Friday, 9 February 2024

Marvel 1950 - d100 Weird Investigations & Mysteries


























In my Marvel 1949 game we advanced to 1950 - thinking each real-world month would be a game year. As the 50s roll in there are more aliens, monsters, weird creepy killers and fighting communism features than prior eras/ This table includes more occult and storage stuff for heroes to investigate. As im simulating an era of hero comics in decline vs romance, horror and true crime I will probably try to use my romance tables. Possible remaining sidekicks and child gangs might hijack their heroes in the comics as goofy kid gangs and teen romantic comedies. This table should cover more weird non supr hero adventures of 1950s pulp and cinema.

d10 Quick Types
1 Strange signs
2 Strange powers
Weird creatures
4 Mysterious deaths
5 Wild science
6 Mutant horrors
7 Alien visitation
8 Haunted place
9 Secret Cult
10 Ancient mystery

d100 Weird Investigations & Mysteries 
01 People hearing weird sounds along the water ways
02 Dead cattle found with missing brains
03 Man shot by police vanishes before witnesses eyes
04 Weird lights seen in the sky over an area recently
05 Kids report a local ruined mansion has strange lights inside
06 Several coffins have been robbed from the city morgue
07 People have seen a strange figure walking at night
08 People having strange dreams about evil underground derro race
09 Strange person walking at night seen and locals report feeling weak
10 Strange voices more and more reported coming from the sewers
11 Faith healers claim to perform miracles but have a secret cost
12 Visionary has had strange dreams and has retired from performances and readings
13 Children with weird psychic powers born in a village  
14 Invisible person causing havoc in a university
15 Psychic woman has become remarkably wealthy with her predictions
16 Excorcist found dead in own home impaled on sculpture
17 Arrested criminals say they paid a psychic for their heist plan
18 Several people report having seen people with strange powers living among us
19 A new crime boss is said to have supernatural powers
20 Someone has been killing people with a strange death touch say witnesses
21 Locals say a water monster lives in the harbour and it snatches dogs and homeless
22 The marshes near town they say a humanoid think has been seen lurching on misty nights
23 Something strange rumoured to be living in the city sewers and making noises 
24 Laboratory creatures escaped and has grown larger from eating stray pets
25 Mutated dog has been spotted and growing bigger and weirder each sighting
26 Glowing creature seen at night by power lines
27 Strange clouds have been seen moving together and changing directions 
28 After a recent UFO sighting people report some creature in the area scaring people at night
29 People report a slimy thing crawling around city storm drains and docks
30 Polic had a gun battle with a giant insect that escaped
31 Corpse found trampled by something that weighed tons
32 Corpse found glowing in river mysteriously by water police
33 Charred body found in apartment. Spontaneous human combustion?
34 Human silhouettes of fine ash have been found around city
35 Corpse was found of a man with gills floating in the water
36 Scientists recover unusual prehistoric remains of humanoids in a train tunnel
37 Corpses found drained of blood in homes
38 Corpses found torn apart by apparently wild dogs
39 Someone has been stealing body parts and organs from bodies
40 Victims have been found dead alone aged with white hair
41 Scientist develops super evolution ray process and makes an idiot a super genius
42 Laboratory has had a robot escape and is roaming the city 
43 Scientist missing from the lab has been seen glowing strangely and feeding witnesses
44 Gang has been making a crude super serum to make huge monstrous goons
45 Accident at a local lab killed a scientist but people have seen a strange ghost since
46 Unknown company dumping toxic slime-producing mutant creatures
47 Testing of an incredible vehichle threatened by saboteurs
48 World-leading scientists to work on a new energy project 
49 Radio space observation station detects numerous UFOs in the area
50 Government lab studying strange artefacts is under attack
51 Mutant scientist leaves victims a husk of dried skin while eating them
52 Cosmic rays from space struck scientists and turned them into a hideous creature
53 Mad scientist has been accused of testing a formula to create mutant monsters
54 Mutant fish caught in river by locals, fishing now banned 
55 Experimental industrial animal feed creating giant animals
56 Scientist irradiating spiders found dead in lab an emaciated husk
57 Giant mutant ant colonies being searched for by millitary
58 Secret gang of mutant teens living in the sewers and performing petty crimes
59 New research lab for people developing strange new mutant powers 
60 Mutant locusts from the millitary nuclear laboratory hunted by millitary
61 Experimental radio telescope looking for signals from mars 
62 Flights of glowing lights over the area alarming locals and missing persons reported
63 Something landed in a field and left radioactive traces
64 Strange men were in the area asking questions about a UFO sighting
65 Madman screaming in the city about aliens replacing people and now in hospital
66 UFO investigators found dead and house ransacked and police baffled
67 Teens with hotrods report strange creatures in hill roads since a meteor crashed
68 Strange coloured lights have been seen in the foothills and plants and animals seem to be affected by some strange influence
69 People have been disappearing in recent unseasonal heavy mists 
70 Strange radio signals nobody can understand detected recently
71 Old insane asylum had some teenage explorers vanish
72 A run down mansion used as a place to stay for homeless squatters for years has suddenly been shunned
73 Strange noises heard from the old murder house
74 Expert claims ghost sightings are increasing
75 Scientists plan to apply advanced science to solve the mysteries of Hell House
76 Phantoms seen in the old monastery in the hills
77 Blood-curdling screams are heard in the old city graveyard increasingly often
78 Locals immigrants in poor areas are afraid to go out late because of wild rumours about a witch. Some say she lives in the old shunned house
79 Famous mystic vanishes exploring a haunted house known locally as House of the Damned
80 Collection of tribal relics has had items stolen and mysterious noises heard at night
81 Abandoned old mansion of a demon cult has made the news again since a recent disappearance in the area some say that when the cult was active
82 Remains of a cult sacrifice have been found by police
83 Police have put a cult compound under siege
84 Cult leader has taken followers to an old coastal mansion and families are concerned why
85 Renowned cult leader vanishes from cell leaving only some strange slime behind
86 Museum has been robbed by masked robed men
87 Man claims a painting by a famous occultist has somehow trapped victims inside
88 Cult announces doomsday and calls the faithful to their property to prepare. Police and locals wary
89 Police raided a swamp cult near the coast and found strange inexplicable idols that puzzle experts
90 Cultist shot stealing a book from a university. Strange body left police coroner baffled
91 Archeologists digging native sites vanish
92 Mysterious stone door found by miners
93 Strange mummified bodies found baffle scientists
94 Strange writing in stone found on rural property and experts looking for more 
95 Antarctic expedition return with samples which are promptly stolen, scientists tight-lipped about what was taken
96 Someone has been breaking into the Egyptian exhibit moving objects and even injuring a guard
97 Discredited scientist claims to have found a strange ruined city under the desert
98 Meteor crater found with strange artefacts buried, thousands of years old
99 Scientist claims prehistoric life forms might still live in underground lake
100 A second murder has taken place in a museum in front of an ancient idol found in deserts of the Near East during the war

Tuesday, 6 February 2024

d100 Village Weirdos






































These are for padding out any boring village on a trek. 

