Saturday 30 December 2017

d100 Road Hazards for Murder Highway



This is stuff for hazards and scenery in a urban or town environment. Stuff you might run into on a car chase. I did like the chase system in Top Secret/SI

d100 Urban Road Hazards for Murder Highway
01 Oil slick
02 Car wreck
03 Broken glass
04 Fallen telephone pole or street light
05 Bent sign
06 Slippery puddle
07 Damaged fire hydrant leaking
08 Pothole
09 Missing manhole cover
10 Loose gravel

11 Pit from roadworks
12
 Roadworkers tent over a hole
13 Crater
14 Burning oil drums
15 Pile of tyres
16 Pile of burning tires
17 Mound of gravel
18 Excavator digging hole 
19 Crashed cars with crowd
20 Man with wheelbarrow
21 Little old lady possibly with walking frame22 Person with shopping
23 Disabled person in wheelchair 
24 Pram with a baby
25 Child possibly chasing ball
26 Food cart being pushed
27 Drunk person crossing
28 Policeman directing traffic
29 Skateboarding teen
30 Business person talking on phone
31 Busload of nuns
32 Angry gang loitering
33 Ambulance attending accident
34 Firemen attending crisis
35 Group of cyclists
36 Car with trailer trying to park
37 Broken down car
38 Men carrying boxes from back of truck
39 Roadwork signs and traffic cones
40 Police road block
41 Road workers digging hole
42 Bus stopping for passengers
43 Crowd of shoppers
44 Colourful street market
45 Gangs fighting
46 Icecream truck with children
47 Police having shoot out
48 Teens having a dance off
49 Queue lined up for food
50 Culture fans mobbing celebrity
51 Sandbags
52 Portable dunny for building site
53 Fruit cart
54 Fallen tree
55 Garbage bins full
56 Dumpster full or building rubble
57 Dumpster full of garbage
58 Mound of garbage
59 Stack of bottle crates
60 Temporary LED road sign
61 Crates of chickens
62 Stray dog or cat
63 Crates of meat
64 Bodybags waiting for collection
65 Flock of birds pecking at garbage
66 Swarm of rats
67 Insect swarm probably bees
68 Police horse
69 Horse and cart
70 Dogs having a fight
71 Cleaning robot
72 Security robot
73 Postal robot
74 Low flying drone
75 Cyborg war vet
76 Cyborg cop
77 Cyborg gang member
78 Automated defence gun
79 Generator trailer and roadwork lighting rig
80 Swarm of drones
81 Parked motorbike
82 Wrecked car
83 Van loading
84 Truck of water cooler bottles
85 Semi trailer
86 Train passing
87 Crashed aircraft
88 Boat on trailer being towed
89 LPG gas truck
90 Busload of nuns
91 Busload of children
92 Truck load of beer or soda
93 Truck load of pigs
94 Truckload of chickens
95 Truckload of fireworks or ammo
96 Truckload of missiles or rocket booster
97 APC with armed troops
98 Tank on trailer truck
99 Army truck
100 Semitrailer load of cars


More hazards for car chases and inconvenient off road hazards
Realized a offroad table for bush bashing would be handy too but later

d100
 Off Road Hazards for Murder Highway
01 Running wombat
02 Feral pigs herd
03 Feral cattle herd
04 Kangaroos herd
05 Emu flock
06 Huge goanna
07 Flock of birds
08 Pack of dingos
09 Tasmanian tiger
10 Marsuipial lion

11 Barbed wire fence
12 Sandbags

13 Rabbit proof fence
14 Dingo fence
15 Old stone wall
16 Barrels of toxic waste
17 Burning oildrums
18 Wrecked car
19 Rusty farm machinery
20  Piles of tires
21 Large boulders
22 Rubble mounds
23 Large head sized rocks
24 Old headstones
25 Quarry pit
26 Mound of dirt
27 Ruined colonial farm building
28 Old mine shaft
29 Old water tank
30 Old caravan
31 Wrecked truck
32 Wrecked train 
33 Wrecked cargo blimp
34 Crashed plane
35 Wrecked satellite crater
36 Meteor crater
37 Old windmill and water trough
38 Old septic tank
39 Old solar pylon
40 old corrugated iron shed
41 Tree stumps
42 Huge tree roots
43 Eroded pit from rabbit warren
44 Sand dune
45 Huge thick bushes
46 Trees
47 Old logs
48 Tree with angry drop bear
49 Creekbed
50 River
51 Huge ant mounds
52 Termite mounds
53 Bee hives
54 Gigantic european wasp nest
55 Swarm of flies
56 Swarm of locust 
57 Strange gelatinous organic mass
58 Giant mushrooms
59 Farm triffids without stingers
60 Wild triffids with stingers
61 Sheep
62 Feral goats
63 Cows
64 Dead bloated cattle
65 Dead bloated sheep
66 Mound of bones
67 Pile of manure
68 Sacks of fertilizer
69 Bales of hay
70 Haystack
71 Dam
72 Water bore pump shed
73 Old hills hoist clothesline
74 Corrugated iron dunny
75 Concrete bunker
76 Ammo dump
77 Fuel dump
78 Unexploded shell
79 Automated defence gun
80 Minefield
81 Mutants in tent
82 Tribal humpy
83 Hippie camp tents
84 Swagman and campfire
85 Feral children camp
86 Cyborg war vet campfire
87 Armed scout troop
88 Feral cycle gang camp
89 Army scout post
90 Prospecter camp
91 Zombies walking mindlessly
92 Ghouls leap from ground sensing movement
93 Zombie dingoes
94 Giant mutanf goanna
95 Mutant tasmanian devil
96 Tentacled mutant chimera
97 Giant mutant scorpion
98 Feral defence borg
99 Feral combat drone

