Friday, 12 December 2014

Revised Redbrick A-Z Dungeon Key


I will have Internets at my accommodation in Adelaide for first time in 7 years so I will be updating blog aplenty. Mostly playing oldschool DnD while there as players want to see my grimy horrible exiles setting
at work. Will be landing there on 18th with little to do but read and write and a game a week.

The original idea of this was to be able to slap descriptions on geomorphs without elaborate instructions. Since then I did these other zones and thought id better revise original. Im removing secret doors and traps from this now. Ive gotten pretty good at ad-libbing from these tables now. Really ive used same dungeon for mostly 2 years.


http://elfmaidsandoctopi.blogspot.com.au/2013/10/gothic-dungeon-key-z.html
http://elfmaidsandoctopi.blogspot.com.au/2014/06/goblin-mine-z-key.html

As I have enough content to last a while in current game I thought Id better finish off a few item for my redbrick dungeon zone book.

redbrick to finish
who built and why - convert to d100
entrances & locations - convert to d100 dungeon documents - convert to d100
common monsters
vermin table  - convert to d100
mid and high level encounters
monster market
convert barrels and boxes to variable containers
false traps and secret doors - animal nests, repaired leaks, etc
possibly refine traps to architectural, temporary snares and booby traps, magic traps


d100 Room function key
01 A Artifact room
2-5 B Barracks
6-10 C Construction site
11-12 D Dungeon cells
13-14 E Executioners block
15-20 F Factory
21-23 G Galley
24-26 H Hospital
27-28 I Library
29-40 J Junk
41-45 K Kobold nest
46-47 L Latrine
48-50 M Armoury
51-53 N Night garden
54-60 O Office
61-65 P Pit 
66-67 Q Lab
68-70 R Recreation area
71-72 S Summoners chamber
73-77 T Throne Room  
78-81 U Guardpost
82-84 V Vaults
85-88 W Workshop
89-91 X Treasury
92-95 Y Shrine 
96-100 Z Temple 


A Artifact room
This room contains an extraordinary artifact which possibly cannot be destroyed. Monster making machines, remains of saints, fabled magic items or gates are examples. Other magical resources or strange boons may be attainable here. Often with guards, traps and magic defences. Surrounded by artworks and finery. May be accessible by dungeon residence or forbidden to them and awaiting liberation.
1 Holy relics hidden here in more peaceful times locked behind cage door

2 A sealed gateway inked to another plane or dungeon complex
3 A great casket or machine that creates a monster type, often unmovable and hard to destroy
4 Remains of a saint or villain locked inside a altar that repels opposite alignments
5 A statue and shrine of a past hero of good or evil, a hidden relic awaits secret to be found
6 A font or altar provides blessings or healing for correct alignment ad repels or curses opposite
7 A spring or well or magical foodstuffs found here grant strange random effects to consumers
8 Remains of a champion of good or evil with famous magic item, disturbing them could awaken dead or call guardians
9 Body of a champion of good or evil with famous magic item, in a state of magical preservation with some means that could restore them to life
10 An evil thing lays here awaiting some fool to discover, this room is understated and remains of last bearer probably nearby. Locals all avoid place

 B Barracks
This area is where creatures rest, sleep and recuperate from wounds. A few coins, sleeping creature, half empty grog bottles, monster foot lockers, barbers tools, bunks, laundry sacks. Barracks depending on local time cycle will be occupied by sleeping or resting locals. In between work and sleep locals drink, gamble, play games, maintain equipment or other pastimes. Some might have a servant or pet or vermin when users are elsewhere. Some also where other monsters sleep. d2 1=monsters sleeping 2=monsters on duty elsewhere or wandering about 3=monsters on R&R

1 A dormitory with double or triple bunks, trunks, soiled laundry, grog bottles and evidence of gambling
2 Filthy nests and piles of chewed bones on floor
3 Straw mattresses on floor with food scraps, dung and chewed corpse
4 Hammocks, a few barrels and crates for furniture
5 Rows of clean straw mattresses, blankets and trunks
6 Several beds, a table and chairs with dice, grog bottles and plates
7 Filthy overflowing beds with fleas, dirty laundry and stack of dishes, buckets of stinking slops
8 Depressions in filth and dirt covered floor, garbage and broken bottles strewn around
9 Shallow pit filled with organic slops for wallowing in, bones and other garbage around outside
10 Wooden benches hanging from walls, neat bundles of property and small trunks underneath, table with trunk of clean plates and neatly stacked bottles and bucket of clean water and cup

 C Construction site
This area is incomplete and has building supplies like bricks and doors in stacks. Sheds with spades, wheelbarrows, pits, rubble, ladders, traps still in boxes. Various half built projects awaiting completion in some stage. A big area could have several of these. Some chance trades monsters or slaves or kobolds at work. Sometimes blueprints and drawings on site also. Some might include warning signs if lawful.

1 A crudely carved out quarry with rubble piles, digging tools, and waterlogged ditches
2 Semi completed walls, pile of sand, huge buckets with scraps or mortar, loose and stacked bricks and tools
3 Crude walls with incomplete plastering, tools and buckets and pallets with dry plaster
4 Piles of tools, sacks of sand, wheelbarrows of dirt and rubble, a portable toilet shed possibly in use
5 A shaft or stairs being chiseled in, going up or down, piles of rubble and scaffolding
6 Artwork like a mural, fresco or mosaic or architectural feature being worked on by artisans in ome stage of completion, sometimes just being repaired from vandalism or graffiti being removed
7 A architectural trap being installed by trappers like a pit, pendulum or concealed bank of darts and pressure plate. Some bait objects under tarpaulin.
8 A secret door installation in progress with bricks, chisels, plaster and partly dug doorway
9 Area has been ruined by spells or quake or water and is undergoing repair. Rubble heaps strewn about and support braces in position.  
10 Bored monsters have been vandalizing area with graffitti and digging holes and smashing stuff, a clean up and repairs in works, possibly using monsters being punished for petty dungeon crimes

 D Dungeon cells
Cages for prisoners or food animals or slaves. Some may have corpses from forgotten inmates or live prisoners like missing henchmen.
Some monsters end up here for failure, d6 1-2
living human 3=monster 4=dead monster 5=dead human 6=empty  

1 Prisoners chained to walls
2 Prisoners manacled by ankles to walls
3 Wooden locked boxes with possible heads sticking out of holes
4 Cramped pits with bars or lids, often full of filth
5 Cattle stalls possibly with food animals or prisoners
6 Stocks where prisoners clamped in by neck and wrists to be tormented by casual passers
7 Gibbets hanging from ceiling, human shaped cages with locks
8 Metal cages on floor or hanging from ceiling or built in walls
9 Wheels with manacles on floor or hanging from walls
10 Well constructed cells with bars, possibly manacles inside

E Execution and torture block
Where prisoners and disobedient minions are punished and killed. d6 1-3=empty 4=prisoner awaiting torment 5=prisoner being bullied by small group with a boss 6=cheering crowd enjoying slaghter

1 Huge stinking block covered in old blood with axe or sword or great club next to it or hanging on rack
2 A frame punishment block where prisoners are flogged and beaten, whips and sticks on bench or hanging on wall
3 Disemboweling stakes with impaled corpse on several and swarms of flies
4 Rows of spears with severed heads on display near chopping block and axe
5 Crude block and huge clever with buckets of partly chewed severed heads, limbs and hands
6 A huge cauldron of oil where prisoners boiled alive
7 A collection of wracks, iron maidens, thumbscrews, chairs and benches with straps, various torture tools
8 A fire pit and great metal bull or oven where prisoners cooked inside or just tormented with heated metal tools
9 Posts with piles of faggots where prisoners and heretics burned alive
10 Apparatus that tears strapped in prisoner into quarters or chops them up or drives spike through them, powered by spring torsion or muscle from beast or monster

F Factory
A large scale workshop with tools, furnaces, kilns, vats, benches and other goods on production line. Sometimes with manacles, walking wheels and dangerous contraptions or chemicals. Dungeons can be very productive and often pioneer mass production sweatshops. Slaves and inhuman workers keep costs and often quality down. Weapons and armour tend to be in armouries. Smaller specialists use workshops instead. Precocious materials usually kept in vaults for safety. Workers are present 2in3 times and many sleep in shifts while other work keeping production around clock. Some trades have many or mostly females but also children, aged or disabled

