Friday, 14 May 2021

Post Apoc Coastlines 2: Poseidon Adventure


Part 1 On the coast road sites of Interest
Part 2 Coastal flotsam and jetsam 
Part 3 Coastal encounters
Part 4 Aquatic encounters

This is post Apoc crap for beach and coastal areas to find while beachcombing, perhaps decorating a lair or among flooded ruins.

d12 Scavenging Hazards
1 Booby-trapped (crossbow, scrap gun or grenade)
2 Blue ring octopuses living in rubbish especially bottles
3 Sea snake crawling through wreckage
4 Venomous spined stonefish looks like slimy rocks
5 Venomous box jellyfish or man o war tendrils
6 Sea mine or explosive munition
7 Tentacled slime horror with huge eyeball
8 Booby-trapped with alarm or just noisy clanking trash
9 Vermin usually gigantic sea fleas -1 max HP until treated
10 Pirate gang in area consider everything found belongs to them
11 Moving something shiny or noise attracts encounter
12 Working to get at something interesting allows an ambush

d10 Quick flotsam and jetsam types 
01 Tragic Pollutants
02 The Seas Dead
03 Recreational items
04 Boating supplies
05 Documents
06 Fishing tackle
07 Sea treasures
08 Tourist trinkets
09 Junk
10 Strange

d100 Coastal flotsam and jetsam 
01 Mass of tangled fishing nets with dead birds and fish
02 Plastic drum of medical waste
03 Dead oil-covered birds
04 Drum of mutagenic waste
05 Raft made of junk and old plastic barrels 
06 Pile of exotic rubble and trash from a faraway land used as ballast
07 A spiky old sea mine, desirable decor if explosives removed
08 Mass of plastic containers
09 A slick of colourful flammable liquid
10 Mass of strange sticky slime
11 Dead mutant dolphin
12 Dead diver or aquatic abhuman body tangled in net
13 Giant eyeball of some creature
14 Hundreds of dead fish or birds
15 Long length of the tentacle
16 A dead shark with bites out of it 
17 Strange dead mutant arthropods d4 1=isopod 2=lobsters 3=marine scorpion 4=trilobites 
18 Dead plesiosaur
19 Tree from far away and lots of driftwood
20 Gelatinous egg sacks cover beach, glow at night
21 Floatation vest with whistle
22 Piece of diving equipment d4 1=mask & snorkel 2=d2 flippers 3=damaged air tank 4=arm with wrist depth gauge and tank monitor band 
23 Sailors or captains hat
24 Pack of ferry vomit bags
25 Pocket submersible drone and remote
26 Artificial gillsuit pack clogged with mud and weeds but working with power
27 Broken machete or knife broken on shellfish
28 Beach umbrella
29 Eski cooler 1in6 with d4 six-packs of long life beer for space colonists
30 Inflatable ball
31 Shattered small boat d4 1=canoe 2=dingy 3=midget sub 4=jetski 
32 Outboard motor tangled with fishing line and weed, needs repair
33 Length of rope 5d6 metres
34 Boat anchor and 30m chain
35 Oar from a boat
36 Emergency flotation ring with ships name or surf life-saving team on it
37 Patchwork plastic sail
38 Inflatable emergency raft
39 Ships wheel with name on it
40 Ships bell with name on it
41 Plastic pouch with coast maps
42 Fishing guide to pre-war era
43 Submarine technical manual
44 Licence d4 1=boat 2=drone operator 3=scuba 4=fishing
45 Beach safety & survival book
46 Glamourous celebrity magazine
47 Ships logbook
48 Bottle with help note inside
49 Report on catastrophic extinction event in pre war oceans
50 Coastal tourist guide with bed and breakfasts, hotels and attractions
51 Fishing rod, needs new line and hooks
52 Sports fishing rod in excellent condition 
53 Huge rod for big fish like tuna or swordfish
54 Harpoon or trident built of scrap 
55 Harpoon with line fired from a blackpowder cannon possibly
56 Sailors heavy oilskin raincoat 
57 Colorful plastic bucket d4 1=empty 2=fish 3=blood and meat slurry to attract fish 4=
58 Giant rubber wading boots, waste high
59 Fisher folk hat with a d4 colourful fish lures
60 Plastic case with line, hooks, floats and lures and foil packed bait
61 Bag of 3d6 small ugly pearls
62 A fist-size pearl 1in6 a strange colour
63 Horn of some marine creature good for stabbing or a spear tip
64 Plate of carapace from some giant arthropod
65 An adorable mutant seal pup
66 Strange dead starfish with an eye
67 Cluster of sea sponges in string 
68 Skull of some horrific mutant humanoid of the sea
69 Strange apparently dead creature with gunlike grips, a biological firearm bred by marine humanoids, an expert could save the gun that spits a d4 envenomed tooth 30m underwater, save or paralysed 2d4 rounds, 10 shots recovers one per day, requires proper care and feeding to shoot, live or grow
70 Emerald seaweed, 2d4 doses if one eaten don't age 2d6 years
71 Toy boat 1=paper 2=wood 3=metal scrap 4=ancient remote control but no remote, might sync with a phone or other gadget
72 Plastic mounted fish sings corny song on command or if anyone comes within one metre, requires room light to recharge
73 Model ship in a bottle
74 Model globe 
75 Plastic smiling whale charity box to fund recreation of whales
76 Pirate hat
77 Pelican Pete plush doll from seaside food franchise
78 Seahawk sports team merchandise d4 1=hat 2=scarf 3=shirt 4=hoodie
79 Transparent UV proof raincoat with hat
80 Lifesavers hat or shirt
81 Oil drum
82 Wooden ship mast
83 Coloured cargo pod from a container ship
84 Propeller from boat
85 Small fuel tank of biofuel
86 Signal buoy with transmitter
87 Remains of ineptly built from scrap single seat aircraft
88 Shopping trolley with a bung wheel and full of seaweed 
89 Old boots d4
90 Wrecked and barnacle and seaweed covered 
91 Hand grenade with barnacles growing on it
92 String bag with d4+4 slime-covered human skulls
93 A football-size strange egg, telepathically signals for help
94 Emergency marine satellite phone with solar cell
95 Brain from a smart boat with intact casing
96 Strange helmet of an undersea abhuman beast warrior
97 Fish detecting scanner no batteries
98 Binoculars with laser range finder
99 Oxygen gum pack, d6 sticks hour of oxygen per stick
100 Aquajet pack, damaged but can increase underwater speed

Thursday, 13 May 2021

Post Apoc Coastlines 1: Surf Nazis Must Die

So In my post apoc setting, I have not detailed coasts much. Lots of the south coast is cliffs. Many ancient cities are flooded and the waters are retreating currently. Ships and marine structures often were lost inland carried by tsunamis. This is mostly for stuff to see on the way players can mostly avoid or might get them curious.

Overall it is a good way to get around without getting lost but it is more likely than the wasteland to support hostile life. Sea factions are mostly mysterious to landlubbers and even feared. Some have built artificial platforms to live in at sea or are boat nomads or find isolated islands. 

