Sunday, 7 August 2016

d100 Madmen and their monsters



Going through some old lists of things to do and my gothic list has been been ignored a while. I have introduced columns! Anything can happen now.

d12 Madman Wants
01 To be like the gods
02 Respect from peers
03 To be feared
04 To build a army of conquest
05 Learn secrets of the universe
06 To insult the gods
07 To sell secrets to evil cause
08 To replace humans
09 To prove superiority to peers
10 To get become a mighty ruler
11 Somehow get back lost love
12 Revenge


d12 Monster Wants
01 True love
02 A normal life
03 To not be feared 
04 Revenge
05 To destroy everything on rampage
06 To die and take others with it
07 Create more of it's kind
08 To destroy creator
09 To destroy normal people
10 To eat flesh
11 To end the pain
12 To be left alone


d10 Requirements of monster making
01 Necromancy and corpses
02 Breeding or hybridising
03 Magical spells
04 Enchanting automatons
05 Grown in pits of slime
06 Alchemical apparatus
07 Use of a artifact
08 Strange location
09 Aided by planar entities
10 Secret formula
11 Secret ritual
12 Otherworldly power


d10 Problems so far
01 Stars must be right
02 Physically flawed
03 Mentally flawed
04 Expertise required
05 Documents required
06 Rare ingredient required
07 Human sacrifices required
08 Flawed test subjects escaped
09 Sabotage from minions
10 Incompetence
11 Madness
12 Enemies

d12 Laboratories Location

01 Old tower or windmill
02 Dungeon
03 Cave
04 Castle
05 House in village or city
06 Manor House
07 Catacombs
08 Sewers
09 Hospital or madhouse
10 A old ship hulk

11 Inside a giant hollow tree
12 Through a gateway like a mirror


d12 Assistants
01 A hunchback or dwarf
02 A gang of bandits
03 A younger student
04 A misguided lover
05 A ugly beastman
06 A gang of robed and masked cultists
07 A monkey, ape or other clever animal
08 A prototype creature that is disguised as human
09 A Imp or minor planar creature in disguise
10 Were creature mostly in human form

11 Undead disguised as human
12 Huge ugly scarred strongman


d12 Local Minions

1 Terrified local villagers, live in fear, would love to revolt
2 Loyal villagers, always think the best of the master
3 A village of demihumans d4 1=Elves, 2=Dwarves, 3=Halflings, 4=Gnomes

4 A village of Monsters d4 1=Beastmen, 2=Orcs, 3=Lycanthropes 4=Goblinoids
5 A gang of horrible bandits, willing to murder or kidnap
6 A clan of roguish nomads in wagons who act as spies, carnies and theives
7 A gang of hired men at arms who follow the master for good pay
8 A robber knight and his entourage has seen better days now fugitive criminals
9 A cult somehow controlled or led or with similar ideas and guys in hooded robes
10 Hunters, evil hunters and poachers who act as scouts and spies
11 Ancestral slaves or serfs obey the master from tradition without question 
12 A large group of strangely loyal animals like d4 1=wolves 2=bats 3=rats 4=cats but could be frogs, lions, ravens, whatever suits the master

d12 Unusual Monster Properties
1 Very intelligent and cynical and probably depressed, can learn magic given time
2 Very moronic and prone to beserker rages if scared or spooked
3 Has a evil side like another personality that schemes and is secretly malicious
4 Has been possessed by a spirit of evil and wants to betray or murder
5 The monster regenerates and is long lived or immortal
6 Monstrous makes anything under 4HD save or will flee till out of sight
7 Has a extra d3 attacks than normal specimens

8 Has +d3 to AC more than normal specimens
9 A standard type of attack heals them d4 1=Fire 2=Cold 4=Lightning 5=Acid
10 Altered diet making it's behavior very different can heal a HP/Turn eating material
11 Has a d3 spell like abilities usable once per day
12 Immune to a type of magic d4 1=mind control 2=illusions 3=energy drain 4=elemental

The final table with names and monsters  is more a suggestion. You could mix and match first and second names. You could roll monsters twice and mix the result for something weirder. I recommend using this for inspiration and create a unque monster. You could add some Xor Mutations, Lawful Features, Chaos Features, Surgical Modifications, Alchemical mutations, Necroid Abilities etc (some more d100 tables to cover these). Also if making a standard dnd monster, the maker is creating a new version or a new method. The new version frequently has variations from normal. 


