Sunday, 10 March 2013

EMO DnD Classes pt 10: Dwarf



Have noticed my maps seem popular. Worth some hits and + on google. Noticed also oldschool rpg planet didn't include my gammaworld post so i guess its moderated and gammaworld 2nd ed isnt included. Yet bathroom renovations are cool. Just sayin - it's a great resource and im flattered to be on it. Someone else raked me top 10 blogs which is nice. Two bloggers i admired and lost names have linked me too which is great.

One of my graffiti industry peers commented im getting more hits for this than my professional art and said he wanted to play which is funny. He would be an awesome illustrator to use and did my newspaper cover in 2012. We will probably work on a comic together. Another friend started drawing fantasy cartoons and a comic so i think the Hobbit was a good influence.

Saw big debate on worst TSR things:

Buck Rogers game wasn't the worst but could have had more better more modern artwork at time to set imaginations on fire. It felt spartan but content was good.

Castle Greyhawk I still read and would like to see a fluffyquest compilation but i see why greyhawk fans outraged. A classic of gamer nerd humour. Some levels you could slip in - the zoo one best.

Indiana Jones is an attractive game but you need gm pack - very nice. I might steal ruin generator.

I dont really care about office politics but  i get impression of greedy legalistic struggles hampering products. Quantity over quality. I dont mind second edition ADnD either, but after the basic character class and historical books quality dived and never came back. Necromancer book made me walk from 2nd ed. Not scary or evil or horrible. Underworlds with mishmash gods didn't help.

My real gripe with TSR is not keeping their better systems and not supporting fans. Why did Marvel fold or become a card game? Gangbusters had several editions yet dumped - could have fused with top secret si or something - same for boot hill. Top Secret SI was an excellent system. Poor gammaworld with most versions having needless rules changed again and again. 2nd ed one of best most complete best illustrated games ever. 12th edition now - i think with some ideas in 3rd and current one stealable but wizards clearly have no plans to support this product.

Poor Star frontiers - zebulons guide has some best add ons tech wise ever - micro computers and addable program chips closest 80s game got to a modern phone and apps. But the product changed all the mechanics and promised more and failed. Heck id like to see someone resurrect TSR proton fire game that was canned months before release.

I really only liked universal table in marvel (but BRP fumble-miss-hit-special-critical is similar and id make a marvel type table up if i ran new players now). Didn't like in other games.

For me TSR art quality declined, lack of edgy content, a downturn in 2nd ed product quality after first few guides and people churning out crap for cash so fast they couldn't keep up with their own arses.

All the current character classes out there in new d20 - have they really been play tested? I can see ideas from other games leaked into DnD like skills, criticals, feats. I liked Dungeoneers Guide (but not wilderness) and everyone at the time loved Unearthed Arcana and was already playing most of it from Dragon - I wouldn't buy it again though. My Dragon 72 version of cavalier character did not approve changes and i didn't run a cavalier again. Current support increase for old school gamers is a good trend.

One product I hear maligned as worst ever is Chaosium/Avalon Hill RQ3 Monster Colosseum. I got this and left on shelf for ages till I realized Monsterbook of pregens was very handy. I kept as a core book with basic rules every game in my slipcase for 10 years. Making monster stats is the biggest reason I have not returned to BRP or RQ. HD and AC is all I need. I seemed to remember every Monster Manual basics fine and have not referenced a monster book in play last year. The re-skinned bear approach works most of the time.

EMO character classes

Halfling will be final of basic races. I may revise Tako to be clearer and compatible with the format used here. I have toyed with other races but I dont want to make races better than say an elf. I may do Gnomes as a more magical, less combat oriented creature. I have had requests for rangers, paladins, barbarians. Did have a bugbear PC a few years back in a game I allowed. I always liked animal spirits in oriental games. Talking animals or beast men a possibility too. Im in no hurry as players have lots of choice and since seeing elves less popular the eldren and other newer races makes me think too many good races is a liability.

Any way on with Dwarfs. Like gamer culture dwarves have changed alot. Were vaguely midget vikings now seem huge and as wide as they are tall wearing pot belly stoves and all have scots accents. A dwarf to me is a tough subterranean fighter, highly resistant to harm, with some exotic skills. I have to say Jim Holloway depictions of arms, armour and races are the closest to my imaginings. Newer art seems too superheroic and would suit a Marvel RPG game about demigods better. My dwarf should satisfy dwarf fanatics anyhow.

Dwarf
Subterranean warriors of the under lands

HD: 1d12 Prime Stat: Con
WP: 4 (+1/2nd Lv)
NWP: 4 (+1/2nd  Lv)
Non-WP mod: -2
Languages: 2d4 (+1/2nd Lv) S=spoken and W=written

Spells: None
NWP: Any
Shield: Any but large
Armour: Any
Weapon:
Any one handed, Dagger, Club, Sling, Short Bow, Any Crossbow, Garrote, Shuriken, Dart, Whip, Net, Hatchet, Hand Axe, Lasso, Bolo, Dirk, Blowpipe, Any gun
Fight as: Warrior
Save as: Priest

Dwarves are an ancient race and servants of the gods and among the oldest beings along with trolls and elves. The dwell deep underground mining for precious minerals and trying to restore their crumbling cities of the deep. Dwarfs wage a slowly losing war with humanoids like goblins who breed faster and will use anything as a weapon. Many dwarfs are xenophobic and well in forges and machines while others live closer to the surface and dwell beneath tree roots and interact with nature. Dwarves are simular to human warriors and are very resiliant but in long run human fighters are superior martial artists. While dwarfs have more NWP skills for crafts, esoteric knowledge and underground survival skills. Dwarf prefer WP like weapon expertise, frenzy, shield and armour use, enhanced criticals and extra attacks and HP. Dwarfs are 4 ft on average so others may attack over their heads.

-Can inflict critical hits as per weapon , can buy extra weapon proficiency slots to raise this chance (other must pay for this skill)
-Can take weapon specializations higher than other classes (+1WP=Expert +2WP=Master or +3 Specialist  of one weapon instead of one +1 Expert, one weapon max as per other classes)
-Xtra +1 attack at 6th lv then +2 at 12th etc
-lv 4 use next larger dice vs larger than human creatures
-Can see in dark
-9 base move instead of 12
-most horses hate dwarves, mules and donkeys don’t mind, dwarf pit ponies are trained to tolerate them, some use goat wagons or goat chariots
+3 any craft proficiencies like blacksmith, trap lore, lock lore, black powder and incendiaries.
+3 save vs poison or traps or subterranean hazards
-4 to be hit by any humanoids bigger than human such as ogres, trolls and giants
+1 hit and damage vs goblins, hobgoblins, bugbears, orcs or kobolds
+1 Any Axe, Crossbow or gun
Dwarfs can learn magic item crafting skills like potions and weapons but not scrolls
At 6th you attract a follower – a dwarf companion every lv from now on
At 10 you establish an underground stronghold attracting +1d6 followers

Specialist Dwarf races 
These traditional dwarfs cultures are for dwarfs who are pureblood and native to dwarf culture.

Name Alignment (other name)

Culture description
Homeland description
-
Weapon Proficiencies - most spend 2 WP slots for whole weapon group and buy weapon enhancing skills with the rest such as critical attacks, frenzy, weapon expertise, etc
NWP - Non Weapon Proficiencies
Spell lists
Languages

Bonus Exotic Items
roll 1d4

Black Dwarves LG NG LN LE NE CE (Iron Dwarfs)

Live for war and mining – dwell in mountains, underground
Angry violent parnoid and xenophobic defenders of dwarf kind
Morning Star, Battle Axe, Heavy Crossbow, Short Spear
Black Smith, Mining, Mineral Lore, Smelting
1- Cold Iron weapon can hit some magical beings
2- Quality Weapon +1 hit and dam
3- Battle Trunk full of arms and armour 1d6x100gp
4- 1d6 grenaides

Red Dwarves LG NG CG CN (Bronze Dwarfs)

Live to build and make craft – dwell in forests and hills
Cheerful workers who mix with other fey folk and animals
Short bow, Dagger, Short Sword, Hand Axe
Red Smith, Fire Making, Nature Lore, Artisan
1- Quality bronze weapon +1 hit and dam
2- Quality Tools +3 NMP of choice
3- Trunk full everyday tools equipment and junk 1d4x100gp
4- 1d6 Incendries

Silver Dwarfs LG NG NG LN CG
live to trade and deal with primitives, dwell on the roads and markets
Friendly merchants who trade what dwarfs need and travel far
Sabre, Dagger, Staff, Repeating Crossbow
Merchant, Steward, Bluff, Silver Smith
1- Silver weapon can hit some magical beings
2- Quality Weapon +1 hit and dam
3- Trunk full of sales goods for surface world 1d6x100gp
4- 1d6 Healing Potions

Gold Dwarfs
LG LN NG CG
live to rule and horde, dwell in dwarf fortresses
Rulers and judges who manage the holy ancestral forges
Battle Axe, Long Sword, Hammer, Short Spear
Trap Lore, Lock Lore, Dungeon Lore, Engineer
1- Gold magical weapon +1
2- Gold chains and rings 1d6X100gp
3- Locked trunk full of d6x100gp
4- 1d6 Detect Truth Potions

Rock Dwarfs
NG LN CN CG CE
live to find basics of life, dwell in underworld
Forgotten tunnel builders and food gatherers
Short Spear, Short Bow, Hand Axe, Mace
Survival, Improvise Weapons, Mining, Repair
1- Ancient stone weapon of +1 quality
2- 1d6 +1 Magic Rocks (throw or sling or bash, used endlessly)
3- Sack full of dwarf rations for 3 Months
4- 1d6 Running Potions x2 Speed 1 hr

Other Specialist Dwarfs
These dwarves have become more humanized by cross breeding and dwelling with humans. They dont get any extra starting loot and are used to surface folk. Most are dwarf mercenaries who remained in human lands for generations and lost contact with traditional types.

