Showing posts with label random. Show all posts
Showing posts with label random. Show all posts

Sunday, 3 May 2020

d100 Strange Estates







































So on the edges of kingdoms, on frontiers, in forests and mountains where it is easy to be isolated some noble houses, you come across are a bit off. Remember only those of knight or noble rank may drop in unannounced expecting help or the gate to open. Others will have to impress with good manners a letter of introduction or a gift. Often such estates are a bit less formal than cities but usually quite old fashioned. Sometimes your on near the frontier and just find one where maps say there shouldn't be one.

d10 Estate Size

1 Small fortified manor and some fences
2 Small fortified manor with various outbuildings, sheds and fences
3 Medium fortified house and several cottages and fence
4 Medium fortified house with multiple worker cottages, sheds, wall and gatehouse
5 Medium fortified house with a small village, chapel, graves, wall and gatehouse
6 Medium fortified house with a small village, church, graveyard, wall and gatehouse

7 Medium fortified house, with village, church, tombs, sheds, mill, stone wall and gatehouse 
8 Large manor with walls, village, various outbuilding including a mausoleum 
9 Large manor with large walls, various outbuildings, huge gardens and a folly 
10 Huge sprawling palace, with village outside walls

d10 Condition

1 Crumbling ruin possibly with dungeon or tower intact
2 Semi intact ruin occasionally used as a shelter by undesirables
3 Intact abandoned ruin looks gloomy and haunted with dust and peeling paint
4 Overgrown crumbling estate with many outbuildings collapsed
5 Damaged rundown old building with some sections no longer used
6 Worn older building in the usable state but needs work 
7 Repaired older building with half-completed repairs
8 Well maintained older construction
9 Good modern construction
10 The latest fashion, immaculate

d100 Strange Estates
1 Rundown old cottage with three old supernatural women, their pets and servants

2 Small overgrown estate with stone monoliths in the landscape, household secretly a druidic sect leading old faith against the kingdom
3 Walled estate of a wizard who makes beast abhumans with magical surgery for a menagerie
4 Cursed estate nobody can leave until angry ghost stopped somehow, anyone who dies here trapped in a time loop
5 Sorceress and her three students run estate and like to lure in handsome men to make undead slaves
6 Old retired privateer sea captain and islander servants, the estate has a secret tunnel to a local body of water and a hidden cave temple 
7 Noble brought dryad lover here and years later ruined overgrown estate houses dryad and her army of charmed lovers
8 Rich merchant family involved in smuggling and uses an evil priest to lead a dungeon of bandit monsters for cash
9 Estate lawn has a circle of evil carnivorous trees and people gone, prone to a strange mist  
10 Spider spirits in human form rule estate of frightened servants and a large graveyard
11 Manoir of inbred cannibal cult, welcome guests for dinner
12 Burned estate with happy former servants living in workers cottage, lost contact with the world out here alone
13 Goblins live inside walls and snatch people exploring
14 Wererats live inside walls and the queen mother is a witch
15 Family sealed a monster child in the attic and abandoned the estate 

16 Slimy horror thing lives in the well and is hungry17 Animal full of stuffed animals, spectral servitors keep clean and a dangerous spectral minion warrior of a military aristocratic code seals in victims to hunt them
18 Manor has had lots of staff vanish of late and a few guests. Ancient pagan stones on the property have begun to awake and crave blood by night
19 Nighthag lives here with charmed servants adopted human children, some monster pets and hybrid monster children from her prisoners, invites you to dinner with her family to evaluate if visitors are to be eaten or entertainment
20 House inside is eerily cold with icetoads inside, icicles, killer penguins, walruses and a weird time-space warp to a polar frozen waste with prehuman ruins. Manor owner wanted to open a polar gate to explore prehuman ruins but house overrun instead
21 Lord rules a cult including all estate staff and residence, serve a demonic lord and operate hidden shrines and monuments. The cult is a bit creepy but mostly hide from outsiders and take victims from large communities by carriage at night.
22 Lord has entrapped many fair maidens in secret and murders unwelcome gangs
23 Lord is an astronomer and has an observation telescope and mechanical astrolabe. Welcomes guests and shows them a mysterious misty object approaching the world and plans to visit it in a magical ornithopter
24 Cruel family keep girl prisoner and she desperately wants to escape. Uses some petty magic to send messages. She was married against her will into a family who are cultists. The husband promised is a horrible monster human hybrid kept in the family crypt
25 Cobweb covered house populated by a clan of were spider aristocrats and charmed servants. The attic full of mummified corpses, webs and egg sacks

26 Several curl young siblings with various adventurer levels killed their parents and squander their money and seek people they can marry to absorb their fortunes
27 House head is menaced by a succubus or incubus and is mostly bedridden and gravely ill. Servants look after them and keep visitors away
28 Lady of the house is a shape-changing lamia thousands of years old. Various thralls and servants of her snake cult. Underground catacombs and a temple thrive 

29 Devil swine lord has a staff of enthralled servants and everything is increasingly shabby and filthy. Lord wants to meet guests and charm them to get more servants but also has a dungeon would love to take over with some adventurers
30 Lord is in love with a dryad tree on the property and his wife plotting to cut it down and might pay and lie to some adventurers to do it
31 Lord worships a carnivorous plant god and has planted killer plants on estate. Has started to breed vegepygmies and has prisoners brought to them to torment and sacrifice They play the organ in a greenhouse often
32 Lady welcomes guests and tries to seal in the basement with basilisks. She can adopt a medusa form but likes to watch victims in her murder maze with a crystal ball
33 House overrun by similar-looking androgynous children. They warn strangers off and that a parent will be home soon and punish intruders. Children are mindlinked and each provides one level of a geshtalt mind as wizard (or illusionist or sorcerer). Each child overcome reduces the collective spell casting ability