d10 Quick Types
1 Criminals
2 Drunks
Perverts
Maniacs
Gossips
Agents
Hermits
8 Cultists
9 Witches
10 Non-human

d100 Weird Villagers
01 Danny Fletcher - a compulsive thief who loves the thrill and adventurers are too tempting, squeals if caught and begs mercy. Locals think he is harmless
02 Morgan Seaman - spy for a smuggling guild buying up cheap weapons to sell to frontier monsters. Has other interests and used to be a "sailor" but was a pirate
03 Portia Salt - adventures thief makes a living from the generosity of dumb letters she can rob, some she even likes if they are pretty enough. She thinks adventurers are rich enough
04 Penny Bodlock - and her pet gremlins watch for well-off targets to rob while she keeps people busy. She keeps the gremlins an a bag and they love her dearly as she raised from babies and has a colony in her basement who have domesticated rats as pets in turn
05 Fanny Arbuckle - Likes to get adventurers drunk and intimate so she can beat them up and rob them and leave them tied up. Other than that she is loads of fun as a tavern companion
06 Billy the Knife - got a fever as a kid and now is paranoid and loves knives. Locals say he is harmless but he has stabbed a few strangers who he thought looked funny. The mayor claimed all the treasure and covered it up
07 Goran Bladaghast - spies for local bandits and he keeps messenger pigeons and has extra pigeons belonging to the gang. Will inform them of rich prey like adventurers
08 Stinky Pete - has been secretly robbing drunks at night especially ones who wont remember. Has a pile of purses under porch hidden. A rich outsider might tempt him to kill
09 Vilan Podgeglump - a depressed jealous sod who wants nice things for his cottage so steals from outsiders who clearly don't deserve it. Likes to meet strangers in tavern to case them out
10 Mirram Vordrank - often works in bars but does cheap card readings and crystal orb work. If she has rich clients she tries to draw a map the spirits sent her for you and then tells her monster allies in the dungeon to be ready via her friendly Imp Mr Globbo
11 Argyle Richmond - former noble brat turned adventurer and then murder hobo and now a horrible potentially violent drunk if confused enough. Has some stories that make modern young adventurers cringe
12 Bodunk Goreman - jolly drink who lives in a shack where he brews grog when not in tavern or staggering about on business. Sees lots of odd things and often invites others for his homebrew rotgut. The good stuff he sells for a living
13 Old Meg - pipe-smoking old woman with missing teeth who loves gin and fighting other drunks and abusing the rich by imitating them
14 Polly Lambswool - drinking since her sweetheart left her and drinks to forget. Lots of locals keep an eye out for her and help her home. Some even try to get her to meet new people. Really she knows her lover is living with monsters in a dungeon by choice and is angry at him
15 Old Pat - the charcoal man has started a few fires drunk on the job but everyone thinks he is lovable and knows stories of the faeries he will share for bottles of grog
16 Danny Potter - a bitter old drunk writing plays and poems for bards and city theatres. Lives out here to get away from the public but sometimes likes to overhear people talk and put into his plays. A few found their conversations or even caricatures of them in city plays and had to change their looks and style. He hates fame and bards unless drunk enough to deal with them
17 Marebelle Otterskin - a tanner with stained hands and ailments from handling poisons drinks alcohol to ease her pain. She also knows how to mix various poisons for plants and to put in food. Dreamed of being an alchemist or herbalist once
18 Beevar Knortenborg - former barbarian who likes drinking and fights and can go berserk but will only do this if really drunk. Will hire himself out and if required drinks heavily and constantly to keep his fighting edge. Sure its his right to drink always  like he will in heaven
19 Marigold Porter - likes to drink and play cards and smoke and vile jokes after a hard day of being polite to strangers in her village shop. She is very offensive and likes to shock people and has several violent sons who protect her honour
20 Ainsbury Pickle - a sodden old drunk who drinks to forget the old days when a cult controlled the village by secret tunnels and murder. He knows where the tunnels are and possibly they have new occupants. He is a bailiff for the local judge when sober
21 Karl Gruberhole - loves feet and thinks adventurer feet stepping in foul things is very exciting so he will crave their boots for his unspeakable lusts
22 Tammy Potwrinkle - Keeps a shrine of attractive adventurers in her room and is a skilled artist. Some of her illustrated erotic fan fiction is copied in the bigger towns where pervert adventurer fans salivate over them. These fans will chase adventurers for scraps of hair and memorabilia. Newer fans think her fiction is real 
23 Jarrar Torken - likes to tell people wild tales of local ruins and if people investigate he follows at a distance so he can watch them fight monsters and pleasure himself
24 Rodbar Falcon - friendly dandy and self-proclaimed duelist on vacation who tells duelling stories that are all lies. He is also perpetually horny and lascivious especially to pretty adventurers. If humiliated he will try to murder any who slander him and avoids fighting for free in a backward hovel
25 Tabitha Spugnort - has a thing for demihumans and throws herself at them. She even wears fake pointy ears and locals are sure elves will take her away one day
26 Clapathia Thimblesnort - a mature widow who likes to invite lone men in so she can charm them. She even has cells in her basement with several of her boys already
27 Eric Pontangourd - puppeteer offers adventurers a chance to see his adult-only shows
28 Herngan Bollard - desperately wants various potions for his experimental sexual practices. Invites adventurers to watch while trying to buy them or even join him
29 Palindram Fugnord - Peeping tom and exhibitionist, looks through windows while pleasuring themself and exotic adventurers are more exciting than locals who just throw food scraps at him
30 Marjar Winkle - convicted horse molester will see new livestock at the stables and try and get to them at night. He thinks the horses wink at him as a come-on 
31 Magnard Seaward - an old sea captain who lived with cannibals and found it to his taste. He sometimes has secret hybrid fish folk staying with him in secret 
32 Varlen Banderfolly - likes to snatch lone travellers for his basement laboratory but has been getting bored and more ambitious. Always wanted to work with Demihumans  
33 Emert Gunderfelch - loved a goblin killed by adventurers and now he longs to stab them and keep some of their skin in his diary
34 Peebles Ballangorp - started drilling holes in things to spy on people, moved up to kidnapping people and drilling holes in them while alive
35 Cebellina Jallorp - was in a demon cult and murdered the rest. She now wants to capture and sacrifice more victims to her demon patron of betrayal. She will lie to adventurers to get in her home to cast sleep on them
36 Mackin Dorset - has a collection of occult books and will invite people to see them If they approve of the cannibalism in them will offer them real meat, if they look shocked he attacks them
37 Sablanna Portchuckle - believes an imp who advised her to use human blood to keep herself young. She butchers bodies and fills her basement bath then feeds the rest to pigs
38 Makin Praline - a locally famous cook who offers to cook strange dungeon beasts brought to him. He will also ask for intact humanoid corpses in good condition. People come to his monthly feasts mostly for rich outsiders who can afford it
39 Pablo Klambara - has several underground cold stores full of barrels of fish and pickles. One store is closed as unsafe and he puts the corpses of his victims in barrels of brine and ships them to necromancers. He kills people sometimes by hiring humanoids he gets through an evil cult he pays lip service too
40 Brinora Veldagort - has a collection of erotic dark elf furniture she offers to show lone magic-looking visitors to the town. Her idiot brother Norman who sleeps in the cellar to hide his hideousness will ambush and kill guests together for the loot. If asked where victims went she says "They said something about meeting a cult and a portal when they left"
41 Glinga Grimble - loves to spy on adventures often while walking her pig George. Anything she sees especially expensive or foreign will get her tongue waggling
42 Pa Griddle - silently watches while collecting sticks in his basket. Goes home and spreads to quarter town by dawn who he is related to
43 Barnaby Pecker - Likes to loiter about town with his fancy clean clothes and swagger. He will try and talk to strangers and offers to help guide them. Will tell locals all about his new friends and spreads lies about their backstories for attention 
44 Granna Og - grumpy old matriarch who claims her vast experience lets her read stranger's truths with her wide range of prejudices and bigoted senss. Local law are sick of her wild accusations but she might convince people who don't know her. She has many locals who listen to her even if they don't quite believe in her "readings"
45 Gladstone Vandervaal - offers to read strangers astrology signs and if he can't will wildly speculate by making cranial measurements. Will learn what he can about strangers and then gossip to his regular clients
46 Merri Windsop - is a terribly excitable bored literate girl who likes exciting stories of adventure. If she sees adventurers she will stalk them and get other youths involved. She will be sure adventurers are on a case in secret and need to be watched, Every unmarried youth in town will know by dawn
47 Nora Kettle - loves her sheep and she loves coming to town to sell wool and knitted items. If adventurers come she offers custom woolen ware or sword cosies. She will blab to them every suspicious thing she knows about for this village and the closest ones by the road
48 Vorgan Habbock - the gossipy old farmer has no family so instead he eavesdrops on others and gossips about it wildly with anyone who asks. Knows all kinds of stuff
49 Kirus Blaine - a poetic youth getting into the divination business through religious-based divination. When see someone interesting will learn some facts about them with magic and then try to impress them with their mysterious all-knowing wisdom for cash. they have piles of divination manuals