100 Diprotodon (pleistocene giant wombat)

d100 Rumours in Hell


So when your in hell you can here rumours about hell and the spiral path.

Once the party have entered the hellmouth they begin a trek to escape but must bypass moral tests that might trap and damn them in hell.

These rumours also explain the workings of hell, how it functions and how it differs from other planar powers and evils.

Scraps of info will be found all kinds of places especially hen hell is interested in you or you are in hell. Once chosen Hell will reveal i's secrets to you to help you adapt to the hierarchy.

Hell is not as uniform in law and evil as you might belief. Chaotic evil and neutral evil beings can be found but their behaviour is limited by the laws of hell. They risk being trapped and tormented and tainted with law. Worse still is to be trapped in stasis in the ice hell, stagnant without change or cut off from chaos forever. Some beings of law might be found in hell also but obviously they are less interested in sadism or harm. They are better able to resist the taint of evil than lawful good beings. Good beings feel pain and suffering by being in hell and they take great risk by being their. Chaotic good beings suffer the most risk of spiritual harm.
Truth is a tool for evil propaganda
And devils are more trustworthy than demons. a devil lies with purpose but often tells part of the truth to make the lie better

Or lie by omission of some vital facts if not questioned or qualifiers checked

Most of these rumours could be true or partly true. The point is they teach you to navigate about hell better so ignoring them dangerous too. Hell is civilised and urbanised and highly social. It is hierarchical, meritocratic and bureaucratic.

Contracts are essentially honest but may deceive by complexity with clauses or extra terms and conditions 

Deceit and gossip are basic currencies and part of the process of social climbing

The point of propaganda is to emphasise a particular narrative so suppressing the rumours you don't want and spreading the ones that you do help

Learning new ways to get around in hell or get through gates or deal with rank devils helps keep players try new things in hell to solve problems, Good for a long hellcrawl 

When a demon lies it is habit, and hateful and crude in comparison. A demon is better at using force to intimidate or coerce and they are poorer at cooperation and they prefer quantity to quality. The smart demons might be cunning as a devil but they use truth less often. More their style to
consistently lie and only when you trust them to lie might they tell a truth to make you do something tragic as a trick or laugh  

Tables are not just a functional sandbox tool. They help establish mood and present information. Many of these ideas are from say late 1st ed adnd and some from my own mythical research and in my setting. So as it is a rumour table up to you which is lie. Lots od good propaganda as true but it paints a particular view serving somebodies interests..

Hell Things to do in The Spiral Paths
1 Trapped in Blackstump village and go through hell to escape
2 Die and be reincarnated over aeons up ranks of diabolic beings till you become powerful
3 Pass the gates by some means using subterfuge or trickery
4 Accept the geases, quests and curses of the gate keepers to get through and go to next
5 Avoid the gate by going through one of the sub planes that interconnect all the hells
6 Try and rescue someone unjustly sent here and help them escape it
7 Serve a lord of hell in a contract and use the status to pass through gates
8 Go on a rampage and fight stuff, battle through lesser gates and be hunted in hell
9 Rescue a relic or artifact form hell then escape without getting trapped or tainted
10 Tricked into hell through some doorway and try to escape

How to pass a level in hell
1 Pay the toll at the gateway, even the gods have done this
2 Pay a ferrymans toll and pay enough to get through layers or even out 
3 Sneak through the sewers but it is pretty degrading and horrible
4 Sneak through the boiler room which is one of the most lawless awful places in hell
5 Pass through the black library but you meet more powerful beings there
6 The diabolic bureaucracy intersects all the layers of hell but they are meant to stop you
7 Bribe somebody to let you through a back door or private gate or secret door
8 Become contracted staff of a senior devil and get the paperwork and passport you need
9 Find fabled secret passages but using them is considered a criminal act
10 Pass a exam and get a job in hell do well and you will be promoted to go as you please

