Wednesday, 13 August 2025

d12 Spell Book Defences




































Have a magic fruit and veg table coming

Also i considered my first idea for a 5th-ed thing I might do when i run another setting - alignment-based feats to sorta do some campaign stuff and make it clear whose side you're on. Id rather solve problems with spells or feats than subclasses. Will do more Ethyria mega dungeon work too.   

Fancy Spellbooks
Books should be scary and cool treasure. Some of the more common ones will have limited uses vs the more high powered ones. Books should be scary, maybe I need a d100 dank magic books?

Student Book (Lv 0-4) issued by the school with 1 common defence
Master's Book (Lv 5-8) teachers' book with d2-1 common and 1 magic defence
Mage (or Magus or Magi) Book (Lv 9-12) 
with d3-1 common and d2 magic defence
High mage (Lv 13-16) with d3 common and d3 magic defence and one legendary
Archmage Book (Lv 17-20) with d4 common and d4 magic defence, and d2 legendary

d12 Smell my spellbook
1 Vinigar
2 Urine
3 Sour wine and beer
4 Drug abuse (ashtray or hash pipe)
5 Inscence
6 Spicy food
7 Horny bachelor sheets
8 Old socks
9 Mouldy food
10 Desperate old men
11 Stinky cheese
12 Septic meat

d12 Look at my spellbook cover
1 Shiny brass plates
2 Wooden case holding folios or tablets
3 Leather of some hideous beast
4 Leather of a tattooed human
5 Leather of a humanoid's face
6 Wooden cover painted with something awesome (like a wizard's sk8oard)
7 Luminous wizard rune
8 Luminous school rune (1in6 with library stamp)
9 Silver plates with ornate occult diagrams
10 Gold plates with semiprecious stones
11 Iron plate with the  symbol of a house, cult, school or religion
12 Looks and feels alive alive 1in10 can open eyes and bite d3 or has tentacles

d12 Check This Out
1 Several small critters live in the book, usually bugs or mice
2 Worms eaten with maggots, eaten out some sections
3 Blood splattered 1in4 an occult symbol
4 Crazed footnotes and occult diagrams
5 Some kind of code secreted into the book
Secret map d4 1=dungeon 2=portal 3=hidden tomb 4=another plane
7 Has a corner chewed off
8 Name and contact details of owner or school
9 Terrible wizard poetry
10 Pages are missing as "man was not meant to know"
11 Several wizard scrolls used as bookmarks d4 levels worth of spells 
12 Horrific Art d4 1=dimensional porn 2=torture 3=vivisection 4=monsters

d12 Common Defences
1 Poison Ink - studying without due care causes cumulative poisoning. Each day of study, save or reduce max HP by one. Target does not notice this, but if they get under half, others will express concern for health and rapid ageing. Each week without touching the book restores one to maximum until you reach your normal amount
2 Venemous pet - holds a poison snake, scorpion, snail or spider is kept in a compartment inside the spine. 1in6 the pet has died and is flat 
3 Lock - book has a metal lock. 1in4 has a poison needle trap
4 Spores - cultivated spores blast from the book when opened first time each day, save if within 1m or choke for 3d4 rounds, losing 1HP per round and contracting a respiratory disease. A dust mask helps; sunlight makes spores safe while opened after the first blast. Otherwise, save at least daily while handling without a mask 
5 Lotus Dust - either a trap or relic of a drug-abusing wizard, each day of study without due care, save or exposed enough, you can't sleep or rest properly to recover spells for a d4 days. Nightmares might be prophetic or reveal lost memories or past lives
6 Trap - the book is stiff to open due to the metal-jawed trap that is set by opening. If touched, make a save or d8 damage and latches onto the thief's hands. Has a deactivation mechanism 1in4 dont work
7 Gas - a d4+1 rounds after opening gas is released in the face of the reader d4 1=2d4 acid save halves 2=poison various grades 3=vile miasma save or spend a d4 rounds helpless and vomiting and lose 1HP per round 4=hallucinatory 
8 Disease - maybe the wizard was sick or unhygienic, maybe it's a deliberate trap.
9 Vermin Ridden - swarm of bugs, worms or flies live in the book and protect it unless you sing a relaxing song well
10 Wrapped in chains with a lock
11 Waterproofed - some wax or varnish protects the book from water damage, damp and mould
12 Durable - book has +2 on saving throws

d12 Magic Defences
Many can be detected as a one-use spell-like effect recharged by the creator. Identify may tell password and Dispel Magic are the best solutions
1 Magic Mouth - activates if opened without password d4 1=screams 2=threatens wizards wrath 3=insulting threat 4=cries out thief theif!
2 Puzzle Lock - a complex mental combination logic puzzle requires solving 
3 Wizard Lock - requires a knock spell, password or higher-level wizard to open
4 Fire Trap - password or explosion d4+1 per level,
5 Ward - password or 2 damage per user level, or some other spell effect released
Flare Trap - flashes when opened, any in 3m looking save or blinded for a d4 days, if saved -2 to sight rolls until rested
7 Book is a weapon d4 damage and +1 to hit and damage
8 Curse vs non-owner usage
Maddening - crazed, demented scrawling and diagrams drive the reader mad, save each day of study or gain a new phobia (d4 1=worms 2=bugs 3=tentacles 4=slime)
10 Fireball - 5d6 fireball ignites from the book without a password (may destroy the book)
11 Salamander Skin - fire resistant and +2 save vs fire 
12 Magical - only harmed by magic weapons or spells

d12 Legendary defences
1 Spectral Guardian - mysterious figure or creature appears to defend if opened without password, AC+4 HD d8/Wiz level Att d8 weapon Morale 12 Mov 12 (must remain near the book) or may make one 1HD figure per level but they only do a d6
2 Familiar lives in extradimensional space inside the book and may outlive the creator
3 Shift Alignment saves each day studied or alignment changes, will change one part at a time to agree with the book's owner. Remove the Curse to restore to normal 
Shrink to pocket size or back on command
5 Curse once per day, cumulative on the same user on any unauthorised reader
6 A god keeps tabs on any wielders of the book to see if they use it correctly
7 Prison keeps a monster inside to guard if opened without a password, it steps out of the book's art and vanishes when killed d4 1=dragon 2=giant 3=golem 4=demon
8 Transpacial Realm - can open a portal or draw the user inside if they fail a save. d4 1=dungeon 2=palace 3=vault 4=house
9 Nightmare - if studied a day without a password will meet a frightening being in dreams, save -4 or die of fear
10 Binding Book - holds a powerful supernatural being that guards the book and serves the caster. If master dead and released, may be hostile or offer a task as a reward: d4 1=undead 2=elemental 3=planar being (angel, devil, demon, sucubus 4=faerie
11 Spirit Book - houses a ghost of a past owner who possesses any suitable users, the body owner soul is trapped in the book and can possess a new body once acclimatised after a d4 months 
12 Golem Book - turns to pages as commanded, has a dour face on the cover that can speak the book's contents. Most are quite dull but efficient 1in6 are brilliant and quixotic, weirdo golems possibly mad

Sunday, 10 August 2025

More Murder Hobos & Non-Humans Join In




































Did you know you can meet not just murder hobo parties in a dungeon, but there are common types to look out for. These parties or warbands attack the dungeon for treasure. They dont want to share, and humans are just another dungeon humanoid to them.

