Saturday, 16 April 2016

Mega Mutants of Oz for Murder Highway



Murder Highway ideas from playing with new animal and car toys.

As I gamed without minis for 33 years (some paper ones for super games mostly) the experience of collecting and being inspired by collectible dream tokens has been good.

This blog came from me tooling about with toys and FaceBook. A co wrier non gamer buddy (he has played dnd with me)



Murder highway game pieces 1
Hope to run awesome road war game
Somewhere some time soon
I'm big fan of Kim Numan's dark future books and want to re read the non modernized ones



Murder highway game 2

Wombat rampage is a death race with mutant wombats who are trained to attack cars and have the punch of a armoured personnel carrier. But they are more resilient and can burrow and ambush intelligently



Murder highway 3

Some people in the great Aussie wasteland have learned to live with mutant animals like these roo shooters have done. They also have a corporate cloned north American wolf used so effectively in the late 90s midwest zone wars in the usa



Murder highway 4

Killa koala death stare down.

since mega mutation emerged the bush has grown increasingly hostile. High on human blood, sex and eucalyptus, the males challenge cars that stop. Nobody knows how mutants took over the bush but politicians of both parties have exploited the human bush exodus.



Murder highway 5

Bilbies were cute fuzzy critters to most people, a lovely cuddly native bunny. As mega mutants they are feces covered stinking night ambush predators with rodent like reflexes. They snatch people so fast and crush victims skulls so quietly they may kill a whole carload of victims without a shot being fired.

Small settlements have vanished from these kill crazed stealthy hopping killers. The military hunt them in armoured cars. The communal burrowing animals eat giant bugs mostly but humans are even easier kills.



Murder highway 6

Mega mutant spiders are a big problem growing to car sized easily. The redback envenoms prey and cocoons pain nummed victims with a egg sack. The funnel webs build hidden beats for ambush. They inject bodies with a dancing strain of the zombie necrovirus who sacrifice prey for the spider till they are replaced and eaten The huntsman leap from ambush up to 20 metres and have corrosive necrotic venom that melts flesh easily

This car is a expensive elite corp interceptor probably owned by some one with more cash than brains.

Steve sez:
The interceptor looks like one that could split into two mini-turbo sleds



Murder highway 7

This gentle metagenetic ape vat grown in Singapore was owned by a eccentric uranium billionaire who was a big fan of king kong and vintage cars. The now wild Ape has hidden in the wilds of Tasmania and has become the king of wild mega mutants. He likes to flip cars and eat the tasty screaming morsels inside. The ape escaped in a amusement park incident and killed seventy five people escaping. The Tasmanian tourism department has billed the independent island state as the new skull island. Several death races pass through the great apes territory.

Quill's and me extra comments

They need some kind of 'drop' attack - it should be an ability common to all Aussie mutant supercreatures of the near future. Maybe the origin story can be increased effectiveness of gravity attacks down under.

Can they rear back and smash down with their biotitanium claws, in the same way a funnel-web strikes?

https://www.youtube.com/watch?v=qEw4162sGCs

Also (just spitballing, would be more fun in person), a 'Wom-Bat' attack, basically a striking attack with a cut-down cricket bat made from a paddle-pop stick or something, dunno, Wombat Rampage sounds cool and Aussie creatures have so many awesome semi-plausible skills. The Mad Max setting writes itself

Me: Feel free to go wild mr lees and I will make you a game setting designer

Oooh, well we need the Chiko Roll Chick depending on the vintage of your players, she can maybe ride in on her chopper Heavy Metal-style and save players or punish them for misdeeds, needs to be strong and cheeky, maybe her arrival means players are fucked with randomly or judged a la deus ex machina.

Inspiration:
https://www.youtube.com/watch?v=_2_gOpU0eWU
Me: Wow i need this in my Psychon intro rock star game

Drop Bear Thick-Shake
In a new formulation gone wrong, humble pool attendant Craig unleashes a choc-pineapple thickshake flavour which attracts drop-bears from all over - this thickshake calms their blood-lust, and Craig is hailed a hero until pineapple supplies run low, pitting him against evil Marco from the pizza bar who benefits from both unlimited pineapple for his pizzas, and the drop-bear reign of terror. Players can align with either Craig or Marco, drop-bears are intelligent and can influence play to guarantee maximum pineapple which has narcotic effect which players can leverage to their advantage in honeypot attacks.

Me: Pineapples are a euphemism as queenslanders have grown strain full of meth which pineapple runners cross state borders with loads of the delicious embolism inducing addictive crop. Koalas find comforting and addictive, raiding pineapple green houses and labs in the suburbs..

Awesome - Chiko Chick runs majority of drugs and may or may not be an undercover agent but character influences play substantially and hops sides at random

Me: Gangs occupy giant Australian tourist monuments and the big pinapple gang are the most angry dickless bastards you will ever meat. They would kill their families for one pinnaple. Tinned pinaples are easiest to smuggle into walled city states and fresh food is always suspiciously criminal

Rival gangs run ham - sworn enemies but need each other in symbiotic relationship, wild boars with outsized powers often crop up to attack ham production facilities and also attack pineapple running, wild card element, maybe look like Bebop

More from Steve

Giant mutagenic wildlife is the result of dumped toxins in the outback. The original use for these barrels of experimental mutagenic feed was to enhance the size of the beast while reducing its dietary intake therefore increasing the dollar value of various farm animals in a relatively short time period but the resulting creatures, while growing quite large in size, eventually exhibited extreme aggression to all forms of animal life other than its own species. The government was slow to act due to the large "donations" from the mega Corp involved to key officials but eventually the feed was deemed too dangerous and was made illegal. However distribution of the product was already underway delivering to several key mass farm complexes when the decision was made and to prevent further loss of profit the company simply dumped the barrels of feed in the outback. Unfortunately the feed pellets were found palatable to both herbivorous and carnivorous wildlife resulting in the new mega fauna disaster.

Me: Undead and mutagens originally from space (terraforming invasion?) companies seize and abuse these contaminents and experiment on them. Have been used to advance biotech. Companies possibly being used.

Other banned farming practices include but are not limited to :
Triffidication crop spray turning most plant life forms into an aggressive mobile carrion feeding mutation with the express purpose to extract their now highly nutritious sap.
Dino farming. Particularly dried and powdered raptor organs along with triceratops horn aphrodisiacs.
The remote but infamous "human" farm colonies that produced mass transplant organs to private medical corporations and meat 'delicacies' to certain international dining organisations.

Me: triffids are farmed under licence for food and fuel and wild triffids are a bit of a problem. Contaminating other plants with triffid DNA very dangerous. Dino tourism is licenced but medicine farms use illegal trademarked dinosaurs. Dinos escaping and being mutated or undead by alien spores is a problem . Human farms are totally legit but only if clones not decantered. Easier and cheaper to keep in cells by unskilled staff.