Part 1 On the coast road sites of Interest
Part 2 Coastal flotsam and jetsam 
Part 3 Coastal encounters
Part 4 Aquatic encounters

d12 Shoreline
1 FIne sandy white beaches with mild waves
2 Coarse yellow gritty sand
3 Black volcanic sand
4 Tiny shells and exoskeletons
5 Fine grey pebbles
6 Fist sized grey rocks
7 Grassy dunes and scrub*
 Stinking grey and black mud, covered in the tide
9 Rocky hilly bare rock, rough water 
10 Sandy crumbling cliff 3m high with sandy slope into sea* 
 Cliffs 30m high over 4d6m beach 1in6 with caves, rough water*
12 Harsh 100m drop cliffs into the sea, fierce water*
*roll d6 on this table for shoreline in front of feature

d12 Common Giant Mutant Sea Monsters
1 Sea snake
2 Sealion
3 Crocodile 
4 Gelatinous horrors (shoggoth)
5 Sea turtle
6 Marine Iguana
7 Pliesiosaur or Tylosaur
 Octopus or squid  
9 Shark or fish
10 Fish Folk elder (giant size)
 Kelp trifrond - amphibious walking plants
12 Crab or lobster

d12 Abhuman Coastal Abhuman Beastfolk
1 Fish
2 Sea lion
3 Crab
4 Gull
5 Sea Dragon (seahorse like)
6 Marine Iguana
7 Shark  
 Blue Ring Octopus 
9 Starfish
10 Squid or cuttlefish
12 Crocodile

d10 Quick Site Types
01 Scrap Settlements
02 Seaside Structures
03 Shipwrecks
04 Ancient structures
05 Wetlands
06 Wonders of nature
07 Garbage
08 Wonders
09 Encampments
10 Weird

 On the coast road things of Interest
01 Shack on side of road selling produce from garden or sea 
02 Shack by the beach selling chips, catch of the day kebabs and 1in6 with icecream
03 Shack with scrawny settlers trying to make a living with meagre crops and scrawny animals
04 Shack of crazy old loner d4 1=mutant 2=cyborg 3=escaped a bunker 4=p
05 Shack of a d4 prospectors
06 Tribal family living off land and farming and fishing
07 Campsite 1in6 occupied with fire pit, rubbish and bones d4 1=several crude huts 2=ruined building 3=graves 4=d6 discarded broken items could be repaired
08 Fenced stockade incorporating ruined structure with watch tower d6 1=road gang clan 2=mutant cultists 3=inbred survivalist clan 4=faction base of large organisation 5=dead remains 1in6 really undead 6=abandoned now possibly animal lair
09 Small village well defended by earth ramparts, trenches, walls or taking advantage of cliff terrain or ancient structure d4 1=trade town 2=fisher folk 3=tribal folk 4=abhumans 5=mutants 6=controlled by a dominant faction 
10 A small fortified trade town controlled by d4 1=govenor for a faction 2=elders council 3=wise holy elder 4=warlord town based on a former d6 1=ruined coast town 2=underground survivor bunker complex 3=industrial complex 4=ruined ship 5=giant sea creature shell or exoskeleton 6=natural cliffs or island 
11 Public toilet complex d4 1=burned out ruin 2=ruined creature lair 3=reporposed as a residence then abandoned 4=intact functional and clean with AI, vandalism resistant
12 Merry-go-round in glass dome d4 1=broken heap of strange rubble 2=vandalised and burned 3=sealed in dome pristine condition 4=operated by AI and robot who only let in paying customers with children
13 Fishing Wharf often battered d4 1=scrap fishing shack on end 2=surrounded by sunk boats 3=huge colony of marine creatures taken over 4=local fisherfolk with rods 
14 Tourist Wharf d4 1=semi sunken underwater restaurant 2=ruined small museum 3=semi sunken tourist boat or ferry and terminal 4=glass bottom submarine pen 1in6 work 
15 Beach shacks d6 in pastel colours each is d4 1=burned our 2=vandalised by gang inhabitants 3=frightened family residence 4=marine abhumans
16 Ruined seaside fair with ferris wheel, dodgem cars, sideshows and an arcade with snack bar d4 1=undead carnies 2=pirate gang 3=abhuman clan 4=mutant cannibal clown gang 
17 Lifeguard club with boat shed occupied by d4 1=lifeguard cult 2=pirate base 3=marine humans lair 4=mutant monster lair
18 Red and white rusted tower d3+1 stories high with lamp and air raid siren
19 Ruined refugee camp erected by the military with poly dome tents and metal fence and gate d4 1=useless scrap and tatters 2=intact and occupied by undead plague victims 3=mutant or abhuman clan hide here 4=bandits lair
20 Motel complex with 6+3d6 rooms and 2d6 ruined vehicles with an office and a pool d4 1=gang hideout 2-faction regional HQ 3=marine abhumans 4=amphibious mutants
21 Damaged fishing boat, most ruined 1in6 sealed with some scrap inside
22 Damaged yacht most ruined 1in6 sealed with an inside are d4 1=robot 2=undead 3=skeletons of rich humans 4=marine mutant monster
23 Damaged lifeboat with a d4 skeletons half-buried in sand 1in6 has a survival kit intact
24 Wrecked and burned out military hovercraft wreck, 1in6 has some military grade scrap
25 Cargo submarine half-buried in sand 1in6 looks possibly intact d4 1=radioactive undead crew inside 2=android crew inside 3=descendants of crew with AI 4=marine abhumans have made a temple
26 Cargo container ship semi-sunken offshore overgrown with vegetation and visible wildlife, intact areas may be below deck
27 Several huge rusted ship hulks collided and wrecked, hundreds of cargo containers scattered over the area many semi-submerged in water or sand d4 1=marine abhuman lair 2=pirate base 3=cultists 4=mutant cannibals
28 Damaged naval patrol boat trapped above the waterline on rocks, hostile AI onboard has used most ammo but can fire two 12d6 light laser cannons at vehicles within a kilometre or persons within 200m 
29 Wrecked garbage ship, all sand in an area full of ancient rubbish and plastic d4 1=sea monster lair 2=agressibe desperate scrappers looking for good trash 3=overgrown in mangroves 4=submerged ship has mutant ecology of crabs and starfish waging war
31 Wrecked remains of oil rig untethered and settled offshore d4 1=mutant sealions colony 2=marine abhumans 3=undead 4=pirate lookout post
32 Remains of aquaculture pens, long ruined and sheds intact d4 1=resentful fish folk 2=lone old hermit 3=seamonster 4=useful intact junk 
33 Coastal wave motion power plant platform, lost most of its capacity but still has power d4 1=tech faction researchers 2= 
34 Collapsed remains of offshore powerplant using temperature differences at depths and ammonia in a submerged tower to work turbine, washed up here in several sections, 
35 Remains of wind farm with 6+3d6 towers 1in6 chance some still working
36 Platform at sea with hatch to underwater research lab d4 1=androids 2=science faction researchers 3=pirates use as a base with little interest in research only loot 4=flooded with loot and some kind of mutant creatures
37 Tower at sea, entrance to underwater hab complex d4 1=ruined and mostly flooded 2=degenerate survivors inside shoot at any who approach 3=trapped undead 4=marine abhumans 
38 Offshore space platform d4 1=solid structure with stripped control room areas 2=flooded underwater hanger  lair of some marine creatures 3=intact sealed underwater hanger guarded by robots 4=intact and sealed controlled by an AI with android staff
39 Intact looking aquaculture farm d4 1=advanced secretive faction 2=settlers repaired to keep safe from land raiders 3=AI with robot has vast frozen food store and ships some to a fast food seafood resteraunt or tribes who hacked it 3=marine abhumans operate it taught by AI to operate it, wary of humans
40 Remains of semi sunken marine arcology, a huge drowned marine complex d4 1=tribe of amphibious humans 2=marine abhumans colony 3=pirate raider base 4=ancient survivors struggle inside intact sealed sections
41 Vast forest of reeds and thick vegetation grow in damp or tidally flooded  soil. Many animals graze and hunt here
42 Huge mutated mangrove tree forest semi-submerged with many marine animals and good fishing
43 A visible huge reef grows in the distance d4 1=coral huts of abhuman tribe 2= wrecked ship 3=strange shape of some sunken structure 4=coral towers fort of some abhuman civilisation
44 Small rocky island visible is a thriving mutant sea lion colony
45 Small rocky island white with guano a sea bird nest colony
46 Smallish island with vegetation 1in6 with a roadway with pylons reaching it
47 Fractured coastline with stone towers broken from cliffs long ago, some are large enough with trees and they seem hard to reach
48 Coastal caves (possibly once burrows) many blocked or flooded by night
49 A volcanic vent in distance grows a island slowly
50 A large island with forests is visible in the distance
51 Gigantic kelp mountain and waters choked with treetrunk like giant kelp crawling with creatures. Some come here to hunt d4 1=sea monster 2=pirates 3=local fisher folk 4=marine abhumans