50 Makkabus Brindlethorn - a gossipy wizard who likes walking around the country and staying in pubs. Will send magical messages to the city magic school and friends about anything interesting he sees. Locals say he is a harmless well paying seasonal regular
51 Varnae Bloodwulf - agent of the secret police who is known by locals as a bounty hunter who spends weeks away on missions. Sees anyone suspicious or strange will put in the report
52 Lucinda Porgbukket - has an elf lover and she spies for him and works with magical animals and pixies to send messages. She reports on certain enemies of the elves or anything they might be interested in. If She meets you expect local elves to know
53 Delan Fargenpickle - mild local scholar and teacher who serves a dark mysterious lord and he aids humanoids and cults but in secret so nobody but he and the master know. He likes to meet adventurers for the dark master
54 Arge Baconridge - local scribe who works for local magistrate keeping an eye out for criminals, armed strangers and trouble makers, Keeps abreast of local bandits and gangs. Might mention some gangs to adventures and hint of rewards
55 Bezan Grumblehog - a local craftsman and secret spy for tax collector who keeps an eye out for travellers in need of an emergency audit. WIll be chummy and friendly praising adventurers then report by pigeon any information they have
56 Burgen Blargeblust - local member of regional crime guild keeping an eye out for rich victims
57 Somatha Crimble - barmaid who reports details of adventurers to local dungeon boss in return for jewellery. She may slip them a map she "found left in a room" locating the dungeon that is really a trap run by monsters
58 Crossilda Battenthwaite - a mature woman often in taverns drinking and smoking her pipe and called "the Dame" by locals for her uppity snooty ways. She was a noble maid but she still serves them tracking the locations of persons of interest to them
59 Pepper Vagenjak - works on a local temple restoration and is actually a spy for the church who spends a few months or even a year in each location working on buildings and reliquaries. Will mingle with locals and watch for cults in the village or on the road 
60 Biram Crimpbek - a spy for the secret police looking for troublemakers like adventurers. Will try and befriend them to file a good report and assess their loyalty to the realm
61 Arple Spigknot - an old man who lives in a old boat and mutters about the weather, once an adventurer who saw a storm giant and still scared of lightning
62 Margo Prunewax - lives in a grotto under a cliff wall and makes potions from local ingredients. Some say she has secret non-human lovers and has unnatural powers
63 King WIlly - sits in rags on a carved wooden throne in a tree by the stream and mutters about the secret undersea fairyland he says enslaved him for decades
64 Morton Polywinkle - Jolly friendly drunk and well-liked, despite sometimes saucy antics with neglected housewives. Used to be an adventurer and knows several small sites good for an afternoon's adventure. Sleeps all over town or on temple porch if cold 
65 Parquin Vanleather - used to be rich now a worthless wretch begging for food, it is forbidden to employ him or pay him money or take it by local judge decree for his fraud. Some say he upset the nobility with his rapid wealth. He has lots of bitter slanderous stories about local nobility possibly some are true. Lives in an abandoned shack
66 Old Meg - lives in an old dolmen of the ancients and some say she is secretly a witch or has a stash of gold. She just wants to be left alone but can speak with dead and other miracles 
67 Poppa Greenshins - wild naked man seen by locals hairy all over and seven feet tall. Sometimes he steals crops and fruit or pig feed. Green skin furry over body, has become a wild man of the forest
68 Panwald Dirgbarg - wildman in rags once a craftsman now with long hair, fingernails and shredded clothes. He acts like a beast and steals garbage and lives in a hole. Nobody knows what happened to him
69 Crapathia Womblewort - former high priestess now lives silently in a stone hermit hut on the moors. She has lived there as long as anyone remembers and knows lots of holy lore if only people could get her to talk 
70 Cynebriya Torthek - once a famous wise woman who fled home to escape witch hunters gone mad. Now lives quietly and helps heal a few people in need and tells little of herself
71 Arnold Bean - local cult killer who longs to sacrifice to his dark demon patron. Other cultists watch him as he threatens to expose hem all
72 Nikkad Florx - barmaid and cultist may invite some people to a private party in the forest in daytime. The cult and aroused satyrs with be waiting with jars of oil
73 Pirian Snide - total merchant and user of inhaled drugs from local alchemists. Members of a cult seeking some adventurers they can deceive into clearing out their old temple of monsters. Pirian offers a map and some stories of treasure  
74 Morgo Queever - is a cult assassin on the lookout for victims for the local cult. Spends time in taverns and seems independently wealthy enough to not work. Reports to masked cult masters daily at secret meeting place
75 Borgan Vinslan - local tavern goer whose whole family are in the cult takes notes of possible witch hunters or inquisitors  or other zealots who might be after them
76 Henghast Pindarsnatch - cultist looking for victims for master a demon. If he decides to risk with adventurers he will call on his fellows to ambush them with a possible ruse at night
77 Abelina Chattlesworth - the maid who likes a drink from time to time hates adventurers and if she sees any will panic her cult into activity assuming the gig is up
78  Glorban Bugwamp - a farmer who worships old ways of human sacrifice and keen to mark some outsiders for the cult spirit to help capture them
79  Meerka Thanderglang - local amateur bard wants to meet adventurers so she can send them to the local old tomb to be ambushed by her murder cult to appease a monster
80 Plumbus Queefla - leads a local cult and is often in the tavern boasting of his farm success. He is easy to anger and use cult for hasty revenge schemes
81 Nonna Clegg - a grumpy old herbalist, healer and midwife some think is a witch. If she hears anyone say that she will curse them to break their limbs like twigs so people keep quiet
82 Portense Bellephron - wealthy widow, still looks young and well-liked by the community for her charity. She operates an outpost for a large sophisticated city cult to hide and store goods at. She has many unusual guests who bring wealth to the village
83 Mastella Proudhorn - respectable village woman and herbalist with her large silent husband John a hunter. She is always looking for a leg up in the cult and may use adventurers to kill some rivals if she can with lies that hide her involvement, perhaps a secret note or forged letter
84 Prunella Pumblejock - has the finest flower garden in the village and makes the best pies. She will ofter adventurers over for tea to assess if they are loaded with magic items and spellbooks and if her coven can take them. Most think well of her except if sho loses a pie contest 
85 Vanya Dritcripol - Works on commissioned embroidery for rich clients and secretly she has evil gnomes followers a reward form her dark god. The gnomes love magic items and might steal some
86 Hordra Malag - Affiliated with large regional coven in service to living hag ancestors in a secret cave. Her spineless drunk husband has no idea why he is successful at finding old coins but it is the coven robbing adventurers and merchants on the road with allied beast folk
87 Lorang Bean - once innocent and driven from town for some petty magic she used on a bully now she lives in woods causing problems for townsfolk who shunned her when orphaned and grabbed her family land. They try and trick adventurers into hunting her for a reward while she wants justice
88 Glorinda Pebbledrake - a famous good witch who has forsaken casting harmful spells and heals locals. All the locals swear by her and protect her for saving so many locals and they don't welcome witch hunters here
89 Breena Klarg - a mean old lady people fear and say she is a witch. She will offer spells and help for money and sells some potions and remove curses. She cast a spell on the mayor once and is not allowed on the main village street anymore 
90 Morgan Zoran - an assassin for a witch cult with some strange magic items and powers, spends lots of his time in tavern and looking for lovemaking opportunities until called on
91 Cinnella Mako - is a were cat who lives as a humble gardener but she likes to lure lone victims to her home. Once in her cat-filled home, she captures them. Then she lets them loose in the wild to hunt them for sport. Sometimes she invites a sister to join her or several
92 Barranbar Bellows - angy grumpy lone hunter who is also a werewolf. Comes to town to look for travellers he might want to ambush and eat later. He likes to meet them as a human first in a friendly manner 
93 Zobek Kastigan - a doppelganger who lives in the village as a merchant who is away often. May use its ESP powers to get the information it can sell and look for threats to itself. May even use powers to pretend to be a friend to get close and eat someone occasionally
94 Minba Klorax - a spirit folk really a tree buy longed to live among humans and sleeps in tree form in a private garden. Knows of other spirit folk in the region including some evil ones
95 Gobbog Kogbar - really a shapeshifting spider spirit whose home is full of webs and spiders and web sacks of bones. She will try and use illusions to trick good people especially priests into her home so she can eat them
96 Plurinda Dorkenward - rabbit spirit whose human form is a potter well-liked in the village.Locals speak of a were-rabbit creature over the years but they don't have a clue. She secretly protects the village from other spirit people and goblins  
97 Voightram Spordenward - a recluse under a curse becomes undead at night and travels to find weekly victims in other villages. Keeps to self as a tailor mostly
98 Bilsby Claghole - found a jar while digging his fields and became possessed. Has driven family away and continues digging for some other treasure the spirit desires
99 Menork Bunerp - secretly a half-demon and a known bully. Picks on strangers to provoke them so he can beat and rob them. More wary of dangerous groups 
100 Bunart Glogenspurt - a jeweller known in taverns and bathhouses but is really a dragon trying to get rid of stolen gems from another dragon's horde. Every century he does this a decade or so to launder his loot into guilt-free gold. Quite enjoys talking to adventurers and is interested in wild treasure schemes

