Tuesday, 19 July 2016

Heroes of Xor



So most cases people will want to come from a normal DnD setting and find Xor growing in some distant region or get sucked there through a portal. Another option is to be natives of Xor. Also as normal adventurers die some might need replacing.

Heroes of Xor will not blink at the visceral horror of Xorscapes. The diversity of a normal world will be more disturbing.

Life on Xor.
Food is everywhere but locals struggle to find non meat items which do grow in places and get farmed occasional or traded. Meat of Xor even cut free stays fresh for some time and is highly nutritious. It also makes you connected to the spirit of Xor. Dairy product are also available in form of milk, curds, yoghurt and cheese. Other fluids of Xor are edible but disgust outsiders. Best not to ask sometimes.

Water can be difficult to find and some use and make filters to extract drinkable water from Xor fluids. Some have adapted to drink blood.

Clothing is mostly from Xor skin but clothes and armour can be easily fashioned from slices of undying meat of Xor and are easily replaced every week or when damaged. You can wear your rations! Nudity is acceptable and some people are heavily tattooed and pierced. Piercings are a good way to keep wealth.

Growing up on Xor is often collective. Gender and sexual orientation is irrelevant to Xorians. Some tribes have learned to impregnate orifices of Xor and harvest babies from the Flesh of Xor or just take advantage of places where babies or adults are born naturally. Many creatures can act as surrogate parents and baby sitters. These creatures would give outsiders nightmares but Xorians find them endearing. Communes are standard for tribal folk who collectively raise children. Some places let children do as they please in a separate village then adopt them into adulthood when they reach puberty or pass a test. The perverse villagers, towns and cities are more likely to live as outsiders do.

Water is a common trade item as well as iron or copper or useful metals. Decorative metals are less desirable and seen as outsider tainted. Permanent traders recognize gold and silver as good for trade with outsiders but barbarians are disgusted by them.

Character Classes:

Fighters, warriors and barbarian types are most common. Communities need guardians to defend communities from monsters and to obtain useful materials like arthropod chitin. Warriors know how to fashion and care for living armour and weapons. Paladins and rangers are uncommon and protect Xor from chaos, outsiders, monsters and broken eco systems. Monks are in tune with their own Xor nature and live in peace with Xor, but they are living weapons who protects common folk and sacred places. Monks are often naked and hairless.

Clerics, priests, druids and shamen commune with the world spirit of Xor and try to live with harmony within the living systems of Xor. Many will try to heal wounds in Xor and expunge cancers, bad mutants, outsiders and bad chaos. Undead are especially hated as anathema to Xorian life. Necromancers are despised.

Thieves and rogues are used as scouts and retrieve valuable things without resorting to disturbing or killing Xorian systems that autonomously  defend precious things. Thieves are knowledgeable in manipulating nerve clusters of biological gateways and using pheromones to calm guards and alarms. Bards are welcome and many play sinew and bone or living flesh instruments. They can pacify many threats and keep peoples cheer up and record oral history. Some cultures keep bard brains.

Wizards are knowledgeable on all kinds of arcane knowledge of Xor nature and lore but are seen as dangerous, corrupting and exploitative. They are more common with civilized people but many live in dungeons as bosses with their corrupt monster pets. Sorcerers are more instinctive and less literate. Their hedonistic lives and laziness are deplorable but more tolerated than wizards. Some people think all writing is wizardry.

Dwarves of Xor are hairless, often cannibalistic and live in the subdermal depths. They are masters at shaping Xor growth to make structures and tunnels and dont mind harming Xor to get what they want which causes problems. They are dedicated destroyers of demons, humanoids, chaos and bad mutants which is admirable. Some refer to themselves as morlocks who farm Eloi to eat.

Elves of Xor are of mostly of the blood type or bone type. Bone elves hate most races for being parasites on Xor. They create monsters and inhospitable zones and diseases and even encourage goblinoids. They wear bone armour and worship Xor as a deathbringer of species unfit to live in the paradise of Xor. Blood elves are cannibalistic slavers and drink blood. They are fanged and many call them vampires. They are cruel and murderous even feeding victims as sacrifices to the maws of Xor. Eldren are more peaceful but rare living in beautiful sculptured flesh citadels. Most of these are in ruin and the Eldren are unaware their kind are almost gone. Many used Xor as a means of plane travel so some still leave and arive. They often use metal and outside clothes, tools and technology gained during their long livespans. Eloi are hedonistic mostly clueless beings found in some Xor environments living lives of naked pleasure in some of the most pleasant and safe pockets of Xor or on farms of Morlocks. Al of these types may dislike humans or think of them and other demihumans as enemies but will unite with humans and demihumans vs Chaos, humanoids, ogres, trolls and giants.

