Wednesday, 20 November 2024

River Travel Tables For Chagrinspire




































Marsh Folk - green skinned abjuman fisher folk who live in the swamp. Some have taken up degenerate cults and are inbred mutants but the ones on Marsh Town and found in other wetland communities.

update - Skeplres has a great 8pg tiver boat sourcebook 8 pages now
https://coinsandscrolls.blogspot.com/2024/11/osr-magical-industrial-gunboats.html
seldom has anyone released so timely a pdf 
my game this sat has need of this 

d12 Water Hazards
1 Sea mine - crude black powder and a lit fuse inside or steel high explosive model 
2 Tangled in nets, ropes, sails or garbage
3 Tangled in seaweed often with creatures inside d4 1=giant crabs 2=fish folk 3=giant ammonite 4=giant trilobites
4 Swarm of carnivorous flying fish
5 Aquatic turbulence from something (?) or whirlpool (a drain in deep?) or weather
6 Rocks or ice
7 Underwater wreckage
8 Oil slick or miasma
9 Giant Lake Serpent or marine dinosaur
10 Kelpie or sirens
11 Tentacled abomination (shoggoth?)
12 Other vessel

d12 Waterway Vessels
1 Coracle - circular wicker frame with hide or coiled rope with bitumen 1-8 person versions. 
Used by d6 1=frog folk 2=fish folk 3=marsh folk 4=otter folk 5=beaver folk 6=rat folk
2 Raft - wood or bundles of reeds or frame with inflated animal skins, small 1-4 persons per 3m section. Used by d6 1=frog folk 2=fish folk 3=marsh folk 4=otter folk 5=beaver folk 6=rat folk
3 Canoe - single or larger ones for war or transport, some have outriggers Used by d6 1=frog folk 2=fish folk 3=marsh folk 4=otter folk 5=beaver folk 6=rat folk
4 Rowboat - various sizes 2-12 person versions from a single to a jollyboat. Used by d6 1=bandits 2=pirates 3=cultists 4=slavers 
5 Fishing Boat - with sails and nets for 1-6 crew versions. Used by d6 1=frog folk 2=fish folk 3=marsh folk 4=otter folk 5=beaver folk 6=rat folk
6 Barge - large flatboat used for ferries and transporting troops or livestock or goods. Used by various factions d6 1=frog folk 2=fish folk 3=marsh folk 4=adventurers from Magic Island a camp of foreign mercenaries and wizards sent by universities 
7 Longboat -  for war or trade with oars and sails with animal prows, can be pulled by oxen overland. Crewed by d4 1=barbarians 2=marsh folk 3=orcs 4=chaos cannibal cult 
8 Canal Boat - a long narrow boat for canals over the wasteland including under the wasteland with underground automated locks to reach higher or lower waterways. Most are pulled by a horse or people on shore, and Some are golem-powered. They are comparable to trains and some will tow cargo canal boats. Many varieties d12 1=transport 2=marsh folk nomads 3=merchants 4=scavengers 5=fish folk hybrids 6=funeral barge with undead 7=cultists with beast abhumans 8=adventurers 9=pirates 10=fish folk and hybrid cultists 11=Black sphere automated transport barge 12=Black Sphere automated work barge
9 Gun Boat - with a small cannon or Gatling gun. Crew either serve the Black Sphere and clones or the Allies crewed by the undead. Has a dozen crew to operate and fire optimally 
10 Paddlesteamer - golem boat powered by a wheel, used for freight, war or passengers. One is a travelling market and casino. Have 20-100 crew 
11 Submarine - armoured golem sub-crewed by gnome aquamarines and commandoes. Some are small with 4 but others may have several dozen crew
12 Ironclad - armoured golem boat with cannons, highly resilient, sitting mostly below the waterline. Crew either serve the Black Sphere and clones or the Allies crewed by the undead. Has a dozen crew to operate and fire optimally 

d12 Marine structures
1 Signal bouy with light or fog horn
2 Tethered raft with shack
3 Wrecked cargo vessel
4 Wrecked millitary vessel
5 Floating wood and scrap settlement with boast hulls incorporated
6 Concrete gun bunker
7 Oil platform
8 Observation platform
9 Aquatic habitat surface platform
10 Marine fort
11 Marine airstrip/airship mast
12 Floating islands of debris or aquatic plants

d10 Marine Rubbish
or coastal mimics
1 Flotsam and Jetsam
2 Corpses
3 Organic
4 Boating
5 Castaway
6 Baggage
7 Household
8 Fluids & Continers
9 Odd
10 Magic

d100 Crap to find floating or onshore
01 Broken raft of wood and junk
02 Empty Barrels but 1in6 time is sealed with beer inside
03 Glass spheres or wooden floats and some fishing nets 
04 Eel or crab trap
05 Fisherman's hat
06 Empty crate 1in6 with sealed navy biscuits
07 Damaged fishing nets
08 Item of clothing like hat, coat, scarf or boot
09 Fishing rod
10 Gaffhook on a long wooden pole
11 Dead fish or birds
12 Drowned sailor or fisherman
13 Dead fish folk or frog folk
14 Mash folk remain badly eaten by something
15 Lake monster corpse covered in crabs
16 Severed tentacle
17 Dead goat
18 Floating zombies respond poorly if poked
19 Dead giant bat
20 Dead kobold
21 Lake monster ambergris worth 100gp
22 Huge jellyfish trailing toxic stingers
23 Interesting sea shell
24 Raft of marine vegetation 1in6 hostile
25 Vast mass of slime 1in6 a shoggoth
26 Raft of marine creature eggs
27 Raft of floating worms
28 Lumps of fascinating driftwood
29 Log or tree stump or whole tree
30 Dead horrible slimy rotten thing with eyes
31 Mast of a small sailing boat with a sail
32 Life preserver or flotation vest
33 Part of a broken canoe 1in6 intact
34 A single oar
35 Prow off a longboat often a horse or dragon or humanoid figure
36 Length of rope 1in6 attached to anchor stone
37 Crude raft abandoned 1in6 with a wretched survivor who needs help
38 Rowboat with no oars
39 Broken rudder
40 Flag from a boat
41 Kobold in a box
42 Goblin in a barrel
43 Orc hanging onto a log
44 Unconcious bandit clinging to log
45 Gnome with life-preserver in naval uniform from a submarine
46 Children d4 on a raft with no oars or rudder lost
47 Unconcious flight crew from an airship and a parachute
48 Yelling human in water is really a fish folk hybrid and fish folk underwater await for an ambush
49 Kelpie pretends to be an attractive woman floating in the water
50 Deathguard flesh golem on a raft reluctant to swim (possibly in a transparent transport pod)
51 Trunk of good clothing and grooming supplies
52 First aid bag
53 Wooden box of tools
54 Bag of cook knives and a pan
55 Trunk of old books and newspapers
56 Trunk with portable writing desk
57 Satchel of orders in code and maps of a location in wastes
58 Case of mineral samples and a map of a mine location
59 Sailors sea chest with clothes and a scrimshaw monster tooth worth 2d6x20gp
60 Wooden case with a small hideous mummified mermaid
61 Old sofa or couch crawling in marine bugs
62 Broken chair
63 Intact table
64 Cooking pot or cauldron
65 Rusted toaster
66 Toilet seat
67 Wardrobe (maybe something lives in it)
68 Kitchen sink
69 Gramaphone player, hand-cranked, working
70 Meatsafe with something rotten and maggot-ridden
71 Ship in a bottle
72 Glass or ceramic bottles
73 Note or map in a bottle
74 Bottle of rum
75 Jar of pickled eggs
76 Strange freak creature in a bottle of spirits
77 Glass ampules of ancient drugs 2d6
78 Drum of alchemical waste
79 Slick of flammable oil
80 Slick of blood from some huge creature
81 Wooden display case with small hideous mummified mermaid
82 Block of ice with humanoid inside
83 Coffin 1in6 has an undead inside
84 Cage with a chicken
85 Carved wooden idol of some deity
86 Barometre and aurora warning gauge
87 Barrel of monkeys
88 Mass of fish folk eggs with tiny moving babies inside
89 Mass of snakes writhing in some seasonal gathering
90 Burning funeral boat or raft
91 Carved ancient idol, its spirit curses who discards or harms it thoughtlessly
92 Locked chest with a cursed item and possibly a human hand
93 Box of d6 cursed fish folk gold bars worth 100gp each, that fishfolk all over the world sense if it comes near their waters
94 Glass orb with dark swirling purple vapour inside, a communication orb that lets you verbally contact a master orb holder. The larger master orb can see back through the orb to spy on it's keeper and may have many spy orbs. Popular with dark lords and ancient wizards
95 Box with a magical flare pistol that requires no ammunition and can fire each round without ever reloading
96 Leather soldiers harness with a sheathed magic dagger or small sword, +1 +3 vs anyone under the effect of a magic potion
97 Gleaming Curiass AC+5 resist bullets with full AV, stops non-magical missile weapons as long as there is daylight
98 Cloak +1 protection can turn into a bat for one hour by night 1% chance per use infects user with were bat lycanthropy due to a flaw in creation intended to kill the creator
99 Cavalry helmet with the red brush on top, the wearer has +1 Protection and is immune to fear
100 Crystal key can summon a fragile  crystal ornithopter which will fly up to six passengers to the moon

