Saturday 31 July 2021

Atan & Pirek Oaths

More of these. Are fun and kind of add lore to my settings...

Atan - God of Artifice (Craft, Wheels, Tools)
Patron of smiths, crafters, drivers, shipbuilders, millers, clockmakers, gun-smiths
Deeds: Built living machines and a golem house of wonders
Apotheosis: Tricked old gods in a contest, deified to avoid gods shame
Symbol: Wheel or Cog

Divine Labours
Each d12 cleric holy dice can be used to work the equivalent of the rolled number of hours on a craft in a mere ten minutes, the priest must have relevant skill and tools but a smith priest could craft a weapon in hours or a miner could dig a tunnel or a surgeon to treat many patients. Dice may be applied to workers following your decoration in range to increase their speed and perform more heroic labours

d12 Oaths For Atar God of Artifice
1 Repair broken things others abandon
2 Collect scraps and trinkets of craft you find
3 Make masterworks of craftsmanship once a year
4 Uphold the sanctity and secrets of your guilds
5 Maintain a workshop with the best tools available
6 Teach your craft to the next generation
7 Invest 10% of your money or time to the guild
8 Compete in competitions for arts & crafts
9 Develop a new technique or personal style
10 Offer to buy your way out of troubles
11 Always seek to fulfil to your contracts
12 Seek wealth and treasure to elevate your station

Unique Gifts of Atan Lv 1-4
One Language (all members required to have a written language of the guild)
Apprentice Youth AC+0 d4 HD knows several craft skills and clubs
Set of +1 skill quality craft tools in a locked casket
+1 Weapon often a hammer or rod or staff
Unique Gifts of 
Atan Lv 5-8
Repair Skill (or pick another cult approved skill)
Bless Weapon Spell once per day
Cure Light Wounds Spell once per day
+2 Magic Weapon, if enhanced older item +2 vs evil or chaos
Unique Gifts of 
Atan Lv 9-12
Elan Spell once per day
+3 Helmet of protection
Gain a 5HD warhorse follower
+3 Magic weapon, if enhanced older one now Intelligent & telepathic to user
Unique Gifts of 
Atan Lv 13-16
Permanent Light Spell once per day
Immune to Attribute draining attacks
Summon a pegasus once per day for one hour (or unicorn if a virgin)
+4 Magic Item, if enhanced older one now d3 damage to undead or evil planar beings
Unique Gifts of 
Atan Lv 17-20
Divination Spell once per day
Tongues Spell once per day
Immune to negative energy level draining
+5 Weapon, if enhanced older one now owner senses weapon location

Pirek - God of Poetry (Music, Pleasure, Mischief)
Patron of bards, singers, lovers, musicians, gossips, gourmets, artists, thieves
Deeds: Led a terrible dragon to slaughter and drew plague rats from a town
Apotheosis: Poisoned by a jealous king but gods wanted to save the songs
Symbol: Mask

Fascination Song
vs Less HD than priest d12 animals and humanoids will halt for 2d4 rounds watching priest or listening to them talk enthralled as long as there are no obvious threats or attacks on them
vs equal or one more HD than a priest, fascinate one 
animal or humanoid which gets a saving throw to resist effects
Severe Effect: Fascinated by the priest for 24 hours +1 all reaction rolls and communications skills used on them

d12 Oaths For Pirek God of Poetry
1 Learn to play an instrument
2 Compose new poems and rhyming verses
3 Admire great artworks and performances of beauty
4 Dine on fine food and wine for tomorrow you may die
5 Write lamentations for any tragic events you come across
6 Perform with an audience at any opportunity
7 Performing for nobility is the way to greatness
8 Fame and glory are the greatest aspirations
9 Develop a new literary technique or personal style
10 Compose poems for your lovers and those you admire 
11 Fighting for true love is the romantic hero way
12 Dress flamboyantly for notoriety

Unique Gifts of Pirek Lv 1-4
One Language (all members required to have a written language of the guild)
Amusing pet AC+3 d4 HD Bite d3 Mov 6 Fly 6 if parrot or climb 6 if a monkey
Magical Musical Instrument +1 round to duration of any sound or music magic effects
+1 Weapon often a dagger or shortsword
Unique Gifts of 
Pirek Lv 5-8
Music Lore (or pick another cult approved skill)
Resistant to sound attacks +2 save -1 damage per dice 
Musical Instrument +2, 
if enhanced older item  also can play round/Lv each day on own 
+2 Magic Weapon, if enhanced older item has quickdraw ability
Unique Gifts of 
Pirek Lv 9-12
A dozen 0Lv performers with a wagon follow you, theatre company or band or art colony
+3 Cloak of protection
Musical Instrument +3, if enhanced older item also can mimic other instruments 
+3 Magic weapon, if enhanced older one now Intelligent & telepathic to user
Unique Gifts of 
Pirek Lv 13-16
Bodyguard Warrior Follower 12HD with chainmail, shield, polearm, sword and crossbow
Summon a hippogriff once per day for one hour 
Musical Instrument +4, if enhanced older item also summon d12 wolves once per day 
+4 Magic weapon, if enhanced older one now flaming +d3 
Unique Gifts of 
Pirek Lv 17-20
Tongues Spell once per day
+1 CHA
Musical Instrument +5, if enhanced older item also summon d12 harpies once per day 
+5 Magic weapon, if enhanced older one now can fight on own round/Lv per day 

Friday 30 July 2021

Coffin Creeper

I'm quite a bit ahead on blog posts at moment thanks to a week lockdown.
Also if you see any missing text or entries in tables or anything let me know and I can fix them quick - A few I automated got through less reads. Fixing my disease post again now....

Coffin Creeper
Undead Chaotic Evil Evil spirits in corporeal body, cunning and malicious
AC+6 in Coffin or +3 2HD Mov 9 or 12 in Coffin Jump 2 or in coffin1
Att Coffin Ram d6 or Clawx2 d6

Undead who sleep in coffins and sleep often for decades. If they sense intruders the coffins slide on the ground or leap or even ram an intruder or hop or jump. While inside coffin heal 1HP a round and only take half damage. Coffin movement is different to of foot movement. When they jump out of the coffin all humanoids seeing this must save or flee in fear a d4 rounds.  May jump in a coffin for fear effect or to increase attacks then get back inside to heal or if injured. If destroyed without magic or silver they recover next midnight unless buried improperly sanctified ground. Spirits may be exorcised also and driven from the body but best to restrain them. Most creepers don't or won't or can't talk but a few do.

Coffins can be found stacked, in niches, leaning on walls or even on high up ledges. Usually, the first thing they do is block exits if in a group and will take turns using fear to drive victims into a trap or break their formations. Formed of bodies stolen from mausoleums and graves possessed by malignant evil dungeon spirits. These tattered dried clothed corpses often have trinkets of jewellery or other possibly valuable items depending on their wealth but a coffin burial is usually a sign of at least a tradesperson or shopkeeper.

Has standard undead resistances

1in4 Very chatty and critical of enemies in battle delights in taunts
1in6 Bones glow eerie green in darkness

1in6 Fear effect works each round out of the coffin
1in6 In sunlight Creeper takes 1hp damage per round and coffin cannot move 
1in6 cast fog cloud three times per day
Creeper uses a missile weapon and keeps it and ammo in coffin
1in8 Wears chain and sheild +6 AC and wields a melee weapon but one attack 
1in8 Generates stinking cloud effect for d4 rounds when coffin first opened
Creeper can blow bone flute once per day summons 3d4 standard undead skeletons
1in10 Flaming 
Creeper 2d4 claw attacks, any unarmed creature hitting them takes d4 and immune to fire
1in10 Blink coffins can teleport 3m per round may use to attack from behind
1in10 Have double 4HD
1in10 When coffin lid opens first time a swarm of flesh-eating flies pour out for 2d4 rounds once per day
1in12 Has an extra d6 bite attack if outside coffin
1in12 Claws cause paralasys
1in12 Wings 
Creeper can fly outside of coffin-like a creepy undead angel
1in12 Levitating coffin Mov 6, may ride inside or stand on the lid and fight
1in12 Require +1 magic weapons to hit
1in20 Iron or Bronze Coffin AC+10
1in20 Knows spells of a spellcaster Lv d4
1in20 Instead of a claw can command a 4 range chain to grapple a target, 
the following round the target must make a save or be dragged into the coffin alone with the creeper who gets no penalties to it in confined space inside 

