Showing posts with label wilderness. Show all posts
Showing posts with label wilderness. Show all posts

Monday, 15 June 2020

d100 Stone Age Tunda Encounters + Gamelog





















So sorta like the Beringia landbridge tundra with patches of forest, permafrost, grasslands but also animals like flightless birds roam here. Mix of Pleistocene and Eocene animals, mostly mammals. If plants got across bearing crossing and tortoises got into Norway and UK rapidly after glaciers left I wonder about non-mammal crossing but oh well. A sea or a night time table might be good and a bit more spooky.

DnD dire wolves more Tolkien than real. Real dire wolves are not that bigger than regular wolves but science says they were dumber and more were caught in tar pits than more modern wolves who live in the same place but didn't keep getting stuck in tar. But here I mean DnD ones. LOTR movie ones are more hyena-like. Giant beavers and Lynx in ADnD are smarter than most people realise. I'm fine with this or even that a % of animals are intelligent and potentially use magic.

Tundra ain't all permafrost and snow. It has woodland, seasonal grasslands, streams, frozen marshes, rivers, glacial gravel heaps, areas of stones and moss, hills, ravines and more. The remnants of prehuman ruins in mountains and even advanced stone using peoples and monolith makers are rarer here with mostly nomad peoples. Many grandparents note trees have increased on mountains and spread along tundra plain rivers. The elves have been busily reforesting the planet after the dim light in the age of the monster ruled era. 

Lone strangers are to be treated with caution. Many supernatural beings appear as loners as do wicked outcaste magicians, lycanthropes and worse. Some don't take a risk and slay loners without any familiar tribal markings. 

a few interesting links
http://www.prehistoric-wildlife.com/species/e/embolotherium.html
https://www.nps.gov/articles/aps-17-1-4.htm
https://www.cbsnews.com/news/climate-change-permafrost-arctic-animal-herds-pleistocene-park-siberia/
https://www.theatlantic.com/magazine/archive/2017/04/pleistocene-park/517779/

Found a funny essay surprised hominids ate so much rabbit for so long and would bother. As rabbits are very easy to catch kill and skin in less than a minute and digging them up is easy I was surprised but I guess most assumed everyone eating megafauna and big animals.

Most recent game had cave people make friends with civilised lizard people who encouraged the tribe to drive out white apes, snake tribe folk (these serene lizards hated bossy snakes) and giant spiders in area. The elf and halfling spent some time scouting ape areas with lizard men temporary followers two scouts with darts and a monk with an obsidian naginata. Invisibly sneaked up on and killed shaman and his baboon guards and a bunch on spider monkeys. Found potions and fetishes and human skins in the shaman shack. then returned to lizard monastery triumphantly.

Spent some time studying and the elf read lizardfolk wall texts and learned the basics of spoken language. 
The halfling had become a druid  and learned a puffball spell and the elf had learned fireball was keen to test it. So they went ape hunting and killed a number of small foraging groups then returned to the ape stone circle where they killed the shaman. They fireballed mourning white apes in the shamans ancient stone hut and killed many of the ape tribe heroes. The apes had a great setback and the lizards gifted tribe with some crystal daggers and a crystal that could store one cantrip spell for anyone to cast. Lizardfolk welcomed tribe entering valley and offered them the evil spiders cave. What could go wrong with mostly human colonists? Well better than stinking white apes and giant spiders. 

On way out of valley they killed spiders and returned through the secret valley entrance back to the icy tundra. Thinking of recruiting unwanted peoples of the frozen lands and bringing some back here where the food is plentiful. Next game contacting more of the local tribes.