Sunday, 17 November 2024

No Man's Land Trek Prep Nov Pt 2





































I have made a hex map with 375m hexes 
These have specific map locations 
Plus tables to make the few hexes between lines into a more memorable and risky place

01
Feature: Quicksilver Heights an alchemist colony and outpost fort
Haunting: Outside the area of the zone but raided by undead often
02
Feature:  The lair of the undead Dragon Grimshakles
Haunting: Ghostly soldiers marching into artillery all blasted into skeletons, then fade
03
Feature: The lair of the Iron Dragon where dwarf mechanics aid it 
Haunting: Poltergeists of dwarves make tools and weapons rattle and animate them
04  
Feature: Hell Gate, a living devil face with doors into the mouth guarded by two lesser devils will for sure let you in 
Haunting: Spirit warns you about the Hellgate
05 
Feature:  Ruin occupied by undead necromancers making more undead, where undead collecting corpses come
Haunting: Poltergeists
06
Feature: Entrance to a ruined subway tunnel 
Haunting: Shadows stalk and spy on intruders and report by whisper to secret masters
05
Feature: Ruins of buildings 
Haunting: Poltergeist activity
07
Feature: Wrecked flimsy wood and cloth and wire monoplane with golem face on engine block still alive and asks for help. It could be repurposed and is fueled by burning gems  
Haunting: The pilot may be undead of some kind or its spirit might have a request so it can rest
08
Feature: Ruins of buildings 
Haunting: Poltergeist activity
09
Feature: Ruins of buildings 
Haunting: Poltergeist activity
10
Feature: Ruins of buildings 
Haunting: Poltergeist activity
11
Feature: Ruins of buildings 
Haunting: Poltergeist activity
12
Feature: Ruins of buildings 
Haunting: Poltergeist activity

This is a player map made by local scavenger clans with an advised route


These are to use when crossing the hexes between lines
They are to challenge those who dare cross the zone and why many naver want to do it again. I will roll this every time it is crossed at least once and it might be different in different hexes. They should make a crossing scary. There is also a supernatural effect table for crossing into the zone also.

d12 Special Encounters In Between Trench Line Zone
1 Angel of death flies overhead, a black robed skeleton with a sword or scythe. Menacing glances but will attack any who shoot at them. Considered a bad omen
2 Clanking Black Sphere golem tank singing about "Oh what a lovely war" immune to most attacks likes to crush people and feel blood in tracks, moves average running speed. If harmed will use a cannon and machine gun and a flamer
3 Lesser devils marching to and from hellgates. Mostly bored and on patrol and will attack black sphere forces but might mess with mortals for fun. Often an imp watches them and it might suggest they bully mortals to selling souls or enrolling at the shadow lodge for free wizard schooling   
4 Clanking squad of automaton infantry of allies or black sphere marching to a battle
5 Clone infantry with muskets from allies or black sphere. All same face and have similar memories and letters from loved ones back home encouraging them to be heroes. The memories of their homelands are from over a thousand years ago  
6 Lesser demons, mercenaries from hell to gather escapees from hell's wrath with a set of manacles. Hell hires demons to avoid breaching treaties with lawful entities in the war zone
7 Elemental zooms over midlands to attack undead, may be full of undead fragments and bones
8 Zombie & skeleton soldiers of an ancient black sphere or allies will shoot or chase any not in their own uniforms. As intruders go up levels add more intelligent commanders and support troops. Leaders d4 1=ghoul 2=wight 3=wraith 4=mummy. Support d4 1=ghoul commandoes 2=shadow scouts 3=undead cavalry lancers 4=
9 Shoggoths grazing for corpses to eat and crying out for each other. They are recycling protoplasm to grow or transporting it to secret labs to be turned into death guard 
10 Automaton scavengers like mechanical pillbugs gathering scrap and corpses from no-mans land will roll into armoured spheres and flee if damaged, if impotently attacked they roll into enemies to drive them away from the grazing area. Scuttle off to some tunnel to the underground rail or highway tunnels
11 Scavengers camp where they dig for ancient treasure. Several are on watch and all ready to hide and pull camouflaged canvas sheets over their dugout. d4 1=cultists 2=cannibals 3=mutants can be friend or foe depending how treated 4=senior guild affiliates have a friar with them just for undead and advice 
12 Undead necromancers loading up bodies their undead dig up onto wagons pulled by skeletal oxen to some lair
13 Barbarians here to destroy evil d4 1=horse archers 2=cavalry 3=amazons 4=berserk 
14 Crusader knights with a priest on horses d4 1=one of the coastal kingdoms 2=corrupted by evil now serve hell or a demon cult 3=undead phantom or corporeal now committed to slaying the living 4=mutant weird chaos knights forsaken humanity with strange armour
15 Gaggle of carnivorous ambulant tri legged fungus followed by spore infected fungus zombies, quite happy to spore some travellers to carry a new colony somewhere else
16 The phantom sniper will shoot at anyone in same hex from secret hides disguised as tree trunks or ruined brick buildings. Will always flee if located but take a few shots at travellers. This same sniper will be encountered every crossing 
17 
The phantom owlbear wearing a helmet and has some advanced stick grenades on its belt. It is quite intelligent and can also burrow. If killed it fades away to be reborn the next night. Knows scent of enemies and and can detect them from miles away 
18 Dragon either the undead Grimshakles who's breath drains levels and creates undead daily to populate the waste or its enemy the Iron Dragon a dragon golem funded by Dragons to hunt the undead dragon.The iron dragon eats gems and magic for fuel and may demand them from travellers both have lairs in the wastes
19 A flying machine overhead makes a flyby attack d4 1=flies overhead wildly shooting a pistol 2=strafes area with machineguns 3=drops a few grenades 4=drops a few incendiaries 5=smoke bombs that may attract artillery or ground encounters 6=gas bombs 7=rust monster in a parachute in a quick release harness 8=drops propaganda bomb from the Black sphere possibly highly personal (d4 1=while your over here your loved ones are making out with halflings and goblins in a disgraceful 2=orcs are taking over your homeland and encouraged by your corrupt rulers 3=give up now, embrace the Black Sphere and eat 3 meals of clone meat a day! 4=Rise up against your masters and kill all royalty who prop up the Allied cause to continue endless slavery)
20 Deathguard. First encounters should be seeing them tearing apart and eating some faction and thay they seem to react to sounds (like screams). Later meet a lone rogue one possibly insane from being isolated but it might also be damaged to show how dangerous they are. Later when the party see squads of them with metal spears and uniforms intact they should be more frightening 

