Monday, 15 February 2021

The Fallen Empire



Having been a bit inspired by the Dawn of Empires Gazeteer (reviewed last blog) Ive been thinking about the alternate AC system in that book id never heard of for dnd and the general idea of expanding my setting with some more detail. One thing I think BECMI dnd did was have high levels in the world, especially of wizards. As I'm playtesting my rules more for higher-level play this is interesting.

Basically, the current third Empire has been locked in a civil war since the Mad Emperor drove all the vassal states into rebellion. After thirty years the civil war has burned out most of their might. The great central wilderness has been expanding. With humanoids and demihumans reasserting their prehuman territories when in the past the Empire persecuted them. 

In past campaigns, the Empire was a source of interference from the south and had been sending convicts and colonists to the southern part of Exile Island. The Governer there since the empire fall has been holding on to their original mission from the prior empire. Shadelport's pirate fleet have thrived and have been plundering and trading all around the greater middle sea.

Auldwood was detailed a bit here 
Sour Hill the north of Auldwood was first detailed here 
About 20 3fold adventures are written in the north here.

This current map and names supersede older ideas which never contacted players. 

While these territories imply control over a large area many of the borders are barley inhabited wilderness and wasteland. Especially if further from the coastline.

d12 tables for each are for rural, wilderness and frontier travel not urban or farmlands. They are to give you a taste of what kinds of things might be a problem. Obviously urban areas are different and many frontier monsters like wyverns, peryton, luecerotta hunt the borderlands and the wasted regions.

I will fill out detail as needed but this is fine for now. My players currently running round a few thousand years to early in my setting at moment before the 1st empire. This is a framework I can work off later. I like idea of adventurers having to travel around coast or through island. Also from this project discovered my world map scale is wrong and needs halving.

Quick notes on other lands across the sea.
The north is a frozen waste little changed for millennium but vikings and nomads are known to have colonies. Civilised folk have no idea beyond mountains is a prehistoric land unchanged for aeons. The East has various warring kingdoms, the wizard Island of Waerlund. The south is sprawling jungles and deserts with ancient theocracies, empires and city states famous for incredible stone monuments. West has rich jungle civilisations, great plains and river valleys many under the thrall of the Black Lotus emperor in his underground city. Only once did my players consider visiting as they thought they could take over the drug trade but settled for working with the Baron of Shadelport as a middleman for the drug kingpins.

Lamnutainia
Formerly this province was the personal property of the emperor. Now it is the only part of the former Empire resembling the ancient ways. A sunny prosperous land of wine and love groves and barley fields. With decades of a failed war, the land is a shadow of itself. With shortages of money and labour, irrigation has fallen into ruin and the interior has become lawless and full of rebels. The Emperor Tarimaxus is not well-loved and his forces waste time collecting taxes and the borders with rival powers have remained static for years. Elves, goblinoids and orcs are slowly overrunning the interior wilderness. The great Solar church was based here and the Emperor is technically the leader of the church but heresy in opposition to him has arisen to help the poor and shun the wealth of the church. The capital once had half a million people and world-famous monuments but the population has decreased as trade died and lives were squandered in war. Also, many people have been fleeing this land to other states or even the wilderness.

d12 Lamnutainia Borderlands
1 Soldiers on patrol
2 Merchant caravan with guards
3 Knights on way to battle
4 Rebels stealing from crown
5 Bailiffs and tax collector or magistrate
6 Goblin wolf or bat riders
7 Hobgoblin soldiers raiding
8 Bugbear hunting humans
9 Sun priest and cleric guards
10 Pilgrims on way to holy place
11 Holy hunter of evil evil d4 1=hermit 2=paladin 3=healer 4=saint
12 Monks or nuns with cleric escort

Auldwood
This wild land has suffered in the war early on and the northern part of the land around the old city of Sour Hill collapsed. The west is having a great elven forest spreading unnaturally fast. Most of the kingdom is controlled from the south where many feudal knight territories thrive in great forests, mines in the hills and several large trading towns. As the knights grew in power and the war to the south with the empire slowed, the royal court of Seaton has grown. Many of the nobles have homes in Seaton to be near King Leopold to gain his favours and attention. The court increasingly is troubled by decadence and intrigues. Many isolated forest manours have become strange in isolation. Criminals and bandits have been streaming into the north from Valadran and the knights have little interest. Of all the lands since the empire fall, druidry and elf cults have thrived, especially in the wild north.

d12 Auldwood WIlderness
1 Bandit archers want money or your life
2 Kobold or goblin raiders
3 Druid priest with barbarian guards
4 Stag or boar abhuman raiders
5 Elf scouts planting trees and harassing travellers
6 Knight on the road with followers seeking a fight
7 Tree folk destroying human structure or road
8 Travelling merchants with wary guards
9 Travelling farmers on the way to market town
10 Loner d4 1=Prospector 2=trapper 3=hermit 4=hunter
11 Wolves 1in6 at night led by werewolf
12 Barbarian raiders

Dormund
Formerly the centre of the empires military orders who first revolted from the emperor. Knight and clerical orders found the empires conduct unbecoming to their honour. Castles and monasteries cover the land and the population are devout and loyal to the estates. The Grand Master of the orders elected for life and the current Grand Master Malleus Thorn has a secure grip on Dormand. They keep the border with Lamnutainia secure, keep humanoids in the north under control with borderland keeps and send ship loads of crusaders to holy wars by ship on other continents. Probably the most orderly and stable of the former empire states. Most land is controlled by orders established to wage war to the south. The people increasingly question why waste food and lives on this when they could dethrone and replace the emperor instead and save the empire.

d12 Dormund Borderlands
1 Marching soldiers of the military order
2 Templar clerics guarding trade goods
3 Templar clerics guarding pilgrims
4 Orc boar or dire wolf rider raiders
5 Orc barbarian raiders
6 Tribal raiders
7 Strange robed cultists
8 Angry bear
9 Pack of wolves
10 Knight and entourage
11 Cultists in disguise as clerics
12 Doppelgangers disguised as clerics

Kastria
A dry coastal rock coast with castles and knights serving King Alanbrethol and Queen Auzalla. A rich decadent court life has emerged and the knights are fairly free to do as they please while those on the borders of the great waste are poorer and have to fight more against humanoids and barbarians. Kastria is considered corrupt and at times highly inefficient prone to waste resources and depend more on prayer than good management. Bandits and monsters are quite common on the wilderness areas which keep the people reliant on the knights.

d12 Kastrian Borderlands
1 Goblin warrior raiders
2 Orc barbarian raiders
3 Kobold scouts skirmishing
4 Knight and entourage
5 Merchant caravan
6 Hyena or lion beastfolk raiders 
7 Farmers on way to market
8 Bandits on horseback
9 Knight looking for fight
10 Robber knights demand loot
11 Orc slavers with kidnapped peasants
12 Barbarian raiders

