Showing posts with label traps. Show all posts
Showing posts with label traps. Show all posts

Friday, 14 February 2020

d100 More Empty Room Decor




































d100 More Empty Room Decor Types
1 Storage
2 Rubbish
3 Corpses 
4 Inscriptions 
5 Construction
6 Water
7 Growing
8 Life signs
9 Strange
10 Magical


d100 More Empty Room Decor
01 Barrels of fermenting grog and maturing stoneware bottles of beer and wine 
02 Jars of pickled cabbage fermenting
03 Sacks of acorns and turnips for winter
04 Stacks of firewood
05 Stacks of decaying coffins
06 Sacks of grain crawling with vermin
07 Dried smoked giant rats hanging to cure
08 Meat carcass hanging from hook to age, 1in4 human
09 Lamp oil in jars and candles in wooden boxes
10 Small granary with at least a ton of grain
11 Empty barrels and boxes
12 Empty stoneware and glass bottles
13 Broken and rusty old weapons and broken shields
14 Broken and weathered armour suits falling apart
15 Piles of empty clay jars, some broken
16 Pile of sand and rubble 
17 Midden pit full of garbage
18 Compost heap and piles of scraps
19 Boxes, bags and piles of old goods and scraps
20 Piles of junk, broken old tools and building fittings
21 A human skull on the floor
22 A herd beast skull hanging on the wall, often painted
23 Pile of human-like bones 
24 Human skeleton intact where they died
25 Human corpse
26 Pile of rotting human corpses
27 Pit with a carrion crawler where people throw corpses
28 Dried out mummified corpse in uniform or noble dress
29 A pit full of lime where corpses are thrown
30 A pit full of maggots with flies around it for corpses and rubbish
31 Threatening graffiti on the wall from dungeon boss
32 Subversive scrawls are hidden about out of the way
33 Older recycled stone in the wall has part of a prehistoric script
34 Journal of notes from a spy watching the area years ago that somehow got lost
35 A love letter or Shopping list
36 Dead letter drop used by traitors against the boss
37 Torn page from a spellbook
38 Memorial graffiti on the wall to fallen comrades
39 Guard roster from months ago
40 List of things to do from boss
41 Bricks in piles
42 Brick moulds, clay and drying bricks
43 Stones partly cut with saws and chisels with stacked blocks and rubble
44 Start of a tunnel with tools laying near
45 Boxes of trap parts
46 Pit into depths with shovels
47 Pit with pulleys and bucket to move rubble
48 Carpenters room for making furniture and doors 
49 Sculptors studio carving ornaments and features
50 Tables with maps, plans and a model
51 Chamber pots where monsters and evil people poop
52 Well with rope and bucket into the deep
53 Bathing chamber with water heater and firewood and steam apparatus
54 Washroom with buckets, mops and cleaning supplies
55 Latrine, plank with holes over cistern pit, very smelly
56 Barred drain that goes into the depths 
57 Stone toilet with water on hand for flushing and washing 
58 Small water fountain for drinking
59 Barrel of water with a ladle
60 Laundry room with heater and wood and several large tubs of water
61 Mould growing from cracks in ceiling and wall 
62 Moss or lichen growing on walls especially where water leaking
63 Shrieker mushrooms likely to alarm guards
64 Luminous bacteria glows in dark dimly
65 Room damp with mildew and slime 
66 Trays of soil cultivating mushrooms 
67 Thick slimy black growths like roots 
68 Roots through walls and ceiling from trees or fungus
69 Walls covered in root mas from plant or fungus
70 Ancient tomb spores here inflict terrible disease if any too long in here
71 Shed scales or exoskeleton on the floor, might mistake for something scary
72 Pile of monster excrement where something collects it's own waste
73 Eggs of some creature, quite large football sized 
74 Mass of cobwebs, corners and parts of the room covered in web
75 Gnawed remains of body mostly eaten by monster
76 Nest made of straw and trash where some creature has been sleeping
77 Holes in wall into rat nest
78 Termite colony nest growing from wall
79 Ants everywhere
80 Rotting food here crawling with maggots and hundreds of huge flies
81 Haunting scares everyone away d6 1=moans 2=rattling 3=apparitions 4=creaking 5=rats in walls 6=whispers
82 Blood splatters and stains here, signs of a grisly tragic battle monsters avoid now
83 Crude idol with some offerings of d3 copper coins, food or pipe weed, monsters come here for a minor cult d4 1=ancestor worship 2=demon cult 3=the ancient dungeon spirits 4=alien outsider god only known to cultists or occult scholars   
84 Secret hiding hole or saferoom, 1in6 with a forgotten body inside
85 Secret panel here contains some trinkets and a map and other items
86 Trap sets off an alarm if the door opened, bell or gong or pile of cooking pots
87 Trap triggers an attack d4 1=scythe 2=dart 3=pendulum 4=deadfall. Often atatched to a door or ladder or stairs or might use some bait object like a treasure
88 Trap releases into room d4 1=large monster 2=gas 3=snakes 4=wasps or bats or slime
89 Trap door d4 1=entry door has delay then shuts and locks 2=into sewer or vent 3=concealed pit with something bad in bottom which slams shut 4=oubliette with a prisoner in a locked pit 1in6 dead
90 Off duty inhabitants used this room to slack off, signs of gambling, erotic idol, filthy old mattresses, pipes, ash bucket
91 Room haunted by a bad spirit d4 1=plague spirit 2=poltergiest 3=spectral minion 4=spirit wants revenge on current inhabitant who killed them, will reward helpers with revealing a secret door of items 
92 A magical faerie door sometimes can be opened and take adventurers to another strange world d4 1=hell 2=faerieland 2=giant land 3=ancient past when evil monster ruled age of darkness
93 Gremlins here hide in a crack and some will try to 
94 Magical signs and writing here only visible through magic 
95 Invisible object is hidden openly in the room
96 Magical alarm in here informs the lead spell user in the area
97 Magical vermin live here d4 1=bookworms 2=gremlins sneak into strangers baggage 3=imp 4=minor faerie folk like pixie or sprite
98 A spirit in artwork here is cursed and seeks release and possibly tragic love
99 A magical hazard has been left here d6 1=animated weapon 2=animated armour with weapon 3=bodies on floor are zombies 4=mimic 5=cursed weapon 6=cursed seal 
100 Dimensional barrier here is thin d4 1=things from beyond resembling blind deep sea fish pop through here if you remain a turn. A d6 first round and one each round, on the tenth round a shark comes through but if killed barrier resets 2=room is attuned to an element and summoned kindred things here have more HP per dice *d4+4 instead of d8). Subtle signs or even large runes might indicate what element and benefits 3=Mirror is a gateway to a strange world inhabited by nightmares and beings trapped in here over centuries. Inside is a guantlet of hazzards to reach the exit 4=painting with pocket universe playing out some scene in a loop and out of sync with normal time  

