subclass
Arms - Staff, Dagger, Sling
Arts - Holy Lore, Brewer, Herb Lore, Carousing
+1 Survival +2 Healing +3 Steward
bandages, d3 healing herb, d6 bottle of beer, recipe book, herb lore book, journal, poached rabbit, roast chicken, loaf of bread, 3d6x10sp


5 Healer Subclass
Arms - Staff, Dagger, Sling 
Arts - First Aid, Healing, Holy Lore, Herb Lore

+1 Poison Lore +2 Plague Lore +3 Persuade
d4 healing potion, d3 healing herb, bandages, bottle of spirit, surgeons tools 3d6x10sp

6 Inquisitor Subclass
Arms -  Staff, Crossbow, Dagger
Arts - Holy Lore, Interrogate, Deceit, Occult Lore

+1 Torture +2 Spot +3 Search
d4 holy water, set of manacles, witch hunting book, book on cults, book of devils, holy book, law book, whip, d6 torches, bag of salt, bag of nails, hammer bundle of printed wanted posters 3d6x10gp

7 Missionary Subclass
Arms - Staff, Club, Sling 
Arts - Holy Lore, Persuade, 
Music , Survival
+1 Streetwise +2 Begging +3 Healing
holy book, d6 candles, donkey, saddlebags, begging bowl, d4 days feed, 3d6x5sp

8 Seer Subclass
Arms - Staff, Dagger, Sling 
Arts - Divination, First Aid, Sacrifice
Holy Lore
+1 Astrology +2 Illumination +3 Trance
bandages, divination manual, holy book, incense, narcotics, smelling salts, 3d6x10gp

9 Exorcist Subclass
Arms - Staff, Dagger, Sling 
Arts - Exorcism, First Aid, Occult Lore, Holy Lore

+1 Interrogate +2 Evil Eye +3 Trance
Exorcist manual, holy book, ropes, gag, d4 holy water, lamp, whip, 3d6x5gp

10 Cultist Subclass
Arms - Dagger, Strangling Cord, Brawling
Arts - Occult Lore, Sacrifice, Ritual, Evil Eye

+1 Hypnotism +2 Poison Lore +3 Alchemy
Bottle of poison potion, holy book, rope, d6 narcotics, evil idol, ritual robe, sd6x10sp


Will add cult specific subclasses with alternate holy powers and spells like my first draft 2013ish

Fighter 

Prime Requisite: Might; high score grants additional arms
d10HD/2 (Average 6)
Arms 4/1 Arts 3/3 Languages d4/3
-2 unskilled weapons +1 to hit every 2 levels
Any Armour
Any Weapon
Start Equipment: all weapons skilled with 20 shots of ammo if any, common robe, wine skin, week good rations, flints, tankard, d6 torches, cloak, hat

Prerequisite Might Bonus provides extra Arms +1= brawling +2=fast draw +3=cleave

Fighting Prowess 
For 2 Arms slots may buy the following:
-a school style including four weapons (eg knight weapons)
-a weapon family such as blades, axes, bows, crossbows, guns, clubs, flails, spears
-arms skills enhancing a weapon only work for one specific weapon not any kind of group
1st level has one slot in critical hits for double damage on a natural 20
Other classes can only have one slot in weapon expert and critical hit arm skills
-fighters can increase weapon skill to master and specialist and can increase critical skill
-can spend extra arms slot on critical hit at 5th, 10th, 15th and 20th

6th and 12th and 18th level gain one extra attack per round
10th and 20th bump weapon damage up to next higher dice
Has a Command Radius on the Battlefield = LV + Charm bonus

1 Warrior Subclass
Arms - Sword, Spear, Dagger, Shortbow (Weapon Expert, Move by Attack)
Arts - Survival, Looting, War Lore

+1 Cleave +2  Carry Load +3 Armour Optimization
fur bed roll, d12 sausages, pack pony, d6 days feed, saddlebags, chainmail, round medium shield, knife, 3d6x10sp in loot