52 Dead mutant megawhale, van be smelled a mile away, a huge cloud of birds and crabs pick at the stinking horror, sometimes locals with collect some for food or fuel or teeth, inside the corpse is fabled ambergris if you face what things might live in its mouth
53 Iceberg visible in distance d4 1=carries war era mutagens 2=some Antarctic survivalists camped in tents on top far from home 3=mutant tentacled penguin horrors 4=shoggoth or old one frozen inside
54 Beaches covered in weed in huge mounds, rich in edible critters and vermin 
55 Beaches covered in jellyfish like egg sacs of some spawning marine horror
56 Beaches covered in d4 1=crabs 2=starfish 3=
57 Can see waters full of mutant shark fins
58 Wide plain of sand frequently flooded partially at high tide, home for various monsters d4 1=Sand sharks 2=sand squid 3=giant antlions 4=sand worms
59 Crabs have built a might sandcastle
60 Titanic mutant sea creature size of ship on the beach eating mutant shark d4 1=crab 2=marine iguana 3=hermit crab 4=crocodile
61 Beach is covered in plastic waste, food packaging, self-repairing bodysuits, sixpacks plastic tings, sushi sauce bottles, soda bottles, nappies and other trash, very little sand as coast formed from plastic waste
62 Broken masts and wreckage along coast from a buried marina or boat club
63 Rusting ship hulks mostly buried on land, great chains and anchors scattered where the sea threw up many wrecks in the apocalypse, occasionally you can find a sealed hatch 1in20 a day
64 Thousands of drums of mutagenic waste, fuel cells and radioactives are semi-exposed, area is hazardous and glows by night eerily
65 Hundreds of dead mutant fish on the beach, some nameless horrors from the deep
66 Garbage beach with colony of mutant animals d4 1=seals 2=birds 3=crabs 4=turtles, adapted to life in trash-filled beach, once animals had line or nets or plastic tangles in their limbs these use trash to build with it or decorate bodies with it to hide better
67 A titanic gelatinous mass with eyes covers the coast occasionally grabbing something with a tentacle if it gets too close, sometimes it gibbers and some fear it might even be aware, some living weapon or computer grown from some sunken lab, it exudes a psychic presence you can feel from a kilometre away
68 A coastal train spilt over and is scattered offer a kilometre by a past tidal wave
69 Shattered aircraft wreck from a past crash d4 1=survivors descendants live here 2=mutant shaman home 3=sealed with sleeping undead on board 4=small gang live here
70 Remains of the battlefield with blasted metallic wrecks of war machines and some contamination, rarely some useful items are found in the toxic beach sludge. Mutants and military robots may roam here
71 See a distant ship with a huge flat deck overgrown with vegetation moving

72 See a distant herd of mutant whales 1in6 they are battling a allosaurus or other seas monster using superior teamwork and mutations and tearing kraken apart
73 See a distant lone glinting cyborg whale 1in6 it fires a missile at a satellite and submerges 
74 See a distant sea dome in distance of some huge arcology seemingly intact (possibly moving)
75 Storm breaks out for d6 hours 1=violent wind makes walking impossible 2=wind and rain with poor visibility and movement 3=thunder and lightning, animals terrified 4=hailstones batter anything not undercover 
76 Strange lights in the sky impede communications and broadcast power, by night beautiful auroras 
77 Great cloud of chilling fog comes from across the sea smothering the land and leaving frost
78 See an aircraft head out to sea where there should be nothing
79 See or hear a distant explosion
80 A pirate ship is offshore looking for victims 
81 Hear distant chanting and drumming of a great mutant cult gathering
82 Hear music, gunshots and engines, a gang of raiders has come to the beach for a holiday, have built a camp and having a huge party of gang maniacs
83 Hear electronic music from festival of feral humans and abhumans dancing and trading in huge quantities of drugs from across the continent, lots of fresh vegan food
84 Stern uniformed soldiers camped and entrenched sweeping through area to kill impure or traitor humans
85 Comuninst cane toad abhumans have a base under camo nets with trenches and landmines and snipers. Mostly they have just dug in evaluating what qualifies as a apocalypse profiteering parasites to exterminate, while command decide troops have been brewing barrels of beer 
86 Area has many crucified humans especially by roads, a beast abhuman faction are on a anti-human warpath (many exclude tribal humans mostly hate advanced tech humans most). They have a large camp with stockades for human prisoners for slaves, food and ritual murder d4 1=dingo 2=rat 3=
87 Two large gangs having a war in the area, both need food and ammo and will take it. Dead gang members bodies found and several burned-out wrecks 
88 Uniformed humanoids in distance get in dingy and once out at sea meet a d4 1=submarine 2=ship 3=aircar 4=huge mutant whale
89 A pirate ship is raiding a coastal community and taking prisoners in area
90 Androids or cyborgs from an orbital dropship have established a human exclusion zone over a large area in service to some insane AI project d4 1=open a bunker 2=world conquest 3=seeks buried lab 4 
91 Psychic calls of mutant whales can be heard by most beings all down the coast as the whale hive mind grows in power, some get headaches or bleeding noses, feels like air pressure increases
92 Warning sirens start up (old speakers everywhere in ruins) announcing imminent missile strike including nuclear biological chemical or psychotronic warheads worrying many but locals know it goes off every few months

93 A flash from the sky destroys a structure on land or ship at sea, some orbital firing at some enigmatic enemy of the gods
94 See strange lights in sky, at night can see multiple in formation, making erratic high speed turns 
95 Hear sad lonely song of some vast sea creature along the coast later sea d4 1=mutant megawhales fleeing area squealing fearfully 2=Huge geysers at sea from its blowholes 3=small island with vegetation visited by a boat, the island is the monsters back and it eats the ship whole 4=huge tentacles grab a screaming whale and beaked leviathan comes to surface to eat it

96 Drone flies over with a speaker from some faction reciting propaganda against some enemy
97 Feel strange and uneasy, by night feel psionic influence from some underwater entity projecting hostile thoughts at the land, dream of vast creatures of the deep telling them to flee the vicinity of the sea or die, locals get used to it or have means to resist
98 A huge white flesh tendril comes from the sea to snatch victims near the coast
99 See lights by night or steam and bubbles in the sea from something underwater
100 An industrial-military factory is underground and underwater in the area with a hard to reach cliff submarine entrance. Occasionally the AI inside will try to drive intelligent beings especially humans out of the area. It will hologram projectors to scare them away first then employ d4 1=androids 2=robots 3=cyborgs 4=frozen genetically altered soldiers. It will self destruct with a nuclear blast rather than fall to enemies and is well resourced 

Wednesday, 12 May 2021

The War Against the Amphibians Part 3 Rumours and Treasures

The War Against the Amphibians Part 3 Rumours and Treasures
As the war wages and winds down you might want to deal with what happens after. Possibly after frogwar ends and they go back to frogland and to their secret prehistoric caves, many amphibians will remain. Some people might hate them, some might have a few working on farm and appreciate them. Water traders will value them as employees and for their marine engineering and irrigation knowledge. Possibly water wheels and other amphibian technology might catch on like mushroom houses. Frogtowns might spring up and also trade with halflings, sprites and faeriefolk and the underland. The amphibians who live to 5 years old start to regret their youthful rampaging and gullibility in the war. 