Tuesday, 14 January 2020

The Secret Of Bone Hill


This has its ups and downs as a module which I will highlight
It is not a A list classic and has some peculiarities of writing different to other books
Len was a prolific writer with a column in Dragon and spells named after his characters

Plusses+

There is a local hexcrawl area with half mile hexes to explore mostly hills and woods
There is a town Restenford for you to hang out out too very detailed with names for every guard
At least you can run back to a pub or the gambling cult temple in a hurry
Ruins with bugbears and undead and good multi level ruin
Has spell casting zombies and skeletons which should have been a basic monster type in all dnd
Local campsite full of miserable poor adventurers living in tents
Local monster lairs that could wipe your party out
Church on hill of a gambling cult
Lots of local spell casters and patrons possible

Lots of cool stuff buried in rubble
Crazy magic potion lab
Compact pregens that don't waste pages - packed with content
A good intro start adventure
The burned out Guard station is a mini dungeon you could easily miss
Lots of elf loot and signs they lived here once
Mention of a Dark Keep of Kroten with a spy in the village might lead to adventure
Easy to add to area a few cults would be good
Lots of pubs and temples

Minuses-

Village more detailed than the dungeon and wilderness together.
If i don't kill town on a murder hobo spree unlikely to need all of this
If law abiding party you might never see most of this
Has odd encounter tables and % odds of characters being in rooms
Has lots of dm tips as if for a basic dungeon but a bit odd at times
A few more hills and future adventure ideas would have been good
Not much history and not much reason to stay in area unless you marry a local
Lots of rumours but no backstory for locations
- humans and elves battled bugbears together once in a war
-lots of elves boots and other objects in area especially buried
Map Typo different to text
Second module doesn't really help you use the content here as promised

It is a complete mini setting wich adventurers can make area safe, lazy and fat
I would generate a few cults
-possibly one burned the guard station which needs more rumours about it
-householder cultists seek a coup connected to a cult

I would add some more hills with lairs and mini dungeons
-book of lairs probably good to pad out in a hurry or some mini dungeons
-a witch cult cave with some monsters and fanatics and a goat man for commoners
-evil chaos cleric cult attack local order with assassination and corruption
-cult of some more respectable people in contact with the star people who appear certain nights and sometimes want help and reward you with lore and gold and youth
- a bear lair with a save with some skeletons from a old tomb
-gang of bandits or smugglers
-perhaps to use the town detail party need to become respected and part of defences of the town to learn it's secrets. Possibly they could be given jobs. Then they will get to spend more time with elites as their level goes up then maybe you might need to know whats in someones draw in the caste or the super secret magic vault defences. So use area as a base and have them part of comunity

A proper big dungeon nearby like stonehell would fit


Possibly relocate saltmarsh stuff to here easily

Adding a big dungeon nearby and developing romance, friendship and interest in locals would be goood way to expand this. If your not meant to kill everybody I guess you will end up talking to them. All the town watch have names that's kind of rare. Bugbears don't get names.

The Dark Keep of Kroten might be a evil cult including robber knights with ambition to control island. A humanoid dominated part of the island seems plausible.

Sadly I might use with planet psychon by adding lots of muskets and strange things into ruins. Dark Albion or Crawling Chaos could add some more weird and cult stuff here.

So more detail than say giants series and more roleplaying. Less railroad than adventures into the 80s went.