Name

Monster
01  
Gretchen Muftler
01  
Zombies
02
Dorian Kraalstone
02
Skeletons
03
Miriam Pennworth
03
Ghouls
04
Karl Rotthiem
04
Ghasts
05
Zoran Kastleburg
05
Wights 
06
Cynthia Rosemont
06
Mummies
07
Lars Klundvolt
07
Gingerbread Golem
08
Lazlo Klawnacht
08
Bone Golem
09
Horrick Blatthorn
09
Wood Golem
10
Delia Stanwick 
10
Amber Golem
11
Orlac Hundgerter
11
Stone Golem
12
Zoltan Mortdrake
12
Flesh Golem
13
Echardt Zuulman
13
Bronze Golem
14
Natasha Gulagstadt 
14
Iron Golem
15
Primrose Ramsbottom
15
Gargoyles
16
Earnest Klingsor 
16
Mimic
17
Saul Manningway
17
Shoggoth
18
Albert Druunman
18
Ochre Jelly
19
Lutipold Vanheck
19
Beastmen
20
Chrysopathia Doombrite
20
Flesh Collosus
21
Pollyanna Scarman
21
Harpy
22
Tobor Gliekman
22
Lamia
23
Malcombe Hulkman
23
Sphynx
24
Kieran Boltman
24
Wyvern
25
Gareth Landsden
25
Chimera
26
Lordnum Tateward
26
Manticore
27
Sinestesia Bloodblum
27
Troll 
28
Augustus Goldrutter 
28
Ogre
29
Anastasia Vortigan
29
Orc
30
Dirk Cuthog
30
Giant
31
Erkhart Zarignan
31
Dragon
32
Mortimer Shivman
32
Centaur
33
Alice Treppanathy
33
Vampire
34
Zorad Knorrsman
34
Griffin
35
Richard Vanderslabb
35
Hippogryph
36
Cinnamonia Shanktruffle
36
Dinosaur
37
Oran Schillman
37
Megafauna
38
Dorak Tannerskin
38
Grey Ooze
39
Tabitha Klorenstan
39
Carniverous Ape
40
Luciana Chlumford
40
Human
41 
Elspeth Moongate
41
Dwarf
42
Elgrinn Scargort
42
Elf
43
Alana Torrenthill
43
Elemental
44
Vladek Konstarrin
44
Nilbog
45
Ranstead Lowbridge
45
Fire Newt
46
Morgan Gruberhole
46
Homonculous
47
Arne Strangeman
47
Behir
48
Victoria Stillenford
48
Giant Invertebrate
49
Austin Spleenman
49
Mutant
50
George Strangleton
50
Beholder
51
Alfred Tenordrake
51
Lycanthropes
52
Adelaide Vanderpump 
52
Salamander
53
Orel Goodmanson
53
Giant Animal
54
Charlotte Killman
54
Algoid
55
Rostan Baggenthorpe
55
Grell
56
Estelle Gloomenstien
56
Githyanki
57
Harriet Fangdrake 
57
Displacer Beast
58
Christia Sibeline
58
Gremlins
59
Gordon Shuntknuckle
59
Needle Men
60
Henry Krakengate
60
Nonafel
61
Juniper Greymarsh
61
Retriever
62
Zabor Osterlich
62
Scarecrow
63
Benjamin Clawchain
63
Sheet Phantom
64
Lotan Kraymichal
64
Skeleton Warrior
65
Colette Grimsgate
65
Son of Kyuss
66
Vivian Chelmsford
66
Xill
67
Cranston Velmont
67
Baslisk
68
Fabian Stagman
68
Cockatrice
69
Corben Burnhill
69
Ankheg
70
Cornelia Cherrabim
70
Black Pudding
71
Horatio Blowhardt
71
Bulette
72
Goran Bloodstorm
72
Catoblepas
73
Adriana Manglethwait
73
Water Weird
74
Deborah Fangcastle
74
Mermaid
75
Ronyard Tantallum
75
Hydra
76
Erin Thule
76
Kaiju or grgantua
77
Eric Stillman
77
Invisible Stalker
78
Helena Firemont
78
Leucotta
79
Hector Gibbetreach
79
Gorgon or Medusa
80
Orlando Mansonkin
80
Minotaur
81
Gregor Tennerbrae
81
Neo-otyugh or otyugh
82
Herbert Pickman
82
Giant squid or octopus
83
Sophia Chrystalmont
83
Owlbear
84
Henrietta Clayman
84
Peryton
85
Gilbert Chincliff
85
Pegasus
86
Astrid Blackwood
86
Purple worm
87
William Bileford
87
Roc
88
Digby Hellmont
88
Roper
89
Benedict Ramsblood
89
Rust Monster
90
Ebony Nightraven
90
Shambling mound
91
Joseph Nullwight
91
Treant
92
Grant Hackmann
92
Umber Hulk
93
Eloise Wolfkraven
93
Will-o-the-whisp
94
Brian Montghast
94
Wind walker
95
Charles Linktorn
95
Yeti
96
Virago Foghaunt
96
Cloaker
97
Oscar Gillman
97
Shadow
98
Peyton Bloodwart
98
Drider
99
Lucia Blackhorn
99
Formarian
100
Aston Starman
100
Zorbo

