So with all the BRP news declaring I am a dinosaur again and must rebuy everything again for a system Im officially not going to care for a while and do my own thing.
My system is influenced by
RQ3 BRP, Ringworld, Stormbringer (1stEd) Cthulhu and the Darklands computer game. Gurps probably had a bit of influence.
Skill Category Bonus
I never liked the bonus as was derived from stats in most games as a bit too fidly. No bonuses like Cthulhu good but I liked Ringworld system offered a simpler alternative - have bonus for skill catagories derived by highest two stata. This can be raised to combination of both stats which means a character can specialize in a bonus catagory to be good in all skills included. Worked well in play. The magic bonus is derived by Zero + POW and has no starting amount. This meand most ppl have 9-12 in all skills early on and cound train to 18%. A better stat combo might make this 36% which would be handy in the athletics group. The bonus can be raised to max by training or experience but only goes up 1pt at a time if dice normally rolled. Bonus is also added to d100 experience rolls and allows skills to exceed 100 (100+Bonus max).
HP, Locations and stun damage
These are like standard BRP locations but I might go back to a single table to cut back a bit. I added this stun system so ppl could have fist fights and non lethal fights more often.
As an option any damage could be dealt as stun damage or real damage. Gangbusters and Top Secret/SI did this. Blunt weapons like unarmed attacks or staff or flail (also whip). Edged weapons like swords or polearms damage next lowest dice (d8+2=d6+2). Stun damage crosses off the box with one stroke like /. Permanent damage is marked with two strokes like a X. Permanant damage goes over stun damage. Eg 3 HP boxes are stroked out from a punch. When later they take 2HP permanent damage from a knife two of those boxes get a second stroke making them change from a single stroke into a X. Four points permanant over 3 staun damage would wipe out all the staun damage.
Stun points recover one per hour
Every 5 stun points one becomes permanent (X)
One Second Combat Rounds
Ive always prefered specific 1 second rounds instead of the vague system in place. I Use (DEX+SIZ)/4 formula for base human movement rates. It works better with gun fire rates and makes situations without cover tense. I use basic DEX for combat order not strike rank system. Works well with my car battle games.
Recoil
The heavier weapons fire less often because of recoil not diferences in weapon fire mechanism. Recoil mods are cumulative to hit per shot making it harder to hit with big guns. Vehicle weapons can be considered suppressed or mounted. Cheap home made renegade buggy might have a tripod machine gun counting as +10 off recoil. Most semi auto and revolvers shoot 2 times per round. Sub machine guns often fire 3-20 bullets in a burst with rifles firing 3-10 in a burst per second. Miniguns just get silly.
Firing only one shot/round has no recoil penalty.
Stopping shooting for one second round reduces all recoil to zero.
Cumulative Per Shot Recoil Modifier
Light calibre pistol or rifle -5
Medeum calibre pistol or rifle -10
Heavy calibre pistol or rifle or 12 gauge shotgun -20
Burst x2
One off recoil mods that can reduce recoil
+STR stronger people have less recoil problems
+5 if a pistol uses two hands or folding stock or long arm is braced or has a long arm
+10 if weapon on tripod mount
+5 Basic recoil supressor
+10 Advanced recoil supressor
EG
Bob has 62% skill to hit with a light machine pistol. Normally it has a -5 recoil mod per shot but this is -10 with a burst. He Has STR +16 and holds it with two hands +5 which takes 21 off the recoil penalty.
So if he keeps shooting with his pistol semi auto for 2 shots per second it works like this
Shot 1 no mod
(-5 recoil plus STR16 + 2 hands mod +5 for total of +21 reduces recoil to zero)
Shot 2 no mod
(-10 recoil plus STR16 + 2 hands mod +5 for total of +21 reduces recoil to zero)
Shot 3 no mod (or -9% if burst)
(-15 recoil plus STR16 + 2 hands mod +5 for total of +21 reduces recoil to zero)
Shot 4 no mod (or -14% if burst)
(-20 recoil plus STR16 + 2 hands mod +5 for total of +21 reduces recoil to zero)
Shot 5 -4% Mod (or -29 if burst)
(-25 recoil plus STR16 + 2 hands mod +5 for total of +21 reduces recoil to -4)
followed by a extra -5% per shot (-10 per extra burst)
EG2
Here is a 45 magnum revolver used one hand by same guy
Shot 1 -4% mod
(-20 recoil plus STR16 reduces recoil to -4%)
Shot 2 -24% mod
(-40 recoil plus STR16 for total of -24% reduces)
Shot 3 -44%
Shot 5 -64%
Shot 6 -84%
It is a bit crunchy but makes people a bit more reasonable and thoughtful about guns.
A tough guy with a low cal scoped assault rifle firing burst might do better than than using a heavy gun. Most of my fights last a few seconds unless they involve cars.
Thursday, 7 January 2016
Classic Setting Abuse Challenge!!!
I I like overlapping something interesting genre wise with a official "boxed setting" like TSR classics or a franchise like Starwars. Basically take a classic and mash it with some other incongruous culture product. I suspect my taste and that of my peers is on gonzo side vs vanilla product adicts.So id love to hear any readers ideas in comments box. 30 words or a paragraph or a sentence is fine.
The ones i mostly terrorize fans or comment boxes with with
Steampunk starwars (Britain=Empire Colnies=Rebels Empress is QueenVic42nd, lightsabres are mechanical quantum monoblade foils that vibrate - best ones hit in multiple quantum realities to fight old ones and time travellers, plus impossible to dodge or block with a lesser weapon
Gamma Greyhawk - greyhawk is great filler - its a medieval setting for adventurers with lots of wilderness mostly full of monsters. Spave age Ancients of blackmore could return to mystara or Greyhawk. Both have had gonzo sf but turn it up to ll. Gammaworld Pitz Burk becomes strange overlay with patch of greyhawk so mutant hordes, talking animals, plants and robots are everywhere, wizards with lazers. Actually that dark sun + gammawworld would fit great.
Elric in the Forgotten Realms - elric comes and kills gods and shatters planar bonds of universes creating upheavals. In someways he is freeing humanity from fear of gods and planar beings but there is a risk his conflict will destroy the Realms as gods and demons unite to stop elric. Players can try to stop elric or join him at the apocalypse. Actually before the first Realms box set, young kingdoms gods were part of the realms.
Disney Dragonlance? with Carl Barks Duck clan replacing humans (actually ducktails vibe would would work too well) or let Disney princess the crap out of it
Bring It on Peeps!
No demerit points for not capitalizing trademark names
Wednesday, 6 January 2016
Revising my Class and Races in BX
So played Temple Of Elemental Evil game again which is fairly responsible for my getting into DnD 4ish years ago. Ive had several computers not run it so works on PC where im staying. It probably influenced my DnD game which is basicly BX with late ADnD proficiency system and a few things pilfered from later eds. (Im always hunting a copy of cyclopedia).
So while Im not playing DnD I have enjoyed some recent discussion of class basics again. So as I will get around to revising my stuff this year.
