Sunday, 15 November 2020

d100 Local Mayor Favours



Every village mayor has a favour for some dodgy wandering murder hobos. And if they cause trouble you set the mob on them. They might offer town funds not their own to do these jobs. Lots of mayors are jerks if you don't like it run for office. I guess petty evil spirits and evil petty gods might do stuff like this too. Possibly getting a reputation for beating town mayors might reduce the use of this table in play.

d12 Bad Mayor Basics
1 Greedy for cash and hoarding wealth, a miser who hates poor
2 Uses power to own everything and skim from everyone several times
3 Uses bailiffs and magistrates and a small prison to punish troublemakers 
4 Loyal agent to a lord, skims plenty and sells local assets
5 Loves fashionable metaphysics and occultism, fascinated by travelling weirdos
6 Every job in town is mayors relative no matter how dim
7 Mayor works with a fanatic priest and uses religion as the basis of authority
8 In debt to mob acts as an informant to bandits and releases guild criminals
9 Outdated conservative and convinced can sense the wicked and likes mobs
10 Has many servants they treat so poorly that other slavers find tasteless and not best practice
11 Is a member of a secret cult in secret usually one of the leaders
12 Controls local crime and employs thugs and criminal guilds

d100 Local Mayor Favours
01 Could you clear out an abandoned house that some homeless drunks have moved into
02 Could you help the bailiffs collect local taxes for a days work
03 Some unpopular seasonal workers have not broken up their camp and moved on yet, help them leave
04 An unpopular priest has got some locals interested in an unpopular faith offering cheap healing, please convince them to leave town
05 Some goblins live in a cave have been stealing chickens can you round them up alive for me
06 Could you take these orphans off my hands please as apprentices
07 A demihuman in the woods alone needs to be driven away
08 Farmer lets hobgoblins work on his farm undercutting human workers go and beat the hobgoblins and drive them back to the wild where they belong
09 Local kobolds have been breeding. Trick them into drinking this drugged beer and snatch 20 it thirty in sacks for me, please
10 Approach this tribe of orcs in secret and offer them safety in my area if they leave my people alone while they plunder surrounding villages
11 Local frogs have been extra noisy, go into the bog and cull some of the giant frogs and frog folk, chefs will pay for their legs
12 Some women complain a dryad has been servicing their husbands in the forest and want someone to test trees in the area or locate the heathen inhuman being
13 Dig up a grave in the graveyard at midnight for they should not be buried with good people
14 Go and kill the strange beast in the woods with horns and legs of a beast that walks like a human with hands
15 Visit outer farms looking for signs of any loner farmers turned to lycanthropy
16 Dig up the object on this map and bring it back here
17 Cross into another territory and kill a robber knight menacing the mayor's land
18 Meet smugglers late at night to receive or send mysterious goods
19 Go to this place and kill the green cloaked person camped their, look out for their illusions!
20 Go rob this wandering gambler who fleeced locals and mayor wants this put right
21 A local bandit gang fight the law and rob the rich, bring the leaders head
22 Steal an old book from an elderly loner in a forest cottage
23 Kidnap this wizard familiar so we can force them to cooperate with law and taxes
24 WIll pay you if you can help drive off old person and their grandchildren from a struggling farm. Has heard they are superstitious
25 Some old loner wizard is faking a monster in a cave to scare away taxpayers, thwart them
26 A strange beast has been seen in area kill it in secret and bring me its head and skin intact
27 The blacksmith has considered leaving the village could you break their legs so they will be oo crippled to flee?
28 Some dirty homeless urchins have been hiding in the area somewhere and have been begging for food from travellers. Help drive this riffraff away, the sheriff won't do anything to stop you
29 Had a dream about a chest in a cave can you fetch it for them
30 Terrible teenage criminal needs to be hunted and killed, they are possibly a baby eating werewolf don't trust their lies just stop them without listening to protests
31 A secret cult has been meeting at night in a secret ruin go there and ambush the cult killing and injuring as many as possible and we will mop up those with wounds while your long gone
32 Burn down this house tonight here is fuel and some beer
33 Drive bard from town and make it clear they must never return tonight
34 A man slandering mayor has been in tavern buying drinks for locals and spreading lies, who are they an agent of
35 Worker leader has stirred up trouble with seasonal workers, please find them and give them a beating
36 Take this letter to this elf and ask them to reply via yourselves in secret
37 When the blacksmith is smelting ore, steal some of the potions he mixes and puts on cooling metal or find out what it is when they take on extra labour 
38 Stop this wine merchant coming into town, avoid anyone getting hurt
39 Find this drug dealer preying on the youth and labourers 
40 Find where the flagellants camp corrupting our youth with their mendicant lifestyle, and give them a sound beating, don't harm any local youths with them
41 Sorcerer staying in this rental house for the month is up to no good, help get rid of them, the sheriff will say sorcerer started it first
41 Go beat up this popular shepherd and drive off their livestock into the forest late at night
42 The village idiot and children claim they are talking to goats, whats going on? Is it the secret brotherhood of Rothsharzemalhad?
43 The local village idiot is faking it, discredit them so I can give job to my cousin in law
44 Escort this woman in her carriage to this other town don't let anyone stop her or speak with her till you deliver her to my cousin
45 Take these child heirs to his location, keep them quiet and listen not to their claims or offers
46 A child with a talent for sorcery has been discovered, take her by night to this larger town and pass onto this associate
47 A colony of illusionist students have been camping at a shack on holidays, go and investigate them and intimidate them a bit, but don't start trouble
48 When this person who robbed me leaves tavern at night follow them and box them soundly before they reach home to tech hem a lesson, say nothing be assured they deserve it
49 A man staying in the inn is a friend of the lord please try and talk to them and find why they are in the village, determine if there is a plot to replace the mayor  
50 Some hermit monks living in the woods are growing in numbers whats happening?
51 Some barbarians have been camping in area sort them out for us please

52 A creature has been seen in a distant lair. It has done none harm yet but many are concerned it will attack and want it gone
53 Locals have a sacrifice to a monster for the year coming up. Find us some criminal or vagabond we can leave the beast so we feel no wrongdoing on our part
54 A unicorn has been seen near, bring us the unicorn horn or even alive, find a virgin as bait
55 SOmething has been burrowing in the area recently please stop it
56 Some giant bugs in the area have a colony please get rid of them
57 A basement is infested with rats or centipedes or snakes
58 Capture a wild wood savage and make them admit to their evil plots then dispatch it
59 Take this wagon of goods to this dungeon. Show this flag so the goblins dont shoot you
60 In the wilds is a wizard making orcs, take them these chemicals they need urgently
61 This person living in an old crypt needs these forbidden books delivered to them, don't mind what they look like they are one of the good ones
62 A local coven have been plotting something and have som calendar event for a secret ritual soon
63 Several cultists tortured spoke of a grand unholy day coming soon, find where and when this foul event is to happen
64 Take these chests to this dragons lait, it's familiars will deal with you and give you sealed documents
65 This mosaic tile floor was dug up from some ancient cult and now lamia cultists have been moving into the area. Can you inspect the new settlers for us? 
66 Wolves have been howling in the area can you kill them
67 A forest shack has been seen with a young woman or an old woman but not both, can you please visit her
68 An old building has become infested with giant cobwebs please kill whatever did this
69 A camp of mutant homeless have camped within a mile for too many days now, please drive them off permanently
70 Stay in the murder house for three nights to show it is harmless
71 Find what the gurgling thing in the drain is