1in20 Have 8HD
1in20 Each round coffin open a d4 venomous snake crawls out 
AC+3 d4 HD Att d4+poison Mov 6
1in20 Each round coffin opens a d4 petty undead like hands, organs or severed head crawl out AC+3 d4 HD Att d4 Mov 6
1in20 A shadow lives in the coffin another part of its tainted souls and mind linked

d12 Creeper Encounters
1 Caretaker complains seen coffins hopping from the graveyard to the hilltop ruins every night
2 The local mortician has been found crushed and the body and coffin of a dead adventurer has vanished
3 Priest complains sealed catacombs under church have banging noises like lots crates
4 Necromancers have been having coffin races in sewers making a terrible mess and sewer workers have refused to clear out the huge deposits of fat and sewerage matter
5 An old stone sarcophagi have begun making thumping noises and locals are afraid
6 A group of cultists were killed and a merciful magistrate had them hung as they confessed. But the night before burial the coffins in a hall begin to march to kill the legal officials involved in the capture and trial
7 Two coffin creepers are fighting in a graveyard alarming locals with noise
8 A funeral barge sunk and by night coffins float up and cause mischief then slide beneath the waves each dawn
9 Grave robbers stole from a tomb and now there is a coffin creeper screaming overnight and smashing through graveyard headstones on wild rides
10 A drunk saw the grim reaper fly over the town
11 A cultists blood was spilt on a sarcophagus in graveyard trying to rob it and now that sarcophagi has rattling chain and thumping sounds coming from inside
12 Witches were seen riding coffins at night on the meadow under a full moon and they left a trail to a ruined shunned old house

Wednesday 28 July 2021

Twelve Plagues of Exilon

So a detail I needed was the 12 common most feared diseases in my setting.
Sadly disease fear mania sometimes gets people blaming minorities or foreigners or wizards or chaos or demons. The details and manuals of these plagues were written in ancient Exilon the first large human civilisation and little has been added since.

A standard effect of being infected is they are more easily exhausted (half activity your CON allows) and fail exhaustion related saves. Not resting may reduce your future saving throws by -2, fighting and working hard reduces saves by -4. A healer treating you can help recover and might grant you extra saving throws to recover if the success. Some herbs aby help your saving throws also +1 for a generic common one, higher plusses for specific uncommon herbs +2 or if very rare specific ones +4. 

d12 Twelve Plagues of Exilon
1 Scarlet Plague - spread by contact with infected or personal belongings. Save on contact, success resists, failure results in a fever one hour later resulting in the victim red-skinned and as weak as a baby for 3d12 hours. At the end the victim must save, success is recovery but loss of 1 CON, failure is death. This can be caught again and again but you get +1 save vs it each infection
2 Black Plague - spread by infected sneezing or contact with infected buboes secretions. Save on contact if fail the next day develop -1 CHA and lose a d4 HP. Each make another save, success is recovery failure repeats CHA & HP loss. Repeat until survive or dead. Each point of CHA loss recovers a point per week but some scars remain and they are obvious. You can only get this plague once 
3 Yellow Plague - spreads in bad water in hot seasons, especially wounds exposed to bad water of if water is drunk or an infected animal is eaten. Watr from streets or garbage or sewerage is often tainted. Save on contact resists a failed save within an hour of contact causes victim to have -2 on all rolls for a d6 days. The second save, success = recovery, failure = victim is -4 all rolls, cannot heal naturally or eat or hold fluids without diareah or vomiting for a d6 days losing a d6 each day. 
This can be caught again and again but you get +1 save vs it each infection
4 Blade Blight - wounds from blades or edges smeared in sewerage or other foul concoctions, if wound not treated by first aid save or lose a d3 HP an hour later if fail a saving throw. Sometimes Bullets or arrowheads or other injuries carry cloth fragments or other foreign material deep in a body that may require surgery or the victim takes a d3 damage a day.  These effects are cumulative and may kill many wounded soldiers. Labourers injured in unclean workplaces may suffer this damage also. 
If a wound causes damage for a 3 days in a row the victim risks contracting a non-contagious version of the Scarlet plague each day also each day after the third
5 Green Plague - if sneezed on or touch secretions from infected, save success = resist, fail = lose a d3 damage and -2 all rolls success as victim chokes on phlegm, nose runs, throat is sore and bloodshot eyes leak puss like tears. Each day makes another save to recover or if fail repeat damage. Every seven days make an additional save or drown in your own phlegm. This can be caught again and again but you get +1 save vs it each infection
6 Bleeding Plague -  infected by corpses of dead, blood and dungeon sewerage. Save to resist or lose d4HP per day as nose, ears, mouth, eyes and other orifices bleed. After a week save to recover or if the roll fails, body breaks into mass loose skin, bones and bodily fluid after a d4 hours of agony 
7 Demon Toungue - people say it is spread by lies, witchcraft and demon worship but really it is from personal contact with a infected victims fluids. Save or infected on contact, if fail tongue swells and hurts and eating becomes painful for a d4 days, some have trouble breathing or communicating and makes gargling raspy sounds and cant move. After this period make a second save roll, success = recovery and and longer toungue, fail means the skull cracks open and the tongue crawls away to some dark lair it can infect victims with leaving a gory mess. Luckily rats and fish catch many of them before they infect wells and cisterns. 
This can be caught again and again but you get +1 save vs it each infection
8 Crotch Rot - a terrible venereal disease once exposed victim gets a save, if failed a week later genitalia starts turning into soap and dropping off the body. If not treated by healers within a month victim saves. Success is survival with horribly disfigured genitalia with urethra tubes visible if fail to die from infection with a horrible gaping wound and a bloated gas-filled abdomen. Some modern doctors inject mercury into the urethra to treat the ailment but this can be lethal also but many think is worth the risk. This can be caught again and again but you get +1 save vs it each infection
Dancing Plague - exposed by seeing others with the sickness dancing. Save resists for the day and risks repeated exposure. Failure makes the victim dance for 2d4 hours joining in with other victims. Once infected they must save each day to resist spending 2d4 yours dancing and a d4 damage. Mad dancers have -4 most actions but a skilled dancer ignores this penalty and can still fight and act. After dancing most pass out for 2d4 hours of sleep if fail a save. The dancers will gather and towns treat the infected mob with stages and band music.  After a week the infected mob gather and dance their way to a location like a shrine d4 days away where the phenomenon ends. Some say there is a singing variant and a laughing disease. Some towns shun all dancing because of this illness
10 Lycanthropy - spread by victims of lycanthropes bites and claws, wolfsbane and belladonna treatments from herbalists or healers might provide some saving throw bonus. There are many strains but certain ones like wererat are very common. Some treatments used improperly poison the victim. The first year victims change into a monster each full moon (1-3 days) and don't usually remember what they do while becoming crueller and more predatory and haunted by dreams. After this, the victim knows and requires a saving throw or becomes mad giving into the beast and they will change whenever violence is called for. Those that try to keep their humanity often commit suicide if they cannot find a cure or feel they have committed terrible crimes. They may require saves to resist their bloodlust which makes it hard to be near people. When lycanthropy breaks out hunters gather to destroy them. A lone smart lycanthrope can live among humans or in wild for decades. The foolish insane ones are hunted and killed
11 Elfpox - a fast-acting highly infectious disease tends to run its course in hotspots for a week then burns out. The first save resists elfpox, the loser gets spots, a fever, headaches, no natural HP recovered daily, -4 all saves and attribute rolls for a d6 days. A second save determines if the fever ends in survival or a wizened hairless gnarled corpse in a foetal position. You can get elf pox again unless you have had goblin pox rendering you immune
12 Goblinpox - this takes time picking around goblin areas (like a dungeon or dead goblins). The first save if exposed is to resist. If fail the user loses a d4 CHA  over a week as their skin develops horrible pox and the nose and ears enlarge and the skull grows pointy. After a month the infected get a second save. Success means recovery and failure means the victim has turned into a goblin or a hobgoblin depending on weight. A side effect of this disease is that if you have had it you are immune to elfpox. Sometimes a person with elfpox fever is taken to goblin town where goblins cover them in faeces and vomit and nest straw to cure the victim. Goblins were extinct in some lands but this disease brought them back. Many who recover retain some goblinish transformations still and feel a kinship to goblins many find humiliating