Each party has a name
Each is out for gold and glory or relics
Maybe adventurers might be holding relics they own
Or maybe humans just look at them funny

Also, this d12 for any rival parties

d20 What Made Adventurers Turn Bad?
1 Greed and murder turn them increasingly cruel and craving blood and gold
2 Debt from vices like drugs, gambling, and carousing. Gotta kill to make more money again
3 Tragic backstories have made them bitter edgelords and they dress the part, and they use them to justify cruelty and vindictiveness
4 Evil cultists influenced them with treasure and unrestrained killing, leading adventurers to embrace a strange cult for a purpose in life
5 Evil patron employed them on increasingly dank missions to wear down their empathy for others with gold and violence
6 Vain and proud, obsessed with some personal code and revenge against rivals trying to steal their glory and gold. Might request a duel, but will want a blood feud
7 Desperate bastards and lesser children of nobility desperate for money and power and to be accepted or revenged against families
8 Obsessed with vengeance and needing cash, anyone in the way is an enemy who does not matter
9 Tainted by evil through mean deeds and contamination from lurking in haunted places
10 Medical problems, brain damage, dementia, diseases, parasites, mutagens
11 Psychotic and ultra-violent, d4 1=berserkers 2=paranoid & deluded 3=crazed canibals 4=ethos of violence and evil from hellish influence
12 
Tainted by curses, evil books, alien spores and forbidden occult knowledge, now nobody else matters, only the acquisition of more dark knowledge. Possibly, they had a well-intentioned reason once and may even have been on other planes
13 Been desperate for food and starved in the wilderness, made them bitter survivalists and, in some cases, cannibals
14 From desperate poverty or had been living homeless for a while. Now we are desperate to make good and live well, possibly flamboyantly and a bit vulgar. Crushed velvet hats with feathers might be a sign that they make money
15 Homeless veterans living on the road, doing odd jobs, murdering people for small change or boots. Maybe even eaten someone once in hard times. Pissed off and scarred
16 Former agents of a faction are doing increasingly odd, violent jobs. Even worse now, freelance. May adventure for cash, bounties or on a quest for an employer. Dirty, competitive and users
17 Served in the military and became jaded to slaughtering humanoids in dungeons with a millitary organisation. They only think of their group and survival and have all become worse
18 Prison escapees, lived as bandits on the run and now dungeon raiders for cash and a way to get back good in with civilisation. Paranoid and willing to use lethal ambushes and lots of sneaky thieves
19 Members of an order involving beatings and mindless suffering and lost empathy for those not so enlightened. Become more indifferent to others and maybe rationalise murder with philosophy and reincarnation
20 Young brat pack able to torment others without consequence and the approval of families. Cool to be cruel rakes and harlots who live for parties, vice and breaking taboos. Murdering dungeon monsters becomes pleasant like hunting or fishing, a relaxing hobby. Probably best they dont hang around urban areas so much now

d20 Past Dirty Deeds of Party
1 Robbed and murdered a caravan or shop when needed cash
2 Killed a town sheriff and some bailiffs, and militia
3
 Massacred a humanoid village and sold their bones and teeth
4 Killed everyone in a tavern
5 Captured and sold slaves
6 Slaghtered a noble in their manor and defiled the household
7 Killed some priests and robbed the church while villagers watched
8 Slaughtered refugees fleeing a crisis
9 Massacred a village for kicks
10 Burned down a school or orphanage
11 Angered a dragon that rampaged over a region in revenge
12 Driven out of town by an angry mob
13 Took over a town and ran it into the ground with corruption and vice
14 Betrayed former employers, killing and robbing them
15 Corrupted a noble youth, they were meant to rescue 
16 Ran a famous dungeon as bosses until adventurers destroyed it
17 Started a war between humans and a humanoid species
18 Released a monster or demon
19 Sold soul to hell or joined a cult
20 
killed the last survivors of a sentient species

Non-Human Hurder Hobos
These are for some variety from killing humans. They could range from evil characterisations you would never trust to more ambiguous or even deceptive ones in false garb and smiles.

d12 Non-Human Murder Hobos
1 Dwarves! Most parties are a bunch of basic dwarf warriors with at least 2 experts, including a thief and a spellcaster. Each group has a boss and a sub-boss, and they are mad for loot and glory in battle. d4 1=Gun crazed drunks and wary of humans stealing their tech, also like black powder grenades 2=Crazed cultist psionic dwarves or derro party 2=Dwarf mercenaries need cash for some dwarf cause at any cost 4=Dwarf berserks out for glorious death
2 Elves! Most elves have a mix of combat and magic skills, with a leader. They usually are on a magic quest for relics or lost artworks. d4 1=sadistic dark elves like mischief and stealth 2=
high elf supremists snub dirty humans to spite them 3=wood elf scouts mostly archers with skirmish tactics and light armour 4=grey elf knights  
3 Orcs! Often a squad with warriors, scouts, a leader and a spell caster, seeking adventure and violence without restraint, d4 1=serve the dark lord, hunting foes and relics 2=hell orcs fight for a duke of hell 3=orc mercenaries, famous for cruelty 4=barbarian orc berserkers seek priests and wizards to kill
4 Goblinoids! A mixed band of 3d4 goblins, 2d4 hobgoblins and a d3 bugbears. One will be a boss and one a spellcaster. They are exploring for anything beneficial for their trips, from food to loot or good places to colonise. d4 1=serve faerie via messages 2=barbaric goblin bandits 3=bat riders with bows and giant bats for goblins 4=wolf riders with wolf riging goblin archers
5 Halflings! Usually a skirmisher group with a boss after wealth so they never have to work or go hungry again d4 1=plate armoured war vets, 2=theives guild of killers, 3=dungeon robbing mercenary, 4=halfling cult with robes and a spell caster 
6 Gnomes! Most can fight and use spells and have other minor powers. One is usually a leader and they are quite cautious and sneaky d4 1=Murderous redcaps bandits with sickle swords and growth spells 2=black caps are evil brigands, slavers and smugglers and greedy villains who like vice and poison and cruelty 3=gloomy underland greycap gnomes often with guns and an automaton, like to march invisibly,  4=nature gnomes with pet animals and animal forms to escape
7 Giantkin, often half ogres, ogres, trolls, monster pets, led by a giant that can fit in a dungeon like a hill giant. Food and violence is enough of a reason to be in a dungeon or to take over. d6 1=formarian chaos mutant giant with chaos gang 2=one ogre is a priest of the cannibalism god of hunger 3=mutants in group with extra heads and/or tentacles 4=infested by parasites or gremlins or insect swarms depending on demon patron 5=boss is handsome and civilised giant idealist 6=undead, hungry
8 Changeling shapeshifting spirit folk, all skilled at unarmed combat and magic, some specialise as monks or sorcerers - change between human and alternate form. Often have strange quests for alignment reasons. Evil ones want to cause suffering and to eat people. Others are indifferent or well intended d4 1=animal species 2=elemental spirit 3=demon cambion 4=
angelic  5=plant or fungus spirits 6=monster like unicorn or dragon
9 Abhuman beast folk party of one type of beast hybrid humanoids often hunting or seeking glorious battle or on a quest d4 1=mammal 2=reptile 3=amphibian 4=bird 5=arthropod 6=fish
10 
 Abhuman humanoid seeking adventure and battle d6 1=barbarian (human or orc) 2=amazons (human or orc) 3=wild hairy forest folk 4=subtereanean cave folk
11 Abuhman unusual types often seek survival or on a quest, indifferent to rivals' existence d6 1=plant 2=fungus 3=slime 4=android 5=necroid 6=
element or several exotic combined elements
12 Party of minor supernatural beings and a leader, often in disguise on an alignment-based mission, may have lesser minions and prisoners d4 1=demons 2=devils 3=rakasha 4=ogre magi 5=undead 6=archon and minions

Saturday, 9 August 2025

Chagrinspire: Conquest of Shankheim



Ethyria book update - all surface ruins are described, 
some map symbols need work, and inset map art each spread
Then onto level two. It's a bit odd as im writing for BX style but running as 5th ed

Chagrinspire has had a player with some struggles for a while. We have an emerging old school scene here and had a meetup and having a minor con every 3 months. Im running my Intro to Planet Psychon. Hoping I can get one or two new players. The study has started too and need a job asap.

latest Game
The man with no name, the bishop of the Gateway kingdom, got their demon ichor-powered paddleboat fitted with a mortar and set off to the lake country. Rat warrior woman Sonya, Bishop's bodyguard and the water scavengers gang, plus a few frog folk marine commandos, came along. Disguised as slavers, they set off to the Pickleton Bulwark. At first sight, the man with no name put on his frog mask and, with the able frog warriors, went ahead attaching clay-bodied sea mines with a fuse on the bulwark pylons.

Then, as advised by the gods of light, the steamer pulled up at the bullwark and all their leaders and many visitors came to see the famous golem ship. The man with no name said he was here to get the wizards researching gun technology and played the part of a crotchety cynical captain who won't take no for an answer. He explained the guild has the paddle steamer again and trade will return.

The Bulwark was a cross-project of an Eastern continent merc guild here to get superior weapons to end the warring kingdoms with better guns, a merchant guild represented by the mayor and a criminal guild. He loaded the wizards and sailed away. They were complaining about the ship having dung on the deck and went upstairs. A frog lit the fuses and swam back to the boat. As the two wizards seated themselves, the Bishop could not lie so kept away in the bridge above. When the Bulwark and its gunpowder stores and lab violently exploded, killing almost everybody.