d12 Supernatural Manifestations of No-Man's-Land
1 Air pressure increases, ears pop and spellcasters get nosebleeds 
2 Strange swirling fog and mist move eerily as if intelligent and stalking, frost left behind
3 Phantom artillery sounds and flack clouds in the sky exploding
4 Undead arise from the mud and start forming into lines until an undead officer comes to march them to some conflict somewhere
5 Marching spirit soldiers whistling or singing to the front 
6 Spirits of moaning wounded dead and body parts crawling around looking to be complete, crawling back to their own lines
7 Phantom green gas cloud screaming choking soldiers and horses can be heard from within, when it passes it leaves scattered bones, no effect on the living
8 Some animals gather and follow those new to the zone d8 1=rats 2=maggots 3=flies 4=ravens 5=vultures 6=jackals 7=hyenas 8=leeches 
8 Stormclouds break and a sudden downpour and lightning instantly cover everything in mud and slows movement - lasts a d3 hours
9 Female warrior with armour, a cloak, an ancient helmet, a spear appears and warns you to go no further and looks sad if you don't follow her advice before fading
10 Hear moans of dying from underground
11 See flickering glows from spirits come to see newcomers 
12 Time slows and vision blurs, for an instant see the war at its peak a thousand years ago

Friday, 15 November 2024

No Man's Land Trek Prep Nov Pt 1



Rolling some stuff from Chagrinspire Vol1-3 & My Great Weird War book as session prep

I went through a bunch of tables and made these specifically for this session.
There are plenty of other encounter tables in all the books

Really these are more checklists of pre-generated stuff ready for exploring an area
id rebuild from scratch in a different hex

No-mans land is technically the area in between the two enemy lines of trenches
Mudlands includes most of the lowlands in between the allied near ring around chagrinspire and the starfort walls and hills around chagrinspire, Mudlands is obvious and immediately 

Its a 30 min walk on a muddy trail from the Players Outpost to the Allied Telecommunications Centre base. Then over hills x1/2 or x1/4 speed through mountain (possibly could use the underground fort as a shortcut as they have a pass the undead soldiers accept. Once walking down the lower frontline hills with grassy tufts and wooden stakes and barbed wire 1/4 move rate.

The trenches are mostly horrible often flooded and booby-trapped and inhabited by horrors and spirits of war dead. Poltergeist are common. The zone in between the trenches has an enhanced likelihood of weird phenomena, more powerful hauntings, and encounters are weirder and more aggressive. The movement here is x1/16th if your slow quiet and looking for traps and ambushes. Once you know a route you can be faster to 1/8th. Veteran scavenger guides know route and 
are available to hire but outlier wierdoes of the guild. A professional scout here for first time will likely find safe paths.  

d12 Scouts For Hire 
(roll d3 or d4 or d6 depending on how they deal with the guild)
All scavengers wear bandages or wrappings all over with belts, bandoliers, long coats, gas masks, hooded cloaks and lots of pockets, sacks and bags. Many wear cammo cloaks made for the terrain they visit most, some are reversible, its just paint and glue and garbage 
1 Malakana Manoptera - uses two scimitars and a composite bow with a magical hooded cloak that repels mud and blends into shadow. He whispers from under his face bandages and is uncannily thin with long gloved fingers. Seems aloof and always watching. Sniffs the air, corpses and other travellers (is it human or demon or mutant?). As four goblins and a bugbear follower wearing hoods and pointy shoes
2 Erobu Muckraker - she has a magical muck-rake polearm and seems to be a member of some mystical order. She loves to drink, eat, fight and rake for treasure in the alluvial runoff
3 Argus Rockape - an ape folk abhuman hunter with a spiked blub and a musket. He is a brute and likes to take side treks to hunt or loot treasure. Likes to lead adventurers to dungeons and acts like how its some amazing discovery so they are willing to be cannon fodder. Might have four male mandrils as pets  
4 Vala Grimbone - barbarian turned scavenger, she is also a werewolf. Charming, flirty, musclebound and wants a lycanthrope lover to join her or perhaps several. Has two follower wolves with her
5 Keelar Garrotten - shifty looter who helps cultists, bandits and slavers and maybe others. Has six scavenger scout assistants. They might decide the party is easier to rob. He smiles and looks excited. Uses lots of gibberish rhyming slang and banter, is fidgety, flips coins especially when leading victims into peril
6 Emil Crestfall - former elderly butler of an evil wizard. Has adapted and learned own occult secrets in the tunnels under the wasteland. Has a mutant old hag wife and three gangly youths they adopted. Slow and wise but avoid violence
7 Porky Crumbles - boar abuman is jolly, likes beer and accordion music. Quite confident and nimble-footed has two dimmer more accident-prone brothers he manages to replace
8 Mourin Greenbean - a tall woman barbarian turned scavenger still songs to kill some wizards but not all of them right away. Willing to take clients with her four tribal sisters. They might like to kill some monsters on the way for the common good
9 Lochbar Crantree - with his four sons Florin, Borrin, Korrin and Bob will guide people across the wastes at a low low price and will guide people to their worm god pit, then blow the trumpet to call the worm spawn
10 Nirras Pumpkinherder - makes extra money for her clan farm by guiding travellers. Quite cynical and knows many local spirits and how to appease them. Her clan grow crawling jack-o-lanterns with vegetal tendrils that make magic pumpkin spice beer
11 Kreebly Wisecheese - rat folk scavenger from generations of no mans land dwellers. If employers treat Kreebly and rat folk fairly they will be a loyal ally 
12 Pandakar Manlual - scavenger converted to the bright gods from farming settlers. Will help the good find what they seek in the waste

Weather
Roll this every d4+1 hours

d12 No-Mans-Land Atmospheric Hazards
1
 DIstant artillery, flares and smoke clouds, explosion sounds
2
 Fog clouds, a thick lilac pea soup smothers the land like some dreamy haunted landscape
3 Fog clouds, a thick green pea soup smothers the land and strange lights are seen within
4
 Great sinking miasma floods over lowlands of No-mans-land.came from a ruin
5 Vast clouds of black in the distance are swarms of flies
6 Acid Rain stings and ages equipment
7 Rain or snow if cold enough, mud everywhere
8 Luminous spirits fly about screaming
9 Sparks shoot around the sky, and some stars seem to be chasing each other 
10 Ghost Wind awakens spirits and poltergeists
11
 Red aurora around Chagrinspire enrages every living thing
12 Violet aurora all spells require a Will save to cast

Encounters
1 in 12 Chance of an encounter per hour
2 in 12 Chance if noisy of firearms discharged