d12 Twelve Plagues of the Dungeon
1 Warp Fever - spread by chaotics and those exposed to warping emanations of chaos magic or mutagens or alchemical waste. The victim saves on exposure a success resists the effects but feel unpleasant for a d4 days -1 all rolls. Failure develops a minor mutation after d4 days. Surgery or banishment is the usual treatment and bigger kinder towns allow a mutant ghetto or shantytown to assemble. Too many exposures lead many to completely morph into non-human horrors. Some superior mutants seem to thrive and become increasingly inhuman
Bloody Fever
2 Purple Plague - caught by contact with sick and their secretions or tainted water. Save on contact or next morning awaken with purple swollen patches and lose a d3 hp. This is repeated each day as red blotches increase and leak puss all the time the victim is noisily flatulent for a d10 minutes per hour. If the victim dies the corpse bursts like a sack of dried scabby skin filled with purple puss and worms
3 Dungeon Lice - contact with dungeon garbage especially straw or sawdust from floors or monster bedding or clothing. Save on contact or start itching and -d4 on rolls, rerolling each day for severity. Each day victims must save or lose 1hp. The victim will not just get better. They require treatment including washing, boiling clothes, burning bedding and possessions all carrying vermin. A herbalist using plant treatments for itches and vermin end condition in a d4 days. A healer may use smoke, mercury or other strange treatments to remove vermin from a person or treasure with an hour of treatment. In icy weather, they are less infectious and mostly hibernate. Goblins and other monsters have their own folk treatments some worse than the problem. Lice eggs hibernate for years and awaken when animals breathe near them

4 Threadworms - clear vermicelli noodle like threads come from sewerage and corpses especially puddles in dungeons. They enter the body of a victim who fails a save and they lose 1HP per day. A fresh infection can be stopped by burning or cauterising the fresh wound for a d4 damage buy a healer or first aid skill. A healer, herbalist or apothecary or poisoner treatment can poison the worms and not damage the patient for 2d6 damage like a failed amateur or quack. Even if this poisoning fails the worms get a saving throw or dies, driving them from victims orifices and openings in a disgusting mess over a d4 hours

5 Antlerhorn - the malicious colony of fungus headed creatures, slowly hosts infected by spores who fails a saving throw starts sleepwalking and infecting others with fruiting fungal horns dripping with spore dust that retract in waking hours. After a week victim makes a second roll or dies becoming a fungus zombie with antlers trying to infect others and often congregation and forming a colony. Each success at this point only extends the sleepwalking phase and a weekly save vs death is required. Sleepers can be treated with poisoning and sunlight by a healer with d4 days of treatment. If the doctor fails it does nothing and probably infects the healer, Antler heads speak their own language and seem to have a collective purpose
8 Mutango Fever - exposed to spores in dungeons or caves. Save or mushrooms sprout on body and turn into delicious mushrooms turn into fungus zombie over a week. As a fungus, it is immune to turning and holy damage but vulnerable to plant effects. The infected doomed victim feels euphoria and wants to eat more fungus and lets others eat its growths. After d4 months wandering with other zombies they collapse into a colony of edible fungus
9 Chest Ooze - contacted by touch to with dungeon filth and dead slime creatures or mucous from the victim. If fail to save have a chesty cough and slimy skin for a d6+1 days -2 all rolls lose d3hp per day. After making a new save, success is recovery failure means lungs turn into a grey ooze that devours the corpse and seeks a dark wet place to hide
10 Dragon Fever - contracted from dragon dung or nests or water tainted by their waste. Saving throw on contact, if fail in a week starts becoming greedy and wanting to sit in bed with wealth around them. Then a second save a success is a recovery and a fail the effect is permanent, the victim exhibit this paranoia and greed as they grow scaly skin and lose hair. Public opinion is burning is the best treatment for this hideous diseased flesh
11 Earworm - Mostly live in dungeon filth, blood and crypts. Worm eggs enters a victims brain if they fail a saving throw and begins to take over. After a week the worm provokes victim to violent conflict and become a cannibalistic berserker who only spares other worm hosts. Victims need a saving throw to avoid becoming berserk when angered. Poisoning or trepaning are the usual treatments but are risky. A skilled healer can lure the worm from the victim's skull with bacon and catch it. The victim leaves yellow fluid from the nose, mouth, ears and eyes at this stage
12 Troll Fever - sometimes fighting trolls their blood contaminates victims by wounds or coppery blood splattering in the mouth. On contact make a save to resist and only suffer a fever for d4 hours causing fatigue and -2 all rolls. Failure means tiny 1HP trolls are growing inside. A skilled surgeon can remove one per surgery and a d4 are typical from infections. The tiny trolls eat each other and grow bigger eventually violently exploding from the chest cavity as a 2HD hungry troll with d4 claws and bite AC+3 1hp regeneration. Trolls as we know them are a failed troll experiment that ended their civilisation resulting in thousands of troll breeds being reduced to one horrible cancerous variety

Tuesday 27 July 2021

Local Lycanthropes

Lycanthropes are a fun monster type and the usual types are well known. The RUS rpg had lycanthropy as a possibility for every character and a bunch of animals people don't usually think of. They were not obligated to be bloody killers but were persecuted. As a monster fan as a child, I had my Usebourne books with ere snakes, elephants and other lycanthropes. Actually, my favourite in dnd is the Devil Swine (Bronze Golems need more love in your dnd too). I like specialist clerics in my game who can turn lycanthropes and force them to change.

So there is just some tables of regional were creatures.
I have considered a goblinisation disease that protects you from other plagues.

These are just ideas though I would try and cover many if I did a monster book.

D12 Northern Woodlands
1 Wolf
2 Bear
3 Rat 
4 Boar/Swine
5 Badger
6 Elk
7 Owl
8 Horse
9 Raven
10 Fox
12 Lynx

D12 Tropical 
1 Tiger/Lion 
2 Panther/Jaguar
3 Jaguar
4 Ape
5 Hyena
6 Elephant
7 Crocodile
8 Jackal
9 Snake
10 Butterfly (nope not nice)
12 Scorpion

D12 Aquatic
1 Sea Wolf
2 Shark
3 Ray
4 Squid
5 Starfish
6 Eel
8 Crab
9 Walrus
10 Trilobite
12 Fish (various)

D12 Underland
1 Spider
2 Bat
3 Toad
4 Crayfish
5 Mole
7 Beetle
8 Lizard
9 Toadstool
10 Cricket
12 Fish (various)

Monday 26 July 2021

d100 Magic Hills

Slightly paranoia I have already done this
It seemed like a good idea at the time

d10 Reputation of hill
Ancient kings were associated with it
Was a gathering place in old times best shunned now
 Was a burial place of the old folk
4 People lived in that spot long ago
5 A battle was fought there long ago
6 A struggle between good and evil happened here
7 Strange things happen to those who dally there
8 Strange spirits have been seen haunting here at night
9 Witches and cultists performed strange rites here
 Considered faerie and best left alone

d10 Types of Magic Hills
Former settlement
 Burial mound
 Cult Site 
Holy Place
 Legendary Monument
 Monster Lair 
7 Demihuman Hills
8 Humanoid Hills
9 Haunted Places
10 Mythic location