Friday, 15 April 2016

Common magic and mortal mods for weapons


So ive been commuting interstate for work, working 13-16 hour days sometimes 3 diferentt employers and ive just finished painting a private studio for well to do kids. Possibly will have money for my own home again soon. Been doing graphic design for accommodation too including a medical marijuana org, a game con and a game web tv series and was interviewed for a art doco. I hope to get time to look for work in my new home state instead of being their only one and a half days a week. Comuting getting me a bit dark and have been mis charged 3 tickets for a hundred extra this week which makes it tough to get ahead.

Planet Psychon getting attention again and inspiring me again. Committed to running for about 6 more weeks. Will have online game running and hopefully get into Canberra club scene - three clubs and 2 cons to get in on.All night club with breakfast cook sounds good.

Mo Magic Stuff
Rather than have just a skill or spell to make items, I have lots of spell to be cast with a ritual or a specific spell for every enchantment is interesting and keeps wizards on top of enchanting tree. Could be broad like enchant armor, enchant shield, enchant boots. Or specific like enchant bracers of defense.

But i'll run out of spell slots or max out my posible spelld known from INT!
How bout you can read from book or scroll and not fill slot in your head if used as a ritual from a written source. Or treat all enchant spells as one for these mechanic barriers. Each has diferent components.

Im gonna make lists like these for lots of items. Im enjoying these and will do more

These d10s will be mos common magic and mods but might do as d12 later or next book

Caster plus effect based on level
1-4 +1
5-8 +2
9-12 +3
13-16 +4
17-18 +5

d10 Common Weapon Modifications
1 Reinforced +2 saves from damage
2 Quality - (roll o1 craft) +1 hit
3 Light - weighs lightermoves easier than normal
4 Hook - can entangle person or weapon
5 Spike  -1 to oponants AC
6 Throwing - no penalty to throw yards in STR
7 Heavy - 2 minimum damage dice instead of 1
8 Hand guard - weapon can be used as a buckler instead of weapon
9 Silvered or cold iron weapon harm some foes
10 Poison Well - keep a charge of venom in handle

d10 Common Minor Weapon Enchantments 3rd level version of enchant

1 Weapon Enchantment can harm creatures immune to non magic weapons
2 Reducing enchantment double normal plus but loses a plus each use till non magical
3 +hit as per superior enchantment +1 better not cumulative  with superior weapon
4 +damage only as per superior enchantment, not cumulative with superior weapon
5 Light gets 1' of light per makers lv, 9th can grow and shrink light or turn on off
6 Nemesis vs specific species or race doubles + from other enchantments vs target species
7 cursed will curse user or make them have penalty or other strange effect if not permitted user
8 Conditional only certain type or alignment or race can use as a security device
9 Superior weapon +1-5 hit and damage
10 One use only but can make multiple weapons 1/lv and used for making ammo mostly

If you don't have enchant weapon but a enchant for a plus of some kind only the plus harms the being not the basic metal or wood of item. Weapon Enchant also increases material strength to that of quality steel and can injure beings immune to non magical weapons or normally vulnerable to silver or iron

d10 Rare Major Weapon Enchantments 6th level version of enchant
1 Detect item/substance/species/enemies pick one per plus
2 Sentient weapon has a d6 of INT WIS CHA per + on level chart
3 Slayer on a +1= on hit roll 20 victim loses limb, increase dice range with +, by +3 is vorpral head cutter
4 Wounding +1 = point of blood loss per round for 10 minutes
5 Vampire half inflicted damage heals weilder and makes them crave life force
6 Elemental  +d3 damage - venom, spark, acid, ignite, chill or elemental fx
7 Spell charges each plus is a number of spell levels and charges per day. Eg +3 = 3x3rd lv spell if had or 3x3 different 1st level spells per day
8 Alignment bound makes advanced powers work only for set alignment and is monitored by planar powers who will send advice and missions, can detect opposite alignment if you are the right one for weapon
9 Absorb levels of incoming spell per day equal to plus
10 Can detect weak planar barriers and cut through them one per month per +

History Gaming



My comment to this... + a bit more
http://drbargle.blogspot.com.au/2016/04/how-do-you-like-your-historical-settings.html?showComment=1460771938713#c2509669101328856722

I like using brp for gritty historic fantasy. i have magic and monsters. I have dreamand overlapping mythic stuff with shifting mana levels.

I feel i am learning about real world and could be useful outside gaming or fantasy. Ive done archaeology and classics and philosophy. BRP and GURPS and even iron crown and late TSR did some good history gaming. I read mostly technical non fiction and classics and comics. I have read less and less fantasy books as ive gotten grayer. I use historic minis. When Im poor I buy or steal second hand national geographic and library history sections.

Using historical ideas in fantasy world design interesting too. What if alt history fic has a fandom of its own. Howard and lovecraft used history. The new wave attacked history and subverted it, especially colonialism and capitalism.and the ideas of narrative, continuity and time. Still you need to know history well to react against it well.

In my Cthulhu Deco Punk Metropolis 2020 setting has babylonian dreamlands just like the film does. Its history as seen of through lens of 1920s silent fim making expressionists.

Forgettable realms dont have any of these benefits i get from history. It is still a great world of gaming.

I love mythology and fictional myths. I think gods of Forgotten Realmsms, Kryn, Grehawk, tukemal are the best thing about them. Glorantha has best mythology in gaming.

Bad side of history gaming is not explaining ow your historic equivalents in a setting grew up together or repeating the fatal flaws of nationalist epic writers of the 1890s. This movement influenced the fantasy genre a lot (Tolkien was a big super highway on this). Your fantasy world doesn't have to repeat the nationalist romance and royalty is best tropes.

My fantasy setting are horrible because of my Rabelaisian interest in the history of vice.

Tuesday, 12 April 2016

Quick ANZAC Mini-Con Game Proposals

Im being more explicit about adult content in my games now.
Working lots, commuting driving me mads. 13 hour days. Painting mural. Chasing clients who have not paid me still after months while I dont have proper home. New computer and scanner, doing graphic design for accommodation. Tired but having fun.

No Mans Land
Call of Cthulhu 1st Ed WW1 1917 France

Afternoon sun-mon sessions
Something in no mans land is inexplicably preventing troops from crossing. The Germans seem equally paralyzed. Your squad has been selected to investigate this mystery. Strange lights and possibly deserters have been observed moving from the air by night. Avoid the landmines, machine guns and shelling and return to base with your report. Good luck chaps! Game will use 1/72 scale miniatures. Uniforms for players optional. Game features supernatural and historical violence.

Wrong direction Home
Planet Psychon Introductory Game
Basic zero ed oldschool DnD variant

Late mon-sun session
Your ship returns to earth after a fifty year return trip exploring Tau Ceti. Everything fails and astronauts question if they really have returned home. The planet is a post apocalypse land of madness. Psychedelic nerve gas warfare, mindhacking nueral viruses and terraforming nanobots have destroyed any consensus of reality. Earth is just a forgotten ruin. Welcome to Planet Psychon. Inspired by 70s Heavy Metal magazine, Progrock and New Wave SF like "Barefoot in the Head" by Bryan Aldiss. Mechanics based on older simpler pre 1st ed DnD. Game setting features sex, violence, drug abuse, cannibalism and ultra violence.

or could do a second version like this

Space Rock Death Trip Damnation
Planet Psychon Introductory Game 
Basic zero ed oldschool DnD variant

Late mon-sun session
The year is 1975, your band has finished it's latin american tour. Returning through the Bermuda Triangle was the worst idea ever. Your plane has crashed in a alien landscape. You and your fellow passengers need to survive and some how escape the planet of the damned. A bad acid trip inspired by 70s Heavy Metal magazine and New Wave SF like "Barefoot in the Head" by Bryan Aldiss. Mechanics based on older simpler pre 1st ed DnD. Game setting features sex, violence, drug abuse, cannibalism and ultra violence.