I irrationally lump my classes together in groups of 4
I would ideally have a list of specialist sub-class examples built using my system. Wizards and Warriors would represent different schools of training. Rogues would be specialist criminal and subterfuge based guilds. Priests would have different cults, alignments or priestly specializations. Druids in my game come in many types and alignments. Sorcerers sub classes represent planar bloodlines and patrons. Non humans sub races would be more exotic breeds. My Abhuman class is pretty good for orcs or human barbarians. I had thought to have gnomes used also for hedge trolls and small fairy folk and I want to expand on this approach for humanoid and fairy creatures.
Basic Four Classes
So I still work with basics and i dont really use XP anymore so I want thieves a bit tougher than traditional. I could play with just these four and mostly use them in beginers games.
Fighter/Warrior (Knight, ranger, paladin, duelist, marine, archer)
I want to simplify my description a bit
Cleric/Priest (Templar, hospitaller, inquisitor, exorcist, witch hunter)
One branch of sub classes for priesthood specialties, one for religions and one for alignments
I need to do my setting gods properly sometime instead of european/middle eastern stuff
Theif/Rogue (Charlatan, assassin, acrobat, jester, spy, scout, bandit, beggar, sailor)
Still very happy with my thief with lots of proficiencies and one reroll per level per session
Magic User/Wizard (Elementalist, necromancer, enchanter, diviner)
I like later eds having more spells and possibility of using non standard weapons if they spend bonus slots.
So The next four I see as derivative of first four
Monk (Various orders of martial artists, weapon specialists and monastic orders)
Mine just get lots of weapon and non weapon, shun armour and sheilds
Druid (Sects such as black druids or blood druids, or terrain specialists like cave druids)
I considered merging with clerics. I have a pretty good spell list so they work fine
Bard (each bard school is a separate subclass)
These more like the second ed but less fight based. Need to work on some higher level song fx
Sorcerer (Various bloodlines and patrons from other planes or spirits)
Another late DnD add on I like. Easier for newb players or ppl who cant be bothered with wizard
My Races
I will introduce more subclasses that describe goblins and humanoids. I will be flooding my setting with more trolls so more like RQ and mythology - DnD Dungeon trolls will just be insane chaos tainted trolls who petrify in sunlight.
All my basic races are demi humans kin to faerie and human kind
Dwarf - pretty much a alt fighter but could stand for derro, duergr, some trolls, etc
Elf - will handle various elves, i like having ridiculous elf types, blood, lava, gold, star,etc)
Halfling - giving them increased rock rate and damage has made them living machineguns
Gnome - my gnomes useful for many humanoids like hedge trolls
Second lot of races are all mine and fill various rolls
Abhuman (was beastmen) now includes rock, ice, orcs, barbarians, centaur, goat, lizard
Tako - octopus faerie folk from under the sea have moved on shore - where the octopi in my Elfmaids & Octopi DnD came from
Giant - grow a d12" per level but live among men when young, worked well
Changeling - shapeshifters can include doppelgangers, selkies, plant spirits, beast spirits, lycanthropes, mermaids, etc
The Abhuman and Changeling have proven very flexible with variant types and are used plenty. (sidebar links to my campaign stuff has all this). Changing from beastman to abhuman worked well and will let me include more exotic non animal fighting folk like plants or gems. Changeling is a armour shunning race able to shift form like Oriental Adventures spirit folk.
My other biggest change is my psionics handled as just another spell list and I would like to use several classes using mentalist spell list. Probably be Mystic and Shaman (Exorcist or Medium).
While I have considered adding assassin, paladin, berserker, cavalier, ranger, illusionist they can be done under my sub classes easily - most classes just examples. An illusionist fits under wizard subtype but my psionics include plenty of illusionist stuff. A fighter (knight) could change class to cleric and probably would look paladiny. Im not convinced all of these need a class but there is argument that players might like them even if they are redundant. Modern versions of Assassin seem to include magic powers. I cant be bothered with half elves either. I have however done spell progression for some of these classes. Another option i have considered is a system where you get new alignment oaths and taboos every level in return for a slow spell progression chart. Like a cantrip per level with a 1st lv spell at 5th lv. Easy to add to current system and can include any cult or alignment like a cult champion.
Classes I would consider to be part of a new foursome and
Mystic a hybrid monk a psionic warrior (probably a bit jedi like and makes a magic assassin class redundant) use mentalist psionic spells and monk like physical and martial devotions. They could be confused with monks but are more about developing supernatural mentalist powers.
Witch - undecided but considered some mechanic and use any spell list or casting style including Priest, Druid,Wizard, Sorcerer, Mentalist and Alchemist but recover spell energy and channel through a limited number of known spells
Shaman - spirit specialist holy person like shukenja priests in Oriental Adventures use mentalist spells. Learn by rituals and capturing spirits (spells) and holding them for readiness unlike the way wizards and priests re-learn their spells Also could be like a yogi or exorcist or medium in other settings.
Alchemist - basicly use potions and constructs and needs a spell list (Dragon did a good basic one) with cost, sample ingredients and expiry date. Some things require HP sacrifices or instant use. Other things pre-made as potions and easier to make potions than most wizards. Spells are recipes learned and recorded in the secret language of alchemists (each continent has variations) and kept in their grimoire.
A shaman class would include lots of spirits for all levels and they would be a main class of monster
Still option of doing Paladin and Ranger as fighters with slightly different proficiency growth and the very slow spell advancement.
I allow non humans or bards to select one magic spell list as if a cleric, wizard, sorcerer, druid, mentalist - has made more diverse characters in play and hasn't caused any real problems. Spell lists could help divide up elves and nonhumans in to different types.
The biggest to do list would be to revise my proficiency system and maybe stick to using skills as would stop having to type non weapon proficiency too often. When I typed up lists most were untested so I will fix some and strip some excessive ones. Still considering weird semi magic skills requiring minimum level to use. I did want people to min max these skills to make more unique characters but not so much more powerful that every one wants the same unbalanced skill or everyone else sits back and yawns while super character destroys everything..
Arcane Spell list for Wizards and Sorcerers
My list pretty big but more specialist school spells would be good
Divine and Druidic Spell Lists
Clerics specializing in certain gods might need some new spells or borrow some from other lists. I like idea of priests who follow many gods but favour one. I like priests of abstract philosophies, ancestors, beast cults, elementals or alignments. Priests on frontier might work better with general alignment and able to service worshipers of many gods rather than one god. Perhaps worshiping the million petty gods and a alignment bias over the gods you deal for. Id still like to develop special priest powers instead of Turn. Several weather priests in my game rolled dice to change weather when in battle or to rain on a cult committing fire sacrifices.
I mentioned the Druids of my campaign having varied alignments and sects helped provide lots of exciting enemies in the wilderness. Pro were-beast or undead druids keeping wilderness human free, by making monsters. Elemental druids could generally be neutral but good or evil ones might thrive too.
Considered cantrips for rituals like burial, wedding, initiate, and a spell to bless holy symbols and statues..
Mentalist Spells and Psionics and mutants oh my....
These spells and rough versions of class i worked out a few years back. Spells im happy with but classes a bit rough. Idea of creating complete new system or minigame for one type of powers I always thought lame. Even the complete psionics book which has likeable ideas but a unbalanced power system not really comparable to spells. 1st Ed ADnD psionics reads like another games. Within a few games with psionics the characters would break the game.