The man with no name quick-drew his magic blunderbus and shot both. They resisted the confusion effect. They resisted a hold person from upstairs and some other attacks; one was unconscious. The other stronger wizard teleported away with the unconscious follower. Mission failed. Further divination and their names indicated they were returning to the capital of the mad  Emperor down south. Ruled by a warmongering demigod, players had not killed for years now.

So a bit frustrated about that job, they chugged to the other side of the lake and got dropped off with a frog sailor and a water scavenger. They in disguise, got right into Shankheim, and it was a mess of starving men eating grass and bugs and chewing tree bark. The first men who saw them charged so they webbed them and marched into the square. They could also see across the river, north was the slave fort. frog marines had let loose food-eating bugs into the village and fort. There were signs or incomplete fortifications of the village and signs that they were forcing half the villagers out of their homes for slaver troops. The party got guild signs from the Shankheim scavengers, made to be servants. The officers poorly in control of usually 11 out of 12 morale men who asked for food, and the party said they would get some.

They marched towards home on the trade route they helped popularise. On the way met some worm cultists (apparently eating slavers) and merchant mutant farmers with carts of musk cabbage for the soldiers. The party bribed them to come with them to the party lands and would personally introduce them to the river crossing market traders. Reached home to meet the paddleboat, sent it to the lake with troops. The party gathered 300 barbarians, including wild forest folk and beast folk barbarian warriors. They bought 3 wagons of cabbage beer, which they drugged, and some turnips. The warriors hung back while the party, with some farmer militia to manage the donkey carts. The hungry soldiers drank heavily and stuffed themselves, many passing out with the party joining them. One of the sub commanders passed ou,t and the big boss stood up and pointed out that something was wrong and got stabbed by the Man with no name. local guild folk servants started stabbing the drunken soldiers while the party fought their leaders. The boss surrendered, but the bishop summoned his burning throne of light to sear chaotic evil enemies while levitating on his glowing throne.

Slavers in the fort could see this, but not react, as they had a problem. There was smoke above the clifftop fort over the river. 

After the battle, some local scavengers and rat farmers were convinced the Bishop's religion looked freaking awesome. All listened to The man with no name declare he was the guildmaster and mayor. The real gyuildmaster was locked up back in the party base. He came to them for help when slavers took over. They took his money to help ex-slaves. Shankheim had many useful skills. The locals ate and drank the leftover drugged food and drink, and passed out.

In the morning, slave pikemen in masks marched from the cliffs and reached the ferry that began taking men 12 at a time across. The party watched and was ready. After about fifty men had crossed, barbarian pony riders swept through, killing them all, and the allied ferrymen fled. Furious 2050 men began cutting trees and building. The Bishop made magical food on their side of the river for the starving enemy to see. Finally, their crowded rafts headed over, and the man with no name had hidden archers shoot alchemical incendiary arrows at the new rafts while frog folk helped tip the boats over and sink 2 rafts. Sixty more men were killed. The slavers retreated to their castle. With the captured rafts the party allied barbarians and frog marines crossed in pursuit. The fort sent an envoy promising to surrender the fort if given time to flee. The party agreed but saw the cheats sending 200 men overland and 150 going into the underground train station to the slavers' secret freight train. So the party sent the barbarians to wipe out the surface slavers for betrayal. They scattered, and some were picked off by mutants and undead of the swamp. A small few got back to the next slaver outpost and probably gained a level and some parasites or mutations. Chrysopasia is nominated as guildmaster by the man with no name and his representative.

The party plans to assault the train at the station. This station could be connected to their trailine. The B team of flunkies had finished the line to the barbarian fort station, through Turnipton, through to the adventurers' guild and the underplateau station. The train is their last link across the continent due to party meddling. That's why an army came to kill them and has now had a humiliating defeat.

Party considering visiting the hidden rat folk city, meeting mutants, taking two forts controlled by cults, and working out if elemental templars settlements are trouble or not. They have a blob added to the map with a hex and a half. They also have a border with undead and mutants in a swamp.  

One hex they passed through on foot was perfect for frog and toad folk as crawling with bugs. The Fort, Village and army camp they ruined with giant bugs were now feeding their troops. Friendly frog prince explains the frog kingdoms could produce 4-5 thousand soldiers in 4 years. The party noted they were mysteriously very effective at holding wetlands. They had also stopped all fish from going downriver to starve the fort. 

Thuvia of the stars, her undead brother and the dwarf prince priest had been adventuring inside the Chagrinspire just a bit. Stealing furnishings for their palace and inns. The party hope the visiting Archbishop will resurrect Thuviuas' brother. Divination reveals her celestial dynasty was killed off a thousand years ago.

Arsh the Dog folk druid had discovered two new hidden villages on ancient parts of the ancient aqueduct and has built his own. The druid village is very friendly, and the Elemental Templar is a mystery. Thousands of years ago, barbarians killed them all off several times when the elemental cults ruled supreme.

King Nebos at home building with some young giants and masons he has gathered.

Apparently, the land is short on nature spirits, and so bringing plant petty gods here is helpful. Also, Black Sphere killed and imprisoned gods for power. They know where two slime gods are imprisoned.



Thursday, 7 August 2025

d20 Murder Hobo gangs you want to avoid in a dungeon (Amended)





































Having a brush with responsibility - enrolled in a course to work for a job I did for 20 years, which is a bit annoying, but i found a free one that's helping all the paperwork to get started working. If I get first aid asap, I can be working not for free sooner.
Joys of moving to a red-tape state with less work and maybe worse outcomes more often

New TAG Sound academy album you can listen to a few times here:
https://tagsoundacademay.bandcamp.com/
Possibly cover is a byproduct of making d&d maps
Sorta Sci-Fi soundrack art electronica - vids on youtube too

Patreon
Im updating two drafts currently
-Anuranomicon
-My Ethyria setting/megadungeon book

This post is a sequel to:
https://elfmaidsandoctopi.blogspot.com/2025/08/maybe-murder-hobos-are-in-dungeon.html?showComment=1754450809586#c5621307871982652512

There rival party types are good to have on hand.
Stat up the ones you might find handy and keep ready
Or steal pregens from old adventures
Most of these will seek to attack or grift adventurers

d20 Types of Murderhoboes
1 Violent drunks out for drinking money and kill anything in the way, try and kill and betray rivals
2 Mercenary scum between work out to loot a dungeon, just like a burning city, will bully or attack rivals
3 Militaristic professional dungeon raiders who will employ engineering solutions, like blocking and fortifying entrances with pre-built structures, pumping in gas or smoke and other awful tricks. Experienced dungeon raiders who used to work for the empire, gathering magic for the millitary and money to fuel the state. Will have lodged a legal claim for this dungeon or know the local nobility
4 Dungeon Vets were once nice, innocent beginners, but now they are all bitter, spiteful and cursed by contact with dungeon parasites and curses. Violent and unstable, often assume rivals are monsters and it's easier to get rid of evidence in a dungeon. most have medical problems or a curse or carry a cursed item of evil
5 Thieves Guild expedition for profit, and wounded adventurers are the most profitable prey. Will be friendly to healthy-looking rivals and even share notes (might send you to a trap or encounter). Rely on stealth but will also surrender rather than fight to the death like most murderhobos
6 Psychotic outcasts too unstable for military or police. Going to the dungeon for fame and glory. Rivals are out to humiliate them, so they gotta die. They really like killing and robbing, and might even stay in the dungeon
7 Dangerous cult is actually a team of elite cultist relic hunters and assassins. May but ask questions about a relic or item. If they believe the party has it they will attack. If they think information is being withheld, they will kill most of the party, torture survivors, and then sacrifice them
8 Berserker barbarians who hate monsters, magic and civilisation. They like to smash art and burn books and wizards. They are here to cleanse it of malignant forces, and adventurers are just more. They might be friendly and offer to cooperate, then when all berserk and monsters are dead, they will turn on their allies standing
9 Cannibal Chaos Cult, who seem to be barbarians but are in the dungeon to eat whatever they catch. Sometimes includes a pet troll or ogre, or might all be doppelgangers. They may try deception and get players between them and their allies, then betray their party. Some are bererkers
10 Lycanthropes are a rough wilderness gang who smell badly and might seem to be friendly and offer aliances
11 Bandits desperate for money or food may be friendly if the party seem tough, but will betray them if the party seem weak. They may offer to fight for some food. Some might even be escaped convicts or urban gangs driving from their turf on pain of death. They all have bounties
12 Death cults often led by a spell user here to get corpses for necromancy. Might have undead with them and student magicians. Always will include some thieves and fighters. Rivals are threats because adventurers would normally kill them. Especially good priests
13 Non-Human Party made up of all non-humans and often the more evil versions. They are here to take over the dungeon, but may see use in rivals in the short term to help them seize control. "Only we can save you from the adventurers. We will lead you!"
14 Monster Party all are shapeshifters, including planar beings, changeling spirit folk, faerie, lycanthropes, dragons, undead and doppelgangers. A party might be mixed or all one type. They definitely want to betray, kill and eat adventurers after using them as cannon fodder. They might all pretend to be holy or naive young heroes or to be a desperate peasant mob on a quest
15 Academic party - keen to dissect creatures to measure their brains and other organs for students of bestiaries & anatomists. Some gather parts for alchemists and use dungeon loot to fund studies and research
16 Gourmet party - want to eat monsters and deliver body parts to the rich for feasts
17 Trophy hunters - want to kill monsters to make souvenirs like mounted heads, ashtray hands and umbrella stands. Some are taxidermists or focus on ivory. They are dedicated to the hunt and rivalry. Adventurers who cross them are the most desirable game
18 Rich dandy youths - with brutal veteran mercenary bodyguards who protect their lieges. Most are second or third unwanted children, but still spoiled. Some survive as competent and gain levels, but many more die. The mercenaries do live. They love treasure and can be overambitious, but the guards usually restrain them.
19 Poets & Artists with mercenary bodyguards. Seek inspiration, interesting objects, crude art of savages and experience seeing the stuff their clients love. Some are bards or magicians. More cowardly than dangerous
20 Monster Fighters - martial artists, warriors, barbarians, often with a priest or some other specialists here to fight for glory, honour and skill. Often claim a dungeon just to have duels. If they can't get a due,l they will become vindictive and provoke conflict and slander the party. Glorious fights are their only real interest. Many keep a few bards on hand to help spread gossip or slander 