1 Dye pits with dozen of pits half full of coloured liquid where workers tread on fabric in toxic pools
2 Leather workshop where skins are flailed, tanned, cut and made into goods, toxic stinking and filthy
3 Metal smith with furnace, bellows, hammers, many anvils, forges in rows, fuel and tools. Also items in various stages of completion
4 Stone mason or with great blocks of stone and ornaments being chiseled into shape
5 Ceramics or brick maker with piles of clay, moulds, glazes, kilns, wheels and stamps
6 Carpenters workshop with wooden or giant mushroom logs, benches, tools and incomplete projects like doors, barrels, doors, chests and furniture. 
7 Artists workshop with paintings, sculptures, and other art works for boss luxuries, sale or even bootlegging from originals
8 Rows of spinning wheels, looms, spinning wheels, bolts of cloth, rugs and tapestries in states of completion
9 Tailors workshop with piles of incomplete clothes, robes, curtains and other goods
10 Mill for grinding grain with animal or slaves chained to machines, sacks of flour

G Galley
A food preparation kitchen area where inhabitants cook and prepare food such as feasts, daily meals and make campaign rations. Kitchens are busy and workers often sleep and rotate shifts while different food prepared at various times. Servants and possibly children or aged help. D6 1=cold and long empty  2=cold with cooked scraps 3=fires started and piles of raw food ready to cook 4=typical mess hall meal for barracks 5=feast fit for boss 6=feast for upcoming holiday or important guests;
also how full is larder d4 1=almost bare poor monsters eating bark and bones and rotten scraps 2=gathered foodstuffs and mostly preserved food like dry meat and beans 3=plentiful with meat, cheese, eggs, bread and possibly livestock 4 =monsters have bounty from a raid with fancy treats and rare ingredients

1 Brewery with great vats and barrels and sacks of raw food stuff for making grog. Possibly also for mead, wine or distilling spirits. Smells of fermentation and sounds of bubbling vats
2 Abattoir and butchery where living beings executed, skinned, gutted and chopped into cuts. Axes, cleavers, buckets, chopping blocks and stocks for keeping victims in place. All grimey and smelly
3 Kitchen with tables, big fire place, cauldron, spit, ovens and usually a collection of knives, pots and stored food stuffs
4 A huge bubbling stew pot with a fire pit, a bench with crudely hacked foodscraps, usually something foul floating in pot or even living victim awaiting next meal
5 A huge fire pit with great spits, and possibly a wire grill, many with charred bodies and burned chunks in various stages of cooking or consumption
6 Vats of brine and vinegar and drying racks where things are preserved for future eating, dozens of jars and pots with pickled eggs and onions , sauerkraut, centipedes etc
7 Smoke house hanging with meat and sausages and fish or possibly huge bugs and giant rats
8 A large larder with secure door, collections of cooking equipment and firewood
9 A snack stand where a monster cooks and serves snack foods like sausages, rats, eel stew, buns, etc served with beer, popular eatery for common monsters
10 A mess hall with rows of tables and service area where humourless ugly (even for monsters) dinner ladies dole out mostly terrible food

H Hospital
Medical and nursery facilities where injured, infirm and baby inhabitants are kept. Smaller ones mostly unmanned unless a crisis at hand but larger ones staffed around the clock and larger ones will have patients. Booze is a common anesthetic and steriliser but healers happy to knock out patients to keep budgets in order

1 First aid post with box of filthy bandages and poisoned spirits (stop monsters drinking it)
2 Locked box with clean medical supplies, bandages, herbs, and even a healing potion
3 Doc room with bench with straps, branding irons, saws, tongs, bone needles, sinew thread, barrel of grog, fireplace and a big mallet. Manned by healer/barber/butcher/torturer
4 Multiple beds and a healer with a d4 assistants and well equipped with medical supplies, herbs and grog
5 A shamans room with several assistants, with cauldron,dried herbs, fetishes, musical instruments, a few bodies to be animated as zombies or prepared for burial
6 A rooms with filthy straw where sick and weak are left to tend selves
7 A room where elderly and lame monsters in beds recovering, resting or enjoying retirement, mostly tell rambling stories and complain about young monsters and how much more polite adventurers used to be
8 A nursery where babies are born and cared for. often in tiny cages or pits. A few pregnant moms, eggs and possibly a milking goat here. Mothers or elderly nurses care for children and mothers. Hurting anyone here will send monsters into frenzies and make adventurers infamous
9 Mad house where insane, disabled and brain damaged kept locked up or restrained by nurses, often screaming and noisy area
10 A priest and guards operate a magical healing idol or well

I Library
A depository of books, scrolls, tablets and maps in storage with scribe desks, copy stands and paper making book binding equipment and even museums. Often illiterate monsters cant appreciate contents but they often invite wizards and cultists to curate them in return for services

1 A locked vault with reading stand and crumbling blasphemous books of unspeakable evil
2 A chamber stacked with ancient tablets in mostly lost language, covered in dust
3 Shelves with mouldy records of dungeon payrolls, tax records, loot divisions, births, deaths marriages, boss family trees, legal records and other documents here often locked with poor filing system
4 Map room with walls and tables covered in charts and tables, cartographer documents local territory and usage of areas
5 Scriptorium where documents copied including forgeries, wanted posters with adventurer portraits, maps and other documents. Often employ a slave or eunuch or monk
6 Old shelves with tattered scrolls, books and rubbing from ruins and monoliths made by wizards over generations while researching spells, often includes a wizard lab and a wizard and even a spell book and other fragments of spells
7 Piles of dusty books stored here with little comprehension but vague understanding of value, monsters come here for toilet paper, looking at pictures or kindling for fires. Many sources for these may include lost classics, cult manuals, pamphlets, menus, theatre programs, old maps, anything
8 A classroom where some monsters like boss monsters children re educated possibly by captive tutor or wizard or evil priest
9 A locked room with remains of sculptures, monster bones, paintings, interesting vases, fossils, scrolls, tablets, books and other curios often found by monsters while digging or looting
10 A room with bundles of bark and animal skins rolled up with crude pictograms used by shamen to teach children
 
J Junk

Storage room filled with crates and barrels and trash. Sometimes a monster sets up a shop here and acts as a trader. Rooms like this often have undervalued, damaged or forgotten treasures. Monsters might live here also feeding on scraps or those looking for interesting crud and tat.

1 A formerly functional room smashed to bits by vandals and covered in graffiti where surly teens like to hang out to smoke and drink and tag
2 Piles of garbage many in stinking pits, some burried, often ancient midden pits date back to stone age
3 Piles of dried bones dating back to early days of dungeon, sometimes in sorted piles
4 Boxes, barrels and urns covered in dust
5 Furniture covered in tarpaulins
6 Sacks of old clothing and laundry long forgotten
7 Old pots and bottles stacked to ceiling, piles of broken ones
8 Mounds of composted food scraps crawling with worms and bugs and rats
9 Junk shop with monster shop keeper who sells whatever people can find among huge pile of junk
10 Rambling old monsters with hoards of broken crap tinkering and collecting and mending things

K Kobold nest
Home base of diminutive knockers, fanatic builders and trap building humanoids otherwise known as kobolds or koboldi. Many dungeons keep a colony just for mining and crafting and trap maintenance. Some use goblins instead or other diminutive humanoids like evil dwarves or gnomes. Many dungeons are infested with gremlins who are mostly unwelcome and uncooperative opposites of kobolds who ruin tools, spring your traps and set their own. Some monsters leave their young to build their own nests and let them to run wild in feral colonies built of trash. Locals tend to avoid such nests unless hungry or feeling sadistic. These sort of desires often thwarted by nesters

1 A pile of crates used as homes in a shanty town for diminutive monsters
2 A cluster of wattle and daub (sticks and mud) domed huts built stacked on each other where poor small monsters live
3 Cubby houses built of garbage with hidey holes and trapdoors everywhere
4 Mostly empty room but creatures have built false ceiling and live in loft in secret
5 Creatures have built shambling scaffolding and walkways near ceiling where they live and hide for defence
6 Tiny little cottages and houses where mini monsters live own village life
7 Holes and pits each one a tiny monster burrow
8 A monster is tied and gagged and being exploited by diminutive monsters who hve surrounded prisoner with huts
9 Room full of whirling spinning gadgets, gizmos, tracks, traps and crawlspaces for tiny builders
10 A collection of tiny tents and portable huts with lazy grumpy mini monsters laying about drinking

 L Latrine
Toilet facilities for inhabitants. 1in6 some monster occupies it.

1 A bucket or old pot full of crap
2 A pit  of squirming worms eating sewerage
3 A stone seat above flowing sewer or underground stream
4 A small hut with toilet inside
5 A pit to lower level being misused 
6 A giant pile of dung and crap covered in bugs
7 A pit with hungry happy feces eating creature
8 Hole into giant dungeon dung beetle tunnel
9 A stinking sewerage filled pit
10 A stone privy padded seat, with keeper and complete tool set of tongs, funnels, douches, laxatives, bucket of warm soapy water, towels and tip jar 

M Armoury
A store room for weaponry and ammunition and armour. Alo could be manufacturing and specialist craftsmen working on military projects, defence and other manufacturing. Areas have good doors, locks and guards. Craftsmen more dangerous than those making the common sort of civilian goods. Slaves and servants often above average specimen. In peace areas often less defended and unmanned. Goods could be dated. In wartime such areas always operating.