Vol 1 and 2 encounters usable
Weird War 1 encounters usable

d20 Encounters
1 Slavers chased escaped slaves into barbed wire and minefields then shot the ones who were wounded or frightened to move
2 Scavengers who live in no man's land point out a slaver camp
3 Worm cultists communing with a carrion worm outraged by non-believers witnessing them (some, after their hoods are pulled off corpses are known scavengers guild members)
4 Scavenger mutant gang hungry for meat and hate plump outsiders
5 Wild dog pack d4+8, most have minor mutations like skinless and leader has wolf attributes plus a dangerous tails d4 1=lam[rey tail 2=scorpion tail 3=snake tail 4=tentacle
5 Zombie or skeleton soldiers arise to attack unfamiliar strangers
6 Ghouls hunting d4 - if at risk flee and each who escapes returns with a d4 each and tracks party
7 Barbarians of human or orc tribe hunting wizards or burning books d4 1=mounted on ponies with bows 2=adventurers or mercenaries for hire 3=led by shaman 4=all bersekers 
8 Kobold or ratling soldiers led by a champion hunting humans
9 Rust Monster digging up a cache of valuable metal goods
10 Giant beetles digging up corpses to eat or rolling giant balls of dung
11 Swarm of d4 1=rats 2=flies 3=leeches 4=worms 
12 Wight soldier with a d3 half-strength thralls
13 Poltergiests d4 of dead soldiers
14 Giant two-headed birds d4 1=eagle 2=vulture 3=pteradactyl 4=owl
15 Terror bird pack out hunting, these are experts at dealing with traps
16 Lycanthrope soldiers (wolf soldiers) with swords insist you accept the mark of the beast (a bite) and join their lycanthrope force to rob and eat people (deserters from a secret experimental weapon lab - they got idea from elves
17 Wraith arises from the dead here to reap souls, moan and point menacingly
18 Lesser trench spirit often invisible or some small animal form or humanoid,  d4 1=enraged easily by poking around 2=benevolent 3=sadistic trapper 4=prankster who rewards survivors 
19 Small fungal or vegetal humanoid folk and their strange non animal pets hunting for meat animals they want to keep in pens
20 Nega Toads - giant toads that can eat undead as immune to all their attacks, will eat living prey but prefer a zombie for some reason Their dung has alchemical and spell component values

Hexploration
Moving carefully in unfamiliar hazardous in one 750mtre/yard terrain hex per hour
You can double this but less quiet and spot hazards with lower chance
Once you know a route that can be doubled.
A professional scout speeds the whole party

Dunn, mauve, white and grey mud in this hex

d12 Hexploration
1-3 Encounter a hazard obstacle to face or turn back
4 Safe passage to one adjacent hex
5-7 
Good trail d3 paths to other hexes + extra encounter check
7-8 Haunted d6 1-5=Minor 6-Major
9-12 Weird Wonder

d12 Terrain Hazards
1 Trenches dug in here but occupants killed by d4 1=gas 2=killed by undead now haunted 3= 4=death guard flesh golems tore apart and ate them 3=
2 Pit Traps with common over area with extras d6 1=rat swarm 2=flooded with diseased water with bobbing corpses 3=spikes in the bottom 4=landmine in bottom 5=zombie in bottom 6=poison spore releasing mold 
3 Toxic Fungus fields release spores d4 damage if saved, 2d4 damage if fail and if die before washing off spores will arise as a fungus spore zombie 
4 Unexploded Bomb, craters and an intact ticking shell or bomb
5 Giant nega-toads lurk around a crater filled millitary graveyard, immune to the touch of undead and eat them which could be handy but also eat people
Minefild around an intact looking bunker with trenches d4 1=undead necromancers black lab 2=mutant cannibal clan 3=demon cultist living as the ancients 4=gnome sappers and experimental weapons unit with automated guns
7 Pits of mud full of wooden steaks and rotting corpses 1in6 chance a d4 zombies arise
8 Garbage pits full of rat swarms and war garbage
9 Trench of broken self-repaired automaton deserters sick of fighting for humans. Might accept humans passage in return for parts, oil or weapons
10 Dugout ant trenches home to a family of ghouls
11 Barbarian burial ground d4 1=cursed 2=spirits 3=undead 4=angry barbarians having a funeral
12 Mechanical crab mines that will chase people and hide under mud

d20 Weird Wonder Locations
1 Mechanical pillbugs salvage scrap and corpses they carry into train tunnels and load onto trains that go to Chagrinspire.
2 Rows of telegraph poles with crucified wizards and black sphere clone troops
3 A Sinkhole into some ancient fungus-overgrown apartment complex dripping with water and tiny streams. The sinkhole cuts through multiple floors of an ancient experimental underground housing complex. Plague mutants worshiping a demon slime god they believe is imprisones in the hills around Chagrinspire
4 Shack built from crap d4 1=mutant scavenger gang live here 2= 
5 Gargantuan flatulent toad eats any who bothers them or hops on them, smells of sulphur and methane and creates a local flammable miasma. Alchemists see value in this 4-ton toad
6 Camp with a crew of a black sphere golem tank fixing their moaning vehichle and cooking some rations. Gnome sappers and mechanics with the manufactured squad 
7 Small scrap shack with a team of vulture men led by a magician. They are eating bog corpses and cleaning up and testing some muskets 
8 Dugout occupied by a pack of hideous mutant dogs with piles of broken bones and a d6 puppies
9 Ruined foundry occupied by seven-foot-tall muscle-bound iron folk. The leaders are polished and lower ranks who scavenge outside are rusty all over. They are refining and melting metal into ingots and have a few items that don't melt properly probably magic
10 Wanted bandit begs to join any expedition. Pretends to be poor honest worker. Chased by something horrible tin a tomb that killed their gang 
11. A crashed airship with an exposed metal frame, a gondola hangs precariously over a crater and has been fortified. Inside is a suave deco bar and a flamboyant mutant community in theatrical costumes of the ancients
12 
Collapsed train tunnels and subway station left a trench of garbage and a buried train
13 Goblin-infested underground barracks
14 Army ant nest with tin helmets and muskets with bayonets (ant abhumans)
15 Orcs dragged wrecked vehicles here and buried them with tunnels as a home, riding dire boars
16 Wrecked golem tank quite friendly if not enemies, can't move or shoot
17 Cave with campsites and wooden fortified gate. Inside underland gnomes trade mushroom beer and fungi bread for scrap metal. Know nothing about affairs of the surface world 
18 Mine entrance full of kobolds mining bricks and scrap, connected by tunnels to distant clans
19 Trench goblins having a fair in a crater will trade with any who obey their rules. There is a turnip eating contest and the winner gets an old crate of potions. New specials and contests every visit
20 Broken crystal machines fell from sky, broken glowing crystal chunks scattered and have a sickly unnatural glow. It fell from the sky and was inhabited by moon goblins who stole this from some celestial star fairies. There is a dangerous moon creature in the hold trying to break out the ailing force screen. Lots of weird stuff inside

Pregenerated Small Hexes
Derived from tables with a few changes just to be ready for every 375m hex
Ready to place as needed for non numbered locations