Let me know if any numbers or entries messed up as written over several weeks

Generally in my campaign  populations of the average kingdom/city are:
Human 60%
Demihuman 10%
Goblinoids & Orcs 10%
Beastfolk 20%
01-35 Abhuman (hulking beastfolk warriors)
36-70 Beastling (adorable halfling size)
71-90 Changeling (magical animal spirit folk)
91-100 Lycanthropes (cursed, mostly dangerous, eventually get control)

Other monsters and ogres and giants and trolls don't make the population list

Part of series
The War Against the Amphibians Part 1 Amphibian Forces Forces
The War Against the Amphibians Part 2 Amphibian  Encounters & Wonders
The War Against the Amphibians Part 3 Amphibian Rumours & Treasure

d10 Amphibian Superior Technology
1 Irrigation using covered tunnels to keep soil luscious and full of bugs
2 Aquaculture can grow crops on floating rafts and have fish, eels and bugs underneath
3 Mycoculture can grow fungus for magic, building, medicine and fungus creatures 
4 Domestic bugs giant and small as domestic animals for food or freight
5 Domestic worms often farmed in huge pits for food and recycling waste
6 Moving water with plumbing (bamboo) for fountains, gardens and taps
7 Water purification using biofilters and desalination programs or waterways (sell salt)
8 Amphibian domestication to breed smaller ones for food or giant ones for war or transport
9 Dam building which they share secrets often with beavers who are no1 mammals
10 Waterwheels for bullrush mills and other mechanical power needs like pumps

Other Significant Allies and Enemies
Amphibians actually like beavers who are the best mammals along with the platypus
will war with rats and enslave and eat them
Bugs and worms are mostly food and pets but they keep shrines for their gods to say thanks to their food. In ancient times amphibians conquered the earlier worm and bug and fish. Those creatures are more wary of amphibians than vice versa knowing their past loss and failure but they also know amphibians keep shrines of the worm and bug gods and they help spread them across the world and so amphibians are their least worse oppressors and enemies 
Amphibians are always superior to bug and worm and fish
Reptiles can be friend or foe, tending to think they are better. In recent aeons now reptilians weakened have been better friends and allies against the mammals
Elves and amphibians have no beef and avoid conflict, this goes back to the beginning
Dwarves and gnomes mingle with toads and olm but mostly get along
Halflings could be food for bigger amphibians or friends for smaller ones of same stature
Goblinoids can be friend or foe and have mutual interest in bugs and fungus and worms and may work or share communities together. Some goblins even become amphibian like
Orcs are bullies and don't respect amphibians if they can beat them, orcs are a new race and nasty and cruel and not to be trusted. Orcs dont get goblinoid and amphibian mingling

Humans are newcomer upstarts who have ruined the world and dominated nature. Humans are the start of a whole range of complaints like reptiles, flowers, bees, fire and other bad things. Humans as it turns out are subject to lycanthropy and other magical transformations into amphibians so can be good or friends. Humans are good at working growing slime, harvesting bugs and even tadpole care. After the war humans might just get jobs working for frog farmers. Swamp folk who hate civilised folk come to prefer frog rule and readily adopt amphibian cults.

After the war as things settle down, you will get to play out the impact. By the next war many people might be over amphibians (i recommend a yearly war that leads to the next etc forever). After the war some amphibians with useful skills at terrible jobs might thrive. Farmers trapping big bugs to sell to frogland traders might start breeding them. Farmers and fishers will rapidly adopt frog farming secrets like water management and may employ amphibian experts. Poor homeless frog folk might end up cheap labour, recruited by bandits and exploited. Especially when people discover how impressionable they are when they leave the water as adults at four. Amphibian shanty towns might form and some might even co-mingle with bugtown. 

d12 Amphibian Tech
In early war use d4 and increase as time goes on to a d10, at apocalyptic scale d12 means law and chaos have stepped in to escalate the end times
1 Wild - as tadpoles and communicate in emotive croaks, crawl out of water as adults aged four, mostly unarmed but will throw rocks or unarmed attacks 1in6 use a club or pick up a dropped weapon
2 Feral - use clubs and will carry simple human weapons and tools, start copying words in amphibian or human
3 Tribal - hunting weapons, javelin, spear, shortbow, atlatl, dart, lasso, shield, 2-h club, mace, bola, net, shields, mostly made from skin, sinew, woven, teeth, tusks. Often wear masks and nomadic, often have a pet
4 Barbarian - hunting weapons but 1in6 with copper axes and tools and daggers and shortswords, farm bugs and bug food and fungus, massive earthworks, trenches, fish traps, megalithic rocks and tombs, dams and warriors with leather armour, have domestic bug and amphibian monster pets
5 Settlers - armored in bronze scale and equiptment, more disciplined professionals, often a phalanx of spear and shield with elites with axes and maces who jump over shield walls and attack enemy lines from behind. Build walls, mudbrick, bronze and ancient technology, specialists use monstrous prehistoric giant amphibians with handlers in war, wheeled vehicles, walls and siege weapons
6 Warlords - iron and some steel, old fashioned kingdoms who often produce raiders or fight each other, often control d4 slave species including humans or weaker amphibians. Cavalry and war beasts. Late iron age catching up to humans in leaps and bounds 
7 Imperial - professional modern-ish military caste of a frog urbanised civilisation far away or hidden, often include specialist colonial vassal troops of earlier types. Literate and contemporary technology and scholarship. Regard selves as superior nation helping lesser evolved species
8 High - advanced often decadent renasciance dandies, who use gunpowder, incendiaries, alchemy, wear lace and wild rapiers and flintlocks and muskets. Advanced ships and fortifications. Often raid less civilised species
9 Fey - amphibian folk from faerie land, many more are magical using wizardry or druidry and more magical creatures and weapons. Styles more like faerie and elven courts
10 Elemental - plane hopping amphibians worshipping elemental lords, use various kinds of magic and strange creatures
11 Chaos - use all kinds of random and improvised weapons, armour and tools. Worship and summon tentacled amphibian chaos creatures from primordial chaos. Some lean into demonic cults or cults of the old ones or things of the outer void. Many are mutated and use magic
12 Law - advanced amphibian time travellers sent by the archons to destroy chaos 1=
steam tech wizards, mechanised land leviathans for war or mobile towns, balloons, steam half-track with gatling gun or artillery 2=deco tech tanks, conscripts with rifles, cars, biplanes 3=cyborg special forces with automatic weapons and dropship or APC or gunship or mech 4=ray guns, AI saucer craft and hover platforms

Cheap Frogwar Food, Vice and Music
During the war cheap amphibian mystery meat is available at 4 pounds per cp. Toadskin leather armour and items appear on market. Frogburgers become common everywhere. A few humans learn to eat bugs or resort to them in the poorest times and revert when things are better. Music and songs appear as amphibians use bards for the military like no other species. Despite war going on cross-cultural influences on both sides increase. Frog Grog and Frog weed become very popular among troops until lords of the kingdom ban them realising addiction is a key amphibian weapon. These bans do little and help spread amphibian crime, culture and vice more. 