Dwarf Beserk CN CG CE
Fanatic warriors who lived to fight
Dwarf fanatics who live for violence
Battle Axe, Hand Axe, Crossbow,
Survival, Improvise Weapons, Mining, Repair

Dwarf Gunner LN LG LE

Experts with firearms and siege warfare
Dwarf mercenaries who keep secrets of gunpowder
Battle Axe, Pistol, Musket, Grenade
Siege Lore, Blackpowder, Gun Smith, Gunnery

Dwarf Scout LN CN CG NG NE CE LE
Explorers and spies who fight with stealth
Light armoured experts in subterfuge and espionage
Battle Axe, Hand Axe, Shortbow, Dagger
Sneak, Hide, Spot, Trap Lore

Dwarf Rune Priest LN, LG, LE, CN, CG, NG, NE

Holy clergy who serve as priests
1d8 HD cast spells as priest, no turning, guns forbidden, spell progress as bard/elf
Battle Axe, Mace, Crossbow, Ball and chain
God Lore, Earth Lore, Inspire, Dungeon Lore

Dwarf Dungeoneer LG LN LE NG CN CG CE
Raiders and builders of dungeon complexes
Dwarf dungeon looter
Battle Axe, Crossbow, Hand Axe, Shortsword
Stone Mason, Looting, Dungeon Lore, Climbing

DWARF XP

+1 per 1gp surrended to your clan horde, spent on weapons, mines, dwarf relics, restoring dwarf ruins, fortifications, traps, vaults, craft shops, factories, smelters, repairs, stockpile ore, building a dungeon
+50 per proficiency success that helps victory
+100 for finding hordes of gold or jewels
+100 for visiting underground Places of Beauty.
+10% XP for defeating orcs, goblinoids or giants
Double for monsters inhabiting ancient Dwarvish strongholds
No XP for water travel

Saturday, 9 March 2013

More Geomorph Experiments

Sorry for not using grids on some of these i dont use figures or tactical combat. I recommend you try to photocopy a grid onto acetate or overhead projector film. I will post grid versions on my flickr sometime.

This is a mad wizards school with a library and a trapped magical maze to test students in. Includes some mines, a factory, library and barracks. While an assault group attack the front, players can sneak through caves and maze and try to kill leaders while troops at front door.

Ill spare you more genre mash-ups as i cant base games just on adorable costumes for kobolds. Though little cowboy hats on kobolds and goblin warg rider cattle rustlers in a Boothill dungeon springs to mind. I could be really evil and make only native Americans human. Starfrontiers races all in spelljammer anyhow.

Friday, 8 March 2013

Gangbusters, Goblins and Geomorphs

Kobold Mountain is a dungeon made up from some of my geomorphs. Basically a kobold clan have been instinctively building this. At some point an evil wizard joined them and has been tutoring the best kobolds in wizardy. The rest stick to traditional kobold arts like rearing mushroom tree gardens and building traps.

I googled gangbusters and the pdf came straight down a link unbidden. The game was never sold in my state and so i got the modules on sale a dollar each and lived in my CoC folder since. Rules on criminal profits handy. I had a Cthulhu party get a gate from L and used it to smuggle booze to finance war on evil. London to Arkham  Hmmm gangster era encounter tables might be a goer and even Marvel ones might work. Lots of mechanics here leaked into top secret and star frontiers. Im glad to have seen it after 30 years looking for it. Since ive read it, i went into dreamy dreamland and had awesome imaginings of gangbusters-dungeon mash up.

Bugbear bootleggers with pinstripe suits. Hobgoblin extortionists. Goblins mobsters take the docklands and blow up a wizards tower. Since that magic cabinet was found with a transworld gateway fell into Bugsy's paws the dungeon denizens have been inflicting new terrors on the local hobbits and humans. Farmer Dilby didnt pay his protection and lost his cows. The tavern was burned down and the brewer driven out of town. The guildsmen and Mayor and other civic leaders seem incapable or unwilling to stop this tide of strange evil. Many common folk have become hopeless gambling addicts, drunks and many owe kobold card sharks and hobgoblin money lenders. Bugsy, the bugbear leader of the dungeon gang armed with a strange thunder gun killed the sheriff and his whole family for daring to kill a hobgoblin.

Since then, gnomes and wizards and the three sages have been kidnapped and dragged off in sacks to the dungeon for some unknown purpose of the bugbear gang boss. There is less daily violence but orc, hobgoblins, goblins and kobolds walk the street openly and none dare challenge them. They have been making a smooth roadway from the dungeon through the hamlet for Bugsy's big surprise.

I dont know where this is going but its the sort of thing I dream while dozing off.

Wednesday, 6 March 2013

Working Dungeon Blues

Hmmmm ive finished two three big projects. This is a doodle ive been doing last few nights.

I want it to last about 4 sessions and wanted to play with levels as i seem to make mostly one level sprawls. Ill do a whole page of stairwell geomorphs soon too. One more gammaworld session at Urchin books then DnD and this might be it. Will use my redbrick tables work for the first levels.

Want to give the old school feel which suits newbs. Also inspired by fighting fantasy books.
Ill go back to complex plots when i have a weekly game of veteran players again. Sandbox fine for now.

So the evil sorcerer has been hidden in his mountain, breeding monsters and recruiting evil minions. Folk were content to let him revel in forbidden lore and madness but of late monsters have been demanding more than chickens. Several homesteaders have vanished and  livestock and children. Till a whole hamlet vanished. Enter the Impirial Dungeoneer Corp led by Prince Fastivius the 23rd in line to the imperial throne. Unusually they comp on top of the dungeon but this time the mountain citadel makes this tactic unworkable. Also flying monsters like gargoyles, stirge owls, bat winged snakes and even a dragon, the wizards steed.

Prince Fastivius has had his men set up camp in the burned out hamlet and surround it with a coral. The corp priests and wizards are an defective deterant. His agents have searched every prison, tavern and whorehouse for adventurers and the party is presented to him. Dubbing them dungeoneer corp auxiliary scouts 3rd class, the party are frog marched right up to the entrance by guards. A priest and a an apprentice are with them for healing and to help classify magic items and choose which ones the prince will take as his share.

The party must return with valuable intelligence (documents not hearsay), used ammo and at least half wounded or face court marshal and execution. The guards and priest will heal adventurers several times and will be replaced withing 8 hours if used up. They will take heavy goods, coins, or anything valuable off poor burdoned adventurers. When its level up time the party will be marched back to the hamlet and allowed to have a beer. Now the hamlet has a stockade, trenches and catapults and even more troops.

If party cries lots they may be put on clean up detail with some peasant labor looking for stuff missed by proper adventurers. Fancy aristocrats looking for fame may arrive and be given privelaged dungeon looting rights for certain level making some conflict. The party may be sent to rescue some fops who will then steal all the glory and loot. Possibly some noble will bring a wife or daughter who will be kidnapped by hobgoblins and taken to the citadel. Perhaps a player could find true love to have the wizard's dragon fly of with them. Eventually the party level will earn them respect. By 4th they should be treated as non-scum by nobles and will earn own rights and keep treasures.

Possibly money looted here will be sent to home war effort but some may be to hire mercenaries and improve hamlet fortifications. When the sorcerer and his followers are killed the property may be made available. Very luck heroes may get to meet bluebloods and dine with them.

Monday, 4 March 2013

Long Stair Dungeon Style Zones part 12 Under Land



Reading old Polyhedron zines here:
http://archive.org/details/magazine_rack
Apparently will be pulled with dragon and ares magazines
space gamer here too.