Thursday, 4 August 2016

My next art exhibit

 

This will be my main task along with work and looking for more work for rest of month.

Am writing about mad monster makers for next post about half done, just working on how to get colums like mr mutant apocalyps does....

My to do d100 pretty big about a years worth but my incomplete articles down to one.

I never considered my style very applicable to gaming

Wednesday, 3 August 2016

d100 Villagers Mistake Adventurers For....



Request from Goblins Henchmen G+

Village lynch mob table could be handy too...
http://elfmaidsandoctopi.blogspot.com.au/2015/08/1d100-angry-mobs.html


d10 Why do they think this...
1 It happened in last year
2 Someone had a dream
3 Someone saw and interpreted strange omens
4 Rumours rife in area
5 Happened in other village once
6 Happened long time ago
7 Bard told a story
8 Crazy local spooked everyone with story
9 Stupid locals pieced together from
10 Soothsayer or fortune teller prediction

d100 Villagers Mistake Adventurers For....
01 Inquisitors, villagers act pious and fearful and hide stuff
02 Bandits, villagers make big show of defences and look surly
03 Cultists, villagers make holy gestures and carry holy symbols
04 Tax collectors, villagers hide stuff, empty shops and roll in filth
05 Murder Hobos, villagers lock doors and close shops
06 Heroes, village youths swarm and swoon about them
07 Returning heroes who left village as youthful adventurers a decade ago
08 Doppelgangers, villagers armed and suspicious keep in pairs
09 Witches, villagers make hex signs, stand in chalk circles and fling salt at adventurers
10 Animal rustlers, armed villagers armed and hover about live stock

11 Were creatures, villagers wave about wolves bane and carry silver implements
12 Nobles in disguise, villagers polite and charming and bow constantly