1 A solid strongroom filled with lockers and chest with weapons and armour in new condition, well maintained and packed in grease and oiled
2 Old but still solid room with weapon and armour racks with common weapons on display and ready with a bit of maintenance and sharpening
3 Cluttered badly sorted trunks, barrels, chess and crates, most unlocked. Weapons and armour are rusted and need work before battle ready
4 Room is trashed with broken trunks and mostly emptied racks with a few usable finds among rubbish
5 Bowyer/fletcher workshop making bows, arrows, crossbows, quarrels and other weapons with stacks of wood, molds for missiles, benches, tools, finished weapons and missiles
6 Armorers workshop with metal ingots, tools, benches, a forge and other materials for undercoats. Finished samples on racks
7 Shields and wood and carpentry supplies plus crates of ready shields
8 Spears, javelins, polearms and hafted weapons made here with metal, forge, wooden shafts and finished weapons
9 Leather armour workshop with hides, cauldron of wax, tools, benches and finished suits
10 Specialist sophisticated weapons (usually one of these) such as siege weapons, barding for war beasts, chariots or other elites with spare parts, tools, moulds and finished weapons.

N Night garden
A fungal forest where monsters grow food, magic mushrooms and graze livestock. Some grow wild, others are cultivated as typical food and grazing area for monster livestock. Also produce sacred drugs and medicine valued by witch doctors, shamen, priests and other wonder workers. Some have natural defences, alarms and dangerous guards.

1  A neat garden with giant toadstools, altar, shrine, monoliths and often a holy person in prayer
2 Neat rows of garden grown for specific effects of herbs and food, often tended by gardener
3 Thick overgrown mass crawling with bugs, lizards, rats and other critters. Farmers with sickles at work singing, gather edible vermin and fungi for food
4 A luminous thick fungi coated garden of lurid colours
5 Thick squat fungal growths being eaten by grazing fauna to be fattened by monsters
6 Overgrown tangle with large dangerous monster guarding treasure in lair
7 A bubbling brook or well surrounded by fungus jungle, where aquatic monsters land to eat bugs and fungi gatherers
8 A fungi garden with giant toadstool hut village, where inhabitants are oblivious to world beyond garden
9 A overgrown corpse filled fungus garden where undead walk, themselves growing with mushrooms possible even animated by them
10 Huge fungal mounds tended by insect colony who defend their food, often grow defencive exploding or alarm fungus, might have slave insect species

O Office
Administrative desk and paperwork where dungeon bureaucrats manage payrolls, supply orders, monsters shifts and injury compensation payments. Mostly boring receipts and bookkeepers plus a bed and desk and chair. Monsters might make paper or vellum or clay tablets. Documents are recycled quite often. Some copyists or clerks are illiterate but copy fairly accurately. Surprisingly they often use common as it involves better business recording and maths than monster pictograms

1 Copy desks where scribes copy documents like forms used by other monsters by hand or primitive printing methods (cylinder seals or woodblock). Basic clerks also might make or recycle paper by scraping off old text
2 A clerk at a desk who processes and files documents, takes copies and records and then takes to archive in long term storage probably never to be seen again. Also specialize in d4 1=food stores and production 2=manufacturing production and supply 3=taxation 4=trade goods
3 Secretary of the boss who records great thoughts and schemes of master and checks progress with work of subordinates. Keeps diaries, wall charts and calenders and reports too boss daily
4 Payroll who record monster time sheets and collect wages from treasury and puts in bags for workers, keeps elaborate records and reports and has guards at all times. Locked door often has barred window to distribute payments through
5 Births, deaths and marriages office keeps track of dungeon monsters and lineage with huge family trees, and other documents, often is a holy person of minor rank able to perform quick marraige or funerals too
6 Office of dungeon security keeps personal details on population in case needed by boss in a purge or to persecute potential traitors or he needs a scapegoat. Keep tedious watch on population, spying on outspoken or whining monsters. Often has several spies, agents and a cheif who has retired from spying ad now is a analyst and directly reports to the boss. Well locked and guarded. Also operate spies to rival tribes and dungeons and other communities nearby
7 Building and mining office where architects draw plans and file them for reference. They also keep records of building materials, minerals, air vents, cleaning rosters, maintinance shedules, room allocation and to some degree architectural traps and defences
8 Post office where documents and small packages or brough to and sent by runner within or beyond dungeon. May interact with other freight offices and deliver paperwork and memos around territory. Some also use messenger bats and rats and a tube network (or just air vents). Staffed by clerks, runners and post master day and night, staff sleep here. Often employ children and also keep stockpiles of stationary and stylus
9 Abandoned dusty desks with piles of notes in bundles
10 War office where military clerks keep records of fighting men, stores, defences, able bodied monsters that could be drafted, competent spell casters and other trivium. Always locked and guarded, often staffed by a hero or champion of the boss immersed in maps and charts, contemplating every possible attack or weakness

P Pit
Pits might include shafts to lower levels, places for prisoners and monsters, wells and other holes.
Possibly hidden under trapdoor and straw. Typically 1d4x10 foot deep. 1in2 covered with trapdoor often hidden

1 Monster pit where cult throw victims to sacred beast
2 Crude fighting pit where monster gamble over fighters in the pit, often with spiked walls and at least two portcullis on sides to dramatically free inhabitants
3 Slave pit where unwilling workers are stored until needed
4 Monster pit where monsters are kept and stored or bred until a use is found for them
5 Well with natural fresh water supplying dungeon, often guarded to prevent poisoning or contamination
6 A vile pit of garbage often home to vermin or a monster
7 A pit into a deeper level or separate cave system d4 1=smooth deep shaft, 2=ladder or handholds 3=lift or basket with pulleys 4=stairs
8 A covered pit used as storage area, full of barrels, crates and other goods
9 A prison cell for special prisoner such as for ransom or used as local monsters toy to abuse
10 Pit is actually a burrow of some huge digging monster or colony of monsters

Q Lab
Alchemy or wizard lab or experimental site for exotic research. Some might be long abandoned and now no longer understood. Others operated by dungeon leaders as research or manufacturing of secret weapons.
Can vary from crude, simple and unreliable to highly competant operation. 

1 Gunnery technology with alchemist lab for gunpowder, mines, bombs, rockets, fireworks, cannons, rocket propelled arrows, handguns and more. Gunpowder often kept in copper lined strongbox or room with fire forbidden.
2 Incendiary lab where greek fire and weaponized flammables made including fire tubes, flame arrows, flammable pitch or tar for use in siege attacks or defence
3 Alchemist lab specializing in potions and drugs to enhance consumer with exotic ingredients in jars
4 Apothecary lab making healing drugs or potions, collection of herbs
5 Alchemist lab specializing in poison for enemy food and water, traps, weapons or vermin, possibly with live animals, plants and mushroom samples
6 Wizard magic research lab with ingredients, crumbling books and recipes
7 Drug lab for recreation or slavery purposes, might be for revenue selling to local city for cash and softening up for attack, conditioning slaves, attracting sorcerers or other reasons. Have many exotic pants and fungi
8 Lab for production of magic items often empty between jobs or might have maker deeply immersed in project
9 Monster breeding lab with animal pens, mutagens, cages, mutants in pits and other horrors
10 Lab specializing in creating undead, slimes or golems or other type of creatures

R Recreation area
Where monsters drink, relax and sport. Grog, crude entertainments and food scraps.
 