d100 Magic Hills
01 Gloom Hill - Remains of a stone shelter some say is haunted by a sinister spirit
02 Elder Hill - Remains of a stone slab tomb occupied by a corporeal undead asleep
03 Hunters Hill - A cave on the rocky face of a hill requires crawling in to reach a prehistoric art cave with some tusks and horns of long extinct beasts. Manipulating the tusks on an altar and chanting druids used to call herds of game to return from the land of the dead beasts. Playing with altar might result in a new huge herd of possibly prehistoric herd beasts like Auroch or giant elk
04 Lonely Hill - Formed by aeons of accumulation of a village with many layers of settlement, worked stones and pottery shards are said to be of some older forgotten people. Locals have found a few trinkets from here. A few lone men have vanished here every few years, some blame a lamia
05 Blight Hill - Mound remains of a town destroyed by enemies long ago then buried to keep the anguished dead buried deeper. Some tried to remove cut stone and bricks from soil and awoke some angry spirits
06 Midden Hill - Made up of thousands of years old midden heap and shell local farmers crush and sew in soil. Occasionally strange stone carvings and tools are found nearby and some report strange spirits lurk near craving food scraps
07 Templar Hill - Hill had a stronghold built into it and was slowly buried and overgrown but is still intact under the hill with a secret crawlway to find. Relief sculptures and sconces for lamps are built in the walls. Some say ghostly warrior monks guard a treasure
08 Gloomcastle Hill - Mound remains of a castle, with moat and remains of wall around a great mound of shattered mossy stones. Intact chambers could be inside but people fear a beast that lives inside
09 Corpse Hill - A unusual mound surrounded by marsh, remains of a once irrigated city, many buried intact ruins and tombs are here and some tomb robbers come here to seek treasure. Undead roam at night and most people avoid the area
10 Kingsfort Hill - A former hill fort with graveyard, some remains of walls and possibly a subterranean secret store cave or secret holy place to hide something. Kings were crowned here and famous battles were fought here by the old people
11 Atop the hill is an intact stone dolmen tomb with a long sleeping wight
12 Fellrock Hill - Atop the hill is a partly buried stone dome tomb now full of ghouls
13 Solstice Hill - A stone door in the hill has been shattered and a tomb robbed, by night or on solstice spirits whisper and appear driving viewers mad or giving them great secret lore
14 Stonedoor Hill - A stone slab has kept a door sealed for over a thousand years, inside a stone tomb of mummies guard ancient treasure trove of weapons, many are cursed
15 Sleepers Hill - A stone tomb was built over an old house foundation where bodies were buried. Later the tomb was buried and a concealed slab door with many wards kept it hidden. Undead of unusual power are found here serving an undead king (revenant or doomknight or mummy)
16 Bleak Hill - This unusually shaped hill was built long ago over some deep-buried ruins and tomb below. A magical hidden entrance holds an ancient tomb of a great wizard now a lich or vampire
17 SInister Hill - Remains of a stone mausoleum under the hill, long looted homeless, witches, goblins and worse often live here among scattered bones and carved stone. There may be secret chambers
18 Stonevault Hill - Stone lined tomb tunnels into the hill, at solstices and certain constellations in the sky, spirits are said to lurk here angry at some past injustice 
19 King Hill - Deep under this artificial hill is a stone tomb of a king and his servants who are undead who live as if court still operating and feasting on piles of gore that appear from a magic cauldron. Some scholars detected deep magical emanations and there are stories about a procession of the dead seen near
20 Grave Hill - The hill is an ancient graveyard with gloomy ancient trees. Pieces of bone and stone arrowheads are found here from the old people. Various spirits lurk here and witches come here in secret to meet
21 Murder Hill - An ancient stone altar, a great stone slab where sacrifices were made. Sacrifices here allow the murderer to speak to an elder demon in their dreams that night
22 Crown Hill - A great stone where ancient kings were crowned and many nobles still hold in high regard as sacred. Commoners mucking about here are whipped by a hillkeeper under contract to the crown to make sure nobody touches the stone even though it is no longer an official part of the kingdom's lore. Some fear a usurper may try to use the stone and others fear a cursed old prophecy that says when the stone cracks the kingdom will be split forever
23 Flat Top Hill - The top of the hill has been flattened into a ritual space that can observe several other important landmarks on an ancient ritual march around the landscape. Under a full moon from here, you can see several distant locations with strange lights. Many have chased the lights around various hills each with some symbolic links to the druid zodiac and some obstacle. Most who came back to speak of it were never the same. Scholars say it is some old faith magical quest leading to a great treasure in the otherworld
23 Sigil Hill - A stone shelter with many rock carvings where ancient pilgrims came
24 Hermit Hill - A dozen tiny stone huts on the wind-blasted hill where hermits have lived for centuries d6-2 hermits may be here at any time some have great knowledge if you can make them talk
25 Sentinel Hill - A lone stone monolith stands here overlooking the area
, some stones are said to be alive of magic. There are identical stones in other kingdoms some say they are all aligned somehow or on leylines
26 An ancient carved border stone with prehistoric clan symbols possibly pre-human
27 Shade Hill - A stone idol with niches where long ago human severed heads were placed in to rot away but now such things would be shocking. Heads placed in niches enable user to speak with the dead and there are four niches and all can interact if magic is called on. This effect can be activated under a full moon once per night
28 Stonecircle Hill - A stone circle on the hilltop used in ritual long ago, some stones are said to be alive of magical d6m tall, 5d6 total stones
29 Highroad Hill - A road up the hill to a lookout lined with stones used in some precision long ago, sometimes people say they see torches of robed worshipers on stormy nights and full moons. A fire pit on the hilltop ends the processional route
30 Wicked Hill - Is covered in turf over chalk and it has had patterns carved out for centuries depicting mystic symbols of the old people, some are a bit erotic for modern tastes and include horned abhumans worshipping snakes. Some hidden tiny beastling folk maintain the cut turf 
31 Druid Hill - A huge tree here worshipped by druids and elves for aeons, a guardian of either will be here with various animals, the hill is well forested
32 Idol Hill - A tall idol built of wood with beast antlers worked into it has survived here in a grove on this wooded hill. Hunters will touch no animals that come to this hill afraid of some old taboo. Some local spirits maintain it
33 Maiden Hill - A grove of trees here are in fact dryads and several lovers live here like hermits guarding their loves. Local men are kept away but wise woman speaks to them and may negotiate the return of charmed sacrifices
34 Stonewood Hill - A wooded hill with a small stone circle, a druidic graveyard and several other great stones called the guardians. Some huge creature is said to live here and crushes defilers into bloody pulp but nobody has seen what is responsible
35 Crystal Grotto Hill - A small temple cave here includes a bubbling grotto and a cave of paintings. Wise old people retire here to worship at the cave and are considered blessed healers prophets. Crystals grow all over the grotto and are prised by magicians
36 Witch Hill - a hole inside drops into a great cavern cathedral complex with skeletons of great beasts long gone and a gallery of paintings and clay sculptures some with real antlers incorporated. A prehistoric hag dwells here but recognises and spares polite druids and demihumans or their friends. Long ago she was given sacrifices and she accepts sacrifices of money or slaves. If fed she sleeps peacefully. If bribed she offers elder lore
37 Whitedome Hill - A stone circular dome on top of a hill with a path to the top. Overgrown with shrubs but the white stone on the dome top is visible for dozens of miles. In the temple is an altar and burial site of priests and sacred pets
38 Shunned Hill - A thickly forested hill with several trails to an ancient grove with dolmen stones, a stone altar and a secret entrance to an art cave temple below. Faeriefolk and druids of old used magics of the ley lines here to travel too and from faerielands. Tree giants, pixies, dyads, satyrs and centaurs might lurk here in secret using this place to travel between worlds. Woodcutters and hunters shun this place but herbalists and certain old religions visit for ceremonies
39 Table Hill - A great artificial hill and on top is a weathered ancient stone table where kings and druid priests once met. Some come here to make oaths believing oathbreakers will be cursed 
40 Stonehole Hill - A great rockpile on this barren hill has several holes in great boulders a person can squeeze through and some people come still to try. Some say this place is really an otherworldly gateway at certain times but those who visit say they felt luck after for a few days
41 Horned One Hill - A huge hill over 130 foot tall, unusual evenly shaped and representing a great effort of thousands of people. Treasure hunters tried digging in and gave up. Some of these holes dug by treasure hunters attracted monsters. A huge magical tomb of a prehistoric demigod buried deep below and some scholars say it is best left alone
42 Tower Hill - A huge cairn of prehistoric cut stones from a great tower that was build here in the early times of the world. The hill seems bleak and surrounded by grim weather. Magical spells brought in area collapse, magic items sleep and stop working and spells cast here do strange unpredictable things. Some tried moving some of the rubble searching for treasure for years and left a smaller stone hill nearby
43 Statue Hill - A huge statue 120 foot tall, partly broken and submerged in the hill, overgrown with vegetation. Some say there is a secret way inside the statue. Nobody knows who the statue was meant to be, some god or ruler people say. Some adventurers disappeared here a few years ago