72 My child pet fell down the drain please fetch it
73 A travelling priest has given some sermons that threaten the traditional ways, please encourage them to move on to give up public speaking
74 An anti-slavery protestor from one of the fashionable city churches has been causing trouble with some local semi-legal traditional slavery. Encourage them to move away
75 Take this baby and coins to the hag living in this evil cave
76 Take this child to a shack and guard them for three days, all this must be secret
77 My partner is talking to somebody else, spy on them and tell me who. A bonus if you thrash them out of town
78 Go see the ancient cave hag with this list of questions and giver her this money, keep what she tells of the future secret and word for word back to me
79 Several locals have vanished since elected and they suspect those who vanished were mutants. Are they in hiding? Is a cult aiding them?
80 Stab the man camping here and leave this knife, you don't have to kill them just make it messy and seem close
81 A order of nuns have among them an heir I seek to keep an eye on, go visit them with injuries in some righteous cause so they treat you and find the woman among them
82 Go visit this goblin shaman in the forest and give him gold for a potion and bring it to me, nobody knows we ever spoke
83 Visit this man in the forest by night and buy a magic item from him, you can keep any profit just make sure you get it 
84 These debtors around the village need a beating for the month can I rely on you?
85 A noble staying in this house needs a lesson, kill one of their settlers and make it look like it was a cult assassination, it will drive them wild. I can supply a costume
86 I suspect this man be a male witch who obeys a coven as a witch-cult assassin. Wound him or kill him if possible. If you can get a signed confession exposing the secret coven you will get a reward
87 Meet this man by a bridge at night and collect a box, say nothing and bring it here
88 A gang of adventurers have asked if you could beat up another party in a tavern and humiliate them into leaving town. Just make it look like a pub fight. They are jerks it will be easy
89 This writer gave our village a bad review a year ago. Capture them and throw them in the manure pits but hurt nobody
90 These rich youths on holiday renting rooms and being rude, can you lure them into a dungeon with you and well see if they are as tough as they say? I have a map to one and some coin you can say you found laying about with hibernating lizard people
91 This strange noblewoman has refitted and old abandoned manor suddenly. She used no locals and must have her own servants. Find out what you can about her please as she scares many locals. The property has some kind of strange history she is exploiting
92 Kobolds stole a wagon of beer and have been terrifying people with their public antics since.Think  of the children and stop these vile performances

93 This grisly old man has sheriff and bailiffs scared. Can some of you give him a black eye so locals know he isn't so tough. He comes to the Inn for a drink nightly
94 Beastfolk have been camping in a secret grotto they know of. If only some adventurers could exterminate the pests who are maneaters and chaos cultists mutants
95 Deliver by night this covered wagon of full coffins to this old ruined manourhouse then leave 

96 Noises from this clan barrow indicates it is corrupted by undead. They will have grave goods we will use to compensate their victims and pay adventurers 
97 Hang out in the taverns and ins a few days spreading these stories of how halfling settlers ruined a town and the humans ended up slaves
98 At midnight burn this large wooden holy symbol on a hill by night, blow this horn then flee. Take these shiny shiny red gems as payment
99 Mark this symbol inside the old stone circle then light it and flee, never speak of this and you will have drink money for a month
100 Take this goat and kill it splattering these old stones with blood tonight then you flee and keep the goat and never come back this way again. Sweet deal huh? 

Cloud Castle Cave Clan vs Black City of the Old Ones
























Todays game we had 3 players which were lucky. Gota +1 and a -1. A few floaty players are handy thank you, Hugh. 


Last game they battled a clan of frost giants and their hill giant and ogre minions. The party now had brought the whole tribe of cave folks to live in the castle. The Mountain Clan they had adopted only had a few rules and was full of mongrels. A bunch of human flood refugees and survivors of tribes they mostly wiped out, and elf scout group, halfling clan and a wizard school. 60 orcs who lived in the castle when they took it from formations are allies of the party and most recently got the frost giants slave orcs to rebel. Now the mountain clan in a cloud castle where people all dress with shiny ancient coins decorating themselves who grow food and kidnap animals and breed griffins. Some have brought up the tribe could all be orcs in 2 generations and most of the party didn't care. Several lawful good heroes debating that they should kill the night hag in their old cave and quash her cult among the tribe (former snake and spider tribe women)

So this game the sky castle floated up the valley to the great melting ice wall in the northern mountains where a city of the old ones is located. The heroes had been in an outpost before and were wary. Party all 12th Lv embarked on the ice wall and looked at the stairs humans and giants had carved over centuries. Into area cultists left evidence of camps near when a savage barrel-chested thick skilled,
a brute with a hat made of three skulls (biggest up to smallest painted black) came out to parley.

The Tribe Heroes Today:
JB a sky giant youth having a grand adventure
-with his giant pet dogs 3=6HD
Dallas a warrior hero of the sky lord master of the Red Ziggurat
-with his priestly attendants, wife and a new orc hero
Hugh greatest cave wizard in the world!
-has a school of 11 wizards operating without him of stag clan

"why you here?" the throwback asked. 
"We have come to rid this place of you and replace your kind," said the Sky gods priestess

The brutish shaman deciding parley was over at this point turned back as horde of ogrish huge cave maniacs poured into a flaming magic death. The wizard fireball was followed up by the warriors and the giants and their followers charged. Several ogres were vapourised and many injured and their shaman backed off and healed himself. More ogres poured out and the heroes beat them into huge ox like corpses. Their shaman was blinded after healing himself again but he cast a zombie making spell which worked as he was walking on corpses. The party mopped up the ogres and looked about the cavern inside. Several connected caves and passages inside and a camp that showed the ogres had been human until they drank potions. Last of some chaos cult human-like cave folk race.

In one cave where they found a stone sphere that killed lower life forms but could melt rock. Was a fungus filled room the giant filled with flame walls to purify and Migo hiding flew out and the party squished them good. Explored a while finding a gate to hell any level machine. A gem burning attribute booster machine with some unknown side effects but broken, a rusty disc that summoned swarms, a sphere that lets you automatically hit a foe for a permanent CHA point, a mutation ray, urn that can make severed heads talk and a bunch of weird stuff. Found a petrified shoggoth with 200HP they beat on and wizard played with controls to petrify it so the party could debate how to all backstab a monster full of eyes then went back to just killing it with controls again. One room was full of treasure chests like the party had found shiny weak metal in ancient boxes before. The boxes turned out to be time but aggressive shapeshifting shoggoths awaiting to ambush cultists. Realised the city was a dimensional maze and when they found an airwell to the surface they climbed out. The human slave niches and the brain storage room of cultists from the age of monster kings were the worst.