d100 
Stone Age Tunda Encounters
01 Remains of a camp possibly of strangers in territory recently
02 Remains of camp whare a friendly tribe was a d4 days ago
03 Remains of a fresh kill picked at by vultures and jackals
04 Lions eating a huge beast wary of thieves near kill
05 Baboons picking at bones left by other preditors
06 Ape folk eating a kill furious at any rival humanoids
07 Mammoth stuck in a pit attracting sabretooth or d4 dire wolves
08 Assemblages of bones or shellfish left by primitive ape hominids
09 Bees in area, skilled survivor can find d4 kilos of honey
10 Rabbit or ground rat burrow complex
11 A herd of elk or reindeer 1in6 followed by tribe or preditors
12 A herd of mammoth 1in6 followed by tribe or preditors
13 A herd of bison 1in6 followed by tribe or preditors
14 A herd of auroch cattle highly aggressive to any preditors
15 A herd of ponies 1in6 followed by tribe or preditors
16 A herd of goats or sheep 1in6 followed by tribe or preditors
17 A herd of camels or llama 1in6 followed by tribe or preditors
18 A herd of brontotherium 1in6 followed by tribe or preditors
19 A herd of musk oxen 1in6 followed by tribe or preditors
20 Flock of giant moa like herbivore grazing flightless birds
21 A giant ground sloth grazing
22 A glyptodon near huge burrow complex
23 Giant beavers creating a lake from streams and marshes
24 Giant anteater tearing apart huge ant mounds
25 Flock of game birds or wetland birds if water near
26 Giant porcupine lumbering about
27 Grumpy woolly rhino hostile to the smell of humanoids or fire
28 Pack of ferocious ground squirrels pour out of holes to drive away enemies
29 Thousands of small migrating birds
30 Boar and d4 females and 2d6 piglets will eat anything
31 Giant eagle will grab humanoids by the head and carry off and possibly drop on rocks
32 Flock of terror birds out hunting
33 Huge lone sabretooth hunting mammoth or anything really
34 Cave lion pride most often females hunting
35 Giant lynx or bobcat skulking about 
36 A pride of sabretooth spotted leopards-like cats 
37 Pack of wolves out hunting, cries will draw more in and may follow prey gathering numbers
38 Dire wolves obviously following 
39 Wild dog pack (formerly domesticated and gone wild) 
40 Jackals (Coyote) mostly avoid humans but might follow to steal scraps
41 Giant weasels or otters if need near water
42 Cave Hyena pack the cowardly following for scraps to scavenge or steal
43 Hyaenodon pack prowling 
44 Entelodont (terminator pig) roaming about terrorising animals
45 Bear dog or sarkastodon roaming alone