Friday, 8 April 2016

The Twelve Rays of Psychon



Slightly revising my colours for Psychon a bit makes me realize colour swatches just not consistant. I wonder if the space gods are pantone sensative?

Anyway so idea that each colour has a ray with various effects. So haven't really thought out what these means or why but of some religious significance. Some rays dont cause any harm and only effect living or machines like robots or androids complex enough to mimic human functions.

Crystals are usable for foci on ray guns
some crystals are multi effect
or gun could have rotating disc with crystals for varied effect
This tech is new and unused by ancients
possibly crystals have other effects and functions like traps, feilds, etc

1 Crimson Crystal (scarlet, ruby, carnelian, vermillion) fiery scarlet heat ray ignites target for extra d3 damage
2 Magenta (rose, pink, bubblegum, orchid, fuchsia, coral) pulsating rose love ray renders target calm and unafraid
3 Cyan (sky, cerillion, aqua) searing cerulean freeze ray covers target in ice
4 Turquoise (turquoise, azure, teal) shimmering turquoise aero beam makes target breathe water
5 Yellow (amber, honey, gold, lemon) glowing amber healing ray cures wounds
6 Tangerine (orange, bronze, saffron, mandarin) luminous orange hallucination ray makes subjects see mirages
7 Emerald (pine, jade, veridiant) brilliant jade life ray makes vegetation sprout
8 Green (lime, verdant, olive, chartreuse) throbbing verdant liquification ray disolves like acid
9 Violet (Indigo, purple, lavender, plum, grape) searing lavender sterilising ray kills disease and undead
10 Lapis (royal, midnight, navy, cobolt, ultramarine) oscillating cobolt dream ray makes target sleep
11 Ivory (bone, pearl, silver, almond) scintillating pearl stasis ray causes paralasys
12 Jet (grey, slate, steel) nightmare black death ray drains life sand energy, blocks light

Thursday, 7 April 2016

The Ten Plagues of Planet Psychon!



"Ever since we opened that container of ancient noodles and now i want to eat only
 from flying spaghetti moster italian meals from the resteraunt and supermarket freezer."


"Resteraunt? supermarket? What are they?"

"I have no idea but i need to find them at any cost!"

Diseases of the gamma aeon are mostly left over bio weapons, terra forming and population altering plagues grown artificial. Worst of them compel you you to consume goods that no longer exist outside of occasional ruins. Many weaponois populations for the fourth world war and the apocalypse. Undead outbreaks from alien nanobots had been spreading long before the final times. Some reprogram brains.

Most get a saving throw or stat roll to resist
Viralent versions half chance to resist

d10 Contagions
1 Sexual
2 Food
3 Wounds
4 Dirt
5 Animals
6 Sneezing victim
7 Body fluid contact
8 Touching infected victim
9 Water
10 Airborn pathogen

d10 Psychonian Disease Types
1 Necrovirus
2 Mutagenic plague
3 Machine Infections
4 Parasitic Infections
5 Bio war agents
6 Adware bio agents
7 Malware bio agents
8 Abhumanoid agents
9 Metagenetic agent
10 Nueral Viruses