Heroes considered they should go to hell and show the monsters there a thing or two. They met a Barbed devil which summoned in another but they squished them both with two of the three heroes paralysed. No battles too awful after the stone shoggoth but the items and machines and rooms with eggs and formless spawn of tsathogua babies in urns were a worry.  

Outside they got to study their relics. Debated using the relic with auto-hit for a CHA point to hand around followers or charmed evil people. Its as if items of prehuman evil magicians could tempt you into doing bad things. There are several random stat improving or cursing monoliths  (In Dyson's Red Ape Valley) they had discussed letting followers could use and mathematically some would come out enhanced for a month too. The tribe in their fancy gold clothes farming food, using metal and dogs and a giant floating castle have become a bit haughty and starting belief in their divinity and supremacy to other tribes. Current plans are to keep sacking the old ones in north mountains and later the dragon cult and the death cult on the coast. Some talk now of going to hell or an elemental plane to hunt.

This was the petrified shoggoth room battle.

Wizard has discovered his familiar now competent with a form of a stag or a floating eyeball plus had a 8HD earth elemental that was like having a suicidal obedient warrior pal! The fighter and the giants are hurling around lots of damage every few rounds.

I'm using my Stoneage Sorcery book, Realms of Crawling Chaos for Labyrinth Lord for the best lovecraftian treasure tables and Sandy Petersen's Cthulhu Mythos or 5th edition book to help me out generating this dungeon on the fly. Also MM 1st ed sorta.

I joked about switching to immortal storm in a future game to my players. Free on drive-through recently as a companion to cyclopaedia ed basic dnd it has rules for playing through more levels of stuff with more dice to roll to do stuff.

Friday, 13 November 2020

d100 Petulant Demands of a Dungeon Tyrant


You thought adventurers had a bad time?
Or perhaps start adventuring as slaves in a dungeon complex
Or to get some monsters onside or for atoning for mass murder
Or what monsters are up to if questioned

Think monsters just think about being stabbed by adventurers? 
Nope - they worry about making the boss happy and satisfying their desires

d10 Petulant Demands Types
01 Treats & food-related goodies
02 Craft & fancy things
03 Monsters & improving dungeon might
04 Revenge & punishing enemies   
05 Love & romance 
06 Fun and games 
07 Expert specialist required 
08 Vice and depravity 
09 Constant warfare 
10 Magical desires 

d100 Petulant Demands of a Dungeon Tyrant
01 Demands fancy cakes from a famous bakery
02 Demands honey, from that area all the huge bears hang out
03 Demands some fancy candy or sweetmeats from the city
04 Demands a particular breed of fancy noble dog for a snack
05 Demands several potions of a certain type
06 Demands some healing potions for emergencies
07 Wants to hold the most fabulous feast inviting other evil factions
08 Wants a proper chef and fancy modern equipment 
09 Wants a magical fruit guarded by a monster
10 Wants a noble blooded human to eat or just blood for some magic
11 Demands a portrait painted by a proper artist
12 Demands treasury melted into a new crown by a proper artisan
13 Demands a fancy new throne with gold and skulls
14 Demands a magic weapon and wants a magician found or a mighty relic found 
15 Demands fine clothing and wants a tailor kidnapped and best cloth stolen
16 Demands spies investigate rival dungeon decor and the bosses stuff
17 Wants a famous craftsman from the rival dungeon kidnapped
18 
Wants a hat they have heard spies speak of
19
 Wants a fancy bed and has heard of one fit for a king
20 
Wants fancy pit trap installed to activate on command into some sadistic peril
21 Wants dire wolf puppies and a specialist to handle them
22 Wants magical aid to breed some new hybrid creature
23 Wants an evil priest or necromancer to manage undead minions
24 Wants a pet owlbear and beastmaster
25 Thinks a couple of trolls would spice up the place (or thouls if trolls passe this season)
26 Thinks a pet dragon would make them seem more powerful or something dragonlike
27 Want an evil priest to make some crypts haunted by nightmares undead
28 Wants to keep a few werewolves can be used to infest local humans
29 Thinks it worth sending an envoy to recruit some chaos berserkers, preferably mutant ones
30 Wants a spectacular riding beast that would make them a legendary figure
31 Wants head of a sibling that might challenge power
32 Wants local tavern sigh and build a better tavern in the dungeon
33 Wants a building burned down 
34 Wants a well poisoned in the enemy camp
35 Wants hostages of some enemies from old grudge
36 Wants a peasant who killed a stray monster to have children killed or kidnapped
37 Wants a party of adventurers murdered who are currently in a tavern
38 Wants a rival king or close kin or bodyguard killed
39 Wants a bard killed for spreading slander
40 Wants a holy person influencing dungeon killed
41 
Wants a famous attractive villager kidnapped
42 Wants a pretty trinket to impress a lover
43 Wants a diplomatic marriage to another dungeon|
44 Wants a person they spy on with magic kidnapped
45 Wants current lover killed
46 Demands eligible lovers are to rounded up and put on the parade for inspection
47 Deliver a proposal for marriage and alliance, if they refuse kidnap them
48 Worried lover has a lover so find and kill them
49 Concerned with offsprings marriage, find them a bride
50 Wedding to be held needs all kinds of fancy things and gifts 
51 Bored so wants a village idiot captured
52 Unhappy with the current jester, find some candidates and make them audition
53 Heard of a famous bard and wants them brought here to perform
54 Wants a biography about life and families divine origins, find a writer
55 Wants someone to play chess with, losers executed or fed to monsters
56 Wants a dance band so monsters can have a ball
57 Wants an old storyteller for when late up at night, go snatch one from a tavern
58 Wants to have beautiful music at dinner go catch a harpist
59 Wants some acrobats to entertain visiting monsters, go get some
60 Wants wagonload of booze for a feast, go rob a tavern or merchant or brewery
61
 Wants a merchant kidnaped for financial advice
62
 Has heard of a crabby old wise shaman, go catch them and bring them to live at court
63 Wants a new cult priest brought in to consult (and to offend existing clergy)
64 Wants an astrologer, just get one anyone, all the dungeon bosses are doing it
65 Wants a famous writer kidnapped to show off the court and dungeon
66 Assassin cult refused a contract so kidnap some of them
67 Wants a mechanical device built they dreamed up so get a mechanist 
68 Wants a human mercenary hired to train troops in human tactics
69 Wants monsters to be fed more pie, capture a piemaker and their tools
70 Wants to see a player they wrote performed, go kidnap a troop of the performers
71 Kidnap an alchemist and set up a drug lab
72 Demands naked dancers for a feast go catch some
72 Follow the black lotus guild drug couriers so we can rob them later
73 Go get an array of tasty drugs for a party
74 A wizard wants some weird crap to summon a pleasure demon at tonight's orgy
75 Go raid an urban thieves guild to find where they get drugs from
76 Go down to the human bars and peddle this strange underworld drug
77 Recruit a guild of courtesans for a big monster noble get together
78 Wants friends to be drunk with for days constantly
79 Wants friends to eat and feats with till vomiting point daily
80 Decides to build a harem even though current lover unimpressed
81 Collecting skulls of an enemy race gives rewards for every head brought in
82 Blames a rival dungeon for failures and wage war on them
83 Seeking allies to wage war and bring down the kingdom
84 Want elves out of area want to burn down the forests
85 Paranoid about a secret demihuman community in area thwarting plans
86 Works with a dungeon against another underground complex
91 Has made a demonic pact and has supernatural reinforcements and powers
92 Has sold soul to hell in return for support or magic relics
93 
Made a deal with some chaos cult that promised mutant hordes and berserkers, what could go wrong?
94 Unicorn horn or some other good creatures body parts wanted for some kingly decor
95 Has made friends with a new spiritual advisor, a priest of a strange cult 
96 Has had visions and dreams sent by a being from beyond 
97 Immortality sounds good, go find who has it and take it
98 If we collect evil relics some dumb cult will do what we say and maybe we can boss around a demon or something, that would be cool
99 Steal human holy objects and lock them away till they can be destroyed or ransomed
100 Fascinated by occultism and black forbidden lore and other planar beings