34 Once doors closed magical barriers keep in and mad rich host and friends plan to hunt and murder victims due at this same time
35 Fog shrouded manour by night it is thick soup and multiple harmless spectral minions and  poltergiest haunt house due to a curse trapping all who die here as spirits
36 Owners away at seaand have left children and servants. A gate to fairyland inside has overgrown house in vegetation and a seamless opening to a fairyland kingdom
37 House left empty protected by gargoles who also repair the property
38 Wizard noble making human animal abhuman slave creatures and needs more animals or people alive or very fresh only
39 Bored widow welcomes adventurers to her house. Wants to fund an expedition to where her husband vanished to
40 Sea captains widow shows visitors her husbands treasure maps but wants a cut
41 
A witch has cursed hall inhabitants and all cannot bathe and have long fingernails and unkempt hair. They cannot leave and the witch needs to be spoken to but she will probably demand a quest to end the curse
42 Lord kept a fairy maid as a wife and the three vicious mutant sons roam the estate killing and torturing animals and strangers. The fairy maid managed to fly out a broken window years ago and the mad bitter lord has studied where a gate to faerie land can be found to steel her back but they need adventurers
43 Lord worshipping insects had magicians make giant ones including locusts that 'harvest' crops then get eaten, giant bees tend giant flowers, giant ants mine and guard property. Mantis folk hybrids ate the lord and servants a while ago and now rule the overgrown bug-filled estate
44  The estate is pristine and lifeless and a strange pool in the greenhouse is full of ochre jellies made by an alchemical assassin were released here. Other slimes and gelatinous beings roam the estate
45 Dark elves overtook the house making residents into zombie servants. Dark elf youth play with zombie children like dolls. Household zombie pets guard estate. Dark elves don't  get the problem and offer peace dinner of human heads, fungus and rotten burned zombie farm animals
46  Lord who has sent away servants is struck mad with paranoia that assassins are after him. He will file poison arrows from the house at intruders then hide in the house, partly barricaded with secret doors over several floors. Anywho enter are stalked
47 A fox spirit has overtaken estate with charm spells and all love her and serve her. She is delighted to meet strangers who might make good servants
48 Sadistic lord will meet visitors and poison them and hack them up with an axe if he thinks nobody will miss him
49 Noble convinced guests lust after attractive spirit folk offspring and will patrol house by night in form of a giant snake
50 Noble wizard put servants souls into golems so they never die, welcomes visitors and offers to turn guests followers into automatons
51 Tunnel under the house to lake cavern where albino kraken is worshipped by some household members and a race of fish people

52 Swarms of flies surround the house and fly demons are tormenting residents
53 Killer trees on estate worshipped be residents who try to keep guests in till sundown the trees come out
54 House overrun by teen humanoid gangs fighting for turf and stirges in the attic
54 A ruined hall where bandit gangs hide here and youths come here to join them
55 Hall where vampires gather once a year for a ball but in meantime ghouls and vampire cultists guard the place
56 Estate menaced by a lycanthrope eating sheep and menacing workers cottages
57 House empty but gnomes have burrows and a secret observation places in trees and garden features. Outside garden immaculate inside house dusty with sheet ghouls lurking for prey
58 Necromancer lord has rendered workers and servants now all undead working night and day. Does not want to be disturbed but witnesses must die. Just wants to do research
59 House is partly burned and inhabited by a fire cult and their firetoad pets
60 House partly collapsed in earthquake and servants live on after householders buried. Elder worms from the deep ate household and some villagers are cultists
61 Strange fog beast haunts estate by night
62 All in house sleeping have dreams of frog cult and under the house is hidden cave temple connected to several underground rivers
63 Property has a haunted mill and spirit must be put to rest
64 Ancient barrows and stone megaliths cover the region and locals refuse to go out into mist at night
65 Visitors welcome to diner and room. Evil resident releases ghost from a bottle that hops bodies and stabs people. It has promised to teach owner spells in return for more sacrifices
66 Famous animal vivisectionist, artist and wizard has been making monsters and beast folk servants who are ready to revolt and hate humans
67 House is used by spies from Underland kingdom keep house and land well by night. Cavern under the house has an ancient tunnel. A local cult trade with them
68 Noble runs cult attempting to persecute demihumans for-profit wear hoods. Want to torture demihumans to learn about invasion plans and assume human friends are charmed
69 Village and manor part of a druid cult welcome strangers to whicker man festival

70 Manor house with secretly Bhut inhabitants, at night they are undead horrors
71 Estate inhabitants all turned to animals who aggressively unite to fight off intruders, all cursed by an elf lord in disguise as a hermit they offended. Leaving them offerings removes the curse

72 Residents all cursed into boar form by tree god for killing a sleeping dread, local boars have remains of clothes and jewellery and cry in a panic if they see armed humans. Boars live inside and sleep in own beds
73 An ancient cult dedicated to stabbing strangers is having an annual meeting in this ruined house, the ancestral family seat of notorious Stabbington clan
75 House overgrown with delicious treats with candy-canes and gingerbread folk on grounds. A cult lives here dedicated to a candy clown demon who steals teeth and children. Eating any of the candy turns visitors to children
76 Wizard lord has build an iron golem with a meat grinder in its chest and has ground up every living thing bigger than a chicken on estate. All this meat is in the house hall a living mass of flesh the wizard wants to open to the everliving land of flesh within Xor the meat god
77 Lord after trip far away brought home a drum that when beaten in jest by a guest, attracted a colony of ankhegs on the house lawn
78 Banshee haunts the hall with shadows who died from screams here
79 Welcomed in hall of minor noble, during stay one of explorers met someone who supposabley died a hundred years ago indicating a secret door
80 Criminal guilds having a meeting here to exchange money for narcotics, both are touchy 