Aeostra
A rich green land with many castles and knight who have clan struggles over power and influence. The Current High King Saraminor grasps to hold his territories and keep potential rivals weak enough that they cannot usurp him. Heresy runs wild here and many ancient cults and gods are still worshipped here since the official solar faith collapsed with the empire. These used to survive in secret or the wilds and borderlands but many have become influential over territories. Every few years and every time a duke dies succession conflicts break out and the complex patterns of influence change. Five years of peace is as much as they manage. Soldiers from here are commonly veterans and serve as mercenaries in other lands. At any time there are regions having petty wars that sap the strength of the kingdom.  

d12 Aeostran Wilderness
1 Hungry troll hunting
2 Orc raiders riding dire wolves
3 Knight and entourage
4 Mercenaries on way to war
5 Merchant caravan
6 Cultists pretending to be merchants
7 Bear or weasel beastfolk raiders
8 Farmers to market or herding animals
9 Bandits plundering rich to help the poor
10 Orc slavers with prisoners
11 Orcs with trained war troll
12 Band of ogres robbing and eating travellers

Tulan
A stormy mountainous land with many knights and barons operating in relatively isolated holds. King Vager Kromguard has been building a modern army and has superior metal arms and armour. Many stories of corrupt and cruel nobles have given the land a sour reputation and the serfs here are among the most miserable and traded like cattle. Some of the frontier warlords have been recruiting non-humanoids as troops and many lords employ some giants or trolls. Of all the the former empire, Tulan has begun to use matchlock and even newer flintlock muskets and blackpowder. While limited in mass combat use so far there are starting to appear small squads of gunners and small cannons. The churches here are weak and some places openly worship wicked gods. Torture and secret police are frequently used on the people

d12 Tulanian Borderlands
1 Giant or troll demanding food
2 Orc warband with troll or giant ally
3 Mutant bandits desperate for food
4 Robber knights on way to gruberhole
5 Knight and enterage
6 Marching soldiers
7 Witches and a supernatural pet
8 Goat or bat beast folk cultists
9 Dark templar clerics on way to evil cause
10 Wolves (1in6 led by werewolf)
11 Hungry ghouls hunting
12 Robed cultists performing black rites 
 
Valadran
Always a frontier area with rampant poverty and crime, Valadran is a land of warlords and criminal cartels and merchants who keep the commoners poor and pressed. Since the empires fall humanoids and orcs are now common and employed as mercenaries. Old King Mordu is weak and the nobles do as they please. Elves and reptilians wage war on the borders constantly and the land corridor to Lamnutainia used un old times for trade than more recently for war has become increasingly overgrown in elven forestry. Reptilians with their ancient secrets are frequently blamed for all kinds of plots and schemes against humans. Orcs and humanoids are often employed to fight elves and reptiles. Malicious agents from Tulan undermine local authorities and some fear the pirates of shadelport might be infiltrating the vast criminal organisations.

d12 Valadrian Wilds
1 Bandits attacking poor 
2 Merchants with an armed escort
3 Merchant really thieves guild agents
4 Giant rock lizard hiding in roadside rubble
5 Elf skirmishers planting magic trees and harrying travellers
6 Lizardfolk riding pterodactyls spying 
7 Orc mercenaries hunting elves
8 Nervous poor farmers with meagre goods to market
9 Rat or lizard beast folk raiders
10 Goblin skirmishers (servants to wood elves)
11 Wolves (1in6 led by werewolf)
12 Starving beggars swarm anyone with food

The Great WIlds
This forested mountainous were always not under empire control and the borders were always a problem. Bandits, barbarians, demihumans and humanoids were always raiding from these wilds.Cultists always kept hidden dungeon and ruin temples on the borderlands and caused trouble. Since the empire fell these problems have increased.to constant swarms. The barbarian and tribal people have poured into the former empire states. These people were unwelcome but once it became apparent that elves had unleashed orcs and goblins to harry humanity and were rapidly growing forests to smother humanity. Dwarves formerly in their fortresses have been mining into Dutania because their technology is considered stolen secrets. Reptilians unseen for most of the third Empire have been seen with their huge lizard terror beasts. Some say snake folk wizards have infiltrated crime gangs, guilds and noble houses. These races all see the empire fall as their time to get revenge for a thousand years of empirical domination. 

d12 The Great Wilds
1 Elven knight and courtiers 
2 Goblin wolf or bat riders
3 Orc war band
4 Giant or troll or band of ogres
5 Barbarian or tribal folk who shun civilisation
6 Beast folk d4 1=stag 2=boar 3=goat 4=auroch
7 Mischievious sprites who turn nasty if you cant take a joke
8 Elven scouts patrolling for unwelcome humans
9 Dwarf craftsmen prospecting or cutting wood
10 Reptian warriors with war dinosaur
11 Magical faerie beast that leads hunters to doom or a curse
12 Tree folk watching woods for intruders

Zorda
A vassal state of all three empires, the southern land had thriving coastal cities with splendid ancient palaces. The north were always rougher smaller citadels who would wage war without empire intervention.  The mountain interior was always wild and occupied by beast folk and monsters. Over millennia many wizards had settled on estates here and instead of knights, the nobility here are wizards. There were great magic schools and might magics made here and most of the empires wizards came from here. Then the empire fell and the wizards stopped paying taxes and sending wizards and magic weapons and ships to the emperor. Now Zorda is thriving and agents and wizards are going to the various former states seeking work and estates and influence for Zorda. Their trade has performed well and they have come to rival the warring west and Shadelport pirate fleets. They are a growing world power and increasingly godless. Many think Zorda may seize Lamnutania and make a 4th empire. Others think somehow Zorda aims at re making the blasphemous age of black magic. Merchants who have seen the decadence and drug abuse of wizards doubt both these fears.

d12 Zordanian Interior
1 Wizard and enterage
2 Tribal folk who hate wizards
3 Orc warriors who serve a wizard
4 Rebel bandits robbing wizards
5 Fish or ape beastfolk raiders
6 Slavers looking for victims
7 Soldiers in service to a wizard
8 Merchant caravan
9 Reptile folk led by a serpant folk wizard (possibly hidden by illusion)
10 Homeless mutants
11 Wyvern hunting
12 Flying wizard d4 1=pegasi 2=griffon 3=flying boat 4=broom or rug

Friday, 12 February 2021

Post Flu Reviews: something new something old





































I had a few days of hell sinus pain which is a new addition to my ailments over the last years that crush my spirit and reduce my creativity and dreams but at least now I know how to beat it in a few days instead of what was hitting me a year ago. Salt water sinus flushes worked better than nasal spray and hayfever tabs I know to take sooner.