I did consider doing mutations as a spell list with a random choice option and this is a project ive been stuck on for about 4 years influenced by abilities like metamorphosis alpha or gammaworld squeezed into a progression of levels. I could do one class with lots of random ones, another chooses a smaller number of powers and another class that could temporarily manifest mutations. Most zero level mutations or cantrips would be petty cosmetic stuff like flippers, fur, horns with minor utility. Better stuff later like time control, sonic blast, telepathy etc.
I did do robots as a character class for planet Psychon and did half a robot spell list which worked pretty well. Examples include a low level spell to morph into a moped or a high level one to be a jet or spaceship or time machine. I could do some other tech classes using this list like a Scientist or a Cyborg. Psychon had subclass types for every class.
I will have a go at doing some pdf comps soon so some topics will end up being revised and compiled by theme.
Monday, 4 January 2016
Storm Beasts
Storm Beast
These prehistoric beasts are a surviving remnant of early long lost beasts that were partly spawned by elementals and prehistoric megafauna. The Dwarf variety often live in dungeons but sometimes a huge one is trapped in a dungeon. Hang out in groups of d4 young or a breeding herd of 2d4+2. They like to graze on minerals and salts that deposit on dungeon walls and any copper they can find. They drink acid and may gobble corrosive cave jellies and dungeon slime. They resemble great horned beasts of past times but have a brown or grey ceramic like horn. They are easily startled and will zap and trample anything they find a threat. They might even hunt and kill any predators in area.
Small ones are the size of a pit pony or cow. The large are bigger than elephants. They make excellent spell components or magic item ingredients.
Dwarf Storm Beast
AC +4 HD 4d8+4 Run 12"Run Ram 2d6 (Double if charge plus lightning powers)
Colossus Storm Beast
AC +7 HD 12d8+12 Run 9"Ram 4d6 (Double if charge plus lightning powers)
Ram is the standard attack plus they can perform one of these electrical attacks
-Shocking Grasp hits first who strike them or can be added to horn attack d8+HD
-Lightning Bolt as per spell 4d6 for small and 8d6 for huge
-The leader of a breeding group of over 5 develops a chain lightning horn - after hitting first target hits another with one dice damage less until no dice are left
They can sense living things or electric machines in darkness within 6" for small or 12' for big ones
Common Variants
Long Necked Storm beast have a girrafe like long neck which has flexibility of a monkey tail. They are good for guarding walls or forts and use cover naturally.
Ice Beasts shoot bolts of freezing cold instead and dont get the chain lightning effect. Fire beasts were around in ancient time and may still live on other plains.
Lodestone Beast uses magnetic beams to telekinetically mode pounds of iron or steel or copper or bronze. Dice normally for damage equal pounds of metal. They strip enemies of armour and weapons and might even animate weapons and armour to fight (only one weapon armour suit per beast).
Some legendary types could shoot whirl winds, melt and burrow through rock, phaze through solids and walk on clouds. One armoured strain could shoot explosive or acid pellets. Some beings managed to tame them and use them as battle steeds or siege equipment. Some had different shapes and numbers of horns, some even with a armoured head +2AC vs front attacks.
Small ones are the size of a pit pony or cow. The large are bigger than elephants. They make excellent spell components or magic item ingredients.
Dwarf Storm Beast
AC +4 HD 4d8+4 Run 12"Run Ram 2d6 (Double if charge plus lightning powers)
Colossus Storm Beast
AC +7 HD 12d8+12 Run 9"Ram 4d6 (Double if charge plus lightning powers)
Ram is the standard attack plus they can perform one of these electrical attacks
-Shocking Grasp hits first who strike them or can be added to horn attack d8+HD
-Lightning Bolt as per spell 4d6 for small and 8d6 for huge
-The leader of a breeding group of over 5 develops a chain lightning horn - after hitting first target hits another with one dice damage less until no dice are left
They can sense living things or electric machines in darkness within 6" for small or 12' for big ones
Common Variants
Long Necked Storm beast have a girrafe like long neck which has flexibility of a monkey tail. They are good for guarding walls or forts and use cover naturally.
Ice Beasts shoot bolts of freezing cold instead and dont get the chain lightning effect. Fire beasts were around in ancient time and may still live on other plains.
Lodestone Beast uses magnetic beams to telekinetically mode pounds of iron or steel or copper or bronze. Dice normally for damage equal pounds of metal. They strip enemies of armour and weapons and might even animate weapons and armour to fight (only one weapon armour suit per beast).
Some legendary types could shoot whirl winds, melt and burrow through rock, phaze through solids and walk on clouds. One armoured strain could shoot explosive or acid pellets. Some beings managed to tame them and use them as battle steeds or siege equipment. Some had different shapes and numbers of horns, some even with a armoured head +2AC vs front attacks.
Friday, 1 January 2016
Seasonal visitors for shanty towns revision
This is like the last post a revision adding 50 entries to the Seasonal Visitors to our murder hobo shanty town
A few interesting developments in murderhoboology.
The Empire has bought in over a thousand convicts to labour and settle the south of Exile Island. Many of them have been put on labour details into open cut dungeon mines. Everything is run by the military with many prisoners with skills being freed and given land.