Wednesday, 11 November 2020

Frontier Trail Hexcrawl

 





















So ppl liked my apocalypse table last post so here is something to use for a fantasy rpg. I would use in poorly prepped borderlands with monsters, nonhumans and barbarian raider camps. Civilised settlers come despite the risk often because they are hated in old country or heretics. It's a fantasy frontier but history will help you get ideas.

You could use to wing it and generate stuff on the fly and not bother with a whole campaign world. Place a start town on a map a dungeon or several then assign a scale and set of generating detail as it happens. It can be fun and I even let players roll some of these dice and sometimes their ideas are incorporated. Over a few years, you get a micro detailed world where players are invested.  

Frontier Notes
-multicultural
 common here compared to settled places. Not only folk from over frontier but other peoples from far away might come as settlers to build their own life from scratch rather than the hegemonic cities. Demihumans more common here often privileged crafters while humanoids like goblins and orcs are seen performing dirtier work and are more often slaves
-slavery might be illegal and frowned on by lawful good church back home, but here slavery or dishonest contract labour is common. Slaver guilds might buy captured humanoids from players or the party could destroy the industry earning praise and hatred from various factions
-easy to get land grants with the obligation to aid king and high ranking servants of the king
-estates, villages and property sold often due to hardship
-prices can swing wildly basic food and services change as piles of coin are brought in by adventurers. Merchant companies manage trade and banking and invest in civilisation
-local law and leaders vary in how unpleasant they are
-church leaders sent here are not the best they are the scummiest. Some alignment variations abnormal in church. Some might be more intolerant others might be perverts. Some are the real local leaders
-murder hobos are more common and might be common foes. Deeds to a dungeon can be bought from local noble and allows you to strip all goods from adventurers in your claim
-loners common including prospectors, banditry, hermits, trappers might take on other work
-lumberers, miners, farmers, cattlemen, friendly tribes all common out here
-fighting types including military, sheriffs, mercenaries, criminals, barbarians, tribal warriors are common
-adventurers get lots of work here. There is lots of trouble, ruins and subversive occultists. Many take on the trade by luck while between jobs
-dungeons from ancient civilisations are common, many were connected to the underland labyrinth. Many tribes of humanoids and other races occupy them. Some are full of vermin. Some are haunted or cursed. There is a dungeon or ruin every mile or so, the tribals know them best

Ancient Wastes - 1in6 chance or feature per day
Harsh Wilderness - one feature per day
Settled Badlands - d3 features per day 
Faction Territory - d4 features per day

Ancient Wasteland
Always was barren and isolated 

d12 Terrain (roll or pick)
1-4 Red sandy desert
5-8 Yellow sandy desert
9 Grey sandy desert
10-11 Stony desert
12 Scrubby desert

d12 Features (roll or pick)
1 Caravan of traders from a distant land with guards camped at a waterhole
2 Nomads clan camp if impresses offer hospitality
 at a waterhole
3 Dried up waterhole and empty campsite with trails made by natives or animals
4 Waterhole with wild herd animals and predators
5 Tribal holy place 1in4 occupied by tribal folk
6 Trading post with exotic traders of many species 
7 An ancient dungeon entrance
8
 Caves where monsters and bandits live 
9
 Lots of bones 1in6 are ancient fabulous beasts
10 Ancient graveyard with d6 tombs, undead live here 
11 Remains of an ancient battle haunted by night
12 Ancient ruin d4 1=temple 2=fort 3=town 4=palace

d12 Encounter
1 Giant spider or scorpion
2 Chaos barbarian berserker 1in6 mutants
3 Giant lizard
4 Ankheg
5 Lions or wolves
6 Aggressive herbivore herd
7 Tribal hunters
8 Nomad war band
9 Orc raiders
10 Harpy
11 
Manticore
12 Wyvern

Harsh Wilderness
Areas where civilisation struggle to expand into

d12 Terrain (roll or pick)
1-4 Grasslands with gentle hills
5-7 Thick dark forest 
8-10 Rocky hill woodlands
10 Broken rocky barren ground
11 Sunken marshy forest
12 Swamps and wetlands

d12 Features (roll or pick)
1 Isolated settlers with cabins who shun wicked civilisation
2 Tribal village of huts with a cave complex

3 Fortified barbarian clan village 
4 Lake or river 1in4 with a settlement near
5 Tribal holy place 1in4 occupied by tribal folk
6 Old mine 1in4 still worked by prospectors or nonhumans 
7 An ancient dungeon entrance d4 1=murder hobo claim 2=vermin 3=humanoids 4=haunted
8
 Caves where monsters and bandits live 
9 Abandoned settler homes or village now animals or monsters live here

10 Ancient graveyard with d6 tombs, undead live here 
11 Ancient shack d4 1=witch 2=fugitive 3=hunter 4=hermit 
12 Ancient ruin d4 1=temple 2=fort 3=town 4=palace

d12 Encounter
1 Murder hobo adventurers
2 Traveling labourers
3 Farmer settlers with wagons
4 Tribal hunters
5 Barbarians warriors
6 Aggressive herbivore herd
7 Goblinoids or other humanoids
8 Nomad or orc raiders
9 Explorers heading to map area better
10 Hill giant or band of ogres
11 
Griffon
12 Dragon
 or drake