Halflings are rare but tend to live near or with humans.  Insane tribes of halfling cannibals are a menace to travelers. Most are greedy for food and sex. More common are hairless guineapig men who are functionally identical and thrive above and below the skin of Xor. The GP folk are more likable and trustworthy to meet in wilderness than the desperate horrible feral halflings.

Gnomes of Xor live in subdermal burrow complexes and live harmoniously with Xor. Unfortunately they are delicious and mostly hide. They can be befriended and they help people but from secret. If you find a waterskin and a bone knife you might in fact be helped by gnomes. Evil cannibalistic degenerate gnomes are a problem and sometimes burrow under a settlement and cause trouble, eating villagers for years before being discovered.

Tako are intelligent octopid fairy folk and some colonised Xor successfully, even living in the fluid tracks and veins of Xor where humans cannot.  They vary in how assimilated to Xor they are from tribal worshipers who defend Xor and attack those damaging Xor to demon bonded chaos cultists. Some humans live peacefully with them others fear them. Some humans want to eat them or enslave them or are jealous of their sexual prowess.

Humanoids, giants, trolls, ogres are all common to Xor, a rival of the regular races forming coalitions against humans and demihumans. This has tended to unite humans and demi humans more. Beastmen work with both sides. The corrupted cancerous insane chaos trolls are hated but non evil types of trolls without madness or regeneration can still be found mostly in hiding. Flesh Giants and cyclopses were once were common on Xor and they hate and eat small folk. They employ ogres, humanoids and cancerous troll to destroy for them (and they eat them as punishment if they fail to bring them enemies).

The cancer trolls were once sane, mortal and one of the high races but when some tribes made pacts with chaos they gained their regeneration powers and now are entirely masses of cancer polyps insane with rage. Other monster people are wary of working with them. trolls are often mutated some becoming shoggoths.



My meat art fashion FB group
https://www.facebook.com/vaguemeatandfashion/

Monday, 18 July 2016

Xor Mutations


Actually not meat, it is art made from silicone

I have been promising to do mutations for years and my longest unfinished posts are about mutations. One approach is to do them like a spell list with levels of power for my long unfinished mutant character class which fits well with my robot/cyborg/psionics as spell lists. Another version abandoned is tables focusing on organs with sub tables. Other is classic randon gammaworld style which im doing here for Xor or chaos typre freaks. They are physical rather than marvel type energy blasts mostly. They are not subtle. In my Gamma Aeon game inspired a bit by Mutant Epoch I had Mutant types from the ones who blend in to humans, to ones thay bred true like a humanoid species to shoggoth like insane horrors. Like Gamma World this version will include defects with a (D).

A few Xor things of interest is I recomend Tyranids from 40k for inspirations for biological horrors. I also realized mindflayers on Xor might be a good faction - their ships looking like amonites and nautilus are interesting to but Id rather have them modify a living being as a vehichle than use wood. Harry harrisons West of Eden had some good biological tech like marine dinosaurs with cavities inside for crew and living dart guns. Also had critters that ate hair - rendering everone hairless on Xox is a worthwhile happening. Shifting pallette of Giger art to meat range works well. But this game worth a look https://www.youtube.com/watch?v=EiohF32yCyM might be good to set mood of a meatscape.