d100 Psychonian Plagues
01 Zombie Virus - turn into zombie on death, some strains 1in6 activate on near death
02 Fast Zombi Virus -  - turn into fast zombi on death, some strains 1in6 activate on near death
03 Ghoul Virus - turn into ghoul on death - turn into ghoul on death, some strains 1in6 activate on near death
04 Wight Virus - turn into wight on death, some strains 1in6 activate on near death
05 Mummy Rot - every day save or lose CHA point, die when ay zero
06 Kyuss parasitism - infested with glowing worms, die in 24 hours and arise as Son of Kyuss
07 Gargoyle - body turns into cacoon for 24 hours, mineralizes and hatches as gargoyle
08 Skeleton plague - turn into wizened sleletal undead on death, some strains 1in6 activate on near death
09 Vampire virus- turn into vampire after a week of fever and 24 hours death, some strains 1in6 activate only after victim dies with no sign of vampirism
10 Spectral Plague  - turn into non corporeal undead on death, some strains 1in6 activate on near death d20 1-6=Phantom 7-8=Shadow 9-10 Poltergiest 11-14 Spirit 15-16=wraith 17-18=spectre 20=Ghost
11 Colour shift flu - changes hair,eyes, skin, blood colour and taste of victim
12 Tentacle polyp - save each month or tentacled growth covers 5% of body till tentacled monstrosity that just wants to die 1in6 crawl into sea or swamp or sewers and live as monsters
13 Tumour buds -  save each month or 5% of body covered in horrible growth covered monstrosity that just wants to die 1in6 growth develop baby face and drops off forming a angry baby clone, 1in6 of those the being doesnt seperate but develops own intelect and is abusive towards host
14 Tentacle growths - Sprouts a tentacle from a body part with own will, can be reinfected and develop more
15 Small mutation pox - develop a minor mostly cosmetic mutation, 1in6 replace a existing one if any
16 Mutation pox - develop a first level or random mutation
17 Chimera mutation hybrid features - develop bestial extra head, limbs, tentacles till insane monster save per month or new mutation, complete insane monster by fourth
18 Sphynx Fever - turns you into a quadrapedal mutant, later mutates cross species features, one new mutation per month after becoming quadraped and keep human face, after four mutation become a ridling obsessed carnivore
19 Shoggoth devolution - 24 hour fever save or body part begins squirming and changing and sprouting tentacles, save per month for extra body part infection. At four mutations become a insane cannibal sex maniac
20 Gorge fever - a 4 hour fever that increases urge to eat raw meat and have sex
21 Cyborgismic fever - save after week fever and craving to chew metal and plastic, if fail a body part develops a random cyborg feature or interface jack. Can get multiple infections
22 Brainborg - brain modified after craving for plastic for a week, save or die, if live brain now in a sealed pod can survive body death and be installed into a borg, 1in6 develops spider legs and scuttles to saftey
23 Robosapiens virus - painfully over week of eating metal and plastic turn into a robot
24 Carbon syndrome - turns victim into carbon statue after 24 hours of fever if fail a CON save
25 Bioplastic syndrome  - turns victim into plastic menequin after 24 hours of fever if fail a CON save
26 Cyber parasites - painful cyber bugs crawl under skin, when you die they reanimate corpse as a cyber zombie
27 Android virus - painfully over week of eating metal and plastic turn into a android with metal skeleton and bioplastic organs and flesh
28 Akira syndrome - evolves painfully after 24 hour fever into tentacled evolving machine freak on killing humans spree
29 Tetsuo syndrome - evolves painfully after 24 hour fever into devoted soldier with a biological assault rifle in one arm that serves a cult or AI
30 Slaver virus - after a short hour fever if fails save becomes a biological drone in service to a AI
31 Gamma bed bugs constantly drained 1hp less per day and prevent natural healing from rest, itchy and prone to getting other infections
32 Psychon ticks constantly itchy -2DEX -1CON once infected and spread to others and beds
33 Chaos Crabs - tiny arachnids live in your skin, making it dry, scabby and thicker +1AC -1CHA
34 Blood worms infest internal organs -3 DEX, -d4 move (roll daily for speed penalty)
35 Gutworms - need to eat double food, constantly flatulent and shit worms
36 Chlorophyl skin syndrome - overgrown with symbiotic plant tissue reduces need for food by half
37 Fungoidal skin syndrome - coated in hideous fungal threads adds 1d10 HP -1CHA
38 Clot jellies - 1in20 chance of death per round of stroke if exerting self
39 Rad mould - grows thick coloured fur all over, absorbs 90% of incoming radiation
40 Brain worms, attracted to predictors and risky situations that could kill you, resistant to fear attacks
41 Bio slime - disolves your flesh, wood, plastic and leather rapidly fatal requiring burning to remove
42 Yellow spores - grow toxic yellow furry mould on body and inside lungs, save every day or die from choking, 1in6 arize as yellow mould covered zombie
43 Plastivore bug - you spread a plastic eating bacteria using you as a host making you unpopular
44 Kemelco Fever - die after a hour of fever if fail save. turns you into high octane liquid fuel over 24 hours
45 Death Spores fatal mould covers in black fur in 24 hours if fail save 1in6 arise as mould covered ghoul
46 Psychonian Tetnus - targets wounds if fail save stops all natural healing from rest, then save daily or lose a d4 HP till cured or dead with horrible grimace
47 Gamma Gangrene - targets wounds requires amputation or will spread over body and kill host in 24 hours. Some body parts like head or torso cant be ambutated normally
48 Trojan plague - save or makes victim sociable and seek company, after 24 hours blossoms into horrible fleshy flower that spreads the disease via spores
49 Apocalypse bug - if fail save get headache and victim after 24 hours burst open into a frothing airborne plague mass
50 Assassin bug - makes fever but tailored originally to kill certain now rare genetic markers only found in ancients, 1% of modern victims make a save or die in a hour
51 Spamfeast virus - only eat products from packaging or purchased from one ancient food chain
52 Loyalty shopping virus - only buy certain goods from one ancient brand
53 Jingle bug - makes you hum and sing and whistle ancient add tunes, save to resist for a turn
54 Shopoholism fever - desire to visit any new shop and go to markets daily if possible
55 Mission fever - preachy about one religion of one modern space god or ancient cult
56 Colectaholic fever - collect one type of ancient toy or item with obsessive seal
57 Randaynn fever - makes you selfish, greedy and lose empathy for life not related by blood
58 Videoholic fever - urge to watch programs of a single ancient network or broadcaster
59  Patrioholic bug - turns you into fanatic party member of ancient democratic faction
60 Munchhousen fever - constantly worried about health and disease, obsessed with health products
61 Gambling bug - you want to gamble on any outcome and only feel joy when taking risks
62 Narcoholic fever - you crave consuming a particular drug or alcohol illegal to ancients
63 Klepto bug - you desire to steal small items from stalls or peoples houses
64 Vegan bug - ancient food terrorists made, infected can only eat non meat but can live off grass
65 Amazon fever - turns you into a female amazon dedicated to the sisterhood
66 Exterminator fever - unite with infected to cleanse world of impure, mutants and weak with guns
67 Pyro bug - turns you into a pyromaniac favouring incendiary weapons and burning down structures at least once a day or you cant sleep
68 Pimperholic bug - sleep walk and sell sexual services, try to deposit money to black account of ancient crime cartel, forget everything when you wake up
69 Firewall bug - some thing you can no longer think about, talk about or see (possibly a colour, type of threat, common type of thing)
70 Babel virus - can no longer use or understand language until treated
71 Abuman flu - Turns you nto a type of abhuman after a weeks fever
72 Morlock flu - turns you into a morlock (dwarf) after a weeks fever
73 Eldren flu - turns you into a eldren (elf or eloi or grey) after a weeks fever
74 Lycanthrope fever - turns you into a lycanthrope after a weeks fever
75 Gigantism fever - Turns you into a giant after a weeks fever
76 Orc Pox - turns you into a orc after a weeks fever
77 Goblin pox - turns you into a goblin (d6 1-3=goblin 4-5=hobgoblin 6=bugbear) after a weeks fever
78 Hobbit Pox - Turns you into a halfling after a weeks fever
79 Changeling Fever -turns you into a changeling after a weeks fever
80 Morph Plague - turns you into a less common humanoid creature or monster after a weeks fever, each strain makes a different creature like baslisk plague for example
81 Sexmorph Flu - change sexual characteristics d4 1-2 opposite 3=sexless nueter 4=hemaphrodite
82 Frankenvirus - now receptive to transplants from anything safely by amateurs without rejection
83 Psi Virus - develop a psionc power (d6 a zero level cantrip once a day on a 6 get a 1st lv mentalist spell)
84 Hemovirus - Changes your blood type (and possibly color and flavour)
85 Sterilizer Plague - makes you sterile
86 Power Up Plague - increases a atribute by one, body runs hotter by a few degrees
87 Power Blast Plague - makes your body highly flamable and explosive
88 Hot Fever - makes you more atractive +1 CHA after 24 hour flu
89 Crome fever - makes you more positive and receptive to machines, implants, cyborgs
90 Bioblaster plague - explode like a gory hand grenaide after hour fever, some strains only explode the head
91 Ego Plague -overwrites peronality changes to an alignment
92 Citezen Fever - turns you into a patriotic ancient of specific nationality with knowledge of dialect of ancient
93 Hate Pox - makes you violently hate a ancient nationality will go besek on sight
94 Berzerker fever - makes you psychoyic kill crazy madman
95 Psychon fever -changes your reality, see everything different to everyone else (the past, a trip or a fantasy game or movie)
96  Passive flu - makes you unable to initiate violence, 1in6 strains make you flee from violence
97 Slave virus - makes you passive and respond to orders
98 Drone virus - makes you a moron (halves INT)who likes to obey orders and perform labour for mediocre food
99 Red fever - makes you a communist, enforce sharing, kill the rich, seize means of production for the people!
100 Terror pox - makes you weekly perform random acts of sabotage and terrorism to all but one ancient tribe and not remember anything

Wednesday, 6 April 2016

Curses!

Curse in dnd is one of those spells that is kinda vague and mostly non satisfying.

Original Oriental Adventures had a greater curse for weirder things that would curse a bloodline. More curse spells would be better. Other possibility is to stack curse with another spell like polymorph other or flesh to stone or fireball to make magic traps.

Possibly a family of curse spells or hundreds of specific variants like the black lotus root curse or the ten thousand sting curse.