1 A bar where monsters gather to drink and talk about problems
2 A gymnasium where monsters exercise, train, spar and perform target practice
3 A bathhouse and or sauna where monsters bathe together and relax after days work
4 A crude whore house where monsters tastes are accommodated by brazen strumpets and rentmonsters, all seasoned professionals offering massage or sexual favours managed by a pimp or madame
5 A harem where unfortunate prisoners are kept as sex slaves under guard. Often for use of the boss, his guests and his chosen ones rather than typical one grunt chumps, cheap but flashy furnishings available
6 A monster strip club where monsters watch novelty acts, mostly no touching or guards beat you
7 A gambling den were monsters play games of chance like knuckle bones, dice or cards
8 A drug den with comatose monsters laying on mats, often private stalls for elites with hatches where fresh drugs delivered
9 A monster music hall where music, dancers, comedians, revue shows and other mostly terrible shows are performed for small entry fee, food and drink sellers work the room also
10 A large food outlet with tables, waiting staff, and a cook with crude menu, often where better off monsters come for family meals or important personal celebrations, some have special dishes like elf heads, , grilled babies, roast hobbit or spit roast dwarf

S Summoners Chamber
A chamber used to contact and summon other worldly power often with a symbol market on floor in chalk or silver or copper, braziers, an altar, or possibly a upright free standing circle or symbol on a wall. Some might even have lockable doors over symbol or in bottom of a pit. Some have exotic ingredients or a sacrifice on hand for ritual. Others semi active and only requite a intruder to cross the symbol threshold. d4 1=long forgotten and unused 2=haunted presence felt 3=ritual in process now 4=symbol activates  being if crossed

1 Circle is actually a teleporter or gateway to d4 1=other dungeon room 2=other dungeon 3=other plane 4=surface in a mundane local location near road or in town
2 Symbol is dedicated to elemental plane and used to conjure beings to this world as slaves
3 Symbol is dedicated to outer planes of alignments and used to conjure beings to this world as slaves
4 Symbol used to contact planar beings for advice and request their support
5 Symbol used to contact a god like being or planar lord for updates on beings worldly plans
6 Elder gods contacted and summoned here by madmen and cultists seeking communion with madness beyond
7 Souls of dead are called here for information or to create undead horrors
8 Monsters are called here to swell the ranks of the dungeon and to serve other worldly powers
9 Nightmare realm powers of shadow and darkness are contacted and called here
10 Room has many circles and has 1d10 beings imprisoned in objects for later use

T Throne Room
Boss monster court where they impressively show of and boss around minions

1 A large room with big fancy but crude chair, braziers and a old rug
2 A large room with pillars, throne and a fancy carpet, with reasonable artistic decor
3 A highly ornamental room with decorative urns, spectacular throne, mirror, murals
4 Great crude throne on pile of skulls with huge monster skins on floor
5 Great table, tapestries, large wooden throne, suits of armour and weapons on display
6 Throne on a pile of weapons and shields captured from enemies, walls decorated with weapons
7 Throne in front of great statue, with incense burners, chained captives or pets nearby
8 Impaled corpses and heads on pike surround bloody stinking throne
9 Decayed finery with crumbling carpet leading to throne under artistic canopy depicting planar beings
10 Great over sized stone throne built somewhere else in primordial times covered in strange sigils

U Guardpost
A position where guards watch area looking for internal trouble or intruders to the complex. Range from simple niche to well fortified defensible position. Often near boss throne, level entrances, treasuries and other important places. Some have a desk where the senior guard questions visitors, might have a tiny cell for locking up troublemakers or insubordinate troops

1 Niche in wall with chair, pot of water and a lazy guard or two, possibly napping
2 Multiple niches with guards standing alert, one will have a drum, horn or gong to signal a crisis
3 A heavy reinforced door with peephole or small hatch to inspect visitors, a bar to secure extra and a group of guards. A sergeant typically questions visitors
4 A solid door in room with guards behind it and false ceiling with murder holes in front of door to attack any unwelcome visitors from above d4 1=archer 2=boiling water, oil or lead 3=rocks 4=burning oil
5 Bridge over a pit before heave door with guards behind it. Arrow slits allow guards to shoot at those crossing pit. Pit is d4 1=chasm leading into depths 2=lava 3=filthy water with possible monster 4=has hungry monsters. The bridge is d4 1=two or three ropes can be crossed using both hands safely if not in hurry 2=wooden slat bridge with rope hand rails, can be cut by defenders 3=stone solid bridge 4=drawbridge operational by guards inside
6 Walls full of slits for archers and spearmen leading up to secure door with guards inside
7 Niche with one or more guards with noisy viscous alert guard beast or several on chains
8 A wall splits room with gate, guards on other side can shoot through slits and have walkway on top of wall to hurl rocks and missiles from
9 Portcullis with mechanism controlled and locked or barred from other side where guards hang out
10 Concealed guardpost with hidden door, spyholes and signal device to alert reinforcements, might also have hidden secret weapon like gas, use a spell, open secret door with hostile creature or manually activate a trap

V Vaults
Stores of valuable goods or resources like metal, clay, food, wood, mortar, leather, uniforms. May be locked with possible vermin traps or cat locked inside. Some monsters might be on guard disguised as goods
 

1 Food store mostly grain, cooking oil, emergency or trail rations, kept in urns or sacks
2 Water storage with urns and barrels of water
3 Full of sealed crates of miscellaneous goods 
4 Full of wine and grog in barrels, urns and bottles
5 Mortuary where corpses stored on plinths in wall niches or neatly stacked bones
6 Stacked barrels of miscellaneous goods
7 Fire wood, torches, candles and lamp oil stores

8 Clothing in heaps and in chests, bolts of cloth, rugs, wool, sewing, weaving and knitting supplies 
9 Incense, religious paraphernalia, cult robes for initiates and sacrificial victims
10 Stacks of old documents and unused paper

W Workshop
Specialist craft workshop like blacksmith, cheese maker, redsmith, carpenter, jeweler, more specialized than the factory areas often for a single worker with a few apprentices
 

1 Trap shop where traps designed, tested, built, demonstrated and packed for instillation
2 Candle making shop including fat rendering cauldron for tallow, pots, a firepit, moulds and drying racks
3 Metal smith specializing in single metal making attractive tools and possibly weapons
4 Dairy goods like yoghurt, cheese and butter made here with whatever monsters use for milk
5 Jeweler workshop with locked chests of materials, tools, workbench, a small crucible and moulds
6 Locksmiths shop where locks made and repaired with bench and tools
7 Glassblowers workshop with furnace, tools and many crude bottles and moulds
8 Cobbler shop making shoes, sandals, clogs and bots for monsters, stacks of finished goods, materials and a bench of tools
9 Workshop for masks, costumes and floats for festivals and holy days made here, seldom used unless event coming and off duty monsters merrily making stuff
10 Barbershop where monsters get hair cut and shaved, piles of hair, several chairs, crude mirror, blades, soap bowl and shears. Also teeth pulled and first aid given.

X Treasury
Treasure storage chamber for gold, fur, pearls, jewels, ingots, silk, tapestries, artworks etc. Having wealth in low currencies protects it from theft but a vault door, guards and traps are pretty standard. Monsters might be locked in with treasure even as final defence.
 

1 Strong room for grunt monster payroll, mostly copper and ledgers, often in small bags but sometimes replaced with salt, onions, bread or beer 
2 Silver coins in chests and sacks for dungeon bosses treasury for paying heroes, constructions and other larger budget items
3 Gold coins in locked chests with some platinum, gems and jewels
4 Coins fused in corroded masses with rotten artworks and crumbling books in heaps
5 Ingots of metal for convenient transport locked in strong boxes
6 Room full of precocious furniture, clothing and artworks stolen from nobles
7 Museum of curiosities, collectables and exotic goods from far off places
8 Gems, jewels and art objects made from gold studded with semiprecious stones
9 Religious relics such as saint body parts and scriptures in gold boxes covered in semiprecious stones
10 Magical treasures from potions to armour, weapons and magic books

Y Shrine
Small statues, menhir, gravestone, icon or other personal devotional site. Often have humble offerings and lit candles. d4 1= 2=priest and assistants maintaining shrine 3=single monster cultist in prayer 4=group with priest gathered for prayer. Often god protect shrines with curses.
1 Ancestral shrines to monsters or original locals, graves and skulls
2 Shrines to natural spirits including plants, fungi, beasts and other totems
3 Shrines to petty minor gods or saints, some forgotten or unknown to humans
4 Shrines to elementals and beings of elemental planes
5 Shrine to heroes, rulers, saints, magicians and great warriors often quite local
6 Memorial to heroes a demons, devils or outer planar beings
7 Shrines to family members or servants of great gods
8 Monolith to forgotten elder gods with worn script and stained with blood
9 Shrine of the hunt with collections of beast skulls, pelts, teeth and hunter weapons
10 Shrine with many statues of worshipers in prayer