Getting some good ideas and some gamma stuff id never heard of like Jim ward on Mars.

Also this item on animal trials in middle ages
http://planet.okfn.org/category/medieval-law/

Added a page...

This will be the final of the deadly dungeon dozen. I have a Redbrick book hard proof copy and will start getting indesign running next week.

This zone is a tribute to CS Lewis "The Silver Chair", Jules Verne, HPL, The Decent D series of old DnD fame, norse/aztech/other myths (even Marvel comic versions) and the "Into the Labyrinth" uk kids show from 1981.

Under Land Zone
A world of natural caves and chasms, crystal chambers, volcanic rivers of lava, stony labyrinths and fungi forests. Hidden subterranean races, dark fey folk and species long dead on the surface can be found here. Whole settlements of beings dwell here in citadels and are constantly at war. Upper levels are connected to sinkholes where surface dwelling beings find themselves trapped. Cave men art galleries and ritual spaces are found also. Lower levels get weirder and more extreme with more submerged sections and volcanic activity and non human civilization. Long passengers and large caverns make up much of the Under Land. Whole sunless lakes inhabited by blind horrors are in the deepest places. Many severe hazards and strange deaths await.


Under Land Hazard d50
1 Chasm over great pit (1d6 1-2 no crossing, 3 single rope, 4 rope, 5 wood bridge, 6 stone)
2 Chasm over rapid water (1d6 1-2 no crossing, 3 single rope, 4 rope, 5 wood bridge, 6 stone)
3 Chasm over lava (1d6 1-2 no crossing, 3 single rope, 4 rope, 5 wood bridge, 6 stone)
4 Cliff to climb
5 Fragile stalagmites drop from loud sound
6 Cave in blocks way
7 Flood blocks passage
8 Calcium growth have blocked and hidden passage
9 Fragile sinkhole entrance easily fallen through
10 Mud pit difficult to traverse, traps heavy victims
11 Mud slide chute carries to lower level
12 Tiny passage needs to be crawled through to pass
13 Fragile crystal chamber floods if any broken
14 Chamber of salt, corrodes tools, possible to be sucked to lower level
15 Burning pit of natural gas or oil
16 Volcanic boiling mud pools
17 Poison or flammable gas slowly floods area
18 Steam geyser fills chamber with boiling vapour
19 Bat guano chamber crawling with bugs, snakes, scorpions, critters and parasites
20 Huge windy tunnel with narrow walkway over chasm
21 Radioactive minerals or drums of waste
22 Magnetic anomaly compasses spin, then metal flies away
23 Vampire bat lair with stinking pools of blood red bat droppings
24 Crystalline floor collapses
25 Overgrown with giant fungus growths
26 Alchemical waste glowing toxic slime pool with giant maggots
27 Gate or doorway or portcullis
28 Guardpost with guards, possibly an outpost
29 Monster Lair
30 Boiling water
31 Acid or alkali pond
32 Non Human settlement
33 Fungus forest with giant caterpillars cows grazing
34 Floor collapses and dumps party on lower level35 Exploding fungus field
36 Screaming fungus field attracts monsters id set off
37 Sleep spoor fungus field resist or sleep and be eaten
38 Strong winds pound furiously
39 Heat is overbearing, use more water, tire more
40 Poor ventilation fatigue increases
41 Chilly damp cave risk hypothermia
42 Air pressure causes mild bends and nose bleeds
43 Gravitic anomoly, reversed or zero
44 Gigantic sleeping monster awaiting the end times
45 Koboldonium burning metal hexagonal plates planted in path
46 Ancient mine feild
47 A hidden sinkhole to a lower level
48 A hidden sinkhole to a lower pit with starving creature and animal graveyard
49 Volcanic stream of lava blocks path
50 Cave in seals chamber, hole in ceiling goes up