46 Paraceratherium roaming 1in4 has a calf it protects otherwise it ignores humans
47 Grisly bear 1in4 has a d2 cubs
48 Polar bear 1in4 has a d2 cubs
49 Cave bear 1in4 has a d2 cubs
50 Giant owl try and snatch smallest party member
51 Giant carniverous ape on prowl often near a family group of a d4 with d4 children
52 Primitive ape folk tribe who use fire but don't make it and use simpler tools
53 Scrawny ape folk who live in trees scavenging meat and fear fire
54 White ape tribe hateful of humans who they eat and sacrifice to demons
55 Nomadic tribe of human hunters following herds (one of the great tribes)
56 Cannibalistic ape folk hunting for humanoids
57 Lone abandoned disabled old person, 1in4 has an unusual useful skill 
58 Shamen on a quest with a d4 unusual followers and pets in camp
59 Degenerate albino subterranean semi-humans hunting on the surface world
60 Wandering band of mutants shunned by tribe, 1in4 serve chaos demons
61 A lone pine elf scouting tundra and planting tree seeds
62 Halfling trappers prowling will hide and spy shyly on strangers but may trade
63 A grubby naked dwarf with a stone axe banished from the home clan and hungry
64 Gnome spies on strangers from burrow hole with huge ground squirrel friends
65 Dark elf full of malice 3rd level with invisibility spell will follow victims to kill in sleep
66 Grubby hairy all over dwarf cannibal berserker from Underland 
67 Ugly lost gnome in a strange suit and goggles from Underland knows no surface speech
68 Nasty cannibal halflings lure victims in close for ambushes using treachery 
69 Tiny fairy folk use tiny d3 arrows to drive away giant intruders from area
70 Dryad or satyr looking for love has d4-1 enthralled lovers now
71 Kobolds from underworld 3d4 exploring surface with a pet
72 Goblin hunters looking for smaller game and mushrooms 2d6
73 Hobgoblin warriors with stone axes and spears hunting humans 2d6
74 Bugbear head hunter on the prowl with bow and strangling cord
75 Bugbear warriors hunting humans silently d6
76 Norker cave goblins with clubs and overbites out hunting 2d6
77 Orc hunters hunting humans for status 2d4+4
78 Goblin magician and d6 servants d4 1=druid and wolves 2=dark priest and zombies 3=shaman and warrior 4=wizard with hobgoblins (1in6 of all groups have a thoul) 
79 Elemental abhuman warrior far from home d4 1=frost 2=rock 3=fire 4=fog
80 Beast abhuman hunters 2d6 in band d6 1=wolf 2=lion 3=bear 4=elk 5=goat 6=bull
81 Ogres out hunting d4 with sacks of flint, ochres and dried meat and fungi
82 Horrible insane chaos troll slobbering and following trails for food
83 Group of d4 rare elder trolls survive the old times d4 1=hedge troll (as halfling) 2=cave troll (as dwarf) 3=mountain troll (as abhuman) 4=arcane troll (as elf)
84 Hill giant 1in6 with a pet d4 1=polar bear 2=dire wolf  3=sabretooth tiger 4=mammoth
85 Centaur brutes with clubs seek to carry away mates d6
86 Wise noble centaur loner skilled in several arts including healing with bow and lance
87 Plant spirit folk changeling in human form out to wander world before returning to life as a tree
88 Animal folk spirit changeling in human or animal form often curious about strangers d6 1=seductive vixen troublemaker 2=wise owl priest 3=witch woman spider 4=friendly lynx 5=ranger swan-maidens 6=
89 Lycanthrope alone and cursed enemy of humans d4 1=wolf 2=panther 3=bear 4=mammoth might try to get close to use treachery or murder foes in sleep
90 Wildman abhumans covered in green hair some with antlers, 2d6 led by a 4th Lv druid. Shy but protective of wilderness resources and wary of humans
91 Fairyland spirit able to create an animal form or 1in6 a human or elf form with other magic powers, protect nature and punish evil or destructive humans
92 An ancient burial ground has been exposed and thawed out with some precious stone implements, magic tools and undead d4 1=ghouls d6 2=skeletons 3d4 3=zombies 2d4 4=shadows d4. Remnants of tablets with symbols might be useful wizard research
93 Spectral minion of a beast improperly slain without ritual which local hunters know from ancient prayers and litanies from past. Angry spirit animal will attack unless appeased possibly by a druidic sacrifice 
94 Spectral minion of a wicked tribal outcaste who died alone in the wastes and barred from the family tent in the underworld. Possibly appeased with sacrifice but often malicious or will scare strangers
95 A wicked lone spell caster Lv d4+2 banished from other lands might seek to join a group but will have a strong influence d4 1=druid 2=priest 3-wizard 4=sorcerer 5=bard 6=changeling 
96 Lone abhuman wizard 4th Lv awoken from hibernation and angry at dirty apes not knowing place  d4 1=catfish 2=
97 Feathered or furred reptilians d4 1=allasaurus 2=giant constrictor snake 3=pack or raptors 4=dimetrodon 
98 Horrible hybrids left over from dawn age d6 1=chimera 2=manticors d4 3=hell hound 4=peryton 5=lecruotta 6=sphynx 7=griffon 8=wyvern
99 Elemental beast d4 1=salamander (fire or frost) 2=winter wolf 3=drake (fire or frost) 4=Fire newts riding striders with obsidian bladed war clubs and spears 2d4
100 Titanic elder beast, mostly sleep but ocationaly move, some kill everything in path others mostly harmless. Some people might have spoken to them in the past but not now days d8 1=Ikathra the living glacier who brings cold weather 2=Gthron the beast with no face who eats souls in the fog 3=Malardra the the undead collosusand and his walking death followers ever seeking to replenish their fallen 4=Vardura the hungering one, makes everyone for miles feel hungry and angry and edgy 5=Korran the walking tree thing spreads fertility in wake atracting animals and prosperity 6=Ull the hunter a great spirit on skis leading spectral minion hunters and beasts seeking to slay any hunters who failed to make the prayers and proper butchering procedures animal spirits require to be born again in the mortal world 7=Aran the stalking death comes to area in form of a black cloud or antlered dark giant  to claim the lives of the oldest in a village, wait a day and if elder does not come with them forever will attack the tribe 8=Emora the God Mammoth comes to lead herds away and will often be heard by many trumpeting mammoth followers that little could stop, she is revered by the mammoth cult and druids

I might do a table of hazards and wonders too to the company this
possibly a bunch of events of interest or seasonal events...