You could put these on any creature or monster

The first table is mostly non functional, cosmetic and gross but you could give a +1AC or a d4 HP or a bonus to swim or something small. The second is a grotesque monstrosity with functional often dangerous abilities.

d10 basic types
1 Facial/sensory
2 Skin
3 Torso/body
4 Abdomen
5 Arms/manipulation
6 Legs/locomotion
7 Mouth
8 Cranium/skull
Organs
10 Brain


d100 Minor Cosmetic Mutations
01 Googly bulging eyes or cyclops
02 Large fleshy snout with huge damp nostrils
03 Eyes can look in different directions
04 Large fleshy shell like ears or no ears just holes
05 Freakish coloured eyes
06 Antenna or feelers
07 Short trunk
08 Compound eyes
09 Night vision eyes like a cats that reflect light in dark
10 Fleshy facial wattles like chicken or turkey
11 Hairless all over
12 Dripping wound like sores

13 Dry scaly flaking skin
14 Boils or lumpy skin texture 
15 Slimy wet skin
16 Transparent skin
17 Burnt looking scabby skin
18 Wrinkly crinkly skin
19 Bristles in patches likes on ears, chin, whiskers or nose
20 Hard thick ridged skin
21 Vertebrae swollen and exposed down spine
22 Spikes growing through skin from bones
23 Sacks of coloured fluid hang from body
24 Elongated or compressed body height
25 An additional orifice for eating or excreting
26 Facial features in torso possibly headless
27 Scrawny or with exposed complex rib cage
28 Obese or with a hump
29 Loose flaps of skin like cape from back or ribs
30 Airsacs that inflate and deflate as you breathe
31 Sexual characteristics of both genders or none
32  Enlarged or hidden sexual characteristics 
33 Highly visible intestines that squirm as nutrient passes through
34 Highly flatulent especially when eating or scared
35 Excrete and urinate when scared to put off predictors
36 Tail continues from spine
37 Bulging abdomen with huge stomach
38 Covered in bulging throbbing thick veins
39 Strange glands that secrete stinking oil for marking your scent
40 Egg like transparent spheres with tiny baby mutants that drop off occasionally 
41 Set of smaller folding arms on chest or abdomen or under arms
42 A d4 tentacles that have a mind of their own a d3 foot long
43 Long clawed fingernails that grow long, can scratch instead of punch
44 Extra or less fingers (d3)
45 Fingers are jointless and tentacle like
46 Arms longer or shorter than normal 
47 Webbed fingers for swimming
48 Suckers on fingers
49 Elongated fingers 
50 Full set of extra arms
51 Set of extra legs or a single leg
52 Move by hopping and leaping
53 Webbed feet for swimming
54 Extra or less toes (d3)
55 Long clawed fingernails that grow long, can scratch instead of kick
56 Hooves instead of feet
57 Legs longer or shorter than normal
58 Knees bent backwards 
59 Freakishly bow legged wide stance
60 Bird like feet
61 Large fangs
62 Drooling mouth with overbite
63 Rows of shark like teeth or beak
64 Second mouth which can extend six inches
65 Tentacle face
66 Foot long tongue
67 Sideways mouth
68 Insectoid mandibles
69 Jaw can dislocate like snake to eat bigger things
70 Oral papillae that squirm and stop food escaping
71 Swollen bulging deformed cranium
72 Set of horns or antlers
73 Cassowary casque for head butting
74 Transparent glass like skull
75 Tusks
76 Elongated face
77 Bony frill like triceratops
78 Blowhole like a dolphin
79 Second face
80 Horn growing from nose like unicorn
81 Altered digestion requires herbivore or carnivore diet
82 Enlarged heart in centre of chest
83 Small mutant clones grow and drop of you occasionally
84 Flexible bones break less and can squeeze through gaps
85 Can eat rotten food without harm
86 Overactive glands make oversexed
87 Luminous glands make dim light
88 Constantly drooling or flowing tears
89 Difficult to eat without throwing up from enlarged gall bladder
90 Extra functional breasts d4
91 Bulging brain deforms skull
92 Prone to occasional seizures
93 Mild narcolepsy tends to sleep if alone on guard
94 Irrational phobia from one stimulus
95 Ages faster or childlike from hormone imbalance
96 Uncontrollably utters obscenities if stressed
97 Pineal gland pops from hole in skull and wiggles when stressed or aroused
98 Nose bleeds when stressed or aroused
99 Have occasional crazy audio or visual hallucinations
100 Lack of bodily inhibitions with nudity, toilet, etc

d100 Major Mutations

01 Bulging rotating eyes can look in separate directions like chameleon
02 Extra sets of eyes d4 pairs
03 Batlike sonar abilities with large ears or melon like dolphin
04 Prehensile trunk or single face tentacle can hold a torch or item
05 Antenna that can taste and smell
06 Enhanced tracking like a blood hound
07 Detect poison by touch
08 Enhanced touch can feel printed text and find secret doors easier
10 Sense vibrations through feet handy vs invisible enemies
11 Chameleon skin
12 Armoured thick hide +2 AC