Monday, 5 February 2024

Marvel 1950 + More Crime & Problems



Had a game and decided to advance year to 1950

Featuring
Stetcho a public hero but also a lady agent dealing in the paranormal 
Blackjack a mysterious trenchcoated figure who fights crime like a shadow
Ace of Aces famous war hero and air adventurer with own island airbase
Digger a aussie war hero starting to have some alien flashbacks

While waiting for everyone Ace of Aces and Stretch battled one of city gangs robbing a payroll with a robot in a truck as backup. Once Digger arrived on field and helped finish they went to their mission to a secret nazi clone lab where all the staff were hitler clones and Ace got stunned and shot by a hitler gardener while rest of team destroyed a lab as some scientists had the DrStrong mk1 formula so a few super adolfs to smash also. Digger threw a grenaide at the scientist responsible and ace when he got rid of the hitlers shooting him stopped the scientist's escape, All the hitlers were rounded up and sent to a secret internment camp. None were killed and they were all less old than 2 years.

Later they went after some more gangs and were joined by blackjack. They saw the gang before who use robots raid a rival butcher gang who all were jacked up on DrStrong formula. While heroes busy with temporarily strong muscles. Even boss one who stuck many syringes into themselves and kept growing muscles. Blackjack cleaned up all the normal gangsters easily.  

Was an incident transporting the clone scientist to Europe and a enemy clone of a nazi villain dressed as an American hero tried to intercept them but they got away by going to sonic speeds.

As it's now heading into the 50s more monsters, aliens and communists will feature, Sir Reginald Styles of the Department of Superhuman Affairs is gone. Now they will have Australian Paranormal Intelligence Service which doesn't want to chase nazis to bring them to justice but recruits them to fight Russia. Odds are now industrial or millitary espionage is Russia or aliens or some of the new secret societies emerging.

The superhuman test treaty bans will be signed by the world
The Superhero code of conduct is being prepared
Trials for unheroic activities have destroyed the reputations of many heroes and will probe every hero.
Most heroes are millitary agents and some quit over this.


------------------------------------------------------------

More encounters with less crime but the possibility to insert contacts, meet people, earn karma or popularity. 

Replace any innocents with a hero's contacts for extra excitement to make it personal.

Yes this is utterly cynical awful pulp city stuff.


d10 Quick Types
1 Drama
2 Traffic
3 Subversive
4 Street crime
5 Local colour
6 Cops & Crimes 
7 Disturbances
8 Corruption
9 Big crime
10 Weird

d100 Petty Crime & Problems
01 Kitten in a tree with weeping children and media 
02 Lost dog and weeping child 
03 Elderly persons trapped on a traffic island
04 Viscious stray dog snapping at children (or replace with billygoat or turkey)
05 Kid being chased by a goon on foot
06 Neighbours are fighting over who stole pies cooling in window
07 People fighting in street and public moving away in fear
08 Students in team colours with rival sport teams mascot
09 Seven-foot-tall scary hobo intimidating money from people but is just an idiot who wants icecream
10 Carny grifter with card table and a card or dice or shell game
11 
Car collision, one injured other flees the scene
12 Car collisions and help cant free person from the wreckage
13 Train about to collide with old lady in car on the track
14 Bridge collapses with a bus precariously hanging from it
15 Car chase in progress with police after a gang car
16 Delinquents racing cars in a dangerous location (find a new sidekick?)
17 Dangerous drunk rich driver damaging cars and property (I was drugged!)
18 Car thieves at work
19 Gang stealing car parts or petrol
20 Stolen car joyrider endangering public, a youth on drugs with switchblade
21 Weirdo with sandwich board sign and leaflets about how superheroes are a menace
22 Workers protesting at a worksite battling d4 1=cops 2=mobsters 3=hired thugs 4=company security in uniforms
23 Patriotic marchers shouting mean-spirited slogans under lead of a zealot
24 Performer doing magic tricks and offering to show real magic at a secret location d4 1-creepy clown 2=mime 3=top hat magician 4=halequin 
25 Man on a soapbox yelling hateful stuff blaming someone for everything, claims to be a member of a secret society
26 Creepy priest offering street kids drugs to come back to his church
27 Robed secret society with banners marching with band and strange hats
28 Creepy guy selling weird comic books with lewd and vulgar content and some with unauthorised slanderous versions of local heroes
29 Weird man with electrical apparatus with headphones walking around in odd patterns
30 Guy selling workers paper full of communism and articles about cities mob links to government and unionist deaths
31 Mugger with pistol holds up old people
32 Teens with knife hold up someone for groceries
33 Punk kids brawling and drinking
34 Punks loitering in alleys with an entrance to a clubhouse
35 Biker runs down someone in a gang hit and flees 
36 Kids picking pockets while crowd is watching a busker
37 Young and mature sex workers loitering and gossiping  
38 Guy selling stolen watches from trenchcoat (or guns from his car)
39 Creepy drug dealer talking to some runaway teens just off a bus 
40  Newstand selling off-the-counter banned goods in brown paper bags
41 Busker without a permit singing pro-worker songs
42 Priests begging people to do better before the world ends
43 Politicians with crowds and press declaring will clean up this city
44 Carnival stalls with fraudulent contests normal people couldn't win
45 Newboy selling paper yelling lurid headlines
46 Artist painting or drawing a picture of street and locals
47 Cultists chanting with droning instruments and cymbals (Hare Hastur)
48 Charismatic psychic villain creepily looking for exploitable sad people 
49 Enormous swarm of pigeons if disturbed fly everywhere shitting on everything
50 Beatnick poets selling poems and possibly weed
51 Police escort arrested a person while angry friends follow yelling abuse
52 Cops with dogs beating up camped homeless shelters for loitering
53 Cops chasing a photographer at a protest turned into a riot
54 Biker gang and police riot squad brawling in street
55 Four cops beating a screaming person in a foetal position begging them to stop
56 Cops grabbing random immigrants for crimes still on the books needing closure
57 Cops in gun battle with gangsters in street
58 RIot squad come to break up protesters 1=workers 2=homeless 3=imigrants 4=poor
59 Police turn up with armoured car and riotsquad to some immigrant festivities on basis of false complaints but ready to start a fight
60 Beatnicks throw caltrops underfoot of police horse patrol
61 Bus of convicts from criminally insane hospital crashes and got loose
62 One of the colourful new theme costumed gangs in several cars has been causing property destruction and harassing locals
63 A drug lab fire starts with fire and police and fleeing criminals
64 Lion or other dangerous animal escapes from a truck and crowds panic
65 SInkhole collapses in road where some gang was digging a tunnel for a crime
66 Gangster trying to hijack orphanage bus and fighting a nun
67 Small plane crashes into a building and nobody knows why as pilot died
68 Riot starts over a sale in a department store when rationing rumours abound
69 Horse and cart runaway from a gunshot or tire bursting
70 Old man sick of local gangs brings out a tommygun and goes on shooting spree
71 See city official with a notorious gangster who might be displeased
72 Dog catchers selling dogs to a butchers shop or factory
73 Man working on phone lines has dated ID and logos
74 Fake phone company worker scoping out houses for burglary
75 Arsonist tries to burn down run-down squatted flats for insurance
76 Politician promises to bring back good old days and replace corrupt officials, then gets an envelope of mobster money for campaign
77 Casino has secret black book accounting records stolen and seng gangsters to get it back as messily as possible to scare people away from future problems
78 Corporate head who said no to working with mob crushed by fallen I beam from a crane in his limousine 
79 Gangsters kidnapping child in school uniform as hostage for d4 1=police prosecutor 2=property owner 3=media boss 4=millionaire
80 Mob attack on a judge "just to scare them a bit"
81 Carjacking gang robbing armoured car which defends itself with a machinegun
82 Scared man drops off bag in a bin, kids grab it and a gangster chases them
83 Man with a van selling guns to gang members, works for a syndicate
84 Hobos cooking and eating burned body on a spit of some guy who came down here to mess with them
85 Beatnik party with art, drugs and nudity out of control and the vice squad raid it
86 Building explodes in a mob effort to destroy rival gang business and staff or possibly to not pay them back the money they owe
87 Huge drug bust with customs and police and well-armed syndicate gangsters ends up worse than anyone thought. Very flammable docklands factory or warehouse
88 Ship on docks raided for smuggling by rival gang or police
89 Cult sacrifice victim in robes flees an old abandoned mansion lodge hall, robed goons follow and some prestigious cars flee the scene  
90 Sailors have been kidnapping victims to sell to a mad scientist and they ship them when they have enough somewhere
91 Kids fled old abandoned manor house screaming, saying they saw something
92 Murder victim discovered by method of a secret society
93 People have seen strange lights at night in a suburb and pets and some homeless have vanished
94 Several boats found all hands missing with no explanation
95 Homeless people reported strange creatures in the sewers and claimed some are missing
96 Giant crustacean humanoid found rotting in sewerage plant
97 Famous magician missing and signs of a struggle in his house and loose rope
98 Ghosts have been seen in old town ghosts, are they real?  
99 Cultists seen in robes in abandoned apartment blocks
100 People report seeing strange creature stalking the streets


