Showing posts with label catacombs. Show all posts
Showing posts with label catacombs. Show all posts

Friday, 19 June 2020

D100 Tundra Tribal Tribulations


New blogger interface annoying a bit and built possibly more for phone use. Im forced on it now sigh. For a while I was flipping between old one and new one as both have good things. Now harder to cut n paste tags. I wish it had a tag editor I could edit all my past posts easier.

Anyway, Im thinking I need to make a tribe record sheet recording tribe skills and if the skill has more than one expert or if a skill is part of the tribe without the expert. Basically, the exotic skills and tech party witness on travels has made them above-average tech-wise and skills party have with time to settle could enrich the party with food.

Tundra Tribal Tribulations
These are more events and not location-based like last few. They are events that might put tribe or territory in peril or make the season memorable. Lots of games I go a bit Pendragon and have characters hole up over winter or even a few years to develop their communities so these can give you a few memorable crises for such a period. You could roll to see what local excitement is when visiting another tribe.

d10 Tundra Tribulation Types
01 Strangers
02 Elements
03 Discovery
04 Mystery
05 Malcontent
06 Diplomacy
07 Raid
08 Changelings
09 Strange beast
10 Haunting

d100 
Tundra Tribal Tribulations
01 A wandering magician seeks shelter and aid, seeks a safe home but will spread ideas on magic and alignment from a foreign tradition
02 A cunning hunter who seeks a new tribe after being exiled and scarred for murder. Will be friendly and subtle in manipulations at first but often driven by greed or lust to fight and kill
03 An old person "abandoned" for lack of food and her harsh tongue but she has some prised skills and knowledge
04 Loner escaped slavery with ape folk for several years and is far from home. Relieved to find people will offer servitude to join a tribe
05 Child who survived an attack of enemies, able survivor but not good at propper talkification after years alone
06 Woman kidnapped from her tribe but escaped seeks her home or at least somewhere to rest awhile in safety
07 Non-human loner wounded and unarmed is found by locals unsure what to do
08 Assasin pretends to be needy person but really seek to spy on tribe then flee killing a leader or vital expert before leaving
09 Madman with wounds babbling about some horror in hills
10 Pale worn old person escaped slavery in the Underland or faerieland. Knows much but tainted by forces and won't last long. Relieved to die in sunlight
11 Pounding storm floods in summer of covers everything in a few feet of snow in winter
12 Blizzard lasts for days and some die of hunger and cold or die searching in the snow
13 A month of chilly fog chokes the area with only a brief pause in the afternoon
14 Eclipse strikes in the day terrifying animals and people afraid the long night will return and making evil beings rejoice and take risks under belief now is their moment
15 A fire breaks out, perhaps a grass or forest fire in summer or someone's hut in winter
16 Quake releases avalanches blocking passes and opening others long-sealed
17 Sinkhole opens into a vast cavern system leading to the Sunderland and causing some accidents
18 Meteor falls amazing everyone by night and a next day search yields a d4 chunks of star stones (meteoric iron) Each is 1ENC
19 A wicked wind spirit of north increases the cold and will not leave till driven away
20 Great miasma released from earth spreading disease and mosquitoes for a month
21 Someone found a cave entrance to the deep
22 Someone finds a strange alien monolith and other strange stones
23 Someone finds a previously worked diggings in a quarry or mine d4 1=half carved monoliths 2=flint 3=ochre 4=copper
24 Someone found a strange stone seal on entrance into a prehuman labyrinth
25 Petrified remains of d4 1=great beast possibly dinosaurs 2=giant 3=huge trolls 4=gargantuan monster
26 A wretched beast abhuman in strange robes was found unconscious, some say it is one of the old beast lord rulers from the ancient age of darkness. It requires medical aid to survive
27 Someone found a strange metal relic of the ancients with some minor magic power d4 1=+1 ornate iron short sword 2=+1 helm of protection with horns or a dragon crest  3=+1 shield 4=+1 mace. Plus one extra power d4 1=light as a torch at will 2=has random alignment and will curse the wrong to not heal naturally only with magic 3=detect undead 10 yards 4=extra +1 vs one specific enemy (d4 1=undead 2=reptiles 3=spiders 4=mammals)
28 Someone found a wooden totemic carved tree in a clearing. It is a sanctuary of an ancient barbarian storm god forgotten from the apocalypse long ago and possible site to recover ancient human religion
29 Someone has found a cursed object of evil ancients and begins a spree of deceit and murder then flees to find minions to kill all their kin. They might be saved from the curse but not the terrible feelings of their wicked deeds
30 Someone found a strange stone idol and has come in contact with an evil spirit and begun a cult rewarding them for evil deeds and recruiting others with spells
31 Someone is murdered? whodunnit & why d4 1=enemy tribe always up for malice 2=allied tribe by mistake will pay compensation for peace 3=someone local struck by a recurring cannibalistic urge during argument 4=dopelganger or some changeling preditor of humans
32 Something is glinting on the peak of a distant mountain
33 A new mountain pass is opened in an avalanche revealing a mysterious valley
34 Some unknown small tribe is stalking the clan territory, who are they?
35 Someone is a lycanthrope and murders every full moon
36 Something or someone is stealing food from stores
37 Something partially tainted the water and source must be stopped 
38 Something or someone is casting petty annoying curses and spells on the tribe
39 Someone is meeting in secret with another tribe according to tracks found
40 Something has been stalking tribe camp area by night and making lights
41 Someone in tribe complaining and stirring up trouble in tribe
42 Someone is greedy for a mate and has been jealous of others and might cause trouble with another tribe with a kidnapping attempt
43 Someone has offended another tribe who demand compensation or blood 
44 Someone has become interested in learning magic and angered by slow teachers who point out their bad attitude and lust for power
45 A tribal magician becomes malcontent with current leader and disagrees, will find other malcontents to take over or support the new leader
46 An old timer is complaining and telling young how much better everything is 
47 Miserable and gloomy tribe member preaches doom and destruction lowering group morale
48 Someone is badly wounded and tribe split over keeping them alive and crippled or killing them now
49 Someone in the tribe is a secret cannibal especially during hardships where they are number one
50 Someone preaching tribe should go backwards and stop using new skills and technology
51 Other tribe wants to negotiate borders
52 Other tribe wants to trade goods
53 Other tribe wants to trade skills
54 Other tribe wants to trade magic
55 Other tribe want to cooperate against enemy tribe
56 Other tribe want open borders
57 Other tribe seek to trade some mates
58 Other tribe seek allegiance and brotherhood
59 Many tribes meeting to battle a non human tribe d4 1=goblins 2=orcs 3=apefolk 4=
60 Many tribes meeting for a great festival and trading opportunities 
61 A tribe of cannibal apefolk move into area and seek to take over territory
62 A tribe of savage orcs with pet wolves move in are wish to enslave humans
63 Werewolves moved into area, most change under the moonlight and the leader can change at will, newly bitten turn in the full moon. They seek human flesh and to harry humans away
64 A tribe of abhuman muscle-bound barbarians arrive who seek common men as resources in their war on wizards and magic. Seek thrills to gather food and raise their offspring so seek to take over a human tribe to grow their numbers. Those surrendering can join them but will always be inferior
65 White apes move into area and hate humans who they eat and sacrifice to their demon ape ancestors and other evil gods. Human captives are sacrificed, skinned and devoured
66 Goblinoids increasing in area, at first they flee but return better organised. Later some evolve into hobgoblins or bugbears and call apon other goblinoids like thouls and workers and Darkstalkers. Somewhere they have a secret cave complex. Peace might be possible but these have a evil shaman urging them to war on surface in service to a death cult
67 A tribe of brutish abhuman cave folk exit bondage in the Underland through a cave and seek territory. Competing humanoids are to be eaten or enslaved but peace might be possible
68 A tribe of baboons recognise the threat of humans and raid and pester and steal food until driven far away or killed. Mostly skirmish with thrown rocks but might if confidant attack loners to eat
69 A tribe of nightmarish hyena folk with their hyena pets move into the area seeking to devour all humans it can find for their dark demon prince who hates all sons and daughters of humanity
70 An evil necromancer has found a burial ground and has been raising undead minions. When they have enough it is time to attack local tribes and take their bodies to the master. He is one of many of this new order obsessed with evil arts of the past
71 Attractive strangers seek a tribe to join appearing as attractive gender preference choices of whom they meet and seduce. Once in the camp will kill and eat tribe members and have hidden fellow doppelganger friends to replace them. Children often notice parents being odd first
72 Several people vanish taken by a Dryad or Satyr or Nymph, usually near a spring or grove the being lives with it's enthralled lovers
73 A shapeshifting animal spirit folk in human guise seeks to join the tribe. They are skilled in arts and magic but understate their powers and abilities. d4 1=mischievious fox seeks mate and to help them rule at any cost 2=cat spirit selfish but friendly 3=rabbit spirit wants protection from enemies 4=wolf spirit seeks to hunt werewolves hidden among mortals
74 An evil wizard uses illusions to infiltrate the tribe and reports to tribe enemies
75 Friendly attractive and strong strangers seek a tribe to join, really they are part ogre and just want to join so they can eat people. They might call ogre kin to aid them or hide for some time with humans if they can get away with it
76 A scarred lonely hunter seeks a healer, really he is a ogre magi dedicated to killing human healers and reducing survival chances. It might even replace the healer adopting their form for more mischief
77 An old woman who lives in a cave has been advising local women and trading potions and giving them funny ideas about magic and religion. The first who bother her dies mysteriously and then others who doubt her have a nightmare. Actually, she is a had teaching darkness preisthood powers. She will flee to torment the tribe again
78 A tribe member has been killed and is now a shapeshifting undead seeking to spread conflict, destroy stores of food and murder others in secret so they too become undead
79 An old person with a cane seeks a new tribe offers healing and knowledge of fermenting beer. Actually, she is a Bhut, a demonic undead lycanthrope like horror. By night they become a monster that seeks to eat and murder. By day as human seems good and wise and those shunning advice to tribe vanish
80 A dragon in human form has heard these creatures will rule the coming age so wishes to learn about them. This odd stranger is both wise and ignorant and offers magic freely once accepted. Eventually will reveal itself and will usually depart or kill everyone depending on type
81 A stone seal on an ancient pit was broken and a horrible shoggoth roams the area hiding in some hole and murdering tribe members till killed 
82 An aggressive wooly rhino moved into the area and making life hard for humans
83 A golem with a beast head from some pre human civilisation has been exposed by a mudslide and walks the earth killing humans by night
84 A giant has migrated to area and now humans are here. The giant will demand food tithes or will eat humans
85 A dragon lands announcing the tribe are its thralls and it desires a virgin sacrifice once a year henceforth. It has done the same to every tribe in the area
86 A troll has moved into the area near a crossing or pass and demands gifts of food to cross
87 A Griffin has been seen flying over carrying tiny ponies and occasionally snatching a human
88 Peryton mated pair live in peak with a nest. They need human hearts to breed so begin the harvest
89 A giant roc has snatched a few people and carried them to a distant mountain top
90 A feathered allosaurus has moved into the territory disturbing hunters game and chasing people. It seems determined to stay 
91 An evil imp has been whispering to loners at night while invisible, promising them every desire for a blood bargain. The creature will flee when the gig is up
92 A shadow lurks by the camp trying to drain victims in their sleep. As it gets bold it kills and old person creating a new shadow
93 A spirit has been seen lurking often in animal form but invisible. The spirit if placated with gifts will warn the tribe and protect the hearth but if it is insulted or certain tabus are broken it will instead be a menace. Mostly it is invisible but certain magic might contact it or a shaman will know how to entreat it
94 Someone sees a spectral minion and near the camp of an old person spying on them. The spirit requires its remains put to rest by a holy person so it can be reincarnated. Otherwise, the spirit gets more aggressive trying to drive them from area
95 Something skulking near the camp and digging at any grave sites the tribe may have (or might not know of). A pack of ghouls in an ancient barrow have been awakened by the voices of tribe in area
96 A barrow mound is disturbed by accident and someone finds a shiny cloak pin. A wight awakens from the mound and seeks return of it's pin and then just wants revenge and mayhem and to create lesser thralls
97 A spirit falls in love with a tribe member with musical ability and some occasionally see a person spying on the person performing. If anything happens to the musician the spirit may vindictively lash out at any threat to the one they love. When angry appears as spectral human whose flesh rots off to terrify those it hates 
98 Sobbing spirit near water lure curious close so it can grab and drown them under the waters to be with it forever
99 A idol is found and broken releasing a trapped lesser demon that moves into a small cave and terrorists the area and kidnaps some slaves to worship it till it has its own tribe
100 Someone who died in community has been seen in dreams warning the tribe about some coming danger or new enemy