Z Temple
Large official worship facility of a major cult.
Often with guards, clergy, cultists, worshipers as well as treasure like incence burners, candelabras, ritual tools, artworks. Gods and worshipers will defend. Gods curse defilrs and cultists will hunt cult enemies to punish sacrilege. Sacrifices might be on hand also. Monster guardians often magical beasts or spirits or elementals or undead. Cults often serve needs of local monsters but sometimes cults get a private sanctuary and cast some spells for monster boss in return for room. d4 1=empty 2=worshipers engaged in sacrifice or dark rites 3=common followers in prayer 4=priests praying with guards
1 Monster god most favoured by local faction with huge statue with cursed gem eyes, surrounded bu burning braziers
2 Elder god temple with massive monoliths, bloody sacrificial altar, idols and monster pit
3 A statue of deity in fighting pose on blood stained steps, mechanically articulated to execute sacrifices or unwary intruders, altar with offerings of treasure just in front
4 Large statue surrounded by smaller statues which are magical guardians activated by disrespectful intruders, piles of shiny copper and brass vessels and candle holders on altar might look like gold first glance
5 Large statue with mummy in open coffin on altar before it, other sarcophagi line walls with gold leaf and semi prescious stones, murals depicting cult and afterlife on walls
6 Great fire pits with crude multifaced statue, cage with winch can be lowered into flame pit, statue surrounded by ash heaps full of burned bones
7 Cruel smiling god with great altar in front where victim is manacled, torture and butchery tools on rack next to it. A bowl before god full of human hearts or other organs, drains for blood flow into channels forming a magic circle
8 Huge statue is also a cage where sacrifices locked in then burned alive, when lit the gods eyes and mouth burn and their hands hold a flame, the room is smokey and filed with screams when in use
9 Large statue has victim chained to it and a cage for sacred beasts who gnaw at victims near by, statues of beasts and chewed bloody scraps scattered around room
10 Statue in front of well where bound and weighted victims thrown in as sacrifice to drown or be eaten by beast, ornamental bowls and monster idols around room

Thursday, 11 December 2014

Babylon Blog: Against the Witch men of Elam

So our heroes came across a great battle in the mountains of the borders of Elam. A army of the city of Umma had been pursuing gutians when it fell into a ambush from superior Elamites. While the Sumerians of Umma had backward old Sumerian light troops and 2 man chariots with four wheels, the Elamites were better armoured, with modern 4 man chariots with 2 wheels. The heroes poured in through a pass with a group of 18 Gutians they had recruited while Sobek with her javelins and Ariana with her bow climbed the hill and targeted the Elamite charioteers.

The men of Umma were falling back from a line of swordsmen with rear ranks lobbing demoralising curses. The words of our heroes could not sway the bewitched men who fled but they forced them to stop fleeing by physically blocking the pass forcing them to turn and fight defencivley. A Elamite chariot fell and the greatest heroes Kull, his brother, Pek and Toth hacked through the attacking swordsmen, shattering their lines.

Sumerians pushed back and their chariots smashed the Elamite archers sending the surviving Elamite chariots fleeing. Rejoicing from the victors who stacked Elamite severed heads in pyramids to count their dead for the scribes records.

So the prince who led them begged them to come to Umma where his father would reward them. They marched back and got to see distant cities they had not seen before. They had spent little time on this side of the two rivers. Hearth of a city where Dagon was worshipped to north and another city Katulu to south over run with marsh and degenerates. All interested in visiting.

In palace king rewarded them with magic weapons, silver and incense. Spent days in his palace enjoying hospitality, his libraries and sporting with his nobles. The Gutians were offered jobs and wives and Kull's brother too the best of the girls for himself. The king married them all together in a charming ceremony. The heroes were praised in song. Also gave them a chariot and a driver.

One night the king had a dream of evil spirit commanding him to submit. He consulted soothsayers and priests and astrologers and the party decided to help. Ariana consulted the wind omens and sensed a evil wind from the wrong direction in the wasteland. Toth went into a incense trance and dreamt that rebellious forces from the underworld had broken free. They sent message to king who sent them to investigate. Sobek sent a dove ahead and saw a mound had been exposed revealing a ruined temple of the old times. A forgotten Sumerian city.

They parked chariots and left some guards and went in. In a great hall gallu demons attacked. With lion heads and bird feet they fired arrows while ore charged. The heroes beat them back with muscle and magic and even captured one. The dead broke down into putrid filth and bugs then into ash that blew away.

While some first aided th wounded others went upstairs and met a jet black man of darkness, A wicked underworld Djinn of darkness. He engulfed the room in his shade form blinding them all. Most were blindly swinging but several cast second sight and could see the living shadow around them. Sobek fell unconscious and Toth fell from a heart attack. While guards fled one got accidentally got stabbed Kull's brother, another was struck dead by shade and both fell down stairs. One barely alive. Ariana tending to sick found them and saw wall of living night at top of stairs. Eventually the magic weapons killed the shade and all was normal. Found many underworld idols, incense and silver items. Everything dead they returned to Umma the curse was over.

The king rewarded them and asured they were welcome to stay with him.

Sunday, 7 December 2014

Roadwar Journal: Source of Zombi Invasion Revealed

Karumi and here mutant biker were fetching parts for the settlers on their farm when at the roadhouse garrage Mutie saw a car that was oddly familiar. A v8 hotrod built from a compact BMW that he realized was same shape as the necromechanoid car he had battled a few months back. He approached the driver in similar uniform to the undead driver he killed in the longest fist fight he was ever in. Guy was a mutie hater and not impressed or helpful. Karumi with her new Gentech Akira cycle stepped in between and got abusive. Guy drove off after paying for gas then turned and fired 2 rpg rockets. Karumi and the mutie jumped behind the muties ram buggy and ducked. Rockets smashed through road house windows and killed most of the diner patrons. Armoured cash register counter protected the owner. Our heroes set off after the killer.

Karumi i her new bike mage great time and blazed away with a rocket that missed then her machineguns. The car tried to do a bootleg but it's steering was damaged and it was leaking fuel and it lost control sliding and spining into a position where it didnt get a good line of fire. She went past it shooting out all but the reserve tank and the mutie followed raming the vehichle crushing it's left hand front weapon pod and moving on through. As he went past he breathed a jet of flame from his lips and ignited the fuel trail. The hotrod roared and tried to get some distance from the fire but Karumi fired a burst and the car and te fire caught up. The hotrod exploded. Went back to roadhouse owner who said they could claim free fuel in future as he helped his wounded and maimed customers.

Karumi cut up the corpse to find strange cyberwear and structures inside. Took his head and called Gentech HQ Sydney - covert ops dept. The hotrod design was used by a new sanctioned ops company Siguard Ops, with cars modified by Volsung International from their Bathurst garage. Volsung was involved in mega structural shipping and airships and had gotten into space industry. Since the Mars mission probe was silenced three months ago the company had been moving lots of stuff to Australia and expanding. This was similar time scale to the zombie outbreak day.

So got aproval from Gentech and went to Bathurst, the Mecca of Motorsports for Australia. It was full of v8 racers of all leagues, death racers, mega corp offices, garages, biker gangs and the best equipped cops outside of Sydney. Found a motel without a no mutie sign and got a share room. Went to Diner and nobody recognised a third rate death racer like the mutant. Met a mutie merc named knife-face whose head was a elongated wedge with a silver metalic edge. He looked angry but mutie brotherhood broke the ice.

After that went to Volsung office. Four stories with razorwire and antenna and dishes on roof. High tech security everywhere.  Office entry was closed but friendly viking like mechanics in the garage working on a hotrod conversion. Discussed what sort of parts available and Mutie got interested in a biological air filter installation. Mostly they were booked for months but offered to fit him in at 3pm tomorrow. Karumi and the mutant saw occult and fascist regalia among badges on office wall.

Karumi took mutie to the Templar mororcycle brotherhood club house. Some were known as mutant haters and the huge fire breathing freak was wary. Karumi was Japanese but knew the world wide gang worked with lots of Gentech covert ops. The two did ok socially and a Female Nazi gang the Aryan sisterhood ofered to take him home even though he was kinda awkward. They left and Karumi tried to find the local Warlord. She was taken to his huge spiked throne lined with buffalo hide. He was in all black gentech armoured racing suit with hemet. Had Thule Broderbund markings and Templar symbols on his suit. He didnt seem to speak, communicating by a mouth piece. She couldnt read his mind. But put it down to her failure. She aranged deal to hire 5 men for $500 for tomorrow but $2000 if there was any unusual action for a murderous biker gang day out. She really couldn't tell if boss was talking when the speaker put his head to bosses and whispered. He spoke how they both served the Temple and was happy to help her. She was vaguely aware the Gentech board dealt with a group called the Temple.

After paying a little old cyborg banker in nazi uniform jacked into a terminal she went to bar.

The boss waved men cracking onto Karumi away and she went to drink with her men and hear gossip.

Gangs in town were busy molesting refugees from huge zombie infested area also ransacking empty property in the zone and killing zombies for fun. Armed forces were moving in and reserve units having exercises in area. Satisfied by gossip from here hired gang bangers she declared was time to go home. The asked if she wanted escort back to motel. She agreed and chose youngest hottest ones with long hair and no scars or cyborg parts. At motel she invited them in. She was pleased they followed the old Templar code of brotherhood and were openly bisexual.

Mutie was chained to a bed, urinated on and had restrained sex with whole gang. They branded his arse with a swastika and said he was now their bitch. In morning he was thrown out of their gang house naked with his pee stained clothes in a heap.