You don't need to add to it but part of the fun of that era of products was extending and filling in missing detail. Yet not so detailed you have to go along with it. This is 81. I like old modules because they offer lots of canvas to create which by Dragonlance became rare.

Romance would help this setting especially with all the npc detail and would give players a reason to use as a home base. Becoming local experts and being consulted and getting jobs will all help too.


Starting out with this I wasn't a huge fan but Im thinking of giving it a planet psychon make over with ancient stuff in elf ruins and basements and in wizards lairs. Religion easily changed and gambling cult get one arm bandits idols. So hope to use next week possibly as the secret of cyborg hill. Those forests and hills were blasted in the war with bioweapons making undead and creepy forests. Elven ruin now a eldren fort. Bugbears a hideous mutant race. Might need a small mutant ghetto.

Friday, 26 April 2019

Lesser Deck of Many Things

Dyson Logos has been making a deck of many things based on description unlike most ever published that looks good. Unfortunately as a item it is a world breaker. Fun but here is a less powerful version using same cards. Here is his art. It is awesome. I stole it from FB.

Balance (Two of Spades) - reverse alignment for d4 days 
(random non nuetral if already nuetral)
Comet (Two of Diamonds) - acts as a potion of heroism
Donjon (Ace of Spades) - character teleported into a dungeon
Euryale (Queen of Spades) - minus d4 all saves for d4 days
Fates (Ace of Hearts) - reroll one dice roll over next 24 hours
Flames (Queen of Clubs) - barbed devil appears to kill everyone
Fool (Joker black) - character loses level for d4 days
Gem (Two of Hearts) - character gains a d6x1000gp gem
Idiot (Two of Clubs) - character loses a d4 INT for for a d4 days
Jester (Joker Red) - acts as a potion of heroism and draw two more cards

Key (Queen of Hearts) - +2 magic weapon the character's hand
Knight (Jack of Hearts) - a zero level squire appears to serve you as a follower for life
Moon (Queen of Diamonds) - character gains a wish but it is an illusion that lasts an hour
Rogue (Jack of Spades) - a follower or friend hates and betrays you over d4 days
Ruin (King of Spades) - all non magical items and money on person turn to dust
Skull (Jack of Clubs) - a wight appears and attacks character
Star (Jack of Diamonds) - gains a d4 on one attribute for a 24 hours
Sun (King of Diamonds) - character gains a petty magic item like a wand with 3d6 zero level spells, scroll or a potion
Talons (Ace of Clubs) - lose one magic item
Throne (King of Hearts) - invitation to a nobles court appears in hand, possible job opportunity
Vizier (Ace of Diamonds) - detects next lie or translate next unreadable text character comes across in 24 hours
The Void (King of Clubs) - character becomes a zombie like for 24 hours, can be turned but not destroyed, if killed as a zombie revives after 24 hours expires

Friday, 28 December 2018

d100 Fishy Fantasy Folk



As I have a fishy city in my setting i might need this. I might make some more stuff too like fish mutations and sea monster invasion tables....

I would change names for my current setting but will do all my marine stuff for shadel port one day which is where these names would be usable.

d20 Fishy Traits
01 Bulging eyes
02 Big lips
03 Slimy skin
04 Scaly rash patches
05 Gill slits
06 Webbed digits
07 Long clawed fingernails
08 White eyes
09 Night vision
10 Croaking fits
11 Limpy gait
12 Hunchback
13 Smells of fish
14 Hair loss
15 No belly button
16 No nipples
17 Squashed nose with slitted nostrils
18 Long sharp fingernails
19 Green-grey tinted skin
20 Sharp teeth with several rows

d20 Secret Fish Cult Paraphernalia

1 Strange gold nugget shaped like coral
2 Green stone squid god idol
3 Stone fish medallion
4 Wavy sacrificial knife
5 Wax tablet with strange writing
6 Coded map to cult meeting place 

7 Whale tooth with sea demon scrimshaw
8 Several small pearl
9 Strange green sea metal knife for not quite human hands
10 Packet of deep sea weed narcotics
11 Item from missing ship
12 Trilobite or amonite fossil pendant
13 Gold tentacle pendant
14 Tattoos of octopus demon god
15 Tribal tattoos of distant islanders
16 Tattoos of fish cultists trading with humans 
17 Fish cult mask
18 Fish cult robes
19 Magic fish hook catches a fish once per day
20 Barnacles and seaweed rooted in skin 

d12 Fish Cult Plots
1 Breed with humans
2 Kidnap sacrifices
3 Kidnap humans to eat
4 Ruin local economy with fishy gold
5 Peddle fish folk drugs
6 Sabotage sailing vessels 
7 Spread false sea charts
8 Recruit for the fish cult
9 Maintain fish cult holy places
10 Spread murder and vice
11 Spy on humans
12 Make people think the fishman empire was not so bad

d10 Quick Types
01 Vagrants
02 Dock folk
03 Shop keepers
04 Entertainers
05 Old timers  
06 Tavern Characters
07 Sailors
08 Professionals
09 Upper Crust Toffs
10 Cultists