updated thanks to a comment informing me my d12 was broken so now a d20

more like this in several versions of my murder hobo books

Tuesday, 5 August 2025

Maybe murder hobos are in the dungeon



So take a nice, simple dungeon with lots of rooms and several entrances. Put the party in competition for treasure and glory with another party. After finding half the dungeon has battle damage, and the monsters are all on high alert, and lots of rooms have been searched and possible treasure broken, the party will get to confront the rivals. The rivals will be the most dangerous enemies and have the best loot. They are the big, bad bosses. 

d10 Quick Types
1 Junk
2 Trinkets
3 Violence
4 Battle scap
5 Magic violence
6 Tragedy
7 Destruction
8 Gross body horror
9 Graffiti 
10 Close contact

d100 Murder hobos were here first
01 Half-burned-out torch
02 Broken lamp
03 Iron spikes
04 Caltrops 1in6 poison
05 Slick of lamp oil
06 Broken iron bar for prying things open
07 Ash from smoking, smell of pipe weed
08 Broken crate, chest, barrel or urn
09 Length of rope, cut or burned
10 Broken potion bottle
11 Dwarvern trinket
12 Broken holy symbol
13 Leaf cloak clasp of elven design
14 Bent lockpick
15 Broken key
16 Used bandages
17 Old glove
18 Free drink tokens for the local tavern
19 Knife or dart in a high out of out-of-reach place
20 Beads from a priest or monk
21 Blood spills and spatters, more than one person
22 Fingers or toes
23 Teeth scattered about
24 Clump of someone's hair recently pulled out with some skin
45 Severed hand or foot
26 Severed head
27 Slices of someone's face
28 Someone's ear 1in6 with 15gp earring 
29 Trail of blood
30 Puddle or blood
31 Arrows or other ammo  
32 Broken weapon 
33 Dented helmet
34 Broken shield
35 Pieces of armour
36 Smashed trap
37 Signs of an oil fire
38 Broken bow or gun
39 Ceiling partly caved in
40 Hole through a wall
41 Burned humanoid remains look hideous
42 Traces of magical or spider webs partly burned
43 Puddle of acid partly ate a hole in a paving stone
44 Dropped weird spell components
45 Broken holy water bottle
46 Broken wand or rod, or staff
47 Patch of frost 
48 Blackened and exploded corpse with scarred flesh from lightning
49 Circle of light or darkness, long-lasting or permanent, 1in6 fixed on a corpse
50 Undead bodies arise as corporeal undead, craving vengeance
51 Corpse with boobytrap left by adventurers (bear trap)
52 Magical rune or ward, possibly dangerous and armed (magic might lure victims)
53 Monster feeding on a fresh corpse
54 Dead creature, (1in6 species generally thought of as helpful) with valuable parts hacked off
55 Monsterbody with many, many injuries
56 Zombie blinded or limbless or burned troll body parts twitching and nailed to the ground
57 Imp offering wounded creature aid if it accepts a deal with hell
58 Mother with children trying to sneak out of here
59 Orphan baby monster is feckless about what is happening
60 Pile of monster corpses in methodical heap, all searched
61 Slashed up mattress torn open looking for loot
62 Smashed statues
63 Shattered doors
64 Smashed desk or cabinet
65 Broken beer bottles thrown around
66 Holes in the walls smashed, looking for secrets
67 Smashed artwork or framed painting
68 Shattered furniture or burned bookshelf
68 Eyes were removed from the idol
69 Dumped coffin with roughly searched corpse inside
70 Ancient corpse hacked open looking for treasure
71 Field dissection of a monster
72 Monster guts cut open searching for loot
73 Adventurers took a dump here on a break
74 Body tied, died from extreme interrogation
75 Corpses hacked or mashed up by superior numbers
76 Bodies of monsters non-combatants
77 Bodies chopped into many, many pieces. Too many
78 Dead bodies, fresh beer bottles and some rations packaging from a break
79 Blinded monster crawling on all fours, badly injured
80 Corpses gnawed on by critters 1in6 riddled with parasites
81 Graffiti of adventurers' names
82 Graffiti of abuse from adventurers 
83 Graffiti of genitalia
64 Graffiti of death threats, often with some blood or animal corpses
85 Graffiti of arrows from some split party
86 Graffiti of RIP notice
88 Graffiti of numbers, counting recent kills
89 Graffiti written in faeces
90 Graffiti written in blood
91 Spirit arises from a freshly killed creature, points towards the killers, and sobbing
92 Gasping, bleeding creature crawling with a blood trail will point to enemies
93 Monsters freshly killed and missing a body part taken as trophies for bounties
94 Hear screams and fighting in the distance, and locals responding 
95 See adventurers taking money from a monster faction
96 Party of adventurers now all undead or berserkers or lycanthropes
97 Body of a known adventurer stripped of valuables
98 Limping urchin torchbearer of adventurers and has fled or is lost, has seen some stuff 
99 Party of local commoners who have gone deeper than they should
100 Party of vicious murder hoboes face to face in their claim!

Sunday, 3 August 2025

Ethyria Forever!: Gamelog




























We had three players make it today for Omiros, Kiren & 

All the recent heroes who plundered the cursed ruins, captured hounds of Geryon, found passages to the underworld and cleared long-blocked mountain passes were to be celebrated by the Polis of Kastra and to be presented awards with the king. So all the players so far...

First Omiros and Kiren, sylvan folk adopted by city and related to its history for centuries

Omiros Firehair, the satyr, priest of Heliod, descendant of a heroic sidekick of Silenas, died in battle defending the polis and has a statue of them in markets near a wine shop. There is a tragic play about it performed yearly. Now has a magic shield +1+2 for Heliod worshipers.

Kiren an elemental Monk, monk of Heliod, the family were mercenaries killed defending the polis and were adopted by city. Has been tormenting enemies with range 15ft grapple and elemental punches. 

Then the return of: 

Hibbolytus, a wild centaur loner bard and wanderer, a student of ancient lore and magic. He had joined Aias and Xi once before and worshipped Nylea the huntress.

Kadmos, a minotaur Paladin who was constantly training in the arena for the god Iroa. He had joined Aias and Xi once before 

And the famous duo:

Aias the rogue sailor, initiate of the sea goddess. With a villainous family with many kindred in the temple of the Sea goddess. He is a well-known musician too. Recently at sea, now the leading man of the family after burying his brother.
 