Settled Badlands
Always was barren and isolated 

d12 Terrain (roll or pick)
1-4 Rocky hills and misty moors
5-8 Grassy plains with streams
9-10 River or coastal or lakes
11 Wetlands
12 Canyons, cliffs, mesas and buttes

d12 Features (roll or pick)
1 Log stockade fort d4 1=army 2=humanoids 3=bandits 4=barbarians
2 Walled village related to major region faction

3 Mining or lumber camp with dozens off shacks
4 Goblin market where humanoids trade strange goods
5 Secret cultist temple complex possibly connected to caves or a dungeon
6 Demihuman hidden enclave 
7 An ancient dungeon entrance d4 1=murder hobo claim 2=vermin 3=humanoids 4=haunted
8
 Caves where monsters and bandits live 
9
 Famous monster lair 
10 Ancient graveyard with d6 tombs, undead live here 
11 Ancient shack d4 1=witch 2=fugitive 3=hunter 4=hermit 
12 Ancient ruin d4 1=temple 2=fort 3=town 4=palace

d12 Encounter
1 Sherrif and militia hunting fugitive or enemies
2 Slavers travelling to market with livestock
3 Nomad or orc raiders
4 Tribal hunters
5 Barbarian mercenaries
6 Knight and entourage 
7 Merchant caravan
8 Settlers or farmers
9 Werewolf
10 Peryton
11 
Dungeon raiding band led by d4 1=orc hero 2=wizard 3=cult leader 4=priest of darkness
12 Dragon

Faction Territory
Proper lawful domain 

d12 Terrain (roll or pick)
1-4 Grassy plains of pastures and meadows with sheep and cattle
5-8 Farmlands of grain and farm houses
9-10 Wetlands with coast, streams, river or lake
11 Luscious gardens and cottages
12 Developed around a sprawling urban centre

d12 Features (roll or pick)
1 Cluster of homesteads scattered everywhere
2 Several villages linked by roads each with a d4 pubs

3 Cathedral and local holy wonder of the most popular faith
4 Watchtower with rulers soldiers inside
5 Secret cultist temple complex possibly connected to caves or a dungeon
6 Secret tunnel complex used by evil and criminal factions 
7 Secret dungeon d4 1=cultists 2=bad wizard 3=non humans 4=monsters 
8
 Caves where monsters and bandits live 
9
 Famous monster lair 
10 Ancient graveyard with d6 tombs, undead live here 
11 Ancient shack d4 1=witch 2=fugitive 3=hunter 4=hermit 
12 Ancient ruin d4 1=temple 2=fort 3=town 4=palace

d12 Encounter
1 Knight and entourage wants joust or chance to fight
2 Merchants travelling happily to trade
3 Marching squads of soldiers
4 Bandits 1in4 are robber knights with bloodlines
5 Cultists seeking victims or sacrificing a victim
6 Bailiff taking caged prisoners to court 
7 Farmers travelling to the market
8 Settlers on way to the frontier
9 Giant rat swarm
10 Wolves 1in6 led by a werewolf
11 Evil wizard sorcerer and priest with warband 

12 Elemental or demon summoned by a wizard

Apocalypse Highway Hexcrawl






















For large wilderness areas of travel for on the road apocalypse adventures

Ancient Wasteland - 1in6 chance or feature per day
Sparse Wilderness - one feature per day
Settled Badlands - d3 features per day 
Faction Territory - 4 features per day
Wild Ruins - feature per hour

Ancient Wasteland
Always was barren and isolated 

d12 Terrain (roll or pick)
1-4 Red sandy desert
5-8 Yellow sandy desert
9 Grey sandy desert
10-11 Stony desert
12 Scrubby desert

d12 Features (roll or pick)
1 Ruined shack of a settler 1in4 occupied lair or camp
2 Ruined farm building 
1in4 occupied lair or camp
3 Remains of a campsite 1in6 some items left
4 Ghost town of abandoned ruined settlement, d3 encounters in area
5 Tribal survivors d4 1=loner 2=nomad tribe march 3=tribal camp 4=hunting party
6 An ancient sign and fair condition road is exposed 
7 A trail made by natives or animals from long use
8
 Watering hole 1in4 chance of a creature here
9
 Lots of bones 1in6 very ancient 
10 Crashed vehicle d4 1=ground truck 2=4wd groundcar 3=aircar 4=airliner
11 Remains of an ancient battle 1in6 dangerous contamination or relics
12 Military security zone 1in4 fully automated ancient defences
d4 1=test area 2=base 3=dump 4=black lab

d12 Encounter
1 Tribal hunter
2 Vermin nest possible swarms
3 Large burrower
4 Ambush predator
5 Chase preditor
6 Aggressive herbivore herd
7 Flying preditor
8 Venomous critter
9 Giant insect
10 Giant lizard
11 
Robot
12
 Mutant horror

Sparse Wilderness
Former farm areas once tended by vast machines

d12 Terrain (roll or pick)
1-4 Forested country with trails
5-8 Thick ancient hilly forest with no roads
9-10 Grassy hills and plains
11 Ancient wasteland (use alternate tables)
12 Mountainous rocky area with scattered trees

d12 Features (roll or pick)
1 Shack of a settler 
d4 1=old hermit 2=ruin 3=monster lair 4=wild hunter
2 Farm buildings 
d4 1=settlers 2=ruin 3=monster lair 4=travellers camp
3 Campsite d4 1=empty 2=some items left 3=camping travellers 4=monsters
4 Village d4 1=ruin with monster lair 2=settlers 3=tribals 4=warlord
5 Travellers camp d6 1=settlers 2=farmers 3=tribals 4=gang 5=merchants 6=non human tribe
6 Ruined town with d4+ encounters
7 Huge ruined agromechs and ancient farm 1in6 active with automated security
8
 Ruined factory and a d6 wrecked trucks 1in6 active with automated security
9
 Remains of windmills or hydro plant 1in6 active with automated security
10 Crashed vehicle d4 1=ground truck 2=4wd groundcar 3=aircar 4=airliner
11 Strange zone of mutated alien ecology with strange life
12 Roadhouse d4 1=ruin with lair 2=gang camp 3=merchants 4=settlers

d12 Encounter
1 Loner with a rifle and local hiding places 
2 
Vermin nest possible swarms
3 
Gang of raiders
4 Ambush predator
5 Chase preditor
6 Aggressive herbivore herd
7 Flying preditor
8 Venomous critter
9 Giant insect
10 Giant lizard
11 Lone cannibal
12 Mutant horror

Settled Badlands
Common ancient suburban sprawl ruins often occupied by factions
As area lawless settlements need walls and fortifications to survive

d12 Terrain (roll or pick)
1-4 Rubble strewn scrub with broken roads and trails
5-8 Light forest with clearings of ruins connected by roads
9-10 
Concrete rubble piles from a destroyed settlement
11 Sparse wilderness (use alternate tables)
12 Large intact ruin

d12 Features (roll or pick)
1 Camp of tribals or a gang

2 Fortified faction controlled ruined complex

3 Fortified homestead of armed settlers or farmers
4 Colony of mutant creatures dedicated to breeding and mutual defence
5 Lair of a huge creature 1in6 chance has children
6 Contamination zone often mutagens and mutant foes
7 Underground tunnel complex held by monsters or a faction
8 Cult place d4 1=taboo place 2=temple 3=artwork 4=monument