After war, lots of peasants get jobs in frogland as bug herders and tadpole carers, and lots of amphibians get farm work as they are good with managing water and plantations. Occasionally after the war some human will get the idea of breeding up a bunch of amphibian slaves for a farm or even banditry or other schemes.

d100 Gossip
01 All that croaking I can't sleep at night it's driving me buggy!
02 Those croaks are secret messages from frog spies
03 My grandpa said the next frog war would be the worst and had a special hidden shelter to wait it out
04 All these filthy huge bugs everywhere thankfully I've seen more toads around eating them
05 Old mick was catching swamp frogs for stew and never came back
06 I saw this frog just watching me, I tell you its always spying on me, especially at dinnertime
07 My grandma had a huge toad living under a step she used to talk to I wonder if she was a witch?
08 Lots of rain around the house, had to shoo lots of big frogs and toads out from the house
09 Lots of pet cats and dogs have vanished lately, and mice and the rats
10 I heard a voice among the croaks lask night telling me to leave this place or kill myself
11 I've never seen the streams and wells so full and teaming with tadpoles
12 Fisher folk have been disappearing and river trade has been held up 
13 Had some of those swamp folk come out poking around our area, disgusting thieving freaks
14 Had some weirdos from city asking for where the loudest croaking was in the area and they gave a silver coin and marched off that way. They seemed rich and in funny robes
15 After the rains of the last full moon almost everyone in the Dead Donkey tavern was murdered by some kind of loner who got mad and turned green, killing all in the tavern and was immune to harm!
16 Some bard came around and shared lots of strange drinks and tobacco and now all the kids are singing their songs. Seems strange they sing about the good king of frogland and how the frogs will spare you from work and tax
17 Some guy came round and convinced a mob to go hunt these mutant frog lovers and they never came back. Except for the guy who led them, I reckon I saw them again in the fog one night
18 I heard even after the damn amphibians go we will be finding monsters everywhere they left in every well and spring. I guess well have to pay to have them taken away
19 I knew an old toad in the river and he was really old and helpful and loved for generations, Maybe they ain't all bad
20 I saw a giant toad gobble up a cat! All our pets and familiars are in danger
21 The poor priest had to chase huge frogs out of the church for hours, hopping all over the altars, knocking over candles, those damn dirty godless beasts
22 We had a nest of giant bugs once and the local newt elder got tribe to clear them all out for nuthin and nobody got hurt. I guess them frawgs had a good feast
23 I used to torture frogs as a child, i know they will get me, always watching
24 In a distant village a hopping madness has broken out. The village build a deck in the square for them and played music to help but it has only spread
25 A stranger staying with seasonal workers was some king of were-newt monster, before the full moon, it was talking about how the workers should rise up against the king for days
26 The frog king has declared a holiday and we should all stop working this bard was singing right out in the open
27 Be careful I heard amphibians in a septic tank snatched several people in a few towns, check your cistern before your ablutions my friend or an amphibian will snatch you up
28 Some boats at nigh turned our to be full of amphibians
29 The big ones will beat a man but the small ones are kind of pathetic like beating up a kid and make good slaves or pets
30 Say what you want about amphibians they make the best grog, its probably made from bugs of worms but it makes you feel tough
31 A local farmer had his work pony eaten by frogs but now he got one of them giant pack bugs the frogs use and it eats less and fears nothing
32 I met a man who was liberated from a frogger slave camp and he had to carry tadpoles on his back and grow it lettuce, it was terrible
33 Some people have started eating bugs but mark my word they will start with the frog taint soon
34 A village caught a toad magistrate and discovered he has a genius for detecting lies and fair judgment and now he is the local village magistrate of the farmers court
35 Best keep away from water by night, amphibians can see better and pounce on you before you see them
36 I saw a frog talk to a beaver and now the area is flooded I tell you
37 Making frogs have a wedding makes the old rail gods happy and send a shower so lots of frogs is getting married now
38 My idiot son ran home last night yelling "The frogs are coming! The frogs are coming!" but it was only the fog
39 I heard croaking in the city sewers I tell you and if you looked down with a light you see tiny eyes looking back
40 I've been eating frogs for years, just poison the waterhole then make frog stew
41 If a frog talks to you don't believe its lies about restoring your virginity
42 See when your wrestling a giant toad they can just swallow your face while holding your arms which is unfair I say and frogs and newts is too slimy and flexible to wrestle
43 Those fire toads are the worst like little hopping hell hounds, they put em around camps as guards
44 An ice toad is deadly but worth a fortune, can keep in an underground cold store to for preserving food or making ice 
45 A wizard explained it to me once the basic fire salamander is a fiery creature from the realm of fire or deep in the fire beneath the earth that borders with hell. Those more demonic half human-looking ones are the worst, I heard they are some kind of efreeti or demon hybrids. Frost salamanders are the cold version of fire ones. And a firenewt is a race of fire loving newts that walk and fight like humans
46 I went down to the creek to see some local hooligan lads drinking with frogs down by the river, they was laughing and drinking and having a wonderful time probably planning the annihilation of humanity
47 Lots of strange rich travellers heading towards the frogs, I don't get It If I had money Id go far away to keep filthy newt hands off me
48 I heard a were frog bard seduced the townswomen and now there are werefrogs everywhere in the area taking over and acting like crooks
49 I heard the frogs and the thieves guilds have made a deal and there are nobles in on it too
50 Frogs will treat us better than goblins would if you think about it and the commoner's lives might not be much different than currently. The poor are already hopping mad
51 I heard a town hired a frog finder to root out local spies and mutants and amphibian sympathisers perhaps we need that in these parts
52 I heard some guy agitated local drunks to beat up the riverboat folk and now we got frog merchants and troops arrived instead to replace them
53 I say we should go up to the hills and call the old snake folk down who ruled these lands once I bet they would sort out a bunch of stupid amphibians!, What we need is snake wizards!
54 I saw some giant insect folk camped by the river with all their belongings and now the amphibians swept through the bug folk had all gone
55 Typically a frogling grows from a three year old tadpole to a small frogling humanoid for a year then about a third grow into hulking abhuman fighting brute beast folk
56 Frog folk are obvious but the smaller climbing frogling ones with the colours are poison and use their venom in dart and arrow tips striking while hidden in vegetation. They might be hiding anywhere, worse than halflings
57 Frog folk don't like most dragons but will deal with the celestial ones assigned by heaven to operate weather, wells and other landmarks. Their titanic prehistoric ancestors are considered true and original dragons and the scaly lizards are just imitations
58 Amphibians are toxic secreting poisons that kill or blind or cause visions or pain, some are sticky nasty glues that impedes bite attacks against them. Most taste bad but some are edible but require skinning
59 I heard poor innocent loggers floating logs downstream were forced to run cruel gauntlets by frog folk making them balance on huge logs or survive swiming between the logs in the river
60 I heard frogs talking about eating a babies legs to try them out before letting us all pass, it was terrifying incident
61 I heard frogs had guns, who gave them guns, surely they are not smart enough 
62 Worked with a toadman miner once, stout fellow moved lots of earth. Seemed alright. Eventually, he retired and bought a cottage
63 I saw a giant frog eat horse on a bridge and dragged the wagon over as well, two people died, a tragedy
64 I saw these huge newts in the river and one made a rude gesture and they swam away, I was shocked I thought they were just dumb and thoughtless
65 I heard local goblins have helped the amphibians which surprised me, won't frawgs just eat em?
66 There are lots of weird frog cults so beware, some are alright others like sacrifices or worse, each cult has different magic and methodology but generally, they are chaotic but not all evil
67 Frogs broke into the tanner's house by the stream and burned his it and his business down, warning that polluters will pay or something
68 Back in my town folks would antagonise fishfolk and frogfolk to fight each other so neither could threaten the locals after their losses. Just kill some with enemies weapons and dump them in the right place and let monsters do the rest
69 My water tank is full of spawn I feel so dirty
70 I met a man who wanted to buy amphibian books or inscriptions, seemed od may be a wizard
71 My cousins got carried off to frogland and sent me a letter saying they love it and have made lots of gold and inviting me to join them
72 Those newts seem much bossier and disciplined with better arms and armour. Salamanders seem the flashiest. Toads are grumps who want resources, frogs are the most erratic and most are young and gullible
73 A frog warrior can fight at four and a couple can lay 10 000 eggs, I think we better learn to live with big frog and the amphibian overlords
74 I heard in the north an amphibian elder wizard on a glass machine laid waste to an army
75 The river has giant newts and salamanders everywhere and you have to be careful, they hide well and snap off a limb if they can
76 I saw a bunch of singing tadpoles, some bard was coming up to water and getting them to sing, darndest thing I ever saw
77 I heard a washerwoman was seduced by a frog by the river, best we keep an eye on each other in these troubled times
78 Ive got past frog roadblocks a couple of times, give them some food like some fish and some grog and stay chill and they will let you pass for sure
79 I was camping in ruin once and heard some cultists fighting over who was using the ruin that night for a black mass when a third cult came with a bunch of frogs and killed them all
80 I heard frogs catapulted spore bombs into a stockade and the men inside choked to death or surrendered
81 I've seen some huge fungus lately, some up to my waist
82 I heard of a peoples frog crusade recruiting youths to march for peace into frogland, sounds kinda dangerous to me but they wouldn't listen
83 Free party tonight for everyone fleeing amphibians, gonna be music, dancing and free beer, sounds just like what people need
84 I've seen amphibians naked with clubs who barely taught and others that wore fish leather and bone shields but these wore uniforms and had crossbows and swords
85 I saw a man commanding giant toads he was given them orders and they hopped away, but I couldn't see his face
86 As soon as winter comes those amphibians will brumate and will be gone no problems, it all be over by the first snow
87 I've seen frogs play this game like football it looks really good we should give it a go
88 There was a village that had newtling slaves and when the big war newts came in armour they slaughtered the people and fed to giant salamander mounts
89 I heard the frogs have been making floods, putting up moats and streams and thornbush hedges slowly choking the land from humans
90 I saw some elves and frogs talking and go their separate ways like they was friends
91 I met a gnome who bought a ring to survive being swallowed by a toad but he had not tried it out yet
92 I heard of a farmer that raised a bunch of frogs from tadpoles and he got years of work from him before they escaped and he said it was still worth doing again
93 I saw newt knights saving some commoners from a troll once, those newts seem pretty seem disciplined and civilised
94 I knew a farmer who gave the frog boss money to leave his farm alone and it seemed to work
95 All those stories about kissing magic frogs, they are wicked lies spread by witches in service of amphibians
96 I heard the frog king eats puppies and kittens the monster!
97 In the court of the amphibian monarch are dozens of cult idols, and hundreds of dancers and soldiers and the royal champion, and various magical advisors. There are fountains and fabulous decorations everywhere and sights unseen by humans
98 The amphibian ruler keeps a harem of lovers, many prisoners from wars, living in their heathen palace of luxury would be a fate worse than death
99 When amphibians mention their reverend ancestors they really mean it. Their ancient elders from the aeons can awake in subterranean vaults and speak to their young descendants in person then return to sleep
100 Amphibians have lots of weird cults and not all are so bad. But amphibians reach for calling their gods quickly as an option in every war, they have so many lesser divinities, spirits and elemental lords