Some other possible hell tablesd100 I died in hell but came back as.....
- various damned forms, lesser devil, larvae, orc - special effects of hellish reincarnation
-possibly a spell for diabolic wizards to bring back dead as devilish hierarchy beings
-HD in life possibly = hd new form, powerful adventurers more likely to come back as ranking devils than a common orc and harder to redeem? Possibly 1st birth you are crapp and work your way up with level capping your final form.So you would commit suicide in a form per HD till you reached your old level as a cap. Shedding your evil when this evolved in hell is a problem
d100 Temptations of hell - offers you get from hell
d100 Imps and their schemes - each with own gimmicks and tricks
d100 Hunters of hell - guys sent after trouble makers and interlopers
d100 Tainted treasures of hell
d100 Missions to hell
d100 Missions from lords of hell

d20 How to hear rumours in the mortal world
1 By a well or docks
2 By a gate or doorway
3 At a market
 or shop
4 At a food stall or dinner table
5 In a bar or from a drunk
6 At workplace or from servants
7 At church or from a priest
8 From a beggar in streets
9 At party or den of vice
10 People on street
11 In a old book or library
12 Graffiti on a toilet or wall
13 Carved on stone or wood long ago
14 Someone whispered it in coridoor
15 Sent a note or letter
16 Found hidden in note
17 Muttered in streets
18 On old hidden parchment
19 Remember someone telling you when young
20  In a strange dream

d20 How to hear rumours in hell
1 At a gate between layers
2 From gossipping devils talking
3 From damned souls talking
4 From a helpful rebel devil
5 In diabolic books
6 In a temple or shrine of evil
7 From cultists
8 On a roadside
9 On a ferry or at the docks
10 In prison or from slaves
11 Whispered from crack or vent
12 Scrawled in blood on wall
13 Signs interpreted from innards or animal or enemy
14 Struck by vision from guardian spirit or god
15 Words form in vomit or maggots or sewerage
16 Tortured damned soul cries it out as a warning
17 A talking black beast whispers it to you
18 Hear words carried on the evil wind
19 A Imp appears to share diabolic trivia
20 Insane chitterlings of insect swarms of tiny bird flocks

d100 Common Rumours in Hell
01 Once you are in hell you cannot escape
02 The only escape is in the centre of hell
03 If you escape hell it will contrived to draw you back
04 Some think they have escaped hell but it is just a trick
05 If you die in hell you will be reborn among the damned
06 The damned cannot be destroyed only changed to serve hell
07 The damned can be rewarded by service through evolving into new forms
08 The hierarchy of hell ranges from the damned though to greater devils 
09 Devils will stick to agreements but will twist your words
10 Beware of wishes made in hell for a devil will disappoint you