9
  Warlord occupied ruin preys on others in the area
10 
Strange faction d4 1=android base 2=mutant temple 3=cyborg base 4=clones
11
 Strange zone of mutated alien ecology with strange life 
12 Intact ancient complex d4 1=bunker 2=public building 3=sealed habitat 4=tourist attraction

d12 Encounter
1 Faction troops on manoeuvres d3 1=12 2=25 3=50
2 Vermin nest
3 Large burrower
4 Ambush predator
5 Caravan of merchants and escorts 
6 Aggressive herbivore herd
7 Flying predator
8 Giant lizard
9 Giant insect
10 Two factions fighting
11 
Cyborg executioner kill squad
12
 Mutant horror

Faction Territories
Common ancient suburban sprawl ruins under control of a faction

d12 Terrain (roll or pick)
1-4 Rubble strewn scrub with broken roads and trails
5-8 Light forest with clearings of ruins connected by roads
9-10 
Concrete rubble piles from a destroyed settlement
11 Sparse wilderness (use alternate tables)
12 Large intact great ruins (
use alternate tables)

d12 Features (roll or pick)
1 Signal tower operated by a faction often able to signal for help

2 Fortified farmhouse buildings with settler or farmers

3 Fortified watch post where a dozen troops are on standby 
4 Fortified village with watchtower belonging to a faction
5 Labour camp with troops d4 1=looting rubble 2=mine 3=farm 4=quarry
6 Contamination zone often mutagens and mutant foes
7 Tunnels complex d4 1=faction base 2=secret enemies 3=creature lairs 4=untouched ruin
8 Vermin nest of some creature that battles local faction 

9
 Repurposed factory complex now a faction crafting and trade hub
10 Ruined transport hub d4 1=car graveyard 2=airport 3=robot railyard 4=aquatic vehicles
11 Faction secret d4 1=ancient armoury 2=vehichle excavation 3=AI temple 4=refurbished ancient bunker
12
 Faction outpost d4 1=research lab 2=agricultural research 3=scavengers workshop 4=garage of vehicles with refuelling and workshop

d12 Encounter
1 Faction troops on manoeuvres d4 1=12 2=25 3=50 4=100
2 Caravan of merchants and escorts
3 Work gang travelling
4 Settlers or farmers with wagons
5
 Ambush predator
6
 Vermin nest
7 Flying preditor
8 Venomous critter
9 Giant insect
10 Giant lizard
11 Faction r
obot
12
 Mutant horror

Wild Ruins
Ancient city sprawl ruins under warred over by factions

d12 Terrain (roll or pick)
1-4 Rubble strewn scrub with broken roads and trails
5-8 Thick forest with clearings of ruins connected by roads
9-10 
Concrete rubble piles from a destroyed settlement
11 Contaminated ruins d4 1=radiation 2=biological 3=chemical
12 Intact ruins shunned due tp d4 1=undead 2=mutants 3=androids 4=creatures 


d12 Features (roll or pick)
1 Camp of tribals or a gang

2 Fortified faction controlled ruined complex

3 Fortified homestead of armed settlers or farmers
4 Colony of mutant creatures dedicated to breeding and mutual defence
5 Lair of a huge creature 1in6 chance has children
6 Untouched building with security intact
7 Tunnels riddle the area with d3+1 creature and faction inhabitants
8 Cult place d4 1=taboo place 2=temple 3=artwork 4=monument

9
 Ruined factory and a d6 wrecked trucks 1in6 active with automated security
10 Ruined transport hub d4 1=car graveyard 2=airport 3=robot railyard 4=aquatic vehicles
11 Strange faction d4 1=android base 2=mutant temple 3=cyborg base 4=alien spy base
12
 Intact ancient complex d4 1=bunker 2=public building 3=sealed habitat 4=tourist attraction

d12 Encounter
1 Gang of scavengers
2 Two factions fighting
3 Robot
4 Undead
5
 Ambush predator
6
 Vermin nest
7 Flying preditor
8 Mutant gang
9 Giant insect
10 Giant lizard
11 Android sniper or infiltrator

12
 Mutant horror

Monday, 9 November 2020

Game system aids




























Trying to make some tools to help some dm tasks in my homebrew
bit of work on keeping my terms consistent
and row 3 on 1st contact - should hail be linked
bow ranges mixed up and some wrong...

The bottom grid lets me work out who probably sees who first in an encounter hopefully and
includes some range of data and light sources area and possibly gets a free action or set up an ambush if they detect an enemy first

Hoping I can make some simple easy to use and learn with and for reference
my second attempt and probably not last. Character gen version might help too. Ones for types of spell caster





Saturday, 7 November 2020

d100 Local Sidequests


So for in towns and village inn if you want stuff to happen


d10 Local Sidequest Types
01 Meddling kids
02 Vermin extermination
03 Old people stories
04 Petty mischief
05 Local resources
06 Crime time
07 Mysterious strangers
08 Romance
09 Creepy stuff
10 Supernatural

d100 Local Sidequests
01 Billy fallen down well follow the exited dog!
02 Child complains of goblins under her bed nobody believes them
03 Puppy fell down drain and child crying
04 Kids have not returned from some adventure for meal
05 Kid has heard noises at night of some monster
06 Kids know a dark hole with a scary thing hiding in the dark
07 Childs pet or toy as got stuck somewhere and needs rescuing
08 An angry local is beating a child with a stick 
09 A child replaced by a changeling shunned by other children
10 A child heard beings talking d4 1=faerie 2=animals 3=ghosts 4=goblins
11 Some giant rats in my cellar ate my turnips
12 Empty house has a giant bug inside that snatched a dog
13 Nasty bloodbath swarm in the attic
14 Farmer found a big hole in a field
15 Something nasty living in stream, pets and children must avoid
16 Villagers killing rat swarms that bit some children and elderly
17 Wild dogs snatching food and chickens and growling at people
18 A strange coloured fox stole something from a house
19 Some creature with claws living inside walls and ceiling of a house (1in6 it talked!)
20 Some beast scared shepherd boy
21 Old farmer tells of some funny old stones with writing on them near a field
22 Old man talks about a cave they found as a child had strange things in it
23 Old timer says found strange carved stones when digging out the cellar
24 Old timer warns about a local spirit and names a thing that enrages it
25 Old woman tells of the people who lived in the old now sealed well
26 Old women tells of a bad witch said to live in hard to get at the area in secret
27 Old woman tells of a creepy old abandoned house
28 Old couple tell of a forgotten ruin in the wasteland
29 Old couple tell of local adventurers disappeared exploring a local sinkhole
30 Old people telling stories discuss a haunted hill tomb of the old race 
31 Somebody is pooping in everyone's clogs left outside at night
32 Someone keeps letting goats out and the goats keep wandering off to strange places
33 Someone is stealing shiny objects recently
34 Locals menaced by a bugbear who surprises people at awkward moments
35 Someone is writing strange signs around the area in unreadable script
36 Something walking on rooftops by night
37 Strange footprints found around town
38 Odd gifts have been left for someone who is curious
39 Something invisible heard running and giggling recently
40 Someone vandalising graves by night
41 Someone is polluting local stream or well
42 Something keeps breaking in feed bins by stables
43 Something has scared cows and all milk has gone dry
44 Something scared village cats that won't go out at night and catch mice
45 Woodcutters axe keeps being stolen or hidden
46 An animal has been stolen and there is a trail
47 Someone tried to set fire to a building
48 A local resource in woods has been blocked by a creature
49 Someone is feeding something to the pigs, they seem healthy but owner wary
50 Something is stealing eggs from chickens
51 A robber knight and his gang have been raiding area then fleeing to another district