81 Noble plotter in estate needs dupes to carry falls coup plans to city then will report party to king for treason to throw blameaway from plotters
82 Lord of estate recieved mysterious immortality potion that turned them into an ape person. Went on to convert rest to ape people and rules them in overgrown estate
83 Lizard people have built a 20 foot high step pyramid in grounds of estate and thelord was replaced by a changeling snake person who charmed the poulance to convert to the reptile cult
84 Crucified victims in front of the house are estate residence. Orcs claim lord killed their tribe and children. Orcs have turned fortified house to a staging base, humanoid forces start arriving with wolf and bat riders first
85 Young knight owns house and welcomes adventurers. He is cursed that his beloved is a wendigo roaming the high country. He will pay for her capture and any other aid party can provide in finding a treatment. Girl has some hope as she didn't become possessed for being a cannibal
85 Sad old noble regrets three heirs all missining in supernatural circulstances because the ruler offended elves long ago. Elves can be persuaded to hand back children but demand a quest per child. Each child returns high level and highly civilised from faerie court
86 Peoperty surrounded by several metres deep ring of mushrooms. A giant faerie ring has made area connected to faerieland. Faerie have been entering the world and planting forests
87 Property of mixed demihumans and humans, former adventurers operate land with common farm folk including orcs and goblins with elf and dwarf crafters. Traders here offer exotic goods and human lord has many non human advisors in court
88 Estate where noble has experimental animal breed for riding or war. Secretive barns with orc guards sponsored by the state with a wizard noble director. Strangers might become test subjects. Paranoidabout enemy spies or druids sniffing about 
88 Manour noble owes money to the bloody talon who use this as regional headquarters. Bloody Talon is a criminal conspiracy and cult who plan violent overthrow of the kingdom. Cult prefer no witnesses of their agents in robes training or moving prisoners or drugs
89 Noble clan leader is a black lotus user and has allowed the lotus cult control of the estate. Black lotus brotherhood now use as a drug distribution hub and now have local crops being grown. A greenhouse has exotic and magical drug plants. Has built a temple where a school of assassins train
90 Giant mushrooms overgrow estate and goblins everywhere and locals used to them and employ them for farm work. Noble close friends with several goblin tribes
91 Village is empty and so is manor, a gate to hell in the chapel has drawn in all the local population who are all prisoners on a guardhouse under lesser devils and hellhounds

92 Luxury walled estate has many noble visitors and  a village of servants. A d6 guest nobles each with 2d6 servants are visiting. Inside is home to a pleasure cult who practice nudism and free love. and other heracies. 
93 Secretive noble and manor has secret caves and tunnels leading for miles. The noble here helps slaves escape the country and this is a major stepping stone for runners who hide in caves and use them to move unseen for leagues
94 Giant has taken over estate with troll and ogre followers. Peasants live in fear and most of those too old to work have been eaten
95 An ogre magi has taken the lords place and instigated cruel reforms, mean taxes and brutish secret police. Peasants and others are in cages by the road 
96 A walled estate has domestic dinosaurs inside, noble traded with lizard folk on far away trip and received eggs. They are sure none will escape or anything. Peasants have come to love dinos
97 Estate with village on ancient hillfort with very old woodland sacred grove. On certain holidays the local ceremonies come to evoke faerieland and the costumed dancers turn into real stag-folk and the hobby horse becomes a dragon. They pursue strangers till dawn or to edge of county. Locals never remember. A tunnel complex in the hill fort may hold a hidden temple controlling the elder magic
98 Lords of the manor for generations studied comuning with the beings of the outer void. A ritual brought the estate partly in the nightmare dimension. Horrorible nighmares of local people are attacking and ransacking the place (but not killing those who spawned them). The lord has become fused with a daemon of darkness which required a host to gain a foothold in the world. Strange hypnotic and temporal events surround the domain making it haunted and misty  
99 A fierce storm breaks out driving explorers to the estate. A vampire noble desires interesting blood and new thralls. Various servants some part vampire and monsterous pets live in the castle  
100 The house is from faerie land belonged to a clan of dark elves. Strange creatures and exotic artworks are common here. Inside overlaps partly with the otherworldl and is a gate to dark faerie kingdom

Wednesday, 12 June 2019

Quick Dungeon Fillers for Solo of DM free play






































Basic dungeon tables for retro improvised dungeon crawls or solo quests. Probably use with my redbrick dungeon pdf book or other tables here and elsewhere. Obviously with my kobold geomorphs used recently. Anyway easier than me flipping between posts etc.

Ive been testing some stuff I have written so running my test party through some dungeons using these.

Sortie 6Went out on new trek and found a new mine to explore. Seemed more ancient and found bark tubes with mummies inside. One began to move and party fled. Cleric determined anywhere with mummies too dangerous.