11 Torture and cruelty is nourishment for devils
12 Devils punish the wicked while angels reward the worthy

13 Devils were once demons but serve the mandate of heaven 
14 Devils are the goalkeepers of the underworld
15 By persecuting and tempting the wicked, devils weed out the worst of humanity
16 The weakest damned become mindless larvae or other creatures
17 The strongest and wickedest may join the ranks of hell as imps
18 A hellgate is usually a mouth or sphincter of a giant devilish being
19 Devils war with demons because they are lawless and uncontrollable
20 Hell has many layers each with many nobles
21 Evil gods are imprisoned in hell awaiting the apocalypse to escape
22 To enter a gate between layers of hell you must sacrifice or pass a test
23 Some say you can find secret ways between hells such as the sewers
24 Demons may serve hell as mercenaries or bounty hunters, because they break rules
25 Using relics of hell might taint you forever
26 Each rebirth in hell damns you more and more
27 Devils earn status by tempting mortals and trading in souls or breaking the damned
28 Outwitting a devil can cause them demotions and physical pain
29 The lords of hell enjoy secret identities in the mortal world to seek the wicked
30 Devils will try and corrupt you with terrible choices aimed at damning you
31 Demons long for apocalypse and destruction, devils crave corruption and subjugation
32 If devils cannot corrupt you they will use you as pawns to work other evil
33 Only the greatest devils engage the pure hearted, failure is too great a risk
34 The greatest trick a devil can make is to convince you of helplessness
35 One layer of hell is a gloomy, miserable and eternally twilight
36 One layer of hell is a burning inferno of fire and brimstone
37 One layer of hell is a great frozen lake, lifeless and eternally static
38 One layer of hell is a horrible blasted battlefield with war ravaged city ruins
39 One layer of hell is a horrible corpse choked stinking swamp
40 One layer of hell is a plague ridden, panic strewn waste with starving victims
41 One layer of hell is a turbulent ocean of drowned damned
42 One layer of hell is a pit filled barren wasteland ravaged by storms 
43 One layer of hell is a sprawling city of stone and iron and torture chambers 
44 There is a sewer in hell that connects all of the various layers
45 There is a horrible boiler room of hell that is connected to all of the various layers
46 The various rivers of hell can be used to travel between the hells and other realms
47 The ferrymen of hell demand the greater the trip the greater sacrifice for the damned
48 Ancient beings of power who battled the gods are imprisoned in hell
49 The greatest prisoners of hell rage to escape endlessly awaiting the apocalypse
50 Some devils weep with sorrow at their damnation and want to spread misery 
51 Some damned are naked and helpless eternal victims of torment
52 Some damned are plague ridden living dead who's bodied decay endlessly
53 Some damned are living skeletons stripped of flesh in eternal pain
54 Some damned are phantoms or shades, immaterial and incapable of touching anything
55 Some damned living dead in corpse shrouds they wore when buried
56 Some damned wear the clothing of their status and profession, a mockery of their lives
57 Some races of monstrous humanoids like orcs are welcome in hell
58 Cultists who serve hell hope to gain wishes for worldly treasure and power
59 Cultists who serve hell hope to gain status in hell and work their way up the hierarchy
60 Some nobles of hell are outcasts of the hierarchy and live in hiding and shame
61 Certain beastmen worship hell and gain terrible powers in return
62 Imps visit  the earth often in animal form often acting as familiars
63 Devils slain in the mortal world cannot return for decades and are reborn in hell
64 Destroying a devil in hell can take them hundreds of years to reform and recover
65 Devils and Demons often wage war, at least devils value humans as peons
66 Holy men can drive away devils and cause them pain, the greatest can turn them
67 Great ancestor dragons and evil titans are prisoners in hell who long to escape
68 Hell is the great prison of the gods who built it to torment their enemies 
69 Hell is a prison so perfect that even the gods are subject to it's laws
70 The ancient gods who once ruled hell used to threaten to release it's prisoners
71 Some gods of the heavens spawned devils to serve as prison wardens and tormentors
72 Many human institutions like money, prisons, writing and torture were hell's inventions 
73 There were once less hell's with more existential than physical torments
74 As the celestial city grew and mortals were admitted so the underworld became worse
75 Rebel devils will offer to help you break the rules of hell but be wary
76 The cost of passage through a gate of hell will taint your soul and strengthen hell's grasp
77 Beware of pitting devils against each other, the diabolic hierarchy is the final authority 
78 The torment of devils can break a soul down into various parts with different purposes 
79 Some of the old gods belong to heaven and the underworld which seems odd today
80 Hell has purpose like a parasite on the cosmos, chaos is a cancer
81 Devils follow the letter of the law to create injustice demons just enjoy pointless pain
82 Slavery and criminal guilds are gifts of devil kind to contaminate humanity
83 Wizards are easy to tempt to the service of hell as they will risk anything for knowledge
84 Devil worshipping priests gain merit in hell by bringing mortals to the service of evil
85 Cults have grown more skilled at infiltration and subversion since the evil kingdoms fell
86 The greater the devil you deal with the more power you call on and the greater the risk
87 The cities of hell are the worst pits of misery and despair best avoided by mortals
88 Larvae are the currency of the netherworld that can be moulded into many evil forms
89 Worse than devils are the fallen angels who still think they don't deserve to be in hell
90 Who escapes hells wrath might have demon bounty hunters sent after them
91 When you flee hells wrath any innocents harmed in the hunt for you taint your soul
92 On very rare occasions the gods might aid a mortal escape but there is always a cost
93 Because devils obey order they can enter the world more freely than demons
94 Sacrificing other to gain benefits from hell does not ultimately avoid the wrath of devildom
95 Devils might trick you into hell with tempting traps that prey on your desires
96 The sweetest victory for hell is to make a good person justify acts of evil
97 Devils need their victims to be complicit to gain their souls, demons just take them
98 Some devil forms are designed to inhabit the dead or living to enter the world
99 Long ago there were whole nations of devil worshippers but they were exterminated
100 There are many magic items in hell but beware they will twist your spirit slowly

d100 Rare Rumours in Hell
01 Mightier people reincarnated in hell will reincarnate greater in hell with every death
02 The more you die in hell the more you are bound to it and party of the hierarchy 
03 Nobody knows the exact fate of any damned in hell or how they will be reborn in hell
04 Once you have been reborn in hell you are bound to a layer and escape can be harder
05 Many of the lesser forms in hell are mindless and your spirit can waste millenia like that
06 Spending aeons in various forms with personal tormentors 
07 If you are reborn as a orc you can just walk out of hell back to the mortal realm
08 Various spiritual paths in the underworld can decide your form, some become draconic
09 Diabolic mutations are a sign your spirit is tainted and will appear in your next rebirth
10 Being reborn as a ranking member of hells legions can trap yr soulu for aeons

11 There are records of every prescribed torture for punishing those who lived badly
12 There are records of your every bad deed in hell and imps are assigned special cases