52 A gang of robb
ers have been operating in the area but they spare locals
53 A famous masked highway robber and their assistant has been seen in area
54 Humanoids or abhumans camping in area robbed some people
55 Metal from farm tools is being stolen
56 Someone is stealing food from local houses
57 Someone is stealing laundry and bedclothes
58 A lone non-human set up an illegal toll booth on the road
59 A colourful traveller sealing sham potions to locals
60 Loca mob lynching a caught troublemaker
61 Travellers camped nearby and locals troubled
62 Someone did a farmer's chores for them two nights in a row
63 A mysterious person has been camping in the area
64 An old woman lives in a shack alone and locals wildly speculate about her
65 Strange lights are seen on certain nights near the high meadow faerie stones 
66 Foreigners have camped nearby and locals want them gone
67 Mysterious sinister stranger visiting area locals afraid
68 Someone is hiding an abandoned building
69
 A demihuman has been visiting to trade and drink and all afraid
70
 A local has been employing humanoids and peers confused and angry
71 Someone too shy to speak to a love interest
72 
Someone claims a mysterious person is courting them by whispers through walls by night
73 Dance is on and locals want to dance with strangers
74 Someones married partner has been missing for several nights
75 Someone thinks lover cheating on them
76 Youths want help to get some private time together
77 Local attracted to party member uses a treasure map as a pretext to get close
78 A local who lost partner seeks a new mate and is interested in a party member
79 Parent offers a child in marriage to a party member they think is rich
80 
A local has been pining for a mysterious lover in the wilderness nobody else has ever seen
81 A prehistoric sinkhole into the deep open in the area and someone fell in
82 Strange writing on a rockface discovered by locals
83 A mutant creature was seen recently and all muttering about it as a bad omen
84 Inquisitor visits and conscripts deputies to hunt d6 1=witch 2=changeling 3=werewolf 4=mutant 5=chaos cultists 6=heretical darkness cult
85 Cult graffiti found in the area has locals concerned
86 Signs of animal sacrifice has been found
87 Goat chased away a cultist trying to kidnap a child, a maniac is still at large
88 Blood found on an ancient stone in fields
89 Abhuman beastfolk dancing around a fire seen by a drunken farmer on the way home late
90 Someone was warned by a mysterious voice that let them hide from hooded cultists
91 A vile wizard has been seen disturbing graves by night
92 Cultists have been heard and seen by night recently and all concerned
93 A witch has been cursing and scaring people 
94 A strange beast has killed locals recently (lycanthrope among locals)
95 People have been behaving badly and not remembering after (doppelganger)
96 Locals having strange dreams with travelling adventures in them to solve the mystery
97 Dark elves play cruel pranks on a family for some reason
98 Someone has taken a relic or damaged a shrine or monument
99 A prehistoric rune rock moved stunning everyone
100 A demon or undead horror has been menacing sleepless area 

Thursday, 5 November 2020

d100 Terrible deeds for mad despotic fantasy rulers



I've been busy building my moonroom in a nightclub. So I'm in with a non-profit nightclub punky art space. Nice to have ppl listen to me and meet lots of young ppl who all like jazz and have lots of talent. Doing a table book on Patreon this month I will start this weekend. As I have a venue I'm doing more culture stuff next six months and will buy a house then decide if I stay in this state. Recently listening to lots of tube vids on Middle Earth and Dune. Halfway through an audiobook of the dune when it was deleted just as it got to where I read up to years ago. Shrek is love.

d100Terrible New Policies for Mad F
antasy Despots
01 Declares some type of demihuman a menace and demands they be rounded up
02 Insults ruler of an old ally and previously offends them all
03 Invades a smaller nation for some resource that turns out to be worthless while claiming to help them from a tyrant who most of the people like
04 Makes gestures of friendship to a former enemy who returns the attention
05 Permits friends and brutish idiot family to hunt unicorns for a feast 
06 Replaces officials with incompetent corrupt friends who do terrible jobs
07 Introduces strange new coin of red gold like metal that inspires greed in those who handle it 
08 Has workers uncover the ruins of the temple of the forbidden god claiming money found will aid the kingdom
09 Cuts bounties and rewards for killing monsters so many adventurers leave the kingdom
10 Holds spectacular parties with merchant lord rumoured notorious sex demon cult leader
11 Declares several robber knights are pardoned and gives them estates of lords he feels are not loyal or critical
12 Royal consort disappears and gets a new younger prettier one
13 Declares unmarried must be investigated for wicked cults
14 Allows an evil wizard school to open publicly claiming they are in fact good guys
15 Encourages dragons to overrun a border region as it will cut the defence budget
16 Invites a notorious evil wizard to be an adviser
17 Appoints leaders of criminal guilds to magistrates as they know crime better than anyone
18 Burns down castles of noble that disagree and the dungeons are occupied by monsters, cults and evil wizards who love the new real estate opportunities
19 Declares a devil cult not so bad and lets them operate in the public for the good works they do
20 children roam land killing magical good creatures for sport
21 Has military parades 
22 Imprisons critics in dungeons 
23 Builds arenas for bloodsports
24 Kills a kinsman or one of their own children or bastards
25 Has victims tortured as entertainment 
26 Enjoys torturing animals
27 Keeps replacing consorts blaming infertility on them
28 Has many scandalous lovers in court
29 Blackmails victims into being lovers by threatening kin
30 Brings in own bodyguard of monsters
31 Establishes a secret police force
32 Establishes an inquisition against some religious minority
33 Declares minority people or religion outlaws so can steal land and property
34 Forces oaths of loyalty from everyone above and beyond what is proper
35 Has a famous hero imprisoned
36 Has protesters attacked by
37 Empowers own military order who wear beast masks and terrorise people
38 Raises taxes on everything to crush poor and merchants
39 Drives away foreign traders and certain goods increase in price
40 Forces nobles and merchants to loan money on the threat of torture and prison
41 Turns up at a wedding and kills some family guests and abuses the now unhappy couple
42 Takes common land for sheep and forbids peasants from using it
43 Protects forests and wild animals 
44 Punishes all residence of a village for crimes of one
45 Writes own translation of holy texts to be made standard by law
46 Replaces church leaders with inept and corrupt frauds
47 Destroys ancient monuments
48 Loots ancient graves or church inventing paranoid claims to justify
49 Praises murder hoboes who become uncontrollable thugs the law won't stop
50 Introduces new types of slavery and slave markets
51 Laughs at children's sadistic games on poor and animals