d100
 Fishy Fantasy Folk
01 Stinky Fishgristle a stinking homeless drunk who mutters about bad weather before it starts and eats fish heads discarded at markets
02 Mavis Swamp Weasel lives in a shack of garbage, local say she is a witch and yells at local children
03 Old Man Tucker, sits in alleyways drinking and muttering about terrible things he has seen and how "they wont let me talk"
04 Alfie Chumbucket begs for scraps from fishermen and does odd jobs, children say they have seen him eating raw fish guts
05 Puggle Tacklebox fixes fishing lures and nets for scraps and beer, he has missing teeth and terrible fish breath 
06 Old Willy the Whale, bloated huge pale man who somehow gets enough food to maintain his size, some say he eats other vagrants
07 Old Mother Fishlegs wanders around shore like collecting driftwood and scraps she sell or collects in her shack. She has a collection of strange things from the sea
08 Granny Musselchops wanders the docks muttering with bags of rags and scraps and cages with rats, cats and birds she traps and sells for bait 
09 Orla Canklegrim sits on docks drinking and laughing and cackling and smoking, some say she has a secret fortune and she pays her tabs at the grog shop with gold nuggets 
10 Sally Plum like to sing with her hideous croaking voice until people throw fish heads and tails at her to shut up
11 Big Willy is a dock hand who lives in a tint shack on the docks. He is notoriously idiotic and strong but so far has not killed anybody who taunts him
12 Old Man Bracken sits on docks whittling ivory and driftwood telling stories of horrors of the sea. He knows many strange legends and forgotten lore of the sea 
13 Jimmy Barnacles rents small boats and lends money and goods to other fishermen, many on the docks owe him 
14 Jenny Kelptoungue sells mussels, clams and oysters on the docks she gets from somewhere, and is often heard hawking her wares. Some say she trades pearls to strange outsiders 
15 Fanny McGinty fixes nets and sits by the docks singing strange songs she claims to have learnt from islander slaves from far away
16 Mack Hatchet buys the best catches and ships them off to the rich every day and always has plenty of gold to pay
17 Molly Shrimp sits on the docks selling pipe weed of all kinds, many from exotic distant lands. Especially dragon weed from the sea depths which increases your life span but makes user an addict if not prepared properly which she does not. Most of the dock folk deal with her daily 
18 Gatland Pike hangs around docks unloading goods that come in for small change to buy more grog, he sees all the comings and goings on the docks
19 Greg Bass, a popular leader of dock workers who negotiates pay and has become unpopular with business leaders. He has been meeting workers in a local tavern and increasingly adding ritual elements to his docker brotherhood 
20 Barnacle bill a old peg-legged, hook handed retired sailor sits on docks giving unwanted advice and telling tall tales of treasure which often lead to a fishman temple ambush
21 Salty Pete runs a fishing supply store where he sells strange worms and creatures from the bottom of the deeps 
22 Marek Tule runs a boat yard and mends local boats. He has uncanny knowledge of the sea and boat building methods of many lands beyond a humble local tradesman
23 Muriel Tattersail, repairs sails, sells used cloth and quality all weather coats and cloaks. She occasionally sells goods from lost ships she claims to have found ashore  
24 Elon Clamneck is a fish monger who always has good prices and has extra cheap strange deep sea fish most people think too nightmarish to eat. He eats all kinds of strange fish dishes like pickled eyeballs and sea urchins and jelly fish
25 Teresa Slurm runs a sly grog shop under a tarp by the docks where she sells rotgut grog to the worst kinds of dockland folk. All kinds of strange unseemly creeps gather for her company and awful drinks
26 Marigold Drake sells odd junk and strange things brought by sailors from around the world. Odd creepy idols and mummified mermaids in display cases attract strange clients from far away  
27 Manny Sorecrust taxidermist stuffs and mounts creatures from the sea as trophies and curios. Some poorer samples seem extra horrid and the glassy stares from his stock make children cry. He is always after monkeys to make fake mermaids
28 Lorris Clark sells old maps, charts and books from far and wide. He especially has a good collection of old log books and always keen to by written travellers accounts
29 Borris Lengman runs a small smith repairing mariners tools, harpoons, nails, and other petty items, occasionally he has strange samples of sea-metal
30 Kalis Seageld sells cheap fish meals from her tiny hut including fish head stew, fishtail porridge and eel pie. She also offers other mystery stew items from her cauldron
31 Bordrin Klag is a hunchbacked musician who plays lascivious flute tunes to drunken dock workers. He knows all kinds of gossip and sleeps somewhere on the docks.
32 Old Bill Gull plays popular sea shanties in taverns and knows many old tales of the sea and it's mysteries. He knows of many forbidden elder ruins on the coast
33 Matilda Hollyhock keeps several dancing monkeys she uses to entertain others for coins, she has shows for public, children and bachelor parties 
34 Coral Rockland, a dockland prostitute who sees all the comings and goings on the docks and sells contraception, abortion medicine and herbal treatments on the side
35 Corbyn Ray a bard who travels the coast singing sea songs and also spreading messages (also for fish cultists), he is popular and leaves many lovers
36 Gumpy Talon bites off fish heads for copper coins and various odd jobs and humiliating chores until he can get a job in a big fancy carnival
37 Sammy Crumpkin runs shell and dice games in a shack and preys on freshly paid dock workers and sailors. Carries a huge knife for arguments
38 Gilbert Salt runs carny games like ring toss and coconut stalls and gets into fights often
39 Pearl Shanty a popular tattooed prostitute and singer carrying at least a dozen diseases and parasites she is immune to 
40 Mungo Shank runs a small dockside freakshow in a series of old shacks and tents including a fish boy, a mermaid, a talking octopus, siamese twins, the gill boy, the snake woman and a foreign idiot you can pay to throw coconuts at
41 Drake Dogfish is a ex freebooter scallywag who tells jokes and is a popular barfly who knows all the locals when in town
42 Captain Saltbeard an old trader who tells stories of life with the cannibals of the misty islands
43 Madame Clorakka a mystic elder who tells fortunes using a strange piece of glass she found in the sea
44 Lady Fang a snaggle toothed old woman who sells medicinal herbs and drugs (which she includes in herherbal remedies)
45 Old Betty Butterfish, runs a boarding house and makes famous stews from unwanted fishermen's catches, her house is decorated with all kinds of oddities from her travels
46 Tattoo Lilly, an old toothless woman with strange tattoos from her travels across the seas, some say she can cast spells
47 Old Man Smothers, limps around the docks shambling about ignored by everyone. He is hideous and can barley speak. Most assume he survived diseases and is very old
48 Ginny Jellyfish gathers seaweed and barnacles to eat and is hideous and senile. She often thinks she recognises people and gives wrong information to outsiders
49 Ragmund Knorr a elderly barbarian sea raider who's people modernised when he never did. He tells of all his raids and savage heathen rites of youth but gives lip service to modern faiths
50 Elly Banrnacle a hideous crone people visit for advice and magical advice. Apparently she can remove curses and the evil eye or can inflict them
51 Rolf Stienmann a hideous drunk who seemingly can throw up his body weight in rotten fish