Sunday, 4 February 2024

d100 Ways for villagers to react to armed adventurers






































When travelling far from home there is in civilised lands a village at least every days travel and there are too many to name or remember. (I do have a village book on patreon somewhere but i have lots of tables for villages to spice them up - also see my angry mob generator). 


Maybe next time they can choose 2 roads they might ask about villages before they pass through them. Should be roleplaying opportunities.

Maybe the village has had murder hobos visit and they stabbed an innkeeper who turned out to be a spy for the Barron and got locals into lots of trouble.


d12 What would villagers do with captives
1 Send to prison
2 Sell to slavers
3 Sell to humanoids or demihumans
4 Sell to a cult to sacrifice
5 Rob them and feed corpses to pigs
6 Kill them and claim bounties on wanted posters with them
7 Perform bloody ritual torture and sacrifice
8 Marry them and make them join the local cult
9 Give local monsters a charming local custom
10 Eat them in a glorious feast thanking the cannibal gods for the bounty
11 Send them on a mission with followers or items as hostages
12 Build a wicker man with local druids and burn them

d12 Why would villagers hate adventurers
1 Spend time around inhuman beings and cursed folk
2 All murder hobos who may kill in a moment without remorse
3 All are witches who use magic to make people thrall and cursed
4 Local adventurer drunks killed everyone in tavern once
5 Deadbeat parents were adventurers who abandoned them here
6 All adventurers are members of evil cults its common knowledge
7 Adventurers are really faerie folk in disguise here to kidnap, steal and play tricks
8 All adventurers are members of brutal guilds and worse than mercenaries and theives
9 Adventurers will rob your graves and steal anything of value
10 Adventurers came here and killed lots of family members
11 Adventurers are corrupted by demons through touching forbidden things
12 Adventurers carry cursed weapons that make them mad killers

d12 Why would villagers love adventurers
1 Saved by a hero and band years ago and many remember
2 Adventurers spend good coin here and help the local economy
3 Adventurers help colonise the frontier and fight the good fight
4 Long ago adventurers saved the village from a monster, you can see artworks of this event and they know the creature's lair a few miles away
5 Adventurers are so fabulous if only we were related to them somehow, gosh i love them
6 Beleive adventurers will keep away bandits, crime and troubles from the area
7 Hopeful adventurers can deal with a local supernatural mystery
8 They have been attacked by humanoids and bandits often so adventurers seem better
9 Some of the founding villagers were adventurers and a few have trinkets and memorabilia and old maps and books
10 Adventurers stopped a wicked cult a few years back and it was better than an inquisitor visit
11 Villagers discovered caves under the village and drove away monsters, now we use as storehouses and have sealed-off tunnels
12 A cursed evil noble ruled us but adventurers came and killed them and we don't have problems now. Some day the king will send a new one i guess 

d10 Quick Ways
1 Overjoyed & welcoming
2 Friendly & kind
3 Indiferent & bored
4 Needy & desperate
Caution & alarm
6 Hustle & grift
7 Suspicious & alert
8 Lie & decieve
9 Abusive & mean 
10 Hostility & anger