2 Hoplite Subclass
Arms - Spear, Javelin, Small Sword, Dagger (Weapon Expert, Shield Attack)
Arts - Marching, Chant, Spot

t+1 Short Bow, +2 Dodge, +3 Listen
slave servant d4 1=boy 2=old man 3=hideous 4=lazy), body oil, razor, metal mirror, painted 
round medium shield, bronze scale armour +5, three javelins, knife 3d6x5gp

3 Knight Subclass
Arms - Lance, Sword, Dagger, Spear (Weapon Expert, Ride By Attack)
Arts - Ride, 
Etiquette, Heraldry 
+1 Quick Mount +2 Steward +3 Command
plate armour, full helmet, heraldic knight shield, war horse, pack pony, saddle, saddlebags, d6 days feed, tent, boy squire, court clothes, d3 jousting lances, 3d6x10gp

4 Beserker Subclass
Arms - Battle Axe, Spear, Hand Axe, Dagger (Weapon Expert, Frenzy)
Arts - 
Survival, Intimidate, Beast Handler
+1 Berserk +2  Cleave +3 Toughness
sack of heads, sacrificial goat, bearskin or wolf skin cloak, beast cult medallion, tatoos, small sheild, two extra hand axes, knife, 3d6x10sp in loot

5 Marine Subclass
Arms - Battle Axe, Javelin, Small Sword, Dagger (Weapon Expert, Ambidextrous)
Arts - Swim, Sailor, Looting 
+1 Sea Legs+2  Dodge +3 Climb
air bladder, grappling hook, 9m rope, gaff hook, oilskin coat, carved whale tusk, fishing hooks and line, fish knife, 3d6x10sp loot

6 Archer Subclass
Arms - Composite Bow, Small Sword, Dagger (Weapon Expert, Shoot into Melee)
Arts - Spot, Scout, 
Bowyer/Fletcher
+1 Point Blank +2 Quick Draw Arrow +3 Moving Fire
fletcher tools d4 score arrows, hatchet, arrowhead mould, old uniform, d4 bowstrings, 3d6x10sp loot

7 Hunter Subclass
Arms - Composite Bow, Small Sword, Dagger, Hand Axe (Weapon Expert, Extra Range) 
Arts - Track, Butcher, Beast Lore
+1 Survival +2 Sneak  +3 Hide
tent, pot, d3 dogs (hunting or ratters), scraper, butcher knives, kilo of salt, animal skin hat, fur cloak, greasepaint, d4 animal scent bottles, scruffy hunting clothes, 3d6x10sp,in furs and hides

8  Yeoman Subclass
Arms - Longbow, Greatsword, Staff, Dagger (Weapon Expert, Marksman)
Arts - Farming, Steward, Bowyer/Fletcher
+1 Precision +2 Fast Draw Arrow +3 Extra Range
boy apprentice, bag of seeds, leather armour, deed of land, entrenching tool

9 Gladiator Subclass
Arms - Net, Dagger, Small Sword, Trident (Weapon ExpertImprovised weapons)
Arts - Performance, Drive Chariot, Streetwise
+1 Dodge +2 Toughness +3 Ambidextrous
cestus, scissors, two small swords, full helm, body oil, d4 pieces of +2 AC armour, fighting net, trident, boxing gloves, 3m chain, manacles, 3d6x5gp


10 Amazon Subclass
Arms - Spear, Small Sword, Javelin, Short Bow (Weapon Expert, Haft Attack)
Arts - Ride, Acrobatics, Jump

+1 Dodge +2 Reach Attack +3 Point Blank
two spears, d4 Javelins, scale armour +5, round medium shield, slave (1=boy 2=girl 3=old man 4=old woman), mirror, silken cord 7m,  body oil, perfume, tent, lantern, oil flask, d6 silver arrows, incense, artwork (d4 1=urn 2=painting 3=book 4=box) 3d6x10gp in jewelry

Will add more subclasses for various cultures and time periods such as musketeer, guardsman, grenadier, mercenary, mounted archer, beast master, ranger, champion, beast master, etc