Monday, 15 June 2020

d100 Stone Age Tunda Encounters + Gamelog





















So sorta like the Beringia landbridge tundra with patches of forest, permafrost, grasslands but also animals like flightless birds roam here. Mix of Pleistocene and Eocene animals, mostly mammals. If plants got across bearing crossing and tortoises got into Norway and UK rapidly after glaciers left I wonder about non-mammal crossing but oh well. A sea or a night time table might be good and a bit more spooky.

DnD dire wolves more Tolkien than real. Real dire wolves are not that bigger than regular wolves but science says they were dumber and more were caught in tar pits than more modern wolves who live in the same place but didn't keep getting stuck in tar. But here I mean DnD ones. LOTR movie ones are more hyena-like. Giant beavers and Lynx in ADnD are smarter than most people realise. I'm fine with this or even that a % of animals are intelligent and potentially use magic.

Tundra ain't all permafrost and snow. It has woodland, seasonal grasslands, streams, frozen marshes, rivers, glacial gravel heaps, areas of stones and moss, hills, ravines and more. The remnants of prehuman ruins in mountains and even advanced stone using peoples and monolith makers are rarer here with mostly nomad peoples. Many grandparents note trees have increased on mountains and spread along tundra plain rivers. The elves have been busily reforesting the planet after the dim light in the age of the monster ruled era. 

Lone strangers are to be treated with caution. Many supernatural beings appear as loners as do wicked outcaste magicians, lycanthropes and worse. Some don't take a risk and slay loners without any familiar tribal markings. 

a few interesting links
http://www.prehistoric-wildlife.com/species/e/embolotherium.html
https://www.nps.gov/articles/aps-17-1-4.htm
https://www.cbsnews.com/news/climate-change-permafrost-arctic-animal-herds-pleistocene-park-siberia/
https://www.theatlantic.com/magazine/archive/2017/04/pleistocene-park/517779/

Found a funny essay surprised hominids ate so much rabbit for so long and would bother. As rabbits are very easy to catch kill and skin in less than a minute and digging them up is easy I was surprised but I guess most assumed everyone eating megafauna and big animals.

Most recent game had cave people make friends with civilised lizard people who encouraged the tribe to drive out white apes, snake tribe folk (these serene lizards hated bossy snakes) and giant spiders in area. The elf and halfling spent some time scouting ape areas with lizard men temporary followers two scouts with darts and a monk with an obsidian naginata. Invisibly sneaked up on and killed shaman and his baboon guards and a bunch on spider monkeys. Found potions and fetishes and human skins in the shaman shack. then returned to lizard monastery triumphantly.

Spent some time studying and the elf read lizardfolk wall texts and learned the basics of spoken language. 
The halfling had become a druid  and learned a puffball spell and the elf had learned fireball was keen to test it. So they went ape hunting and killed a number of small foraging groups then returned to the ape stone circle where they killed the shaman. They fireballed mourning white apes in the shamans ancient stone hut and killed many of the ape tribe heroes. The apes had a great setback and the lizards gifted tribe with some crystal daggers and a crystal that could store one cantrip spell for anyone to cast. Lizardfolk welcomed tribe entering valley and offered them the evil spiders cave. What could go wrong with mostly human colonists? Well better than stinking white apes and giant spiders. 