Xi the satyr warlock, initiate of Kruphix, family of scribes and scholar weirdoes of Kruphix

They were told they were to be honoured by one of the kings scribes in 2 days.
The adventurers all met (some the first time) and 
Omiros, Kiren & Hibbolytus spoke about killing time. They heard of some archers hired to go to the cursed labyrinth in two groups, one to the sphynx and the other the long way that met some cyclops-orcs and ran home with some drinking money. Mothers of the missing group begged the adventurers to look for their sons. They had rescued adventurers. They kept moving and went to drink.

"Perhaps some time with families on the farm?"
"Surely we can have an adventure inside three days, lets go get the sphynx in the north pass"
"Or talk to her."

So it was very close up a long unused road into a canyon into the mountain for hours before reaching a box canyon. Each entry and exit had a carved sphynx at the gateway. There was an ancient tomb inside and human bones. Omiros had a good look at bones with his anatomical gaze. Human.

The sphynx came out and surprised everyone how its smallish person-sized with cheeta body, wings, a woman's arms, breasts and head. She had nicely done hair with a bejewelled diadem. She demanded they leave or take the challenge of her riddle.

They boldly elected to remain.If they passed, she would depart; if they failed she got to eat them. So she spoke here poetic riddle and 
Hibbolytus being a bard (and a smart player) blurted out the answer. She was enraged and flew about screaming into her cave tomb. There was lots of noise and then she came out dragging a sack. She declared she would depart and humans may move freely north and the wild people of the north will be able to go south. It would alo make the cursed labyrinth only 4 hours march so ships not required.

Kiren offered for her to jon them as a companion and she was a bit surprised but nope, she had a retirement island with no humans. She did chat with Hibbolytus about how a god had bid her guard here 200 years, and now was obviously the end as prophecy told. Hibbolytus sang a beautiful, flattering song about her with Omiros support. He begged her to come before the parade so all could wonder at her majesty. He promised to keep her safe and perform again. She was flattered enough to agree. She would guard the pass till then, and they could have her leftover loot. But insisted none enter her cave until then. They agreed and went home.

So the parade had acrobats, soldiers, actors in costumes, dancers and singers. Two caged wagons held the Dogs of Geryon, a hellhound and a two-headed hound, a son of Cerebus. Then can the centaurs 
Kiren & Hibbolytus on foot, both mostly naked in barbarian splendour. Omiros was in a chariot with Xi as both satyrs, and finally Aias and Kadmos. They reached the podium after a march past the crowds cheering, singing and throwing flowers. The king gave a speech about the fame and glory of the city the heroes had achieved and offered them land for their services. The sphynx came down to hear her song and all impressed by the touching song. Some want a statue of the sphynx as she promised to leave forever.

So after a drinking party in the morning, they rushed to the sphynx tomb and looted it. Lots of copper and bronze platters and vessels and cups, and arm rings. An ancient tomb was used as a chest and has silver and gold and a magic shortsword, a pointy hat, a fancy wine cup, a coin and three goat figures. They also found the missing adventurer's bones and possessions. The priest buried the,m and they took possession of the dead and the treasure to the temple. They returned the remains of the dead to their kin and then to the temple. The hat made people sit quietly, but not really a weapon but a scholar bought it. The cup prevented hangovers and sold fast. The coin 
Omiros worked out on his own would flip to the side he called in a coin toss. He nabbed it as a funny trinket.

So they marched the next day back to the canyon and saw three orcs on tomb steps and heard noise of looting inside. They confronted the orcs with the power of tongues of the priest on the bard. When the cyclops orcs heard humans from the south and not north, they drew their blades. The orcs didnt last long. The last begged for mercy and was questioned, then executed.

They marched through the mountain pass and could see the ruined labyrinth by the sea cliffs in the distance. They looked at the map given to them by absent adventurers and decided to avoid the harpy graveyard. They decided to camp and go in the morning.

With an early night, they heard stomping in the morning as a
Blemmyae was looking for goats in cliff shelters in scrub. Kiren sneaked off and followed it as it headed to the others. Hibbolytus sung a quick song and the monster barged out to investigate. It was a ogre-like being, headless with a drooling face on its chest and a club. The heroes dogpiled the poor creature and managed to overwhelm it. At dawn, they went to the ruins. They found a staircase and cast light.

Two hulking minotaurs came down and told them to piss off, but an older, wizened minotaur in robes said they were welcome to explore the haunted wing. There was a discussion and he brought them up to see the haunted chamber. "You're welcome to loot here and we will let you pass if if you clean the ghosts out"

There was muttering about minotaurs not liking ghosts.

So inside a room and looked left, then ahead and then right.
Forward was a room with flayed human skin mats on the floor and a mural of the minotaur god Mogis bathing in blood and aroused, surrounded by headless corpses bleeding into his bath. 
Omiros was sure they covered a pit trip so blased a mat with fire. The flat skins began to stand and the party hurled fiery death on the monsters with a few striking back but without their ambush and plan to dogpile intruders.

Left was a room with a frightening, angry winged woman with a bow and spear in a foreign style. There was a shield with a dragon on it before her. 
Omiros waled in and picked it up for a look. Kiron went into the other room to the right and it was a shrine of the three-bodied giant Geryon. There was a spear before it with a nasty, jagged head. Kiron picked it up and stepped out the room. Omiros was not smart but he was wise, so he put the shield down and went to aid his adopted brother. It happened that the powers of the party were uniquely suited to destroy the living statue.

"That wasn't too bad"
"Let's get the Shield"
And from the statue came a burning erinyes devil from the underworld with her glowing rope and sword. This was the worst fight the party had, and she rapidly chained Omiros as the defiler who took the shield offering. Her resistances were mostly mighty and she made multiple sword attacks and had a huge well of HP. But they did defeat here using everything they had. Probably the worst and most unfair fight yet.

The old minotaur offered them healing and identify magic. The Spear was +1+2 vs humans. The Shield was +1 +2 save vs draconic bretah weapons. They rested with the minotaur guards watching for their next sortie.



Thursday, 31 July 2025

Maildrop July 2025


























Im seeing 5th ed dropping online prices and some older books at low low prices on sales. The new versions of core books are cheaper than the old ones now.

Oldschool Esentials Advanced Fantasy Players Book 💖💖💖💖
I've been trying to get this or the other darling retroclone and had interesting paywalls and dramas. So to buy this from the publisher, it would be 40 usd + 40 more postage, making about 130 in AU dollaroos. But amazingly, it came up with local retailers who I ordered from. Several returned my money as out of stock. Web searches are cluttered by ppl without stock. I got a copy for $65 +2 for the post from uk. They refunded 2 dollars post due to being slow. Was a company with Australia in the title but turned out to be based in UK and payment to a UK bank. It was probably over 4 weeks to arrive. So I'm looking for a DM book now. I wanted it as it seemed like the best of the two big right now clones, and I'm in an online game. I sold a large pile of one of my past systems of choice over ethical issues - I didn't get the best price, but I was happy to be finally rid of them.

The book is great. This will probably be my go-to version for many purposes if im not using my homebrew or d&d5. There are fidly tables still to say no to you dirty non-humans like your 80s games but they are neater and better laid out. Its simpler than BECMI/Cyclopaedia and easier to access.  

Dragonlance Shadow of the Dragon Queen😢😢
My main beef with this reboot would be not using Elmore and other 80s TSR artworks, going for a more generic late Middle Ages vibe. Art was 50% of Dragonlance and some of the wonderful maps helped. Of course, mentions of potatoes and raccoons in a fantasy world based on Europe bugs me, but it's pretty normal to have USA forest animals in game books. It does feel like an American fantasy in many ways.  Maybe a touch of "christian" sects mythology about America before colonisation. Maybe some of Elmore's fashion stylings remind me of Indigenous American tourist stuff. Things my players and I disliked about DL: Railroading adventures. No cleric spells, but a player needs to play one. Interesting locations, but only details where players need to be for the adventure. I did like some of the characters but couldn't get how the level-ups between modules worked. Some characters were far weaker than others, and no explanation was given. If you know, comment below. I preferred many events described in the modules to the novels. I never got my players to play. I played a 2nd ed campaign and broke some scenarios with my ogre wizard-druid so DM packed up early quite a few times.