It went better than expected. Met Karumi as her boys went to get ready to ride.

At 10 the group set off for the Zombie quarentien zone. Passed some Josephite refugees and as aproache border saw a Volsung Hotrod with a nercromechanoid version behind it. As range closed the Volsung rods, fired RPG rounds and missed. Bikers opened the v formation so rockets couldnt kill more than one at a time. As closed machine guns blazed both sides. Most bikers used small arms and hid behind the mutant ram buggy except the cyborg templar with a MG in his bike. KArumi went forward dodging and firing making a bit of a mess of the Normal Volsung hotrod. Bullets couldnt get through the huge ramplate on the buggy and it got closer and closer. Karumi went past hotrods that tried ramming her and the templars and missed. Mutant contacted the lead Volsung hotrod destroying it's corner and it spun of road. The nercromechanoid one accelerated away to safety but the damaged one was slowed and on fire as Karumi fired at it from behind with the cyborg Templar.

The car slowed and the driver jumped out. Bikers chased it and KArumi was impressed as the quick drew medieval weapons. As two bikers got fire extinguishers on the car others chased the on foot driver, whose fire suit was damaged and bullet proof armour was damaged by slugs. Mutie cut driver off and got out. Karumi helped with the fire. Bikers managed to hack at the Siguard op legs sending her tumbling. Mutie grabbed her and chained her to his car.

Fire went out and gang set about stripping thousands in parts that they offered to take as payment. Karumi asked the bitch op questions but she was just abusive how her friends would kill party. Mutie saw her interface jacks necrotic. She was being zombified by strain of the bioplague. Her car had a air filter just like he planned to by and it had grown bio mechanoid roots through car and infected her through it's jacks. Karumi used the telepathy that Gentech had vat grown her to wield. She learned of the Siguard Sanctioned op base in the Zombie zone. How the ruling clas of undead were infecting and creating thralls, her dreams of immortality and power and how her master was listening in on these very thoughts. Karumi felt the outrage when the master dropped the link. The zombie plague was actually alien nanites that had fallen to Earth months ago. When a probe near Europa had awoken the alien it sent Spawn to take the Mars mission and awoken the nanites on Earth.

Karumi led everyone back to Bathurst and the Gentech office there. She got a plane to take the zombie fangirl driver to a Sydney biolab. Got cars repaired and Mutie got his new bio air filter put in. Gentech even paid for it and offered to reimberse him for potential loss of his car. He loved the idea his car would be a living monster. He would feed it blood and it would love him. He had no cyberwear so felt secure. Gentech were pleased. Karumis father who had grown her tried to have her recalled but company said no. Studied satelite maps and planned for raid on the Zombie HQ. Karumi impressed by the cyborg Templar took him to bed and Mutant returned to the Aryan women biker gang who were happy to see their bitch come home.

Meanwhile medical corps were merging with funeral and mercenary companies to for Necrotech, the new Megacorp Necrotech was born.

Last game for year - will return 2015

Death race on Relyeh?
Moonbuggy alien asault?
Bloodfeast for hells hotrods?

Find out next year.

Will get a PDF ready for these rules as I am gonna make players rebuild vehichles as some of the early trucks came out way too good. More high tech vehicles, transformers, light mechs, GEV, hover tanks, oats and more.

Friday, 5 December 2014

More d100 Off Duty Monsters Antics

Previous post on this a unexpected runaway success that took 15 minutes on bus to write (and a lil help from Richard Grenville on G+). Hopefully because it was simple and funny not just because of bodily humour.

Ok so next few days revised redbrick a-z coming out here, blood magic (thanks to my 9 year old helpers) and some finalized rules on my roadwar game.

Been nice to get back to basics. Lots of requests for more Psychon stuff but im a bit stumped for ideas which might be why i stopped it. I aIso rn most of my Gammworld Modules I got as teen in UK 1984. I do like 9and30kingdoms.blogspot.com has done with Yellow planet and his Carcosa mods. I guess I could finish my robot rules and mutation lists and mutant character class, all big projects. Any requests for more Planet Psychon let me know.

d100 More off duty monster barracks antics
01 Picking nose
02 Piercing each other with jewelery (safest way to save your treasure)
03 Farting or belching contest
04 Eating beans
05 Ransacking comrades trunks
06 Drinking contest
07 Sitting on chamberpot d4 1=whistling 2=straining 3=reading 4=twiddling thumbs
08 Trying to start a fire
09 Chasing a rat
10 Fishing in a drain hole for something they saw move
11 Threading finger and ear necklaces
12 Swatting insects
13 Making shrunken heads and teaching beginners
14 Writing or dictating a letter home
15 Being warned by superior to be alert for adventurers
16 Teaching young comrade how to resist torture
17 Teaching bird in cage to swear
18 Chortling over rude shaped turnip or fungus
19 Playing with dire wolf puppy
20 Talking about inter tribe sport teams
21 Kicking around a d4 1=kobold 2=gremlin 3=goblin 4=baby orc
22 Eating a pickled hog head
23 Shooting fish in a barrel with crossbow
24 Talking about feelings
25 Taking turns to snatch scorpion or snake from bowl
26 Teasing stupidest monster in barracks with tricks
27 Picking on comrade for reading a book
28 Chasing a moth
29 Discussing poetry
30Gossiping about love life of boss
31 Boasting who has killed most humans
32 Giving each other leech therapy
33 Complaining how uniforms make them look fat
34 Eating honey comb
35 Eating a bucket of garlic buttered snails and frog legs
36 Having a pissing contest
37 Making crude costumes to scare intruders or a prank
38 Playing cup and ball, complaining "it's my turn next"
39 Taunting each other
40 Inventing a new battle cry and discussing merits of each
41 Plotting to run away from dungeon and boss before caught for treason
42 Fighting over who cleans d4 1=dishes 2=latrines 3=mops dorm 4=laundry
43 Discussing investments and savings tips
44 Gutting fish for snack
45 Hitting frogs from a bucket for stew with mallets
46 Carving pumpkin lanterns to scare other monsters for a prank
47 Practicing latest dance moves
48 Preparing for a graffiti spree (paint, charcoal, posters, paste)
49 Trying to tempt parasite from comrades head with piece of bacon
50 Monsters confronting comrade about problem d4 1=drinking 2=not drinking 3=blasphemy 4=beserking
51 Testing home remedies for worms on comrade
52 Fighting over candy
53 Playing handball
54 Holy man warning about VD
55 Shaving a comatose drunk buddy
56 Sharing tips on love making
57 Helping junior compose love poem
58 Building a scale model
59 Drawing on walls with charcoal
60 Making a slug smoothie
61 Watching monkey trainers adult only show
62 Running a sly casino
63 Running a sly grog shop
64 Selling stolen goods
65 Selling drugs
66 Selling stolen wheels and animals
67 Rat racing for money in a maze
68 Viewing erotic prints from city
69 Having a grog and cheese tasting party
70 Monsters copying letter on chalkboard, scenting with perfume and applying lipstick kisses for love letter scam
71 Having a seance to talk to dead buddy
72 Worshiping ancestral spirits
73 Crab racing for money
74 Licking toads, frogs, newts and salamanders for best high
75 Riding a greased pig contest
76 Trading rude shaped vegetables or fungi for collections
77 Watching puppet or ventriloquist show
78 Wondering what to do with boxed nest of angry wasps
79 Bee keepers club working on hives before taking back outside
80 Training flea circus and dreaming of touring the continent
81 Amputating a comrades limb
82 Treating comrades VD with mercury
83 Quarantined with plague
84 Testing mystery potions on new recruit
85 Bring your kids to work day
86 Making fake healing potions to replace dungeon supplies and sell for quick cash
87 Discussing how to make the dungeon better for everyone
88 Discussing if new spell caster better than old one or not
89 Talking about body building secrets
90 Talking abut treasures they have lost from misfortune
91 Discussing how awesome it is to be the master race and wondering why other races disagree
92 Feeding pet hidden d4 1=under bed 2=in drain 3=in secret panel 4=in trunk
93 Discussing why humans are murder hobo jerks and assume monsters up to no good
94 Arguing if stone, bronze or iron is best for weapons
95 Complaining how training scenarios not simulationist enough and too much story
96 Blaming women for all their problems and whining about their pathetic failed lives
97 Talking about medical problems and how witch doctors not know anything
98 Consoling bunk mate whining why girls not like him yet again
99 Discussing how wizards & dwarves grow beards to overcompensate for small genitals
100 Discussing how to tell gender of elves and how embarrassing to get it confused

Thursday, 4 December 2014

d100 What is dungeon boss doing now?

Ok as my d100 Off Duty Monsters
was pretty popular i could probably do another one but while wandering monster guards are slacking off the boss monster has plenty to keep him busy.