Im still 2 projects late.

If you have not seen Knock yet get it - pdf now here
Its one of fave old-school products (top10)

While obviously, I am the d100 god I do admire some table-oriented gamebooks occasionally to or ones with interesting generators. In this case, Aaron A Reed had done covered territory I have but these books are so good they will expand my own stuff in strange new ways. Im just skimming from PDFs here till prints arrived (my Spelljammer book didnt make it from last year so hunting that - first problem with Drivethrough)

Downcrawl
This I procedural cave crawl generators. If you like Veins Of The Earth or my own underland tables this will carry your player's strange new places. Some solo players might even enjoy but I guess generators are a kind of DM minigame soloplay for prep. My favourite table is for underground race generator so you can skip the whole dnd underdark stuff and have every race unique and never to be seen again bred in isolated caves in the deep.  This suggests and I do as well is let players do the rolling and DM improves the result if your that kinda DM who can use tables in play as in-game prep instead of pre-prep (if that makes sense). Lots of adventure generators, npc generators plus there are examples of pregen campaign regions, caves, npcs, and races for quick use or examples. Fungi name table good too. Get it or be left behind in gonzo underworld adventure.

Skycrawl
This suckered me in from a FB post Diego did and as I have a game where party have a flying giant castle and are starting to plane travel to my own cloudland inspired by magic faraway tree/Ygdrasil and the various wolds it intersects with. So a book of weird sky stuff is exactly what I wanted. This book touches on a sky-fantasy realm but goes far weirder than me and will inspire me lots. The Azure is a realm of infinite sky with little words, suns, mineral lumps with alchemical properties, strange aerial life, generators for campaigns, journeys, ship combat, weird weather/terrain, weird ship generators, strange realms to visit and the races who inhabit them. Some of this could squeeze in spelljammer or the elemental plane of air or even for ideas for normal sea travel (I think Aaron would do a sea book well). You probably need it so dont resist.

Some Micro Reviews

Dragon Magazine
I got a pile of my fave issues of dragon which most were in better condition than ones i got in shops. Only a few more I want and of course some of them are pricey. Ill do a write up on these. Partly this was nostalgia but those issues made me the gamer I am today (wraaaar!!!). I might try grab some dungeon mags too and I think dragon skipping the areas sections and middles killed dragon for me. I guess back then even ads seemed cool. Now I dont think ads are cool (well modern ones). Steven fabians dreamy art kept me collecting TSR a few more years.

Gazeteers 
Im hoping all will be out one day as the prices for these are terrible. They really added to BECMI/BX DnD and many rules in these became part of Cyclopedia rules. Ill try to do by number but some POD are not numbered. Clyde as a teen was my fave artist of TSR (im a bit over giant glassy gems now im 50) and these covers are among his best and really set product tone. I did find with the early 90s the TSR History inspired stuff became so common I just started reading real history instead. These were good some using real culture art styles some more DnD fantasy Europe. The maps vary book to book how well they were scanned. Its sad some were rescanned and Wizards didnt have own copies so one book has a printed a scanned puncture wound I could fix on photoshop in under 30 seconds. Many fold out maps sadly are not printed in a comprehensible manner. I wish Drivethrough would do all the tsr maps as folded posters. Id nab all the Marvel ones if I could. Many introduced new rules expanding and modifying becmi/bx rules.

GAZ1 The Grand Duchy Of Karameikos - this has the start of skill systems with d20 stat rolls i kinda still use and prefer to current dnd. The setting is very classic dnd and leans into horror slightly. Only one map is split badly here the rest are solid. 3 pages of adventure ideas.

GAZ3 The Principalities of Glantri - Inspired by Venice, a canal filled kingdom where clerics are banned and all kinds of weird rulers of the realm. This was the best of the series by far. The magic specializations are amazing and If I played straight BX i would use these - alchemists, dracologists, Elemantalists, Illusions, Necromancers, Cryptomancer, Witches and the secrets of the radience. The city is one of the best in gaming period. Castle Amber fits in here too if you have the Goodman games reprint. Under the city is a ruined magical spaceship reactor making the radience and the shadow elves live under here (book of this below). 14 pages of adventure ideas, some player handouts too. Maps here a mess - all colour ones broken up badly. My fave of series and one of my fave TSR things.

GAZ6 Dwarves of Rockhome - no GAZ6 on cover on POD. Dwarf clerics for basic dnd here, clans with unique helmets, skills, dwarf artillery illustrated, hiring dwarfs, armour and weapons, science, geomorph cities, cool ventilation vents (honestly), several cities, new monsters, campaign lore, player handouts and more. Im not a mega dwarf fan but this has a few interesting bits and pieces. Maps all intact on spreads here too  

GAZ7 The Northern Reaches - viking setting with horned and winged hats. Lots of wilderness here and several nations. 27 pages of adventure ideas. Handouts. A trait system, reputations, domains, more skills, affliction/accident tables, status, rune spells for clerics. Maps a bit of mess and i never liked to fold out card stuff in modules. I used 3-sided tsr card minis for years until in Sydney gamers mocked me for them and now Im all plastic baby. The Viking settlement map looks cool for minis but is broken and not usable as a battlemap. Smaller maps of towns are mostly on one page and ok.

GAZ13 The Shadow Elves - sick of drow then get this. A whole elf culture with own class and spell list, secrets of the radiance and more. Mine has different shinier paper than other volumes which i am weird about as some paper stock i find unpleasant to touch. They are a bit like goth-Aztecs hiding pterodactyls. 8 pages of adventure ideas, lots of magic stuff including alt elf spells and shaman. One city map a bit broken up but rest all fit on a page and makes me wonder was it laziness rest were not made to fit pages.

GAZ14 The Artruaghin Clans - basically Native Americans. This gets the most abuse online. The culture appropriation could upset some people as any game made by white people about and indigenous culture they have a history of plundering. I worry more about tribal peoples culture more than other people for reasons Ill talk about another time but for now it is an issue given if done with intention. Gaming is still doing this while crying about products from 80s when it is alive and well now (which is a bigger problem than 30 year old products from olden days) when ignorance was a bit more predictable. Larry elmore art has a few dream catchers and indian inspired things which I understand for Americans making a fantasy including them and I dont think it was intended as disrespectful. Nowdays Id say let indigenous people tell there own stories and if they dont want to you should probably listen more why. I like the art and attempt to cover a wide range of people from the Americas. Totemic magic, a shaman class. To be honest Runequest does the better shaman but it interesting. The world elevator to the hollow world is fun and connects to the Americas analogs there. It seems odd to have a tiger clan (puma or jaguar id get). Maps here all on 2 pages which is nice. The layout seems a bit padded compared to earlier dense works and the TSR stuff under the gold badge logo seemed plagued by big borders and extra spacing and designer padding. Despite all these flaws it is interesting and lots of interior illustrations. I doubt Id use much of this book though but the elevator is cool. As I work with indigenous people Im obligated (and happy) to treat them differently to most people. I dont expect people to get this or do as I do. 