So went to another mine as Tin Hills has thousands. Entered another mine and found some old metal tools proving it was a recent human mine not the prehistoric undead filled ghost mines they had heard of. Alass in the next chamber piercers dropped on the thief wounding him. Party grabbed the pierces for stew later and killed them (cave abalone). Being careful next room thief heard tools and sneaked in to see 5 kobold workers with a first aid pack on floor. Thief tried to pinch the pack with a small healing potion but kobolds detected movement. Party charged but kobolds chasing thief whacked him with a teeny pick. Party did badly followed by kobolds retaliation hitting thief again. Three kobolds died and last two tried to run, the elf killed one but other went for help. Thief drank the found potion after first aid and party got ready for counter attacks as kobold left the cavern. Party decided the other rooms of cavern probably kobold free.

Quickly checking with thief then elf peeking. First dodged a crossbow trap. Saw two sleeping stirges next cave and a bronze mace on the floor. Elf and Thief killed stirges and thief missed being hurt again. Priest took the mace. Next cave saw bat swarm and quiver of arrows. Party wary of bats swarms after a past encounter. Still they were feeling bold enough to clean out mine not just skirmish when only beginners. Ambushed the bats and broke up swarm before they could do any real harm. Arrows in quiver of 9 looked fancy like belonged to elves. Thief fell in a pit trap and badly hurt. Party 
dragged poor fellow out and healed with spells and first aid. Next chamber avoided a slime but heard kobold guards coming (dungeon alert had gone up to amber).

Party dug in as nine warrior kobolds with swords charged across the big cavern. Elf took a pot shot while Dwarf and Fighter blocked exit tunnel to restrict kobolds. Kobolds were better armed and did well. Dwarf and Fighter killed some kobolds and cleric healed the fighter. The elf panicked and cast sleep and the party cheerfully went to finish them. The priest insisted the kobolds be tied up and kept prisoner and taken to town later. Party sighed and complied and the thief considered murdering the evil little critters later. Found more sleeping stirges and then went through the way the kobold warriors came.

Went down stairs and found a great gallery with side passages. Thief found a sleep gas trap and disarmed it and took the glass vial of liquefied gas for later. The next chamber he looked at set off another trap but the rest of the party pulled him out. Once awake and back on duty almost trod on a rusty feces covered foot spike trap buried in hole. Priest finding traps a burden cast detect traps and checked area. Thief noted were gibbering kobolds in a cave talking and party moved in. Kobolds screamed out as four killed but 5 kobolds from another cave were alerted and moved in. Party was sandwiched between two groups and the Elf and Thief went down. Then the fighter. Priest was badly hurt and the Dwarf battled on. Priest healed the fighter at risk of being harmed and promptly did. Dwarf battled on and the Fighter got up to help, both were hit again but as they had killed 10 of the 15 kobolds the survivors fled.

Found another mace and healing potion and revived the priest with it and he stabilized the almost dead party members. The party sealed up the mine and camped. With a nights rest  the priest managed to revive them enough to travel back to Tinvale. 
Party sold magic maces and bought plate armour for Dwarf and Cleric and some healing potions. The party now had a serious amount of money at last (350gp each), 5 healing potions and some magic arrows. 

Sortie 7 The party had heard that a more sophisticated kobold group had built a dungeon and were keen to investigate. This time they were better armoured and mixed up spells for a more serious assault. 
They also hired 4 man at arms to help.

They found the door and kept watch. The thief and elf got into position above the gate and others his amid rocks nearby. Some kobold kids came out to play and the thief got in. The kids scuttled off to whatever shenanigans they were up to and the thief opened the doors. The got the elf close enough to kobold guard murder holes to cast sleep on them. The thief managed to kill most before the cleric got to try and insist on capturing anyone.

(Basicly I roll room inhabitants in area and place dice on map so i know where monsters are on area in case any alarms go off). Men at arms are in rear as back up and to protect the elf. Caught a  kobold rearming trapsand took prisoner. The thief too a burning oil bomb. Burst in another room and bound and gagged four kobold skirmishers. Thief sneaked in a room and stabbed a kobold suicide bomber and took his grenaide. Cleric put up detect traps and cleared several more rooms. Captured 3 kobold workers easily intimidated.

Came to another room with a priestess and her dogs. She managed to hold the elf but the thief got in and stabbed her while the dwarf and fighter killed her dogs. The priest followed up with a mace blow to the priestess. She screamed quite a bit and blasted the cleric with a holy spell but he bashed her again finishing her. The alarm was set off and the dungeon encounters were were more likley now.

Confident to go on the priest healed himself and the party moved on. Heard some kobold kids playing and tried to nab them but they screamed and hid in a store room. They broke the door and tried to quiet the brats but they kept screaming. A kobold wizard and four guards came to investigate. They dropped the kobold kids who fled yelling and attacked. Dwarf brought one down while they were in shock. All but the thief and hirelings went to sleep from the kobold wizard spell and the thief got stabbed. Wizard blasted men at arms with magic missiles injuring them. The wizard blasted the Thief with an acid arrow knocking  him out and a hireling stabbed the screaming wizard. The wizard managed a fog cloud and retreated. The men at arms awoke the sleeping paty members who healed the thief and one soldier knocked out. Shaken the party moved on while kobolds went on high alert.

They came out the room to be charged by a hell hound puppy and 8 worker kobolds with tools. Elf cleared kobolds out with sleep and the Fighter hurt the hell pup (lost 4 of 8 HP) and the pup bit uselessly at the Fighters armour. The Thief began stabbing kobolds while the priest protested and other party members surrounded the dog. A bit of ineffective maneuvering where the Fighter got a big chunk bitten from him.  All the sleeping kobolds were stabbed by the thief who saw a door open and out came the kobold chief, his wounded and another fresh wizard. The thief who was closest got a light spell cast on him and resisted being blinded, the other wizard magic missiled the men at arms knocking them  out. The Thief took down the wounded wizard and badly hurt the other one. Fighter finished the Hell pup which avoided Cleric and Dwarf while elf shot at the kobold chief and missed.