But what i will offer here is standard basic curses the spell can do

Could be specific spell for each or chosen by player

d10 Basic Curses
1 Weakness -2 worse on all rolls saves, attacks, skill or attribute rolls
2 Alignment - change a target alignment (law or LN might stop a thief)
3 Vulnerability - AC -2 two points worse off
4 Phobia - afraid of one specified thing (lemons, dark, swords, this chest), save to approach or touch
5 Dullness - always last in initiative (unless vs another cursed or zombie)
6 Wounding - cannot heal naturally with rest, first aid might work
7 Slowing - lose -1/3 your speed score for the worse
8 One attribute reduced by -4 yes this is hard on spell casters and can lock some bonus spells
9 Feebleness - all attacks inflict one less point per dice or always at least -1
10 Hindrance -4 to hit worse off

Specifically less worse than blindness spell

I did a flawed d1000 curses here long ago

Im considering making racial spell lists mixing best from all lists
Might help new players and suggest kinds of things in playing them

Spells for Post Baldersgategate Transhumanist Fantasy


I was pleased in my Psychon game that I managed to set up all humans as muticoloured mutant tribes. No 21C  identifiable races can exist on Psychon for long. Nano terraformer bots are in everything and the space gods will fix your destiny. Every 24 hours a ancient gets a con roll and fails then they become physiclyand mentally are psychonian and speak common.. Players came to have great pride in their unearthly skin colour, texture, hariness, animal features, finger digits  and other details. So players discovered early there was a random flavour table. Now Psychonians taste each other when they trust each other. Most will try spot cannibalism to learn if victims are good to eat. Some want to know what colour their own blood is and other details.

So im happy for characters to mix this up a bit more with new spells. They would be good for my fantasy setting and would suit changeling casters to change more or to be able to cast on their non changing friends in some situations. Possibly they invented these spells. Biomancy? A gender changing specialist type of changeling was in the class from the beginning i started using them. They make good elfy spirits, magical lycanthropes and other shifty shapey things. So they might specializing in physical transformation magic interesting. Druids and other specialty cults might use them.

Cosmetic cantips are pretty obvious. A cantrip of perfume or hair styling or colouring or makeup? A contraception cantrip. Fresh breath cantrip for hours long or a foul breath cantrip for casting on rivals. Some clothes making spells could be handy. The party is going to look awespome.

Other Psychon plans include cyberdruids who commune with the bunker spirits and the cyber ecology of the machjungle. Care for poor robots and set them free. Possibly try and rewrite spells to sound cyber and effect metal, concrete and plastic and even electronics and AI. Or let them have stuff from my Robot Spell List. Anomalous subsurface Environment working great as a land of Psychon. Carcosa, tukemal and more even gammaworld and mutant epoch possible.

Colour Shift
Level1 Duration: 1HR/Lv Range: Touch Target: One person, living being or hand held item
Effect: Can re-colour someones hair, skin, eyes, or may apply it to a single item. If used against a targets will then they get a saving throw and it will only last rounds instead of ten minute turns.

Rainbow Ray
Level3 Duration: 1R/Lv  Range: 10y/Lv Target; One being per round Effect: Fire a beam per round that a living being may save to resist. If they fail their colour may be changed as per colour shift spell for one hour per level. May set colour by choice or random or negative.

Colour Change
Level3 Duration: Permanent  Touch Target: One person, living being or hand held item
Effect:  Can re-colour someones hair, skin, eyes, or may apply it to a single item. If used against a targets will then they get a saving throw and it will only last days instead of for life. Can be dispelled.

Chaos Rainbow
Level:5  1R/Lv  Range: 100y/Lv Target; One being per level per round
Effect: Randomly fires colour changing rays that seek medium size beings like humanoids first, then larger things to smallest. Animals before plants

Alter Voice
Level: 1 Duration: 1T/Lv  Range: 10y/lv Target; one creature that can voca,ize
Effect: Change the sound of voice, make boominge, squeaking, a specific persons voice. Can be used by wizard to fake a voice for some scheme (possibly with ventriloqism). Could be used to humiliate a leader or improve someones voice +1 reactions rolls while in effect. .

Shift Sex
Level:2 Duration:1Hr/Lv  Range: Touch Target; One beings sexual characteristics
Effect: The spell can be resisted with a saving throw. The person changes gender and possible clothing may no longer fit as well. Friends will find you familiar and easily believe you are your own opposite sex twin. Caster can also choose to make target a sexless neuter or a perfect alchemical hermaphrodite (not all version of spell can do this only 1in6 for the former and if roll a 6 again then the latter).

Blood Shift
Level2  Duration:1Hr/Lv  Range: Touch Target;  One humanoid person
Effect: The spell can be resisted with a saving throw. The person changes into dramaticly diferent race. Friends will find target familiar but changed. The most common version is from a human to a orc, Elf to orc, Dwarf to Gnome, Gnome to Goblin, Human to Halfling. Caster can also choose to make target a sex (3rd Lv version of spell can change into any humanoid well known to the caster).

Change Sex
Level:4 Duration: Permanent  Range: Touch Target; One beings sexual characteristics
Effect: The spell can be resisted with a saving throw. The person changes gender and possible clothing may no longer fit as well. Friends will find you familiar and easily believe you are your own opposite sex twin. Caster can also choose to make (Different versions of spell with only one way change or can make target a sexless neuter or a perfect alchemical hermaphrodite or able to bud clones and sexless. 3 Lv version only one change. Level 5 version can make any of the above changes). Some Druids say the first microbe shaman used this to create male and female.

Alter Humanoid
Level:4 Duration: Permanent  Range: Touch Target; One humanoid person
Effect: The spell can be resisted with a saving throw. The person changes into dramatically different race. Friends will find target familiar but changed. The most common version is from a human to a orc, Elf to orc, Dwarf to Gnome, Gnome to Goblin, Human to Halfling. Caster can also choose to make target a sex (5th Lv version of spell can change into any humanoid well known to the caster). What if this is where all races come from or races use to replenish selves from humans. Or

Sense Emotion
Level 2 Duration 1T/lv Range: 3"/Lv Target: Caster
Effect: Can perceive strong emotions like love, hate, anger, joy, lust but not indifference, bored, contentment or at rest emotions. (3rd Lv version can be cast on someone else with a touch., could be used to teach or swindle or even haggling or threatening. +1 Reaction rolls or communication rolls

Empathic Link
Level:4 Duration: Day/lv  Range: Touch Target; Connect emotions and feelings of two persons
Effect: Two beings touching caster become linked. They get sensations of the other persons strong feelings and sensations. They can feel if other is scared, starving or being wounded or laughing. If one partner damaged the other must make a save or they take minimum damage possible damage from the attack. They have a sense of where their bonded partner is.and the feeling is fainter the further they are away. Some couples do this or siblings or expensive sex wizards or weird enemies or even as important life lesson. Some use this spell on animals like a horse or dog.
(6th Lv permanent version)

Alchemical Perfection
Level 9 Duration 1Turn/Lv Range: Self Range Caster
Effect: Becomes a male famale hybrid with two faces and glowing with a cosmic aurara. All casters atributes get +2. They become able to ignore illusions and resist all charms. Clothing is no longer suitable. A ritual and a 10 000gp potion and a while turn are required to cast it.