13 There are records in hell for every prisoner ever but they are a sprawling mess
14 There are records in hell of bribes paid to corrupted mortals on earth
15 There are records of naughtiest children, krampus is dispatched to fetch the wickedest
16 There are records of who has sold their soul with details on the contracts
17 There are records to who owes hell money filled with nobility and gamblers
18 Every soul contract in hell has a original filed by clerks, the victim has a copy
19 Records of hell's legions show every member and who they must serve in hells wars
20 Records of individual devile include who they were once and how they gained power
21 Department of devils monitor targets with accumulated evil deeds they can recruit for hell
22 When a soul arrives in hell each is monitored by a imp and it assigns the rebirthing form
23 Millions of imps perform calculations predicting useful outcomes for hell's agents
24 The diabolic hierarchy has a bureaucracy mirroring the celestial hierarchy
25 New souls are assigned a tormentor, a torturer and teacher who abuses them for milenia
26 A senior officer of hell will pronounce the new form of souls and why they deserve it
27 Sometimes a higher ranking devil will be assigned to a special case or the gifted
28 You can appeal hells decisions and be sent to limbo for a eternity till it is resolved
29 A soul may make a outstanding effort of betrayal or evil and a judge will promote them
30 You can get passports in hell that show all your comings and goings they just turn up
31 All that torture strips away your weak humanity and concern for others
32 Imp committees determine what kind of temptations are sent to whom 
33 Diabolic case managers report to a senior case manager who earmarks special cases
34 Fraudulent documents are very upsetting to hell accounts and records
35 Documents suspected of being tampered with can be held for milenium for investigation
36 Some damned who's documents are lost roam in the wastelandswith reletive freedom
37 The libraries of hell are sprawling as the sewers and pathways of the eternaly damned
38 Document retrieval might have you placed in status for undetermined time if you like
39 Words and rules make up the ultimate structure of hells reality say diabolist wizards
40 Spells are easy ti find in hell but many are traps
41 Important devils can issue passes through hell's gates without tolls
42 The sewers of hell are the best way to get around in hell in secret without the gates
43 The wastelands of hell are crawling with outcastes, rejects, rebels and dragons
44 Some lords of hell have their own private gates
45 Low ranking devils require passports to come and go through layers
46 Higher ranking devils pass as they pleas and have diplomatic baggage
47 Great lords of hell carry diplomatic baggage and servants through gates unquestioned
48 Messengers carry passports and travel documents and are contracted by nobles
49 If you perform a mission for a lord of hell you can bet whatever travel papers you need
50 Gatekeepers can sometimes be bribed but their cost will be high or even a quest 
51 The boiler room is crawling with mad spirits, demons, ogres and killer clowns
52 The boiler room is now a run down place where damned are sent to be slaughtered
53 The boiler room of hell is a ruined sub level where hell ran sweatshops to help build hell
54 In the boiler room is corrupted with chaos and wild demons and rebel devils war
55 The boiler room is a slaughterhouse for damned assigned new incarnations 
56 In the boiler room is the trash left over from previous cycles of creation predating creation
57 There is no treasure in the boiler room only survival, madness and failure
58 You can get through the boiler room but but it will scar you and take it's toll on you
59 Mostly in the boiler room you sneak and hide but fighting escalates and you have to run
60 just don't take the devils short cuts, it is faster to just pay through hell and pay the prices
61 It is possible to bribe gatekeepers staff or even join the staff by taking a contract job
62 The sewers of hell are revolting and eternal labyrinthe of filth and worthlessness
63 There is a great dark pit under hell where the lost documents and ash and rubbish go
64 If you enter the bureaucracy between the walls of hell you might sneak to another layer
65 The groaning creaking dark libraries of hell have entries on many planes but are strict
66 There are secret doorways and tunnels interconnecting the hierarchy, just have to look
67 Searching for secret doors through layers is foolish and will get you arested in hell
68 Prisoners of hell might be dealt locally or sent to some other hell for torment and storage
69 Devils reward successful schemes but failed plotters can be demoted and reborn
70 Letters from important devils can help you 
71 Don't let your soul be stripped and used as building material by some lord of hell
72 Dont let them render your soul down into lamp oil or magic food for seniour devils
73 You can put time limits on devils contracts if they need your service more than your soul
74 Devils find vials of tears delicious and the best torturers make the best kind they love
75 Hell Gems are made from distilled imps so they don't really like them like others do
76 The red metal, hellgems, black metal were all from the hellforge to corrupt humankind
77 Many of the spells in hell are actually traps and offers of temptation to taint your soul
78 The souls of misers make the best hell gems that infect everyone with envy and hate
79 Stealing the pets or favored servants of devils can provide you with leverage
80 Some have managed to send messages and even request  help hell to the mortal world
81 The cities of hell are the worst places and secret police and militia are ever alert
82 In hell's cities there are taverns of damned souls being abused by devils over drink
83 In the cities in hel souls are enslaved to all kinds of labour or forms of degredation
84 Public torment is a spectacle even in the everyday streets in great murder mills
85 The slums of hells city are awful places where the desperate losers of the hierarchy live
86 In cities are wonders like soul forges, rivers of tormented soul, bloody gibbets and worse
87 Waters of hell like the rivers and the lake of screaming souls are  
88 Past the bridge of bones over the chasm of skulls there is a rebel devil black market
89  A lake of burning fire us used to torture the damned in and devils bath in
90 There is a lake of living liquified malice and devils operate a citidel of vice above it
91 The grand lord of hell is ever scheming and takes many forms all over hell 
92 The Arch Devil has spies and secret police every where even on the mortal world
93 Each devil lord has some interest you can exploit to buy their favor
94 Once mortals brought in some weapon and tried to destroy a city making devils wary
95 The great master of hell is worshiped like a god 
96 A ancient elder evil from the past or a previous creation has been trying to come back
97 Great imprisoned titans and dragons plot to be released and re-conquer hell
98 A detailed list of reasons two devl dukes of hell hate each other helps deal with both
99 Some say the lord of hell takes the form of a mortal king or royal advisors in many lands
100  Some forces with and outside hell plot to destroy hell and free it's prisoners