Im happy to advance this group to test my rules at higher levels which I have neglected. Only one of my three games still running. 

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

Friday, 1 May 2020

Ghost Towns of the Ghost Wood

Ghost Towns

d6 Size

1 Tiny Hamlet d6 buildings
2-4 Small Village d6+3 buildings
5 Large Village 2d6+6 buildings
6 Small Town 4d6+12 buildings


d6 Condition
1 Hidden crumbling ruins are overgrown with trees and creepers
2 Collapsing ruins most roofing gone, the place has been stripped by looters
3 Fragile and falling apart structures and mounds of rubble and scrap
4 Burned partly intact roof, falling apart 
5 Battered and leaky, falling apart, piles of
 rubbish and scrap inside
6 Worn and in need of some repairs

d12 Lesser Feature (1per6 buildings)

1 Graveyard
2 Smithy
3 Small church
4 Communal barn
5 Small inn
6 Stable
7 Pond, gloomy and dank and choked by weeds (water weird?)
8 A gloomy hanging tree or execution block
9 Gibbett with a tortured corpse in a cage on pole by road
10 General store
11 Midden heap of garbage as big as a house
12 Stone crypt


d12 Major Feature (1per12 buildings)
1 Marketplace 
2 Work sheds
3 Mill & granary
4 Old mine or quarry
5 Caravan inn for traders
Monument d4 1=fountain 2=obelisk 3=statue 4=gate
7 Docks and fishing boats on a gloomy body of water

8 Cellblock 1=sherriff office 2=prison 3=slave market 4=slave pens
9 Statue to some old hero d4 1=has spirit in it 2=vanalised with paint and feces 3=smashed 4=has a water feature of drinking water
10 Temple with several outbuildings d4 1=haunted 2=monster lair 3=defiled by cult 4=taken over by a lesser demon
11 Strange house of a wizard or witch seeking isolation
12 An ancient stone megalithic monolith from ancient times

d12 Spooky Effects

1 Piles of old bones and skulls
2 Creeking buildings groan and shudder in the wind
3 Whistling wind 1in6 chance of a gale
4 Dark clouds gather 1in6 chance of lightning and rain
5 Owl hoots, wolf howls and other animal noises
6 Cobwebs thick block doorways and hang in trees
7 Rats scurrying everywhere in vegetation and rubble
8 Frightened by reflection or shadows
9 A human corpse with belongings in a state of decay
10 Cawing ravens hop about curiously
11 Structure collapses or ground gives way to some buried pit or cellar
12 Fog rolls in eerily and chill hits

d12 Lesser Hauntings
1in6 chance per building

1 Elderly hermit or witch hiding from the world but knows the area well
2 Gang of d6+6 bandits lair
3 Pack of feral dogs d4+3
4 Loner 1=madman 2=cannibal 3=murderer 4=village idiot
5 Giant spider
6 Poltergeist rattles building angrily
7 Ghouls sniffing and digging for human remains d4+1 led by a ghast
8 Coffer corpses feigning death d4
Huecuva feign roles of friendly human vagrants d4
10 Spectral minion of a commoner, a luminous but harmless spirit 
11 Spectral minion, armed seeks violent retribution 1in6 for 2d4 of them 
12 Wight of an ancient warrior screams hate for life by night

d12 Major Hauntings 1in6 chance per 12 buildings
1 Hell Hound or Dire wolf or another evil canine with an evil reputation among locals

2 Cult of a dozen led by a spell caster having a secret meeting
3 Shadows creep from dark cracks d4
4 Tribe of goblins 4d6 adults, d6 old d6 young led by chief + d1 1=goblin shaman 2=thoul bodyguard 3=d6 hobgoblin elite 4=bugbear headhunter
5 Dark elf scouts d4+1 with d6 human skeletons d6 goblin thralls 
6 Evil wizard working in a secret criminal potion lab +d4 apprentices and d4+4 orcs 
7 Gothic willow dryad, needy for love with a d4-1 current charmed lovers
8 Horrible beast lair d4 1=Leucrotta 2=baslisk 3=wyvern 4=manticore
9 Spirit being dwells here to avoid humans 1=spririt animal folk 2=minor land spirit wants area cleansed of evil 3=evil spirit aids and helps monsters and evil beings in ruins 4=lesser devil or demon (imp or better)
10 Undead tomb or lair, part of a curse to return here or following order of greater evil 1=Vampire (most often thrall serving a greater vampire) 2=mummy 3=wraith 4=spectre
11 Screaming banshee lets lose an evil cry
12 Nighthag or lesser demon with a d4 prisoners