Thief resisted a charm spell from wizard then took him out with a dagger. Fighter gave whopping blow to the kobold chief followed by the Dwarf and Cleric. Everyone breathed while cleric saved the men at arms and the thief went stab happy on the incapacitated foes. The men at arms were alive but unconscious. The Dwarf guarded a key hub while others searched the last few rooms. They oppened a door to find a suicide bomber trying to light his grenaide fuse and well he didnt make it. Found 700sp and more magic arrows, kings crown and some more kobold kids. Trapped the ones outside playing and party recovered a bit till the men at arms could walk. Everyone felt lucky to make it back to Tinvale. They were able to face kobolds more directly and clear the dungeon but had not counted on wizards or the more organised resistance. Sold the kobold workers and children but took time to find kindest owner possible and got a worse price. Slavery is bad but killing is forever.

After a rest planned to visit the Ruined manour house. 

Leveling these guys to 3rd  just to test stuff.
Elf has stayed on 5HP again having a -1 on HP rolled while the Dwarf is a HP monster double anybody else. Oaths proved troublesome for some party members so had to roll more. So Far...

Cordelia the Elf CG always cheats in contests and now avoids starting fights
Gareth the Fighter LG never ambushes and wont cut down trees
Simon the Cleric LG dislikes killing and now seeks to preserve old customs
Korg the Dwarf LG wants to get married and have kids and now wants to find one true love
Klaus the Thief CG likes to get drunk lots now wants to help the sick

The gaining extra abilities for random alignment oaths has proven hilarious and resulted in one party turning on each other and more deaths than adventures so im keeping on with them. 

This has been good prep for a game




 

Thursday, 7 March 2019

Beyond Exilon



These places are distant trading partners slightly too far away to war with but influential. They might be visited or mentioned. Assuran is at war with bloody aztec like jungle empires to the east. Also it is possible players could come from these lands or went to a war there.

Serpent Isle
a former central hub of the monster Empire and a important sea trade city for their occupation of the world when sea levels were higher and the north less frozen.  Now only a small island remains as it was since humans, humanoids and demihumans destroyed the monster empire. Shadelport a great ruined city has attracted pirates to re settle it and who knows if anything will come of this mostly ruined city. Sea Travel away from the coast is risky limiting contact with this land. Monster Island off the coast is a magically preserved remnant of the Monster Empire where humans would never voluntarily go. Many colony ships have gone there but little contact returns due to poor sea navigation for humnans.

In a future age it is renamed Exile Island and the city Shadelport is a world famous haven for pirates and adventurers. Under the rule of a mysterious masked immortal Barron.


Encounters
1 Pirates out exploring
2 Escaped slaves from monster territories 3d6
3 Elven warriors 2d6
4 Dwarvern warband 2d6
5 One eyed cyclops orc tribal hunters 2d6
6 Giant  hunting for snacks
7 Troll band 
hunting d4 
8 Serpent man wizard with lizard man minions
9 Settlers searching for new home to colonise
10 Barbarian tribe hunting wizards and monsters
11 Adventurer band looking to loot something
12 Tribal natives looking for colonists to drive away

Hex Content d4+2 per hex

1 Dungeon entrance
2 Ruined temple
3 Ruined tower
4
 Ruined manour house
5
 Ancient grave yard
6 Huts with tribal villagers 12-25 pop
7
 Colony of villagers 26-50 pop
8 Barbarian Tribal village 26-50 pop
9 Demihuman village
 12-25 pop
10 Humanoid village 26-50 pop  
11 Huge cave entrance
12 Monster lair d4 1=chimera 2=dragon 3=demon 4=giant


Lizard Kings
Civilized lizard folk  with many kingdoms and great cities. They split from the serpents and dragons and survived the end of the monster age. They are a proud civilized people. They have domestic dinosaurs and worship a few naga and dragons still in the country areas still. Most worship a reptilian dynasty of gods similar to the human ones. Tribal varieties vary much in skin colour and skull shape. Some have dorsal crests and horns or frill necks. These features speak volumes to lizard folk about ancestry and homeland. They often war with humans   


d12 Encounters
1 Lizard folk farmers
Lizard folk herders with dinosaurs
3 Lizard folk warband with dinosaur pulled chariot
4 Lizard fork priests carrying statue to another temple

5 Wild dinosaurs on the prowl
6 Human thralls working on a road or monument

7 Merchants from other kingdom
8 Giant snake
9 Giant lizards
10 Serpent folk wizard on palanquin with lizard folk slaves
11 Dragon flies past
12 Hungry wyverns attack d3


Hex Content d4+2 per hex
1 Ancient stone monolith
2 Ancient ruins
3 Sinkhole into underground world
4 Huge cavern entrance

5 Reptile folk village 26-50 pop
6 Reptile folk town 150-500 pop

7 Reptile folk city pop 1-2 thousand with own king
8 Great holy monument complex 500-1000 pop 
9 Huge remains of gargantuan creature 
10 Vast swamp teeming with dinosaurs
11 Serpant folk wizard tower
12 Monster lair 
 d4 1=Naga 2=Dragon 3=reptilian demon 4=gargantua reptile sleeping