Dawn of the Emperors - was a box set which I have handled. This in a book is a fatty twice as big as others. Maps all intact. Seems more fantasy bronze age with greek and Assyrian fused with euro dnd. This is ook which scanned damage. Some of the interior illos have lost some mid-tones but still good. I like the Empire themes and remnants of past lost empires. Some islands are more Polynesian and probably near the Isle of Dread or reusable. 16 pages of adventure ideas. Flying creatures and ship rules, triremes several class varients (forester, and rake) and magic-user mods. The people seem more Mediterranean than other realms. Characters start with prejudice and we are told female adventurers frowned on in places. It has extra options for fighters too like sheilds. So AC is dex mod plus shields (4 types) and armour reduces damage, criticals, bows and crossbows half armour, hit locations, combat maneuvers, gladiator combat and other weirdness. New magic spells and magic item making, and flying ships. There is a lot in here and it will take a bit of reading. The flavour here shines through and the many rule mods would really change your dnd game. I had no idea this book had stuff like this. I might try some like the AC system. 

I hope will be more of these.Drivethrough POD have all been reliable and If they help destroy crazy prices that would be good. will do some more of these while my brain recovers.

Dawn of emperors proving very inspirational.

Footnote: When known world was called mystara and the princess arc stuff in Dragon was out I lost interest in setting. Glad to see lots of young ppl hate flying ships. Not that I would never do it but it but it wouldnt be like this. I respect all the work fans have done on it and do follow it but I find over development of RPG settings is a problem not an asset.

Tuesday, 9 February 2021

Apotheosis






















Im considering building into my game stuff for extra benefits of classes at 20th level and mechanics to destroy the campaign and the characters lives if they continue. Cos I really want to go back to a low level game but see how broken my current game can get.

20th Lv max. Once you hit 20th lv you risk apotheosis like mutants do in my game. But this will be a score which triggers gods and planar beings interacting with you and meddling your life until your score reached a point the god's plot to end you to join them or punish you if you reject them and make your life as tragic as possible. I guess if in my game you put extra points into alignment and this would tap into what kinds of beings might become interested in meddling with you. Once the gods notice you your days are usually numbered. So some people would avoid ever becoming 20th lv and become a lich at 18th...

I guess somehow every time you do something awesome you get a chance of drawing the gaze of the gods - some great doom where the gods will try to fix your destiny.

Roll on Apotheosis Each When You:
Defeat a mighty foe
Make a major campaign advance (save kingdom, find a thing, finish dungeon)
Destroy any monument or monster placed by a planar power
Rescue kingdom or world or plane from a threat
Operate artefact or control apparatus of the gods
Win a war versus a superior opposite aligned enemy

Something like this: 

d12 Possible Apotheosis For 20th Level Characters
1 A power is angered that heroes slew one of their chosen
2 A power finds the hero attractive and offers risk free divine love 
3 A powerful titanic monster is sent by the gods to punish hubris
4 A cosmic being directs mighty enemies at the hero to be executed
5 A cosmic being offers power if you change the alignment, may use tricks ot blackmail
6 A horrible being from beyond is drawn hungrily to heroes power
7 A deity or planar power attacks the hero personally
8 A power gives you the gift of ageless immortality to wander the world never changing
9 A power brings you to another dimension to punish you 
10 Powers kill a loved one or follower even sending them a new friend prior
11 Several powers gather to transform hero into a petty god
12 A power invites you to join an eternal utopia for your alignment, refusal is death then take your remains to your new home and remake you there from otherworldly matter as a planar native  

Each player would get own usually when alone over some time if possible. Possibly players contriving to cheat the gods of destiny will cause everyone to be entwined in each other messes. Getting to top tier game equals comic enemies out to get you or destroy you with their fatal love. A god might think they are helping you sending elder abominations from before the world loose at you. 

d12 Why do the powers torment me so?
1 Powers had an assembly and agreed to target hero 
2 Some supplicant to a mighty power was heard to gaze on the hero
3 Powers have made a game out of your fate and intertwined it with others
4 Power wants to test your worthiness for godhood with ordeal or foe
5 Power wants revenge over some harm done to a favourite
6 Power plots to have the hero come into conflict with another power
7 Power had an interest in the soul in a previous incarnation
8 Power is a primordial ancestor of hero
9 Power finds hero attractive as a lover or as an obstacle to be jealous of 
10 Powers have chosen hero to be nexus of a cataclysmic war or conflict
11 Powers have chosen hero to be nexus of a kingdom-wide disaster 
12 Power seeks to trigger the apocalypse and wants to use the hero

Monday, 8 February 2021

Tundra Protogods vs Lichsent Demons



Cave game amazingly surviving and players deciding what shenanigans to get up to. Having to define cosmology and history more now planeshift is available to 14th level party. 
 
Rulings for today:
-followers from charisma can get 2 alignment oaths, others just follow their hero blindly
-demons make summoning demon rolls until they fail
-demons with separate % for summoning each type of demon can fail each type separately 
-demons on mortal plane as 1st ed AD&D MM and on home plane dnd5 MM

Reaction rolls with race mods got referred to as prejudice saves 
Orc bard follower got a reduced reaction roll with the dwarf king who never talked to an orc in 400 years. As players did lots of diplomacies with various strange peoples and demihuman clans these sorta happened a bit. Each player and sometimes key followers got reaction rolls and each had different reactions. Giants are pretty unpopular.
  
Todays Game
Party of heroes satisfied necromancer driven away and his temple destroyed and people scattered or eaten by a dragon. The dragon has a year pact and claimed the coast. So there is peace. Considered visiting other dimensions but instead flew castle from the north most land to the middle of the world looking for where these trouble makers might have come from and hoping to hunt and kill the lich who escaped by 8hp. 