I could probably add some alighnment change spells later
Then you can kidnap people and enchant them to be good!

Todays spells brought to you by the fantasy classic Orlando by Virginia Wolf

Sunday, 3 April 2016

Hell's Infernal Lands 1


Continuing with my terrains of hell. This time the overwhelming themes are fire and torment. Have started on moral tests for in between the hell zones that let you progress to the next section.

Yay I have a new laptop for travelling and in bed so i don't waste all my interstate commuting time. Life a bit more stable and can think of next few cons and getting a new job and exhibiting and curating. Gov welfare goons made mistakes every visit and forgot info they have kept on me for years. Incompetence or profiling to get ppl to give up and die - im unsure.

Will have more complete review of blood and bronze, hope to play test and run in a con. Gangbusters would be cool and im getting desire for TSR Marvel game again and have heroclix of my own so i dont need to borrow them. I will set up a donor box here and possibly do a paetron soon. Im running Planet Psychon and have local game clubs to try out. Reading real books and not just comics again. Milton's complete non latin works and George Macdonalds the Light Princess. Will get a scanner shortly and present here 30 years of gaming notes, maps and octopus doodles (i mean drawings).

Infernal Land
Some say the hells are remnants of older worlds fragmented and destroyed by disaster and apocalypse. The animals, devils and demons are immune to natural flame and hellfire but not holy fire or wizard fire. While the plague lands were obsessed with execution and disease, infernal lands are a apocalyptic burnt out volcanic land of torment. The devilish bureaucracy here are concerned with burning, eternal torment, toil in the mines and factory sweatshops. Souls are the fuel of hellfire and mortals are the best source.

Most people in the infernal realm are aware they are in hell and that they are damned. Most know why and most think attempts to escape are doomed to fail or a fresh deception to torment them. Some of those tortured will become larvae then evolve up the devilish chain of command if lawful evil. The chaotic evil will go from larvae to devils, will be shunned and driven to outlands and possibly will be hired by devils as mercenaries and bounty hunters. Demons who try to accumulate power or hoarde souls or larvae or try to corrupt hell's officials will be branded or driven to the great chaos of the outer abyss.

Heat can make encumbrance worse and heat exhaustion is common. Humans who fall will be abused by devils who thrive off the pain of others. A tormented human sould pushes their spiritual evolution or devolution in different ways. Can enhance the use of a soul as a fuel source. Hell Metals forged in soulfire develop unusual properties.

Infernal devils are classically red orange or deep magenta or even purple. Most have tails, wings and horns. Lower ranks use forks and tools like blacksmith tongs and peasant polearms. Higher ranks use whips, flails, swords, sceptres and many still use sceptres

The Damned in the Inferno are different to the plague lands. The damned here are not clothed in finery. This hell is not about bringing all low with death and pestilence. It does not punish sins like self importance and status. The damned here are irredeemably and obviously awful people and unrepentant. They are past fear of death. Here they fear never ending torment and wish it would end. These is no fighting to survive here. At best there is rage and a desire to inflict suffering on others. Most of the damned are naked or soon wind up with clothing shredded and falling off. Finer the clothing the more you stand out here. They are utterly selfish and climb over each other, fighting over crumbs, coins or drops of water.

As usual dressings are things you can see but not immediate threats unless adventurers head into them and make trouble. Wonders are amazing sights that beg questions, tempt adventurers and will make incredible stories. Witnesses of the wonders should always be able to avoid conflict. Devils might assume heroes are someones property or untouchable. Once again not a threat unless you approach and choose to interact. Part 2 will include obstacles that get in your way and encounters that try to threaten intruders into hell.

d100 Hell's Infernal Land Dressings

01 Flaming pit
02 Smoking craters
03 Flame geysers erupting from holes
04 Jet of burning gas from hole in ground
05 Pool of burning pitch or tar
06 Pool of bubbling sulphur
07 Pool of boiling lava
08 Burning heap of garbage
09 Pit of glowing coals
10 Pile of burning skulls

11 Pit full of writhing larvae
12 Pit of fire with naked screaming damned

13 Staked burning witches and heretics
14 Burning gibbets with screaming charred damned victims
15 A great brazen bull shaped furnace with screaming victims imprisoned inside 
16 Chained damned trying to avoid burning braziers underneath them
17 Devils pouring boiling sulphur down throats of the damned
18 Devils with torches burning chained victims 
19 Devils with pitchforks poking a pit of larvae
20 Devils and demons trading in larvae (possibly blackmarket crime!)
21 Devils trading larvae with witches or night hags
22 Devils whipping damned slaves in open cut quarry or mine pits
23 Devil blacksmith with damned slaves working bellows
24 Devils torturing a victim with apparatus
25 Devils tending cauldrons of oil boiling the damned
26 Devils branding damned like cattle in stalls
27 Damned being thrown in pits of larvae by devils
28 Devils extracting teeth from damned with pincers, hammers and chisels
29 Devil tormenting thirsty damned with flask of water
30 Devils driving damned through pits of coals with whips
31 Devils turning spits with impaled damned over cooking fires
32 Devil hurling thirsty damned into dry well
33 Swarms of devils flying around a mountain
34 Devil butchers flailing off skin and flesh from damned
35 Devils firing huge ornamental hell cannon, tying damned to mouths in between shots
36 Devils riding stampeding burning horned devil horses
37 Devils working in sprawling ramshackle smithy making weapons and siege engines
38 Devils experimenting with damned used as musical instruments
39 Devils tarring and setting damned alight for a laugh
40 Devils impaling the damned
41 Great burning lake of fire
42 Huge clouds of black smoke fill the sky
43 Raging stormclouds and lightening strikes
44 Fireballs rain down in distance
45 River of flowing lavs
46 Huge fire geysers shoot flame columns into the sky
47 Yellow clouds of sulphur rain acid in distance 
48 Burning city town or village
49 Burning castle or ruins
50 Burning palace or cathedral
51 Sky rippling with heat distorting perspective
52 Ripples of heat make tempting illusions
53 Distant volcano peaks overflowing with lava
54 Huge canyons with sulphurous fumes
55 Gigantic smoking craters
56 Lava waterfall spilling into a lake
57 Sinkhole with stinking vapour, sounds of workers picks from depths
58 Mountain of burning skulls with frolicking devils
59 Whirlwind sucking up devils, damned and ruined buildings
60 Firestorm destroying everything in it's path
61 Sounds of screaming and wailing damned
62 Sounds of explosions
63 Sounds of raging fire
64 Sounds of mighty thunder claps
65 Sounds of shrieking devils
66 Sounds of flapping wings
67 Sounds of workers picks digging
68 Sounds of bellowing devil laughter
69 Sounds of screaming stampeding horses or cattle
70 Sounds of devilish chanting or choir
71 Stench of sulphur
72 Stench of burning flesh
73 Stench of devilish flatulence 
74 Showers of sparks fall from sky
75 A distant star falls
76 Charred corpses scattered about
77 Escaping damned being pursued by devils riding flaming steeds
78 Damned fighting over seams of hellish cursed gems
79 Damned fighting over foodscraps or dirty puddle
80 Damned fighting while devils bet on outcome
81 Devils force feeding damned coins
82 Devils force feeding damned shit
83 Devils passing around damned, fondling and kissing
84 Devils court with crowned devil judge assigning punishments to damned
85 Angels with burning swords giving damned to gleeful devils
86 Cultists in robes freshly arrived in hell being chased by devils
87 Bloated devils eating damned while still alive then shitting larvae
88 Devils mocking and taunting a fallen holyman
89 Devils nailing hats to former merchants, nobles and clergy
90 Devils flying through sky carrying crying victims
91 Devils burning a building, killing any damned that escape
92 Devils forcing sinners to eat live angry fire toads 
93 Horizon covered in wall of flame
94 Great maze of flame in distance with hellmouth in middle
95 Hellmouth with despondent damned arriving in hell
96 Sulpher formations with spectacular hues
97 Damned linked by chains in miles long line going over horizon
98 Flaming skulls in post marking road going into distance
99 Giant smoking crater with lava in distance
100 Ladder descending into depths below or clouds above