d10 Quick Frog Item Types
01 Amphibian Vice
02 Amphibian Utility
03 Amphibian Weapons
04 Amphibian Jewellery
05 Amphibian tools
06 Amphibian Instruments
07 Amphibians artworks
08 Amphibians lore
09 Amphibians Clothes 
10 Amphibians relics

d100 Amphibian War Items
1 Magic Bug Jar - once a day can pull out a delicious 500g delicious live bug, a different one each day worths a meal. Humans prefer to cook bugs generally but they can be used for pranks, distractions and more 800gp
2 Shroom Staff - 50+d100 charges, touch surface with staff and say the magic word and a 30cm mushroom sprouts. If used on a living being as struck the fungus is rooted into the victim and causes d4 damage. Can be decorative, fashion, food (not ones grown on living people) or to feed your giant bugs 300gp
Pipe of the Frog - allows you to smoke all kinds of herbs, minerals or drugs without addiction or bad side effects 1500gp
 Frog Wax - a jar of d4 doses of sticky goop can rub on skin or clothes all over. Anything biting user save or mouth attack useless for d4+1 rounds as the mouth is glued shut and painful. Many animals require a morale check to avoid fleeing. Good for only one giant bite, or 2d4 human size or smaller bites 50gp per dose
5 Frog Pill - causes you to shed skin over one hour and if you eat it you gain +d4HP and a point of Charisma that lasts a d4 days 100gp if used for a year save or turn into a frog folk
Frog Weed - smokable euphoric, if smoked daily for a week jump increases by 3m, each week of use save vs addiction, once hooked -1CHA from warts and crave wallowing in a bath daily (can do in sleep). Frog weed comes in a pressed block good for 20 pipes to half that in cigarettes worth 1gp. Smokers use clay or wood pipes with frog faces on them, some collect and price caries from 1cp to 10gp or more for a noble or king  
Frog Grog - alcoholic drink tainted with frog weed, drink a pint -d3 DEX but drink six pints gain d4 HP for a d4 hours. Addiction save every six pints, fail and skin becomes green and sweaty and eyes bulge and voice becomes croaky and the effects last for a day instead of d4 hours. Drinkers consider these effects a game and bandits like to get "hopped up, 1sp a pint
8 Paternity Toad - can tell if female is pregnant, must be fed bugs, lives for 15 years 45gp some 1in6 in final years can determine if more than one child
9 Marsh Lotus Seeds - the poor version of black lotus, smoked or injected or dust is snuffed, improves low light vision for an hour, save for addiction each use or crave daily. Once addicted gain lowlight vision as long as using daily. A save every full moon using or dream of the great and terrible toad god who offers you power and forbidden lore if you just open some gates. Comes in a pod with d4+2 for 60gp or 12gp a single seed 
10 Newt Wine - this black fortified strong aniseed drink, save or fall over for d6 turns of spasms and nightmares on success pupils change and become serene, can detect magic for an hour 6 shots in a 60gp bottle or 14 gp a shot, its recipe is a secret of underground newt folk   
11 Frogskin Bottle - actually made of animal hide can store 8L of water but folds into palm of your hand when empty 30gp 
12 Wand of insect detection - d50+50 charges each lasts a ten minute turn and detects bugs by size in 100m even through soil or 3m stone useful for snack or monster hunting 800g
13 Rod of Fungus - three powers use one per day 1) make a bracket fungus ladder or staircase grow on a surface 3m/Lv 2) cushion a fall with puffballs that cover a 3m circle, save or sneeze d4 rounds, huge fungus will grow in the spot for years 3) cure fungus related poison useful for for tasting mystery fungus or your pet bugs or worms who ate wrong type 1200gp
14 Frog Sack - looks like it holds 10L or ENC but holds 4 times that without showing 400gp
15 Sack of spores - an instant fungus garden just sprinkle spores at dusk and by morning is done, thrives best in dark damp place but fills a 9m circle with giant fungus, including a hut size toadstool, edible mushrooms, a d4 shrieking fungus and a 1% chance of  d4 1= violet fungus 2=gas spore 3=yellow mould 4=fighting fungus (as a treant) 400gp 
16 Spawn Bottle - car with some amphibian spawn in it d4 1=amphibian abhuman beastfolk 2= giant frogs 3=prehistoric giant salamander 4=newtling. Jar keeps alive until they can climb out 400gp makes parenting easier or used tp plant monstrous amphibians in human land   
17 Frog Rattle - sound keeps amphibians quiet with a single rattle for a d4 rounds within 300m, adult amphibian folk and giant amphibians get a saving throw, used by amphibian parents to quieten kids 120gp 
19 Baby Icetoad - keeps everything cool in a chest for long-life food, one day it will escape, grow and eat people. Eats a rat a month or grows gigantic. Comes in a 30L food stocked chest 3000gp 
20 Baby alarm toad - by keeping this toad in a treasure heap or chest it will croak excitedly when opened or exposed to light expecting to be fed worms, live 15 years 80gp
21 Frog Club - d6 damage frog-headed iron root tree wooden club, if roll natural 1 to hit gain extra unarmed attack from a clumsy accident 600gp
Frog Javelin - causes d6 damage but on a natural 20 roll the target must save or be changed into a bullfrog, once this feature has been used the item loses all abilities 600gp 
23 Newt Trident - magic +1 trident wielder can squirt a litre from his trident 12m once per level a day or can be in a refreshing mist form 1200gp
24 Fire Toad Breath Pill - once eaten save or take d6 damage, after 3 saves immune to this effect, can spit a range 40m d6 firebolt per round for a d4+1 rounds 200gp 
25 Amphibian Blade - +1 +3 vs aquatic creatures, wielder get no penalties fighting in water or on a boat or due to weather in water 1600gp
26 Amphibian Throwing Stick d4 thrown stick returns to hand if it doesn't hit anything, mostly used to scare birds for hunting in marsh 20gp
27 Amphibian Sling - makes a dozen pieces of ammo a day appear as needed if ammo out and +1 +3 vs snakes 1200gp
28 Newt Net - Hooked war net inflicts d4 damage on netted victims and each round they struggle to escape, spend an action to get an escape save, a skilled newt will initially entangle a limb then next successful attack entangle their body 60gp
29 Salamander Blade - +1 and on command bursts into flame for extra d4 damage, has an angry bound elemental spirit within 2500gp
30 Sheild Glue - smeared on a shield helps waterproof it but within a d3 hours anyone missing the target by the number of the target's shields AC benefit will have their weapon trapped and require a save to break free, a skilled user can use an action to disarm the weapon with a STR roll 30gp  
31 Amphibian Torc - talk to any amphibian for a ten minute turn a day, allows a were amphibian to control their transformations to at will, 600gp or 2000gp to a lycanthrope
32  Ring of Spawning - worn by one parent during amplexus or lovemaking to double the amount of children or eggs produced, has a frog face on it 1500gp a cursed kind 1in6 makes human children become frog folk at adolescence
33 Frog Ring - hold breath underwater a turn per level and can drink through your skin especially your belly 750gp
34 Cricket Crank Broach - a gold cricket shaped broach, squeeze once and it chirps making crickets in 100m to chirp for 3d6 rounds helping you find snacks or obfuscation efforts or if squeezed twice silence them useful on giant cave crickets 150gp
35 Newt Armband lets wearer sprout gills at will and able to breathe freshwater 2000gp 