Wizards working for the Baron often pay murder hobos to take a floating wizard eye with them so rich can watch dungeon adventures from palaces in city/
d100 Seasonal Visitors
01 Flagellants come and have drunken parties between holy flogging sessions
02 Headstone or coffin salesman taking commissions for master
03 Recruiters of competent adventurers d4 1=nobility 2=dungeon boss 3=foreigners 4=guild
04 Famous Bard visits for inspiration and his fans stalk him
05 Farmers looking for someone who wronged family
06 Road builders come to improve road to civilization
07 Old wizard professor with carpetbag seeking adventurers for dungeon raid
08 Mischievous local faerie creatures playing tricks
09 Secret police spy looking for dissident or fugitives
10 Lawman or balif from seeking fugitive
11 Bounty hunter and gang looking for bounties
12 Slaver selling d4 1=halflings 2=children 3=kobolds 4=goblins
13 Farm kids looking around easily duped attract trouble from families
14 Sailors on leave looking for adventure and cash
15 A wizard looking for party to help him research dungeons and monsters
16 Travelling tinkerer good at fixing things
17 Revolutionary searching for killers to help him commit treason
18 Old scholar with servant researching something lost in dungeon
19 Runaway youth will do anything to serve a veteran dungeon killer
20 Runaway goblin wishes to serve mighty human
21 Tatoo artist of questionable skills
22 Butchers boy buying exotic dungeon meat (no humanoids)
23 Wheel maker taking orders for carts or wagons
24 Farmer with wagon passing will take goods and passengers for a fee
25 Messenger boy carting messages to town
26 Hobo selling fresh farm chickens straight from local farm
27 Madman wanders from hills found eating garbage from roadside
28 Monk scribe comes to take letters by dictation and to visit murder hobos
29 Farmer comes to sell basket of field mushrooms
30 Tinkerer with donkey buys any scrap metal
31 A depressed jester looking for work or change of career
32 Ex servant looking for work or new trade
33 Alchemist apprentice selling fireworks
34 Tobacco dealer also selling razors, tinderboxes and pipes
35 Rat on a stick dealer from town#6 Lamp maker selling candles, oil and lanterns
37 Local hunters lads looking for work
38 Crooked priest collecting money for absolving sins
39 Con man selling kangaroo farms, bridges and cheap slightly haunted castles
40 A fortune teller setting up tent with crystal ball and pet donkey
41 Glamorous foreign prostitute or female impersonator visits town in carriage
42 Man selling a dog pulled wagon willing to sell
43 Crier will tell news from city for a copper
44 Crier advertising work for adventurers
45 Locals seen ghost of missing adventurer and heard spooky cries by night
46 Desperate farmer lost a child to humanoids wants revenge
47 Priest come to study if evil cults and humanoids up to some plot
48 Hobbling old man visits telling rambling stories of similar settlement years ago
49 Bailiffs looking for escaped slave, prisoner or fugitive
50 Professional slave gladiator now free looking for work
51 Trapper comes to sell meat and traps
52 Wagon of fancy prostitutes from city
53 Travelling minstrel and actors come to perform
54 Traveling circus always looking to buy new freaks
55 Slaver come with shipment of wives to sell
56 Priest and acolytes comes to convert sinners and feud with any local priests
57 Travelling tailor comes to mend and sell clothing and hats
58 Travelling tinkerer fixes things like boots, weapons and tools
59 Tanner comes to buy exotic skins, furs and hides
60 Cobbler comes to mend and sell boots
61 Visiting noble with entourage inspects camp for local ruler
62 Wizard and apprentice visits to trade magic items
63 Family of adventurer looking for kinsman who they have not seen in a while
64 Drug dealer come to supply area and enjoy local vices
65 Demihuman adventurers arrive, usually disgusted and make own camp
66 Quality cook visits and everyone raving about quality of food
67 Con man comes to fleece adventurers with land deeds and fake potions
68 Thief gang passes through to rob everyone and move on
69 Gambler passes through to suck camp dry of money
70 Bounty hunters looking for a wanted murder hobo
71 Military inspect area to consider building a fort
72 Lumber men come in to clear trees
73 Missionaries come to aid limbless, diseased and drunken murder hobos
74 Tax men come to claim income tax from business men and adventurers
75 Historian comes to visit to document happenings and examine historic finds
76 Dandy wannabee adventurers from city insult scruffy locals and start fights
77 Hoodlum from city organises pit fights with man and beast and monsters
78 A fight promoter with star gladiator takes on all comers for cash
79 A builder comes to construct a structure
80 Fortune Tellers mostly hucksters exploiting locals
81 Brewer visits with barrels on wagon
82 Preachers come to encourage adventurers to quit lives of sin
83 Cultist comes to recruit new members
84 Fight promoter comes to buy monsters for city gladiators
85 Messenger arrives looking for client to deliver map or letter to
86 Monster boss from dungeon sends envoy to make deal with camp
87 Loud braggart adventurer declares he will cleanse dungeon
88 A famous adventurer and followers joins camp
89 A band of filthy murder hobos join camp and start rivalries with established ones
90 An apothecary's son comes to trade potions for exotic monster organs
91 Inbred rednecks visit to see if a good place to settle down
92 Farming family visits to examine land and judge if camp a fit community
93 A poet comes to compose works on the local heroes or murder hobos if he cant find any heroes
94 A bard comes to put on shows, seduce women and make a name for himself
95 A cat seller with wagon load of cats arrives, guaranteed to reduce rats
96 Miracle medicine show comes through to fleece the foolish
97 Military officer comes to make sure locals not stirring up war with humanoids
98 Rural hunters and trappers come seeking furs and exotic game
99 Rich hunters come to hunt monsters for a lark, treat locals like stupid scum
100 Settlers with wagons come to inspect local land and community
Wednesday, 30 December 2015
Shanty Town Problems Revisited
This is a revision from dungeon rush shanty towns. The New Entries are the first 50 with original d50 are now the second half of the table. Small revisions have been made to be things that would alarm the community and be subject of gossip. Such events could be daily early on then weekly then monthly as community grows and becomes more regulated. An abandoned shanty town with letters and interesting clues cold be found - a haunted ghost town or where kids like to play in daytime.
Original versions here:
http://elfmaidsandoctopi.blogspot.com.au/2015/09/dungeon-rush-shanty-towns.html
d100 Local Problems
01 Preachers looking to save godless murder hoboes
02 Animal cruelty rampant
03 Monster moves into communal midden heap or cesspit
04 Plague of creatures crawl everywhere d4 1=Frogs 2=mice 3=bugs 4=flies
05 Forest fire starts nearby threatening settlement
06 Gypsies flood town
07 Theives guild set up house
08 Bandits gang move in
09 Zombies seen from recent local burials
10 Rust monsters seen sniffing around town
11 Carrion crawlers caught kidnapping people
12 Repulsive giant bugs d4 1=crickets 2=ticks 3=flies 4=centipede
13 Dungeon mould or slime outbreak
14 Government tax agents spying on town
11 Carrion crawlers caught kidnapping people
12 Repulsive giant bugs d4 1=crickets 2=ticks 3=flies 4=centipede
13 Dungeon mould or slime outbreak
14 Government tax agents spying on town
15 Escaped convicts and fugitives moving into town
16 Part of town slides a few yards
17 Abnormally frequent storms
18 Celestial event has everyone speculating and inspiring superstitious follies
19 Tough guy declares they will clean up this town dead in d20 hours
20 Livestock thieves plundering animals (from dungeon or town or forest)
21 Rampaging great beast of wilds attacking people
22 Abandoned children growing more common
23 Poson grob kills several locals
24 Someone hobbling and crippling animals
25 Cannibal in town was sharing stew frequently was captured by mob
21 Rampaging great beast of wilds attacking people