On way out of valley they killed spiders and returned through the secret valley entrance back to the icy tundra. Thinking of recruiting unwanted peoples of the frozen lands and bringing some back here where the food is plentiful. Next game contacting more of the local tribes.

d100 
Stone Age Tunda Encounters
01 Remains of a camp possibly of strangers in territory recently
02 Remains of camp whare a friendly tribe was a d4 days ago
03 Remains of a fresh kill picked at by vultures and jackals
04 Lions eating a huge beast wary of thieves near kill
05 Baboons picking at bones left by other preditors
06 Ape folk eating a kill furious at any rival humanoids
07 Mammoth stuck in a pit attracting sabretooth or d4 dire wolves
08 Assemblages of bones or shellfish left by primitive ape hominids
09 Bees in area, skilled survivor can find d4 kilos of honey
10 Rabbit or ground rat burrow complex
11 A herd of elk or reindeer 1in6 followed by tribe or preditors
12 A herd of mammoth 1in6 followed by tribe or preditors
13 A herd of bison 1in6 followed by tribe or preditors
14 A herd of auroch cattle highly aggressive to any preditors
15 A herd of ponies 1in6 followed by tribe or preditors
16 A herd of goats or sheep 1in6 followed by tribe or preditors
17 A herd of camels or llama 1in6 followed by tribe or preditors
18 A herd of brontotherium 1in6 followed by tribe or preditors
19 A herd of musk oxen 1in6 followed by tribe or preditors
20 Flock of giant moa like herbivore grazing flightless birds
21 A giant ground sloth grazing
22 A glyptodon near huge burrow complex
23 Giant beavers creating a lake from streams and marshes
24 Giant anteater tearing apart huge ant mounds
25 Flock of game birds or wetland birds if water near
26 Giant porcupine lumbering about
27 Grumpy woolly rhino hostile to the smell of humanoids or fire
28 Pack of ferocious ground squirrels pour out of holes to drive away enemies
29 Thousands of small migrating birds
30 Boar and d4 females and 2d6 piglets will eat anything
31 Giant eagle will grab humanoids by the head and carry off and possibly drop on rocks
32 Flock of terror birds out hunting
33 Huge lone sabretooth hunting mammoth or anything really
34 Cave lion pride most often females hunting
35 Giant lynx or bobcat skulking about 
36 A pride of sabretooth spotted leopards-like cats 
37 Pack of wolves out hunting, cries will draw more in and may follow prey gathering numbers
38 Dire wolves obviously following 
39 Wild dog pack (formerly domesticated and gone wild) 
40 Jackals (Coyote) mostly avoid humans but might follow to steal scraps
41 Giant weasels or otters if need near water
42 Cave Hyena pack the cowardly following for scraps to scavenge or steal
43 Hyaenodon pack prowling 
44 Entelodont (terminator pig) roaming about terrorising animals
45 Bear dog or sarkastodon roaming alone

46 Paraceratherium roaming 1in4 has a calf it protects otherwise it ignores humans
47 Grisly bear 1in4 has a d2 cubs
48 Polar bear 1in4 has a d2 cubs
49 Cave bear 1in4 has a d2 cubs
50 Giant owl try and snatch smallest party member
51 Giant carniverous ape on prowl often near a family group of a d4 with d4 children
52 Primitive ape folk tribe who use fire but don't make it and use simpler tools
53 Scrawny ape folk who live in trees scavenging meat and fear fire
54 White ape tribe hateful of humans who they eat and sacrifice to demons
55 Nomadic tribe of human hunters following herds (one of the great tribes)
56 Cannibalistic ape folk hunting for humanoids
57 Lone abandoned disabled old person, 1in4 has an unusual useful skill 
58 Shamen on a quest with a d4 unusual followers and pets in camp
59 Degenerate albino subterranean semi-humans hunting on the surface world
60 Wandering band of mutants shunned by tribe, 1in4 serve chaos demons
61 A lone pine elf scouting tundra and planting tree seeds
62 Halfling trappers prowling will hide and spy shyly on strangers but may trade
63 A grubby naked dwarf with a stone axe banished from the home clan and hungry
64 Gnome spies on strangers from burrow hole with huge ground squirrel friends
65 Dark elf full of malice 3rd level with invisibility spell will follow victims to kill in sleep
66 Grubby hairy all over dwarf cannibal berserker from Underland 
67 Ugly lost gnome in a strange suit and goggles from Underland knows no surface speech
68 Nasty cannibal halflings lure victims in close for ambushes using treachery 
69 Tiny fairy folk use tiny d3 arrows to drive away giant intruders from area
70 Dryad or satyr looking for love has d4-1 enthralled lovers now
71 Kobolds from underworld 3d4 exploring surface with a pet
72 Goblin hunters looking for smaller game and mushrooms 2d6
73 Hobgoblin warriors with stone axes and spears hunting humans 2d6
74 Bugbear head hunter on the prowl with bow and strangling cord
75 Bugbear warriors hunting humans silently d6
76 Norker cave goblins with clubs and overbites out hunting 2d6
77 Orc hunters hunting humans for status 2d4+4
78 Goblin magician and d6 servants d4 1=druid and wolves 2=dark priest and zombies 3=shaman and warrior 4=wizard with hobgoblins (1in6 of all groups have a thoul) 
79 Elemental abhuman warrior far from home d4 1=frost 2=rock 3=fire 4=fog
80 Beast abhuman hunters 2d6 in band d6 1=wolf 2=lion 3=bear 4=elk 5=goat 6=bull
81 Ogres out hunting d4 with sacks of flint, ochres and dried meat and fungi
82 Horrible insane chaos troll slobbering and following trails for food
83 Group of d4 rare elder trolls survive the old times d4 1=hedge troll (as halfling) 2=cave troll (as dwarf) 3=mountain troll (as abhuman) 4=arcane troll (as elf)
84 Hill giant 1in6 with a pet d4 1=polar bear 2=dire wolf  3=sabretooth tiger 4=mammoth
85 Centaur brutes with clubs seek to carry away mates d6
86 Wise noble centaur loner skilled in several arts including healing with bow and lance
87 Plant spirit folk changeling in human form out to wander world before returning to life as a tree
88 Animal folk spirit changeling in human or animal form often curious about strangers d6 1=seductive vixen troublemaker 2=wise owl priest 3=witch woman spider 4=friendly lynx 5=ranger swan-maidens 6=
89 Lycanthrope alone and cursed enemy of humans d4 1=wolf 2=panther 3=bear 4=mammoth might try to get close to use treachery or murder foes in sleep
90 Wildman abhumans covered in green hair some with antlers, 2d6 led by a 4th Lv druid. Shy but protective of wilderness resources and wary of humans
91 Fairyland spirit able to create an animal form or 1in6 a human or elf form with other magic powers, protect nature and punish evil or destructive humans
92 An ancient burial ground has been exposed and thawed out with some precious stone implements, magic tools and undead d4 1=ghouls d6 2=skeletons 3d4 3=zombies 2d4 4=shadows d4. Remnants of tablets with symbols might be useful wizard research
93 Spectral minion of a beast improperly slain without ritual which local hunters know from ancient prayers and litanies from past. Angry spirit animal will attack unless appeased possibly by a druidic sacrifice 
94 Spectral minion of a wicked tribal outcaste who died alone in the wastes and barred from the family tent in the underworld. Possibly appeased with sacrifice but often malicious or will scare strangers
95 A wicked lone spell caster Lv d4+2 banished from other lands might seek to join a group but will have a strong influence d4 1=druid 2=priest 3-wizard 4=sorcerer 5=bard 6=changeling 
96 Lone abhuman wizard 4th Lv awoken from hibernation and angry at dirty apes not knowing place  d4 1=catfish 2=
97 Feathered or furred reptilians d4 1=allasaurus 2=giant constrictor snake 3=pack or raptors 4=dimetrodon 
98 Horrible hybrids left over from dawn age d6 1=chimera 2=manticors d4 3=hell hound 4=peryton 5=lecruotta 6=sphynx 7=griffon 8=wyvern
99 Elemental beast d4 1=salamander (fire or frost) 2=winter wolf 3=drake (fire or frost) 4=Fire newts riding striders with obsidian bladed war clubs and spears 2d4
100 Titanic elder beast, mostly sleep but ocationaly move, some kill everything in path others mostly harmless. Some people might have spoken to them in the past but not now days d8 1=Ikathra the living glacier who brings cold weather 2=Gthron the beast with no face who eats souls in the fog 3=Malardra the the undead collosusand and his walking death followers ever seeking to replenish their fallen 4=Vardura the hungering one, makes everyone for miles feel hungry and angry and edgy 5=Korran the walking tree thing spreads fertility in wake atracting animals and prosperity 6=Ull the hunter a great spirit on skis leading spectral minion hunters and beasts seeking to slay any hunters who failed to make the prayers and proper butchering procedures animal spirits require to be born again in the mortal world 7=Aran the stalking death comes to area in form of a black cloud or antlered dark giant  to claim the lives of the oldest in a village, wait a day and if elder does not come with them forever will attack the tribe 8=Emora the God Mammoth comes to lead herds away and will often be heard by many trumpeting mammoth followers that little could stop, she is revered by the mammoth cult and druids