Thursday 28 December 2017

Greenwood Vale
































I didn't intend this to be as big as it turned out but oh well when i run it again there will be a time lapse. I'm gonna crank out more like this. Grogstop was a place to adventure in, Greenwood is a place to adventure from. Most of grogstop are murder hobos or bandits or crooks. All maps will be revised ond on the flickr page when this is finished so tell me if any terrible typos or unmarked buildings.

Im considering a character funnel where players start with teen orphans and can decide on a rotten or nice village before play.

These are based on this
http://elfmaidsandoctopi.blogspot.com.au/2017/03/a-z-village-location-key.html


Greenwood Vale

This Village is considerably nice and anyone who looks filthy, criminal, has a orc taint or like a murder hobo will be watched and probably driven away for life if the cause trouble. They have a history of letting adventurers live rent free as long as they kill local monsters and criminals and don't antagonise the dark fey too much (then they will stake you out in the forest). Troublemakers stay away and the area is a popular tourist attraction

This place is nicer than most, the kind of village you might settle in. Plenty of ruins are in the Ghostwood and Dark Fey woods only a hours march away and the locals have welcomed proper adventurers for decades. Murder hobos end up in lock up and leave promptly. If you go to church and look clean and seem honest you can stay. There are a d4-1 parties staying here at any time and 3d6 city visitors in the inns. Public drunkenness is frowned on. The Sun church deals with the empire more while the druidic cult deal with other local farmers more.

Greenwood residence hate grogstop but at least it atracted all the scum in the region in one place to avoid. They have a rivalry with Oakfen. The Baron doesn't interfere or regard Greenwood as a threat so there are no resident secret police or spies but occasionally they visit or accompany the yearly Tax man.

Most houses have their own wells and the better ones have a dwarf made hand pump making the village enviable by all other commoners on the island

Local Area

Sorrow Moors - a lonely moor whee several people report strange happenings like mist, phantoms and lapses in time. Some say they have found a village there or a farmstead that was not there later. Some have found ruins to only to have them missing later. Children have gone missing there too
Phantom Wood - numerous phantoms have been seen here and some fear the woods are related to the great haunted Ghostwood to the South
Ghoul Wood - at least once a year some ghouls move here from the southern Ghostwood and start to raid the graveyard. Locals led by a priest usually destroy them or drive them off which helps the Solar Church
Maiden Wood - this pleasant wood is rumoured to be the home of some kind of elfmaid or dryad. A few youths have vanished
Spite Wood - a murderer lived here for years and occasionally some bodies are found and removed by the clergy
Walking Wood - this wood appeared thirty years ago and grows by meters a year. Some blame elves or the druids
Victor's Field - a battle was fought between the Empire and the Barrony a hundred years ago and over a thousand med died. Broken weapons and scraps of armour are still found. Some say it is haunted but there are no specific stories. Occasionally someone collects some scrap here
Hangmans Hill - This is where convicted trouble makers are hung by the neck until dead. The remains are burned to prevent evil doers stealing the bodies of them returning as undead. A huge dead oak tree on the hill is the usual place
Gibbet Hill - This is where the Barony militia hang corpses of criminals in iron caged from trees or poles to scare bandits. A d4 corpses in some state of decay are here at any time and it seems to deter criminals and vagrants from Grogstop Gully or the city. These lawmen are famously brutal and unforgiving