22 Abandoned children growing more common
23 Poson grob kills several locals
24 Someone hobbling and crippling animals
25 Cannibal in town was sharing stew frequently was captured by mob
26 Everyone gets parasitic worms
28 Crippled murder hobos begging and blocking mainstreet
29 Murder becoming everyday from cult or serial killer
30 Fighting breaking out daily
31 Gambling mania of town attracts poker shark criminals
32 Mimic kills several people
33 Gelatinous cube eating homeless by night
34 Evil spirit intruding on sleepers dreams
35 Supernatural being uses sex appeal to gain power and souls of locals
36 Visiting flagellants inspire pious self abuse cult fad
37 Visiting bard music scene attracting feckless youths
28 Crippled murder hobos begging and blocking mainstreet
29 Murder becoming everyday from cult or serial killer
30 Fighting breaking out daily
31 Gambling mania of town attracts poker shark criminals
32 Mimic kills several people
33 Gelatinous cube eating homeless by night
34 Evil spirit intruding on sleepers dreams
35 Supernatural being uses sex appeal to gain power and souls of locals
36 Visiting flagellants inspire pious self abuse cult fad
37 Visiting bard music scene attracting feckless youths
38 Ghost stories proliferate and superstition running wild
39 Local music style and songs spread town fame as tax free degenerate vice pit
40 Locals play hillbilly music and make terrible folk art
41 Magical vermin infest stuff d4 1=goldbugs 2=gembugs 3=potionleech 4=gremlins
42 Magical vermin infest stuff d4 1=scroll weevil 2=bookworm 3=magnivore bug 4=kyuss worms
41 Magical vermin infest stuff d4 1=goldbugs 2=gembugs 3=potionleech 4=gremlins
42 Magical vermin infest stuff d4 1=scroll weevil 2=bookworm 3=magnivore bug 4=kyuss worms
43 Important local ill or missing d4 1=crafter 2=healer 3
44 Claim jumping disputes and land grab fights rampant
45 Streets stinking and choked with sewerage and mud
46 Local stirring up hatred towards some type of person or creature
47 Toxic alchemical spill mixes in the streets causing weird magical phenomena
48 Gangsters offering loans, protections and cash for dungeon claims
49 Giant dungeon fungus growing in village midden pit
50 Local was really a magical creature in disguise
51 Bandits begin to prey on route to civilization
52 Lack of sanitation, stinks at first then disease outbreaks
53 Humanoids harass travelers in area
54 Humanoids skirmishers attack, possibly prelude to major attack
55 Drunk murder hobos flood town, sleep in streets and brawl in the mud
56 Homeless refugees and urchins looking for work arrive and start begging
57 Humanoids increasingly wander into town outraged people wont serve them
58 Main street is a foot deep in stinking mud
59 Shortage of women brings out peculiar habits not approved by church
60 Booze all drunk dry, fights break out
61 VD epidemic - locals itchy, scabby, infertile and increasingly insane
62 Inquisitor comes to inspect camp for signs of heretics or cultists
63 Cultists infiltrate camp and start murdering victims
64 Lice, fleas and ticks break out
65 Horses and donkeys all sick most die of disease
66 Local lynch mob hang or burn some one once a week
67 Spy from dungeon starts to murder, sabotage and cause local unrest
68 Fire breaks out damaging buildings, tents and killing some locals
69 Grog supplies bad, many go blind or mad or die
70 Lack of food causes price hikes and illness
71 Stray dogs increasing some with rabies
72 Rat swarms everywhere bit people in beds at night
73 Lack of clean water brings disease and high prices
74 A phantom terrifying locals
75 A lycanthrope in camp everyone under suspicion
76 Doppelgangers infiltrate camp to murder
77 Drug addiction and alcoholism rampant
78 Tunnel under town collapses
79 Everyone in false panic that monster attack imminent
80 Local thugs try to take over and monopolise alcohol
81 Local business man tries to take over other shops with dirty tricks
82 People found eaten by some monster attracted to camp
84 Monsters setting traps around camp
85 Backstabbed robbed corpses found about town
86 Gangs form among residents and start to brawl
87 Plague carrier visits and dies
88 A wolfpack in area starting to attack locals and kill dogs
89 A big cat like a panther or mountain lion eats a few locals
90 Shoddy building collapses and kills several people
91 Mosquitoes swarms spread disease to locals and animals
92 Leeches crawling everywhere
93 Flash flood washes away part of camp
94 A tree falls on camp killing someone
95 Trail covered by rockslide and new path required
96 Humanoids poison local water supply
97 Pile of severed murder hobo heads left by gate in morning
98 Locals fight over woman often starting a huge brawls
99 Signs of demonic summoning or cult ritual found near camp
100 Campers dig up haunted burial mound and undead attack by night
44 Claim jumping disputes and land grab fights rampant
45 Streets stinking and choked with sewerage and mud
46 Local stirring up hatred towards some type of person or creature
47 Toxic alchemical spill mixes in the streets causing weird magical phenomena
48 Gangsters offering loans, protections and cash for dungeon claims
49 Giant dungeon fungus growing in village midden pit
50 Local was really a magical creature in disguise
51 Bandits begin to prey on route to civilization
52 Lack of sanitation, stinks at first then disease outbreaks
53 Humanoids harass travelers in area
54 Humanoids skirmishers attack, possibly prelude to major attack
55 Drunk murder hobos flood town, sleep in streets and brawl in the mud
56 Homeless refugees and urchins looking for work arrive and start begging
57 Humanoids increasingly wander into town outraged people wont serve them
58 Main street is a foot deep in stinking mud
59 Shortage of women brings out peculiar habits not approved by church
60 Booze all drunk dry, fights break out
61 VD epidemic - locals itchy, scabby, infertile and increasingly insane
62 Inquisitor comes to inspect camp for signs of heretics or cultists
63 Cultists infiltrate camp and start murdering victims
64 Lice, fleas and ticks break out
65 Horses and donkeys all sick most die of disease
66 Local lynch mob hang or burn some one once a week
67 Spy from dungeon starts to murder, sabotage and cause local unrest
68 Fire breaks out damaging buildings, tents and killing some locals
69 Grog supplies bad, many go blind or mad or die
70 Lack of food causes price hikes and illness
71 Stray dogs increasing some with rabies
72 Rat swarms everywhere bit people in beds at night
73 Lack of clean water brings disease and high prices
74 A phantom terrifying locals
75 A lycanthrope in camp everyone under suspicion
76 Doppelgangers infiltrate camp to murder
77 Drug addiction and alcoholism rampant
78 Tunnel under town collapses
79 Everyone in false panic that monster attack imminent
80 Local thugs try to take over and monopolise alcohol
81 Local business man tries to take over other shops with dirty tricks
82 People found eaten by some monster attracted to camp
84 Monsters setting traps around camp
85 Backstabbed robbed corpses found about town
86 Gangs form among residents and start to brawl
87 Plague carrier visits and dies
88 A wolfpack in area starting to attack locals and kill dogs
89 A big cat like a panther or mountain lion eats a few locals
90 Shoddy building collapses and kills several people
91 Mosquitoes swarms spread disease to locals and animals
92 Leeches crawling everywhere
93 Flash flood washes away part of camp
94 A tree falls on camp killing someone
95 Trail covered by rockslide and new path required
96 Humanoids poison local water supply
97 Pile of severed murder hobo heads left by gate in morning
98 Locals fight over woman often starting a huge brawls
99 Signs of demonic summoning or cult ritual found near camp
100 Campers dig up haunted burial mound and undead attack by night
Tuesday, 29 December 2015
d100 Unwanted things from the back of magic shop
Been playing Temple of Elemental Evil game which is one of several things that got me back into DnD and was some influence on my DnD game. Im dreaming up what creatures a domesticated in dungeons - giant crayfish would be great for fishmen clearing out dungeons and thy would probably food them.