Feature
Haunting


Feature: Crate of explosives, fragile and unstable but usable
Haunting: Ape like beast with spiked helmet carrying woman, a spirit has assumed form from ancient propaganda to lure victims into its trench dug out
2
Feature: Automaton sniper covering area
Haunting: Wounded soldier with bandaged bleeding eyes begs for help fades if touched
3
Feature: Stray Kitten
Haunting: Screaming spirit soldiers chasing and killing clergy will turn on witnesses
4
Feature: Shuttered wagon
Haunting: The sun seems to set with red light and see thousands of skulls and poppies
5
Feature: Stray boot with a foot inside
Haunting: poltergeists of angy dead soldiers punch and hurl objects at strangers
6
Feature: Hole collapsed into a basement with wine guarded by a ghoul
Haunting: Spirit signals and shows a hidden shack, inside is a grenade booby trap
7
Feature: Creek reoded a trench has revealed an ancient brick tunnel of a previous age full of kobolds
Haunting: Wounded muddy soldier hands a letter to mother then dies and fades away
8
Feature: Wrecked ambulance
Haunting: Vision of soldiers bayoneting a wounded angel, if you dig fid some glowing molten gold glowing angel blood
9
Feature: Notebook of poems and trench maps showing dugouts
Haunting: Phantom soldiers chasing at phantom peasants
10
Feature: Fied pack half buried in mud 
Haunting: boy soldiers in baggy uniforms crying, will look at adults accusingly then vanish 
11
Feature: Sandbag position
Haunting: Phantom officer investigating war atrocities questions strangers
12
Feature: Creek worn through layers of mud over the ages
Haunting: Phantom soldiers being machine gunned down but a line of angels appear to shield them as they march and kill the machine gunners, all fade leaving skeletons and bunker foundations
13
Feature: Ruined farmhouse, inside a devil swine is served human dead from the mud by zombies 
Haunting: Ghostly flames on a burned house with fiery spirits dancing in them before all fade
14
Feature: Dead soldier with a wallet of maps and a revolver
Haunting: Poltergeist groper gooses people and laughs and throws mud
15
Feature: Abandoned canteen with 2d4 HP healing potion
Haunting: Sounds of digging underground, buried sapper skeletons crushed in a cave in
16
Feature: Blasted crater with crawling undead body parts
Haunting: Hear a creaking sound stalking you
17
Feature: Collapsed cave deliberately sealed, inside is shaft to stoneage temple with undead from thousands of years trapped here with undead Pleistocene animals like sabre tooths and terror birds. Cave art depicts the horned lord of beasts in the underworld 
Haunting: Nurse smoking with heavy makeup, winks at you to join her in a foxhole, turns out she is a succubus
18
Feature: Broken trench ladder
Haunting: Smell of sulphur and smoke temporary and just a phantom scent
19
Feature: Ruined church with catacombs of undead below where local undead sleep
Haunting: Ghostly ambulance runs over the party (save or fear d4 rounds and slimed) 
20 
Feature: Freshly dead men in uniforms (clones) allied or black sphere
Haunting: A great monstrous 2-headed vulture picks corpses nailed to telegraph poles, they become skeletons and the monster bird is puzzled and sees intruders

Next Post on this will have specific locations and some extra tables for between trenches zone









Wednesday, 13 November 2024

d20 Chagrinspire Zombies + Game Log



d12 Chagrinspire Alt Zombies
1 Cursed Lurkers - blind with sewn-up eyes and mouths, sense life, normal initiative and movement and able to track for up to a d4 days by night. Sniff while hunting 
2 Candle Creepers - covered in lit candle nubs that alight in darkness and the creatures are wax-covered and take no damage from normal fire. Once a day cast burning hands
3 War Dead - in ancient uniforms with weapons and armour, smart enough to load guns and resent the living who did not die in the war. Will sometimes speak accusations. On death releases a poltergeist
4 Skinless Ones - hideous skinless monstrosities of bone and flesh who crave living flesh and have 
normal initiative and movement. They kill humanoids to wear their skins for a d4 days before needing a new one. Seeing them shed their skin disguises causes fear in 3 range if 4HD or less. Cunning and malicious
5 Reanimated - injected with glowing green alchemical formula, then arise and are usually resentful. If killed a d4-2 undead body parts and organs continue to act independently until destroyed. 1in12 retains intellect and mobility as well as it seeks to create more and will inject its glowing blood into victims or corpses
6 Mine Walkers - awake and either lights a fuse or pulls a pin of a clockwork bomb timer then move to enemies. Sometimes they don't make it but good guards in tight places. 2d4 damage over 3m save halves, if the zombie survives the blast it attacks as normal 

7 Bog Wanderer - can walk, float or sink in mud at will in order to ambush victims, covered in mud and dripping foul water, half damage from fire, cold slows it a d3 rounds
8 Spore Stalker - growing with fungus, if hit a 1-range cloud of spores erupts around the creature for a d4 rounds. Each round exposed anyone in range needs to save or take 1pt damage and -2 all dice while weakened by coughing. Any killed arise as spore stalkers
9 Hell Razor - dead of a cultist, has horned masks, robes and fiery glowing eyes. Use a weapon with flaming +d4 damage and melts when defeated, they 
have normal initiative and movement, silver does +1 damage to them, may laugh when they hurt people  
10 Wounded Walker - covered in stitches and parts of different blasted body parts into a new soldier, some have weapon hands like hooks, flails, knives or axes. Collect parts of kills and found parts to their creator so often have sacks of body parts and organs 
11 Ice Lurker - frozen body covered in frost, 1pt cold damage per round to living beings in 1 range circle. Attacks with two claws and make a free grapple if both claws hit, immune to cold, half damage from ice weapons or creatures. Hisses at enemies light cold fog auraura surrounds them
12 Crystal Rambler - has crystal spikes all over body, living can sense scattered confused memories of the dead in their minds in range 3. These undead are naturally fast with +1 initiative and Mov 15 and any they punch must save or get crystal fragments stuck in them. The target gets weird dreams with local undead spirits taunting them and when they die crystals grow all over the body and the corpse arises 
13  Remade Ones - sewn together from various parts some may have surgical mutations like extra limbs, built-in weapons or armour. They scream and the various spirits in them conflict and causes confusion to beings in 3 range under 4 HD who fail a sve. +d8 HD as more durable. Animated with alchemical potions prone to being possessed by poltergeists (save once per day to lose control) and going wild. Used to make new soldiers in the war from remains and scraps of the old
14 Storm Chasers - often arise when clouds dark and distant thunder starts but also may arise if lightning magic used in area. They will awaken and look withered with metallic head implants usually an antenna, several bolts, lightning rod (various designs) or a lightning arrestor (ceramic insulating disks around a metal rod like on some power poles). Anyone hitting or touching them with unarmed attacks or metal weapons takes a d3 electric damage. They move normally for initiative and electrical damage repairs them. They might hang around electrical creatures and protect them. Any in an area are aware of each others condition and location within 100 range
15 Boneless Ones - these have had their bones removes and can crawl and climb. They grapple foes the first round then wrap around them and crush each round after until dead. They can stand but are clumsier and slower than normal zombies. Used as assassins, guards, pittraps or storing easily. Easier to knock prone but they get no penalties from this position
16 Bloated Ones - rotting swollen purple and green fleshed dead if destroyed bursts into a stinking cloud effect for a d4 rounds
17 Worm Walkers - crawling with maggots, on action a swarm of flies surrounds them inflicting 1HP damage per round within 1 range to anything made of flesh. The flies persist in the same spot after the zombie dies for a d4 rounds. The maggots from a destroyed one will crawl into cracks and burrow into the earth or crawl into a better-condition corpse to animate it. They serve the worm cult 
19 Star Walkers - are immune to normal missile weapons and if they get in range 3 of a living foe will glow blue and leech 1HP a round from living to repair themselves. This can heal up to to full HP for their HD and the arcing life force is painful and visible to all like electrical energy. If destroyed every living person in 3 range heals 1 HP These come from the corpses and bodies taken by the star people
20 Undying Ones - if killed breaks into a d4 body part each AC+1 HD D4 Att d3 Mov 3, some may make grappling attacks or stab with broken bones

Had a game exploring the no-mans-land, a haunted zone full of boobytraps, monsters and poltergeists. The Man-With-No-Name (rumoured to be from Shadelport) now a guild chapter boss, his Rat lady pal Sonja, the Priest of light and one of his lieutenants wanted to scout across the wasteland. Started from the ancient Allied Telecommunications Centre guild camp and took a train tunnel through to a gun emplacement close to the front. Ambushed by kobolds who after two volleys at a party with no effect fled.

Walked down the hill to the trenchlands and saw green fog roll in. The priest cast invisibility to undead on the party and detected traps (i make this more useful than many editions im fine with dangerous floors and loose rocks being a trap hazard). Met some local scavengers of the guildand moved on and battled some mutant dogs. Scavengers came to help and scored the dead dogs and began cooking. Invited party to come back. Marched on and fought some more kobolds then saw a ghost gorilla in a spiked helmet waiting and a woman in a dress waiting looking bored. The invisibility to the undead avoided dozens of poltergeist and petty spirit encounters. The priest is a bit off about the party trading with the undead and not destroying them but realises some are bound by oaths and awaiting victory. Millions died here so the area is full of spirits.