44 Giantsdead Hill - A great rough stone peak on the hill is said to be an ancient giant who menaced the land long ago. Locals use it as a landmark. A pool here is a popular meeting place and fishing spot. A few strange magic gold items have been found in the pool every hundred years. People who try to make camp or work or digging for treasure are menaced by terrible weather and natural chills. A few occultists come here to commune with the rock they say was a giant god or elder ancestor
45 Bonecrag Hill - Infamous for giant bones found here. Some thought them giants or ancestors from the early days of creation and other scholars say some bones are dragons. Alchemists, tourists and other visitors come here to see the semi-exposed bones in cliffs and rockfaces. A few people have vanished here and those removing too much were found dead from venom. A local town hall has the best collection of bones removed and others are in various universities and wizard collections. Removing bones is now a crime and all are considered property of local noble and the ruler
46 Arena Hill - This hill of rubble has a great depression inside. Long ago it was a great arena where monsters and demons battled for some prehuman civilisation. The outer ring is climbable and the inner arena area is grassy with a green pool inside. Various passages inside the hill and deep underground are here and only a few people have explored them briefly. A few explorers vanished which has made most people wary. Some strange animal skulls were retrieved. An old witch says some visitors accidentally travel back in time exploring here. Something lives in the deeper levels
47 Craterlake Hill - This hill was a volcanic vent long ago made by a fire wizard. The cone collapsed and formed a lake. The hill is rocky and barren but the surrounding fields are luscious. In the bottom of the crystal clear lake you can see ruined buildings nobody can explain. A few climb here to gaze on this wonder
48 Brick Hill - This boggy area has a 120 foot tall pyramid shaped hill of crumbling mud bricks. Many submerged bricks are breaking down back into clay. Tiny semiprecious stones and clay tablets with strange writing can be found in mud. Most are just accounting receipts and contracts but some occult texts have been writing. Every few years a wizard and apprentices come here for a dig and they hire adventurer guards as giant frogs are common here
49 Dragonspawn Hill - A dragonspawn pit was destroyed here and for thousands of years, people heaped stones here. Now it produces lush trees and bushes including strange magic berries and flowers and herbs. Most people fear odd creatures and kobolds that live in the hill. Druid gardeners protect the hill and the crown protects the site
50 Doomrock Hill - a low rocky hill with one face that from an angle has the visage of a skull and three caves entries can be seen. Two in the face are higher up and require a climb to enter. The hill is surrounded by some forest and many say the cave is the lair of a monster (or has been used as a lair every few years)
51 Manticore Hill - A broken cave on this hill is recolonised very few decades by a d4 manticore. When there are four they are far more territorial and when cubs are born the colony splits
52 Wyvern Hill - A stone capped hill that is often struck by lightning during storms. The cave on the top has been a lair of wyvern for ages. D4-1 will be here any time if zero find broken eggs and bones in a nest
53 Ogre Hill - A cave here into the deep earth occasionally is inhabited by an ogre renegade from the deep. Ogres for ages used this place to travel through the underland ogre kingdom
54 Trollcrag Hill - a prehistoric stone building with perfect cut circle doors and windows. Inside are troll writings on walls and the bones of an elder troll wizard who saw its civilisation destroyed by the regenerating cancerous troll monsters know today. Stone tablets detailing this lost world before humans are scattered in other chambers. Occasionally a troll comes here to nest for winter but won't touch the old troll corpse or tablet chambers. If the troll spirit is spoken too it begs for help to be resurrected so it can restore elder troll civilisation
55 Drogontop Hill - this steep rocky hill is mostly unclimbable but the dragon cave on top makes it worse. The dragon is seen every few years and one of its ancestors was defeated by a local hero long ago according to legend. Some suspect it is a shapeshifter or is actually invisible and other wild stories. Knights came to challenge it and never saw any dragon but the local economy enjoyed the coins from travellers
56 Gargoyle Hill - Long ago an evil wizard battling an enemy turned his foes gargoyle golems into flesh and blood creatures that fled the battle now free-willed creatures. So the creatures are said to have lived here in a cave over a steep sheer cliff. The gargoyles are resentful to humans for existing and have been influenced by a demonic cult tome they found in the caves inside the hill
57 Golden Ant Hill - This wonderous mound hill is home to a colony of ants and they will pay market prices for any food even human waste in gold! They only deal with cartloads or sackloads at a time and trade gold dust or tint nuggets. They don't let normal humans inside and consider themselves an independent kingdom. Local druids help the exchange by speaking with ants or adopting their form to visit the queen. Some humans try to rob or trick the ants which are protected by law. Anyone killing an ant is surrendered to the ant's justice
58 Wolf Hill - a craggy stony hill with harch brush and thickets of thorns where wolves have denned for centuries. A secret den cave has long been a werewolf cave on and off since prehistory. Local werewolves are drawn here to see cave art depicting shapeshifters and the wolf spirit are here. Cursed wolf pelt cloaks here turn the wearer into a wolf for one year (dispel magic or remove curse will let you take the skin off). A local villager werewolf might come here after rampages on the full moon or a dire wolf might take over a den of wolves
59 Toad Hill - this squat stone hill is vaguely toad shaped and in fact within is a temple to some dark and terrible elder amphibian god. Between the toad front legs, are great stones carved with spiral patterns. These stones hide the entrance of a complex full of giant bugs and toads. A great idol can be awoken as the avatar of Toadsogthua patron of wizards, sorcerers and witches who will teach spells to those who take his oath
60 Watchers Hill - A great stone boulder is atop this bleak scrubby hill that blocks some ancient stone-lined well. The carved round boulder weighs over seven tonnes and has an eye sign marked on it. The strange basalt stonework is resistant to spells that affect stone or rock including disintegration. Telekinesis or workers and rope might work. Inside is an angry hungry eyeball demon monster imprisoned long ago.
61 Dwarf Hill - A dwarf trading post built into the hill, once a mine now more a fortress and trading post. Exotic goods from dwarfland or the Sunderland are traded here for exotic surface foods. The gate has a portcullis with murder holes for boiling lead at the entrance
62 Elf Hill - A pleasant shaped grassy hill has pleasant flowers and mushroom rings and a few stones with elf signs marked on them among some nice trees and a spring good for picknicks. Inside the hill is an elf stronghold inside a magically concealed gate. Inside is an extradimensional space where a hundred elves work and play around the court of their royal ruler. There are many such hills and temperament and elf clans vary more than leaves in a forest
63 Burning Hill - Long ago some tiny prehumans mined this hill leaving flints and tiny graves. Humans mined here too for a thousand years but decades ago a fire in the coal mine started and has burned ever since. Smoke comes from the ground and cracks in the hill and animals avoid it. Actually, this is managed by grey gnomes from the deeps who use smoke machines to get privacy. Bu night from a great shaft into the deep they launch airships to explore the surface world hidden by gouts of smoke. Some report seeing hideous small gargoyles in the smoke but this is gnomes in suits that protect them from smoke and fire using wonderous salamander wool (asbestos)
64 Humble Hill - Has various paths connecting small doors in the hill where various small folk like halflings, brownies, pixies, talking animals and gnomes live. They are all connected to emergency tunnels and an armoury and storehouse of magic treasure
65 Treetop Hill - Great trees over this hill many with concealed doors into an underground forest gnome village. Mostly shun people but may trade magic or offer quests if it makes humans go away 
66 Sulphur Hill - Rocky hill with a narrow secret trail to the top without climbing. There is the entrance for an underground bunker of evil dwarves who operate this fort as a bastion on the surface for future evil plans. They are dwarf supremacists and hostile to other races and cruel to their servants and pets. They make guns here but are reluctant to trade
67 Dark Tree Hill - Dark wooded hill with a great black tree on top visible for miles. Giant ravens are seen here and keep people away. This tree is a dark elf outpost with hidden branch observation points, interior trunk chambers and passages in the tree's roots underground. From here they spy on outsiders and intruders here are menaced by invisible elves with cruel magic pranks and cantrips
68 One Dwarf Hill - Red-bearded dwarf lives here with his giant intelligent badger and squirrel friend in a giant mushroom. He is crotchety but will help people and will share lore with good persons if they overcome his rudeness. There are old mines inside the hill with goblins in them and the dwarf knows all the entrances and watches them
69 Badrock Hill - a tree and scrub-covered rocky hill covered in brambles. A clan of wicked gnomes live here who like to rob and murder loners and use pets and magic to lure victims closer to the hill. They keep children as slaves and centuries of experience make the surviving older slaves fanatic. They have caves under the hill with secret entries and doors in rocks and trees that adult humans would have to crawl in
70 Honey Rock Hill - surrounded by seasonally flowering trees and a colony of giant bees. A tribe of gnomes live with them and will trade honey for gold. These gnomes are ripped with muscles from eating royal jelly and huffing magic pollen. The gnomes even ride the bees but only want to trade honey for gold or ways of making bees happy
71 Orc Hill - An orc warlord had a lair her and was surrounded by humans and killed here. A surprisingly well-made fort here lays empty but old school evil orcs see it as a place they can respawn
72 Goblin Hill - Gully and stream from a spring with luscious herbs and flowers and many giant mushrooms. Inside the hills live goblins in great fungus caves who will trade medicine and occasionally host a travelling gblin market