13 Adventurers responding to wanted posters they sent to city about local monster 
14 Elves in disguise, villagers polite, scared and sprinkle iron filings around village
15 Spies for foreigners or dungeon boss, make patriotic displays of defenses
16 Undead, villagers wave holy symbols and fling holy water 
17 Performers, villagers get exited that troupe of travelling showmen arrive
18 Traders, shop keepers rattle wares and housewives flock to inspect goods
19 Prostitutes, enthusiastic sleazy customers make lewd comments 
20 Mercenaries, villagers with sack of copper try to pay party to kill something
21 Plague Carriers, mob with torches and masks throw rocks
22 Possessed, villagers hide and lock doors priests try and exorcise 
23 Chaos warband, villagers flee leaving food on tables and sick and lame
24 Ghosts, villagers all scared, priest tries to find out what spirits want 
25 Nature Spirits, leave offerings and chanting and bowing
26 Illusions, villagers ignore party as if not there, look afraid
27 Gods, villagers lay prostrate, afraid to look up unless bidden
28 Fish men hybrids, villagers look angry and fearful, cooking and chopping up fish 
29 Escaped slaves, villagers thro nets and lassos on party hoping for reward
30 Angels, villagers afraid, well mannered and wearing holy symbols
31 Devils, villagers flee screaming and waving holy symbols
32 Cannibals, villagers watch suspiciously offer bread and vegetables only
33 Murderers, villagers follow and spy on party, refuse to be alone with, look scared
34 Secret Police, villagers make patriotic displays of state loyalty, erect monument of ruler
35 Evil magicians, villagers scrawl hex signs on doors, wearing charms, scared
36 Healers, villagers offer gifts, food and beg them to see old and sick
37 Agents of local villain, villagers barricade houses and carry weapons, very hostile 
38 Demons, villagers hysterical running, screaming about end of the world
39 Rival village spies, villagers boastful, display weapons, stores, fat animals and babies
40 Long lost sibling, villager convinced party member is a long lost sibling
41 Long lost child, elderly villager overjoyed to have found party member
42 Criminal enforcers, villagers surrender copper pieces and beg for mercy
43 Thieves, villagers all holding purses and watching party like hawks
44 Drunks, village women and priest hurl rotten turnips and cry no more drunks
45 Perverts, villagers led by priests abuse "your sort" demand party leave
46 Migrants, villagers insist party surrender weapons and enter stockade or leave
47 Refugees, villagers offer party food, old blankets and ruined shack to stay in
48 Ghost hunters, exited villagers follow party telling them about local haunting
49 Monster hunters, villagers offer tips on local monster lairs and offer to sell supplies
50 Travelling magistrates, villagers swarm with petty disputes and grievances
51 Cattle mutilators, angry farmers with pitchforks and rocks gather
52 Vampires, villagers hang garlic on houses and form mob with torches and wood stakes 
53 Nobles in disguise testing villagers who are polite, serve best food and act slavishly
54 Wealthy in disguise, villagers throw selves at party in hope of producing rich heirs
55 Lost villagers taken by slavers, villagers overjoyed and have a feast to celibrate
56 Vandals who ruined local fences, gates and signs demand compensation
57 Bounty hunters, villager is afraid party come for them and rest hide them and are hostile
58 Pregnant village girl accuses party member of being lover, village readies a wedding
59 Dandies from city, villagers charge more and try to make everything look fancy
60 Counterfeiters, villagers inspect coins and call sheriff if any try to spend money 
61 Press gang, come to kidnap able bodied for military or maritime service
62 Charlatans, villagers skeptical and think party have fake wounds, treasure and weapons
63 Prince/Princess looking for marraige
64 Pimps recruiting prostitutes, villagers hide youths and are surly to party
65 Sheriffs, beadles and bailiffs from another village looking to take local to court
66 Knights on a quest, villagers exited and treat party kindly, some kids ask to be squires
67 Slavers here to buy or kidnap youths or tradesmen, villagers present unwanted kin 
68 Wizard looking for students, villagers force children to present selves in best dress
69 Tradesmen looking for work, villagers point out chores they need and offering copper
70 Spies from another village seeking trade and craft secrets of locals who are wary
71 Crusaders home from distant war, villagers demand stories, blessings and locks of hair
72 Demonologists, villagers think party here to look for ritual supplies to call a demon 
73 Exterminators, villagers think party here to kill giant rats roaming streets and basements
74 Highwaymen, villagers call sheriff, wary and suspicious of everything party do
75 Eunuchs, villagers sympathetic and kindly, make odd comments, some try to seduce 
76 Guild inspectors, come to check tradesmen and shops up to spec, dues paid 
77 Kings men inspecting sheriff, bailiffs, beadles, villagers present grievances in secret
78 Church agents inspecting local churches, villagers make shows of piety and singing
79 Druid men of old faith, villagers dance about in masks, erect a maypoll, sacrifice a goat
80 Animal inspectors looking for diseased or deformed livestock, villagers hide animals
81 More city hipsters looking to ruin village life, villagers fling turds and shout at party
82 Scholars investigating rural life, villagers tell tall tales in hopes of boosting local business
83 Pilgrims, villagers try to sell saint relics and offer to show local holy rocks and wonders
84 Foreigners, villagers think they can rob and murder party and no body will care
85 Students, villagers tempt them with booze, cheap food and winking maidens to stay
86 Musicians, villagers demand party put on a show and offer them beer
87 Hunters, villagers welcome party with hospitality and tell them where local game hides
88 Tourists from city, villagers offer to show local ruins, caves and put on extra quality food
89 Travelling folk, villagers demand enemies cursed, fortunes told then encourage to leave
90 Virgin inspectors, all eligible women in hiding, menfolk surly and rude
91 Doctors or midwives, villagers tell party aches and pains and request medical advice
92 Courtiers, villagers offer youths as servants, try to impress with crude country manners
93 Undertakers, villagers insist party embalm and bury recent deceased
94 Punks from city, villagers wary and hostile, hide youths and watch party for trouble
95 Royal inspectors, villagers run about fixing stuff and making village look nice
96 Water inspectors, villagers check local dams, streams and wells for pollutants in panic
97 Education inspectors, villagers present talented youths in hopes will be selected
98 Surveyors come to inspect land allotments and borders, villagers present deeds
99 Adventurers, villagers try to sell maps and equipment and booze
100 Turnip god and retinue in disguise, villagers present turnips to be blessed