d12 Curse of the Village
1 A horrible betrayal and murder left an angry spirit that has ruined the village from revenge
2 Cultists overtook village and brought it to ruin d4 imps scuttle about
3 An ancient tomb was damaged and a terrible undead being awoken, driving folk away
4 The plague wiped out all and contamination around village carries some risk
5 A corrupt official spread evil cult here and in a night of horror all had died or fled 
6 Someone found a cursed item that attracted evil and still is hidden and forgotten here
7 Criminals came and murdered the locals leaving several grisly spectral minions that scare away intruders 
8 A witch lived among village plotting and turning people against each other until only she remained. She still lives in a shack on the edge in a spooky cottage
9 A wicked cultist or witch was burned but came back as a monster for revenge killing everyone
10 Locals had a long-running feud with the wild folk and non-humans in the area but finally poisoned and murdered them all. A few survivors prayed to their gods for revenge
11 Someone here, possibly a traveller brought the attention of an evil wizard who sent disaster to this place and possibly has a spy minion here
12 A gate to the netherworld was opened once in a ritual and never really closed and attracts evil ever since unless it can be destroyed

d12 Lesser Secrets (one per 10 buildings)

1 Tunnels under the village used by smugglers in olden times open in many buildings
2 One of the buildings is an evil shrine that can heal undead a d4 HP 
3 An evil cult meet here often with creepy signs of rituals remain  
4 A criminal gang of killers has a building they hide loot in and occasionally hide in, they always carry holy symbols and come by day and hide by night. The gang leave victims for monsters so they get ignored by evil beings here who welcome their wickedness
5 A feral child lives here is fed scraps by ghosts and monsters and is scared of humans
6 Remains of bodies that seemingly murdered each other
7 A strange animal spies on explorers but flees and vanishes if scrutinised, animal spirit folk d4 1=seeks victims to trick 2=wants to eat human flesh 3=hunting evil 4=wants town cleansed
8 A wood golem a carved horrible tree idol hidden in bushes craves blood by night
9 Lots of jack o lantern scarecrows around the village to stop people leaving
10 A demihuman of faerie folk lives in a house will invite for tea once it is sure explorers not hostile. They know story of the place and how to cleanse the local curse 
11 Caves and a sinkhole are in the area with underground stream and haunted grotto 
12 An old well is a lair where a creature hides d4 1=giant frog 2=wererat 3=albino fishman stranded long ago now mad 4=serpent folk wizard has hidden lair and lab in well

d12 Greater Secrets (one if over 30 buildings)
1 An artwork is an illusionary gateway to the past where you can see the disaster that ruined the community began. Spectral minions inside the artwork are in a time loop

2 A necromancer has set up a base in a crypt with a d4 apprentices who have made all the available corpses into undead which they can call on. Plan harm to some community
3 A succubus lives here often in disguise d4 1=attractive spooky priestess 2=escaped slave seeking help 3=lost child needs help finding mommy
4 An underground complex connects to a pagan temple of a forgotten prehuman empire with ancient guardian beings
5 A hill near the village is a barrow and by night a wight or other undead comes forth
6 A devil swine has charmed servants feeding them and will try to capture strangers to meet the master and he's hellish influence
7 A huge serpent hides in water or a cave and is attracted to noise 
8 A hellcat lurks hoping to find a better master than the useless coward it has now
9 A mad magician breeds giant or mutant animals in a hidden location hoping to scare off meddling troublemakers 
10 A demon prince has interests here and if curse cleansed will send cult to kill defilers 
11 A good relic here is guarded by evil
12 Inquisitor or exorcist set off a false witch craze and now they are a damned undead. A headstone monument marks the dozen burned victims proved innocent

Thursday, 12 March 2020

Tribes of the Tundra






































Stop looking if you're playing this (Dallas & Matt & Richard)
Poll on my Patreon anyone can do too....about future content & formats

Tribes of The Tundra tribes the players will meet need a bit of prep and I'm enjoying running this. Players enjoyed thinking food is a treasure so the survival angle worked. Some of these tribes explore the mountains and valleys most only dimly aware of the sea to the south past the mountains. Salt is in high demand which players might capitalise on.