Northside
Green Barn - this is the barn used by poorer farmers to store goods for collection by traders
Blue Barn - this is a new barn used by rich farmers and in good condition
Rental Shack - this filthy shack is often leased to starting adventurers for a cp per day
Golden Inn - this fancy in has excellent food and often has guests from the city. Gnar Goodman and his Wife Sella, ex adventurers run it and a snooty Empire Chef named Gamound has helped attract gourmet tourists. Most locals cannot afford it and they don't let anyone sleep on the common room floor like most common pubs. A room starts from 1sp a night to 4gp for the best rooms and 12gp for the VIP room
Elf Shrine - here is a old monolith with elf marks where the locals leave cakes for elves and a druid acolyte takes care of it. They insist the shrine keeps the village safe from the dark fey in the nearby great dark woods
Cockrell Farm - Manny Cockrell and his wife Peta and their many children live here. He is a vocal spokesman for the common farmers
Abandoned - this half burned shack used to be rented out to adventurers until one started a fire while drunk. People have talked about fixing it up for rent for years

Inner North

Stable - Sophia a former druid acolyte runs this stable and takes good care of the manny noble horses left in her care. Several racehorses are left in her care. Common horses are 2cp a day and fancy horses ae a sp a day
Bath House - locals come here to clean up. Men by night and women by day or families book times to bathe together on weekends. Some rich guests book it also and respectable people avoid it at these times. Soona is the caretaker with her bastard sons who live there when not in use. It is owned by Squire Thomas who thinks her older son should start farm work and has hopes the younger one will qualify as village idiot some day
Herbalist - Gina pickles a halfling maid lives here and sells herbs for cooking and medicine. She also helps the druids and is often in the woods gathering herbs
Carpenter - Gareth Tabor and his wife  Dorris and their older children live here and are always busy making trade goods and working on village buildings and funiture
Squire Thomas - A slightly bossy farmer who leads the wealthier farmers and feuds with Manny Cockrel daily. He is older and obese and looking after a wife to help with his younger children

Westside
Oak Cottage - rental cottage often used by city folk like artists and bards or well behaved adventurers for a sp a day
Abandoned - this battered old shack was abandoned when the girls were married off and the parents died. Occasionally Widow Goody rents it to adventurers for a cp per day
Moor farm - a fine cottage  where Widow Moira and her older children dwell. They are hard working and many want to marry her older daughters but she wants them to choose. Moira has influence over the village womenfolk and many men dislike and fear her
Abandoned - a widow died here last year and the Mayor has been asking for 65gp for this run down leaky hut but will rent to adventurers
Holly House - this cottage has been rented for several years by a Artist Milgrom and his bard lover Alicia. They work on their art and enjoy the quiet life but make money in the city. He often paints visiting nobles or famous horses and she sometimes performs in the Golden Inn
Widow Goodly - a tight fisted old widow with considerable wealth. Men joke about marrying her but she is bitter and mean and most fear her. She treats her tennants better than the villagers and is the Mayor's aunt

Inner West

Hunter's Hall - Several hunters live here. They follow the druid and keep squatters and poachers away from the woods, deal with wolves and foxes and serve visiting nobles who like to hunt.  Sarrin is their leader and their membership is seasonal. A few local youths have just joined them. Most are single men and women
Sheriff - Sheriff Barkley and his two bailiffs each with two beadles serve the court and keep the area free of troublemakers. A few nights in the lock up make most never return
Court House - Judge Tabitha presides over the district appointed by the mayor. She was well regarded as a fair problem solver and wise woman for years
Serinda's House - a sorceress who settled here after retiring from adventuring. She has several students and is very private, knowing that many villagers are suspicious of hedonistic cult sorcerers. Many young men of the village dream about her but none ever talk about getting anywhere with her. If she trusts people she might sell potions or offer other services
Trade Shrine - merchants donated this trade shrine a few years ago. The acolyte in charge runs gambling nights once a week but tries to not make too much attention as locals frown on it, especially women folk
Candle Shop - Sonia makes candles and aromatic oils and luck charms mostly for tourists and gullible locals. Some think she is a witch but she is not that competent. Her scented rainbow candles sell in the city for good money

Southside
Bright Farm - Sam Bright and her husband Greg live her with their children and workers. Hard working and faithful to the Sun god church
Ogre Pit - a ogre captured by adventurers was converted decades ago by the Sondar the priest. The ogre pulls the plow for poor farmers cheaper than the ox. Occasionally he gets angry if teased by children. Many travellers are shocked to see a religious ogre
Mistletoe Cottage - a cottage available for rent. Frequently used by a bard-poet Augustus from the city
Sun Church - Sondar the priest was a former adventurer. he settled down after his party were killed by Shadows in Skull rock dungeon in the dark woods. He dislikes elves and tolerates the druids. Up to half a dozen acolytes and some monks stay here to help him
Raven Hill Graveyard - a walled graveyard in good condition to protect the dead from the hungry dead in the Ghostwood to the South or the more local ghouls. Vinny the drunken grave keeper is a vice riddled old fool who is tolerated because nobody will do the job. The acolytes in the Sun church help him
Sunward farm - Deeply religious family headed by Dorathy Sunward who also adopts local stray orphans. She is strict but fair and prays every day. She wants a faithful husband while she can still have children. Some of the children hang on once grown as labourers and several hope to take over a abandoned shack to start their own farm
Happy Pig Farm - Max Happy the pig farmer loves his pigs and lets them sleep in his house. His wife Sara even breastfeeds piglets and her babies side by side. They follow the druid teachings and Sondar has been trying to convert them and clean them up for years. They have become good friends and talk weekly for hours over beer