Assuran Empire 
A conquering empire that has reached its limits. Famously cruel and many say it's common gods are actually devils in disguise pretending to be the common gods. Their state deity might well be a form of Asmodeus. They war with several jungle empires of bloody chaos cults to the east and wasteland barbarians. Highly efficient war machine and engineering of their empire have kept them strong. Their legendary cruelty has them surrounded by enemies.

d12 Encounters
1 Marching infantry off to war
2 Marching infantry leading slaves, cattle and treasure to the king

3 Chariot of noble with skirmishers and guards
4 Chariot of noble hunters chasing wolves or lions or auroch

5 Devil cultist out on the prowl in hooded robes
6 Witch looking to create trouble

7 Priests performing sacrifice with war prisoners
8 Slaves on public works whipped by soldiers
9 Peasants hard at work
10 Merchants off to market
11 Imp causing mischief
12 Devil causing mischief


Hex Content d4+2 per hex
1 Crossroads small village population 12-25
2 Medeum village population 26-50
Large village population 51-150
Shrine 1in4 with attendant
Military outpost like tower or stockade 1in4 abandoned
6 Nobles estate population 100 1in4 abandoned
7 Temple estate population 100 1in4 abandoned
8 Ancient ruins exposed
9 Ancient stone monuments
10 Huge stone monument to the empire  

11 Famous monster lair such as d4 1=Sphynx 2=shedu 3=dragon 4=demon
12 Tribal seasonal camp site 1in6 occupied currently

Faerie Wilds
Elfland full of magical beings, humanoids and demihumans and forbidden to humans. The faerie king and queen of the region are gods who's personas and ambitions vary with the seasons. Humans mostly keep away and the forest has been expanding for generations. Smaller isolated pockets exist and faerie folk have magical roads connecting them as if their land was contingent.

d12 Encounters
1 Werewolves
2 Goblinoid tribe 1=kobold 2=goblin 3=hobgoblin 4=bugbear

3 Satyrs
4 Centaurs

5 Demihuman merchant 1=gnome 2=dwarf 3=halfling 4=elf
6 Elven warriors

7 Giant Animals
8 Tree folk
9 Tree or animal spirit folk
10 Dryad or nymph
11  Faerie party
12 Woodland petty deity


Hex Content d4+2 per hex
1 Colossal tree with houses inside
2 Dryad grove with multiple dryads, their pets and enthralled lovers
3 Tree fortress
4 Monoliths

5 Ancient haunted tombs
6 Faerie village

7 Elf Village
8 Faerie rings able to be used as gates to faerie land
9  Small sylvan humanoids in quaint cottages 25pop
10 Cavern entrance to the underland
11 Place of natural beauty
12 
Powerful fairy home

The Arcane Empire
First great empire that developed the common language, weights and measures. Wizards thrive here and serve in the army for part of their lives to pay for their state schooling. They are great merchants scholars and archers. They are great merchants with slaves from across the world speaking their common tongue. Their greatest city scrapes the heavens and some gods are displeased by mortal arrogance.

d12 Encounters
1 Wizard with apprentices
2 Chariot pulled by magical being or summoned creature

3 Army on the march to fight barbarians
4 Merchants with exotic slaves for sail

5 Merchant with strange animals or monsters for sale
6 Demi human traders visiting

7 Villagers bringing food to city
8 Lions or auroch 
9  Giant scorpion
10 Sphynx asks riddles and eats losers
11 Manticore eating travellers
12 Elemental


Hex Content d4+2 per hex
1 Crossroads small village population 12-25
2 Medeum village population 26-50
Large village population 51-150
Shrine 1in4 with attendant
Military outpost like tower or stockade  
6 Nobles estate population 100  
7 Temple estate population 100 
8 Ancient ruins exposed
9 Ancient stone monuments
10 Huge stone monument to the empire
11 Wizards tower
12 Alchhemical refinery


The Belloron Empire
Their great cities are full of temples and ziggurats are famous for piety and holy festivals. Their priest kings are holy people and the descendants of the gods. They were founded by a hero king monster slayer who gained divinity from the gods for destroying a cosmic monster. To this day they use many exotic breed monsters subserviant to the gods as beast cults.


d12 Encounters
1 Priests marching on processional route with statue of a god
2 Pilgrims touring the empires holy places
3 Templar warriors of various religions on the march with pet monsters
4 Priests collecting tithes of the gods with escort troops

5 Crusaders off to fight a holy war
6 Monks or nuns 
with holy relic 
7 Returning hero being praised by commoners
8 Commoners off to visit the temple
9  Beast folk cultists serving the empire
10 Griffons, Sphynx or lamia block road hungry for flesh
11 Cherubim or good minor spirit make apearance
12 Archon or Shedu or angel or djinn come to reward the good with gifts (gifts only work for lawful good beings)


Hex Content d4+2 per hex
1 Crossroads small village population 12-25 pop
2 Medeum village population 26-50 pop
Large village population 51-150 pop
Shrine 1in4 with attendant
Military outpost like tower or stockade  
6 Nobles estate population 100 pop 
7 Temple estate population 100 pop
8 Ancient ruins exposed
9 Ancient stone monuments
10 Huge stone monument to the empire  

11 Huge temple or ziggurat estate with 1000 pop
12 Pilgrim attraction where holy miracle took place and left a sign 

Necromancer Kings
Kingdoms ruled by ancient liches and immortal necromancers in the north. Villages are a parody human ones with undead farmers working with their undead animals. Many living serve too dreaming of being made into superior undead. While to the south a new heretical school of flesh carnomancy magic has taken hold from the world of Xor. Now necromancers fight each other. The flesh wizards seek to use living matter as tools. The Death templars nearby as comparison were more theocratic while the necromancer kings were wizards.