Most magic shops are pretty old and accumulate all kinds of curios and trinkets. Some might be keystones to adventure others enigmatic table weights ayt best.
d100 Unwanted things from the back of magic shop01 Lizardman skull lamp
02 Stuffed crocodile 1in6 has a scroll case hidden inside
03 Shiny scales of giant chaos butterfly wings
04 Behemoth foot umbrella stand
05 Shaving stubble from a devil in ornate tin
06 Dried out imp pinned out in small display box
07 Box of dried bats
08 Fragment of broken gargoyle detects as alive and magical
09 Beak of a huge insect, monster or demon
10 Giant egg sack
11 Dragon scales of several colours in a box
12 Demon skull with evil sigils and melted candles
13 Faux unicorn horn
14 Box of 1d6 dried unicorn poops heal 1d4HP if eaten or held on wound
15 Macrame bat made of spider silk and goblin ribs
16 Black leather cape made from giant bat wings
17 Giants skull turned into chamber pot
18 Metallic gorgon scales or bird feathers
19 Creepy leather sack made from giant testicle
20 Box with a giant slug inside who plays a mouth organ if awakened
21 +1 Magic rusty shank d3 damage with cast detect enemies once per day 1200gp
22 A dagger made from magically woven cold iron and silver
23 A gnarled old faerie walking stick +1 club 1200gp
24 A dagger with permanent light spell on blade with scabbard to stop it
25 A carved old stall +0 magic staff +500gp
26 +1 Arrow or bolt or sling stone at a low price
27 A silver knuckle duster with a d4 healing pill and a suicide pill hidden inside
28 A short sword drips stinking demon ichor +1 damage 1000gp
29 A magic stick that can turn into a staff or a spear at will 1000gp
30 +1 stone throwing axe causes sparks on impact, also good for starting camp fires
31 Astrolabe with incorrect starsigns looks faulty but actually a clue to treasure
32 Boxes with incomplete alchemy lab glassware
33 Creepy old painting of person who's eye follow you (Amber Clan?)
34 Dried old hand of a killer casts silence 15r or Sleep d5 charges
35 Gem or medal with demon or devil true name engraved
36 Evil looking silver ring with onyx eye allows a forgotten lich to see what you see
37 Old rug with pentacle design, blood and ichor stained
38 Silver milking pale keeps milk intact used in household of sky gods
39 Shiny apple fresh as day picked in magic garden a hundred years ago heals d4HP
40 Pointy hat produces a live rabbit once a week on command
41 Ugly fetish +1 on a single saving throw once 25gp
42 Horrible demon idle with leering face used by demon to see our world
43 Silver holy symbol holds a holy water potion or grog inside
44 Candlestick Idol of a saint, cries if you light candle
45 Candlestick once lighted stays lit without burning candle until commanded
46 Magic salt shaker good for 10 shakes a day
47 Magic nut cracker opens perfectly 1st time can talk and walks but mostly complains
48 Bowl used as a mirror in ancient times but reflection whispers evil thoughts
49 Wizard hat with a grog vessel and drinking tube
50 Three foot statue of a wizard water pipe makes smoking last 20% longer and stronger
51 Box of d100+10 hand size self adhesive glittery gold stars
52 Big sprinkle box of glitter and jar of paste
53 Tin of open sea biscuits with petty magic ring in the bottom
54 Badge with gem stud that cleans a outfit pinned on it once a day
55 Snowdome with a unicorn and a rainbow
56 Black ancient skull if held can hear demonic voices offering power for your soul
57 Splendid white fur cape made from 500 squirrel chests, squirrels attack wearer
58 Huge magical tudor style ruff collar +1 saves but terribly out of fashion
59 Necklace with ancient silver pendant containing lich emperors tooth
60 Strange old cabinet which random common items appear inside every month
61 Corset that removes inches off your waste and prevents you going to bathroom if on
62 Local map shows local weather for next day
63 Local map blood stains appear if anyone murdered in a location
64 Local map but local ruins and dungeons appear if sites disturbed
65 A locket with a cameo painting that resembles party member, from a lost local manour
66 Brass lantern will burn with eerie red light for 12 hours on a small amount of blood
67 A 12 inch cube box, once a day a kobold comes out and does 1hr of manual labour
68 Glass jar with hibernating stirge bird inside will hungrily attacks nearest victim if opened
69 Dried dog size spider turned into a 30lb backpack but most find it creepy to touch
70 A chess set that plays by itself with a player but carved in a peasant crude style
71 A yoyo that produces light and sparks as certain tricks performed
72 Wooden duck on wheels, says quack and follows last person who touched it for a day
73 A golden ball that returns to whoever throws or kicks it
74 Magic seeds of a monster plant species killed off a century ago, 2d6 in a bag
75 Serpent man skull, fed blood under full moon will answer a question about reptilians
76 Huge wig from dated fashion, map under inner lining to ruined tower
77 Spectacles with handle allow to see shape of peoples bodies under clothing
78 Collection of strange coins in a box with map of farm where they were found
79 Box of rambling wizard notes, 10% a month for year of finding interesting map or spell
80 Pack of cards that come to life and play with you but criticize you and cheat
81 A bottle of strong spirits with a face that talks melancholically you while you drink
82 Talking set of dice that beg you to play with them then cheat against and abuse you
83 Volcanic black glass discs with grooves supposed records of a lost reptilian race
84 A cheap copy of a relic or artifact enchanted to detect as magical with a dim glow
85 A stuffed fish mounted on a board who sings a old bard song on command
86 Box of toy army men once a day colours will fight to death then rise next day
87 A box of d3 blank canvas and a d4 paintings, on comand canvas will paint a subject
88 Box of d6 small paintings with animated erotic scenes of bathers or undressing women
89 Magic wonder cloth cleans one thing per charge with a d100 charges
90 Set of drums will drum a march or stop on command
91 Box of strange fertility fetishes will double chances of conceiving if under bed
92 Creepy puppet will give a comedy routine a turn a day, probably not evil monster
93 Box of books on unpopular magical theories could be used to research a spell
94 Box of half eaten chocolates 2d6 each provides effect of bless for a hour
95 Pack of miracle polish makes magic metal glow for 24hrs 4d6 doses
96 Magical tiara shoots a ray that can cook food for ten minutes a day
97 A box with a metal face inside that gives terrible advice and abuses people
98 A magic self heating frypan that criticises your cooking and taste
99 A self heating mug that warms drinks
100 A pewter tankard that produces a pint of wizard dark old ale once a day
Monday, 28 December 2015
d100 Shanty Town Street Encounters

Murder Hobo Shanty Towns
http://elfmaidsandoctopi.blogspot.com.au/2015/09/dungeon-rush-shanty-towns.html
Murder Hobo Shanty Town Mercs
http://elfmaidsandoctopi.blogspot.com.au/2015/10/d100-rent-murder-hobo.html
Magic Shop Article covers the basic store you would find in a shanty town
http://elfmaidsandoctopi.blogspot.com.au/2015/12/ye-old-magic-shoppe.html
So while I did include a d50 events and wanderers table in the first article I should expand both to fill d100 and expand the concept more. These are things that might happen every few hours where the d50 events is for stuff that effect whole community.
These could be used in a mining camp or slum
http://elfmaidsandoctopi.blogspot.com.au/2015/09/dungeon-rush-shanty-towns.html
Murder Hobo Shanty Town Mercs
http://elfmaidsandoctopi.blogspot.com.au/2015/10/d100-rent-murder-hobo.html
Magic Shop Article covers the basic store you would find in a shanty town
http://elfmaidsandoctopi.blogspot.com.au/2015/12/ye-old-magic-shoppe.html
So while I did include a d50 events and wanderers table in the first article I should expand both to fill d100 and expand the concept more. These are things that might happen every few hours where the d50 events is for stuff that effect whole community.