Most people thought there would be more setting information, like all the Waterdeep content in various books. Talking about clerics returning for players would have been good. Some deep into lore are not too keen on the book or how this book fits into the novel events. Maybe they thought all the fan wikis of lore would do the heavy lifting. Many newcomers without this lens seemed to enjoy it and the adventure. I never intended to get this but I saw under half price on sale. So it is better than I thought. The art is good, but doesn't feel like it has the folksy retro art it needed to sell it. I'd like a brief world gazeteer, and twice as much stuff for characters. I like the lunar sorcerer, but it has not much to do with the setting. Id have thought setting subclasses would have been better. I guess they assumed they would do more books when they should have put their best foot forward. I got excited by a ruined city location, but they have continued the tradition of using such locations to imply a good treasure hunt, but still, it's just a scenic railroad. Id rather have had a setting book than an adventure. The idea of using it with a board game (like the original modules sort of did) was great, but I can't say I've seen it in practice. The map is good.

Quests from the Infinite Staircase 💪💪💪
Another sale item under half price i was planning to avoid. When i heard the content for this 50th anniversary (to more textured varnish on the back) book i was intrigued. When I first saw it and price, i said nope. Was from a vid game store marked $86 and i got for 35 AUD. So here is my chapter-by-chapter take and comparison to the Goodman games volumes.   
The staircase sounds cool but just part of the company's push for plane and setting hopping to cross-promote IP. Plus people can buy every setting and settings dont matter. Ive played games like this with portals like computer games but its not really done well. Some of these worlds keep visiting the same places on the same continent while theyt have unexplored areas. This book feels like a 50 year reboot to keep IP longer. Based on one of Ed Greenwoods worst early modules. The Djinn NPC and D&D Djinn dont thrill me too much.

The Lost City. I like the art here but in this case, Id run the Goodman's game versions with the various fan-made supplementary additions. And I'd use lots of art in Infinite Stairs. I prefer old versions of factions and the simple encounter tables in the original that made them more interesting. They were also very drugged out, insane and bigoted, which the new version lacks. The origional is the exact weird-fantasy-psuedo history that oldschool gaming is full of and nerfed here. This adventure could have nbeen a whole book.

When a star falls was one of the old UK series which influenced me lots and still does. The gnomes in this fit in very well with my game and the UK books had own art and map style. So this is a beautifully illustrated version of origional but a bit streamlined. The origional gave me my first steampunk gnome tech ideas but in this they are downplayed. Id run this 5th ed version or the origional. Its pretty faithfull.

Beyond the Crystal cave fits in with the vibe of The Wild in the Witchlight for d&d fey weirdness. I think this adaption is great and for once the full colour seems very well suited. Its a bit of Romeo & Juliette and Midsummer Night's Dream. Originally you could try and murder hobo your way through and suffer or chat lots. The original probably has more random old-school death from magic hazards. The original could be slanted to forlk horror fey and had a pagan green man character vs the nice person in this who is pretty cool. The old version would fit in Dolemwood better.

Pharaoh. As a fan of the original, this upset me most. We needed a whole book of the desert of desolation campaign with Egyptian and Middle Eastern character stuff and sand spells. Al'Quadim+Egyptian ruins setting would work well. This book favours the video game map look that basically kept me out of 5th ed until Dyson got involved. The maps here are among the best in the book, but I liked the old B&W feature illustrations. I'm seeing lots of Khemetism in RPG books from the USA and a hint perhaps here, but I won't go too deep into that, but I don't like the ghost or his crown. It ends abruptly vs the being part1 of a 3 part campagn. Its ok, flawed, still a bit better than I expected. 

The Lost Caverns of Tsojcanth
One of my favourite modules I really wanted a goodman games version of and could have had a book. The art is great and maps fine. Drelnza the vampire is wonderful and I love both versions. In the origional the wilderness was a big part of adventure and made my party friends with all kinds of factions they used for help vs giant campagn later. The map merged with the WG4 The Forgotten Temple of Tharizdun and is best presented as linked. Also they tap into weird fantasy by exploring ancient evil wizards and cults of the setting. One plus on the briefer wilderness crawl is it emphasises talking more and more roleplaying over stat blocks to slaughter through. The dungeon is pretty faithful. The original had a book of new high-level monsters that made most of the planar section of MM2. Also there was information on the Demonomicon and summoning and binding planar being spells that let high-level wizards keep demons. So yeah, a book with this adventure, WG4 and demonology rules seems unlikely, but what we should have got. One of the better adaptations.

Expedition to the Barrier Peaks was originally interesting but deeply flawed to play. A stronger reason to go and time limits would work better. The Goodman Games version is the poorest of the series, with whole scenarios of alien creatures added but no art for a family of monsters for a campaign. They did fix some maps, but the original, despite interesting space stuff, was deeply flawed and a meatgrinder. We spent one session fighting a vegepygmie horde, then we met the second tribe. Awful. The froghemoth was killed in a round. The Intelect devourer was the biggest threat. The SF element is gold and classic weird incongruity to make a good adventure. The robots and androids in S3 if they were in MM2 instead of the one-use joke monsters that made it from this book D&D would be a very different game. Seeing those stat blocks here in this book was very pleasing. The tech pages and the maps here are the best versions, period. This adaptation, I think, is probably better overall, and I'd rather run this version. Like the art lots, a great gateway t,o and I hope we see more.
  
The monsters section is good, but Gibbelings have gone in some strange direction since i last saw them in FF in 1983. I'm glad I got it, and it reads better than it looked. 

Stonehell Dungeon: Into the Heart of Hell 😛😛😛
A second huge volume of Stonehell.  I might hijack bits and appreciate some of design and brevity, and formatting. It extends the original fine and has good continuity. If you liked vol1 you should get it. This and others came from LuLu, very well packaged, printed locally and in 7 days. 

The Basic Fantasy Field Guide vol 1&2😚😚
Nice simple monster books plus some other strangeness and new undead to misdirect and amaze. Both work together and good budget oldschool stuff. Some familiar, some variants and some "what the" things. Many strange bears. LuLu and Amazon carry them. 

Morgansfort
😚😚
A simple campaign world with a detailed frontier fort and some local dungeons one 3 levels. It is in the vein of keep on the borderlands vibe fort, which is well detailed with a rumour table. Some monsters look a bit cute, and I don't want to kill them. Good for solo play or as bare bones dungeons to gonzo up with some tables. The first scenario dungeon has 3 optional endings, which more people should do. You could recycle others into some tombs. 

Demonspore💗💗💗💗
A classic oldschool weird dungeon with spores and a toad king. 

Also a big shout to Gods of the Forbidden North
As the biggest oldschool adventure ever ill say it is very readable and laid out vs some other megadungeons around. Having read most of vol 2 now its made my top 10.

Tuesday, 29 July 2025

Chagrinspire: Building a new Frontier Kingdom




































So we had some players down and an old one return.

The New Kingdom was growing well.

Arsh the Dog Man returned with a tribe of dog folk and settled them in the same hex as the adventurers' guild who had only been exploring dungeons and killing humanoids. It turned out there was a secret druidic wildfolk tribe living secretly in part of a huge ruined section of the aqueduct. They even had vegetation on top and inhabited the structure secure and safe from others. Arsh who was a druid for a while now made friends easily and then took his tribe to another ruined aqueduct pylon, intending to copy the druidic village but for dog folk. The dog folk had lots of dogs to. Some over time became dog abhumans.

The party-controlled fortress where farmers and scavengers, and ex slaves lived was now Turnipton due to the now 3 story high turnip. Arsh went to visit Bogrump the turnip god, and was not impressed by the petty god's vegetable supremacy and his breeding wildly with worshipers. This was the kingdom's administrative and trade centre. 

Niel the Bishop was busy with his new church and followers and doing some diplomacy. Flatspur was to be the bishop's seat where a cathedral had been marked out. 

The Man With no Name was interested in the rival scavengers guild of Shankheim and newer greater enemies: The Northern mining town run by slavers, miners, alchemists and bankers guilds was a target he wanted.

His Wife, Thuvia the star maiden, and her revenant brother were working in the party controlled gatehouse. She really wants to explore to get access to the top Chagrinspire rocket launch pad. The party let their dwarf follower of the Bishop run the place and they have built an inn and a market place for the plateau peoples.

Nebos the Giant, just voted king had been building warehouses, walls and wharves, building up the river crossing into a real river trade village. It was a surprise to being king but he accepted. Maybe he needs a new fancy house.