Sourberry the Elflord of the Twilight Clan - hobbies: plane travel, magic craft
Lanos the Sky Giant - hobbies: smiting wicked, raising giant intelligent dogs
Boron the Warrior Lord of the sky ziggurat of red ape valley 

Said goodby to ziggurat of Red Ape Valley and Sunderhill Cavern village. Weeks over the sea they came across a great rock wall and rose over a great mountain land. Did spot a giant valley and saw glacial forts, giant redwood log cabins, and huge caves where giants dwelled. A shapeshifter changed from a dove to a frost giant and party got pretty aggressive at visitors taunts about what lawful and good people should do to an ambassador. Ambassador demanded castle handed over to his legitimate clan. Party said they took it from formarians not frost giants and nobody wanted to admit being kin to them or losing to them. Some chaotic evil giants think other chaotic evil giants take it to far and spoil it for all demonic fanatics.  Giant turned in a dove and flew away with an agreement they would fly away. The frost giant seemed confident party would die eventually and then they would claim it. 

Flew past a vast elf kingdom then over mountains and some mammoth tusk huts and a vast evil swamp the sky castle dubbed Lanoshiem flew over. Met a swamp tribe then found the former vast sprawling City of Skulls, the slave lords of the world under the monster kings used this port a thousand years ago to enslave the world.

Flew over the sprawling cursed ruins of the city of slavery and someone called a demon to attack. It was one of those boar headed ones with tiny wings and fur. Players made preparations and a spell had no effect on the projected image. The demon was bad enough but it summoned one of the Balor demons to it's aid. This battle was a mess. The melee specialist Boron and Lanos couldn't reach the flying demons mostly and they used their first missile attacks in a while. The griffons proved quite handy and resilient. The demon made a fear symbol and Lanos ran and got chased by the Balor who tried to tear out mace of Lanos from his grip with telekinesis. But Lanos had his loyal big dog ran over and cast +1save fear cantrip and he got a new save with protection from evil and resisted. Lanos tried climbing castle walls and running on the top and the demons easily got out of his way. Sourberry meanwhile found chain lightning fizzled on the Balor's superior magic resistant and broke the chain effect pssst! The boar demon slashed the elf and that demon got a griffon on its back. The Balor got a griffon on its back too. The castle sky priestess and Lanos fired light rays at the Balor hoping it's fire and darkness would be affected but it couldn't beat the magic resistance. The magic missile ended up destroying Balor and Boron got on his griffon and finished the boar headed horror. Heroes took little damage but were shit scared and freaked by the difficulty of magic and the necessity of flight. 

Hid in a close mountain area and met dwarfs of local under the mountain town. They met the king and the great librarian, the alchemist master who sold them metal magic weapons and grenaides and the dwaft archbishop. Studied various things dwarfs knew as a spybase watching the ruins. Some 60 lich lived in the ruins in mostly sealed towers. Only the recent most less than a thousand years were humans and Arthraxus the enemy lich was one of them. He was a founder of the necromancer templars after the monster empire fell that made most people hate wizards. The dwarfs were going to help players access a tunnel with Sourberry using earth elementals to unblock it. This made a nice walk to the city ruin faster than climbing and kept the flying castle hidden from the city in the mountains. The orc bard follower of Boron proved a bit of an obstacle but he was the best orc the dwarves had ever met and found it confusing to meed a charming, witty one with courtly manners.

Party all prepped and moving into the underground road to get to the city ruins with less peril and possibly enter the tower via the celler as long as its not a cursed death trap. Using elementals to clear underground road to get close to the tower of the Lich. Might try and see if there is an underground entrance....

Friday, 5 February 2021

More Canetoads from the Big Wet




































This is more toad encounters but these tend to follow after the more violent types especially after a long wet season when the toad range expands. Some isolated pockets especially those grown from wild tadpoles without toad teachers develop their own societies. These are the stranger toads you might meet. These are more common within toad lands also. More amphibian stuff coming as I'm a bit frog mad at the moment. I'm sure it will pass.

So after I have players learn what jerks toads are from the previous table will introduce more of these to show other sides of toads.

The readership here had doubled of late so thanks to any newbs who have found this. Post Apoc stuff seems to do ok. My Patreon I have suspended for the moment. Im hoping on working on some different projects and id rather refine my backlog of stuff than make more new stuff I won't use for years.

d20 More Canetoad Encounters
1 Missionary Toads - 
Morale6
robes, strange hats, staff and sling, toad god holy symbol
Spread religion of the toad god far and wide, willing to suffer for their faith, aid the needy
2 Farmers
 Toads - Morale6
overall, wide brimmed straw hats, flannel shirts, farm tools
Farmers looking for land, desperate and scrawny in waggons pulled by giant toads
3
 Gourmets Toads - Morale6
Fancy suits, aprons, chef hats, kitchen utensils, pot helm
Visiting new lands to gobble up new creatures, ogrish huge greedy toads 
4 Pilgrims Toads - Morale6
robes, staff, toad god holy symbol
Pilgrims come to see places of significance to toad faith, look scrawny and tired
5 
Colonists - Morale6
overalls and farm and butcher tools, muskets
Refugee settlers looking for land, keen to escape their unjust homeland 
6 Bards Toads - Morale7
colourful costumes, cloak, fancy hat, instrument, dagger, flintlock pistol
Lecherous band looking for gigs and drugs, lazy but pretty good stage show
7 Hobos - Morale7
battered old clothes and hats, bindle with possessions, knife or club  
Homeless toads from toadland looking for add jobs for food and a place to stay
8 Youth Gang - Morale7
leather jackets, denim jeans, boots, knife or club or chain
Loiter around looking for fights and people to sass, look for loot and trouble
9 Medics
 Toads - Morale6
lab coats, pneumatic dart gun, drugs and poison, med kit
Charitable healer cult out to give toads a good reputation
10 Prospectors
 Toads - Morale7
long coats, hats, toolbelt, backpack, scrap, blunderbuss, crowbar
Looting scrap and treasures of the ancients, often have a trike pulled wagon
11 
Merchant Toads - Morale6
robed traders with rifle-armed mercenaries
Trading goods and supplying toad outposts but mostly interested in money 
12 Slavers Toads - Morale8
robes, whip, manacles with chain, spear, musket, machete or club
Taking d4 prisoners to market, nasty and cruel, have a wagon with cage 
13 Secret Police Toads - Morale10
Serve the Canetoad chancellor and hunt traitors and enemies of the toad empire 
14 Philosopher Toads - Morale7
robes, staff, begging bowl
Scrawny toad philosophers, mostly meditate and discuss toad issues
15 Crusader Toads - Morale8
chain or plate, shield, crossbow, spear, sword, mace, flail 
Religious toad warriors from feudal kingdom of toadland, defend pilgrims and missionaries
16 Toad Paladin - Morale11
chain or plate, lance, shield, spear, sword, mace, flail 
Ride giant toads on quests or monsters hunts for church and crown
17 Under Toads -
Morale7
leather armour, spiked club, musket with spike bayonet, dynamite stick, goggles 
Live in underground tunnel colonies established, trench and tunnel fighters
18 Elder Toads - Morale11
quilted cotton armour, feathered head dress, stone club, javelin, atlatl
Toad cult read about Olmec civilisation and Mesoamerica, now heretical maniacs
19 Assasin Toads - Morale11
black robes, daggers, shuriken, blowpipe, sickle&chain, short sword
Secret cult of killers hired by toad syndicates, church and nobility, use poison lots  
20 Psion Toads - Morale7
robes, strange hats, staff, staff with a 2d6 laser crystal 12 shots recharge 1/hour
Mystical toads with psionics or mental mutations roam land seeking crystals and narcotics