Found a hole that the ape thing and woman lived in robbed its treasure and found a propaganda poster the spirit adopted the form of the ape and woman from. They were the same thing and it used her screams as bait. Avoided a sniper and finally got through the trench lands to the combat zone in between. Four lesser devils were marching with muskets. They were 4 foot tall gargoyle-like horrors who marched to the party. The priest asked if the were demons and they were offended. They demanded the party sign a devil contract for a pass and the party said no. A fight started. While three devils battled one summoned an extra devil. They killed one and wounded another and the wounded hung back and summoned more devils while flying. The last few devils were confused as to why they were here and had no personal stake so they left. Did find a pre-war ruined basement and lab and a formula for a potion to make ghouls and a sample potion.

Saw the walls of the Starfort around Chagrinspire and the plateau. See on the lakes and wetlands at least four bulwarks built on the lake. Decided going back through wetlands worth a trek so followed towards the lake and found Marsh Town. A village of green skinned swamp folk. They lived as fishers in the swamp and welcomed the party to stay and trade. They were advised about the places around the lake. One location was a village of farmers from the south and their church now a ruin as slavers took them. The priest wanted to see it so they asked the best route. The coast was dangerous as slavers and lake monsters might see you on the shore so they went by the swamp and avoided getting lost. In the ruined village was a huge mud hog wallowing so they avoided it and searched the village and used detect enemies. 

The chapel and three huts were inhabited so the went to the lowest threat level first and met a fish folk heretic banished from the Bulwark of Dagon and worshipped a benevolent fish goddess. He wasnt a great guy but the priest with a comprehended language managed to make peace. The fish man told them about a slime and a lizard in other huts so they went to the slime hut and threw grenades and incendiaries into the hut destroying it. The damaged burning slime attacked and didn't mind fire but died to weapons.

 Finally, chased away the big lizard and confronted the evil of the chapel. A wight and its four thralls. The cleric vapourised the thralls as he was an exorcism specialist and the wight fled. Found a sword of law and a book about how slavers kept raiding the village.

The priest was keen to take the village back in the future and they decided to head back to Marsh Town after a rest. The fish man told all about how fish folk invaded the wastes in the apocalypse and invaded Chagrinspire and its sub levels by waterways and saved the cosmos and other awesome stuff. The priest listened thoughtfully. 

A horrible sea serpent creature 12 yards long with tiny limbs and mostly all necks surprised the party and chomped the cleric's assistant and lifted it over the lake water. While the priest prepared to walk on water charged out and attacked the neck from behind. Other characters fired missiles and the creature dropped the priest and fled.

The party rested in Marsh Village and managed to get the fishermen to sneak them by lake to river to the Flatspur ferry point on the river.

Successful mission and saw lots of stuff.

---------------------

I'm happy with my initiative system and infrequently roll to break ties now

I printed out a bunch of stuff and put in a folder as prep.
Will print out my no-mans-land land prep as a checklist and also
- so better organisation and hard copies help.

Nice to finally use my wetlands area stuff and it was better set up than my trench crossing to run so some lessons.

Poison rules worked nicely and a thief/alchemy specialist character has done quite well with it. Forcing me to complete all these skills that use formula


----------------------

these were updated maps from after this session
pink for in game trek
orange is the boat route home on the river




Monday, 11 November 2024

Where Did I Get These Spells From?





































I had a player who said bard songs and spells should be more research-based than what im doing now. I also read Dolemnwood has priests get new spells by visiting new holy places some requiring adventures which could be nice in a sandbox if characters seek personal power. Dragonslayer has a limit you can't duplicate spells memorised in one memorisation. It also has clerics who can swap spells to cure light wounds and the wizard gets similar for some core wizard spells. A player asked if bards could be more scholarly like wizards. 

Another option is to make some lore fluff tables that have no mechanical effect.
But I guess it's world-building also and makes spells feel more like carousing.
Maybe it's what spell casters are doing while other classes boozing

Im thinking of having separate spell recovery/gain/theory separate from the type of magic which I had in my 2012 game - you can do arcane divine nature or mentalism spells but classes have different learning style theories - they might overlap a bit at times. I just ended up making non core spell classes all work like sorcery which is mostly just a variant casting style that could also just be a choice not even a separate class. Sometimes messing around ends up with pages of rules to create lots of fiddly penalties maybe consider not doing it.

Research
-learned from books and teachers and lab experiments or from a master or school
-can steal find or trade new spells
-roll prime requisite to use found spells, prime req as the total limit  
-spells are memorised and held in the mind, releasing them causes brain damage
-memorisation is rereading and rote learning the spell until it is ready to use
 
Inspirations
-learned as miracles gained by prayer to the pantheon, saints and servants of the deity 
-spells are prepared daily and not limited by books or knowledge. so possibly the tables are more used when gaining a new spell level?
-miracles are pre-prayed for magical events and casting completes the circuit to the source and releases them.

Visions
-learned from contact by a pact or bloodline, communion or ordeals with patron entities 
-limited knowledge of spells but get more power and other benefits or just easier
-spell knowledge comes with visions, physically implanted perhaps in tattoos, scars, hair or even new organs inside the body
-power for spell casting is channelled from the patron. The caster requires rituals creating altered consciousness to draw power from beyond as spell preparation. Some of these beings can only have one champion at a time who may be bonded to their caster's souls like a familiar 

Not really solid yet I might chat with my players

It's quite a bit of complex content and could be in a later magic splatbook safely in a mythical future with everything else too hard.

A later splatbook would have all spells a-z common spells to all not counted vs total spells of that type, lots of elemental stuff maybe my blood-bone-flesh-animus magic system for Xor. It would also have spell lists for various elf subclasses and a list for bards lists for specialist priests. Basically every wild idea that's too hard and I can put it off till after I'm happy with my core rules. Which I've now been revising for 12 years. 

At least these as fluff might give you some fun things for your character to do off-screen.
Could also be for level-ups.

Last table is for skill and fighting class

d12 Wizard Spell Research
1 Studied from collections of ancient manuscripts and occult books
2 Studied in a library with many famous books available to see
3 Traded spells in secret with another wizard and got a fair deal
4 Visited a master wizard who showed you new techniques
5 Visited a master and managed to pilfer some scraps of lore
6 Studied at a formal school or university
7 Copied ancient glyphs and sigils on prehistoric walls and ruins  
8 Studied geometry of the stars or weird angles in a witch's house
9 Spied on other spell casters and experimented with copying
10 Studied ancient artworks including paintings, relief sculptures and sculptures
11 Forced or bargained secrets from a supernatural being
12 Found a secret door to the shadowy library of hell and stole some secrets  

d12 Priest Spell Inspiration
1 Visited a new shrine or temple
2 Studied church secret archives
3 Ordeal of praying, fasting and meditation 
4 Went on a pilgrimage trail visiting sites
5 Went on a proselytising mission
6 Helped establish a new sanctified holy place
7 Plundered enemy cult to recover lost holy text
8 Hunted and punished a heretic or cult
9 Faced a supernatural enemy in a battle of will
10 Recoved a holy relic or place or text held by enemies
11 Horribly harmed defending faith, saved and renewed vows
12 Visited by a saint taught you new miracles