Slavers had been rumoured to want revenge and their legion of sale soldiers was sent to the guild mining town. The alchemists said "Don't send troops through our land go the otherway around Chagrinpire clockwise".

So they left 100 troops in case they needed to secure the mining town and marched on the developing roadway. They passed the reptilians, the Knights of Mordnar and when they passed the swamp heading south undead templars attacked. Hundreds of men died from this and it even added to the enemy numbers. Then the mutant chaos hordes came and skirmished with the reduced army until it arrived at their southern outpost. Over 300 men died on the way leaving 600 left. More than enough to win in theory. The next day they annexed the village of Shankheim, sending it's guildmaster and his aids with treasure to their good friend the man with no name for shelter. 

A day of preparation 500 men marched the road to the Rivercrossing of King Nebos. 100 men were sent by train to attack the outpost of the Party in Turnipton through their underground train station. They arrived to find a bricked-up station. They left the station and were never seen alive again.

500 men camped by the river and struggled to build rafts or a structure to cross. It went poorly and overnight, frogfolk marines in the river released thousands of ration-eating giant larvae. In the morning hundreds of barbarian allies of the party arrived to support the handful of local militia. Dogmen and wild druid folk brought by harsh came. The slaver army still had the numbers but now had no food and dangerous bugs in their camp. Slaver moral was weak and their morale was very low.    

The party had always evaded the mechanised golem traction engine artilery that roamed that side of the river and had never had a run in with it or seen it fire before. It began shellin the slavers camp. Their forces were scattered and retreated. The allies under the Party used thei ferry and their golem riverboat to facilitate a river crossing so troops could pursue the slavers. About 200 slavers made it back to their fort overlooking Shankheim.

The party sent their squad of followers to clear out the train lines to link their bases from the Gatehouse to their barbarian allies. Others gathered to investigate the foreign mercenaries guild and the Bulwark of unsavoury characters nearby.
 Nebos and his jester. Arsh and The Man With No Name brought his swashbuckling rat sidekick Rat Sonya. They had invited a frog prince to the planning and he was very keen for frog folk to occupy the swamp on behalf of the party. The frogs did want the humans to visit local swamp humans to tell them the area belongs to frogs first rather than hear it from frogs. As they planned a gnome appeared wearing a grey cloak covering his entire body but a black sphere logo on hid cloak's clasp.

The party knew the gnomes were watching them and previously they had backed down from annoying the black sphere so their assigned gnome monitors were sure this was the time to get the party working for them. The gnome said he is a moderate and just using the Black Sphere to eliminate slavers so wants to help the party. But also, he explained the foreign mercenary guild was here to research gun technology of the apocalypse they could use to conquer their homeland and unbalance the world. He handed them 5k of platinum ingots to destroy their labs, remove any blueprints and formula and kill their 3 research alchemists. the gnome offered more money and promised future help.

Arsh thought the gnome should not be followed. The Man With No Name thought the guild should be stopped and was willing to get to work. He made an illusion he was a mercenary grunt in uniform and scouted the Outpost. He found the lab, one in a tower and one in secret part of the dungeon. He brought in others in rat form through the sewers and they managed to blow the place up, stole the blueprints for a repeating carbine and .38 round cartridges but the wizards escaped for now.

The party in rat form also visited the Bullwark to spy on them also. Frog forces began to arrive and built a camp in the swamp. The party went into the swamp seeking contact with the swamp folks. The frogs would rather the humans saw for themselves what the local humans were like. Arsh the dog man druid did aerial recon as a bird. Saw a ruin with some well organised bandits, a shack and a huge tree stump house in a creekbed and the swap folk village.  The first shack was drug dealers trying to make refined marsh weed resin and oil and were from the Alchemist guild. The party told them they were in charge now and left the confused men. The Giant treestump was home to an old woman who liked Nebos the giant and wanted them to meet her son, a troll. Turned out she was a swamp hag and wanted he party to be her son's friends. She offered them magic items. They had some wrestles with the troll but Nebos at 10 foot tall was stronger. They were not thrilled but hung around for a while, then went to the village.

Swamp folk welcomed them to their community area under cover. They were very friendly and had a bard and lots of mutants. Their obese leader Papa welcomed them and offered the party his daughters to marry and houses. The party were not keen, and it became apparent Papa didn't want them to leave so a fight started. Papa was a devil swine and used his charm powers on Nebos which tied up other characters and the jester with his condition. The party were hastened and most had multiple actions so they slaughtered the guards' mutants. The man with no name slaughtered their bard in a gory mess, and every time they managed to free Nebos but the Devil swine charmed him again and again. Hordes of cultists were taken out with sleep and entangled and the lycanthrope hellish boar was killed. 

The village had pits and underground diggings of serpent folk ruins of chaos and demonology. The party had eliminated the likely charmed leaders of the village and brought in druids to run the place and stamp out chaos cults. The lawful devil swine had hijacked the chaos cult of some local evil spirits and slime gods imprisoned in a nearby mountain ruin. There were more swamp weierdos in the area, but the party were happy to have the frogs dominate the area.

The map of party territory has grown again.
There are wizards to hunt and kill.
New allies and new villages to get to know.
Lots of people now want the party dead.

Sunday, 27 July 2025

Farmer Drama 1 Chagrinspire Farm Life






















As domain play in my Chagrinspire game and bastions available in my Ethyria games time to look at daily life for farmers in these settings. I might do some other campaigns.

I suspect using my Ethyria clan generation might be good to generate players' neighbours so you could have interesting conflicts and kids wanting to get married. These tables generated adventure and drama in my Ethyria game. My current chagrinspire do know guildmasters, clergy and mayors all over the wasteland and good relations with druidic swamp folk, barbarians and non-humans around them. 

Turns out Chagrinspire, as a gigadungeon was a bit of a failure as a dungeon, as players entered it once in about 18 months and what they brought out changed lots of factions and spawned the alien vampire tree orc cult incident. Mostly, they have been distracted by the wilderness exploration and frequently get distracted by ruins, and now they are consolidating power.

Farmers come up quite a bit in my game, and the parties are the biggest food exporters vs the drugged mushroom flatbread, batmilk cheeses or canned alchemical gruel food substitute of the gnomes.

Have finally worked out my cleric subtypes system in a satisfactory way, which will let me resume some older projects. Rewriting my classes for my next homebrew. Supposed to be working on 2 other things.

Older post
https://elfmaidsandoctopi.blogspot.com/2015/07/year-on-domain.html
https://elfmaidsandoctopi.blogspot.com/2017/03/a-z-village-location-key.html
https://elfmaidsandoctopi.blogspot.com/2020/05/d100-strange-estates.html

this is what I spent days looking for after I needed it
https://elfmaidsandoctopi.blogspot.com/2016/09/d100-evil-frontier-farms.html
Youll see my next game log

Ill do an Ethyria version of this too.

d10 Quick drama Types
1 Weather
2 Labour
3 Crops & Livestock
4 Crime
5 Mud
6 Discovery
7 Neighbors
8 Structure
9 Defence
10 Supernatural