Wednesday, 3 February 2021

Myriad Petty Planes of the Multiverse Pt2





































Part 1 here
This is one of those things ive needed and trying to make my game run better at high levels currently. So a bunch of plane travel tools. I revised my the previous post to fir in with ideas here. Id like people to have lots of choice about how to explore planes especially worlds between worlds that connect many universes. Each has its own flavour from flying into the night sky or finding exotic ruins or exploring the world tree as in my current game.

d12 Common Beginner Attempts at Planar Travel?
Some are easy some are suicidal
1 
Beg a wizard or other spellcaster use magic or a relic to plane shift
2
 Entice a powerful being to transport you through the planes
3 Find an old gate created by a mighty magician or god

4 Stowaway in a magical vehicle of the gods often an animal-shaped ornithopter or chariot

5 Find where a faerie circle to reach the fey realm when the moon is right

6 Find one of the places where the veil between worlds is thin at certain times

7 
Jump into a primal chaos portal to randomly reach other planes
8 Sell your soul to a devil for a one-way ticket (especially to hell)

9 Some temples have secret gates used for communing with divine beings

10 Through the use of magical drugs, potions, fruits or trance states 

11 Find the secret of a famous gate nobody can open

12 Many dungeons and ruins are said to have gates used long ago 

d12 What Force Steers This World Through The Ether?
Worlds move, some harmonious others alone or on cataclysmic orbits
1 Follows timely ballet of worlds in harmony with the cosmos for eternity

2 Flies chaotically through the multiverse coming close to other strange worlds
3 Orbits the cosmic world tree and occasionally comes into contact with its branches
4 Several worlds orbit each other and influence each other over seasons and aeons
5 World comes close to some dangerous area and is increasingly under threat
6 Occasionally collide with smaller worlds absorbing them
7 Follows complex paths coming into the influence of other worlds and powers 
8 Trails in the wake of a larger world or followed by a flotilla of smaller ones
9 Damaged and ruined control panel and non-operational power apparatus
10 Stacked serially reachable only in order with a d6+3 increasingly smaller worlds
11 An intelligent spirit or deity of the land controls the motion of through the cosmos 
12 A master control room with a throne and a secondary power control room and magical apparatus, often is under control of a petty god or wizard or spirit

d12 Who Rules This Realm
Is anyone in charge? A king? A God?
1 A lawless land without any authority and locals take law in their own hands 

2 Local residents come together for mutual aid 
3 Locals are part of a close-knit clan or society
4 An assembly of locals meet to discuss important local needs
5 A chieftain was elected in a crisis and remains by might
6 The wisest and most magical being is the ruler of the land
7 A colonial governor of a faction from elsewhere rules by force
8 Two warring factions battle for supremacy could be equal or tyrant vs rebels
9 Multiple contenders from d4+3 in conflict for mastery
10 A monarch rules this land with feudal subordinates
11 The current rulers are puppets of ancient faction or enemy plane
12 The ruler is a minor divinity and has worshipers, temples and servants

d12 Planar Visitations
How often do planar travellers come here?
1 Most unaware of the multiverse or mortal plane

2 In the past travellers brought disaster and suffering
3 Friendly visitors in past, rulers pleased to meed travellers
4 Locals know stories of visitors from old days and wary
5 Visitors are to be reported immediately to leaders and shunned
6 Traders come often to share goods at markets
7 Visitors come directly to see the rulers from time to time
8 Strangers arrive here and a few settle down eventually 
9 Visitors are spies or cultists and must be interrogated
10 A hostile planar faction has been reported sending scouts here
11 A barrier prevents visitors from leaving without lords will or a curse being broken
12 The plane has d4+3 gates to other worlds, most are known to locals

d12 Population (roll then average with d12 Size score)
A rough guide to how populous a realm is
1 Primordial waste with simple life or lesser planar beings
2 Harsh inhospitable wilderness where life is hidden mostly
3 Luscious wilderness teeming with plants and animals
4 Dangerous wilderness looks nice but deadly
5 Partly settled by small colony mostly wilderness 
6 Several small villages, colonies or families scattered
7 Several settlements spread apart with one central largest
8 Several rival culture blocks compete d3+1
9 A dominant culture but a secret second culture is hidden possibly underground 
10 Citadel densely populated with d4-1 other villages over the wilderness
11 Sprawling metropolis with dense housing with patches parkland and wastes
12 Exterminated population only ruins and animals remain

d12 Dominant Natural Features
Could roll a d3+1 times for larger worlds
1 Mountainous
2 Plateaus with d3+1 separate climate regions
3 Grassland
4 Wetlands and water
5 Water
6 Forest
7 Desert
8 Ice
9 Jungle
10 Wasteland
11 Rubble and ruins
12 Craters and pits 

d12 Spectacular Features
Optional feature roll could roll a d3-1 times for larger worlds
1 Remain of the ancient battlefield with bones scattered everywhere
2 Some ancient cosmic being died here and its face is in a mountain
3 Spectacular gems and metal deposits from titans and dragons killed long ago
4 Magical Aurora Borealis in the sky by night looks spectacular
5 Strange celestial objects in sky like broken moons, dead gods or other worlds 
6 Great sinkholes, pits and caves enter vaster underground worlds 
7 Remains of collision with another world long ago
8 Area overgrown with d4 1=carniverous plants 2=fungus 3=crystals 4=living flesh
9 Elemental node d4 1=volcano 2=serene pool 3=huge monolith 4=windy peak
10 Ancient writings, statues and ruins scattered everywhere from past utopia
12 Titanic elder monster here d4 1=imprissoned 2=asleep 3=nesting 4=petrified

d100 Quick Plane Types
01 Elemental
02 Nature
03 Sylvan
04 Faerie
05 Giant
06 Underworld
07 Void
08 Diabolic
09 Demonic
10 Celestial