Tuesday, 7 August 2018

Wizard Towers and Tainted Settlements

























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

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


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

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

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

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

d20 Evil Natural Features

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

d10 Extra Evil Defences

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

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

d10 Wizard Cellar 

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

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

d20 Middle Floors

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

d10 Top Floor Crowning Feature

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

d10 Evil master of Wizard Tower or Ziggurat

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

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

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

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

Wednesday, 27 June 2018

d100 Things my Master did to me at Clerical School

d100 Things my Master did to me at Clerical School

01 Bathed and scrubbed you daily for being a filthy beast
02 Had to sing in choir and was harassed by church elders
03 Made to collect money for the poor in ghettos and slums
04 Was a servant for a horrible elderly priest who needed boils lanced daily
05 Kept in strict religious school with beatings, humiliation and other petty cruelty
06 Care for a holy animal used in rituals and kept from contamination
07 Copied holy books verbatim for years in a church sweatshop
08 Master would beat you for your own good when you made mistakes
09 Had to wash and prepare corpses of the dead for church burials
10 Had to look after the sick in a leper colony or plague hospital
11 Helped master adjudicate church court cases over heretics and witches
12 Helped manage a library of forbidden books but not allowed to ever read them
13 Examined new published works to see if the church should ban them
14 Managed and maintained artworks and relics in a church
15 Compiled lists of missing relics and saint body parts in church records
16 Taught students and new initiates to the faithful
17 Charity mission work helping the poor and needy
18 Visited prisons to convert inmates and comfort the faithful
19 Worked in a sweatshop making holy symbols and trinkets for the faithful
20 Visited the rich seeking money for charitable causes
21 Appointed to comfort and guide a noble youth in the right way to live in the city 
22 Appointed to guard the chastity of young students kept in your care
23 Sent to backwoods village where locals were witches and cultists out to kill you
24 Sent in ghetto of city looking for unclean marks and signs of chaos cults
25 Guarded a holy relic that evil constantly assaulted
26 Joined crusaders in holy war against a rival faith in far off country
27 Worked on a mission to help ex slaves assimilate to society
28 Worked on a mission catching street urchins and educating them in trades
29 Worked for senior church leaders debating which non humans had souls
30 Led a choir of students at a great temple and had to keep them safe
31 Managed a city orphanage and had to protect charges and prevent them from vice
32 Had to maintain a shrine in isolated miserable evil infested region
33 Sent to preach in worst parts of city constantly harassed by criminals and perverts
34 Helped lead mobs of zealots to beat up sinners and degenerates in streets
35 Led moral campaign against degenerate writers and artists unknowingly  
36 Worked in soup kitchen for the poor in a big squalid city
37 Helped plague refugees find treatment, families and accommodation in a big city
38 Organised charity events and performances with awful rich people
39 Worked with city officials on committee to improve sewerage treatment works
40 Helped build a huge temple complex working with architect 
41 Slaved building tiny churches in frontier areas with local workers 
42 Sent to live with silent hermits for years where nobody spoke exposed to elements
43 Sent to advise crusaders sent on mission to foreign land to preach word of faith
44 Sent to exotic foreign land to survey religious practises of heathens
45 Sent on mission to find relics beyond the frontier and were the only survivor
46 Sent on ship and spent years lost on various islands before return home
47 Sent to assist inquisitors hunting werewolves in the frontier regions
48 Examined reports for inquisitors of witches, heretics and demonic cults
49 Managed temple wine cellar for use in rituals and events
50 Aided senior bishops in the privy in hierophants palace
51 Blacked out offence text in new publications for church literary committee

52 Gatekeeper for a celebrate order 
53 Taught at a religious school for privileged brats
54 Served as assistant to exorcist until a demon killed them
55 Worked as curator of church collection of evil relics and books
56 Worked in graveyard supervising rituals and keeping undead out
57 Supervised cleaning cathedral roofing and windows and statues
58 Sent on mission to convert a island cannibal clan for several years
59 Appointed to petty knights household as teacher and adviser 
60 Served as book keeper of church tithes and investments for church treasury
61 Served as a personal scribe of senior church official
62 Sent into ancient church catacombs to copy ancient headstones
63 Sent to wasteland to deface ancient cult engravings with holy symbols
64 Sent to frontier to supervise burning captured
65 Sent to creepy coastal town full of heretics, cultists and criminals
66 Imprisoned in church dungeon due to misunderstanding with inqisition
67 Sent to evaluate hauntings to see if church authorities need to act
68 Assisted magistrate
 as court clerk for petty peasant legal conflicts
69 Looked after mad house in isolated area with limited resources and staff
70 Investigated church corruption but sabotaged constantly by criminal enemies
71 Helped cover up church scandals for investigative comitee