d12 Sorcerer Spell Visions
1 Visions of a past life in service of your patron
2 Visions of your secret bloodline with inhuman ancestry
3 Rituals and chants dedicated to a without food or sleep for days
4 Joined a new sect or cult and initiated in a secret rite
5 Imitated an ancient teacher from books, art or spying
6 Induced altered states with herbal medicine or grog
7 Meditated on dreams to contact beings from beyond 
8 Visualisations of other dimensions based on ancient scrolls 
9 Guided by a senior practitioner sent by the patron
10 Drank potions in a secret place and met the patron
11 Had fevers and fits with wild visions of the patron
12 Performed secret ordeal in a dangerous place where the patron spoke to you

d12 Druidic Spell Inspirations
1 Learned whispered secrets of animals
2 Drank potions under the moon in a naked ritual
3 Erected or repaired a monolith or dolmen
4 Protected wilderness from harm and received visions
5 Performed secret initiations into a new cult or sect
6 Planted a garden of food and medicine for future human or beast
7 Comuned with the spit of a plant or mushroom
8 Directed a sacrifice ceremony for nature spirits
9 Made earthworks for fishing or hunting 
10 Went on a pilgrimage visiting ancient sites 
11 Overcame a supernatural being and spirits rewarded you
12 Had visions of the world tree and visited one of its regions as a spirit 
10 Met a supernatural nature being and had a ritual ordeal with them
11
 Danced with faerie beings on a long wild night 
12 Lost in the faerie realm which for you felt like years

d12 Bardic Spell Research
1 Battled various bards in a competition with an enthusiastic audience
2 Joined a different tradition or school to learn their songs
3 Find ancient lost music and songs in books or carved in stone
4 Spent time following a famous travelling teacher
5 Made a friend from a rival school and traded ideas in secret
6 Spied on a rival school and reworked some of their rubbish 
7 Studied with other magicians and adopted their ways into spell songs
8 Found the last old person who knew a song and convinced them you are worthy
9 Learned an important epic poem of a nation or people making you a living treasure
10 Had a musical duel with a spirit to recover long-lost songs
11 Studied an ancient lineage to prehistoric tribes only recorded as oral tradition
12 Battled a famous bard at an important feast or festival 

d12 Non-Human Spell Visions
1 Encounted sacred ancestral spirits in a ritual
2 Dreamed of your clan ancestors teaching you old ways
3 Take place in a huge singing festival of your people
4 Travelled to see the sacred relic of your clan in a secret place
5 Elders guided you through secret initiation ceremonies
6 Had to encounter a hag in a forbidden place to learn secrets
7 Uncovered an ancient relic or text of your people
8 Performed devotions in the temple of your clan
9 An elder came to teach you new mysteries
10 Visions of a past life self-guided you in your dreams
11 Battled an enemy of your clan and rewarded by ancestors
12 Distant planar kin tried to take you from your clan to get a foothold in the mortal world and you resisted and were rewarded by one of the great ancestors

d12 New Skill Source
1 Paid a famous master to show you the basics with a crash course 
2 Went to a privileged school or university
3 Guildsman teaches you in hopes you become their follower
4 Trained in the guildhall with other experienced members with a gym
5 Made friends and cross-trained together
6 Studied the works and techniques of a famous master in books and arts
7
 Studied in secrets some master and their students who rejected you possibly by losing to them in competitions or duels
8 Read ancient texts and tretises in a library
9 Joined a strict weird order in a hidden place 
10 Joined a secret fraternal order which so far seems to be about drinking
11 Studied animals and nature and practised from your contemplations
12 Taught by a supernatural being in a hidden place

Saturday, 9 November 2024

Alchemy Formula 1 Poison



So I need to fix my rules on this as a player doing alchemy

once you have alchemy you can test potions for a general idea with a test kit or lab

Then you open trees of specialisations like incendiary, black powder, acid, apothacary

I may do herbalist also - maybe even other skills could use this

Formula are researched like wizard spells and you can fail to comprehend them and be unable to use them. Formula can be found and swapped you can get one per leVel To a max of the relevant stat

You can find or develop others these are examples and in same cases can be combined which stacks the cost and difficulty to make a bit.

This is a skill - one of many
You get a formula per level
you can memorise a number of formulas up to the 
relevant attribute max
You can record formulas in books 

You can invent more - try mixing some of the effects


Each tier level needs ingredients = tier number +1
0 = Common in yard, cottage, gardens, patches of woods or in soil, find 1 per hour or 1cp
l = Uncommon, found in town or a terrain type, find 1 per day or 1sp
2 = Rare, hard to find or create or foreign, find 1 per week at 1gp
3 = Very rare, find 1 per month 10gp
4 = Very very rare, find 1 per 3 months 100gp
5 = Unique, dangerous to acquire or limited material created in past or one tree, find 1 per year 1000gp

You could find ingredients or keep ingredients as a single box and just record their cash value the user can subtract from. 1 ENC per Tier.

First Aid can help a person stay alive an extra round per skill roll
Herbalism basics include +1 on a save antidote usually a plant based paste
Apothacary 
basics include +1 on a save antidote usually a mineral based pill or tonic
Healers can help the patient get an additional save with a round of treatment
Healer can keep a patient alive

Mandrake, mistletoe, animal or monster venom or blood, minerals are common

Require a stove to make and some containers and utensils at least
Half skill with a camp fire
Kitchen and stove is normal
Alchemy lab will offer bonuses = to lab rating +1 to +3
- basic lab could be carried in chest less fragile x2 cost
- basic lab fits on a table top 10 ENC 100gp +1
- advanced lab fill a room 100 ENC 1000gp +2
- custom built lab fils several rooms or tower floor 1000 ENC 10000gp +3

cumulative = poison attacks of same type add
noncumulative = only one lot of poison damage in one encounter

Tier 0 = Lv Zero
1 Blade Bite - venom +1 damage or non with save, ten-minute delay, non-cumulative only one save per fight 
2 Sting Salve - antidote +1 HP heal vs poison, apply direct vs venom, eat vs ingested, non-cumulative
3 Ratbane - Ingested d3 damage or none if save, one hour delay after eating 
4 Identify - know type of poison from a sample with a test kit or lab 

Tier 1 = Lv1-4
1 Venom - venom d4 damage or 1 if saved ten-minute delay
2 Enfeeblement - venom -d3 damage to one attribute (each a separate formula) if sail a save. d4 rounds onset time, each hour one point recovers
3 Poison - Ingested d6 damage half if save one hour after eating
Onset - can make formulas with longer delayed effects or work instantly

Tier 2 = Lv5-8
Bloodbane - venom damages 1hp a round, stops when succeeds in a save
2 Sleep - make a tier 1 or better poison cause sleep, lasts 1 hour
3 Contact - damage by touch to make items dangerous to the touch, hour delay (if sped up with onset formula then the contact poison burns on touch and is obvious)
4 Refine - double damage of another formula

Tier 3 = Lv9-12
1 Blind - make a tier 1 or better poison cause blindness instead of 2d4 rounds
2 Gas - make a tier 1 or better poison gas 1 range circle 
3 Antidote - counter one specific poison if you identify the formula or heal d6 poison damage
4 Combination - make multi-part poisons requiring all parts to be consumed to activate, parts can be different types, hour onset and save after one hour

Tier 4 = Lv13-16
1 Bane - one species per formula +2d6 damage and -2 save
2 Boiling Blood - venom damages d6 a round, stops when succeeds in a save
Paralasys - make a tier 1 or better poison cause paralysis 2d4 rounds 
4 Black Blood - save or unconscious in a d4 rounds with zero HP and losing 1HP per round until revived with fist aid or healing or magic neutralises poison

Tier 5 = Lv17-20
1 Petrify - save or over a d4 rounds turn to stone
2 Liquify - save or flesh turns to a liquid mess with a skeleton in it
3 Deadwalk - make a tier 1 or better poison to cause the target to arise as a zombie if they die as a side effect
Long Sleep - make a tier 1 or better poison put the target to sleep, and get a saving throw per day to end