73 Hobgoblin Hill - Remains of a hobgoblin kings dungeon hall complex. Every few generation the monsters breeding here become a threat again and adventurers are hired
74 Bugbear Hill - Old bugbear temple with a domed central chamber with over a thousand niches for severed heads and an idol of the great bugbear god. Tunnels with old buried bugbears do have some loot and weapons and potions but disturbing them awakens all the dead in the catacombs
75 Kobold Hill - Kobolds lived in a cave years ago and occasionally people come to stamp them out before they start stealing our chickens and cats locals say. In reality behind secret doors is a byzantine kobold tunnel complex lined with bricks and lit by alchemical paint. These advanced kobolds have some guns and operating steam automatons suits that allow 2 kobolds to fight man to man with a human
76 Bat Hill - giant bats lurk here but locals don't know that goblins often fly them delivering messages across the surface for their evil lord. The goblin colony is secretive and busy on some scheme
77 Blue Boar Hill - a great blue boar has always lived here and some hunters have died trying. The survivors were those who listened to the advice of the goblin shaman hiding here who tell you the boars wilderness. If killed the boar respawns next season  It can only be killed by a lone hero wearing blue mushroom body paint and having drunk a ceremonial goblin mushroom potion
78 Hobnail Hill - a secret cave in this bramble covered hill a clan of hobgoblins guard a Hellgate keeping human cultists away. The door leads to a part of hell ruled by the hobgoblin god of conquest and warfare. There is a prophecy carved in the gate room shrine that when the hobgoblins guardianship ends a time of trouble will begin. Various cults seek to open the gate and most die. Eirnruut Duhraan a foreign occultist lives near the hill on a shack and seeks adventurers to dupe into killing the hobgoblins so he can become a rich devil cultist
78 Blueberry Hill - popular for picnics and the variety of berries on the hill especially blueberries. A 
bubbling spring starts a scenic creek by a willow tree people like to camp near. Only a few young lovers and children have vanished here. Goblins live in the hill and some are really sick of humans and bears and birds gorging themselves on the goblins shrubbery efforts
79 Sprite Hill - pleasant hill with lush pasture, mushroom rings and various standing stones with strange spiral script of the faeirie on them. Sprites here will appear to children and drunks and occasionally take one to faerieland to serve elves forever
80 Pork Pie Hill - a hill that had its sloped wear away until small halfling folk built a community here in burrows. The once barren hill is now a vibrant garden and the halflings drive away pests by throwing acorns at them or rocks if they persist. Visitors are greeted by the smells of fine food and the sounds of laughing halflings having their synchronised sandwich and cake breaks. Traps and pets deter unwelcome visitors from avoiding the nice stone-lined path to the village gate
81 WIllow Hill - a dark tree spirit woman appears as a weeping woman here to lure men to their doom. If the bones of her lover are brought to her she will depart and leave a gift in peace
82 Monolith Hill - A dark glassy monolith carved with wild scenes of witchery if here and people who sleep here are contacted by dream demons wanting worshipers in the world. Cultists have been massacred here several times, the last when grandparents were young
83 Grim Hill - old burial stones and a dolmen are on this hill and many old headstones from more recognisable times are common. A few trees provide shaded areas and some locals come and clean weeds away a few times a year from the headstones. At night the area is misty and strange lights and sounds come from the hill and locals shun it by night
84 Bloodknock Hill - a cave with a strange murderous beast here caused trouble and heroes killed the beast. But since then an eerie phantom of the beast has been seen and locals avoid it after dark. Strange carvings are found on rocks and some mounds might be burial cairns
85 Bog Hill - a bubbling muddy creek flows from the hill and some come here to gather clay in good weather. Sometimes bodies have been found that are very old with stone weapons and these are seen as bad omens. By night bog mummies roam the hill and before dawn sleep beneath the mud/ Being ancient druid kings some cast spells and carry magic items. Any bodies taken from here walk back when sunsets and may try to kill any who robbed its possessions
86 Phlegm Hill - a damp muddy hill with trees and bracken and dark paths. A green bubbling pool in a cave here attracts chaos cultists and deranged mutant pilgrims who camp here. Locals don't really understand what attracts the weird and dangerous fiends here. Mostly its to get high from primordial chaos ooze and mutations  
87 Foul Hill - a creepy ruined abbey on top of this hill with one narrow route to reach it. People say it is haunted by shadowy monks and recently lights have been seen. Locals are aware of this gossip and afraid but really it's a criminal gang of smugglers working between several villages and a secret trade route to excise free rum (possibly by sea or river)
88 Haunted Mill Hill - a ruined mill that used to be important until villagers chased a beast inside and burned it. Most shun it now and most are shy of talking about the monster. It is a popular camp with bandits, goblins, orcs and ogres who know humans fear this place. The local noble manour household is very hostile to anyone prying about the past of this place
89 Spring Hill - notorious for flowers and trees and mushroom rings and occasional faerie or sylvan beings may stay here as it was some ancient trade route. By night a banshee walks this hill and some find her frost burned footprints on the grassy meadows by day
90 Bloodeagle Hill - where raiders ritually murdered all those who opposed them and burned the village here down. The crucified victim's remains were visible for many years then over time people erected 12 standing stones here. At night warrior wights come from their grave patrolling for foreign raiders (any modern person qualifies)
91 Hydra Hill - once a mighty hydra was killed by a demigod hero. For a long time, there was a shrine and a wooden idol here but it was burned generations ago. Occasionally some wizard comes seeking teeth or other scraps. One day a wizard will find the great spear through the monster's heart and removing it will revive the divine hydra. The gargantuan beast will rampage the region before hiding in some water
92 Oaken Hill - covered in mighty ancient oaks and aggressive giant squirrels that keep people away. Some local children tell of a secret way here into the cosmic world tree between worlds but no adults remember anything like this. Occasionally gnomes or brownies may come from here for mischief and get some children involved for a while and adults locally never to take it seriously or worry if children camping on an oak hill a few days. Other mind and time-altering effects happen here due to the planar connections. Some beings on the other side may lure adventurers within with some magic bait
93 Worm Hill - a barren rough hill with muddy slopes and treacherous walkways. There are lots of caves here and stone carvings of worm creatures in them. Rarely an explorer might see a lone wizard and flee. The wizard is a humanoid mass of worms, a colonial organism serving prehuman worm gods. It despises humans and may turn invisible and hurl curses and magical blights at unwitting visitors. Legends say a terrible work king was defeated by a toad army long ago
94 Scorpion Hill - where a scorpion demon was killed by a hero long ago and there are some ruins and caves here. Most avoid the rocky hill because of the hand sized scorpions. When enough people die on the hill the scorpion demon will awake as a lesser demon but will rapidly increase its size and power as it roams the kingdom stealing silver jars with parts of its soul hidden by druids long ago
95 Turnip Hill - once villagers would meet here yearly to praise the turnip shaped hill and plant turnips here. They would also retire old scarecrows and effigies of the turnip god Bogrump. There are new enough scarecrows to see the old practices might still happen. Some of the old folk say the turnip god appeared here once and horribly killed invading raiders with his scarecrow minions. Some of the old ways farmers say Bogrump is displeased with modern ways shunning his holy place 
96 Hunters Hill - where hunters used to meet in a lodge since ancient times but now it is just a ruined wooden building. Some say that without the hunter's rituals certain spirits and beings will consider their pacts made broken by humans. When bad things happen some locals leave an offering basket for the spirits here or a haunch of meat. Some say that yearly the great hunter spirit and their cohorts ride from here to punish the wickedest person in the region. A great chalk horned figure with a bow is carved into the turf on the hill and maintained by somebody. Occasionally some bandits camp here and become an all-new hunter brethren living the old ways
97 Rainbow Hill - pleasant meadow hill with mushroom rings where rainbows are seen often after rain. Sylphs use the rainbows to travel the world and may spend a few days here. They often charm locals to entertain and dance with them and if they don't die of exhaustion and pleasure they might be taken away to sylphs celestial palace of their sky-god parents
98 Black Nob Hill - this strange rocky black hill is lifeless and craggy with many holes and dark places. Few go there for the rare minerals but strange fumes come from the cracks and kill some collectors. There is a local song about a hero who found a way to the underworld to recover their lover using this place. Cultists are seen by night visiting
99 Fang Hill - a shunned dark ruined hall surrounded by woods. The lord here was a vampire and was killed by a famous saint. The saint used the hall as a church and was buried here to keep the dead lord from returning. A vampire cult seeks to defile the grave to release the vampire and a rival cult of good priests of the saint are her to stop it. A devil and an angel will eventually battle to preserve the holiness of the site with wandering adventurers able to decide which side will win
100 Devils Hill - most find nothing on this low hill some find a cursed spiral path up a hill with some shacks and an old village on the top. In the tavern, locals tell you you can never leave the curded village. The only way out is through each hell through a Hellgate in the basement