I might do a table of hazards and wonders too to the company this
possibly a bunch of events of interest or seasonal events...

Im happy to advance this group to test my rules at higher levels which I have neglected. Only one of my three games still running. 

Monday, 20 April 2020

Rich District of Shadelport


































1 Navigators Run

Descendants of founding pirate families and richest ship owners
The rich here keep the most opulent riverside wharves and rich private boats. A private militia keeps out riff-raff and fish out dead corpses from upriver and dump them out at sea. These families are strong supporters and peers of the ruling Baron and 366 families are represented by the Navigators guild. Many are wizards. The law here is a private militia and the gang known as the Davey Jones Boys run vice discreetly

2 Fortunes Nest
Rich families of arcane and priestly magicians 

Notoriously close to the university and the holy district this area has some of the most unusual houses. Wizards clans, especially on townhouses and towers, erect sculptural figures from their clan shields. Sorcerers pleasure domes and priestly palaces all rub shoulders here. A sect of templars helps guard the street with militia assisted by poor wizard students. The biggest gang the Gilded Porpoise Club has risen up helping up and coming poor wizards then getting favours in return later.

 
3 Iron Men's Rock
Families promoted to nobility for worthy military or civil service deeds
While old inherited title families treat the Iron Men as inferiors, in fact, they are the most loyal to the Baron and highly regarded by the secret police. Eventually, they marry into nobility and move up. A rather quiet and austere area with gated communities with own guards. Militia and secret police keep streets very clear at night. The secret police are the closest thing to a gang and report to the Baron       

4 Palace Hill
Richest and most powerful nobles of the city who look down on everyone else

Many walled estates and palaces here with many private gate guards. These families are directly working with the Barons international trade, piracy and privateer empire. Some of the ancient reclaimed manours have hidden secrets and hauntings. Many deal with specific foreign lands or defected to the Baron from far away. A youthful chariot gang like to run down poor people intruding in area

5 Dragon Hill
Older farm estate families, landlords, and demihumans in declining old houses 

Once was wealthier are but these older "poorer rich" families that insist on true blood nobles only. As their leaders declined in health and sanity so did their fortunes and relevance, especially as the Baron created a class of farming and fighting common landowners. Even many of the slaver families here are in decline as non-human labour is cheaper. Probably the wildest streets with excentric locals defending own blocks. The Hellfire gang are rich privileged youths who occasionally take over blocks with guns and thugs just for violent fun.

Monday, 23 March 2020

Stone age shenanigans

 

Stone Age Sorcery Game Session
So some new characters made and only one person bailed over medical stuff (sniff). Party now includes

Fighter hunter and executioner wields a stone axe and spear (Dallas)

Halfling baker, an expert with throwing rocks and  copper hand axe (Matt)
Tattooed cave wizard and healer mostly terrible at fighting (Hugh)
Pterodactyl abhuman warrior fisherman with a copper headed magic spear (Doug)
Elf from faerieland with incredible archery skills and mentalism magic (Richard)

Not everyone together yet but we had 3 out of 5 because getting everyone's schedule even monthly is hard.

So Halfling staying with Gnomes village met pterodactyl and cave wizard also alone among the gnomes. All became friends. Granny, halflings slave and the older hunter were ok with the new friends scouting the mysterious valley of giant trees, dinosaurs, elves and cannibal cave dwellers. So found a good looking cave and had a peek inside disturbing a young spotty sabretooth cat. Drove it off and chased into the cave to finish it off. After butchery, a meal and some animal skinning had a peak around the cave. I'm using a 3fold adventure i did called Cave of Fate. Found a cave gallery of hunter rites and a shamans cave with several items of jewellery, drums, magic antler spear, antler hat (now Mr Pteradactyl), Shamans bag +1 saving throws, ochre and a bunch of awesome drugs (STR, alertness, mild poison and one causes hours of visions about lizard men worshipping Tsathogua.

Halfling sneaked ahead found a tunnel with a well. Went plashing about and a giant eel tried to grab him and pull under. Others rushed in to help, wizard making pterodactyl grow big for a fight. Decided to all go home for the night as sabretooth and eel fight hurt.

Returned and explored several other chambers of art and petty trade goods. Found some destroyed mummies of dead humans from long ago. Found a shrine of a dragon cult with dragon tooth and a smallish two-foot burned dragon skull. A rubble blacked tunnel got them exited. Tried to catch eel with bait but new it went under a rock lip and good current. Halfling experimented with swimming and wizard said try like a frog which somehow works. Found lots of branches and a hidden chamber with a dimly luminous serpent cult healing pool. Swam away as the giant guard smake looked like it would eat a halfling.

Moved the rubble in the dragon shrine and crawled into the tomb of lizardfolk. A stone lidded sarcophagi amazed them with it's unheard of stone excellence. Pushed open lid a bit and decorated serpent mummy inside awoke and tried to open the lid. Gang held the lid down and covered it in rocks from rubble heap. Found stone tablets of a spell in serpent folk script so wizard had to touch it and awoke lizardfolk zombies. Was a tough battle. Wizard lucked out with an elemental blast of sparks and helped friends with first aid. Wizards raven familiar used its cauterise cantrip which was handy, also was able to speak now. Found a wight lizardfolk thankfully using its macuahuitl and managed to beat it. Found some lady serpent folk graves and looted copper armbands and coral necklaces.

Found the other way into snake healing shrine and killed the snake. Were pretty battered so blocked the entry tunnel and waited as they heard cannibals searching for them. Waited two days then fled back home. Chased by four cannibals and managed to wound two who sat back to hurl darts back at wizard and halfling while pterodactyl
 battled two unharmed ones. One tried to run and halfling chased him down while others did first aid stuff. Managed to find blood trail and exposed hiding cave hooligan and smashed in his brains with rocks.
Back home party celebrated their luxury trade goods and discussed needing wives and considered buying them off the semi-human cave cannibals. Also started getting too comfortable with gnomes who the traded jewellery and drugs for a copper "coin" each. The sharpened copper coin was a fire starter, animal skinner, scraping pocket knife wonder tool every stone-age James Bond wanted. This made them all have social status with gnomes. I was a bit worried here and two games before I had party marry gnomes and being gnome pals and felt a bit over it. So now party accepted, the gnomes let down their hair around guests who helped stopped cannibals hunting gnomes. So gnomes who were all shape-shifters were seen fornicating with their pets in animal form. And party and npc decided to move out of this place fast and didn't even want a miracle domestic pet dog from the gnomes. They couldn't get out fast enough after levelling up.