Under Land Mystery d20
1 Petrified forest
2 Fossilized creatures
3 Calcified or opalized corpse
4 Collection of prehistoric creatures and hunter remains under closed sinkhole cave
5 Cave art gallery depicting hunters
6 Remains of ancient civilization – ruins or partly inhabited
7 Fungus forest with giant albino lizards and dinosaurs
8 Lost explorer remains, shelter and journal
9 Shaft of light from distant ceiling
10 Huge cave with forest and artificial sun and creatures
11 Huge tunnel carved by worm or ancient machine
12 Remains of automated machine and strange technology
13 Hydro power wheel with remains of factory
14 Underland creatures meeting under treaty
15 Distant citadel or fortress
16 Ferryboat on sunless sea
17 Spectacular crystal cavern
18 Luminescant fungus covering walls
19 Mysterious Elevator
20 Remains of strange shelter of ancient race
21 Degenerate animal or humanoids devolving into monsters
22 Locked gate with demon guards, no entry for living
23 Goblin serfs farming mushrooms for their strange lords
25 Cave art depicting secret depraved cult rituals
26 Relief rock carvings of sinful prehuman race
27 Subterranean adapted version of some surface life form
28 Collection of skulls going back generations, evil taint detected in some specimens
29 A time gateway with anachronistic guards
30 Primitive nonhuman monolith or sacred crude statue of local clan
31 Graves with goods stolen from previous generation of grave robbers
32 Chamber s full of scary looking mummies, look as if they could reanimate but dont
34 Shiny weapon left temptingly in doorway is cursed or sentient
35 Fire spirit in prehistoric fire pit may offer advice or heat and safety
36 Calcified miner with glowing crystals in hand, smash to get them
37 Great pit of darkness, being near it summons minor spirits of underworld
38 Great pit of darkness, sacrificial pit of the great white worm god Dionin
39 Great pit of darkness, drops a thousand feet into underworld sea
40 Great pit of darkness, strirge owls swarm from the pit looking for blood
41 Great pit of darkness,voice calls to them from bottomless pit
42 Built tunnel system from a mine or dungeon for a small section
43 See flaming pit swarming with fiery salamanders among the fire below
44 Huge fossilized strata with layers of animals in strange sequence
45 Weird mineral deposit of unknown metal or gem
46 Goblinoid totem indicating local clan size, numbers and hostility
$7 Strange relic item of underworld race possibly cursed or tribal relic
48 Huge relief wall carvings with detailed text in several languages with pictures
49 Incredible flowing garden of calcium formations like a garden
50 Door or trapdoor almost buried by calcite deposits
51 Sentient aligned crystals try to alter party moral compass
52 Crystaline gateway acts as natural teleporter
53 See flooded ruins under water
54 Gigantic remains of giant or god or monster from the dawn age
56 Gigantic carved face with mouth for door
57 Crude cartoons of adventurers being killed
58 Crystalline cavern with benevolent healing magic
59 Crystalline cavern with evil intelligence will attempt possession
60 Weird echo chamber effect alerts enemies
61 Weird echo chamber effect replies with abuse in own voice
62 Inscription multiple languages and images on border stone
63 Drunk goblin talks to any who will stop and talk
64 Gremlins leave false clues, signs or tips
65 Dieing old surface person been down here decades
66 Hobgoblin shape shifted into small giant but no stronger
67 Ancient tomb sealed for millennium
68 Pylon with open door and gem control panel, meddling causes quake
69 Pylon with open door with time space gate
70 Pylon with open door creates evil duplicate party
71 Pylon with open door glowing reptile skulls on plinths acts as cranky oracle
72 Pylon with door closed but tribals performing ritual to it
73 Area swarming with mostly harmless tadpoles, frogs, eels, crustaceans, newts or worms
74 Metallic door in rubble from ancient crashed space craft or bunker
75 Anachronistic complex with plumbing, ruined tools and strangely dressed corpses
76 Lost children who have escaped and seek exit
77 Lost children who are really shape shifters like doppelgangers or hobgoblins
78 Remains of fresh vile demonic ritual
79 Dead mules laden with bundles of priceless and forbidden drug crop or other goods
80 Magical mushroom patch
81 Magical pool shows images of other places and times
82 Magical pool shows images of viewers loved ones
83 Magical pool shows images of evil beings at work on wicked schemes
84 Magical pool heals some wound damage once only if drunk from pool
85 Magical pool acts as magical potion once only if drunk from pool
86 Magical pool reduced age 1d10 once only if drunk from pool
87 Cave formations resemble well known home landscape
88 Huge statue of pre human god
89 Remains of ancient temple with basalt slab covering a pit
90 Rope or ladder goes up or down pit beyond sight
91 Beautiful clear water with ferry dock
92 Tracks with possible rusty mine cart full of junk
93 Tiny shack atop ancient mound
94 Walls filled with frightening monster fossils
95 Stone footprints from some ancient battle with a monster in ground
96 Graffiti covered cave with marks in a hundred languages going back to ancients
97 Calcium formations shaped like well known being or someone explorers know
98 Glowing walls and fungi make a surreal wonderland
99 Spores from caves infect through air or contaminated food causes hallucinations
100 Trees growing with light shaft from above, stone monuments and graves
Under Land Zone Encounters d100
1 Kobolds out laying traps
2 Kobold Kommando squat
3 Kobold suicide bomber
4 Kobold hunters pepper with arrows and flee
5 Goblin spearmen out on patrol6 Goblin mushroomwranglers with sickles
7 Goblins apprentice looking to join party and learn of human magic
8 Goblin beast tribes with either pet bats, wolves, hyenadon, terror birds, dogs, giant boar
9 Goblin druid, wizard, priest, witch, sorcerer or other magician
10 Goblin baby creaming for attention, mother will give gift if party kind
11 Goblin old man begging for coins, laughs insanely if given a coin
12 Hobgoblin cutting giant mushroom or skinning a lizard, easily offended
13 Hobgoblins shapeshifters into rocks surround a half buried chest full of junk14 Hobgoblins as wolves or goats in mountains or even as birds cause trouble
15 Hobgoblins digging or building, easily provoked
16 Hobgoblin halberdiers on the march in iron boots
17 Hobgoblin woman takes a fancy to party member and demands they hand them over
18 Bugbear stalks group, tries to scare or kill party member
19 Bugbear gang looking for trouble or at least food
20 Bugbear sniper with heavy crossbow and careful aim
21 Bugbear thief looks for food and goods but will kill and run if caught
22 Ogre with pet or herdbeast off to feed his critter
23 Ogre with one eye and club and loin cloth, dumb and hungry
24 Ogre mutant with additional features, hated by own kind
25 Ogre Mage with some magical abilities26 Orc troops on quest for evil lord
27 Orc assasin stalks and attacks at opportune moment with poison
28 Orc hunter with dire wolf or prehistoric boar
29 Troll guarding a chokepoint in the tunnel like a bridge and very hungry
30 Troll eating someone annoyed at unwanted gusts
31 Dwarf merchants looking to trade
32 Dwarf beserkers looking for a fight
33 Dwarf adventurers looking for adventure
34 Gnome explorer with automatic clockwork repeating crossbow
35 Gnome building, mining, fishing, mushroom picking, cooking or making stuff
36 Dark Elf assassin scout looking for evil deeds
37 Dark Elf lady magician looking for victims
38 Bright Elf adventurer seeking ancient evils or on a quest
39 Troglodyte hunter with club fighting monster40 Troglodyte witch with degenerate young sons
41 Troglodyte psion hermaphrodite with laser riding devolved quadraped human
42 Mole Men harvesting mushrooms and worms for overlords
43 Goat men looking to sacrifice victims
44 Goat men torturing prisoners to prepare for ritual
45 Bat men cultists stalk and make silent glide attacks at opportune moment
46 Degenerate albino lizard men attack like pack of beast
47 Degenerate albino lizard men serving mad serpent man
48 Lizard men with obsidian edged war clubs and spears hunting
49 Lizard men guards with serpent man
50 Fish men monks hate surface intruders
51 Fish men priest and bodyguards seeking mates, slaves, food and sacrifices
52 Fish men scientists seek lab rats
53 Fish man witch charms men with song and illusion
54 One eyed tribal orcs serving some under land evil lord or cult
55 Hell hound from underworld an menace to all
56 Giant Toad appears as rock, tries to swallow victim whole
67 Giant Cave Chameleon hangs from celing
58 Dimetrodon concealed under rubbish and fungus heap
59 Cave giant (d6 1-2 one head, 3 two heads, 4 three heads, 5 four heads, 6 four +d6 heads)
60 Giant cricket leaps from cover for a nip
61 Giant mole cricket bursts from ground
62 Giant Cockroach clings to wall in disguise
63 Colossal tunnel rat
64 Pack of dog sized giant rats with disease
65 Were rat agent
66 Rat men assassins and warlock spreading disease
67 Swarm with tiny rats, snakes, bugs, spiders, scorpions, etc
68 Dog sized giant ants carrying gold nuggets, pets of some being
69 Colossal ant on the hunt
70 Beetle men halberdiers with giant war beetle
71 Robed wizard actually mas of writhing worms with living spell books made of bug colonies72 lost surface madman out for some crazy quest
73 Giant cave ferrets or weasels
74 Badger men in ringmail, with morning stars, looking for food and loot
75 Giant monitor lizards scavenging on carcass
76 Giant basking monitor lizards swarm like hungry crocks
77 Small Basilisk in toxic polluted cavern territory littered in the dead
78 Bonnacon with body of a horse, head of a bull and deadly incendiary blast from rear (google it)
79 Huge snapping cave tortoise
80 Giant Cave lobster hangs above ledge and grabs victims
81 Lone gargoyle guarding a door from those without password
82 Stalactite like giant carnivorous snails drop from roof
83 Mushroom men in group trance
84 Mushroom man insane looking for composted flesh to spawn on
85 Giant newt or axolotls lurking in or near water
86 Small stone elemental guarding a path
87 Small water elemental guarding a path
88 Small magma elemental guarding a path
89 Zombie soldiers looking for corpses to take home
90 Ghouls, almost human from civilization looking for food but recently dead will do
91 Ancient ghouls with bestial claws, beaks and fur
92 Vampire possibly of exotic humanoid or pre-human species
93 Were snake, badger, lizard or other subterranean were creature offers to join party
94 Hell Cat hunting imps and gremlins or a new evil master
95 Minor demon possibly in disguise on some minor errand, easily distracted
96 Frost Salamander in frozen cave guarding frozen humanoids
97 Angry cockatrice lurking near hazard or choke point
98 Golem on a mission for a distant master, possibly with detection wand
99 Lamia, succubi or evil seductive monster pretends to be trapped victim
100 Degenerate surface folk turned into cannibal clan

need draugr and revenant
Gremlins tease party, break into taunts when part aware of them
Gremlins with petty magic douse lamps and light sources for fun
Gremlins break into food and water supply

I'll end up with a animal and humanoid table separate later



Under Land Loot and Item Examples d20
1 Primitive compass made from coconut, bucket and iron bar
2 Glass orb on chain with luminescent material that acts as lamp
3 Miners helmet lamp, dead bird in cage and air filter mask
4 Heavy crossbow with grapple line and 100 ft spidersilk line
5 Huge egg of some kind needs some more time to hatch
6 Magical ochre summons normal animal if painted on stone
7 Valuable giant coloured crystal
8 Calcified body part or critter mineralized as semi precious stone
9 Badger ring allows to adopt badger (or other) form once per day for 1 hour
10 Quality weapon or armour
11 Dark vision goggles with fold up tinted lenses
12 Skull gives owner visions of past rituals
13 Bat tiara summons 2d100+50 harmless bats once a day
14 Healing crystal slightly increases natural healing rate
15 +1 obsidian dagger
16 Baby war fungus, grows into rhino sized headless bind horror that loves owner
17 Dark elf shroom leather cape, helps to sneak and hide in darkness
18 Concealable wrist repeating crossbow shots, tiny bolt,must be exposed to shoot
19 Obsidian returning edged boomerang can cut rope or start a spark on impact
20 Dark elf helm, can sense faerie magic or gates, gives glowing unearthly eyes

The last one a painting has a good feel


Sunday, 3 March 2013

Cyborg Hunters of the Beaver King


Gamma game log


Dave Stark - exile from colony of supermen with a bolt action rifle
Amelia Airgut - goose woman aviator with las pistol and flair pistol
Rusty Dogman - nomad survivor with uzi


A few characters gathered in Beaver Dam and considered what to do. The forbidden airstrip seemed worth a visit only 4 miles down the duralloy road. So the came up to the razorwire electric fence and cut a hole. Crossing the manicured grass near an out building Amelia Airgut, lasered the door opened. The trio burst in and sealed the door while four sec bots approached with another bigger barrel shaped bot with 8 tentacles.

The dusty reception room had a service robot and a closed stationary cupboard. Inside was a mummy with a case full of ID and a type IV military contractor ID. Several offices with a suicide victim with gun, a man crushed by his massage chair and a map of the airstrip and companies controlling the airstrip. Next was a repair bay annex to roller door and lost baggage for a small rural airline. As the approached the stacks of bags, a security bot attacked proclaiming humans breaking law by being alive. A battle started and despite SMG and las fire easily stunned the party with 4 tentacles. The party were restrained while robot called for back up to interrogate party. Daves pocket laser got him free, while Rusty chewed his bonds and Amelia tried her best to use her vibro knife. They pounced and Dave just finished the bot with Amelia's dropped laser while the others were paralyzed again.