36 Toad RIng - an extra 3m on any jumps and may burrow backwards with bottom at Mov 3, user is quite happy buried in soil like a toad 1200gp  
37 Poison Frog Broach - pretty gem frog produce venom, ten arrows for one use or one melee weapon for a fight per day, poisons strength may vary but often save or 2d4 damage 1200gp
38 Newt Eye Necklace - of gens that look like string of eyes, wearer has 360 degree vision and nightvision 1000gp
39 Salamander Ring - can ignore effects of smoke and see-through flame and gain infravision 1200gp
40 Tiara of the Toad Queen, protects wearer from charm spell effects 2000gp
41 Hypnotic Bejewelled Amphibian Goggles - glare at victim eye to eye 3three times a day, fascinate the victim who fails a save for d4 rounds staring at the goggles 1500gp
42 Bucket of Bugs - bucket full of bugs, once a day feed d4 human size amphibians 800gp
43 Crozier of the Frog - d6 staff +3 to hit or catch giant insects, gold leaf-covered water worn long stick, end can glow at night like a lamp attracting bugs 2000gp
44 Frog Lantern - green jade idol holds a candle inside if lit produces fumes of incense and eerie green light all in 10m save or in relaxing in a mild trance for an hour, then strange visions from the lantern of the primordial age where amphibians ruled over bugs and worms in the darkness of the primordial swamp. The illusion lasts a turn and all-seeing it save or become strangely interested in amphibian cosmology paving the road for cult conversion. 2000gp were frog bards were caught putting on shows with this at a party in the swamp
45 Frog Brazier - frog-shaped bronze incense burner used by the cult for burning frogweed, a normal score burned here effects all in 30m if not windy or indoors 400gp also used by cult to bbq meat on sticks
46 Wizard Fog Frog Bong - once a month this can call by night a cloud of fog covering 1km a circle if smoked and the frog wizards belly rubbed 800gp the fog is mysterious and smells manky 
47 Butterfly Net - +4 to catch small insects, butterflies or tiny fairies or gnomes, once a day catches a sparkling glittery bug that heals a d4HP and squirms deliciously 1500gp 
48 Frog Knife - cannibal amphibian cult made this +1 +3 vs amphibians, can heal 1HP a day by using gagger to prepare meal and butcher an amphibian over one hour, some humans want these as amphibians don't like them 1200gp
49 Salamander Bane - sword +2 +3 vs amphibian +4 vs flaming or elemental fire creatures, sword is intelligent and hates enemies, goading weilder into fight as it speaks 3000gp 
50 Crown of the Amphibian Elder, + reactions bonus with amphibians and associated cults, once per day can cure parasites by touch, once per day summon a feast of delicious bugs and worms for a dozen that heals a d6HP, can speak with all amphibian creatures 6000gp
Frog Flute - a brass pipe once a day can cause all in 6m to dance if they fail a saving throw for 2d4 rounds, -2 to attack and AC while dancing unless a skilled dancer who can ignore penalties 2000gp
52 Frog Drums - if played near frogs at night they will croak along to your tune 1200gp
53 Frog Horn - three times a day form fog in 30m circle around user 1000gp
54 Toad Banjo - once per day can fascinate 2d4 HD of victims for d4+4 rounds 1000gp
55 Newt Lute - can cast charm person 3 times a day, while playing have +1 CHA as long as is half in water, used for newt Romeos in spawning season then sold off 2000gp
56 Salamander Harpsicord - ornate and bulky and fragile but worth 12000gp for a tiny one only 30 ENC. Humans are fascinated by salamander music devices
57 Salamanders Lute - fireproof, hides a +1 shortsword, tinderbox, box of 12 matches, a hipflask of brandy and all dice fo fire damage has -1 per dice reduced. Has carvings of fire salamanders swimming in the firesea 3000gp 
58  Frog Bagpipes - screeching horrible instrument played by frogs for battle signals and to make scary noises by night before battle 30gp
59 Frog Mouth Organ - wind instrument that makes organ-like sounds, some have keys to produce different sounds. Tiny 20gp Large 30gp Keyed 65gp
60 Frog Squeezebox - all the rage with youth for dances, a sure way to be popular 40gp for a common one 120gp for a fancy mother of pearl key one, has caught on from ones taken from frogs
61 Froglords Banner - all amphibians fighting under this banner are +3 Morale and +1 hit and damage, the flagbearer usually stays close to the leader within 9m for the effect to work and is usually held by a bard 10000gp
62 Cup of the Froglords - fit for a king gold cup with gems, purifies all drinks placed inside (or put in a well to help purify water over time), improves and makes louder your singing voice 10000
63 The Ancestral Book - holy text with gold and jewels on cover, illustrated with scenes of festive celebrations with frog gods attending, others ones fighting rat gods or offering worshipers licks of their poison glands to reach ecstatic communion with the amphibian ancestors, once a week using power in book can call 3d6 hours of rain with a hour-long frog wedding ceremony 3000gp
64 The Amphibian Genesis Tapestry - a 40m long tapestry showing the elder amphibian ruling in the swamp before the first dawn and later battles with reptilians then humans, a deal with elves and dwarves over wetland territories and showing ancestors of current amphibian rulers from centuries ago 10000gp an incomplete section depicts some threat to the universe then stops
65 The Toad Kings Cannon - a bronze monstrosity that if broken is still a good battering ram requiring 2 oxen or giant toads to pull, can fire once an hour a stone cannonball as long as has a qualified crew with gunpowder. 10d6 damage should weaken any contemporary castle 10000gp is covered in relief art of toad demons   
66 The Holy Log of Truth - made from a beloved treant corpse, ruling frog judges sit on it in court cases, kings are crowned on it and any sitting on it can only speak the truth. The log is hollow and prisoners are often stuffed in it to be interrogated. The log also is a drum that can be heard 6km away with four drummers 6000gp Humans will want this item too
67 Chariot of the Frogs - a golden chariot can summon four giant frogs to pull it, works on land or water and will jump objects as well as its frogs in harness. A charioteer must operate it but three others can ride inside all are at least AC+5, once summoned a team may be tamed and trained. Only one team a month can be called 6000gp ancient amphibian ancestors came to spawn a civilisation long ago in this long ago
68 Sceptre of the Frog Gods - +3 mace but in royal amphibian hands +5 in amphibian hands, and once per day cast fog cloud, summon insect swarm or shoot 6d6 lightning bolt. gold rod with frog-shaped bronze head 5000gp or 10000gp for amphibian rulers 
69 Golden Lilly Pad - this relic floats on command of who sits on it and can fly 24 or just hover at a walking pace which is the main use. Frog wizards and kings like this 8000 gp can carry up to 4 people or one very fat frog folk
70 Palanquin of the Amphibian Emperor - a 6m luxurious platform of silk pillows, with a eventful hooka and a gold bucket of everful delicious snack bugs and worms, it floats 1-3m above the ground at normal foot speed, It can carry one ton of cargo and has an option for a fine silk tent to keep off rain and the sun. With a clap summons an Imp with a fan or an imp with umbrella or an imp with a bucket of crispy cooked spiced locusts for an hour each per day. It has a bronze chain for favourite prisoners at the feet of the sitter and plays exotic amphibian music. It follows the commands of the principal sitters thoughts. If not flying can be carried by sixteen slaves worth 20000gp sometimes the carriers are really disguised warriors pretending to be lifting the palenquin