Then into the next valley which was barren but looked like a canyon had opened and closed in a rubble-filled wasteland. Found friendly tribe w
ith miracle wood wall stockade and were offered delicious gobs of meat to eat.

What meat is it? Oh, that's ground meat we mine.
What? It comes from the flesh of our god the beast beneath, wanna see?
Er sure.

Village in the walls of huts of god bone and god leather tents. Inside a sacred sweat lodge in the centre was a passage to inside the great crack. Here was where ancient gods-ancestors of human tribes arrogantly struck down and imprisoned their sacred behemoth two ages ago. The cult hopes to awaken the behemoth to judge the gods and punish them.

People mined meat from sleeping league long kaiju. Heroes didn't wanna see bum or head end but saw meat chunks hacked out by axe. The tribe used ribs and flesh and sinew for everything and were very welcoming. 

Wanna join us forever your welcome to be one with us?
Oh, yea fascinating we gonna leave now.
Sure you don't want to trade for reptilian mutagenic neural peptide juice?
Yeah, we can hang a bit to try some.

Though halfling abstained. Noticed some older people had od features and apparently some fully transform and flee to the dark hill caves to join their hidden kin. So anyway wizard got cool eye membranes that act like goggles and doesn't need to close eyes or blink. Pterry got a dislocating jaw so he could swallow something size of a cat whole. He seemed fine with calling of reptile kin mutations.

Party moved into the valley of mystery a lush foggy highland moor haunted by signs of recent abandonment by tribes. Nobody knows why or where all went.
Mechanics Wise
Wizard learned written serpent folk script and learned spell of charm undead which is one of those evil necromancers spells your grandma warns you about. Pterodactyl was a great barbarian maniac with lots of awesome plusses stacked up.

Elf can shoot into melee or shoot at point-blank while in hand to hand so only have a bow and a knife and makes arrows on the road. Elf is using my psionics spell list as "mentalist" caster and has bizarre skills for faerie style grifting humans using illusionary disguises, hypnosis and infiltration skills.

My version of halfling class, I had to tone dow
n a bit since my earlier version. Now makes second rank fighters and skirmishers and have best-saving throws and diplomacy. Halfling is a sneaky rock-throwing ninja machine too. Has baking skills which impress everyone they stay with.Pterodactyl abhuman was able to glide when he hit third Lv in session will be able to fly at 6th. First-person who taken advantages to have no penalties with non-proficient weapons so can snatch any weapon found.  Normally abhumans are basicly super barbarians made by ancients for war or by the gods in the begining as animal ancestor guardians. In case of this character his ancient reptilian lore makes him a scholar who can talk to wizards. 
Was funny wizard using growth so 7-foot Pterry grew to 10 foot 6 inches but halfling grew from 4 to 6 foot high. Actually, a giant halfling throwing rocks turned out pretty good.


I'm pretty generous with a level per session if I can now as lucky to get three straight games in a row but seems to be happening and new players as well. I prefer longer campaigns and character commitment but more and more in my recent gaming, my dnd has been a bunch of mini-campaigns. 

I'm making morale lower and animals and people more willing to run away. The urge to live and survive is the ethos of the setting. Skirmishing and fleeing if injured is normal warfare. Fighting to exterminate is rare the domain of evil tribes and cannibals who prefer to attack enemies at their homes. Most decent enemies fight on borders mostly as skirmishers to wound and insult rather than murder. Accidents do happen and some kind of ceremonial trial where the tribe who kill compensate their enemies and things go back to abuse and throwing stuff at long range till blood is drawn is a normal fight. Players did chase and kill fleeing cannibals and kept following till all dead but I guess with cannibals you know you can never just live with them (chaotic evil).  

My oath and gifts system is hilarious alignment-dialled-up-to-11 big fun and player making new character was gonna try live without alignment found self swearing oath to chaos to graffiti lots and deciding wasn't so bad I want more oaths to chaos. Got a magic bow and a fancy bow skill just for becoming a cosmic fanatic to inhuman powers. I had gnomes help produce the magic oath items in play. Normally I assume a temple or a cult would help you get it mostly whatever uses the least of the planar powers own effort. I like the idea of when sufficient level to get a better item the powers just upgrade your old one that is linked to your item. Losing item probably require a quest to recover. If destroyed perform quest to get new one waiting in some terrible place to collect. 

Planning to finish the half-page left of my second rulebook shortly (just recovering fonts) then merge them both into one and set up with hardcover on lulu.

Wednesday, 1 January 2020

In the Black Halls of the Outsider Gods





































Woo had good writing buzz here from all the compliments I received...
I appreciate any feedback or discussion.
This project has legs now so here goes...

So my most recent thoughts on new content to design is explore ruins of the elder age. Ive done a few posts on my monster age of night and refered to it in my Exilon and Stnone Coast and Monster Island settings. Im a bit inspired by HPL's "The Mountains of Madness" and "The shadow out of time". Also there was a blog I used to read wich had a great vikings exploring a city of old ones in frozen north in a setting (if you remember who let me know). Brian Lumley also did vikings types exploring the corpse city of Cthulhu in one book and I used this as climax of my Viking Cthulhu game.

For this project I will touch on the monster empire in the age of night but will also look at the sealed cities of the outsiders who even the monster kings sealed away with black magic.

So my monster kings in the age of night was an age of mostly twilight and darkness ruled by abhumans serving evil gods. But even these evil gods were recognisable kin of other gods. Even demons and devils were part of the order established in the beginning of the universe. But there was before the first dawn intruder gods from the void who came into the world and hid in the dark placed under the earth and under the sea where light never reached. These beings were alien and while they might be called demons and evil gods in reality they are alien outsiders. Their insane mutterings and black magic gave aid to bad gods and demons and wizards that led to the end of the dawn age and began the age of night.

Early in this age the monster kings included worms and insect races. Bats and vultures came at the end of the age after the worms and bugs were betrayed and turned into food by their evil allies. But in the early times the dark beings from outside came from hiding and strided the world teaching blasphemous evil magic and devouring those who fled the monster kings. Some races hid in dungeons aided by the weakened good gods, many slept until the enemy were weakened. Most of the outsiders came from several cities and a few outposts. Sated by souls they rested and called more of their kind from the void.

Eventually their servants the monster kings and their gods realised their masters served only entopy and the world would be left but a husk so they turned on their evil mentors sealing them away and banishing them into the beyond. The monster kings wanted to rule forever but without their masters and new victims they turned on their allies. They destroyed the worm and insect emperors and propped up new warm blooded replacements. This was stable for a while but the dark races were lazy and greedy so they increasingly used modified humans and orcs as their legions. Finally these abhuman orc and humans revolted, then the sleeping and hidden peoples came from their great stone vaults and the old gods of creation returned ending the second age. Most of the monster races fled and hid to isolated places and beneath the earth.

Humans and orcs led by their modified kin became plentiful and came to dominate the world as the bred faster than the demihumans and beast folk of old. The ruined strongholds of the outsiders were hidden away in the cold of the north or the great lands of flame to the south or lesser outposts in hard to find places. But eventually humans found these places and some sought magic and power forgetting that the wickedest black magic of old was used to seal and conceal them.