When entering a new territory local can spot border stones and totems and will if on at least neutral terms will wait for owners to arrive. At this point, those wishing to pass will make a gift and state their intent. If on reasonable terms this is enough. More often the visitors will be taken to the chief and expect to negotiate further. Aggressive meetings usually result in name-calling, taunting and shouts. This escalates into throwing rocks then spears and arrows and sling stones. possibly more. Usually when someone is hurt both sides scatter and await legal actions. The wounded tribe will send a message demanding compensation such as several pigs or a chance to make the culprit run a gauntlet of clubs or dodge volleys of spears. 

The player's tribe have no clans or totem and might want to adopt something to announce themselves. No clan totem is a sign of evil false spirits who eat babies and steal souls.

Despite population sizes most only gather once a year or seasonally for festivals.

Druidry is very common
Shamen are a type of priest who deal with spirits instead of undead/turning(Oriental adventures 1st ed has lots of good spells for this)
Priesthoods and organised religion and temples are rare but growing

1 Ice Clan - White Ape Tribe
A clan of man-eaters who ruled here when glaciers covered the land and they resent other races. They fear demihumans but actively hunt other tribes for meat. They are bestial, barley speaks except through grunts and howls and seldom few tools or fire. Seasonally they travel to a secret pass where shamen in glacier caves worship ice devils they say live deep in the glacier. They wish the world was frozen over and unchanging. When they take humans they may enslave them and breed with them and eventually eat them. Other clans are more chaotic worshipping cold demons, elder gods and evil wind and cold elementals. The chaotic ones live in smaller groups and never unite.

pop300 Lawful Evil
Specialisation: cannibalism, diabolism, slavery
Customs: fear demihumans eat other races, devil worshipers

2 Pine Clan - 
Elf Tribe
Wood elves are on a mission to spread forests and have been successful on the coastal mountain range. On the tundra, this is harder and soil below a certain depth is frozen. They do spread grasses shrubs with berries. They are haughty and superior despite as earthborn elves they are not respected by their kin in faerieland as highly as they do themselves. They are superior at woodcraft including bow and spear and javelins and darts. Their plant food gathering is also superior and they do not like meat. They wish the world would freeze over and never change. There are occasional visits by the swan clan or the unicorn clan to the tundra who look down of the Pine clan and come to see their progress. Elves often employ goblin slaves and use them as scouts. Many escape and some become hobgoblins and even bugbears.


pop120 Chaotic Neutral
Specialisation: woodcraft, planting food crops, archery, druidry
Customs: haughty and superior to non-demihumans, always planting

3 Rock Clan - 
Dwarf Tribe
These dwarfs scour the tundra seeking iron star stones from the sky that fall rarely in the north. Only then will they be admitted to the great dwarf mountain forts of their kind and live lives of advanced luxury safe from the elements till they die. These dwarfs are always desperately grubbing about in the mud and others mostly pitty them. They always complain about their miserable lives. Their stonework is impressive and they use axes and slings mostly. They mostly shun magic but some make some potions, crude smoke bombs and firecrackers. They dread humans stealing their secrets and guard them jealously. Other dwarves in the deep and mountains use metal and black powder and golems but they shun the surface and pity those dwelling there. Rock dwarves are primitive by choice to stop others from stealing dwarf secrets. They fully comprehend advanced ancient technology only the hidden ones utilise it frequently.


pop80 Lawful Neutral
Specialisation: stone carving, axes including battleaxes, some crude alchemy 
Customs: seek meteorites, always moaning and filthy, shun magic, secretive