d100 Small Planes orbiting the Central Cosmos
01 Primordial evil swamp where huge mutant animals and daemons live 
02 A shadowy world of strange angles and silhouette nightmares
03 Blasted world of skeletons, ash and rubble where the undead roam
04 Mirror maze folds in on self eternally with mirror monsters and evil clones
05 World of living flesh with hairless creatures and strange mutant life
06 Huge glowing crystals withtToxic auroras and emitting strange rays 
07 Thick jungle of ambulant carnivorous plants some hunt and farm animals
08 Ancient blasted strange lit waste of ash and glass and twisted metal from some prehuman war
09 Volcanic waste where flaming beasts feed from flesh and sulphur pits
10 Blasted frozen waste where fearsome cold and ice elementals roam
11 Island in a sea with dinosaurs, lizardfolk, cannibals and demon cultists
12 Sprawling ruined lifeless empire, the elites are crumbling undead who have eaten subjects over aeons 
13 A flying cloud castle clan of giants and their subordinate minions and pets
14 Ruins of past civilisation and temple palace of the god-king being reclaimed by wilderness and monsters
15 Bubbling pools of chaos and coloured pools where slimes and ooze creatures roam, the chaos portals are random planar gates and the pools cause mutations, horrible mutants lumber about idiotically
16 Silver citadel of a plane travelling astral elves, withered and white-eyed from aeons in the void consider land their conquest and rarely tolerate guests, building strange silver stelae and experimental lesser species here 
17 Civilisation of clowns, carnies and mutant freaks, secretly run by clown demons
18 Rotting flesh landscape where demons and parasites and larvae dwell 
19 Jungle where insect beast folk battle ferociously for their patron bug demon lords
20 Inside some colossal flesh creature where each chamber is a remnants of some civilisation, the great beast is an elder god of the outer void devouring the multiverse and souls
21 Pleasant island with fisherfolk and ancient temples, descended from a petty god or hero ages ago, a sect on the island plot to d4 1=aid demonic invasion 2=awaken a titan 3=call an elder god 4=take over the greatest ruler of the world
22 Small rural villages on a forested land where small halfling sized beastfolk dwell in peaceful villages but one clan has a reputation for naughtiness and wicked deeds but turn out to be huge berserker beast folk abumans instead
23 A delightful manicured forest with statues, ponds and flowerbeds where centaurs, satyrs, dryads and nymphs dwell drinking, dancing and celebrating, the world provides all drink and food
24 A desert with a single oasis in a fortified palace wall, a clan of djinn live here and appear mortal to guests as a game. If pleased will aid your planar travels and may trade
25 A bubbling lake of flaming magma around a pillar with a brazen citadel of efreeti atop where their nobles meet and trade slaves and drugs and magic with demons, ogre magi, devis and rakasha
26 Underwater faerie world of spirit folk of fish and plants, ruled by a celestial dragon, all can appear human and if mortal diplomats are convincing may offer hospitality or if displeased their dungeons. There is always intrigue and dragons rulers often have a few jobs for adventurers
27 Ruined jungle palace where serpentine creatures and demons dwell, remnants of some civilisation
28 Black rocky mist-shrouded wasteland with great stone vaults with arcane seals, inside forbidden spawn of the old ones are contained
29 Endless open pit mine wasteland with d4 1=gnomes 2=dwarfs 3=goblinoids 4=orcs
30 Sprawling dump and endless garbage rains down from gates above to other worlds, scrap built mobile cities below harvest and fight over waste
31 World of pristine buildings inhabited by race of golems who outlived creators, animated magical machinery is commonplace here
32 Craggy ruin populated by cyclopses with lightning javelins rule over slave one-eyed orcs who herd sheep
33 Race of gnomes toil over a great machine they are building with magical automated engines
34 A dark shadow covered forest land where dark faerie and elves dwell with goblin and orc minions 
35 A slime covered waste with occasional hot springs creating huge colourful mineral and bacteria deposits
36 Lemon sand island with pink water under ringed planets and moons in the cyan sky, occupied by beautiful bejewelled elongated streamlined animals
37 Reptilian civilisation with domestic dinosaurs amid a steaming bug filled jungle
38 Black rocky island with scattered bones and caves. Ogre clans live here and have many gates they use to raid slaves and treasure, ogre magi kings know the gate secets
39 Misty damp wasteland of quarries and rubble with statues everywhere and some creature responsible
40 Island of humans brought here by a planar creature as a larder, people from many times and places, the ruler has a secret lair and enjoys pitting castaways who think they are on mortal world and can escape by sea 
41 A mist shrouded walled estate with a great sprawling haunted manour within, at times it seems occupied then deserted then back, cursed inhabitants include many supernatural beings
42 Inside the seeming infinite interior of Baba Yagas chicken-legged house, hundreds of rooms connected in inconsistent arrangements that natives can use to their advantage. A few pets, imps, demons, adopted orphan daughters learning magic, bound supernatural servants and animated furnature 
43 A quaint village on a hill with a spiral path with a village on top, once the village is entered the only way to leave is to go through hell, locals in the pub will tell travellers the bad news
44 A lonely village on an eternally recursive moor, occasionally weird creatures and even whole ghost villages are stumbled across
45 A tiny quaint coastal village with a fishfolk cult and a cult kraken cave underneath
46 A moody black forest with a storm shrouded castle, inside a deathknight has prisoners made into their undead servants 
47 A necromancer magic school for students of evil across the universe operated by undead serving a lich, a gothic monastery university complex
48 Craggy rock island where a shaggy troll of a long-extinct breed tends its highland cattle and wants to be left alone and not share its secrets of the cosmos
49 Frigid land surrounded by glacial mountains, frost giant clans live in mountains and pliestocene megafauna and cave folk 
50 A pleasant hobbit village surrounded by pleasant hills and forest, they were placed here by a nature goddess and tree folk will come to their aid if threatened
51 A circle of coastline with scattered ruins and monster lairs, a few new city polis have emerged and adventurers are exploring the ancient lost ones of an earlier age, most commoners fish or trade or farm with metal coming from ancient ruins 