Encounters
1 Zombies wandering in dust storm 

Skeletons burst from ancient rubble
Wight knight or bone golem with 2d4 zombie soldiers
Fast zombies
5 Ghouls
Spectral Minions or shadow from ancient battle
7 Undead templar warriors
Templar warrior cultists led by priest
9 Mounted undead templars on zombie horses

10 Skeleton Wizard with 2d6 skeleton soldiers
11 Necromancer, d4 students and 2d6 bodyguards
12 Jackal men mercenaries

Hex Content d3 per hex

Ancient stone monument
Ruined city
3 Ruined temple
Ruined keep
5 Ruined manour house
Ancient grave yard
Wizard tower
Ghoul infested graveyard
9 Ancient barrow mound tomb

10 Village of undead 
11 Mousoleum complex
12 Pit of bones

Monday, 4 March 2019

Exilon Regions and Hex Content






































Shaded areas are stronger controlled and have multiple villages per hex and civilized and uses common encounters mostly. Outside areas are more lawless and only a village per hex. The areas outside of Exilon are detailed here. As they don't support any cities and not many towns are mostly regarded as wild country with more uncommon encounters.

This is post 1500.

Why d12? I like d12 encounter tables and turning and morale vs 2d6. Possibly i just aesthetically like the probability curve.

How often do you roll an encounter check?
1 in d12 Common Outdoor encounters every 4 hours in the common wilderness
or
1 in d12 Every ten minute turn in a lively dungeon
or
As often as the place and situation seems to the GM

Alertness Rating As locals react i use lower dice, d12 for green alert d6 or yellow alert d4 for red alert. I place encounter dice where players can see them and know danger level. Alertness measures how intently the monsters are looking for intruders or enemies.

Table Danger Rating Measure of how dangerous the encounter table is. Mostly from easiest to hardest is 
Common>Uncommon>Rare Common>Uncommon>Rare. Some places might only have one table. 

Exploding d12 can on any encounter table roll a natural 12 you can choose from any of these effects and keep rolling.
  • Increase danger table type and roll again on a increasingly difficult level encounter table or type. Common>Uncommon>Rare 
or
  • encountered creatures are part of a group which gains a superior named leader or champion with HD like characters and extra abilities. Such a leader may provide additional role playing options
or
  • roll two common encounters (or the lowest type) and both rolled types are interacting together at once

Common Encounters are for the well controlled part of kingdoms surrounding a city state, often following water and best resources and trade points. They are places of order where Law has a foothold on this plane.

Uncommon Encounters are for extreme places. Like wild frontiers where merchant traders cross to reach new places with monsters and savage tribes roam beyond civilization. Tribes of hunting tribes people and animal riding nomads and beast folk live. Many areas have types of monsters. they are famous for and locals have learned to live with them somehow. Night brings more dangerous creatures by night than by day and increases by one step.

Rare Encounters are often supernatural and haunted with other worldly beings like demons, angels, elementals, spirits, dragons, ghosts, shadows. High level multi classed heroes of non human races or local petty gods.

Day is the default encounter table result in most cases

Night increases the table type just like exploding dice by one step in severity

Encounters per 24 hours in wilderness Players or GM might prefer instead of facing one common encounter every four hours can roll a uncommon each day at noon and evening at midnight suitable for longer range travels in a week range. or one rare encounter per day for longer trips. You could also swap making a encounter check roll every four hours 1in12 check have one automatic roll per day. A DM might make roll Common encounters by day and one uncommon by night or any other formula.

Generic Rare Encounters

1 Local Spirit of nature or darkness
2 Giant
3 Dragon
4 Famous monster
5 Powerful magician with followers
6 Undead d4 1=ghost 2=vampire 3=mummies 4=wights
7 Angel, Deva or Archon
8 Demon, devil or elder Daemon
9 Elemental d4 1=fire 2=air 3=water 4=earth
10 Non coporeal Undead d4 1=spectral minion 2=shadow 3=wraith 4=spectre
11
 Faerie or nature being d4 1=faerie folk 2=nymph 3= Dryad 3=Satyr 4=Demihuman 
12 Petty God

Hex Contents within Exilon

d12 Common Hex Content d4+2 per Hex

1 Crossroads small village population 12-25
2 Medeum village population 26-50
3 Large village population 51-150
4 Town 151-1000
5 Modern stone monument
6 Shrine with attendant
7 Military outpost like tower or stockade 
8 Nobles estate population 100
9 Temple estate population 100-1000 (d10x100)
10 Ancient ruins exposed

11 Ancient stone monuments
12 Ancient mound once a city

d12 Uncommon Hex Content d3 per Hex


1 Crossroads small village population 12-25
2 Medeum village population 26-50
Large village population 51-150
Shrine 1in4 with attendant
Military outpost like tower or stockade 1in4 abandoned
6 Nobles estate population 100 1in4 abandoned
7 Temple estate population 100 1in4 abandoned
8 Ancient ruins exposed
9 Ancient stone monuments
10
Ancient necropolis

11 Famous monster lair
12 Tribal seasonal camp site 1in6 occupied currently

Askaris 
Templars of the Black Ziggarut, Land of the Death Cult

This is a divergent cult from the necromancy age. A cult of templars built the black Ziggarut as a temply dedicated to death and the underworld. The Lich-Priest-King rules the undead order, comprised of once all brave warrior priests. Undead and evil necromancers flood here and monsters wander forth.