52 Cally Boots is a terrible drunk who begs for free drinks with terrible attempts at using her long gone sex appeal, if she gets drunk she sometimes says too much about local secrets
53 Villi Morgan begs for free drinks and if anyone is kind he will warn them about local cults 
54 Misty Cavern a popular barmaid who leads patrons in song and dance, some say men she leaves with never return, she says they just sailed away
55 Victor Lamprey offer strangers free drinks which he drugs so his gang can press gang his victims and sell as crew to local ships 
56 Captain Stinkeye has a horrible missing eye hole that still leaks puss, he claims to know where a lost treasure is but needs gullible dupes brave young adventurers to help
57 Zebidiah Smilax tells of a horrid cult filled island with titanic giant beasts and strange elder ruins and his narrow escape that cost him a arm and a leg
58 Gor Runkin a musclebound barbarian who harasses any new women who enter his local tavern and is willing to start fights to "impress" his desire, he complains his ungrateful female slaves ran away or died 
59 Karbar Urgan a twisted old yellow toothed man who smokes and coughs up bile, complains about modern people and praises when the fishmen empire ruled the surface in peace and harmony
60 Vazzle Demonblood, talks like he is a edgy demonic cultist and boasts of sexual escapades, really he lives with his mother and his seven bastard children, complains demon worshippers are unfairly treated
61 Nick the Knife, out of work surly sailor who throws knives at anyone he thinks disrespects him
62 Fernando the Handsome, a vain and sleazy liar who will say anything to crack onto any woman even of average appearance, he keeps moving from port to port
63 Old Vinny a ageing sailor who keeps surviving and has not a penny to his name, when not at sea he relies of fish brotherhood for charity
64 Saul Pikeman a gambling addicted sailor constantly chased be money lenders and gamblers and desperate for cash, tries to sell fake treasure maps
65 Loris Gregor is a sailor who was stranded for decades with head hunters and carries a bag of shrunken heads and fetishes he tries to sell
66 Caban Whaler was on a crew of sea monster hunters and has many tales of his travels. He claims to know the lairs of several local creatures
67 Van Gorman a smuggler always looking for gossip and victims who will help him ship untaxed contraband in locked sea chests he claims needs to reach his mother
68 Oola Gonwaa huge native lady with tattoos who works on whaling and sealer crews, on shore she mostly drinks and looks for lovers  and enjoys arm wrestling where the loser submits to her as is the custom of her people
69 Shanky Scrimshore is always carving the teeth of great sea monsters and is keen to stab anyone who spoils his concentration
70 Lonre Seagreene is a old sailor who is very popular with crews so much so many superiors find him a threat. Several ships he sailed on disappeared or turned into cultist pirate crews
71 Doctor Loran is a surgeon always keen to help with amputations (his favourite), treppaning and black lotus based medicine