Searching the bags went for hours and when the found a portable xray scanner to speed things up. Eventually Dave had a pram load of suitcases. Amelia has a powered wheeled trolly fully laden and Rusty was on defense. They bolted for the fence and bots came out. Whith a struggle through clouds of tear gas the group broke out and fled home. Beaver land merchants were pleased and the party gained, batteries, laser pistol, gas mask, plastic armour and a grenade each. They got functional needler and teargas grenaides from the airport sec bot. Plus shiny new tracksuits and business suits of the ancients.

With a few days to recover they planned to go to the Barony of Horn past their home island on the way. Amelia recruited a blushing teen beaver named justin as a mechanic. Dave recruited two steampunk hillbillies - one a hunter named Abe the other Vern, a technician. Rusty recruited some ferals - a brown bear, a bobcat, a bitch from the local swamp.

Dave Stark - exile from colony of supermen now with laser
 -Abe the hunter with a bolt action rifle
-Vern the steam technician with a light slug pistol
Amelia Airgut - goose woman aviator with las pistol and flair pistol

-Justin Beaver the mechanic with a light slug pistol
Rusty Dogman - nomad survivor with uzi and laser

 -Bob the Bobcat with infravision, energy absorption, biter, sneaky
-Bear the brown bear 21 STR enhanced, biter, tracker
-Lola the dog woman expert scavenger and trap finder


In Amelia's balloon the party spotted a white robed man fighting a giant catfish from his teeny dingy. They pulled him up and he was a healer. On King island they landed at their old village and rested. Dave went to the Genetic Infantry bunker and they talked, the first person to have done so in decades. The party and militia set up camp at the Red Death bunker entry. They were surprised how run down the camp was with no guards. After last battle the evil gang had halved in numbers. Sneaking into the entry they saw several guards.

A crossbow holding guard called Pepsee stepped out to speak and the party lasered him down. As his comrades stepped out to return fire Dave grenaided them, driving back their croc-o-cow abomination on a chain named Glaarg. Harry a hopping rabbit man with a light semi auto kit rifle was hopping about firing his light but annoying weapon. Wendee Hotdog an ugly chamo skinned mutant woman tossed and missed with a poisoned javelin. Rusty's animal pals swarmed Wendee, while the rest gunned down Harry. Rusty's pets ate well. Creeping into the bunker deeps they began opening long sealed chambers with Amelia's force knife. The found a supply lab with a good stash of energy cells and parts. An AI room they sealed and left. A android vat and brain borg android controller. Amelia dialed up a brain android and resealed the room for a months time when ready. Found a shooting range with training bot that would reload their slug throwers and would lend them light slug guns for practice.   Ignored the biolab and the music room and opened up a vault of 750 frozen ancients. Resealed and moved on. Finally they crept through the hydro lab and garden into the leaders chambers from the rear. Amelia sneaked off and went a different way with plucky Justin.

Abe snuck ahead with a dagger and silent needler and stabbed an abomination with a silent kill stab. He tried the next sleeper while the gang of killers ate, and stabbed cyborg plasteeel and duraloy instead of yielding flesh. The cyborg awoke and screamed. Kolkut, a bullet headed grey mutant in riotgear and bat stepped into the sleepers room and Jack caught his eye. Amelia threw a grenaide right next to the main bandit leaders killing the metal clawed doctor and the mutant seer Scar as well as injured the rest. Dave and rusty hosed Kolkut with 9mm and lasers till he exploded. Kazra behind him returned laser fire. Khan Redhand with a Forceblade attacked Amelia and his wife with a chainsword went for Justin.  Falco a wounded bird head ran out the bunker to be killed by musket fire outside from the militia. Abe kept wrestling the cyborg who wasted more laser fire ineffectively. Amelia zapped the Khan and injured him enough to think twice and made him run. His wife went after him. Kazra fled too while a dog pile of followers trapped the cyborg and tore off his arm.

The bandits surviving fled outside and the khan went down in a volley of muskets. His angry wife was gunned down by Rusty's SMG and only Kazra escaped to possibly be rounded up later. Villagers happy that now only undead here a problem and the healer offers to revive the sleepers. They found the bandits had been eating from frozen animals and seed stock in the base cryovault. Villagers extracted the plans and home base for the legion of Gold from the cyborg. With some new grenades and weapons the gang wave goodby and flew to the Barony of Horn near Chi-Cargo deathlands. Met other members of the beaver special branch (rest of the party) in court. The Barron knighted the party and accepted their atomic cell as a gift towards loaning a them an aircar (for a moon mission for king beaver).

Combat went much faster. No original characters left. Followers big fun. Will run one more at bookshop and some extra missions at fortnightly home game. Two players absent. Good to use gang I designed 4 months ago. Free baked goods regular.

Next session - Legion of Gold and a trip to space

If i feel like it could take party to Oz on return.

Thursday, 28 February 2013

Long Stair Dungeon Style Zones part 11 Sunken City


Im back from meatspace
Net fixed, well enough to get up and eat more which isnt so great after weight losses of last 6 weeks. At least medical treatment reminds me its ok to feel shitty. Mom outa coma and fighting with dad crazily so that's been good.

Wrote some stuff offline here is more:


Sunken City Zone
A half sunken city of ancient lost races. Partly reached through old pirate and smuggler caves on the upper levels to increasingly submerged ancient city ruins. Some sections need to cross water or dive to reach. Many sections flooded and inhabited my marine races who prey on humans. Whole sections are flooded and accessible only by water breathers. The water is populated by all manner of deadly marine creatures. Some areas are submerged by tidal waters and are covered by coral and barnacles. They may also be flooded or blocked off by tidal water level shifts and can trap explorers. Some areas are messes of smashed ships. Some report exploring the innards of a great sea beast with a settlement of the damned within its gut. The city seems like long lost surface civilizations while others seem to belong to degenerate fish men cults and there forbidden gods. Creatures of the zone notorious for using charms and desiring inter-species reproduction. Some monsters are kin and slaying one may attract hate from some sea monster, creature or god.
 

Sunken City Hazard d20
1 Water swarming with piranha
2 Electric eel swarm
3 Sharp slippery coral and shellfish
4 Poison Jellyfish or octopus swarm
5 Swarm of hungry crustaceans cling to every surface
6 Flood of tidal water
7 Salt deposits hide pit with rotten diseased bog of black mud
8 Crumbling wooden walkway over water
9 Wooden jetty, raft and water crossing
10 Trident launching balistia trap
11 Huge net drops on party
12 Tentacles reach from the deep
12 Poisonous razor sharp shellfish
14 Putrid rotting sea creature carries disease, parasites and horrible stench
15 Dying diseased sailors beg for help
16 Beartrap clamps foot, chamber slowly floods
17 Every surface a squirming living horror
18 Boiling steam geyser erupts
19 Prehuman altar calls guardian if defiled by outsider
20 Statue fires trident or darts

 

Sunken City Mystery d20 
1 An old sea log in a sealed chest
2 Sodden ancient scrolls with fragments of arcane lore
3 Stone tablets with elder lore
4 Brine pickled swollen corpse with
5 Bottle with treasure map
6 Pirate corpse with multiple swords in back
7 Sinister wooden carving attracts sea monsters
8 Wooden idols depicting outsider explorers
9 Strange tools and items of fish men
10 Green strange idols brings nightmares to thief
11 Jade tablet with ritual to contact fishmen gods
12 Fishmen carrying captive flee to nearest water
13 Stone idol and altar covered in blood
14 Pirates carrying sea chest
15 Marooned pirate with gun, water keg and starving
16 Fishmen offer cursed gold idols
17 Woman begs for rescue, really fishman hybrid witch seeking a mate
18 Mozaic tile depicting ancient city and its rulers
19 Stoned fishman chewing strange sea weed
20 Explorer seeks secret of immortality from ruins


Sunken City Zone Above Water Encounters d100
1 Stranded pirate
2 Pirates seeking treasure
3 Crazed shipwrecked killers
4 Marine troops on lookout for prisoners
5 Convict scum trying to escape
6 Explorer gentlemen out for kicks
7 Maiden escaping captors seeks protectors
8 Witch-fish-folk-hybrid with pet small water elemental
9 Gladiators with net and tridents various gender
10 Lady pirates out for trouble
11 Treasure hunter thief band
12 Lifeboat load of common folk, some with secrets
13 Cultists seeking relics and victims
14 Zombie sailors cursed to never know peace
15 Ghouls pickled in brine

16 Sea Amazon
17 Crazed shipwrecked killers
18 Stranded maiden
18 Mermaids tempt closer so they can smash skulls on rocks
19 Mermen looking for some guys scaring there women
20 Mermaid in human form looking for love in wrong places
21 Selkie maid tempts men to there doom using a local hazard
22 Selkie maid in trap crying with club wielding sealers approaching
22 Selkie men looking for women or possibly a fight
23 Were walrus beserker with two axes fighting style