13 Turtle like plastron or insectoid carapace +3 AC
14 Porcupine like spines, d4 damage to enemies who touch and can shoot d4 per round
15 Lubricated skin +1 AC +3 AC vs grapple attacks or entangle saves
16 Thick blubber to resist temperatures and +1 AC
17 Can form screaming faces on skin at will
18 Covered in glue that traps weapons if hit and user fails a STR save
19 Requires +1 magic weapon to harm
20 Acid blood damages normal  melee weapons that hit and a d4 damage to user
21 Spikes or plates on spine like a dinosaur d6 damage to natural weapons from rear
22 Huge deformed spine column +1AC and -1 damage from kinetic attacks or falls
23 Regenerates 1 hp per round if wounded unless acid or fire damaged
24 Can reconfigure body, stretch and compress for various purposes
25 If takes 25% damage part drops off and becomes a smaller mutant monster with 1 HD
26 Can hold breath for an hour to resist poison gas
27 Shoot a biological tethered harpoon from chest once a battle d8 6" range and real in
28 Shoot bone shuriken from chest a d3 damage 3" range a d4 each round 
29 Takes 1/2 damage from edged weapons as blood hyper coagulates
30 Takes 1/2 damage from blunt weapons as has rubbery flesh
31 Scorpion tail or snake head tail with poison sting as extra attack
32 Prehensile tail for climbing and swinging
33 Prehensile tail for grappling as alternate attack
34 Spiked flail tail inflicts 2d4 damage as extra attack
35 Intestines shoot out of belly for grappling as alternate attack
36 Intestines shoot out of belly and squirt acid 2d6 damage 3" per round for a attack
37 Jaws open in stomach for extra d6 attack
38 Web spinnerets on butt can make swing lines, cocoons or traps
39 Tail is biological bone bolt gun as a heavy crossbow per round 
40 Huge liver makes resistant to poisons, always makes save
41 Scythe blade arms d8 instead of punch
42l Crab claws d6 instead of punch
43 A d4 prehensile tentacles replace arms, each pair gets +1 Attack
44 A d3 pairs of arms, each pair gets +1 Attack
45 Biological bone bolt gun as a heavy crossbow per round in a arm
46 Biological blowpipe with paralysis poison in arm
47 Huge claws inflict d6 instead of punch but can use ordinary tools 
48 Fleshy psuedopods can sprout from body anywhere and punch for a attack
49 Bombardier beetle butt shoots fire for 2d6 damage 3" per round as a rear attack
50 Sprays irritating musk from butt as troglodyte musk
51 Quadruped or biped if already
52 Sucker feet and hands can climb like a gecko
53 Glider membrane between arms and ribs
54 Wings possibly can fly or enhance leap
55 Kangaroo leap x2 normal
56 Amphibian with webbed toes, fingers and can breathe water
57 Slug like foot 1/2 speed by can climb any surface
58 A d4 tentacles replace legs
59 Snakelike from waist down
60 Centaur like from waist down with d3+1 sets of legs (insect, spider or animal)
61 Huge jaws bump dice dam up by one or +1 ATT
62 Diseased bite save or septic would kills in d4 days if untreated
63 Poison bite save or start to lose a HP/round till treated or unconscious
64 Necrotic bite save or take extra lot of bite damage
65 Prehensile tongue can be used to grapple as extra attack
66 Face splits open sideways to reveal huge mouth, bump dice dam up by one
67 Blood sucking proboscis or lamprey tongue can suck d4 blood/round once hits 
68 Breathe fire or spit acid for 2d6 damage 3" per round as a attack
69 Monofilament tongue inflicts 2d6 as extra attack
70 Can spit blinding venom once per round as extra attack, victim saves or blind d6 days
71 Horns +1 attack d8 damage
72 Sprout a d4 heads with extra bite attacks at will
73 Heavily armoured head +1 AC
74 Skull ignites when stressed +d6 fire to any head based attacks
75 Skull head necromutation can resist spells as if undead and rotting apearance
76 If killed head detaches, sprouts legs and runs away to regrow body
77 Bone spikes in armoured skull +d4 headbutt damage78 Shielded senses provide second save vs blindness and deafness attacks
79 Head can retract inside torso if in danger like turtle
80 Fire bone shuriken from skull 3" range twice per round d4 damage
81 Adrenal boost gland x2 move and +1 attack
82 Mimic voices and throw it's voice 5"
83 Explodes on death d6/HD with a 1"/HD diameter
84 Exudes a sweet delicious smell of sex or food to attract victims
85 Exudes smell of fear making victims check morale each round
86 Infect a unconscious victim with a embryo that hatches into hybrid in d6 days
87 Infect a unconscious victim with a mutation virus cyst packet once per day
88 If dies a clone bursts from corpse 24 hours later if not destroyed
89 Mutagenic organ roll a new mutation start of each new day 
90 Heart restarts after 24 hours if corpse not destroyed
91 Combat genius +d4 attacks using various body parts
92 Magic genius d4 levels of sorcery
93 Super charisma d4 charm person spells per day, victim thinks mutant a atractive mate
94 Has ESP 6" range
95 Telekinesis 50lb per HD 12" range
96 Invisibility field can become invisible as per the spell d3 uses per day
97 Detect life d12" at will including invisible beings
98 Gain fragments of memories from eating brains
99 If mind controlled a back up personality with different alignment takes over for duration
100 Dual brains never requires sleep as brains alternate