72 Laura Fingal has come to find outwhere the strange sea gold comes from that props up the local economy. She has been seduced by the gold of the fish cult and instead has joined them
73 Philangas Coram a scholar studying medical abnormalities and always ready with his skull callipers and wild theories, has been seeking to learn local fish cult secrets 
74 Pornas Clag has come to investigate why local fishermen get such fantastic catches on behalf or a fish merchant guild and has become seduced by a fish cult
75 Doctor Lars Brunner has been sent by the nobility to find why so many locals are unfit for military service. While investigating the cult got him hooked on dragon weed from the deep sea and he will do anything to get more 
76 Briana of Tharn has come to make deals for her fish merchant guild and has become enthralled by the embrace of fish men, now she aids them and helps cultists spread 
77 Gordon Feran has come seeking samples of the strange green sea metal people have reported coming from the area. Having asked the wrong people he has become seduced into the cult  promising to show the metals secret origin
78 Lloyd Cutler a clerk from another city came looking for his lost brother and got a  job in a local guild to investigate. He has spent months trying to blend in and join a fish cult. Finally he has been initiated but is still wary and has not had many answers yet
79 Ambrose Voight came to map the local reefs and tides in hope of reducing ship wrecks but came across fish cults on the reef and was inducted into them. Now he is influential in financial circles
80 Christina Demoro came to investigate smugglers, bandits and wreckers on the coast and has been hiring herself as a sellsword to gangs to find out what is going on. She only has an inkling about the cult involvement
81 Madam Bovadore is a wealthy widow who is staying by the sea on her doctors recomendation and has been discovering remnants of the fish people civilisation all along the coast. After some enticing dreams she is obsessed
82 Percy Longilas a effete dandy and noble bastard, expert duelist, came to investigate tax irregularities stayed for cult depravity, has one of best rooms in area with servants and footpad thugs
83 Lorian Carmichael local land owner who allows villagers to perform certain festivals on his lands by the old monoliths, claims to have scholarly interest in cults and history and local law
84 Lady Toffington a widow with limited means teaches numerous local ladies in manners, etiquette, the harp and singing. She is aging but has remarkable looks for her years. She runs a pooirhouse for girls as a charity
85 Lord Cornford a scholar in old customs and stories came here for research and stayed for the cults, vice and carnal fish folk rites
86 Lady Corrington is engaged to a lord busy on a military campaign, so while waiting with her servants she studies natural history. She loves to dissect strange sea creatures and draw them. She has come to know some locals quite well and always has armed guards. Her notes and drawings of a sea serpent found on the shoreline have earned her notoriety in scholarly circles. She has veteran guards and is well liked by local seaside folk
87 Master Holbien is a guild administrator frequently seen in the docklands inspecting papers, tax documents and stamp duties on goods.He is strict and officious working with government, banks, merchants and regulators. He frequently deals with religious leaders of all creeds also in public and private
88 Lord Alderwood a eccentric noble with interests in shipping who's fortunes have made him rich. His business seems immune to bad weather, piracy, wreckers and sea monsters plaguing the coasts. He attributes this to his true faith and charitable deeds
89 Lord Poncenby is a terrible rake from court of the run from debt, scandal, abuse and gang violence. He came to lay low but found kindred spirits able to channel his ogrish behavior in a less public manner
90 Baron Luburich a forign nobleman who has taken an abandoned merchantman manour. Reclusive and rarely seen by day mostly his servants act for him. Locals gossip about him and the coffins he brought in by ship to inter at his new estate crypt. He has had acording to rumour had dealings with various nefarious local characters 
91 Brother Fishbach a a robed pilgrim who tells of the kindly fish mother goddess and her bounty
92 Master Ithcan teaches how to sacrifice to the sea peoples with food and treasure for a lucky sea voyage

93 Gamrock Taarg teaches how the lord of the deep craves human sacrifices or monsters of the briny deep will destroy the colony
94 Mother Tang takes the curious to secret fish cult ruins from long ago to teach the glories of the fish folk civilization that humans are a mere mockery of
95 Sister Thulvia invites strangers to embrace the erotic mysteries of the sea gods and invites strangers to perform rituals with her on a secret reef outcrop shrine

96 Sister Hydra a huge bloated woman in stained rich robes who stuffs her face with food offerings she insists please the sea gods. She craves food, gold and carnal followers
97 Sorlac Grim is always recruiting travellers with promises of wealth and love in the embrace of the sea. Those who learn to much and reject him become targets of cult kidnappers for the next sacrifice
98 Julan Mnar is a sorceress seeking helpers to open a ancient sea cave guarded by minions of the worm god, she offers relics items of elemental water
99 Klorak the Wizard seeks helpers to loot a forbidden temple of the serpent folk with plundered fish cult relics he requires for research
100 Father Krakengeld appears a respectable preacher but his sect incorporates many hidden fishy metaphors, artworks and 

Friday, 26 October 2018

Simple Treasure Types





































You can use multiples if you need more

Small Change (peasants pocket change)
d10cp

Coin Purse (common townsman)
d6 sp 3d6cp

Coin Box (church donations or commoners savings)
d4gp 3d6sp d100cp
1in10 chance of lesser treasure
1in6 chance of a lesser defence

Small Horde (payroll)
d100gp d10x1000sp, d10x1000cp,
d4 lesser treasure, 1 major treasure
d3 lesser defences

Medeum Horde (fortune)
d10x1000gp d100x1000sp and cp
2d4 lesser treasure, d4 major treasure, legendary treasure
d4 lesser defences and a major one