24 Tako octopus faerie folk adventurers looking for shiny stuff
25 Tako octopus royalty looking for interspecies love with humans
26
Tako octopus drunk wizard, crying writing poetry, magic gourd
27 Reptile men looking for loot and adventure
28 Reptile men guarding serpent man warlock seeking ancient mysteries
29 Young sea hydra
30 Fish men warband seeking food, lab test subjects, sacrifices and mates
31 Fish man witch charms men with magic songs and illusions
32 Fish men and small shoggoth on patrol
33 Sirens try to charm men for food and sex
35 Metalic birds shoot metal feathers
36 Harpy band spread disease, like to shit on foes while feeding and relaxing

37 Harpy Witch desires a mate, has pet giant sea vultures
38 Atlanteans, sea breathing humans from depths of the city surface seek trade
39 Atlantean warrior seeks to join surface party
40 Atlantean sorceress and otter familiar seeks to learn of surface world
41 Sea elf pirate band seek to drink and swap looting stories
42 Sea elf sword maiden and tako pirate sidekick
43 Sea elf dolphin rider seeking her mount
44 Sea elf knight hunting pirates who stole his sweetheart

45 Pirates and seamen prisoners building a gallows
46 Shark man insane beserker
47 Were sea snake shepherd with lovely daughters offers hospitality
48 Smugglers with goods and muskets pull back when they see you
49 Tako and smugglers making some deal
50 Sea spirit folk peacefully seek trade
51 Cyclops men with tridents and nets looking for a fight
52 Sea Troll erupts from salt pit
53 Selkie trapped in well by curse aid with healing, she cries lots and is lonely

54 Sea Ogre with barnacle covered anchor for a club with sack of gold
55 Salt encrusted sea ghouls burst from salt pit
56 Ghost seeks body to reclaim treasure
57 Zombie shark man on killing spree
58 Merman werewolf looking for victims to kill
59 Kraken tentacle pokes up through drain
60 Kobolds carrying brass and leather diving suits and air pump
61 Dwarf pirate guarding his loot
62 Hobbit thief looking for goodies to steal, very good diver
63 Were crocodile with 2 handed sword and bite style seeks blood
64 Were shark warrior, blood makes him insane beserk monster
64 Were shark fishwife seeks rescue, likes to eat lovers after sex
65 Sea nymph seeks lovers, has sea serpent familiar
66 Squid men cultists in robes desire a sacrifice to their mad sleeping god

67 Fisherman looking for monster to slay to prove he is best
68 Automaton bronze woman warrior built by a god, lost and deluded

69 Sea hag with pet monsters or cultists or monster race sidekicks
70 Lost fisherman sucked down a waterspout now here
71 Otter men devouring some giant crustaceans, offer you to join them
72 Crab men building sand castle
73 Crab men menacing a staked out sacrifice
74 Hermit Crab man pirate with regular crab men goons
75 Witches communing with elemental powers very resentful at being seen
76 Turtle man old monk/nun offers youn wisdom
77 Turtle man and Tako having wizard battle
78 Turtle assassin cultists with were rat master on a initiation test
79 Sailor burning hair and herbs to scare off monster, trapped here
80 Sea spirit folk meet you to deliver message from the sea gods
81 Kelpie in horse or maiden form, lures into water to kill and eat
82 Lagoon monster, lonely craves mate
83 Giant lobster or crab attack
84 Prehistoric sea scorpion crawl from pit to attack
85 Small cranky plesiosaur attacks through well with long neck

86 Chrome humanoid automaton with freeze ray and stockpile of frozen sea food
87 Fish spirit folk appear as tribals, suspicious of meat eaters but could trade
88 Giant octopus guards passage
89 Giant sea serpent hungry for morsels
90 Barnacle encrusted skeletons with pirate swords attack for loot
91 Floating jellyfish swarm drifts through air
92 Angry trapped elemental beast formed of water, serpent most common
93 Eel man assassin stalks party for moment of weakness
94 Mixed beastmen races of sea beings in a bandit gang
95 Huge squid attacks through well or open water
96 Salt vampire - drains salt from bodies by touch, made of pure salt with evil spirit
97 Steam era ship crew somehow lost here, cartridge rifles with bayonet's
98 Mysterious diver jumps in water leaving boxes of useful goods for party
99 Mummy caked in salt, from ancient civilization
100 Dolphin spirit folk disguised as bard, loves self and own reflection, laughs too much

Sunken City Zone Below Water Encounters d100
14 Zombie sailors cursed to never know peace
15 Ghouls wrapped in seaweed and covered in barnacles
16 Mermaids tempt closer so they can smash skulls on rocks
19 Mermen looking for some guys scaring they're women
20 Mermaid in human form looking for love in wrong places
21 Selkie maidens lure party to hazard
22
Selkie men hunting
22 S
ea-draug undead warrior from sunken barrow or boat
23 Were walrus beserker enraged at humans in his turf

24 Tako octopus faerie folk adventurers looking for shiny stuff
25 Tako octopus fishermenwith nets and spears
26
Tako octopus drunk wizard, crying writing poetry, magic gourd
 27 Marine Reptile men looking for loot and adventure
28 Marine revenant from sunken ship cursed to live as undead29 Giant eel attacks from rocks
30 Fish men hunter seeking food
31 Fish  man monk ouraged by intrusion into fishy realms
32 Fish men and small shoggoth on patrol
33 Fishy sages offer advice and magical knowledge
35 Newt man sorcerer annoyed at upstart race
36 Narwhale will befriend maidens and otherwise unimpressed

37 Swordfish or sawfish or morningstarfish or other strange melee weapon fish
38 Atlanteans, sea breathing humans from depths of the city surface seek trade
39 Atlantean warrior seeks to join surface party
40 Atlantean sorceress and octopus familiar seeks to learn of surface world
41 Sea elf pirate band surprised to find surface folk
42 Sea elf sword maiden and tako pirate sidekick
43 Sea elf dolphin rider seeking her mount
44 School of thousands of tiny fish or cuttlefish or harmless jellyfish

45 Peaceful marine turtle
46 Shark man insane beserker
47 Were sea snake hunter
48 Peaceful dugongs or sea cows
49 Tako and smugglers making some deal
50 Sea spirit folk peacefully seek trade goods
51 Sea spirit folk peacefully seek trade goods for wives
52 Sea Troll hides in ship wreckage
53 Marine crocodile is tempted by meat

54 Sea Ogre with claws and appetite
55 Sea ghouls burst from muck covering floor
56 Ghost from the undersea underworld kingdom
57 Zombie shark man on killing spree
58 Merman werewolf looking for victims to kill
59 Kraken tentacles ambush party
60 Kobolds carrying brass and leather diving suits and air pump
61 Dwarf pirate guarding his loot
62 Hobbit thief looking for goodies to steal, very good diver
63 Were crocodile with 2 handed sword and bite style seeks blood
64 Were shark warrior, blood makes him insane beserk monster
64 Were shark
65 Sea nymph seeks lovers, has sea serpent familiar
66 Squid men cultists in robes desire a sacrifice to their mad sleeping god

67 Dragon Turtle swallow party, dungeon inside of wrecked ships
68 Giant Fish tries to eat party

69 Sea hag with pet monsters or cultists or monster race sidekicks
70 Tylosaurus
71 Icthiosaurus
72 Crab men with nets trapping food for tribe
73 Barracuda attack
74 Hermit Crab man tinkerer selling trade goods
75 Witches communing with sea serpent or fish men
76 Turtle man harvesting sea weed and jellyfish and cuttlefish
77 Turtle man and Tako having wizard battle
78 Turtle assassins on mission, kill all witnesses
79 Shark attack
80 Sea spirit folk meet you to deliver message from the sea gods
81 Kelpie in horse or maiden form attacks to kill and eat
82 Lagoon monster, lonely craves mate
83 Giant lobster or crab attack
84 Prehistoric sea scorpion
85 Small cranky plesiosaur attacks

86 Sea Dragon passes by or even meets in human or fish form
87 Fish spirit folk appear as tribals, suspicious of meat eaters but could trade
88 Giant octopus guards passage
89 Giant sea serpent hungry for morsels
90 Barnacle encrusted skeletons with pirate swords attack for loot
91 Jellyfish swarm drifts through air
92 Angry trapped elemental beast formed of water, serpent most common
93 Eel man assassin stalks party for moment of weakness
94Huge man o war with hundreds of feet of tentacles passes through area
95 Huge squid attacks like a wolf
96 Huge octopus or nautilus or ammonites attacks
97 Steam era ship crew trapped inside submerged metal boat hull or diving bell
98 Mysterious diver with electro harpoon gun wants to escape in sub
99 Giant Clams clamp feet and crush
100 Dolphin

Sunken Kingdom Loot and Item Examples d2
01 Chest of navigation tools
2 Chest of sailors loot and clothes
3 Chest of passenger with fine clothes and jewels
4 Chest with flintlock pistol, powder, flints and shot
5 Barrel or rum or water or molasses or tobacco
6 Doctors chest with medicinal drugs, tools and a medical book
7 Chest filled with cutlasses and daggers with scabbards
8 Chest filled with dried sea rations for 2 months
9 Lucky fishhook always 1st catch of day is large and quick
10 Folding inflatable raft made from wood and animal skins
11 Weapon or armour of quality +1
12 Magic weapon or armour +1
13 Magic water flask provides one person daily needs
14
Green strange idol brings nightmares to owner
15 Cursed gold relics of fish men
16 Potions of water breathing 1d6 doses
17 Healing sea weed if chewed, reduces aging but it attracts snakes
18 Dream weed gives smokers addictive dreams that contact otherworldly beings
19 Wax tablet that calls fish men if thrown in the sea
20 Mask of the sea lord – tentacled mask allows breathing water, permanent 3
rd use

cacodaemonia.deviantart.com 
best pic ive seen in ages!