52 A glass citadel with faerie folk that is bigger on the inside with vast chambers and even forests within for elves, the citadel can travel to otherworlds or even sink to the undersea faerie land
53 Inside a great cavern beneath the earth are giant citadels in ruins where orc, goblinoid and trolls wage war. Great subterranean wetlands and lakes support lots of subterranean life, passages in and out connect many lands 
54 Desert and wasteland with ruins and bones of dinosaurs, at night the undead arise
55 Spawling bubbling marsh where inbred swamp cultists battle toadfolk
56 Titanic monster corpse with population built precariously on remains and living off strange 
57 Mistly plain covered in millions of worms over every surface, bigger creatures feed off them and like variety
58 Land where orcs and humans battle over wasteland between their settlements where there are many strange haunted ruins
59 Misty mountain valley where lycanthropes really rule over humans they see as cattle
60 A village of insect folk who are friendly and happy to trade especially new songs
61 Kindly orc village and monument to the orcs that died killing the wizard who made them    
62 Lilliypad filled lakes of frogtopia where kindly frogs live sleepy humble lives 
63 Blasted ruins and ashen scorched silhouettes of victims of some prehistoric war, by night undead shadows arise hungry for the living, they fear sunlight
64 Island treasure vaults of the gods guarded by titanic automatons and golems some shaped like gods other as monsters, if treasure broken out gods will curse thieves. Goats and wild grapes are found in rubble and wastes
65 Toyland full of colourful automatons and golems, playthings of child gods now retired here, highly advanced and benevolent, occasional bad toys or nightmares try to take over
66 Pleasant fields lit by golden light, peaceful grazing animals and springs, several imortals and petty gods come to rest here as it is holy to an earth goddess and is left alone by those who offend her
67 Silver citadel of the cosmic balance, a fortress utopia where champions of the balance dwell but occasionally will allow temporary allies in to help them grow sympathetic to the balance. Philosophers and warriors and wizards train here for the cosmic struggle
68 A great rift valley surrounded by desert winds and sand, inside is lush water and forest and homes are carved right into the cliff walls by the idyllic people who live here
69 A luscious garden where mythical hybrid animals, satyrs, nymphs, poets, bards and philosophers dwell having pleasant parties with feasts, wine and conversation. A few petty gods like to visit to debate too or listen. Some guests disappointed the parties never get drunk just full of sophisticated witty conversation forever
70 A blasted giant citadel, a few former slave orcs now live in free villages, but giant babies, descendants of the old giants crawl about chomping or sucking on visitors babies see, especially if in colours. Orcs try to hunt babies and wish the babies gone and are open to new religious teachings as long as they can keep their traditional hunting of babies 
71 Troll ruined citadel and blasted rubble, insane trolls roaming the surface are insane cancerous chaos trolls who destroyed troll civilisation ages ago. Beneath the ground ancient troll folk of all sorts and types as you might attribute to faerie from long ago in hiding here 

72 Blasted heath and swampland with strange creatures and witches homes, beings come here for advice and sageley lore
73 Barren land where naked saints sit on poles preying, they are guarded by angels who sometimes let a pilgrim see a saint for advice or a healing miracle
74 Garden of unearthly delights with wonderful smells, flowers, flowing milk and honey, friendly beasts and copulating spirit folk and minor deities
75 Garden of speaking animals guarded by angels, several deities meet here for secret affairs, any witnesses in great peril 
76 World of giant bugs with a complete ecology with grazing ants for deer and even insect beast folk tribes
77 A citadel of cosmic law where knights in service to the archons and lawful daemons of geometry, very few are allowed in without various binding oaths are made, inside is a technological paradise where omniverse is scanned for khaos outbreaks or things from the void
78 A desert shrouded river plain city where great cities of the ancient style and people serving ancient city-state gods at mighty monuments like ziggurats or titanic statues of gods or monsters
79 Simple tribal folk in this wilderness worship a mighty kaiju titan keeping it asleep with songs and berries, strangers visiting may foolishly interfere with natives and awaken the mighty god-beast   
80 Colony of mutants living in a chaos tainted slime swamp, horrified by non-mutated creatures they find hideous aliens
81 A great machine god in a temple in a city rules world, worshipers feed the gods furnace in the great temples. The city cult hunt wilderness for tribal victims
82b A cluster of islands and reefs with ruins of ancient fish folk from aeons ago, inside the reef are intact fish folk temples and marine monsters
83 Spirit folk and monsters live in friendly harmony 
84 Powerful nymph rules a large island with her palace and abhuman servants. If visitors are boorish they will be turned into more servants. Interesting guests may be allowed to live here until the nymph is bored. Besides being a mighty witch her parents are vindictive sea divinities
85 Mist shrouded valley with village in centre and a lordly castle overlooking all in mountains. The locals have a terrible secret and the powerful secret ruler keeps planar intrusions away
86 Sprawling abandoned gothic city with walled courtyards and iron spiked fences. Devils once used as a staging post and prison but now only petty devilkin and diabolic pets roam here still. A gate to hell is here
87 Lowlands simple demihumans in uplands a race of giants live who occasionally come to lowlands to catch food and slaves. The giant castle on a 
 cold and barren plateau but has several gates to elemental planes and giantland
88 Sprawling planar tavern that loops on self seemingly forever, occupied by monsters and planar beings and adventurers, has gates to many planes and operated by a drunken sleazy demigod
89 Rolling hills and forest, at the centre on a hill is a huge feasting hall of a demigod who welcomes strangers then tests them, slaying those who fail or break the mutual rules of hospitality
90 Ethereal palid world part fairy part lunar celestials, from their sprawling white palace overlooking ancient ruins and lunar craters. In the eternal night sky the moon looks down on the mortal world
91 Mechanical realm of law occupied geometrical beings and archons, from this world they work at some great project like time travel or stasis
92 Cold realm of magical darkness where no light works, inhabited by blind grasping things that devour intruders and eat souls

93 Goblinland where millions of goblinoids live in a dense trading city that folds in on self to feel infinite, a great goblin market, a mighty goblin king (demigod) and goblin monuments. The scrap city is built on semi reclaimed ruins. The goblins here mutate each generation and evolve for their niches in the infinitely complex goblin caste and tribal kin systems. Their technology includes alchemy and golemcraft and domesticating monsters  
94 Ruined wasteland, frozen desert with sprawling ruins of a servitor race of the old ones wiped out long ago. Inside the city the normal laws of space and time are distorted and huge shambling fleshy shoggoths roam protecting the ancient relics strewn here
95 A great bronze library in a desert guarded by djinn and elementals, thieves are destroyed and the wicked are punished

96 Grat wasteland where giant worms devour any careless beings who walk on the wrong terrain the worms favour. A few survivors live in mountains in squalor and keen to escape
97 Vast world of sprawling tombs where undead armies wage eternal war
98 Vast swamp with flaming gas eruptions, undead, trolls. Ruled by a minor demon noble from the fortress in the middle preparing for some future cosmic war
99 A great plant elemental being grown in the centre spreading roots across the world rich in strange vegetation, inhabitants worship the tree and are convinced outsiders are enemies of the tree as many demons tried to kill the tree long ago
100 Stone building of vast proportions with many gateway doors, most are one way. The ruins from a prehuman civilisation who conquered multiple planes long ago. Creatures from all kinds of strange lost beings stranded here. Ouside some harsh or deadly terrain inhabited by strange planar creatures, demons and golems