d100 Ways for villagers to react to armed adventurers
01 Welcome visitors with flowers and cookies and singing
02 Offer them a barn or abandoned house to stay in
03 Villagers perform a celebratory traditional dance
04 Mayor presents them with a wreath of peace and welcomes
05 Sherrif (and deputies close) welcomes and offer directions
06 Locals all gather in the street to cheer the arrival and wave
07 Children follow adventurers with great excitement growing in numbers
08 Ecstatic villagers scream with delight on all fours about the arrival of saviours
09 Enthusiastic thirsty unwed youths appear to squeal and follow adventurers
10 Villagers keep offering their children as servants or to marry
11 Exited gossips get active speculating on adventurers and mutterings spread
12 Friendly local offers welcome and direction
13 Pleased local tells you to see local sheriff for available bounties on lawbreakers
14 Sherrif welcomes and asks if you would join as deputies for a raid on a gang
15 Pushcart trader wheels up to uo to offer bargains for visitors 
16 Saucy attractive mature person hanging out a window wolf whistles strangers
17 Giggling gaggle of youths come to look at outsiders and their fashion styles
18 Farmer walking his pig says hello and offers discount produce from his farm
19 Maid with a bucket of water and a cup offers you all a drink
20 Local bard appears and offers to take you to the pub
21 Surley locals look bored and barley move to acknowledge your indifference
22 A farmer looks up at you but then goes back to attending his flatulent donkey
23 A three legged dog runs up with excitement but stops when it sees strangers and walks away
24 Several drunks on a porch belch loudly
25 A black cat walks across the road
26 Grazing goats chewing cud seem more interested in newcomers than locals
27 Villagers look away grimacing and go back to chores to avoid looking
28 Drunken elderly lovers laughing and cuddling on a porch gets more attention
29 Locals are busy talking and don't want strangers to interrupt
30 Boy from tavern sees travellers, he stops then flees to get tavernkeeper out of bed
31 Beggers asking for food or money or grog swarm at new arrivals
32 Exited villagers gather and the mayor requests help with a local monster
33 Nervous villager passes a note that says the village is under the control of a cult
34 Humanoids in town are abusing people who look pleadingly at adventurers
35 Sherrif asks for assistance with local bandits who have kidnapped victims
36 Weeping parents beg for help for children taken by slavers or humanoids
37 Come across sheriff and men whipping bound peasants
38 Villager warns of an angry mob started by a local that has been killing people the leader slanders
39 Robed cultists and soldiers are collecting babies from locals for sacrifice
40 Horrible drooling monsters and humanoid followers are demanding food from the village
41 Peasants close windows, go inside and lock doors
42 Sherriff, bailiffs and beadles gather to warn adventurers to behave
43 Millitia gather and surrounds adventurers demanding to know why they are 
44 Villagers watch party suspiciously and a mob gathers 
45 Villagers make religious hand gestures and secure children
46 Villagers seem to not be about then a mob with burning torches appears to demand your reason to visit
47 Locals start to pick up weapons and look wary
48 Villagers grab holy symbols, icons and lucky charms and look terrified
49 Villagers come out in the street and glare sternly and encourage strangers to leave 
50 Hungry skinny villagers in rags come out and look with desire on visitors' rich goods and plumb bodies
51 Villager offers local dungeon maps all real!
52 Offer to mind your animals and take care of them and will run to a bigger town market
53 Villager offers cheap second-hand adventurer gear in a trunk
54 Local offers cheap potions packaged very prettily and in lots of colours
55 Local offers drugs and forbidden naughty parchments
56 Man offers to clean all your weapons properly and will flee town if gets any
57 Offer to read your fortune inside a shack close by
58 A villager who wants to stir up trouble tells a lie to encourage strangers to beat up someone 
59 Villager gives map to a monster lair but really they serve a dungeon boss and it is really a vast murder maze of monsters
60 Villagers offering cheap magic items (all fake or with a temporary spell on them to detect as magic or even cursed if they are evil)
61 Villagers scream and scatter in fear mistaking the party for local bandits or a band of adventurers who came recently
62 VIllagers sure outsiders are demon cultist perverts up to no good
63 Locals are all wary any adventurer might start stabbing people at the slightest provocation
64 Concerned visitors are plague carriers like a recent band they drove away
65 Suspicious party work for some local villain or evil boss
66 Villagers throw rotten turnips and eggs and warn that your kind not welcome
67 VIllagers look alarmed, old woman with pitchfork tells "your kind should git outta here"!
68 Angry villagers hurl abuse and slander
69 Villager spits on a traveller and walks away, other locals look furious at the party
70 Villagers cower and expect violence to break out, some sob in fear
71 Pretend to be charming and announce a festival with the party as honoured feast guests who they will drugged, tortured and sacrificed, the rest of the year they are lovely people
72 Villgaers tell of a nearby dungeon in hopes adventurers enter. Once inside doors the villagers shit the doors trapping them inside. It is just an old cold store under a hill
73 Villagers welcome them and offer cheap grog. Later the monsters who rule the town with villager assistance try to capture the party
74 Villagers try to be friendly and encourage visitors to stay while someone contacts the local evil lord who sends riders and a carriage to fetch them
75 Villagers warn of a supernatural evil and advise adventurers to stay here several days or a great beast or evil spirit rampaging the area may stop them. The villagers are really sure it cant be killed. Its just a tourist scam for money
76 Villagers tell stories of local ruins hoping adventurers are curious and stay a few days
77 Villagers declare a festival feast and travellers are invited as guests of honour. At the party climax, robed cultists arrive demanding sacrifices. Maybe villagers just wanted someone to kill the cult or maybe they were the cult, whatever story stops you from getting killed is fine
78 Welcomed in and villagers keep buying drinks and hearing adventurer stories. After light out cultists and monsters use secret doors to capture guests
79 Villagers claim to have amazing bargains and have lots of adventurer supplies second hand maybe they recognise some
80 Invited to the temple by priest for a meal and once inside doors are shut and strange black knights of a mystery order command adventurers surrender
81 Villager yells as approaches and locals scramble to get weapons and even grab rocks to defend their village
82 Angry villagers block the path and declare adventurers are not welcome
83 Angry mob gathers in response to one party member of a type they all hate and get ready to riot
84 Villagers bring out illegitimate children and demand payment from male adventurers, locals start gossiping and gather as a mob forms. An elder demands someone get married or hanged
85 Villagers have barricaded roads with carts and erected a thicker fence. Angry locals from over the fence demand strangers state their purpose
86 Villagers insist a priest evaluate newcomers to see if they are evil witches who must be burned
87 Signs leading up to the village say no adventurers. They had problems and militia or sheriff or angry mob would form quickly
88 Gibbets hanging with rotten corpses of the last adventurers who caused trouble. Locals all glare suspiciously and are ready to form an angry mob to refresh the gibbets
89 Locals look unhappy and worried and if adventurers stop local authorities want to put them in stocks for a d4 days for being adventurers. They will also rob travellers and turf them from town when finished mistreating them in stocks. The local mob will have mob support from any locals
90 Villagers assemble banging pots and pans and present effigies of adventurers that they burn while screaming abuse
91 Villagers and local authorities surround and capture adventurers 
92 Villagers commanded to aid bandits to capture the party with a trap
93 Villagers need sacrifices or else tonight so are happy to see travellers. Will be welcoming and invite them in to be served by attractive youths and drugged or poisoned. Perhaps they are being coerced or perhaps it's just the old ways or a monster 
94 Village flee then later militia, local sheriff and bailiffs and beadles return with a shield wall and slings or bows with an irregular mob of angry villagers behind them. They are sure adventurers are wanted criminals because an enemy who came here to slander the party
95 Priest and some templars lead a mob with holy symbols demanding they test party for signs of evil and that they surrender themselves for investigation or be outlawed 
96 An angry local was harmed by adventurers and will try and poison adventurers with a free beer and if they get a chance stab them. Everybody else is normal but may side with the locals they know who will lie about party and invent crimes
97 A knight staying here leads a mob and he offers a duel with armed travellers. The mob love the entertainment of watching rich people fight but wont let the knight die
98 Locals all hide in ambush with slings, rocks and bows awaiting the signal to attack
99 Locals dressed in frightening bestial costumes and stay in character refusing to speak normally and managing to make do best they can
100 Villagers are infiltrated by shapeshifters like lycanthrope or spirit folk wh as humans bully locals into forming a mob to capture adventurers. Villagers believe adventurers to be baby eating cultists and outlaws who must be stopped

Saturday, 3 February 2024

Dungeon Non Combatants in and out of Combat

 

Here are options for all those old dungeons where the lady monsters and children and elderly are defenceless and don't fight or just make you wonder if you are the baddies. There is also a table for high level oath locations and antics for the prisoners your keep.