4 Moss Clan - Halfling Tribe

These shy peoples live in burrow nests that are very comfortable. They are experts at all kinds of food storage and even grind seeds and make bread. They are the best cooks and mostly fend off enemies with thrown rocks ambush. They have fine handicrafts but shun war and dangerous creatures. They are not unfriendly and will trade especially for meat and furs and ivory they struggle to get themselves. They like good humans and demihumans and may live with them for a time. They dislike crude and violent orcs and goblinoids and white apes. There are mulberry, lichen and shrub clans who sometimes visit. Most races leave halflings alone and don't even know where they live.

pop150 Chaotic Neutral
Specialisation: baking, cookery, food preservation, burrowing, camouflage 
Customs: fear demihumans eat other races, devil worshipers

5 Ground-squirrel Clan - Gnome Tribe
These grubby gnomes live in burrows with their furry squirrel friends. Many other animals eat them and gnomes help them and some even shapeshift into squirrel form. They grow tubers and eat seeds and store them in burrows for winter. They do make high quality sewed clothing and use tiny scraps of copper called coins for starting a fire, skinning hides, as a craft tool and status symbol. They are friendly but seldom seen by non-demihumans because they are shapeshifters. Other clans include weasel, owl, fox and hare.


pop90 Balanced Neutral 
Specialisation: copper, sewing, burrowing, slings and darts, druidry
Customs: shy with non demihumans, cohabit with squirrels, mostly underground

6 Snake Clan - Human 
Tribe
These mean spirited humans claim they ruled the world and they preserve old bloodlines with scaly skin, snake eyes and forked tongues. The worship serpent people of old and seek their relics to study and guard. They seek any elder ruins for knowledge in the hope of finding a serpent person to rule them. They are united under the rule of an evil wizard who is expansive and plans to enslave the plateau humans and kill the demihumans. They dislike the cold which is their main hindrance on the plateau. They are constructing new monolithic structures dedicated to the serpentine cult. They use darts and daggers but also use poison. Some say degenerate albino kin live in deep caves or some have more extreme serpentine features making them inhuman monsters.

pop200 Lawful Evil
Specialisation: poison, building, slavery, ancient forbidden lore, pet snakes, wizards
Customs: serpent cult, superior, inbred 

7 Mammoth Clan
 - Human Tribe
This tribe follow and worship woolly mammoths hunting them and living in huts with stone foundations, tusks for beams and hides one top. They are devoted to hunting and their herds and wary of older races and strangers. They just want to look after their own kind and keep living the same way. Mammoths are their kin and they love them dearly, performing funeral rites for them when they kill the weak. They mostly use simple technology and spears and javelins. They prey off weak and sick mammoths only which is plenty. There is a wolf clan who sometimes follow the herds but they do not get along and avoid each other. Mammoth clan accuse them of being werewolves.

pop400 Neutral
Specialisation: building, hunting, spears and javelins
Customs: worship mammoths, follow the herds and protect them

8 Eagle Clan
 - Human Tribe
Eagle clan watch from their mountain caves and dwellings on rocky outcrops. They hunt all kinds of the game but hate the snake clan who they frequently fight. They seek to exterminate snake kind based on some ancient grudge. They also dislike white apes and undead but are not as fanatic about killing them. They are very serious and pious and wear feathered capes. A few keep pet eagles that assist them in hunting and finding enemies. They are also traders who often negotiate between tribes. They use spears and javelins and darts preferring to ambush from a height advantage. They are effective skirmishers and they are experts at harassing much larger forces. They have helped kept snake tribes to the south. There is a lesser hawk and owl clan also but they meet infrequently. They have organised priesthood and build sun altars and shrines in high places. Shamans are secondary in importance after priests which has other tribes wary.


pop120 Lawful Nuetral
Specialisation: hunting, exploring, trade, domestic eagles, skirmishers, priesthood
Customs: strict code of honour, hate white apes and snakes, sun worship

9 Elk Clan
 - Abhuman Tribe
Elk headed humanoids that follow their reindeer herds through seasonal migrations. They dislike any who harm their herds but they do eat meat in winter, preferring to graze on grass and hallucinogenic lichen in warmer months. They worship a lord of beasts and the underworld who they call upon to protect their herds and reincarnate them back to the mortal world. They practice Druidry and have some adopted humans living among them. Mostly use spears and javelins and seldom use fire. They are protective of nature and suspicious humans want to over hunt. They especially fight orcs and sometimes work with elves. There are other tribes follow arctic herd beast to like musk ox, bison, yak, sheep and goat.