72 Sent to faraway penal colony to serve devoted among criminals
73 Spent years on isolated mountain temple hidden from the world
74 Spent years in a holy cave shrine meditating among the snakes and rats
75 Served in court of corrupt nobility who sent killers after you many times
76 Translated ancient church books into modern language for great temple
77 Supervised construction of a monument and rewarded for finishing early
78 Caught up in church politics, sent to frontier as punishment for choosing wrong side
79 Served on mission to secretly aid bastards of rich nobles and church hierarchy
80 Served as adviser to a royal heir until they became angered by you
81 Served in a country shrine mostly blessing farm animals and performing weddings
82 Worked in great mausoleum with others repairing stonework and maintaining blessings
83 Captured by monsters as sole survivor of mission but converted them over years
84 Served a corrupt petty noble who imprisoned you for years in secret cell
85 Served a divination temple cataloging predictions for future generations
86 Investigated missing bodies in graveyards stolen by necromancers, ghouls and cults
87 Served in isolated garrison on frontier for several dangerous years
88 Looked after shrine in a gold rush shanty town with miners and murder hobos
89 Managed a patrol gathering found dead bodies in city to be taken to burial pit
90 Sent to convert frontier tribe and spent years in constant peril of being eaten
91 Sent to aid front line troops in a horrible war against evil hordes
92 Worked for inquisition recording confessions of captured cultists and chaos priests

93 For good work uncovering church corruption you were sent to tiny island colony for years
94 Spent years working in the bureaucracy of the church chasing paperwork
95 You had job of checking religious art up to church specifications

96 Sent in disguise to various noble courts to route out cults and heretics
97 Sent to document ruins that had signs of evil cults that needed the church to act
98 Sat on interfaith committee in city to resolve disputes and share wisdom on evil sects
99 Worked on school campus as tutor for new clerical acolytes and marking papers
100 Worked in a golem lab making magical statues to defend temples under a high priest

Monday, 11 June 2018

Dark Island Reskin 3: Vampire Lair



Continuing reskins for Dark Island, a draconic fortress on a Island one capitol of a pocket underland empire.

So some periods the Island is abandoned and undead take over making it a source of evil blocking trade and driving away life from the lake.

d12 Undead Island Encounter

1 2d4 Rotting zombies
2 d6 ghouls
3 Poltergiest
4 3d4 Giant rats
5 2d4 giant centipedes
6 Shadow
7 Wight warrior
8 2d4 zombie war hounds

9 Zombie bugbear or ogre 4HD
10 Half a zombie crawling pathetically leaving trail of stinking fluid
11 Lonely spectral minion of the dragon queen household, probably a gnome
12 Lesser vampire servant of the vampire

If the undead win and make a morale roll the will bring their live victims to the vampire. If they fail they will eat the victims.


Lagoon Beach
Rotting corpses, bones and coffins are on the beach with several wrecked boats and a leaky funeral barge. The barge brought the vampire here and it has trouble leaving and crossig water. Some of the rotting corpses are 2d6 zombies, it takes a round for them to get up and they are slow and easy to escape.
Cave Houses
Ruined cave cottages are now strewn in garbage with 50% chance of a d4 zombies. With a turn searching you can find a d4 house hold pots, knives or tools with a 1in4 chance of finding 3d6 silver coins
Smithy

Ruined smithy here with a zombie standing by the bellows and a wight guarding the remains of iron ingots (60 ingots 10gp 1lb each) and a collection of dusty and rusted but reparable d6 suits of armour and two dozen hand weapons
Great Council Hall