d100 Hell's Infernal Land Wonders
01 Army of devils dragging screaming slaves
02 Wagonloads of slaves in cages pulled by devil-oxen
03 Migration of hundreds of flaming screeching skulls
04 Giant devil being fed damned then shat out and dragged back to mouth by lesser devils
05 Burning forest
06 Burning Forrest of damned tied to stakes wailing
07 Giant devil with swarms of flying lesser devils orbiting him
08 Giant devil with millions of breasts suckling thousands of imps
09 Giant burning comet falls from sky exploding in distance leaving a crater
10
 Damned rain from sky screaming into lake of fire

11 Huge erupting volcano rains ash and brimstone
12 Castle made from incredible sulphur crystal formations

13 Sprawling city sized prison where damned toil and suffer under devil wardens
14 Damned being forced by devils with whips to build monument to a duke of hell
15 River of molten metal
16 Mountain with huge carved text visible for miles
17 A huge crumbling tower ascending into clouds with devils flying about 
18 A tall tower with a huge flaming bonfire atop it
19 Mountain of discarded shredded clothes and hair clippings
20 Giant crowned devil on throne with thousands of damned and devils worshipping at feet
21 Great lake of fire where devils hurl hundreds of damned
22 Great lake of blood where devils push damned under with pitchforks
23 Giant flatulent devil with lesser devils forcing damned to inhale hellish fumes
24 A great slave market where devils knights bid for damned
25 Great cloud of flying devils tearing apart damned, raining blood and body parts
26 A great white city surrounded by wall of flame and besieging devil army
27 A stream of damned falling from clouds into mouth of a giant devil laying on back
28 Gigantic furnace with devils dragging hundreds of fresh damned from coffins
29 Devils hurling damned off cliff to be snatched by flying dragons
30 Great devilish orgy with wailing damned being abused and dismembered
31 Huge burning tree with damned in branches committing sins while devils care for it
32 A twisted eroded formation actually fused fleshy mass of moaning damned
33 Sprawling maze of flaming walls with lost desperate damned being pursued by devils
34 A great devil on throne with sceptre turning damned prisoners into serpents
35 A great hunt with mounted devils on burning steeds with hellhounds chasing damned
36 Plain of chained damned being rained on with fire
37 A great devil counting house, damned being assessed and locked in chests
38 Field with hundreds of damned trying to collect burning coins but dropping them 
39 Wagons of coffins being delivered and dead being turfed out and awakened by devils
40 Damned stuffed into huge living ornamental cannon by devils and fired into burning lake
41 Court of devils where damned attempt to renegotiate punishment with devil lawyers
42 Column of stone reaching into clouds, damned try to climb up mocked by devils
43 Angels in clouds hurl damned to ground where devils catch them on pitchforks
44 Giant devil dragging massive sacks or wailing damned, those escaping beaten by devils
45 Devils with shears snipping off fingers, ears, hair and extremities from damned
46 Devils riding damned herding stampeding damned hoard on all fours like beast
47 Devils attaching suckling serpents to damned, hundreds trapped in serpentine coils
48 Hundreds of devils in monk and clergy robes having a party abusing damned
49 A suspension bridge over lake of fire made from damned holding each other
50 Devils casino where damned try rigged games of chance to reduce torments
51 Procession of hellish nobility with personal entourage on way to important gathering
52 Hundreds of dragons nesting in crater, some feeding damned to young
53 Lake giving off sulphur fumes swarming with serpents and floating bodies of damned   
54 Grim castle with hundreds of flailed damned chained to walls, home of a hell knight
55 Lake of lava where devils bathe, dragging in damned and washing them with lava
56 Brothel with pimp devils selling services of hundreds of chained damned
57 Camp of hungry damned with wagons and tents being given respite from torment
58 Hellish trapped obstacle course where devils force damned through for entertainment
59 Devil market selling larvae, food and drink, but always too expensive for mortals
60 Rapid river of blood where damned caught in current are dashed against rocks
61 Court of devils trying and torturing damned inquisitors for witchcraft and heresy for fun
62 Hellish taxation office taxing naked damned with nothing so they take their body parts
63 Devil winery where devils press blood from damned, bottle then comment on taste
64 Giant naked hairy devil being shaved by damned and goaded by devils with whips
65 Giant devil buttocks in hillside occasionally shits out horde of bewildered damned
66 Devil marching band playing instruments made from living damned making terrible noise
67 Devils watching teams of damned fight over bag of coins
68 Devils beating damned to collect tears in  buckets as luxury treats for arch devils
69 Devils guarding a huge pit where overcrowded damned fight and eat each other
70 Brilliant gleaming brass city on stilts over sea of lave
71 Giant devil relaxing in pit full of squirming larvae 
72 Giant devil bathing in fire pit with damned clipping his nails and scrubbing his back
73 Devil slavers forcing damned to build a tower into the sky to invade other realm in the sky
74 Devil slavers forcing damned to work huge relief carvings of dukes of hell into mountain
75 Devil slavers forcing damned to dig canals for lava flows, sometimes workers are flooded
76 Devil slavers forcing damned to build highway connecting several wonders
77 Devil citadel ruled by minor noble devil carved into mesa
78 Devil fortress with huge armies camped around it and performing drills
79 Huge dilapidated dairy where hell's cattle milked ichor to fatten larvae
80 Farm complex where imps are hatched from eggs laid by damned caged in stalls
81 Enormous devil sigil carved into ground or mountain on huge scale
82 Crumbling ruin of forgotten evil of ancients no longer respected as power in hell
83 Column of eerie hellfire shooting from ground into the sky
84 Plain covered with charred standing corpses of damned that crumble on touch
85 A great citadel in the shape of a prince of hell with, a fortress for his followers
86 Top of a mountain carved into a skull, some burn eternally with hellfire
87 Crumbling giant throne on hilltop with ceremonial staircase from a long forgotten ruler
88 Ruined city in ancient style with streets littered in charred skeletons
89 Huge crumbling gate house in side of mountain sealed and abandoned
90 Huge devil face in cliff, a living hellgate with devil guards
91 Boiling toxic lake with colourful deposits of crystallized chemicals on shore
92 Huge statue of lady devil with bowl pouring out a stream of bile, fire or lava
93 Huge war juggernaut rolling about on way to war, covered in impaled damned
94 Huge juggernaut mining machine devouring and crushing rocks with damned slaves
95 Volcano shooting fireballs that randomly fly for miles then explode on impact
96 A giant devil in tears, bound and gagged in magic chains staked to ground
97 Giant crumbling bust of former noble devil vandalised and crumbling
98 Gigantic skeleton of dragon or other monster, damned living inside remains
99 Crumbling abandoned cliff buildings with exiled devils and demons hiding inside
100 Great procesional staircase going up cliff with carved relief scenes of nobility of hell bringing tribute to the current arch devil. Some devils who have lost office have had names and faces scratched off