These could be used in a mining camp or slum
d100
01 Rats get underfoot trying to get food
02 Stray try to beg or steal food even nipping backpacks 01 Rats get underfoot trying to get food
03 Dog fight breaks out and people start betting
04 Mad dog foaming at mouth running around on biting spree
05 Organised dog fight gathers a crowd
06 Organised bare knuckles fight gathers a crowd
07 Fight between two men people mostly ignore it
08 Men having a knife fight, winner tries to finish off loser if not stopped
09 Wrestling competition gathers a yelling mob
10 Woman vs woman fight announced a sp to enter the fight tent
11 Stray squealing pig runs through street knocking people over
12 Crazy donkey or pony panics from cruel treatment
13 Man beating a donkey or pony
14 Mad billy boat butts any one he can when loose
15 Stray chicken chased by murder hobo
16 Homeless kid begs for food
17 Slippery mud and excrement puddle, DEX save or fall in
18 Failed begging adventurer with missing body parts
19 Dog follows adventurers
20 Stray cat stalking mice or birds
21 SItting old man has died and no body has noticed yet
22 Kangaroo court held to punish thief
23 Man put in stocks for thieving or fighting
24 Man being hung for thieving or murder by mob
25 Person being burned or tortured for witchcraft
26 Panic about doppelganger in town eating and robbing people
27 Man collecting corpses on wagon not serving any legal official service
28 A bard here to collect stories of heroism or vice
29 A hungry prostitute makes you a offer
30 Man offers attractive company in tent d4 1=pimp 2=slaver 3=monster 4=robber
31 A man offering treasure maps of local dungeons
32 A desperate old murder hobo looking for a rescue party for friends in dungeon
33 A man selling humanoid d4 slaves d4 1=orc 2=hobgoblin 3=goblin 4=kobold
34 A man selling his wife gathers a crowd for auction
35 A man selling monster trophies for cowards and
36 A man selling d6 clay bottles of beer
37 A bakers boy selling bread
38 A fisherman selling cooked fish or eel stew
39 A goblin selling shroom stew and drugs on the side
40 A farm boy selling apples and blackberries
41 A farmer selling his son or daughter
42 A man selling a animal on a rope d4 1=pig 2=goat 3=big lizard 4=sheep
43 A old woman selling sack of d6 animals d4 1=chicken 2=blackbird 3 =seagull 4=duck
44 A man selling rat on a stick
45 A man selling dead rats tied by tails to his stick in a rat hide coat
46 A man with a goblin charging people to beat or stab the goblin
47 A local hunter selling scrawny hill rabbits
48 A disguised orc selling cheap poisoned stew
49 A bard busking for money or food scraps
50 A goblin child spying on people from under garbage heap
51 Invisible person pushes past you d4 1=adventurer 2=imp 3=stalker 4=humanoid spy
52 A priest preaching about vice and murder hobos
53 A tax agent spying on who makes it rich or has conspicuous wealth
54 A gentleman and guards seeing the degradation and filthy sub humans locals
55 A old woman or man looking for their missing son
56 A game of kickball or stickball erupts upsetting many in the way
57 A gambler calls out for any interested in a game of cards
58 Bard playing and a tattered crowd dancing a jig
59 A struck it rich adventurer provides a keg of beer for a street party
60 A evil cultist opens a keg of poison ale then departs
61 A man selling demonic trinkets that he claims protect you from harm
62 A man selling a cursed item cheap
63 A Empire crier calls out news about cheap land on frontier
64 A group of old women denounce vice and advocate good life
65 A priest looking for troubled souls to save
66 A cultist proscribing his secret society as the best
67 A mercenary recruiter looking for possible soldiers
68 A army sergeant in disguise looking for deserters
69 See a huge 12 inch mosquito sucking on a unconscious drunk
70 See a gremlin drop from someones backpack into garbage
71 A sickly pox covered man limping and coughing
72 A drunken hobo vomiting in the street
73 A man coughs up blood staggers and falls dead in mud
74 A tattooist offering cheap poor quality unhygenic tattoos
75 Lice, fleas and ticks swarm into your hair and clothes
76 Cockroaches or weevils get into pack spoiling food
77 Man selling cups of fresh spring water with a tin cup and barrel 1sp each
78 Man selling dirty ditch water from a bucket 1cp each BYO cup
79 Old woman selling eggs (probably bird eggs)
80 Huge farm lad selling bundles of straw for bedding and floors
81 Local woodcutter selling bundles of firewood
82 Fancy capped self proclaimed alchemist selling d4 healing potions
83 A flash robed man selling fake miracle healing potions and tonics
84 A druid cultist offering to rid people and packs of vermin with a cantrip (0lv spell)
85 A man selling a d6 dogs of varied types
86 Dust clouds and smoke make everyone sneeze and choke
87 Lumbering smelly old man in rags actually a zombie
88 A man with whip makes goblins fight for money and bets
89 A raggedy puppet show about adventurers in dungeons
90 Flies swarming every where crawling in eyes, mouths and ears
91 A man selling strange eggs he found
92 A pimp with d4 hobgoblin sex slaves offering half price services
93 Healer looking for clients who can pay might have some spells
94 Cloaked man selling tobacco, hash, opium and novelty clay pipes
95 Boy selling a live or dead chicken
96 A man selling monster ear and finger necklaces
97 A man seling saucy banned prints from the city pay 1cp per view
98 A man crying out for paid adventurers for mission
99 Men are skinning a live goblin or orc
100 Men cooking a dog in street 1cp a chunk with gravy
Thursday, 24 December 2015
Ye Old Magic Shoppe
Uncanny Xmas everyone!
I just got told to move in 60 days so im pulling my con games from 2 cons. Interst in old gaming seems pretty slime too so I will be returning to SYdney on 7th running. Need to start job hunting and house hunting and saving and selling stuff. A great xmas eve present. I decided to look for work nationally now as it would suck to move settle in then have to move interstate. WIll effect my gaming and blogging a bit. Blogger stats down a lot from 2 years ago. Wondering if OSR scene getting more pro and competitive instead of communal? Or I just am not up to date with new blogs? If so tell me.
I was Inspired by this
http://dungeonfantastic.blogspot.com.au/2015/12/magic-item-shops-vs-domain-game.html
So I thought I would do this
Ye Old Magic Shoppe
On Exile Island the hunt for magic loot is a major industry and export. Murder hobo prospectors increasingly set up temporary towns on the hollowed out north mountains near Shadelport and raid the scores of long lost dungeons. In the South of the Island the Empire prefers to send professional military engineers to build fort on the dungeon and excavate. Some of them have been open cut like mines leaving huge pits of rubble. The Empire takes even the bricks and every monster is killed or enslaved.
In the Empire magic items found are property of the Emperor and mostly sent to the mainland to fight the civil war. Officers and nobles might be awarded items. Murder hobos get press ganged into being scouts for the Imperial Dungeon Engineer Corp. Objects found must be handed over to the law or purchased from the Emperor excluding potions and anything less than +1. In the Pirate Barony of Shadelport Items may be kept but adventurers are scrutinised and spied on in case they find anything too good. Adventurers are taxed and evaders end up press ganged as secret police goons or imprisoned.