The void is outside our universe but intertwined though ours. It is the vacuum the world was born into in the first act of the universes creation. It is a realm of anti life energy & entropy. It has magical shadow realms within its's curtain maze of darkness. Void beings guard the shadowmaze. It overlaps and interacts with many other planes such as the nightmare realms or parts of hell. Some witches walk through the void with magic or call on it's power. Evil star spirits in the sky and certain elder gods with their minions can bridge the worlds. All undead and level draining beings make use of its dank negative powers. Void beings change when they enter the world and human dreams to more recognisable horrors but made of hungry darkness 

The locations of these cities are in horrible places.
The evil gods and monster kings placed magical barriers to keep them hidden.
The entrances are usually sealed but there may be several
These hazards might be resisted by means of magic or research

The great chambers of the citadels are organic shaped like organs, bones, shells or exoskeletons. Perhaps these alien cities were once living and may again. Many chambers are unfathomable and the script of the outer ones is inscrutable. The chambers are huge for titanic outer horrors. The outer seals are in the script of the monster kings empire.

d12 Main Locations of the Citadels of the Outsiders   

1 Buried under a glacier or in a frozen waste, partly exposed
2 Buried beneath the sands in some desert, partly exposed 

3 Under the sea with some peaks having formed islands
4 In the sea surrounded by great weed sargassums for miles
5 Buried under a mountain dropped by gods
6 Hidden in some isolated lifeless wasteland, partly exposed
7 Buried under a plane of ash, partly exposed 

8 At the centre of a plain of glass, partly exposed
9 In a volcanic crater surrounded by lava, partly exposed 

10 In the heart of a foul swamp, tainted by the cities evil power
11 In a huge crater full of boiling mud and steam geysers
12 In a boiling acidic lake with toxic mineral deposits

d12 Obstacles to finding the Citadels of the Outsiders
1 A veil of invisibility keeping it hidden

2 A veil of illusion keeps it hidden or frighten outsiders away
3 A invisible maze of force walls
4 Tar pits choked with prehistoric bones
5 A horrible stinking miasma carrying the plague
6 A barrier distorts time and space making direct approach impossible
7 Poison smoke from the ruins kills all life in area
8 Corporeal undead burst from underground as approached
9 Non corporeal undead spirits swarm around it warning intruders away
10 A barrier of stasis has frozen the ruins in time
11 An aura of madness drives victims to violence and despair
12 An aura of fear terrifies and ages intruders

d12 Sealed Entries of the Citadels of the Outsiders*
1 Great black basalt plug covered with curses and magical wards

2 Adamantium portcullis gate
3 Great iron gate decorated with seals of the monster kings 
4 Petrified wood door with a adamantium bar 
5 Bricked up with huge stone slabs
6 A waterfall of molten iron
7 A crystal wall as hard as steel
8 Magical barrier of flame
9 Pillars with constant arcs of lightning
10 A barrier of darkness that drains souls
11 A pair of idols with eye beams of disintegration
12 A prismatic wall
* There is a 1in6 chance someone has opened the seal

d12 Quick Chamber Decor

1 Room shrouded in mist
2 Eerie green light (or violet)
3 Disgusting smell
3 Sticky slimy secretions of ectoplasm or ichor
4 Clusters of mould and fungus

5 Inscriptions in elder glyphs (possibly useful spell research)
6 Relief carvings of blasphemous beings performing evil rites
7 Relief carvings of outer alien gods feasting on mortals
8 Huge decorated pots bigger than a human in groups around room
9 Rows of squat evil inhuman idols each with a small altar for offerings
10 Several huge statues of blasphemous alien gods
11 Ornamental bathing pool d6 1=dry 2=water and lampreys 3=slime 4=black rotting compost matter 5=worms 6=ectoplasm
12 Living statues or golems with 1in4 chance of broken ones scattered about usually hostile to intruders

d12 Things from the void depicted in art
1 Void walkers or void elemental's are black clouds. When embodied in the world for a time may form many clawed arms or a mouth as needed. often depicted sucking up a victim into nothingness 
2 Void demons Void demons are crackling spheres of darkness energy often burning with ebon flame or shooting arcs of black lightning. Given time embodied in the world they begin to conform to the the nightmares of their cultists but worse. which frequently 
3 Void knights were ones a servitor person who has become bound to a outer god and now they are out of sync and in a flux between alive and dead for eternity, they appear like shadows at first but over time embodied in the world, come to have silhouettes of menacing warriors, their touch drains life energy and those they kill become undead (greater the knight the greater the undead). In art they are massacring victims or serving some god, some have a minion of god as a familiar
4 Formless Spawn are tar like liquid creatures that can change form and left to guard holy places of the outer gods. They are near invisible in darkness to light and heat. Their touch is deadly and sometimes wounds infect a victims who gradually turns into a spawn
5 Shoggoths are created by elder magic to serve by a mostly extinct race of void travelling tentacled plant-flesh creatures. These were the krinoids* travelling worlds to study and experiment on life. In art they are showing the race of alchemists at study while shoggoths build this ruin. Sometimes it shows shoggoths as surly or resentful. Some scenes show naughty shoggoths being punished. Shoggoths are a mas of eyballs in a mass of thick ropy sticky protoplasm shat it shapes as it needs or forms into organs as they need. Some shoggoths are opaque white or black, some luminous green or blue, some like flesh or transparent a few like mass of clotted blood. They often scream out in voices of the ancient krinoids
6 Tsathlaan, the sleeping one, progenitor of wizardry,  begetter of nightmares, lord of the outer void, depicted as a great sleepy behemoth that sits in a cave on a monolith, served by a race of toadlike chaos creatures
7 Nullax, the black lightning, soul eater, undeath bringer, lord of the outer void, depicted sometimes as a huge floating eye in darkness often firing a ray of anti life into the universe destroying all it sees from beyond, served by things that are undead or require negative energy
9 Xor, the endless thing of flesh, world devourer, great host of infinite parasites, lord of the outer void, depictions of a land of flesh populated by beings stranded from devoured worlds living as savages 
10 Astragaran or Azog the primordial one, the mindless watcher from beyond, lord of the outer void, often appears as a viscous opaque liquid sludge that forms eyes and its colour constantly changes in a hypnotic display to drive mortals insane, served by race of insectoid-fungus beings that fly from earth into the void relaying messages and secrets of the outer gods
11 Menglar Thatan, the ravenous one, mother of a million gibbering ones, lord of the outer void, its form of a mass of stinking organic gelatinous matter that forms smaller horrendous creatures that are unique mutant spawn, most die some grow gigantic
12 Iok Kothos the kronovore, eater of time and destroyer of all, lord of the outer void, its form is a glowing cloud with eyes and mouths and all kinds of beings especially mutants and wizards worship it
*This is the default builder race of the standard eldritch ruins but there are many others not on this list


d12 Encounters inside every ten turns

1 Golem or living statues on patrol or labouring
2 Shoggoth muttering to self on way somewhere feeling hateful
3 Coporeal undead 1=jujuzombies 2=ghouls 3=wights 4=mummies
4 Non coporeal undead 1=spectral minion cultists 2=shadows 3=wraiths 4=spectre
5 Formless spawn often in form of a pool or puddle or covering whole floor
6 Adventurers d4 1=shamans quest 2=greedy wizards seek lore 3=evil templar priests pilgrimage 4=civilised murder hobo explorer party 
7 Bestial albinos once bred as food to be kept in cave larders d6 1=human 2=demihuman 3=humaoid 4=abhuman 5=giant bats 6=carnivorous apes  
8 Tentacled horror cavern octopus or cave squid, often tries to ambush from a vent or arch or pool, 1in20 are voidsquids that try to snatch you into another dimension to eat later 
9 Voidknights on some quest to aid the masters return offer party eternal life like them before attacking, mock mortals in fights using esp
10 Swarm of tiny vermin resembling natural bugs and crawlies but not d4 1=worms 2=trilobites 3=mutant rat things 4=flesh eating moths
11 Cultists on quest to revive the outer gods d6 1=cult wizards 2=cult templars 3=occult curious adventurers 4=cult orc guard squad 5=evil abhuman shaman with with hunters and a d4 pets 6=beast headed abhumans serving old monster kingdoms 
12 Unique slimy mutant spawn of some god d3 animal types and d4 huge body parts or organs, colours may vary