Morale can be effected for warriors by family reaction.
You can also test morale of your own hirelings to make sure they treat prisoners how you want rather than they just wing it.

d12 What do most non-combatants do in battle?
1 Scream abuse at enemies and cheer on their own warriors +1 Morale
2 Abuse their warriors for every mistake -1 morale
3 Hurl rotting food, body parts, bones, dung at enemies -1 morale for enemy
4 Form a defensive wall with furnishings and any possible weapons around children +1 morale
5 Form a defensive wall using their children as shields -1 enemy morale
6 Form a defence around the treasure hoard +1 morale
7 Use slings, even old and kids +2 morale
8 Elderly charge into battle then parents then children +1 morale
9 Threaten themselves with knives unless left alone -1 morale
10 Try to sacrifice a person or pet for divine aid or summoning
11 Prepare to all drink poison if battle goes badly for their side -2 morale
12 All drink berserker potions if battle goes badly for their side +2 morale

d12 What do the non-combatants do after they lose?
1 Line up expecting to be murdered or tortured
2 Present all their possible wealth and point to treasure they know of
3 Offer to be your thralls if you spare them
4 Wave a white flag and call for end to hostilities
5 Beg to be allowed to flee if prevented from doing so
6 Denounce their fallen dead and claim to be on your side all along
7 Prey to their god 1% chance per HD any slaughtering them is cursed +1 morale
8 Ask for permission to save dying and bury their dead
9 Offer themselves to your every desire but will try and murder you later
10 Highest ranking surviving boss declares they are in change now and desire peace
11 Sob and beg for mercy, wailing and weeping loudly and writhing on the floor like worms
12 Cheer their new leaders and explain you can choose survivors to marry and unite our clans, 

d12 What do the elderly do in combat
1 Sheild children with bodies sobbing and begging for mercy
2 Slowly hobble to attack as best they can with improvised weapons
3 Prey to their gods for help begging for mercy and victory
4 Busy having naps, complaining about noise, snore
5 Rally the family pets for defence
6 Try and lead children to exit and sacrifice self if needed while children flee
7 Complain about failing young warriors not as tough as their day
8 Eat all the best food, drink all the grog and eat all the magic fungus
9 Hug each other shaking, if approached some feint, die or shit themselves
10 Take medicine and have a nap and feel no pain and fear no death
11 Pretend to be harmless idiots while moving in for ambush with poison 
12 Take berserk potions but die when they expire (or worse lycanthropes)

d12 What do the kids do in combat
1 Use slings and throw rocks
2 Charge with improvised weapons or toys
3 Try to flee in blind panic -1 morale
4 SIt and cry loudly, wet themselves if touched -1 morale
5 Try and hide anywhere even under a blanket and don't watch -1 morale
6 Sing beautiful choral inspiring folk song +d3 morale
7 Throw faeces, garbage and old bottles of fermented piss +1 morale
8 Work together to throw or sling burning oil or boiling water +1 morale
9 Charge forward with an iron grenade with a lit fuse tied on
10 Older children hurl babies at anyone who looks good -1 morale
11 Blow a whistle they use to tease local angry monster that hates them +1 morale
12 Watch excitedly and munch on toasted acorns and dried toadstools +1 morale

d12 Prisoner Conduct
1 Gloomily march to fate singing gloomy songs about being oppressed
2 One prisoner knows a guy who will buy all the survivors for cash for own freedom
3 Complain lots, don't like to march and will refuse to move if not promised food
4 Plot to escape using teamwork possibly dogpiling masters and taking their weapons
5 Prey for divine aid constantly and moan about unfairness and injustice
6 Insist they perform lots of sacred rites when they need a break or gods will kill them
7 Now they are your slaves you must teach them your magic and arts
8 Drop beads, hair or markers during transport for kin to rescue them
9 One has a poisoned knife they have hidden and will come up with an escape plot
10 Copy everything humans do for the approval of the strong who defeated them
11 Caught eating rats and giant bugs, gambling and petty vice rackets
12 Keep having babies constantly as cursed with fertility

d12 What survivors do if released
1 Flee to relatives and tell them of humiliation and murderous killers
2 Flee to allies and warn them of dangerous murder hobos razing everything
3 Flee to traditional enemies because they are better thralls with them than too weak to live
4 Flee to an evil temple that takes them in and teaches them new spells and secrets
5 Flee to slavers and sell children then pay mercenaries to kill adventurers
6 Flee to the garden of an evil hag who teaches them new oaths and provides new allies
7 Flee to a wizard who summons monsters to aid revenge in return for survivors thralldom
8 Visit a terrible monster and tell a lie about adventurers so it attacks them
9 Flee to another country and never seen again or went to ancestral burial grounds to die of sadness
10 Flee and all are killed tragically by another enemy (perhaps now angry undead)
11 Hire some monsters by offering children and elderly as food to kill adventurers
12 Join a demonic cult offering means of vengeance against their enemies

d12 What lazy and brutish hirelings would like to do to prisoners
1 Let them go and claim they couldn't catch them but really tried hard
2 Want to get to civilisation fast for sweet gold reward and booze, kill any stragglers to keep up the pace. just take their heads or ears or hands if easier and employers let them
3 Use as hostages and demand money from their ruler or kin
4 Torment prisoners while drinking as "its only fair they would do it to us"
5 Sell them to a dungeon boss needing minions and servants used to the lifestyle
6 Sell them to slavers needing extendible slaves for mines and muckraking
7 Sell them to a press gang needing ship crews and rowers
9 Kill them all as quickly as possible and dump corpses and get out of the area
10 Kill them and sell corpses and parts to the necromancer
11 
Kill them and give them a decent pit burial nobody can find and wolves cannot dig up
12 Kill them and sell hair, leather, cloths, teeth and bones and scraps as dog meat

Your own followers won't suggest these unless they are crooked lazy murder hobos but the common hireling or mercenary or non-good adventurer might. Good people will object to many of these treatments and they are less likely to kill for money with adventurers than chaotic evil people. Good hirelings might have their own inappropriate behaviour but at least don't deliberately do dungeon crimes.

d12 What well-meaning hirelings would like to do to prisoners
1 Make them promise to abandon the area and not return
2 Give them some coins, rations and blankets so they can survive
3 Release them as soon as they get the chance if they promise to not seek vengeance
4 Take them to civilisation to get jobs and training in a poor workhouse for monster widows and children
5 Make them swear to join a good church and release them on conversion
6 Take them to a village or estate where they can live in peace in a diverse community
7 Have them sent to the colonies for a new life away from bad influences
8 Some volunteer to marry willing prisoners and retire to work on land or a trade
9 Give them a stern talking to about their wicked ways, perhaps a long sermon and free them
10 Take prisoners to civilisation to the court system to deal with them
11 Hand them over to a temple mission to help care for and convert prisoners
12 Take them to city and help them get jobs and accommodation

Anytime prisoners change hands with new npc's they might be treated differently so beware. You cant not expect people you hand prisoners to will do the right thing. Thats why the best thing to do is to go through the whole process of making sure your captive goblins are not just killed and sold to the rag-and-bone dealer for 1c. Good people worry about unreasonable cruelty for prisoners after all you might end up someone's prisoner one day.

Thursday, 1 February 2024

More of finding Oath Givers and Cults






































I thought i would add to my last post.

So one specification Ive changed is going from you can have a oath per level once to each level is  a slot you can clear and refill as it gives the possibility of traitors and people turning evil without crippling themselves and never recovering. Its obviously easier to trade towards chaotic evil. Plus integrate clerics and alignment and oaths all closer and to make him features of the campagn.

As anyone could make oaths to law and good they could get various gifs including magic, powers and items. So I've never needed a paladin class or a ranger class in my game because a wizard could do this and gain various holy spells and doodahs (Gandalf Dunnit).

The mechanism of finding a oath/gift path and patron power means if you decided to fill all your oath slots at once at the tenth level you might take a long time so its a bit of a bottleneck and possible. Even your traitors and villains might take some time. If they survive meeting adventurers they might make a bunch of oaths to evil to help get revenge.

The most common oaths are from the most popular deities. 
Maybe powerful gods have sub-cults with different benefits
Like Ishtar could have separate temples for love and war specialists
A god might have sub cult shrines for their weapons

In my current game, at least half a population at least follows the patron deity of their nation or city or tribe

Many of the remaining are other popular deities or local powerful spirits. These gods will usually be from other pantheons and gods in other close regions or kingdoms. Each pantheon usually has a preferred element also

A small percentage follow obscure unpopular beliefs for aid. Witch cults use illegal spells on law-abiding citizens and worship in secret. There are other less illegal mostly unknown spirit cults or those who serve petty gods or immortals but also more abstract  

Oath-givers per Settlement
Small VIllage of 50pop typically has one
Medeum Village of 100 pop has d3
Large Village 0f 250pop has d4+1
Town 
 500-1000 has 2d4
Small City 2000 has 3d4
Medeum City 5000 has 4d4
Metropolis 10k plus 5d4

So you can generate a bunch of religions/oath types in an area and players can consider which to acquire and how to get them. They could make some funny errors looking or get into trouble or some side quests. Its a whole bunch of weird stuff to do and acquire in game andshould increase roleplaying possibilities and reasons to start fights. You can tease and distract players with offers of oaths and make them investigate the best options. It makes people get into your setting religion but without being a priest and still getting a benefit. There are options that are not traditional gods for people who don't want gods.