Large Horde (kings ransom)
1d10x10000 gp and sp and cp,
4d4 lesser treasure, 2d4 major treasure, d3 legendary treasure
2d4 lesser defences and d4 major defences and one legendary defence


d10 lesser Treasure (up to 100 gp)

1 Semi Precious stone
2 Jewellery d4 1=Ring 2=broach 3=arm band 4=neck ring
3 Fancy quality clothing
4 Figurine
5 Holy symbol
6 Healing herbs or medicine d4 doses d4HP
7 Common Scroll
8 Common Magic Potion
9 Broken part off greater treasure
10 Tools or adventurers pack

d10 Lesser Defence
1 Mouse trap
2 Baby potted shrieker
3 Poisonous guardian d4 1=snake 2=spider 3=scorpion 4=centipede
4 Poison needle or dart d3+poison save
5 Threatening letter declaring ownership of goods
6 Lock 1in6 have d3 extra locks
7 Monster d4 1=giant rat 2=stirge 3=undead hand 4=feret
8 Blade Trap 2d4 damage if fail save
9 Smoke bomb
10 Stink bomb

d10 Major Treasure (up to 10000gp)
1 Rare Potions d4 doses
2 Rare Scroll 2d4 Lv worth of spells
3 Gem d6 gems worth 1000gp each
4 Jewellery d6 items worth d6x100gp each
5 Metal Bars d10x1000gp worth of d4 1=gold 2=silver 3=electrum 4=platinum
6 Artwork of great value 1in6 lost from a collection
7 Book d4 1=spellbook 2=prayerbook 3=rare magic recipe 4=rare magical lore
8 Rare magical or holy materials possibly used to make magic
9 Relic belonging to a noble clan lost long ago
10 Magic item d4 1=weapon 2=missile 3=wand 4=miscellaneous

d10 Major Defence
1 Small humanoid locked inside will scream if opened and attack
2 Undead locked inside screams and attacks d4 1=skeleton 2=zombie 3=shadow 4=spectral minion
3 Trap 1=deadfall 3d6 save for half 2=poison gas cloud 3=diseased 4=releases monster
4 Monster d4 1=clockwork cobra 2=yellow mould 3=green slime 4=imp
5 Acid spray 2d4 save or take d4 damage for d4 rounds
6 Magic d4 1=cursed 2=alarm 3=4d4 explosive runes save halves 4=wizard locked
7 Dart Trap shoots d6 2d4 damage darts, save vs each 1in6 are poison tpp
8 Releases spell like effect d4 1=hold person 2=sleep 3=d4 magic missiles 4=web
9 Black powder bomb 2d4 to all in 1", d4 for surrounding inch
10 Incendiary bomb 2d4 to all in 1" area save or burn d4 damage for d4 rounds

d10 Legendary Treasure (up to 100 000gp)
1 Great treasure affiliated with kingdom or people like a crown d4x10000gp
2 Huge Gem worth d6x10000gp associated with long history of tragedy
3 Artifact or part of one part of a legendary prophecy
4 Relic often in bejewelled box d4 1=saint casket 2=statue 3=saint body parts 4=holy scriptures
5 Slumbering person in magical sleep, petrified or in a magic casket
6 Collection of true names and talismans for commanding d6 outer planar beings
7 Weapon or armour of a great hero famous for past deeds
8 Magic item of great power and fame that belonged to a great spell user
9 Means to locate great machine that once threatened the world power balance
10 Planar gate

d10 Legendary Defence
1 Requires a code or puzzle to unlock or access, protected from magic
2 Summons demon or elemental or ghost guards the treasure
3 Dreadful great curse that can infect descendants and any who touch treasure
4 Magical trap d4 1=10d6 fireball 2=Ice storm spell 3=10d6 lightening bolt 4=disintegrate ray
7 A demigod or dragon or great beast vows to torment lives of thieves
8 Monster generator creates monster protectors until destroyed
9 Chamber trap 1=sealed with stone 2=seal then flood 3=seal then flood with sand 4=seal then flood with lava
10 Planar trap d4 1=sends intruders to another plane 2=loot really hidden on other plane 3=opens gate releasing entities 4=surrounded by hostile other plane conditions

Sunday, 26 November 2017

d100 Mysterious Enemy Hooks


Some art for my next publication. Will do some original art and redo all my murder hobo posts in one spot. Meet Rarg the barbarian, Father Happy, Stabby and Zippo. Once they were typical nice adventurers but years of drinking, sleeping in dungeons and mass murder have changed them.

Also have a vote on G+ for next war zone and faeries winning so far....