Once ornate council hall is now dusty ruin with a huge table covered in dust and cobwebs with a dozen skeletons seated in tattered robes, and one with a spiked crown. They arise to fight but the crowned one has 6HD
Temple Cave
Temple has been vandalized and has unholy symbols painted in blood and necromancer runes, several statues have been toppled
Priest Cave

An evil priest who came to serve the vampire died here of starvation and arose as a wraith. A squat evil idol of Prince Orcus is here with 3000sp offerings and a +1 mace and 4 unholy water potions before it
Priest Library

Dusty and slightly mouldy, a dozen volumes of prayers to Orcus, guide to operating a undead cult in secret and guides for novice and senior priests
Queen Roost

One this was the Dragon Queens nest now it has been emptied and a 8 foot pet is left with a dozen zombies inside clambering to escape if they detect living human flesh. More than a dozen lets extra climb over the others to escape. Smashed skeletons are on the floor, the vampire throws almost dead victims in here to be destroyed to prevent vampires arising
Queens Court

Two undead rotting cave lobsters guard here and will begin clacking their pincers to alert the vampire. A great throne is here and tattered dragon tapestries cover the walls
Study

The vampires spell books, journals and other books stolen from visitors are here including books on religion, demonology and some novels. Some are written in dwarf, gnome and dark elf. There are forty volumes in all but the iron bound locked spellbook is cursed also, inflicting a rotting disease on whoever reads it and fails a save. A gilded lantern worth 100gp is in here
Dining Room

This once fine dining room has dust and cobwebs but the table is clean and has manacles affixed to strap victims for the vampire down. Several sets of cuffs allow for gnome to man size victims. 1in6 chance there is a prisoner here on deaths door
Bedroom

The once great four poster bed has the mattress removed and three coffins are here. These are fore the lesser vampire servants. One a female Sorphryn is in in a deep coma recovering from a bad encounter and easily dispatched. One other male consort, Canantulas will arise if disturbed by sounds of fighting from the court or other adjacent rooms. The third coffin has 3000gp,  10000sp and three potions of healing.The main vampire Christopasia has her coffin concealed under the bed. She will allow her lesser vampires and guards to die before bothering to arise and she hopes to turn some of her intruders into replacements.
Egg Room
Dragon eggs were once here now it is dusty with just 3d6gp worth of broken eggshells
Consort Dragon Nest

Great dusty dragon nest with a huge skeleton. 16742cp are scattered on floor which nobody in the past was bothered to collect
Servants Cave

8 zombie gnome butlers are here with trays in hand
South Dragon Nest

A dozen corpses hang from the roof, naked with spigots inserted into their necks and evidence they were healed. Under them the dragons pit was full of garbage
North Dragon Nest

A great heap of garbage being picked over by 6 ghouls
Slave Pits

Garbage and bone strewn mess is here but a single gnome is here with a ring of invisibility to undead who came for treasure and had her boat stolen. Talia wants help escaping and will even offer her ring after the boat with her on board leaves. She will negotiate and also has a 400gp gem and 200sp. She has a gold 45gp ring too she might try and cheat on the deal with
Marine Cave

A giant snapping lives in the pool and likes to snatch zombies or anyone to eat
Bathing Cave
The dragons former bathing pool now unused

Christopasia wants to use the invaders boat to send a lesser vampire servant away to find a better lair (six have gone and never returned). While travelling over the water vampires are helpless in their coffins requiring servants. In bat form she has explored the cavern roof but their are some creatures there that try to eat her like cave fishers. She cant get her treasure away in bat form. In a worst case she might retreat in bat form and has a spare coffin on top of the island rock spires which are a dificult climb. She hates the island and is stranded and mostly hungry and bored. New slaves and food are her main interest.

Christopasia will torment victims explaining their fate as food, slaves or lovers if attractive enough (gender doesn't matter only CHA of 16+). She has a intelligent LE +2 sword that detects undead within 3" and a amulet of non detection

Other communities in the cave lake region might offer a reward for cleaning out the cave. It is possible some gnomes long to return to restore the island for the Dragon Queens return. Possibly a captured party could be rescued by the dragon and gnome forces