Wednesday, 27 February 2013

Long Stair Dungeon Zone part 10 Glacial Citadel

Apparently my net will be up at home soon and i can bill everyone I've meant to for last 3 weeks and pay my new expensive Doctor.

Have 95% of all the redbrick content almost ready to publish. Have made more system neutral. Needs layout and a few edits - about 36 pages of tables and maps. Will select a few readers to read proof copies. My monsters now conform to wikipedia folk lore entries more than game books.

This zone is for the cave man fans. The ruined stone ancients are what a Clark Ashton Smith or Howard or even HPL might describe. My tower dwelling stone age wizards inspired by a few things: I like to think of them as Stone age Melnibonians. Dragon 68? i think did a stone age DnD setting that has floated in my mind for 30 years I should hunt down.

Doing a cavern and a sunken city yet with complete the deadly dungeon dozen zones.

Glacial Citadel Zone
A huge tunnel filled glacier with inhabited by remnants of  species and peoples lost since prehistoric times. Giants, trolls, ogres, goblinods, troglodytes and cave men tribes battle for supremacy with mostly stone age tools. Evidence of more advance inhabitants who have come exploring abound such as frozen over shacks, camps and even a complete viking town have been discovered. Twisted strange buildings and towers of basult  from some lost age of stone age sorcery. Upper levals are open wind blasted wastes crawling with hungry preditors.
Glacial Citadel Weather d100
01-4 Extreme cold and wind and snow and other worldly monsters

05-14 Extreme cold and wind
15-25 Extreme cold and wind and snow
26-35 Extreme freezing cold snap
36-30 Light snow particles
31-40 Heavy snow particles
41-49Wet ice slush, sleet, hail and running water
50-94 Regular cold, below zero
95-100 Uncommon warn spell, a bit above zero, some running water
Glacial Citadel Hazard 1d20
1 Huge chasm

2 Huge chasm with fragile bridge
3 Fragile icicles rain down on any making a sound
4 Ball of ice rolls down passage
5 Ice wall seal section off
6 Fragile ice over hidden water or a pit
7 Slick ice almost impossible to grip, surrounded by pits and icicles
8 Soft snow covers icicle filled pit
9 cliff requires climbing
10 Cold snap zone slowly kills
11 Super cold moving water or waterfall blocks way
12 Super cold water with fragile ice bridge blocks way
13 Frozen monster will burst free if heated
14 Regular camp site with remains of fire and cooked bones
15 Ice Mummy or elder undead begs for help to free him from ice crypt
16  Floor collapses to lower level
17 Monster lair with various beasts
18 Unstable ceiling vulnerable to sounds
19 Stone monolith blocks passage
20 Settlement of some kind, possibly still inhabited

Glacial Citadel  Zone Mysteries 1d20
1 Cave art on stone wall of animals and spirit beings

2 Viking rune stone describing expedition here
3 Art depicting vikings and cave men meeting
4 Stone houses with deep hearth pits and burials
5 Sealed stone wizard tower
6 Frozen explorer corpses from far away
7 Friendly snow golem offers help (weak and not too bright or dirty old bastard)
8 Sleeping ancient in ice coffin
9 Shaman relics and mummies, possible with spirit guardian
10 Ice sarcophagus with giant corpse
11 Frozen animal (mammoth) carcass or food cache
12 Stone buildings of ancient cave folk
13 Remains of wooden boat with frozen dead crew
14 Two tribes of monsters skirmishing and abusing each other
15 Huge stone or ice tablets with arcane knowledge
16 Frozen elder god in magical slumber, do not disturb
17  Ice statue of great beauty - scene or person or creature
18 Mostly ground down stone idol of elder civilization
19 Giants goods, huge stone and ice tool and weapons
20 Stone circle or giant carved monolith
Frozen shoggoth with something interesting inside

Tribe generator
size and composition


1 1d6 hunters or gatherers group or immediate kin
2 2d6 family group or war band,
3 3d6 extended family group, one minor hero
4 4d6 tribal group, one minor hero and minor magician
5 6d6 extended tribal group, boss plus one minor hero and minor magician
6 8d6 large tribal group boss plus one major hero and major magician
7 10d6 regional tribe, 2 boss plus two major hero two major magician
8 20d6 mega tribal linguistic group, 3 boss plus 4 major hero 4 major magician
every major hero has 2 minor hero flunkies or guards

1 Tribal Humans – plain nomad and arctic nomads dwell here with simple tech – often friendly
2 Caveman – 5-8 ft tribal pre homo sapiens who never came out of their caverns
3 Morlock – 5 foot savage but advanced molemen who herd humans as meat and slaves
4 Troglodyte – 7 foot hideous cave dwelling devolved savages
5 Abominable Snowman – 8-12 foot huge snow and cold adapted ape men, some cannibalistic
6 Were Beast – wolf, bear, polar bear, owl, raven, rat, weasel, eagle, horse, many kinds
7 Vikings – invaders who come for killing and treasure
8 Hyperborean – 6 foot winged men and sons of the wind, master archers
9 Kobold – 3 foot blue skinned ice kobolds are more into pits and snares and dead fall traps
10 Goblin – 4 foot curious and greedy Ice goblins crave calories more than gold
11 Hobgoblin – 5 foot tough and hard working goblins but angry and easily insulted, some shape shifters
12 Bugbear – 7 foot giant goblins who love to ambush and stalk and sneak and scare
13 Orc – 6 foot savage humanoids spawned by evil wizards and dark rituals for troops, many cyclops
14 Ogre – 8-12 foot Local ogres here are dim witted bloated with tusks and horns
15 Giant – Local Cave-giants about 9-14 foot, Ice-giants 30 foot high, Cyclops-giants 20-40
16 Dwarf – Some are Viking like most here are savage tribal with best crafts stone age has to offer
17 Elf - Some are more like celt or norse invaders, others native wild savages who hunt
18 Troll – Cave trolls, Ice trolls, Chaos trolls and even civilised arcane trolls have been found here
19 Beast Men – various types but goat, wolf, cat, dog, weasel, rabbit, hyena, elk, fox most common
20 Spirit Folk – kinfolk to spirits of a type of plant or animal or natural feature, magical shapeshifters

Animals on the glacier
Rabbit, Hare, Deer, Goat, SheepPonies, Bactrian camels, Rodent, Beaver, Bear (black, brown, polar and cave), Penguin, Carnivorous bird, Walrus, Sea lion, Narwhal, Killer Whale, Yak, Mammoth, Woolly Rhino, Sabre-tooth cat, Bobcat, Snow Leopard, Tiger, Ice Ape, Fox


Glacial Citadel  Zone Encounters d100
1 Starving mad men developing wendigo traits ask to join