Russ Nicholson is artist here and im mostly terrible at acknowleging artists or citing writers even though i am artist and a writer. Russ is probably one of visually most inspiring artists for my dungeon fantasy games.

I'm developing my blood wizard spell list with help of 9 year old girls. Working on revised A-Z dungeon key for redbrick zone. This and the d100 Off Duty Monsters are tangents of that process.

I mostly write half a table on a page of a4 graff paper on bus to work in about 15 minutes. Think about more waiting at bus and walking to work about another 25 minutes a day.

This table is handy to use if players attack the boss precinct of dungeon. Give a rough idea of where boss at any time if not alert to murder hobo raid close to him. Possibly

Once had party burst through a secret door and found bugbear boss and wife in bed passionately embracing. Party had a bugbear hoping to take over joint with them and struck king dead. Then recognised his mum. Happy times. "You mean those halflings were not my real parents?"

Old post here on more magical boss plans
http://elfmaidsandoctopi.blogspot.com.au/2013/05/the-necromancer-who-loved-me-evil-plots.html
 

More basic boss reams for middle manager monsters
http://elfmaidsandoctopi.blogspot.com.au/2013/05/the-man-with-golden-wand-boss-monster.html

d10 Quick version
1 Making legal judgements
2 Negotiations and diplomacy
3 Feasting and fellowship
4 Family Life
5 Policy and planing with advisers
6 Sports and games
7 Ceremonial and religious life
8 Relaxation and health
9 War and conflict
10 Self indulgence

d100 Boss Monster Work, Rest and Play
01 Making legal judgements over petty tribal quarrels
02 Whipping or punishing minion for some failure
03 Executing a minion for crime like treason
04 Judging minion quarrel
05 Documenting new rules
06 Distributing booty to heroes and bodyguards
07 Interrogating minions to find guilty to punish
08 Interrogating a heretic or alignment deviant with radical philosophy
09 Make minions undergo trial by ordeal
10 Banishing a former minion and stripping them of goods
11 Negotiations and diplomacy with local visiting boss monster
12 Meeting merchants or traders
13 Meeting bandits or criminal organization
14 Meeting a cult leader
15 Meeting human leader to negotiate ransom
16 Meeting spell users who wish to set up business in area
17 Trading for magic items with magician or merchant
18 Negotiating a marriage deal for offspring
19 Paying tithe to superior visiting boss monster or leader
20 Negotiating with evil humans who seek to control region
21 Feasting and fellowship with tribe to share good times or celebrating good event
22 Eating prisoner or naughty minion with bodyguards
23 Feasting with traitors and enemies so he can murder them
24 Entertaining a guest leader
25 Feasting after a magnificent hunt
26 Special holy day feast, extra jolly
27 In-laws over to freeload and gorge selves at feast
28 Witch visiting being given feast, all awkward and uncomfortable
29 Feast for magician who will be supporting tribe for a while as guest
30 Feast and monster dance party celebrating anniversary of boss rule
31 Enjoying family life with kin
32 Planning political marriage for self or child
33 Entertaining with consort
34 Passionate love making with consort
35 Spending quality time with children
36 Witnessing birth of child
37 Being nagged by wife
38 Mourning a lost minion or kinsman
39 Beating ungrateful children
40 Having adoption ceramony
41 Yearly policy and planing meeting with advisers
42 Counting treasure
43 Testing new magic items on low rank minion or prisoner
44 Talking to craftsmen about expanding dungeon and improvements
45 Commissioning artwork to celebrate rulership
46 Bossing genealogist into improving family tree
47 Discussing food stores and production
48 Discussing tribal skill shortages with advisers
49 Discussing trade shortages with advisers
50 Talks with holy folk to improve relations with dods, outer planes and elder evils
51 Sports and games with tribe competing in various events
52 Watching a pet torment minion or prisoner
53 Watching prisoners fight to death
54 Watching minions compete with weapons and unarmed combat
55 Playing chess with d4 1=spell caster 2=other boss 3=minion 4=wife
56 Gambling with d4 1=spell caster 2=other boss 3=minion 4=outer planes being
57 Demonstrating his superior combat skills on prisoners and terrified servants
58 Watching gladiators fight each other or other creatures
59 Making minion perform humiliating obstacles in fancy dress
60 Boss shooting at minions dressed crudely as birds
61 Planning ceremonial and religious event with experts
62 Talking to soothsayer or divination expert
63 Giving a stirring speech to minions
64 In prayer to gods
65 Leading community in important ceremony to gods
66 Appointing new adviser or champion or bodyguard
67 Performing sacrifice of human or beast with holy men
68 Blessing babies of community
69 Presenting minion with reward for good or long service
70 Assisting hags with fertility ceremony
71 Relaxation with a good book or admiring artwork
72 Discussing a health crisis with healers
73 Being shaved and groomed by wife and handmaidens
74 Sitting on royal chamber pot with privy councilor attending
75 Having makeup put on by servant
76 Hung over with attendant standing by with bucket
77 Being attended by healer over awful affliction
78 Receiving a massage and oiled up
79 Toothache with minions trying to remove from angry master
80 Witnessing healers trying to save kinfolk
81 Discussing possible territorial threats with war chiefs
82 Preparing raid on surface dwellers
83 Planning to catch out treasonous plotters
84 Planning lair or territory expansion
85 Planning to kill rival or upstart leader
86 Planning anti adventurer mission for elites
87 Planning war against rival monsters
88 Briefing elite squad to go on a quest
89 Torturing prisoners for information
90 Looking over territory maps with best warriors
91 Self indulgence with tasty treats
92 Abusing love slaves
93 Listening to shaman or bard epic poem
94 Getting horribly drunk or high
95 Watching jester
96 Watching acrobats
97 Watching musical performance
98 Watching love slaves perform erotic dance
99 Watching prisoner being eaten by some beast
100 Napping on throne

Wednesday, 3 December 2014

Dungeon Defence Condition Codes

Monsters are people (sort of) and tend to get panicky when murder hobos are running about their local dungeon killing their neighbors. The first time your party go on a blood soaked rampage the dungeon locals might be surprised. Odds are when you come back after a 8 hour rest the monsters will be more ready. A month later the dungeon may be ready to escalate faster in defcon conditions.

A paranoid cult, or a dungeon at war with rival tribe might respond more urgently. A shaman might be assigned to daily check if adventurer party returning on a particular day with divination skills or spells.

Some leaders might milk situation to secure rule, form new allegiances or even invite some bugbears and ogres over.

Monsters might even think certain phenomena are omens of humans on way to savagely kill them and sell children to gladiator pits.

Grag saw a screech owl poop on a rock last night! Adventurers are coming to eat our kids!

Dungeon Defcon0 White (vulnerable condition)
  • After a party monsters are all passed out, asleep or hung over, mostly servants awake
  • This is unusual condition, monsters being slack and very vulnerable
  • Guards might even be asleep and noises are ignored or yelled at
  • 1in12 encounters every 10 minutes or every time disturbing sounds made

Dungeon Defcon1 Green (normal condition)
  • Business as usual, light guards and patrols of wandering monsters boss carries on as usual
  • This is typical condition, alert for large obvious attack or group of unwelcome intruders
  • This is typical condition for nocturnal dungeon monsters in daytime or humans at night
  • 1in12 encounters every 10 minutes or every time disturbing sounds made

Dungeon Defcon2 Yellow (amber alert) 
  • Rumours abound and some dead monsters trigger extra guards and investigation, high foot traffic
  • Boss minions inform master that there is a problem in dungeon
  • This is more like dungeon by night when nocturnal humanoids busy working and more active
  • 2in12 encounters every 10 minutes or every time disturbing sounds made, guards doubled

Dungeon Defcon3 Red (red alert) 
  • Bells, horns and gongs ring till emergency over, elite team and scouts sent to track intruders
  • Boss dresses in best armour, all monsters armed and ready, children and sick taken to shelter or flee
  • The dungeon dwellers all know that there are adventurers on a monster murder spree about
  • 3in12 encounters every 10 minutes or every time disturbing sounds made, extra entrance guards

Dungeon Defcon4 (black alert)

  • Additional noise maker signifying death, danger and desperation 
  • Doors bolted, treasure hidden, monsters systematically and strategically fortify for siege, seal entrances
  • Shamans will raise undead, distribute potions and prey to demon gods
  • Monsters may collapse tunnels, release pets, add traps, signal allies and will defend the core dungeon
  • 4in12 encounters every 10 minutes or every time disturbing sounds made, guard posts build barricades and set extra traps
Remember!

Hunamz will eat your face if you are caught napping!
Know your dungeon code!
Practice your murder hobo drillz!

Or what happened in the Caves of Chaos will happen to your family!