Thursday, 31 March 2016

Setting maps and infographics (or just map porn)



A Zac piece got me looking at maps and thinking about how maps help tell stories and suggest adventure. A good map Suggests places to check out. Springboards for adventure. Also good toys for the DM.


the above map looks pretty complete and you could have a few years in game time getting to know the place. I could see five or six sessions from this map easily. A instant sandbox.

Dunno where i stole it but i could just slap a few games here on they fly with tables and recycled stuff. I could run a game on the fly with tables and try to act to players curiosity. I could plant some canned adventures (PDF) off the net. Or steal something from a old fantasy novel or film (preferably something obscure. It might be fun for some players to know it (like happens in cthulhu constantly).

In my Psychon game I have been trying to run Anomalous Sub surface environment as a region on Psychon. I have basic setting notes but lost all dungeon stuff. Got maps and weird new monsters. Players really got into maps.

Players were getting over mt rendon after gate house and morlocks. Party argued if they should go back to that tower they killed a wizard at and a character stayed on to be the new wizard. Others said whats this livid fens and the strange lake and the ruins. I teased them there could be a paddle steamer casino wreck nearby from the ancients. But rumour that someone had seen the medstation doors open the morning after the mountain and they were off. Med station = drugs.So i made up a medical station complex kinda like you might find in fall out.

I hope to find my proper published adventure dungeon but players like it when i bullshit games on te fly and expect a fair amount of freedom. but all his comes from what a good map inspires.





looking at some good maps and ways of adding text and narrative with border art and features

i think most big settings try and offer you a world with lots of choices - in my history games people took a years to get from India to the pillars of Heracles - or from Greenland to Byzantium.

perhaps you don't really need to do whole world just on trade routes and focus locations. Or just major routes, cities and interesting locations. Two or three different scales add a lot to landscape.

I really like pictorial exaggeration of feature on maps. Size of the city equals importance. Whats that cave. Whats that ruin. Mutant epoch calls adventurers excavators and refer to archeology, not just looters. In a fanasy game you are often plundering tho remains of past wealth and hoping to find loot. If you good you might rather find that relic a guy in the pub said was there.

I like borders that are ornate an not just repeated. Realm of Chaos has the best ever. I kinda over the parchment look and find in long run harder to read and find stuff. I like clean textbook for some maps (like DM maps). And fancier for setting and player maps. I like old almanacs and vintage maps with info graphics in borders.

Timelines
Mountain heights,
River lengths,
Towns by size
Heraldry borders
Pictures of important people
Pictures of haunted places
Pictures of lost relics
Crops and calender scenes
Industry and workers
Famous battles and soldiers kit
Local hats and dress - the wrong hat could got you killed for lots of history
Local animals on farm or wild


If i drew it it would all be adorable retarded octopi



Im thinking in future on Planet Psychon - players leave map hex and see bizarre unfinished terrain like leaving fallout map in a computer game when you mod game to leave the normal permitted play area. Vids on this on youtube. I did a barrier table for the edge of hexes on psychon that the gods use to keep people apart. Maybe a d100 weird hexes and some other weird places for psychon. Failed hexes, disaster or apocalypse hexes. Getting in mindset of tech and superheroics again after seeing Daredevil, BMvsSM and deadpull. And i liked them all.

Seamonsters and octopi and shipwrecks on a seam map are a must. Mysterious forests. Sinister plains. Suggesting a few tables too with Adjective+terrain. Narnia and Middle Earth are of course classics,




Historic maps can be stolen and re purposed. Sometimes the vagueness can be useful and give you more freedom. Give wild rumours of what distant people are like. Then make it nothing like that when you get there. Medieval people believed dogmen and the kingdom of prester john was somewhere on he way to china or india.



This Noah's Ark world map would be great for players. Pretty useless. Cities look good. Is that a dragon?



Id use this in a lost world or for serpent men citadel. (Monster Age I mention in my setting history inspired by zeb cooks forbidden city intro and clark ashton smith. Seven ruled each with a cohort/slave race. Seven rebel races ended them. This might make a good dugeon zone type.



This looks like a good ready made posh ruin



Some maps make you think of plans of attack,
or who lived here and what they did,



A pretty amazing city has a good amount of information for a lot of purposes.



Fortress inspired designs could be use for dungeons too. With magical fire blasting and flying fantasy things dungeons would be logical fortresses. Star shaped post castle fors of gunpowder era were prety amazing. Fireballs in place of cannons these shapes might be better than castle. Many have towns inside or cities.



Some places grow more organically like cells and might even follow old animal trails,



Its good if you find a settlement area or hotel map or deckplan that suits your needs. So much easier to just use stuff from online. I run old dnd clone games as gamer intro sessions and teach that there is a mountain of stuff online for free. Better than buying a hundred bucks of games if you only play a few times. Kids shoould be able to make this a frgal hobby not just adiction to cofeee table books.



Bury some ancient map from a historic culture presto a dungeon with cultural style

Spies SF Superheroes Post Apoc all have free public maps ans interesting locations





I might do again

I'm starting to sort comics collection and will sell some old stuff. Will get a new computer for travel then a scanner and start digitizing my 40 litres of old note books ans another pile of gamer notes going back to 80s so then will see that here.

Some nice links
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVZjHH_jGNbTd5Y4e2ZENOtfArA4aOcIXT-Chor8hyphenhyphenAmUZWC8wUMj3LXKCcfrV4k1ldq8c_208Q7x1F8Cbf37KcgH1O0AGk0eKxVaejaok-tFSkhONr72eK8ktpSbtXOUQKy9KczlwO88l/s640/dave-stevenson-huntress-map.jpg
http://www.cartographersguild.com/

http://time-for-maps.tumblr.com/
http://bensack.tumblr.com/post/94664497875/hieroglyph-v
https://www.pinterest.com/kitikatti/maps/

nice lot of map tangents under this pic

https://www.pinterest.com/pin/570549846518808859/

Dont forget my flickr stuff and my tectonic dungeons
https://www.flickr.com/photos/konsumterra/albums/72157631656547261