Thursday, 7 November 2024

d100 Strange Inheritances





































Some starting background trinkets for starting players with some to get them started on the property ladder or possible adventure hooks, Perhaps could meet in a legal office instead of a pub.

d10 Quick Types
1 Purse
2 Documents
3 Arms & Armour
4 Diary
5 Transport
6 Servant
7 Land
House
9 Tomb
10 Magic

d100 Strange Inheritances
01 Purse with 100sp and a key
02 Purse with 3d6x5gp and a locket
03 Purse with 5d6cp and a copper ring worth 10sp
04 Purse with 5d6sp and a silver wing worth 10gp
05 Puse with 5d6gp and gold ring worth 100gp
06 A set of thief's lockpicks, a sharpened coin and a garotte
07 Purse with marked cards, two loaded dice and a two-headed coin
08 Purse with a bottle of holy water and a gold holy symbol worth 30gp
09 Purse with fools gold nuggets and a ring of delusion
10 Purse with 5d6pp and a +1 ring of protection
11 Letters revealing your secret ancestry
12 Letter wishing the recipient the best and requesting to visit a mysterious relative in a city
13 Letter telling heir they will inherit 300gp if they marry a specific person
14 Letter mentioning a family lost magic item
15  Letter warning you not to sell your soul to hell and apologies for leaving you nothing
16 Treasure map but somebody build an inn on top of the location
17 Treasure Map showing an island but no idea if at sea or a lake or where
18 Treasure Map to a church where ancestor's bones are buried with a magic item
19 Letter claiming you owe a crime guild for a dead relative's debts
20 Letters of credit from a merchant banking cartel worth 300sp
21 +1 knife d3 always points north under the moonlight
22 Silver dagger, 12 silver crossbow bolts and a cold iron horseshoe knuckleduster
23 +1 +2 vs giants & ogres family sword with an inscription naming an ancestor knight
24 +1 +2 vs undead mace left by a cleric ancestor 
25 +1 dagger can light as a lamp on command
26 +1 club +2 vs rats
27 +1 shield blocks non-magic missiles for one ten-minute period per day
28 +1 hand axe three times a day will return to your hand at the end of a round if you don't move after throwing it
29 +1 Shortsword stings the owner if any try to pick pockets or steal items from the wielder while handing on the hilt in the scabbard
30 +1 Spear once a day will add a d4 electrical damage on command for one round
31 Diary of ancestor adventurer with various feuds with monster heroes and visited several fabulous ruins
32 Diary of ancestor in millitary noting an army payroll was buried under a battlefield
33 Diary of ancestor in the slave trade who records various strange islands they visited with tales of strange treasure and inhuman monsters
34 Diary of an ancestor thief who tells of various heists. It describes several dungeons they tried and failed to enter but survived 
35 Diary of an ancestor ghost hunter describing tombs they robbed and undead they met
36 Diary of a midshipman who visited various strange islands while lost at sea for several years and some of the lands sound wonderous and rich
37 DIary of a relative who was a courtier in a famous castle and it describes several secret doors 
38 Diary of a Royal Servant possibly questions the ancestry of an important noble. Such information could make you rich or murdered
39 Diary shows safe routes through the great forest and teaches the rituals needed to placate faerie folk and basic manners. It advises you to be polite but dull and not too interesting
40 DIary showing continental slaver routes and secret prisons worth a fortune in the right hands of use it to destroy the slavers guild
41 Donkey with papers of ownership
42 Donkey with a pack load of old adventurer rubbish like rope, iron spikes, pick, hammer
43 Donkey with a small cart 
44 Letter that will get you free passage on a ship with the mariners' guild
45 Covered wagon with cart horse
46 Rowing boat and fishing rod and a d6 eel traps
47 Riding pony with a gentle nature
48 Fierce nomad pony that bites enemies
49 Pack horse with saddlebags and a tent
50 Riding horse with saddle
51 Loyal farm dog, a good guard and shepherd
52 Hunting hound, a good tracker and game dog
53 Warhound, a huge hungry vicious dog
54 Your very own serf labourer with a life contract
55 Servant aids in grooming, cooking and hospitality
56 Child servant good at fetching, delivering messages and holding a lantern 
57 Elderly porter to carry your baggage, only complains once an hour
58 Bodyguard professional thug with a club ad a knife, paid contract with the mob
59 Bodyguard professional guard with spear, shield, leather and helmet
60 Apprentice with one basic trade skill almost a journeyman rank and half a tool kit
61 A patch of land near a cursed bog with a farm shack and a raft
62 An apple orchard and a cabin on a small block of land surrounded by strange yokels
63 Deed to a mine with a shack and basic tools, only a few monsters
64 Patch of woodland with a logger shack abandoned due to some horror
65 Two hides of land in a village with mean neighbours trying to grab land for themselves
66 Small patch of farmland with tenants with a for-life lease who pay two sacks of turnips a year. If they left on own accord or died you could make money from this
67 Abandoned quarry that something moved into and scared away workers 
68 Small block of land with a small cave used as a cellar for beer and root vegetables and the back section boarded up for some reason
69 Stony poor farm with shack and an ancient stone circle, dolmen and barrow mounds
70 Patch of rocky shoreline with a shack where a family of fisherfolk lived but vanished years ago
71 Filthy vermin infected shack in the beggers district
72 The old witch house abandoned since last occupants all fled screaming
73 The murder house, a city townhouse where a famous murderer lived and used this house to hack up body parts to make furniture. Locals shun the house
74 Seedy tavern is currently operated by the local thieves guild
75 Crumbling townhouse occupied by desperate squatters d4 1=orphans 2=wounded war veterans 3=elderly 4=pathetic mutants
76 Old crumbling stone house on a storm-prone hill, someone has seen smoke from some squatters d4 1=bandits 2=goblins 3=cultists 4=gargoyle family
77 Ruined old house said to be used by a cult who were all beheaded and burned. The house is vandalised with blood, occult sigils, pentacles, candles and goat skulls
78 Crumbling stone house and other buildings on a property infested with kobolds or ratlings
79 Haunted ruined castle on a bleak foggy hilltop
80 Ruined manor house property with several entrances to a dungeon complex full of monsters and the most deplorable human bandits and cultists
81 Small fenced family graveyard
82 Plot of land with family graves and a stone crypt with the door wrenched off
83 Family cave tomb unused for generations too poor looking to rob
84 Grave and coffin package deal with a letter to claim it from a famous mortician
85 Inherit a long-term rental storage shed full of family coffins
86 Place reserved in a family crypt under a church with a waiting coffin
87 Chest with 2d4+6 funeral urns of the ashes of your family, very convenient for contacting them with magic
88 Bag of old bones of your ancestors jumbled together and a map to an old family stone crypt in the hills
89 Tunnel in underground catacombs where your ancestors were buried and space for your remains
90 Stone family crypt in a city necropolis now has been opened and has bones lying about and a stinking tunnel into the earth inside
91 Box with d4+1 d4 healing potion and a map to a dungeon entrance
92 A shuttered mining lantern but inside is a rock with a permanent light spell cast on it
93 Box with six bottles of holy water, a holy symbol and a priest scroll of cure light wounds and light
94 Book of magic theory for beginners with a d4 1st level wizard spell scrolls 
95 Box with four potions of might and a salve of hair removal
96 Magic sticks d4+4 each can give you a +1 on a roll then breaks, you can stack them and use as many sticks as you need at once  
97 Magical tattoo you woke up with once gives you +1 HP and glows under moonlight or caves dimly and less than a candle
98 Got a family ring and if you wear it in your sleep one of your ancestors chats to you in your dreams
99 Magical key can cast Knock a d3+1 times 
100 Magic Flute - while playing rats will come out and dance to the music but if it stops or they are attacked they react as normal