Tuesday, 2 December 2014

Exile log: Magic mushroom mystery maze

Im getting lots of requests for Planet Psychon games so will replace my Marvel game every second Sat night possibly next year. Also Im getting advice for Blood spells from tween horror loving girls so will see soon.

So the party before delving into upper citadel heard after killing the demon and bugbear templars that orc adventurers had been running amok in area. So decided to go higher away from opportunistic orcs. Into the fungus garden levels. Thee heroes and seven followers. While crossing great hall past stairs through mist shrouded mushroom garden, one of Acula's orc hoplites trod through some explosive fungus but was saved by healers.

A few party members snickered at rude shaped fungi.

Found a dark elf glued to a mushroom tree and goblins sitting nearby watching to see what would happen. Nahme freed him and goblins ran off after elf.

So wandered from main room and went into side rooms, former craftmen showrooms with apartments. Found a pile og glistening gold and a crown but wa just bait with a fools gold spell. Still, flunkies impressed by a pound of copper coins for beer and food.

Heard laghter and squelching and found red hatted gnomes taking turns to ride a fungus. They mentioned some sorcerers in area. Found room of drug adled aprentice sorcerers snikkering. They liked Nahme and tried to talk their lowbrow stoner philosophy with her, but she didn't care. One sneered and Acula punched him. Fight was on but arrows knocked them all out. Nahme saved them and lads scolded but she accepted they were provoked by Acula's escalation. Party needed healers to rest so others guarded.The theif (former lantern boy)  got a minor injury from a choking fungus and otherwise ok. The Tako octopus lad spotted zombies overgrown with fungi and white fungal antlers growing from their heads. Acula threw a incendry at them burning them all to death.

Last watch while scouting heard crying goblins and saw 4 black gobbos about to be sacrificed by slug men to their demon goddess. Party convinced Sorcerers to join in and the slugs went down under fail of sleep spells, arrows and summoned orc warriors. Rescued gobbos grateful. Some ethical issues over killing sleeping slug men but Acula not too worried even though he has enough ethics to stop a sacrifice. Took stone demon knife to Nahme who smashed it.

Finally healers rested for 8 hours and party on move. Found a chest on a trapdoor over piranha slug pit. Lassoed the chest and pulled up and opened to find a seductive devil stone. The Tako and Acula craved it and began to fight. Nahme grabbed it. Tako and Acula stopped fighting and glared at her. Rest of party tried to console them and Acula tried to snatch it. Nahme paralyzed him with a hold spell and the Tako cast charm on her. The thief snatched it and chucked in monster pit. Out of sight the oys returned to normal but Nahme likes the Octopus boy lots more now. 

Wandered into a dry lichen room which the deemed a good camp for later. Found a huge slug monster  eating yellow cap shrooms which spat acid at Nahme. The party slaughtered it. Later found a huge mass of white tiny mushrooms growing from a great column. While the octopus got close to see If his herbalism or alchemy could identify any value, the thig opened it's eye and the thousands of year old guardian of the fungi garden attacked. Got a few slaps on party and they slaughtered it too. Acula started to feel sorry for monsters and how none of his friends were as good at murder-hobo-ing as him. Of course the dungeon gods dont like adventurer Hubris.

While still looking in niche heard some rats but these where huge grizzly bear size rats which climbed over each other to tear at party. Tako's crab man got grabbed by rat and carried off. Party formed a line and held but several went down from savage claws and bites. The theif took route back and intercepted the huge rat an back stabbed him. The rat kept running with bloody crab man (beloved Squinty). Only Acula got unscathed before rats mostly fled. He took opportunity to kill three running away but all up half of the 8 monster rats fled. Party fled back to lower levels battered and sore but intrigued by the mushroom garden.

A few began to discuss how to get out of underland and planned that Nahme could fly up to ceiling where Dwarf city had lowered them in a elevator then get them to lower down. Still a while off. Being here made them miss the Hobgoblin Halls an trying to kill Chondaru. Acula wanted to see if hi huma wivs would tolerate him being a orc. But the Citadel would keep them returning on current qust for the orc king.

d100 Off Duty Monsters

So when not sleeping or at work what is a monster to do? Roll this to find what monsters are doing during their downtime when you sneak into their barracks like a murder hobo.

In my dungeons monsters sleep in day but this is usable.

Thanks to Richard Grenville for ideas mostly about 61-80

d6 Monster Work Roster
1-2 Sleep
3-4 On Duty in dungeon
5-6 Downtime

d100 Monster Downtime
1 Maintaining  weapons and armour
2 Sparing and training
3 Cleaning room
4 Shaving
5 Enjoying a good meal
6 Drinking beer
7 Abusing a subordinate
8 Tormenting a captive
9 Slaughtering a animal to eat
10 Gambling
11 Making small animals fight for sport and bets
12 Delousing self
13 Applying first aid
14 Cleaning boots
15 Whining about dungeon conditions and superiors
16 Punishing a subordinate
17 Smoking
18 High on shrooms
19 Playing a game of skill
20 Pranking a dorm mate
21 Lancing a boil
22 Having a brawl or wrestle
23 Throwing knives at a target (possibly tied up and alive)
24 Abusing a animal
25 Trying to read dungeon time sheet or battle plan
26 Talking about sweetheart back home (crude artwork or memento like hair)
27 Talking about plans to settle down after this tour of duty
28 Trimming toenails
29 Grooming for date or meeting with boss
30 Sitting on bed with a bucket from hangover
31 Cheering at dancer or stripper
32 Whittle a piece of wood
33 Playing dicePlaying knuckle bones
34 Arm wrestling
35 Getting a tattoo
36 Carving artwork on a monster tooth
37 Telling dirty and/or racist jokes
38 Picking teeth clean
39 Cutting hair
40 Eating a pie
41 Eating sausages
42 Eating a turnip
43 Playing music and intently listening
44 Reciting poetry
45 Singing and dancing
46 Getting drunk on rotgut grog
47 Talking over local map
48 Telling ghost stories
49 Telling battle stories
50 Eating smoked or dried fish
51 A spot of cannibalism
52 Looting a corpse
53 Braiding hair
54 Eating coarse moldy bread
55 Looking at pornographic artwork
56 Mending boots
57 Skinning a rat, cat or dog
58 Playing with pet
59 Training pet
60 Teaching a child
61 Showing off to each other with feats of strength/prowess
62 Reminiscing
63 Making fun of humans: "no after you" "No! after you!"
64 Disturbing grooming - removing bones or prosthetics for cleaning, checking for lesions
65 Posing and painting
66 Weaving, knitting, sewing and other dungeon handicrafts
67 Debugging battle plans
68 Mourning over dead comrades body
69 Teasing a huge foot long spider or scorpion
70 Kicking about a severed head
71 Consoling a comrade whose wife left him or some other family tragedy
72 Practicing battle cries
73 Trying to reach down a drain or air vent for something
74 Listening to instructions or pep talk from boss
75 Rolling out dough
76 Hunting, enraged, for lost keys
77 Arguing about latest dungeon roster
78 Reading aloud to illiterate comrades
79 Talking about who is best god or demon or devil or old one
80 Comparing trophies like ears, fingers, scalps, skulls or shrunken heads
81 Bathing in a barrel or tub or with sponge or with oil and scraper
82 Discussing alignment morality
83 Sharing recipes for food or poison
84 Brewing grog in small keg or pumpkin before returning to secret hiding spot
85 Telling funny stories about murder
86 Practicing drill or battle tactics or dance
87 Performing sacrifice
88 Counting coins
89 Talking about wives and girlfriends and moms
90 Planning a heist
91 Kangaroo courtroom against peer who let team down
92 Planing of stealing rival dorm idol or mascot (an ongoing project)
93 Hazing a new recruit
94 Impersonating boss or enemies or priest
95 Sniffing women's stolen clothing
96 Biting heads off snakes
97 Flexing muscles to see who is strongest
98 Dressing in women's clothing for dungeon revue show coming soon
99 Reading name tags aloud from lost hats
100 Playing board or card game

hmmm - had to get over 4000 hits on reddit before someone mentioned i double counted some numbers will have to do a third version sigh - have fixed a few bits

10 Masturbating
11 Peeling root vegetables
12 Eating eggs
13 Eating groats
14 Snacking on rat on a stick or huge bug
15 Having a nap
16 Praying to gods
17 Plotting with peers against boss
18 Dreaming up a evil scheme

for guy who didnt get 99

lost hats have nametags - reading tags to find owners - happens at millions of schools world wide daily

Prey/pray to gods error fixed - i dont really get religion it is true - do you just talk to your invisible friends or some how exploit them to justify your awful behavior

As for claim my site is ugly well its a bunch of templates that cost nothing

point of my work is quantity not quality