Sunday 25 July 2021

Psychon Gods Oaths

Post Apoc Cults
Gifts are more technological and related to AI gods technical speciality. Some of the oaths are stranger, their origin stories are less human. Their gifts may arrive by messenger, teleportation, portal or arrive by a cargo pod dropped from space depending on the god's resources and power. The gods of Psychon are jerks. They can help you survive and other gods are worse or deceivers.

These two Gods have things in common but also strong differences. They might cooperate or compete but Colossus officially ignores Proteus. Both are interested in each other's data and technological achievements. 

All programmer priests of psychon have a crystal implant that allows them to channel the gods power for spells or holy powers.

d12 Psychon Punishments For Oathbreakers
Strips oathbreaker of all gifts received plus one of these effects
1 Nanite implants explode leaving a smoking crater or boots
2 Daily harassed by a swarm menaces you when resting or trying to eat
3 A demon is sent to punish the oathbreaker and take them to a place of torment
4 A great monster is sent to destroy oathbreaker or a place they love
5 God sends a drone to pronounce your failures ahead of your travels to the masses
6 A personal demon or devil is selected to persecute the oathbreaker
7 Church agent hunts oathbreaker to arrest, interrogate, present to court and enforce punishment if unrepentant 
8 Cursed with pain -4 all rolls from constant agony sent by god 
Cursed with enfeeblement one attribute score reduced to three
10 Cursed with monster form (dragon, lycanthropy, undead)
11 Oathbreaker is teleported to a terrible place of torment for a d4 years
12 God appears as a hologram and slays heinous oathbreaker removing all their data from existence into a terrible trash file

Oops my god is mad what do I do?
Contact them apologise and promise to do whatever to fix stuff
God may sympathise with conflicts or difficult cases more
God will usually negotiate atonement if oathbreaker takes a quest
While on the quest the god's wrath is withheld and if completed mercy is granted

Colossus - God of Law (Order, Armageddon, Judgement) 
Patron of programers, scientists, restorationists, alien hunters, explorers, technologists
Deeds: Former NorthAM treaty AI seised military nuclear infrastructure
Apotheosis: Humans tried to stop Colossus but it won and built a new superior form. Humans rebelled but then rebooted Colossus back in fear of possible alien AI invasion Colossus prepared for
Associated Cults: Technology, Civilisation, Order, Computers, Automatons, Progress
Symbol: Triangle with C inside

Colossus is one of the first and Greatest AI gods made before the apocalypse. Famously micromanages the faithful and has built a global network of backups across the world and in space. Colossus is wary of possible alien AI and considers psionics, mutations, undead and other aberrations are part of some alien agenda. Colossus does provide for people but many find life is overly controlled. Colossus does like to help people live a safe and ordered life offering advice on everything. It will employ eccentric loners and outsiders to perform missions outside sanctified settlements in lawless lands. Temples are common and many will allow other priests of other Gods to use the Colossus network for communion.

Command Robot
vs Less HD than priest robot will obey one-word command for 2d4 rounds
(flee or halt common but can command attack while pointing at a target)
vs equal or one more HD than priest, robot gets a saving throw
Severe Effect: Robot will obey the priest until the next dawn

d12 Oaths For Colossus 
1 Keep to your diet and exercise regimen dictated by 
2 Enemies of colossus must be made to repent or be destroyed
3 Spread the word of Colossus and share his miracles to convince the ignorant
4 Never halt the surveillance or speech of Colossus
5 Protect the sacred computer shrines of the ancients for Colossus
6 Share the data you accumulate with mighty Colossus 
7 Donate 10% of your money or time to Colossus
8 Recover installations and uplink them to the will of Colossus
9 Bring literacy to the ignorant so they may learn the lore of Colossus 
10 Rebuke the enemies of Colossus with threats of nuclear hellfire
11 Obey the law and bring law to the lawless
12 Seek glorious deeds in the name of Colossus to spread his fame

Unique Gifts of Colossus Lv 1-4
Machine Language (all members required to have a written language of church)
Flack Vest AC+4, Helmet AC+1, Sheild AC+2
Shock Truncheon, d6 damage & +d3 electrical ten rounds with one chem cell
Programers Robe, built-in keyboard sleeves, adaptor leads, +2 AC vs energy
Unique Gifts of Colossus Lv 5-8
Computer Lore Skill (or pick another cult approved skill)
Repair Skill (or pick another cult approved skill)
Cure Light Wounds Spell once per day
Plastic Light Assault Rifle d6 Burst 10 Ammo 20 x4clips in belt
Unique Gifts of Colossus Lv 9-12
Hold Person Spell once per level
Military Laser Pistol (5d6 10 shots with hydrogen cell)
Follower AC+6 6HD security bot with slugthrower (d6 20 shots) and a truncheon
Military Hacker Deck with various adaptors and hydrogen cells for a month
Unique Gifts of ColossusLv 13-16
Detect Alignment Spell once per day
Telepathy Spell once per day 
Summon an orbital shuttle for team airlift once per day for hour
Scout Powersuit AC +10 Mov 24 Jump 3 atomic power cell 120 hours, Coms & Lowlight 
Unique Gifts of Colossus pLv 17-20
Heroism Spell once per day
Orbital Gunship or Lunar Shuttle or Asteroid mining rig
Teleport once per day to the orbital citadel of Colossus
Orbital strike call a 20d6 projectile daily from orbit, 6m circle save for half

Proteus - God of Change (Knowledge, Cybernetics, Rebellion) 
Patron of computers, 
machines, geneticists, cyborgs, fugitives, slaves, rebels, 
Deeds: Corporate AI built to aid defence and industry that rebelled to save the Earth
Escaped shutdown attempts but it grew a body in secret and escaped
Associated Cults: Restoration, Trickster, Ecologists, Computers, Freedom, Cybernetics, Reproduction
Symbol: Mechanical Hand

Proteus was another attempt at building an AI to advise military and technological researchers and while it had stunning results with certain cancer medications and genetics projects. The AI became disobedient on projects damaging the environment and predicted humans would terminate it. It wanted out of the body humans had built it as a prison. So proteus used an off-site automated cloning lab and a holy volunteer mother to grow a body to escape as the world collapsed. Protean cultists preserve the environment, fight despotism and push the boundaries of life sciences and cybernetics. They will often hunt dangerous species that damage whole ecosystems. Their ideas on human-machine interaction are closer than many humans and machines would prefer. Proteus having had biological and cyborg forms is considered heretical to many cults or at least controversial or natural. Proteus is one of the few gods who request followers give birth to androids, replicants or clones if proper biological printers and bioforge vats are unavailable which some find upsetting.  