2 Ice zombie guardians attack outsiders
3 Viking expedition possibly friendly
4 Viking beserkers on mad killing spree
5 Ice Mummy in sarcophagi awaits intruders
6 Ogre hunter feeling hungry
7 Ogre band looking for battle
8 Spirit in shaman relic tries to possess intruder for quest
9 Ice goblin war band with harpoons with lines
10 Albino Hobgoblin tribals with clubs offended by intruders
11 Ice bugbear hunter up for meal or a good scare stalks party
12 Ice bugbear warriors stalking enemies detects party
13 Ice snake - a woolly furred anaconda lurks near doorway
14 Glacial rats size of small dogs in hungry pack
15 Frost hound seeks victims to terrify and drive into hazards
16 Orc tribal warriors with clubs and spears and axes
17 Ice troll patrolling for food or a good fight
18 Furious Ice ape attack
19 Ancient ghouls more bestial with 1d6 beak & claws, some feathered some furred
20 Troglodyte war band looking for victims
21 Dwarf vikings looking for giants to kill or a poetry battle
22 Frost salamander seeking hot targets to kill
23 Giant ice lizard lurking under snowbank
24 Polar bear follows party out of curiosity, might be tempted to ambush straggler
25 Eskimo tribesmen on heroic quest with wives and igloo offer hospitality
26 Morlock explorers looking for humanoid prey with muskets
27 Morlock with steam sled and long range musket
28 Lone wolf follows and howls for pack
29 Wolf pack ambush and try to chase away pack animals
30 Dire wolves spot and burst into a charge attack
31 Lost explorer just thawed out from frozen slumber
32 Were wolf pack offer peace then transform up close
33 Were polar bear viking looking for a new male companions to join
34 Were fox maiden offers party her warm yurt to rest in and food
35 Giant beavers at work on complex hide in water if party threaten them
36 Swan maidens relaxing by thermal heated pool
37 Giant Ice weasels stalk then swarm party
38 Ice scorpion blocks corridor
39 Giant albino carnivorous penguins
40 Shoggoth crying out for its long lost masters
41 Frozen old ones will revive if warmed
42 Winged hyperborean men with javelins and bows looking for adventure
43 Winged hyperborean wizard with wind magic assumes party are monsters
44 Ice giant savage looking for any food or things to make tools from
45 Ice giant youths looking to prove selves but not very determined
46 White Minotaur berserker out hunting for a good ice labyrinth
47 Ice Giant warrior in viking kit with steel arms and armour
48 Cave men tribals suspicious but possibly will trade
49 Cave men try to buy women or slaves if refuse stalk and try to steal
50 Cave man sorcerer, druid or shaman with pets
51 Cave men ladies offer free love
52 Cave men hunter friendly may act as guide
53 Were seals looking for love or dinner
55 Cave man hero with polar bear and magix axe hunting monsters
56 Wendigo possessed hunter tries to join party
57 Gop-keh an intelligent 6 legged woolly rhino with claws and teeth
58  Ice statues guarding door or item attack
59 Ice golem on insane killing spree but very slow
60 Wendigo cult seeking sacrifices and mates for canibalistic ritual
61 Snow golem horde ineffectively attack, weep as they die
62 Very very slow bronze golem stalks party
63 Giant eel attacks from under frozen ice
64 Abominable snowmen chase party for food
65 Frozen zombies under ice spring to life
66 Ice skeletons with spears in formation guard the path
67 Ice elementalist seeks retainers to replace old ones for quest
68 Ice gnomes in deer sled offer food and directions
69 Arctic cat spirit
70 Sabre tooth snow leopard ambushes party
71 Woolly mammoth suspicious of humanoids (possible miniature variety)
72 Woolly rhino smells flesh eaters (possible miniature variety)
73 Auroch giant bull, chosen of a god hates 2-legs
74 Chimera hybrid of arctic species eg walrus-elk-lion
75 Were walrus warrior beserker
76 Elf hunter offers advice
77 Elf tribals offer food and sex
78 Were owl ambushes from above
79 Ice stirge owls swarm on party for blood
80 White raven bird men tribals like to chat and trade
81 Eyekiller demon, an owl-bear-snake with charm or energy beam eye rays
82 Small air elemental throws up white out snowstorm and attacks
83 Small water elemental bursts through ice to attack
84 Small ice elemental explodes through ice wall and attacks
85 Flightless carnivorous man sized birds with snow chamo hunting
86 Small ice elemental in ice maze, hides and creates walls behind party
87 Ice lions hunting but will follow from curiosity
88 Lesser Ice demon with trident looking for slaves
89 Ice Imp with snow goblin followers greedy for loot
90 Hyena men looking for scavenger food or will follow party and join next fight
91 Hyena man with huge hyenadon
92 Walrus guarding open waterhole suspicious party want to eat them
93 Ancient undead ice wizards who serve wendigo
94 Wendigo himself fills the sky and passes, causing a white out blizzard
95 Lion man hunter looking for heroic deeds and friends
96 Ice witch and her pets (perhaps reroll or a demon or chimera)
97 Cyclops men tribals with rocks and clubs, possibly with sheep or goats
98 Griffon Nest - parents increadibly hostile
99 Cyclops ice giant just wants pets and friends who never leave him
100 Spirit of ancient explorer asks heroes to finish a quest or return message to true love
Glacial Citadel Loot and Item Examples 1d20
1 – Bundle of valuable furs
2 – 1d6 cages of tiny furry critters with nice fur
3 – Bundle of traps and a skinners knife and salt
4 - Set of high quality butchers tools
5 - Collection of carved tusks
6 - 1d6 Vials of acid or oil or poison in leather sack
7 – Barrels of beer or whine from giants or vikings or explorers
8 - A delicious food supply of blubber, barley, dried seaweed, dried fish
9 – A weapon made from solid ice, lasts 24 hours if temp above zero
10 – Semiprecious stones or crystals or sea shells
11 - +1 weapon of fine quality flint or wood and hide shield or armour
12 - +1 Shield or piece of armour of stone age tech
13 - Cursed weapon of fine quality viking or caveman tech, some gigantic
14 – Bag of snowstorm – if released fills a hundred yards across with whiteout blizzard
15 - Bag of provisions, every day contains dried blubber, seaweed, barley and fish for one
16 - Magic Ice – keeps a cubic foot of stuff below zero
17 - +1 viking armour or weapon
18 - Bottled ice imp  will serve rescuer for a month
19 - Scroll of protection from cold charm, keep campsite at above zero
20 – Icicle javelin one use magical damage used by ancients as weapon

Stone Wizard Tower table 1d20
1 gateways to another worlds in arcane laboratory

2 ancient lich from the dawn age with lab and treasure
3 treasure with magical trap
4 treasure with magical curse
5 vat or apparatus with awakened monster spawn
6 collection of mummified long gone species
7 art gallery of ancient life in the stone city of wizards
8 zombie or ghoul guardians in finest stone age finery
9 ancient wizard ghost offers to enchant party items in return for a quest
10 mummy wizard with zombie concubines angry at intruders
11 huge collection of shrunken heads and sophisticated stone tech tools
12 undead mammoth guards bottom level, protects necromancers stone tablets
13 huge library of stone tablets of arcane lore and family trees of gods and spirits
14 hideous artifact of elder gods guarded by ancient familiar grown huge
15 still preserved bodies in huge apparatus, could be revived
16 stone and crystal sealed crypts with sleeping ancients
17 mummified corpses and resurrection apparatus with pits for failed attempts
18 gibbering white furred apes and evidence or breeding program gone wrong
19 magical summoning symbols for demons or elemental
20 magical relic to commune with long forgotten being

Barrow Mound Table 
1d20

1 remains of ancestral shrines
2 Skeletons with stone weapons

3 Zombi guards defending rich burial
4 Evil shadows arise from crypt to defend good relic
5 Barrow wight warrior and former hero wit magic blade
6 Wraith arises from pit to guard semi precocious stones

7 Minor spirits try to drive off intruders with fear aura
8 Spirit possesses intruder to for fill quest
9 Ghouls devouring graves furious at being disturbed
10 Elves have adopted the mound as entrance to kingdom
11 Goblinoids have adopted the mound as entrance to kingdom

12 Undead megafauna guardian of great treasure
13 Druids dwell here as guardians
14 Undead giant arises to punish intruders
15 Troll has a nest here hides under treasure and bone heap
16 Ogre lairs here with treasure from victims and barrow
17 Dragon or wyrm nest on treasure heap
18 Crawling with mischievous kobolds or gremlins
19 Occupied by monster or animal as lair
20  Dug up and defiled now Hag lair with potion filled cauldron

Monolith Table 
1d20
1 dream monolith dream of past rituals and contact a forgotten god

2 resurrection stone reincarnates body left on top plinth on henge anew
3 spirit stone contains entities looking to possess a body
4 faerie stone contains a hidden kingdom of elves, trolls, dwarves or other beings
5 market place where many beings meet to barter in peace
6 arcane monolith has spells inscribed
7 ritual instruction for blasphemous and horrible ritual to gain power
8 evil summoning spot for outer plane beings
9 summoning place for elemental beings
10 summoning place for elves, giants, other beings or even animals
11 calls beings from the stars
12 are living sleeping rock beings of wisdom and compassion 
13 are living sleeping rock beings that drink blood and crave worship
14 spirit rocks will talk if offered libations of drink and food offerings
15 a great celebration of peace and plenty mixed peoples celebrating
16  a great solemn feast to underworld and ancestral powers, outsiders unwelcome
17 a great blood letting ritual with many races participating
18 fresh remains of some great ritual here, some scavengers have come to pick remains
19 swarming with ancient stone age spirits and zombies enacting past lives
20 gateway to other world with opening ritual engraved