d100 Great Chambers of the Outsiders Citadels

01 Mummified bodies of some strange alien servitor race, crowd the chamber, who's souls song ago drained as fuel for the hungry outer gods of the void
02 A great open sarcophagus with a elder titan's corps, it's sould long ago returned to the void
03 Lesser mortal servitors of the outer gods, mummified in hundreds of niches, which extracted their sould as food for the once livingcity of black magic
04 Thousands of carbonised human, beastfolk and demihuman corpses long ago consumed by the feeding outer ones
05 A great onyx sarcophagus with seals, wards and curses containing a slumbering demigod of the outer ones
06 A voidship of the outer ones designed to return to the outer realm of darkness, a rotting alien god sits at the controls slain by something long ago
07 A great pit sealed with a basalt plug with glyphs of warding and explosive runes, faint gibbering of some formless horror within can be heard
08 A great throne where some alien titan sat long ago
09 Hundreds of ashen silhouettes of worshippers, vaporised in a flash of soul devouring dark flame from a hungry god
10 A great brazier filled with charred skulls, if lit a black soul consuming flame rises from the pit
11 A great stone arch way with symbol of the outer ones, if a sacrifice is made at the nearby altar, the gate to another elder city is opened
12 Huge deformed headed statues line the chamber looking down at a altar, if a victim is sacrificed their eyes open and they will answer one question according to the inscrutable laws of the outer void
13 A great mirror disc surrounded by elder glyphs in a wall. If the right sequence of glyphs are pressed a gate to the negative realm of outer darkness outside the universe opens. All seeing this must save vs madness. If left open 1in4 chance per turn some being comes through
14 A great stone basin is before a squatting idol with jewelled eyes, inside is a bubbling tar like liquid, a formless spawn of the outer gods that will arise to attack thieves
15 A great diabolic face in the wall, by a altar with a grid of coloured gems. If aranged in correct sequence the mouth opens and is a gate to hell. Various sequences open in various locations in hell
16 Open pits in the floor and arcane symbols decorate the chamber. If explorers make any sound insane gibbering from amorphous horrors in the pits start up causing confusion to all who fail a save
17 Rows of huge sarcophagi against a wall, each with a lever. If pulled the sarcophagi opens and a umber hulk comes out, it will use it's glare while trying to awaken other sleepers here
18 A great chamber covered in outer god glyphs and other elder languages. If any are read a whispering mutter starts up and all in the chamber feel an alien presence from beyond viewing them. Any see invisible, detect magic or true sight may detect the scrying of alien beings from the void
19 A statue of a tentacled horror covered in mouths and eyes is central to the room with a altar. If a star shaped stone is removed from the altar before the statue, it begins to come to life unless the stone is returned
20 Signs of a adventurers camp from some time ago with lifeless husks with their throats torn out and looks of agonised horror on their faces
21 Rows of glass cylinders with various races in stasis within. A control altar can awaken them if operated correctly but if a mistake made they crumble into bones. The beings are from the age of darkness and they are slaves of the monster kings sent here as food
22 Hundreds of metal jars in niches fill the room holding ancient brains of mortal servants of the gods. If one is placed in niche on altar the jar glows and the prehistoric brain is able to speak though mostly they are long insane cultists
23 Great braziers surround a magic circle of elder runes. If lit and runes read the yellow smoke forms into a phantom robed being in tattered scalloped yellow robes and a mask. If addressed the being will remove its mask causing visitors to make a save or become confused. Those victims will dream of the yellow phantom and will be able to write but not comprehend a alien script
24 Thousands of tablets inscribed with language of the outer ones and the monster empire in niches mostly dealing with black magic and contacting the outer void
25 Strange metal tables with arm and leg restraints under crystalline apparatus. If a being is strapped down and the levers of the device are manipulated a mutagen ray pulses against the prisoner. A skilled operator can induce specific mutations otherwise they are random
26 A garden of gigantic alien fungus grows here. Many have magical effects or might be poisonous, but several are ambulant and hostile
27 A crystalline sphere in the middle with a door. If the control altar is activated while a being is inside images of the beings thoughts appear on the wall. A skillful operator sometimes gets future images that might come true
28 A series of crystal sarcophagi here with open lids, if anyone lays in one while a control altar is activated the person in the niche changes into a type of abhuman beast folk. A skilled operator can produce a specific type
29 A row of crystal chairs with a helmet and restraints. If a victim is in chair with helmet and the control altar is manipulated the seated makes a saving throw. On fail they are insane, success they can read and speak the outer gods alien language
30 A huge crystal ball here is a scrying device the void dwellers used to spy with subjects known to them
31 much of the room is caved in with crushed alien servitors half buried under rubble
32 A altar with gems in niches in the centre of the chamber and several onyx sarcophagi. If the gems are taken beings take shape within coffins over a d3 rounds. The created servitors arise to attack
33 Ahuge ornamental bell, if struck all feel pain and sound continues for ten minutes, then a dimensional horror comes to see who has rung the bell. Normally the elder wizards know rituals of command and offer it blood
34 A circular clear crystal colum with a green glowing meteor inside. Their is a control altar if engaged correctly causes the meteor to glow and activated all the citadels lights. If performed wrong an alarm rings as the reaction goes critical. The stone glows too much spreading sickly rays that cause mutations and damage all in chamber. Then melts its way out of the column despite the inside flooding with blue gelatinous coolant, then melts through the floor
35 What looks like a huge alien creature is just a shed skin, if touched it crumbles to dust
36 A chamber covered in hundreds of huge eggs of some horrible being with a long hatching period, some are just broken shells
37 Dozens of man sized organic sacks hang from the ceiling
38 Chamber with hundreds of pots containing black liquid which twitches if approached, each is a baby formless spawn in hibernation
39 Huge hideous multi eyed statue looms over room. An altar in front of it has several strange relics. If taken from the room the statue awakens a huge monstrous stone golem
40 Faceless gargoyle perched on ledges overlooking the room
41 A huge stone pool in the floor full of viscous bubbling liquid that forms eyes, tentacles and other features before absorbing them. Small disgusting creatures are born from the liquid but cannot scramble out and are devoured back into the liquid
42 A huge strange metal brazier full of low value gems, if lit a unholy flame erpts to the ceiling then subsides revealing a efreeti who asks why it has been summoned
43 Two crystal sarcophogi, if a being lays in one and the control altar in between is manipulated a evil duplicate appears in the empty one
44 A huge metal mirror several stories high with a control altar before it. If altar manipulated the mirror shimmers opening a gate to a pocket universe where prisoners have been stored for aeons unaware of the passage of time
45 Salty pools with trilobites or squid or isopods or horseshoe crabs scuttling about
46 A stasis field with slave gladiators in mid battle used as a artwork, if field entered you are trapped till the end of time or freed by powerful magic (or ring of free action?). This is a artform of the elder gods and a control altar will usually be in a niche or hidden panel. Defective use of controls might leave victims turn to dust and bones
46 A courtyard with almost a hundred statues of slave peoples. A few are torturing the rest with cruel implements to dismembering and disembowel them. All look with horror at a podium in the centre with expressions of horror. All were petrified by the sight of a alien being from the void. Monsters used to stand on pedestal and enjoy the pain-garden view
46 A great circular chamber overgrown with thick carpet of mound, various monster mould types
48 Overgrown with a huge black tree in soil mass full of human like skeletons. The tree is plumbed into walls with stone pipes with a control altar for the climate controls. The tree sap is shadow ichor used to feed hungriest life eating beings. 1in6 a cultist engineer crew and a battle templar group here trying to produce the substance
49 Huge slimy black toadstools in a chamber with flying fungal moth creatures, some of the exotic fungi is walking others are squawking and gibbering, 1in4 times magicians come here to gather fungus d4 1=civilised evil cult wizards expedition 2=cult savage shamen and followers 3=goblin shaman with hero, three goblin troop squads, a hobgoblin sub boss, and a bugbear scout 4=dark elf cult of sadism self titled void elves