d10 Farmer Drama Types
01 Flash rain flooded the area, and crops need urgent attention
02 Crops need water, or work on the irrigation system needed
03 Strong winds may damage plants and structures
04 Frost or hail risk can be resisted with improved gardening
05 Snow or windstorm stops work
06 Misserable rain for days
07 Eerie fog covers land by night and often into morning 
08 Fine ash falls from sky, covering everything like snow. Plants love it
09 Strange coloured auroras make crops and animals behave weird
10 Strange miasma makes plants sick. Does it come from somewhere?
11 Shortage of workers
12 Shortage of skilled crafters
13 Labour demands improvements or better pay
14 Labourers are getting into fights with some locals
15 Locals complain about worker behaviour
16 Workers are all becoming drunk and high
17 Workers are all being grifted by gamblers and carnies
18 Workers form some sort of club with a troublesome bard or priest
19 A seasonal labourer is violent or a creep and won't listen
20 Rival is poaching your labour
21 Vermin attack crops d4 1=locusts 2=rats 3=worms 4=bugs
22 Vermin d4 1=moles 2=flies 3=rabbits 4=harless mud possums
23 Bees and flowers thriving
24 Thousands of bats keep bugs away
25 Rustlers steal livestock or crops
26 Wild animals stealing crops like mud hogs or trench goats
27 People want to try a new crop or beast
28 Locals complain of a recent livestock predator with a colourful nickname
29 Livestock is missing. Who will find it? Whats Happeneing
30 Fertility spirits demand appeasement by sacrifice
31 Pickpocket urchins
32 Homeless drunken war veterans
33 New crime gang starts
34 Killer on the loose d4 1=cult 2=canibalism 3=cursed 4=lyvanthrope
35 Professional thieves passing through more often
36 Kidnapping for hostage or slavery
37 Local outlier seen vomiting act of horrendous cruelty
38 Highway robbers and their gang roam the roads
39 Gang of bandits moved into the area
40 Syndicate agents from another kingdom are here to look for opportunities
41 Some creature has moved into the compost heap, requiring killing or can it be befriended
42 Crawling with worms everywhere
43 Stench from mud like an open sewer for days
44 Wild animals have occupied a pool or mud wallow
45 Wetland birds everywhere wallowing in mud and breeding
46 Giant dung beetles rolling balls of poo, occasionally run people down
47 Monsters seen wallowing in mud
48 Giant worms or bugs made some land harder to use
49 Giant trenches and holes from collapsing burrows ruining farm plots
50 Sinkhole into underground d4 1=waterway 2=cave 3=dugout 4=train or service tunnel
51 Found an ancient drain pipe
52 Finding household items and rubble in fields
53 Someone found a rusty automaton
54 Found battlefield dead in field and some repairable weapons
55 Found a cache d4 1=3d4 muskets and d10 x10 ball and shot 
56 Found landmines or unexploded bombs or rockets
57 Found pits of mass burials
58 Found ruin foundations and human bones
59 Found a garbage mound of the ancients with lots of scrap
60 Found a buried building with intact rooms and relics
61 Neighbour wants your land and is squabbling lots and making legal trouble
62 Neighbour has out-of-control children or animals causing trouble
63 Neighbour practices some strange custom, shocking to modern people
64 Neighbour family all sleazy creeps out for extramarital sex, also are d4 1=voyeurs 2=nudists 3=naughty parchments 4=keeping mutant family members in basement
65 Neighbour is suspicious of d4 1=mutants 2=gnomes 3=automatons 4=alchemists
66 Neighbour is involved in vice and crime and attracts undesirables
67 Neighbour is isolated and keeps family hidden d4 1=mutants 2=cultists 3=used to being persecuted minority 4=canibals
68 Neighbour is highly competitive and tries to outdo everyone, and is willing to get into debt
69 Neighbour is trying to marry off their layabout children 
70 Neighbour killed quite a few kobolds and goblins, making trouble
71 Housing needed
72 Roof repairs needed
73 Fencing needed
74 Barn or stables are needed
75 Silo or sheds are needed
76 Paint needed
77 Church too small
78 Civic building in demand
79 Someone wants help starting a business
80 Shortage of building material, need to locate a new ruin to plunder
81 Local militia recruiting, would like barracks or armoury or uniforms
82 Local sheriff elected and needs a shack with an office and a cell
83 Courts backed up with petty crime needing decisions
84 Cells are full of prisoners. Build a bigger prison or hire an executioner
85 A violent mob targeted someone
86 Chaos warband roaming in the area, don't panic!
87 Dangerous maneating monsters moved into a lair in the area
88 Unfamiliar barbarians or humanoids camped nearby
89 Someone is sure we are spied on by some secret people up to no good
90 Locals concerned about attacks from fome creature or enemy and want security
91 Spirits want sacrifices to help the crops and protect people and want some new customs introduced
92 Undead arising in area, possibly from a graveyard without its blessings intact
93 People see shy hideous local spirits sorting through muck; maybe they need help
94 People see spirit soldiers fighting by night, having battles
95 A ruin or abandoned house is said to be haunted
96 People are blaming witches for stuff again
97 Cultists have been seen skulking at night, probably for a ceremony
98 Druids or elves pass area leaving increased growth of natural life
99 Farmer has a strange being as a labourer he has some control over
100 Wild gossip about another community with wondrous new farm magic and locals curious

Seasons, encounters, and weather

Spring - Verdant Season 16+2d4c 

d12 Seasonal Verdant Weather
1 Light showers grey sky
2 Light showers blue sky
3 Distant thunder and light drizzle
4 Pleasant breeze
5 Pleasantly sunny
6 Grey sky but shafts of light on some areas
7 Cool, grey skies, morning fogs
8 Breezy Day, sunny with some clouds
9 Pollen and spores with mild breeze
10 Sunshowers 
11 Grey rumbling clouds and some showers
12 Windstorm with rainb and lightning

d12 Verdant Events
1 Mudhogs with piglets digging wallows everywhere
2 Ducks, geese and other birds stop to graze and wallow in mud
3 Farmers planting and ploughing fields
4 Hunting giant vermin before they get out of control
5 Strange new plant or giant fungus
6 Wild vegetation or moss, or grass grows over everything
7 Ambulant vegetables or fungi seen
8 Colourful flowers and happy bees
9 Rabbits and other vermin are breeding wildly
10 Herds of herbivores followed by wolves or lions
11 Barbarian herds grazing with shepherds
12 Youthful gangs of humanoids looking for first adventure seen

Summer - Hotspell Season 23+2d4c 

d12 Seasonal Hotspell Weather
1 Light showers, grey sky
2 Sunny mild day
3 MIld day with brief sunshower
4 Wam calm day
5 Windy warm day 
6 Grey storm clouds moving overhead
7 Hot dry breeze, mud dries and cracks
8 Dust, sand or ash blowing in breeze, can cover region with clouds
9 Fierce hot gale, fire risk
10 Hot still day, fire risk
11 Storm clouds and brief rain
12 Hot and moist, everything damp, light showers

d12 Hotspell Events
1 Grass fires 
2 Raiders looking to steal harvests or rob traders
3 Vermin d4 1=locusts 2=rats 3=moths 4=beetles 5=grubs 6=worms
5 Vermin d4 1=flies 2=mosquitoes 3=spiders 4=leeches 5=snails 6=pigeons
6 Busy farmers and labourers with wagons, livestock and produce
7 Water tastes bad and is mostly dirty, requires treatment (animals have tricks)
8 Seasonal labourers d4 1=labourers 2=drunk hooligans sports fans on tour 3=cultists 4=pilgrim backpackers
9 Existing new merchants arrive and might return 
10 Militia take action on a bandit gang
11 Thirsty beasts looking for drinks
12 Need more water! Wells and creeks may dry up briefly

d12 Seasonal Mudfall Weather
1 Light showers, grey sky
2 Fog clouds most of the day
3 Windy, dust and debris
4 Rains all day very muddy
5 Heavy rainstorm
6 Fungal spore clouds and smell of decay
7 Ground water everywhere
8 Clouds of flies or locusts
9 Stinking miasma of decay
10 Hail or sleet
11 Heavy rain and flooding
12 Thunder and lightning

d12 Mudfall Events
1 Mudslide or road flooded in mud
2 Giant aquatic beasts in temporary pools
3 Constant sound of frogs and crickets screaming loudly all night
4 Swarms of d4 1=flies 2=snakes 3=frogs 4=worms
5 Flooded holes open even sinkholes into caves or ruins found
6 Debris from water unearthed ancient ruins and ancient household objects
7 New stream or pool forms
8 Animals eating berries, humans making and drinking wine
9 Harvesting nuts, tubers and fruit and storing for winter
10 Someone or livestock slips and falls in a hole in the rain
11 Cart accidents on a muddy road
12 Ruins exposed when mud drained away

d12 Seasonal Whiteout Weather
1 Light snow, grey sky
2 Cold fog clouds
3 Gloomy rain with some thunder and sleet
4 Frost snap and cold fog
5 Snow blankets everything, sky clear and silent
6 Sleet or hail
7 Light dusting of snow
8 Heavy snow
9 Snowstorm
10 Blizzard
11 Coldsnap with lots of ice
12 Whiteout 

d12 Whiteout Events
1 Light showers, grey sky
2 Yeti come down from the upper Chagrin to hunt and eat people
3 Shortages or spoiled food
4 Shortages of fuel for heating
5 Someone lost in snow looking for food or fuel
6 Isolated people driven to or exposed as cannibals
7 Find frozen corpses of humans or animals
8 Cultists or witches seen lurking in the wilds
9 Winter sorting activities and feast
10 Undead crawl around the village by night
11 Lycanthropes terrorise people
12 Winter spirits seen

Summer - Hotspell
Autum - Mudfall
Winter - Whiteout