Encounters
1 Zombies wandering in dust storm 

Skeletons burst from ancient rubble
3 Wight knight wit 2d4 zombie soldiers
4 Fast zombies
5 Diseased zombies
6 Spectral Minions from ancient battle
7 Undead templar warriors
8 Templar warrior cultists led by priest
9 Mounted undead templars on zombie horses

10 Skeleton Wizard with 2d6 skeleton soldiers
11 Bone Golem
12 Jackal men mercenaries

Hex Content d3 per hex

1 Ancient stone monument
2 Ruined city
3 Ruined temple
4 Ruined keep
5 Ruined manour house
6 Ancient grave yard
7 Shrine of death gods
8 Zombie workers digging up ruins
9 Ancient barrow mound tomb

10 Village of undead 
11 Undead hunters hidden lodge house
12 Necromancers house and lab

Sythron Wastes
The Sythron Khanate, The Golden Plain


Great rolling grass lands for herdsmen and beasts. Sythron are mighty horse riders with bows. Women drive waggons which carry their homes. All female tribes exist and founded the Amazon kingdom long ago. 

Encounters
1 
Nomad warriors on patrol
2 Nomad animal herders
3 Nomad hunters
4 Nomad contest d4 1=archery 2=wrestling 3=race 4=polo
5 Wolf pack
6 Tiger
7 Herd animals d4 1=deer 2=goat 3=cattle 4=bison
8 Perytons d3
9 Giant Eagle

10 Orc scouts riding dire wolves
11 Ogres d4+1
12 Leucrotta d3

Hex Content one per hex

1 Tribal seasonal camp site currently empty
2 Tribal seasonal camp site currently empty
3 Tribal seasonal camp site currently occupied
4 Shaman holy site
5 Great mound tomb of ancients
6 Holy ancient mound of ancients
7 Crossroads small village population 12-25
8 Ancient ruins
9 
Shrine 1in4 with attendant
10 Ancient ruins exposed
11 Ancient stone monuments
12 Ancient monument

Great Wastes

The Barbarian Kingdoms, The Wasted Lands


Great harsh grassy desert wast supports many beast long vanished elsewhere including giant mammals and lizards. Most of the tribes hate civilization, shunning writing, metal and building.  They prefer flint weapons and hate wizards and priesthoods. Some have jooined civilization instead and such barbarians tool over Hadderad and became city folk.


Encounters
1 Barbarians riding exotic beasts

2 Barbarians on foot
3 Berserkers looking for a heroic fight
4 Shaman leading warriors on a wizard hunt
5 Pride of lions
6 Sabretooth tiger
7 Pack of wolves 1in6 dire wolves
8 Herd animals d4 1=goats 2=gazelle 3=cattle 4=dinosaurs
9 Predatory hunting dinosaur or pack of raptors

10 Pterodactyls
11 Woolly mammoths
12 Beast folk tribe

Hex Content one per hex

1 Crossroads small village population 12-25
Medeum village population 26-50
Large village population 51-150
Town 151-500
Ancient stone monument
6 Shrine with attendant
7 Ancient ruins
8 Burial Mound
9 Hill fort 1in6 occupied

10 Shaman holy ground with d4 shamans
11 Tar pit
12 Well or spring

Tyranean League

The Tyranean Kingdoms, Doomlands

Many tiny kingdoms here unite to fight reptilians to the east. They have a strong sense of warrior culture with most of the populations being slaves. They are allied with Exilon but want war with mutual neighbors. Mostly they fight the lizard men. They are gloomy worshiping death and earth gods and enjoy bloodsports. They believe the world is doom and spend life preparing for the underworld. Each king wishes to build a city and unite them all for conquest.

Encounters
1 Gladiators on way to a fight

2 Farmers with crops
3 Herdsmen and animals
4 Priest with initiates on pilgramage
5 Warriors in service to a king
6 Chariot with heavily armoured noble
7 Minotaur hunting
8 Cyclops d4 1=hunting 2=herding sheep 3=making prophecies 4=eating people
9 Giant lizard hunting

10 Bandits
11 Dangerous cultists looking for sacrifices
12 Witch up to no good

Hex Content d4 per hex

1 Crossroads small village population 12-25
Medeum village population 26-50
Large village population 51-150
Town 151-1000
Modern stone monument
6 Shrine with attendant
Military outpost like tower or stockade 
Nobles estate population 100
Temple estate population 100
10 Ancient ruins exposed

11 Ancient stone monuments
12 Monster village or lair

Dragon Lands
Templars of the Dragon Lords, The Dragon Mountains

The dragon cult worshiped dragons and watch the dragons who sleep. As the dragons slept their vassals created a theocratic empire lasting since before the monster kingdoms and necromancers age.


Encounters
1 Dragon folk warriors led by dragon folk wizard

2 Lizard folk war band led by hero and shaman
3 Refugees fleeing dragon lands
4 Templars with prisoners and cattle to feed a dragon
5 Villagers carrying tribute to dragon
6 Dragon Templar riding giant lizards
7 Dragon templar in chariot
8 Dragon templars on the march
9 Giant lizards

10 Wyvern d3
11 Dragon
12 Dragon with templar rider

d12 Uncommon Hex Content d3 per Hex
1 Crossroads small village population 12-25
2 Medeum village population 26-50
Large village population 51-150
Shrine 1in4 with attendant
Dragon Templar castle
6 Dragon Lord's estate population 100
7 Dragon Temple estate population 100-500
8 Ancient ruins exposed
9 Ancient stone monuments
10
 Ancient necropolis

11 Wyvern nest
12 Dragon lair