50 Cave is dripping with green slime with some remains of objects resistant to slime 1in4 times d4 1=+2 stone hand axe head 2=+2 stone mace head 3=+1 mammoth cape of protections 4=+1 always venomous dagger, wavy and made from meteoric steel
51 A huge coloseum sized pit half full of rotting mutant corpses 1in6 chance of monsters d4 1=ghoul 2=giant leech 3=infested with rot grubs 4=surviving mutant cant get out and eating corpses 5=juju zombies 6=demon flies
52 A museum with stone shelves covered by transparent mica sheets, in cases are 1=taxidermy monstrosity experiments 2=prototype abhuman 3=alien beings 4=human like races wearing fur loincloths with clubs looking afraid, often stealing crops
53 A huge arena with seating for giant things to watch with huge steps, in the centre once gladiators battled. For everyone who enters a random monster is plucked from time and space to battle them but usually
54 Huge room with dinosaur and monster skeletons on display with a few demon and human like races 1in3 are stuffed instead with artful taxidermy
54 Large walkway over pits each with a monster in it furious and angry, daily they get food. Are a d6 living but mad ones and a d6 are dead. A bronze golem comes from a secret door to capture new possible specimens who enter. Creatures here were once selected for death sports like the ancient Pa Ku Mun or just pitfights d6 1=giant scopion 2=giant beetle 3=giant spider 4=black pudding 5=giant frog 6=human like slave
55 Hugre room with huddling mob of ancient alien builders petrified by some great weapon of the outsider gods
56 Room of magic crystal mirrors, each can be walked through one way to a part of the complex
57 Burbling pool of lava with a altar on one edge. Victims were hurled in to summon evil fire elementals
58 Pit with a pool with a giant squid used for sacrifices
59 Defenestration pit with long drop into pile of broken skeletons. A altar by the sacred pit with a victim hurled in could summon a air elemental
60 Sinkhole with running water into a deeper cavern full or giant albino cave creatures
61 A stone circle built by giants and wizards where sacrifices at a altar summon a earth evil elemental
62 Sacrificial pool where victims were drowned or dropped into a flooded pit to summon a water elemental
63 Crystal coffins where vampire agents sleep. One magic coffin turns a human like being into a vampire under a full moon if they make a saving throw. If they fail they just die and sose their soul
64 A hundred small apartments stacked up ten stories around inside of giant pit open to sky. Slaves lived here and their humble poor belongings and signs of a battle remain
65 A huge ceiling with hexagonal tubes in stone walls where sacrifices are fed to giant worms that grew into giant bugs for all kinds of purposes
66 A funerary temple in a great pit of ravenous worms. A walkway connects it to rest of the room floor. Inside a dozen cultist sons of kyusss await to be set on the world as revenge. Intruders awaken them but a lone quiet person might manipulate their control altar to awaken or destroy them
67 A great dark black pool full of eel swarms or venomous snakes, on a platform in the pool is a relic and a anti magic shell
68 The floor has hundreds of sarcophagi lids, if disturbed by outsiders or without prayers to them awakens mummies of the builder alien race
69 Four huge pits with wheels turned by slave shoggoths, the room is well lit
70 Chamber with huge occult sigil of the outsider gods. If entered summon d4 1=shadow daemon 2=beholder 3=petty outsider god 4=alien time travellers
71 Fountain several stories too of crude rocks with a magic spring d4 1=blood 2=shadow ichor to sate hungry undead 3=slime 4=mutagen 5=healing 6=unholy water
72 Large round room with conical pit, the bottom tapers into a sphere of anihilation used for garbage or destroying things forever
73 Hall of mirrors that show dreams of random peoples across the world. Looking at them is mesmerising save to resist charm. Experienced users can explore a individual dreamers mind
74 High ceiling all lined with gigantic relief carvings of outsiders and their minions
75 Worn down sacrificial altar and cracked megaliths shattered by some attack aeons ago
76 Golem factory with clay moulds with varied head designs. A altar and slab next to a crystal coffin transfer the soul of a slave into a clay figurine to be an immortal obediant servant
77 
Burned corpses of alien outsiders who built this place in chamber open to sky, some massacre aeons ago didn't have enough fuel to burn a hundred of them all into ash 
78 Dozens of control altars studded with gem controls, crystal screens on walls show views outside the city if controls operated properly. With time they might unlock a few interior viewing crystals
79 Pit full of beast headed mummies a dumped here long ago. Some have bejewelled decorations. If pit entered some mummies awaken to kill intruders
80 Room with control altars with slots for cystals in them. The wall have other colourd crystals if inserted a crystal screen lowers from ceiling and
81 Area seems to have high pressure, save or noseblled and sore ears. if a turn is spent in here say examining outsider silver runes in the stone, spirits from beyond began to manifest forms starting with things resembling deep sea fish made of darkness. one a roundfor a turn 1 HD, the next turn a void demon per round appears
82 Chamber is supernaturally cold with a large frozen slab in the middle, several frost salamanders live in a ice cave inside. Frozen bodies of ancient creatures are in blocks of ice
83 Monolithic gateway
84 A series of huge silver tuning forks around room, if any struck all vibrate causing all 
in chamber save or get a blood nose while things from beyond become visible. The chime lasts 2d4 rounds but after a d4 rounds the swimming alien beings from beyond attack, a d6 1hd att d6 bite creatures per round come through until tuning forks stop when they vanish  
85 Titanic fossilised kaiju monster, a city destroyer petrified as a form of storage for a future was with the gods. A control altar in in a niche to monitor it and possibly revive it. Signs cultists have been here taking rubbings of wall glyphs
86 Hexagonal patterned dome ceiling, panels have moving coloured lights that are disturbing to look at. 1in6 times cultists are here staring at the ceiling in hope of triggering visions. Some of them look starved and some are drooling 
87 Banks of crystal coffins for draining souls and making wights, the drained life force is channelled into a statue of a outer god who devours the souls over millions of years
88 Huge pools of glowing fluid with brain squid swimming within, telepathic brains cry out to be left alone and increasingly build collective psionic power to attack with telekinesis and
89 
Chamber walls are flesh with veins and tuxtured skin, pulsing organs are visible through skin. Slime filled pits grow various monsters and servitor races. Placing a sample specimen creature in pool and letting it digest lets you grow a servitor copy obedient to the outer ones. Operating a living console altar can grow other beings if you know how but most are hostile
90
 Huge room with piles of treasure and chests actually all cult mimics 
91 A museum with plinths each occupied one has a spotlight from above on it. The occupied plinths have various strange relics many cursed and most unfathomable. Many perform magic at some cost like HP or attribute points or levels
92 Iron golem 30 foot tall with beast head stands in middle of room. A step ladder goes up to a door in golems back to access a chair and controls. Rusted and broken golems and step ladders are scattered about but only one remains functional. Golem scrap might be useful also for magic
93 Horribly mutilated corpses of cultists killed by some unsympathetic minion of the void. Remains of their camp, spell books and magic items
94 Undead adventurer wights guard a strange alien relic plus their own mortal magic items
95 Room full of pearls actually the remains of souls excreted by gods after aeons of digestion. the pearls have a evil taint make anyone wearing or carrying them sad or sob with a failed save
96 Boulders with moulded racks for weapons including minor magical swords, axes, maces and spears all made from magic stone as hard as steel, once a turn searching you might find a better magic weapon with a +1
97 Telepathy lobsters, connect nippers to your ears and they telepathically translate and allow you to talk to other telepaths, the creatures swim in a pool and require hour a day in salt water and food. The dwell in brine pools by huge salt crystals
98 Ornithopter made from dead animal parts sewn into a hybrid monstrosity standing in its landing circle, hole in high ceiling allows it to exit and enter
99 Serpent folk ray staff 3d6 charge crystal, shoots fiery ray 2d8 damage 6 range
100 A huge broken apparatus here for some great magical effect requiring burning gems and sacrificing humans, its vessels are shattered, its scaffolding burned

One option is when inside there are a d6 doors. Every time you enter a door you go to a random chamber and and door after a turn goes to a different room. Possible some rooms are trap rooms with a single one way door inside. Obviously maps are useless.

Will be more of this stuff...