Priests are the most obvious people to be oath-givers or facilitate with an oath spell process with a person of the same oath type of higher tier level. Druids often employ and serve various nature spirits and land divinities and even various nature gods. Arcane powers are more abstract, alien and philosophical. They might be a demon or an archon or an outsider pretending to be a weird arcane patron or ancestor. Wizards hoard their secrets to trade of grant their students. 
Wizards might start a school or a fellowship to share magic and research. Sorcerers are very likely to run a cult and offer oaths to higher-ranking members or donors. (In my game sorcerers can choose any spell list so a divine one would be a non-combat priesthood but granted miracles. Nature magic with druid spells have patrons or bloodline of nature spirits or faerie,  Arcane are hedonistic pleasure cults who lazily use wizard like spells without study just talent. Mentalist sorcerers are mystics, illusionists or psions using powers of the mind over themselves or the universe or weaker willed people.

Tiers & 
Zero (0 Lv) holy symbol or a 1st Lv loner or initiate priest* 
First (1-4th Lv) local shrines or weird loners 5th+ Lv  loner or any common shrine priest
Second (4-8th Lv) small temple or a 9th+ Lv loner or a temple priest
Third (9-12th Lv) major temple or 13th+ Lv loner or a high priest
Fourth (13-16th) temple complex or a 17th+ Lv loner or a theocrat of the church
Fifth (17th-20th) monumental wonder of church of from divine patron in person or in a vision
*a zero level person has 1HD so can get one oath like a 1st Lv character

This lists what grade of holy location and and rank of priest is required for an oath
Loners are persons in the higher tier of an oath path. 
An oath spell is required but if the oath-giver can't cast it any priest will do 

Spell levels provided by cult max & size
Local spirits or Immortals 1st Shrine
Petty Gods 2nd Shrine
Great spirit 3rd Small Temple
Demigods 4th Small Temple
Lesser Gods 5th Major Temple
Major Gods 6th Temple complex or small ziggurat
Greater Gods 7th Monumental wonder like large ziggurat, pyramid, wall, etc

d10 Local Oath-Giver  Availability
1-5 Local popular religions like pantheon or patron deity and family of region, city, state or tribe
6-8 Other major religions and popular spirit cults
9 Obscure minor cults
10 Unpopular illegal witch cults

Searching for the last two types you can easily get the attention of the wrong type

d10 Other major religions
1 Patron god of city, kingdom or tribe, possibly the ancestor or creator 
2 Deity and their lover, possibly first ancestors or parents
3 Married pair of gods and their popular child 
4 Deity and their various servants and demigod children and pets and weapons 
5 Goddess and her lovers and children and sisters and spirits
6 God, their family and servants, pets and heroes
7 Worship demigod heroes who lived in old days and their distant divine parents
8  Small pantheon of several generations of gods, their parents, children, pets and servants 
9  Large pantheon of several united families of gods united in the past by war
10 Mega pantheon or a ruling pantheon with thousands of approved gods and spirits

d10 Other major religions
1 Beast cult with a totem beast, abhuman beast folk guardians and their pets
2 Elemental deity or the abstract elemental plane but believes it should rule over weaker elements
3 Elemental deity or the abstract elemental plane but harmonious with all other elements 
4 Elemental deity or the abstract elemental plane but opposed to all other elements
5 Ancestors worship of sacred forebears or a unique tribal ancestor god 
6 Demihuman cult - who follow the religion of one demi human population 
7 Foreign god from a nearby kingdom but possibly isolated from its pantheon
8 Spirit cult who deal with many local spirits, daimon and nature divinities
9 Nature cult who worship the abstract powers of nature
10 Demi god cult - a half-mortal god who lived in the world and has a cult

d10 Obscure minor cults 
1 Arcane cult - abstract unclassifiable beings beyond nature who teach alien occult philosophy, geometry, alchemy, astrology and mechanics. More likely wizards or mentalists
2 Petty god cult - a minor godling embodied in the mortal plane which you can even meet
3 Demi god cult - a half-mortal god who lived in the world and has a cult 
4 Immortal cult - perhaps you will gain the secrets of the immortal and join them in eternal life
5 Local spirit cult - with only part-time devotees of limited influence, possibly object of worship is a changeling with a human form that could be sincere or fraud 
6 Saint cult - associated with a larger religion but independent order not subject to greater church
7 Draconic cult - worship dragons and their ancestors who helped the gods against the enemy
8 Death cult - who contact dead, perform exorcisms and determine the fate of departed souls
9 Mentalist cult - who pursue strange disciplines and mystical methods to master the mind and dreams
10 Plant cult - worship a vegetal spirit of grain, vegetable, flower, fruit tree, forest tree or fungus 
11 Beast cult - worship a domestic animal spirit or divinity possibly part of a greater religion farming
12 Nature cult - worship a land divinity of a river, forest, spring, swamp, hill, mountain or sea

d10 Unpopular illegal witch cults 
1 Night cult - use powers of darkness, nightmares and shadows to seize power in secret
2 Petty god cult - a minor godling embodied in the mortal plane which you can even meet
3 Daemonic cult - swell the armies of the underworld and fill its vast prison of despair 
4 Demonic cult - serve one specific demon of varied rank. power and influence  
5 Diabolic cult - serves hell often devoted so a senior devil of the infernal hierarchy
6 Giant cult - worship giant gods who lost against the gods and seek the wisdom of giants
7 Draconic cult - worship dragons and their ancestors who warred against the gods and giants
8 Necromancy cult - where mostly priests and wizards gain power over forces of death
9 Humanoid cult - follow the religion of kobolds, orcs, goblinoids or abhumans (elemental or beast folk)
10 Outer darkness cult - alien gods live outside our world hungering, it's cold there in the eternal void so let them inside

All this offers quite a bit of non-deity-based options and quick power-grubbing cults for criminals and people who need revenge like that boss villain's lover. Perhaps they were only a bandit but after seeing heroes kill their gang buddies joined a death cult to get revenge and new gifts to help them win or survive. A few changes like an oath per level ever vs oath slots per level have loosened up dramatic villainy to rules.

Where do I find high Level oath-givers?
1 Largest temple complexes with increasingly complex bureaucracy and gatekeepers
2 A secret cult in the sewers that say has mysterious powers but nobody knows what they do really but they say they guard a secret portal to a world of strange alien deities
3 There is a secret school of wizards they say and you need to find an imp to show your the secret door location. they don't charge gold even and they want you to harm your enemies
4 A rancid corpse city of the dead appears in the southern sea once a generation and briefly you can comune with imprisoned alien gods, beware they warp your mind and reality
5 The hierophant of a great city has offered secret oaths to who can find lost relics
6 A foreign priest-king has offered heroes oaths if they aid them against their enemies
7 An isolated wizard in their tower can open planar portals that can take you to meet strange potential patron entities like alien wizards and prehuman immortals
8 Their is a crystal citadel in the sea that appears once a year where heroes of old made oaths
9 A great dragon in its vast lair will teach you but will make you swear to never interfere or harm it or its offspring
10 In the black city in the frozen north are the thousands of remains of prehuman wizards, some may know what you seek if you speak with the dead
11 They say at a certain mountain top you can see a god in their chariot pass often
12 Many beings living on the world tree or faerieland can teach you but beware they enslave you for centuries or make you a cruel plaything