Songs of the Amphibian translated into the Common Speech a six-volume set of books that the amphibians have been copying to learn common. Each volume is worth 60gp (d6 ENC)  but a full set of six the same edition is worth 400gp, the illustrated print edition with 12 coloured plates per volume is worth double
72 Wisdom of the Elder Amphibians - collected wisdom of ancestors thoughts at random and often contradictory as different writers take over in an amphibian script. Illuminated with illustrations gives reader basics of great ages of pre-human supremacy 200gp
73 The Erotic Adventures of Johnny Hopps translated into human and spread around battlefield, humans find the rascally frog antics amusing which church frown on frog smut, but still common and in print 40gp
74 Treasures of the Amphibians - a guidebook from a mercenary in the frogwars who examined lots of amphibian goods in war booty but some wrong or misleading 120gp
75 Seeing Otherworlds Through Toads and Salamanders - a guide to licking amphibians to see visions of other worlds, the writer travelled world illustrated and licked amphibians, includes some antidotes and poison and drug formula 450gp
76 I Toad, popular biography of an existential philosophical toad and her dor thoughts and poems. Parts deal with his foolish youth as a privileged rural noble. Translated and spread around the battlefield and literary tea houses 200gp 
77 Dynasties of the Elder Amphibians - written in amphibian detailing thousands of generations of rulers and their battles suppressing bugs and worms then lizards and snakes and dinosaurs 600gp
78 The Hoptown Dispatches - a collection of documents in various amphibian dialects and common with notes on translating and a dictionary. The premier scholar account of amphibian literacy. More recent editions have more essays and some improvements as errors fixed 120gp
79 Croaks of Wisdom - book of amphibian cults and religions, various versions in amphibian script most favour one sect. Includes common prayers and customs for impressing amphibian religious visitors 300gp for common version, older ones in amphibian are prised by amphibian priests as these books might be aeons old d4+4 x100gp
80 Geneology of Amphibian Peoples - describes all the breeds of beastfolk huge and small and how they interrelate. Includes detail of Frogland and other amphibian kingdoms and the various tribes of folk there. Has some illustrations of amphibian waterwheels and irrigation methods and water-based farming 180gp
81 Salamander Capes - made for noble friends of fire newts or salamander fire cults. Resistant to fire attacks +2 saves and -1 point of damage per dice, from finest salamander skin and asbestos with intricate designs from rockworm silk 1400gp some keep them on a wall 
82 Frog Mask - can ignore poor visibility in the water and hold breath for one ten minute turn
18 Sacred Frog Knife - small concealable d3 damage knife but vs any snake creature does d4+2 800gp
83 Frog Hat - floppy leather hat with googly eyes increases visual range to 360 degrees making surprise harder 800gp
84 Salamander Stockings shiny and always moist and slippery green, amphibians find they provide all moisture needed to live but some humans like them because they are long-lasting and easy to clean and good for walking in filth 200gp
85 Frog Boots - increases wearers jump +9m 1500gp
86 Frog Gloves - makes makes swim speed as good as land speed 800gp
87 Newtscrest - smaller newts buy fancy and elaborate crest enhancers useless and inexplicable to humans but worth 3d6gp in silver and gold and shiny bits
88 Amphibian Cloak - wearer may become a were frog at will, able to become a vicious giant frog (or other amphibian type preset in the ring) or a hybrid, each use wearer must save or they become a true lycanthrope. If a lycanthrope of another type uses it 1000gp
89 Newt Tail - an artificial limb for newts and salamanders who lose tails, Place on base of your spine and it attaches and becomes living, adds +3 to swim speed 600gp
90 Axalotl Collar - allows wearer to regrow lost or damaged organ or body parts, fingers take a week, hand or foot in a month, whole limb 3 months, usually used to heal someone then passed on but 3000gp
91 Toad Idol - if these palm-sized statuettes are planted a giant toad grows and erupts from it a day later, the toad favours amphibians over humans but will contently guard treasure as long as has bugs and moisture 400gp
 Frog God Idol - can store a 1st Lv spell cast into it, weighs 8kg. Each night your spell is stored have increasingly weird dreams of the frog god whispering to you sweet deals and offers 1500gp
93 Toad Skin Scrolls - clerical create food spells but they make giant juicy grubs humans are less thrilled by 80gp
94 Staff of the Toad - summon three times a day a swarm of hopping angry toothed toads 2200gp
Staff of the Amphibian, once a week summons an 8HD water elemental, once per day can summon rain or fog for one hour, once per day can summon insect swarm (can be a non-stinging swarm of tasty bugs for friends). The staff is +2 +4 vs water elementals devils or demons 4000gp 
96 Insect god idol if placed in a good bug feeding place like a midden heap increases size of insects to at least fist-sized in area, takes months to a year to see effects on area 1000gp
97 Sacrificial Salamander Dagger - used on victim stabbed to death in the heart and left in the body will release a salamander spirit from the realm of fire to animate, inhabit and transform the body forming a flaming elemental salamander 1in6 are of the cold type 2000gp dagger is consumed in the process, the entity may require bargaining and owes its creator nothing
98 Amphibian Incense - if inhaled for hour, usually at a ceremony in a temple, mammal worshippers feel their inner amphibian brains and instincts, save or become easily impressed by strong amphibian leaders and find amphibians as pleasing as your own kind, 100gp a brick once banned in human areas
99 Toad Stone - gem worth at least 1000gp bonds to the forehead of the user for life, +1d4HP, shatters on death. Tends to attract trouble but looks cool 3000gp
100  Idol of the Amphibian Elder if preyed to or contemplated for at least a turn user will receive dreams from the primal amphibian elder. If it is served it will reward the user with visions of where to find rare, prehistoric, monstrous or mutant amphibians, bugs and worms. Amphibians will be enriched by this. Those meddling with the amphibian one's schemes will instead attract all amphibian priests as long as they possess the idol 6000gp

I wrote some extra wonders and here they are as sort of leftovers:
00 Amphibians erecting a 7m tall statue of a frog god then hop off
00 Amphibian hillfort has been established and moat with giant salamanders in it and a palisade log wall surround the hill with limited entrances, hundreds are camped inside ready for war
00 Human troop filling a pit with dead amphibians killed in the war, a priest and some locals sob curses over them
00 Thousands of amphibians are mating and spawning in waters, 
00 A gigantic ant nest is surrounded by amphibian troops, digging into the mound, fighting and gobbling up baby ant eggs, grubs and larvae