Asked for some ideas on G+
Probably should have specified content/format but i will put suggestions here as a possibly useful footnote - thank you my brain trust


Dallas M
the party knocks on a door and the villager inside gives the party 2 SP while begging for an extension on their tax deadline because they mistakenly think the party are tax collectors?

Party member with highest CHA+WIS is mistaken for Odin the Wanderer (or equivalent). Nubile sons or daughters are trotted out to a crawling sales pitch. Imagine a grandchild with god's blood!

Jeff Call
Villagers think party are the ones who last night murdered the village mascot animal, an ancient rooster named Kolchak.

Mistake party for the local regent and retinue, well-known for traveling in disguise as beggars.

Mistake party for vampire diplomats come to negotiate a cessation of hostilities, regardless of time of day.

Mistake party for recently polymorphed livestock now scattered around the countryside.

Ivan Sorensen
Villagers flee in terror. Turns out the most noble, goody-two-shoes in the party looks exactly like the torturer of the local king/duke/evil wizard

Goblins Henchman
Party mistaken for a group hired to rid them of a monsterous threat

Party pelted with rotten eggs and waste; the group is so reviled it is impossible to figure out what the village is so irrate about

Some villages think one party member is the lost boy stolen/sold decades ago

Party enter on 'Hero's Harvest Day', where village girls of marragable age dress up nice and try to catch the eye of the boys from neighbouring villages who dress up as adventuring Heros.

It's the third day of the purification ritual, when only the dead are said to roam the streets

A piped-pipers has been hired to charm were-rats from the sewer, it is assumed to party are those were-rats in their human form

Villages think the party broke the main gate and want them to fix it

Villages think the party are costume actors, and want to hear their 'story plays'

Villages think the party are murder-hobos

Villages want the party to return payment, sent to them by their 'agent'; the 'agent' promised to hire adventures to find and return their missing children, which the village did themselves due to the delay in the party's appearance

Every hound in the village howls and barks at the party members, perhaps the scent of a monster or dungeon lingers on the party, the villagers therefore think the party are fiends!

They think one of the party is the King in disguise, with likewise accompanying disguised Royal

Vilages think the party are bounty hunters looking for the village trouble maker and spokeswoman 

The village is the front for a malign cult, they think the adventures are spys trying to uncover them