Basic Magic Items are available and affordable and legal. Better Items in Empire or Barony can only be purchased by tax paying rich or nobility. Best markets only allow name level adventurers of 9th level. Prices vary seasonally and based on stock or what the government don't care for. Selling magic items must be registered with the tax collectors.
Common Magic Shops
These are affordable for peasant in a emergency or on credit . They trade in crap overlooked by state. Mostly run by hedge wizards, wise women, apprentices, healers or even con men (1in6 everything is fake). They have 1d3-1 common peasants for guards or goons. Carry a d100 gp and d100 silver in change in a sack or small locked box.
Common Magic Shops Can Be Found:
Villages near dungeons frequented by adventurers
Under rickety old bridges
Basements under adventurer pubs
In shanty towns on back of wagons or tents
Illegal ones might operate at night near grave yard
Stock
bulb of garlic 1cp or dozen on string for a sp
d4+1 lesser healing ointment jars d4HP 50gp
d3 Healing Potions 1d6HP 100gp
d3 Cold iron (maces, axes, daggers) double normal cost
d4 Silver Daggers 30gp
50% chance Polished metal mirror 30gp
50% chance of d3 sprigs of wolves bane 5gp each
d6 Cheap clay or leather or wood holy symbols on leather or hemp cord 6gp
d3 Silver or metal holy symbols on chain 30gp
d4 Bottles of holy water 30gp
d20 silver arrows 1gp
d10 +0 magic arrows 20gp
d6 +0 magic sling stones 20gp
d4 +1 magic arrows 100gp
50% chance of +0 magic dagger or 100gp
30% chance of +0 holy rowan wood club 100gp
15% chance of +0 magic sword 500gp
20% chance of +1 magic dagger 750gp
5% chance of a +1 weapon 1500gp
Merchant House or Guild Magic ShopsThese licenced shops work with authorities and are very secure with barred windows and a d6 guards with chain, pot helms, crossbows and swords or spears They are associated with rich merchant clans or guilds who take offence to anyone robbing or defrauded them. They keep strict hours and document all sales for tax collectors. They keep a d1000 gp and a d1000 silver. If they need more cash they send for it. Money is kept in a locked strongbox or vault. They don't let peasants in the door so merchant best dress or 5th level or better required.
Merchant House or Guild Magic Shops Can Be Found:
Near ports
Town squares near bank or town hall
Near magic school or temple
From a wizard tower
Illegal ones might operate in sewers or private home of rich
Stock
d8 lesser healing ointment jars d4HP 50gp
d6 Healing Potions 1d6HP 100gp
d10 Silver Daggers 30gp
d6 Polished metal mirror 30gp
d6 sprigs of wolves bane 5gp
d10 Silver or metal holy symbols on chain 30gp
2d6 Bottles of holy water 30gp
d100 silver arrows 1gp each
d20 +0 magic arrows 20gp each
2d6 +0 magic sling stones 20gp each
d10 +1 magic arrows 100gp each
d3 +0 magic dagger or 100gp
d3 +0 magic sword 500gp
75% d3 +1 magic dagger 750gp
50% d3 chance of a +1 weapon 1500gp
d6 exotic magic potions
25% chance of a cursed item with variable prices
Nobles Enchanted Goods MarketThese only deal with 9th level or better recognised title holders and very rich. They are heavily fortified often with magic defences with a d4 priests and wizards in attendance. Some even have monsters for sale and as guards. Mostly they hold items for VIPs or export. Some have weekly auctions. There is one in Shadelport next to the secret police barracks past richtown so peasants will never see it. The Empire maintains a southern port and their is a 30% chance a ship is in harbour willing to trade items. +2 Items and sometimes +3 are available and dozens of
Wednesday, 23 December 2015
Gendered Toy Rage
Happy Starwarsmas - contains non gamer geek stuff and spoilers
Reading this (has SW spoilers so please don't shoot me)
http://mikeadamick.com/2015/12/rey-is-not-a-role-model-for-little-girls-major-spoilers-ahead/
made me think this
We have had outrage over black widow figures this year - she gets more screen time in avengers movies than many guys yet kmart wont stock her minis - specialty stores do have several BW figures. Thunderbirds line did not include penelope or Kayu in first release but promise second release.
Sadly gender division in toys has gotten worse than when i was a kid - 12" dolls of supergirl, batgirl, wonderwoman were on display with penis bearing heroes on racks in stores in 70s
In last few years cartoon execs were displeased by girls increasing interest in superheroes through intelligent shows like young justice so they responded with a even more blokey ben10 and utterly derpy hulk family. DC have done a line of girly characters (making villains into heroes) which i think is great but why not create unisex lego and character dolls
Ive never stopped going to toystores and girls get pink for everything and i meet girls who hate pink all the time (i like pink) I meet girls who ask me to draw robots fighting dinosaurs with swords and make nasty looking guns and space suits from castles. Some girls have same taste as boys others mix it up some just hate the shit they sell for girls.
While every opportunity for women in adult world has improved (gay rights has gone down toilet in 2015 but thats another story) the gendering of toys by toy and toon makers has become worse.
I had girl dolls in 70s including leia and female dc heroes as kid. It wasnt my choice initialy as mum made me spend my savings on female characters if i got any male characters. When I wanted to take batman to shool mum forced me to take girl dolls. I said i dont want to take any after that but she then made me take both. Being 1975-6 I got beaten up and they were taken from me. Parents did nothing. While unimpressed at time (Mum was in uni at time so probably idealistic) I appreciate her efforts. In hindsight I could have been encouraged a bit better like getting me extra character rather than make me spend my meager savings or risk being beaten or robbed and losing all my savings. If I did it I would use as rewards rather than what seemed punishment when I was 5-7.
Anyway age 7 i would have baths with my stormtrooper, chewie and Leia dolls and I did like playing with my girl dolls at home and I turned out ok. One of my friends had her barbie live with ninja turtles because ken was so lame (Barbie is an astronaut a lawyer and a doctor - what does ken do?) The problem was the rest of the world and other kids who got beaten for touching other gender dolls. It would be nice if one day nobody cared. I loved Linda carter and she reminded me of my mum so I never found her sexual. Guys creepily focusing on her body creeped me out same way someone cracking on to my mum would. Women and girls can be attractive but does not mean I have to think of them as sex objects. I find greyhounds (not racing) and oriental cats attractive but my interest is not sexual.
I like women in my hobbies and find it sad so many of my interests are full of guys as I have always had 50-50 male female friends outside comics and gaming. Things have got better but I dont like structural features or individuals in subcultures that turn off women or sleazebags hassling cosplayers. Women are not just things to rescue or drool over they are our friends, mothers, sisters.
Embarrassingly Prime Minister Tony A-butt (gone now thank Glob) chimed in on this issue saying it was unimportant and told ppl hands off the toy industry. Tony Abbott dismissed it as “political correctness”. We must, he argued, “let boys be boys, let girls be girls”. So that girl I teach Tamaki who likes space and collecting hotwheels and hyper-feminine fashion is wrong Tony?
Some more articles and campaigns
https://theconversation.com/barbie-for-boys-the-gendered-tyranny-of-the-toy-store-34979
http://www.nogenderdecember.com/
http://www.lettoysbetoys.org.uk/
Lots of this might apply to race in toy lines too.
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