Inner South

Potter - Clarrence Potter is a skilled crafter who moved from the city to escape it's horrors. He married Marion one of the Sunward orphans and they have four children who help their father while marion paints them. The best pots sell for many gold pieces
Butcher - Gordon Brumble is a fat jolly butcher with his wife Dora and sons hans and Friedrich. They are well liked by all and follow the druids
Baker - Michael Baker and his wife and sons work hard and even run a small mill. They follow the Sun god and the grain godess
Blacksmith - Ursula Braddon the blacksmith is a huge muscular woman who likes country life and is glad to have retired here after her adventuring days. Most men find her intimidating and she longs for a muscular man who can work as hard as her
Healer - Dorian Harn is a failed doctor from the city who has settled here. He is struggling a bit competing with the priests and druids but the visitors and poor use him mostly. He is hoping to find a wife but dislikes iliterate women
Tanner - Donald Tanner and his wife Phyllis work here. The place smells bad but they do good work. Their skin is stained and both are bitter at being shunned by locals. They follow the trader cult 

Eastside
Elk Cottage - a rental cottage mostly used by visiting hunters from the city who often bring several servants. this cottage is a gp per week
Farmer Piers - a pious farmer who owns the town oxen who love him dearly. Everyone respects how pious he is and he worships at the Sun church and is good friends with the druids. His wife Govinda is praised also and she makes the best honey cakes for the elf shrine
Farmer Salt - Mortimer Salt was a miner who has become a farmer with his wife Zelda. They are struggling a bit but local farmers are helping him. The druid and Sun cult are competing to convert them. Mortimer likes to gamble and has a huge barrel of salt to keep him going. He makes the best brine pickles and salt meat and is a canny trader
Bingle Farm - Clarice Bingle lives here with her sons and they follow the druids teachings
Abandoned - This rotting shack is sometimes used by vagrants or adventurers until they are chased out. The Mayor will sell it for 45gp
Gibbet Tavern - This is the most dodgy place in the village and people come here as a refuge from the wholesome folk of Greenwood. It has the cheapest nastiest drinks and punters can sleep on the floor for a copper. Brandy Cartwright a bard runs the place and is a member of several regional guilds
Idiot's Shack - this is currently empty and the Mayor offers a reward for anyone who can find a reliable idiot. The druids warn that bad luck befalls any village without one and everyone misses the last idiot Stinky who died trying to fly
Druid Hall - This temple is run by the chief Druid, Clayton Oaktree and his acolytes. Many of these come and go as part of their studies. Most are surprised druids are so influential and get along well with the sun church. Partly because undead from the Ghost wood fear the sun cult and the elves are kept away by the druids offerings

Central

A hill in the centre of the village is a public meeting place
Stag Hall - this village hall is used for hire for events such as feasts, weddings, markets and anything locals pay a silver a day and outsiders pay a gp. Weekly dances are held and the churches get a bit competative
Goat Inn - this small cheap inn is used by common traders and puts on a good feed. Don Prescott runs it and hopes to marry a druidic bard student he loves despite his sun trade god worship
Acorn House - a large cottage for hire named for the squirrels in the roof who fill it with acorns and nuts. 1gp a day and run by the Mayor and most often used by the most wealthy guests
Trade House - this is a storehouse and pawnshop operated by Tammy Silver and her retired mercenary lover Peter Bloodaxe. Merchants store goods here
Mayor - Virago Cleve the mayor follows the trade goddess (she prefers the gods female form or to keep people happy refers to her as the gods wife a Waggon goddess). She is popular and has improved the village and doubled it's population. Her husband died years ago and she would like to marry a retiring merchant or adventurer if possible. People gossip she has slept with the village priest and the druid. She has lots of staff in her mansour usually 6+d6. Servants, a secretary, petty officials and several guards who aid the Sheriff. The Mayor is not a Baron lover but respects his harsh fairness and will happily call for aid from the highway militia if any problems are too much for the sheriff. She keeps messenger ravens for this purpose and occasionally receives a warrant in return from the Barron for a fugitive. She is resistant to the Empire having too much influence also and trusts the priest Sondar to not help them as he is a exile from the mad emperor nobility.
Fertility Cult
 - this was the old church before the druid and priest arrived. Some say the cult was actually a front for the old reptile cult or infested by lizard cultists in secret. Granny Clawhammer takes care of it and it's idols and statue of the grain goddess. A few villagers visit still and wonder what will happen when granny dies.