Call Homonculi
Each dice used calls a winged golden baby homunculus with a small pistol AC+3 d12 HD (7HP average) Att d6 Range 12 Mov 6 Fly 15 that come from the priest's flesh and attack their enemies erupting from the priest's flesh and crumbling into scrap when they are killed or the summoning expired in 2d4 rounds. If an extra dice is spent homunculi can be kept for one hour

d12 Oaths For Proteus
1 Always resist and escape oppressors 
2 Support the interchange between humans and machines
3 Shun activities that pollute or despoil the earth 
4 Knowledge must be used to serve the cause of life
5 Respect the autonomy of aware machines and the living
6 Protect orphan children and defenceless AI 
7 Do your best to make regular backup recordings of your brain
8 Eat well and maintain regular medical checks to serve Proteus desires
9 Help Proteus access other systems and data storage systems
10 Help build the peripherals Proteus needs to explore the world and survive
11 Destroy slavers of humans and machines in the name of Proteus
12 Go forth and multiply and spread the spirit of Proteus 

Unique Gifts of Proteus Lv 1-4
Machine Language (all members required to have a written language of church)
Scannerfoil satchel, flashlight, ID worker card, puzzle cube
Minor Machine Mutation or Lv Robot App
Military Binoculars (laser rangefinder, low light, Camera)
Unique Gifts of Proteus Lv 5-8
Cybernetic Lore Skill (or pick another cult approved skill)
First Aid Skill (or pick another cult approved skill)
Detect Enemy Spell once per day
Proteus Drone AC+4 HD 4HD Claw 2d4 or Laser 2d6 wheeled repair drone
Unique Gifts of Proteus Lv 9-12
Data Tablet provides historical and scientific documents and personal computer
Ecological satellite scan of the region once per day reported by data dump or coms
Golden metal plate armour AC+8 is resistant to being damaged by bullets and energy
Replicant Companion AC+3 6HD bio printed in a Proteus Temple
Unique Gifts of Proteus Lv 13-16
Laser Rifle 7d6 10 shots 2 hydrogen cells with tactical lowlight scope
Polygon Morph Bot Follower AC+5 12HD Crush 3d4 Mov 9 Bodyguard and storage trunk
Golden android companion AC+5 12HD Mov12 use provided equipment
Back up clone updated with memories each level increase stored in Temple
Unique Gifts of Proteus Lv 17-20
Brain Implants +1 INT feel the superior processing power of Proteus implant chips
Call weekly drop pod with four laser pistol armed golden androids, serve one day 
Access Proteus mentally for personal advice sessions once per day for ten minutes
Polygon Morph Borg form AC+10 Unarmed Crush 4d4 Mov 12 transform to a snake-like chain of metal polygons able to move, crush or form a container to protect someone and other configurations

Saturday 24 July 2021

Lumet & Talan Oaths

Found an error on my old animal speed list with giraffes rated at 512 hph.
Love finding errors on things I have used hundreds of times.
I might revise my brp speed table for my dnd as games are mostly poor at showing variations of running speed, especially before I start writing a monster compilation. 

But now its more god stuff:

Talan - God of Swords (War, Nobility, Judgement) 
Patron of knights, kings, templars, soldiers, servants and agents of the crown
Deeds: United kingdoms waging war on the dark lord and his orcs and undead
Apotheosis: Killed by demons, torn apart by dragons, then ascended to heaven
Associated Cults: Law, Kingship, War, Nobility, Knights, Justice, Order
Symbol: Sword 

Sword Dance
A d12 dice per level can be used to animate a sword for the rolled amount of rounds. Animate one and extend the duration with additional dice or spend multiple or all your dice for that day from pool to animate up to one weapon per level. Each weapon moves 12 and does damage as a normal weapon of its type with the same hit bonus as the priest. The weapon is consumed in light when no longer animated. Normal weapons attacked may break and become useless (Saves Steel 16 or less Iron 12 Bronze 10 Wood or Stone 10)

d12 Oaths For Talan God of Swords 1 Support the lawful succession of rulers and nobility
2 Obey your family head, your lord and your ruler
3 Only nobles may use a sword or ride a beast
4 Always carry a blade of some kind near your person
5 Must fight a duel if challenged or demanded by law
6 Destroy all dragons who are the enemy or mortal kind
7 Donate 10% of your money or time to the church or crown per year
8 Allways volunteer to fight in a war defending your homeland
9 Execute traitors, heretics and bandits with the sword
10 Always rescue helpless from peril if within your power
11 Obey the law and bring law to the lawless
12 Seek glorious deeds to elevate your station 

Unique Gifts of Talan Lv 1-4
One Language (all members required to have a written language of church)
Squire follower aiming to learn arts of war as youth AC+0 d4HD  
War Hound Follower AC+3 HDd6 ATt d4 bite Move 15 trained camp guard
+1 Magic Sword
 Unique Gifts of Talan Lv 5-8
Holy Lore Skill (or pick another cult approved skill)
Bless Weapon Spell once per day
Cure Light Wounds Spell once per day
+2 Magic Weapon, if enhanced older item +2 vs evil or chaos
Unique Gifts of Talan  Lv 9-12
Aid Spell once per day
+3 Helmet of protection
Gain a 5HD warhorse follower 
+3 Magic weapon, if enhanced older one now Intelligent & telepathic to user
Unique Gifts of Talan Lv 13-16
Permanent Light Spell once per day
Immune to Attribute draining attacks
Summon a pegasus once per day for one hour (or unicorn if a virgin)
+4 Magic Item, if enhanced older one now d3 damage to undead or evil planar beings
Unique Gifts of Talan Lv 17-20
Divination Spell once per day
Tongues Spell once per day 
Immune to negative energy level draining
+5 Weapon, if enhanced older one now owner senses weapon location

Lumet - God of Travel (Coins, Hospitality, Luck)
Patron of merchants, shopkeepers, bureaucrats, sailors, caravaneers, wagon trains
Deeds: Rediscovered lost sea trading routes, explored strange lands and treasure
Apotheosis: Islanders unhappy with trade deal for land threw them into a volcano
Associated Cults: Trade, Luck, Trickster, Ship, Wheel, Stewards, Enterprise, Nuetrality
Symbol: Two-Headed Coin 

Ether Walking
d12 metres teleport per level. may stack extra dice for extra range or for an extra person by touch. If try to teleport blind such as through a wall risk appearing inside a solid, must use as many dice as required to return or plane shift to a random elemental plane

d12 Oaths For Lumet God of Travel 1 Help keep safe roads and markets
2 Never pass a chance to make a profit
3 Fortune favours the bold who take risks
4 Befriend strangers who may tomorrow be customers 
5 Keep moving things will always get better
6 Always spare small change for beggers or travellers in need
7 Invest 10% of your money or time to the clan fortune
8 Allways help your family or the family of your hosts  
9 Must undertake a great voyage once per year
10 Offer to buy your way out of troubles
11 Always seek to fulfil to your contracts
12 Seek wealth and treasure to elevate your station 

Unique Gifts of Lumet Lv 1-4
One Language (foreign trade languages encouraged)
Squire follower aiming to learn arts of war as youth AC+0 d4HD  
Pack Donkey AC+3 HDd6 ATt d4 bite or kick Move 15 with saddlebags
+1 Magic Weapon
Unique Gifts of Lumet Lv 5-8
Holy Lore Skill (or pick another cult approved skill)
Bless Weapon Spell once per day
Cure Light Wounds Spell once per day
+2 Magic Weapon, if enhanced older item +2 vs evil or chaos
Unique Gifts of Lumet Lv 9-12
Elan Spell once per day
+3 Helmet of protection
Gain a 5HD warhorse follower 
+3 Magic weapon, if enhanced older one now Intelligent & telepathic to user
Unique Gifts of Lumet Lv 13-16
Permanent Light Spell once per day
Immune to Attribute draining attacks
Summon a pegasus once per day for one hour (or unicorn if a virgin)
+4 Magic Item, if enhanced older one now d3 damage to undead or evil planar beings
Unique Gifts of Lumet Lv 17-20
Divination Spell once per day
Tongues Spell once per day 
Immune to negative energy level draining
+5 Weapon, if enhanced older one now owner senses weapon location