pop120 Balanced Good
Specialisation: herding deer, druidry, herbalism
Customs: shun wizards, protect and follow herds, ritualised drug use 

10 Sabretooth Clan
 - Abhuman Tribe
This tribe are fearsome hunter warriors who are assured of their own greatness and prowess. Many spend years alone honing their skills and some will travel far and even live with other peoples for a time. Others shun company even of their own kind. Small family groups mostly gather for raising children and such groups often separate when children are old enough. They live harsh lives and elderly prefer to die in battle and will leave a family on a death quest to meet their end. They are enemies of hyena folk, the white apes and orcs and will fight them for gifts of food or craft goods. They eat raw meat and only use daggers or spears. They barley carry any possessions other than weapons and food and perhaps a hooded fur cloak.  They don't even use flint or stone or fire. Most humans respect them and beware their wrath. They are vindictive and kin will seek to avenge any slain. This is the source of their war with orcs and apes and hyena. Some have sabretooth tiger allies.

pop40 Lawful Neutral
Specialisation: mercenaries, hunters, spears and daggers
Customs: shun technology, hate hyena people, white apes and orcs, solitary, code of honour 

11 Hyena Clan - Abhuman 
Tribe
Hyena people follow the herds and predators to kill the weak and steal others kills. Everybody hates them too. They are notorious for murderous cruelty, will stalk victims for days by night cackling frighteningly with joy as they approach victims. The cannibalism of their own kind and others leaves many with laughing sickness and they cannot stop giggling insanely.  Mostly use spears and big spiked clubs to fight but they use very little technology other than hiding cloaks and tents, shunning fire and limited stonework on tools and weapons. Hyena claim this land is all there's left to them by the vulture men wizard kings of old. Some guard ancient sites of demon worship. Sometimes they keep live humans as food and rarer still some of these slaves become demon-worshipping cultists who help their masters hunt and kill humans through betrayal and infiltration. 

pop200 Chaotic Evil
Specialisation: cannibalism, demonology, thieving, slavery, treachery, pet hyena
Customs: all races are just food, shun technology and fire

12 Red Eye Clan - Orc 
Tribe
The orcs are great rivals of humans and hate their elvish kin. They also hate wizards and old races of evil who once enslaved the world. The snake and hyena tribes they see as remnants of this. While they see elves as arrogant and former slave masters, they are happy to dominate goblinoids. Many leave tributes such as food for orcs to bribe them away. Orcs while often unfriendly and vindictive, they can see a reason to unite against worse enemies and sometimes will protect their tributary thralls and income. They are brutal savages but have a custom of taking tribute and slaves rather than wipe out humans. 
hey themselves hate being enslaved and bear grudges from old times when they were created by elves and wizards for war. They have many resentments against the world and other peoples. Humans are rivals they respect and they were both thralls of the same masters in the age of black magic. 

They prefer spears, hatchets, daggers and use shields and leather armour. TOrcs know lots of lot lore about the previous age other young races forgot. Demihumans remember but shun this lore. Most orcs are almost as large as a human due to their stance and bow-legged gait but a small amount of greater orcs exist often as champions or leaders. As orcs know of the ancient order they sometimes pillage strange weapons like metal swords their heroes wield. Individual orcs can be allies or even friends if they respect your strength. Some human and orc tribes once worked together to end the previous age. The world broke and is ruined but all are free now.

If they are saved from enemies or helped they often feel obligated to return aid or treat as equals. Most orcs worship ancestral heroes who freed them or the first mothers as orcs had no women once. Their shaman serve a great one-eyed great patron orc ancestor spirit. Some worship devils for power. Some distant clans are thralls to evil wizards and chaos demons as orcs did for aeons. The eye tribe orcs try to free them or kill them if they cannot accept the gaze of the great one-eyed spirit. Orcs know there are great realms under the earth where ancient evils still lurk and orcs have own lands.


pop360 common orcs 40 great orcs (as abhuman) Lawful Evil
Specialisation: shields, leather armour, spears, hatchet, tributary thralldoms, forbidden lore
Customs: Code of honour, bitter with many grudges, destroy wizards