52 Has peasants dress as animals and hunts them
53 Tests new siege weapons with peasants living nearby
54 Builds a military force for invasion funded by new taxes 
55 Cuts down a whole forest for forts or navy that locals depend on
56 Has guild leaders executed for treason and steals assets or  replaces with friends
57 Allows friend to buy monopoly rights on the production of basic goods
58 Does nothing as are destroyed by disease or natural disaster
59 Reduces the number of holy days, feasts and 
60 Disarms peasants and shuts down militias
61 Peoples fleeing disaster are massacred
62 Has huge statues dedicated to own glory or a new religion
63 Spends fortune on luxuries and parties while roads decline and lawlessness spreads
64 Promises a peasant protest to satisfy them then has leaders killed
65 Encourages lawmen to rob and persecute anyone they please
66 Replaces industry workers with cheaper kobolds
67 Gives part of the kingdom to a monster race for national security
68 Develops mutations from dealings with chaos but official portraits unchanged
69 Has a popular noble killed so they can take their love for self
70 Declares some group of being allied to enemy nonhumans and seizes the property
71 Forbids bows, crossbows or long-range weapons from commoners

72 Forbids commoners from riding horses or eating certain beasts but nobles permitted
73 Seizes livestock of certain species or colour
74 Sends a phrenologist to travel land sterilising anyone ugly or unhappy
75 Demands a bigger crown and raises a new tax on bread or another common item
76 Bans commoners from common pleasure like drinking dancing or animal blood sports
77 Introduces new narcotic from mysterious foreign merchants (are they human)
78 Sells prison inmates to creatures from the underland as slaves or food
79 Breeds monsters for fun and releases them to hunt
80 Has dangerous monsters protected by law for only nobles to hunt and they start eating commoners
81 Claims the lycanthropy outbreak is a lie spread by personal enemies 
82 Has necromancers make deceased debtors work as zombies 
83 Declares ancient elder monsters deserve respect and no longer a threat and we can trade and let them own land and shops 
84 Sells grain to foreigners while commoners starve
85 Wants to build a colossal tomb-like the ancients that takes decades and drains the nation's wealth
86 Bankrupts treasury with gold privies and unicorn skin seat covers
87 Wants to marry a sibling or child or monster
88 Under the sway of succubi, cult leader or vampire lover
89 Ate flesh of a human just to try it and other nobles want to join the fad
90 Has a pet they give an important government job to and spoil with golden feed bowls and diamond collars and expensive adorable costumes 
91 Have a decadent favourite who can do anything they want and humiliates the kingdom
92 Decides to wear a strange mask

93 Kills servants or courtiers who displease them and all live in fear
94 Some children are mutants and infamously cruel sadists who act as horribly as they please
95 Hellmouth opens and ruler wants to send gifts and sacrifices to appease hell and hopes to trade

96 Adopts strange new cult that has no power, just a scam to rake in the cash
97 Builds a fabulous murder maze full of monsters where victims trapped inside to die
98 Citizens vanish across land and ruler claims its all fake
99 Blames some problem they created on foreign power or minority and declares war
100 Decides they have divine right to conquer the world



Big Battle Session



So as the party now going on 12th lv and have a flying giants castle and lots of followers the game has become more about domain play and possibly mass combat...I will keep the campaign up for a while then will go run my Patreon broken hill book and planet psychon. Ill keep it going but basically this level dnd bogs down more and more. Like we had one fight this game.

At this point, they are the most diverse tribe and most advanced of the tundra and typical tribe members are pretty hubris happy over their god-like status. The orc tribe they liberated have been pretty grateful. So they flew their giant cloud castle to the north to the valley of frost giants who had been dabbling in elder magic in the city of the old ones thawing from the great northern glacier. Sourberry the elf flew invisibly and spied on giants and learned of their factions and unhappy orc servants, So he brought in his two orc followers he had recruited from the friendly orc tribe and got them to infiltrate the frost giant hall and spread subversion and disent among orc servants.

After a week of spying Sourberry tried to use a cantrip to con giants into betraying jarl but this was a disaster. The giant threw a cast iron bed-chiller full of ice at the elf who appeared momentarily between invisibility spells on the ceiling. Elf was hit so fled out window and fireballed the giant before fleeing. Realising the giants knew an elf tried to ferment internal strife Sourberry went to the cloud castle, called his elf followers, his giant friend with his pack of giant dogs and the allied orc warriors.

They brought the cloud castle closer and air dropped the force by the gatehouse of the giants stockade wall to find guard orcs had abandoned it a good sign. They marched up to the hall and four fill giants came out to warn them off. They lasted a few rounds and one fled so out came half the frost giant warriors with ogre thralls. Sourberry fireballed them then chain lighteninged the lot that was pretty destructive. The giant and his dogs and the orcs broke into fierce melee performing well and more frost giants came out including an evil priest giant and the Jarl. The giant priest made the hero giant blind which slowed him a bit. Various elves peppered giants with spells and arrows and retreated. Sourberries griffon did some damage but as he was a weak griffon fled to rear ready for emergency evac duty. The battle got close towards the end as the giant king with his winter wolves took out many orcs and the heroes only just won. At one point the evil giant priest was imprisoned in a firewall then hit with insect swarms and caltrop spells. The final victory came when the frost giant orc serfs revolted and finished off the wounded giants and saving the allied orcs who were bleeding out. All up only 6 orcs were killed. The giant elderly and women surrender and were put under the heroes good giant. They offered to marry him but as he was a pretty lawful good giant and they were chaotic evil he declined (plus they were but ugly).

Thew was a pile of these funny coin things that the old races valued and some magic items they shared with their followers. Sourberry used his life draining sword to finish wounded giants and heal himself. Five hours mostly of battle, levelling up and looting. Heroes were pleased to welcome more orcs into the flying castle. Orcs now outnumbered humans in the mountain tribe but all were getting along ok. Sourberry, as usual, flipped a coin and decided his anti orc sentiments were backward elf traditions that must die. 

Got to use lots of my terrain and battleboard which worked well.
It was cool the player giant was 1/3 bigger than everyone else and the frost giants a third bigger than him. Next session will explore the extradimensional ruins of the old ones full of shoggoths and killer giant penguins and black magic.

Also Emo artist Michal Dutkiewicz has a deviant art now
https://www.deviantart.com/michaldutkiewicz/gallery/all