So Mysterious patrons got some kind comments from readers so this is the inverse. A secret jerk is doing stuff to cause the party trouble. Blatantly and deliberately.

d10 Means of secrecy and delivery

01 Urchin messenger throws items through window or at head
02 Thrown off passing vehichle so almost hits character
03 Wrapped like gift delivered by cheerful courier
04 Theives guild agents deliver by sneaking into bedroom
05 Delivered by plague carrying beggar
06 Dagger with note stuck in bedhead or house in morning
07 Dropped through room with a crash
08 Found with a corpse in lodgings
09 Robe wearing fanatic agent fights to death if stopped
10 Clerk from a law firm who knows nothing

d10 Enemy Goals

01 To ruin adventurers lives
02 To slander adventurers and publicly shame them
03 To stp party interfering in schemes of plotting villains
04 To stop upstarts with sudden wealth disrupting social order
05 To protect secretive cults from interference
06 To prevent humankind from discovering long lost secrets
07 To prevent the economy becoming enriched with treasure
08 To get revenge for stoping some villains past scheme
09 To prevent part becoming successful or wealthy
10 To please other planar force of wickedness

d10 Enemy is...
01 A scheming cult leader
02 A shapeshifting creature in disguise
03 A noble scheming against upstarts
04 A wealthy sadistic merchant
05 A corrupt government official
06 A pre human monster boss
07 A former adventurer hoping to toughen party up
08 A powerful evil high priest
09 A criminal mastermind
10 A wizard who hates everything that party does


d100 Mysterious Enemy Hooks
01 Dead animal in bed
02 Headless chicken and blood nailed to door
03 Dead stray dog or cat you were friiendly to
04 Corpse of some commoner you talked to earlier
05 Picture of a loved one stuck with dagger on wall
06 Poison fruit basket
07 Pickled human head in jar
08 Gallons of blood in bed
09 Childs corpse, mother nearby calling
10 Youth noble corpse in bed, baillff knocking at door

11 Spirit trapped in bottle released in lodgings
12 Invisible creature bites character in home

13 Stirge nest in attic
14 Rats swarm through floor attacking in home
15 Monster bursts through floor
16 Hit by poison needle in public place
17 Shot with arrow by sniper
18 Targeted with destructive spell
19 Succubi or incubi sent to seduce character
20 Giant spider enters house at night
21 Someone releases giant snake into house
22 Gang of hired thugs attack party in public
23 Tax man investigates party for fraud or evasion
24 Militia investigate party for murder
25 Tribe of monsters swear to kill party
26 Assassins try to kill in house at night
27 Someone leaves a seige mine on party residence at night
28 Someone releases green slime inty privy chamber
29 Some one slips adictive drugs into characters food and drink
30 Noble house given evidence party murdered a kinsman
31 Evil cult given information party out to get them
32 Dark elf treehouse destroyed in fire, party blamed by fake evidence
33 Party accused of drug trafficking
34 Church investigate party for heresey
35 Witchunter had anonymous tip party up to no good
36 Party reported to espionage, papers hidden in party acomidation
37 Witness tells secret police party plotting treason
38 Lodgings set on fire
39 Assassins await party outside next dungeon
40 Bandit group give parties name during heists
41 Wanted cultist robes, masks and bloody daggers left in party house
42 Someone puts plague tainted goods in party house
43 Characters horse or pe attacked
44 Characters follower beaten
45 Party recieve death threats
46 Someone writing slander about party on city walls
47 Terrible gossip spread about party
48 Bard composing lampoon about characters adventures
49 Duelist provokes fight with party in public with abuse
50 Play being performed about party scandalous cowardice and incompetence 
51 Comedic puppet show popular about characters being awful people
52 Someone in neighborhood spreading gossip party killing missing people
53 Knight told character acused him of being coward
54 Popular comedy song about party is a hit
55 Spellbook delivered with contact poison on pages
56 Treasure Map delivered directing party to trap
57 Treasure Map to lair of impoverished vampire lair
58 Witches hired to curse party
59 Someone murdering elves or dwarves leaving fake hateful note from party
60 Someone tries to trick party into kidnapping someones family member
61 Sewer workers bribed to flood party hangout with human waste
62 Someone told a dragon party killed it's son
63 Dangerous traps placed in party residence
64 Dangerous spores put in roof and basement of residence
65 Horse and cart try to run character down
66 idol wanted by cult hidden on characters possetions
67 Family member of character threatened
68 family member of party assaulted
69 Rabid dog attacks in street
70 Theives guild robbed, party blamed
71 Assasin guild members murdered party blamed
72 Cursed magic items sent as gifts
73 Given deed of haunted house
74 Hobbit village raided and burned left clues naming party
75 Someone burned orphanage and blamed party
76 Seduced by diseased prostitute sent by enemy
77 Investigation into kidnapping cult party blamed by victim
78 Shadows sent by witch attack party in sleep
79 Water weird released in characters privy
80 Elemental attacks and destroys lodging
81 Devil in disguise tries to trich character into selling soul
82 Devil tempts character with desires
83 Gremlins set loose in character lodgings who follow party
84 Imp invisibly harrasses party with pranks
85 Demon attacks party while at home
86 Party find treasure island map, ship abandons them 
87 Party of doppelgangers copy party and behave badly
88 Mimic let into party house
89 Evicted from house, landlord threatened with death
90 Exile from city or kingdom because ruler told lies
91 Next place travelled to have heard party trouble
92 Find wanted posters with outrageous reward for party
93 Friend polymorphed into a medusa
94 Next dungeon entered has entry collapsed by workers
95 Next place characters attack is prewarned
96 Next place character attack has extra mercenaries
97 Suicide bomber charges party shouting "death to evil ones"
98 Church burned down anf priests killed, party investigated
99 Party cloned in secret, clones awake to hunt and kill originals
100 Golem attacks party home from sewers