Sunday, 17 July 2016

Reskinning Elves


One tragedy of 4th edition was a survey I saw that had put the newer Eldarin race in more popular races and elves plummet many spots while dwarves remain as popular as ever. I wonder if elves were real if they would get the over hatred and fetishism? I like my elves a bit spooky and alien and dangerous.

A DM friend once said If you introduce a new skill or ability and everybody wants it - probably too good. If you invent a new race or class and it overshadows the classic material you have made something too good. Also a shout out to Devilmount for some interesting ideas. I guess I like my classic mythology so I find lots of names of newer races a bit silly.

As my game is BX based with race=class I let elves choose any one spell list or casting style instead of wizard so the could cast as cleric, wizard, sorceror, druid or psionics. This has been quite interesting. Spell list can equal elf type. Druid=wood elf, for example. Remember i mad a psioncs as a spellist like other types as I try to conserve mechanics rather than have new systems for everything.

My elves are remnants of early creation kin of the gods who helped them build the world. Their numbers and control of the world have declined but they can be found on many other planes even the underworld. Gods have elves as servants in their house holds as humans are too short lived.

So here is a list of my reskins for elves. Includes some simple variant elf types and some more major changes. Very little mechanical changes but possibly some follower substitutions.

Eloi
These are made to be playthings for pleasure and possibly food for morlocks. Have used in my psychon setting for years now. Most of the differences are cultural. Mostly hedonistic pacifists and don't ask question much. Used for morlock food or bred to live in bunkers or gen spaceships. Main differences are just skills mostly for pleasure, art and social life. Can be terribly ignorant of features of reality like death or violence. Tend to use sorcery.

Eldren
Eldren are my standard elves on Psychon. Bred to be space explorers for low gravity. In my fantasy game they are divine race close to the gods. Humans replace them long ago as main providers of mana and sacrifices for gods. Eldren live in isolated towers, dungeons and other planes many unaware their time has passed. Corum good example. Often have obscure occult and planar lore passed down through family, most only a few generations since the creation. Erekose a good model too. Many hate and fear Eldren and they are not really hostile enough to resist brutal humans. Tend to use Psionics or Wizardry.

Rowanac  
Like eldren but used black magic to conquer the world and travel elemental and evil planes for power. Decadent and superior they are not well liked by anybody. Based on Melnibone in Elric. They left lots of gates and monsters in the world and mostly remain in a single terrible city waiting the end of the world. Conquest no longer interests them but most other people remember and hate them. Some peoples might try to emulate their more unpleasant traits. Magical lore common and prefer wizardry.

Devil and Demon Born
Never liked word tiefling. Did like Devilmount reskin of elves as hybrid devils. It works frighteningly well. No changes needed other than cosmetic and alighnment. Probably use more horrible spells, fancier armour and weapons. Attractive but obviously tainted. My Changeling race would work fine too but they dont fight as well or use armour. Like horrible skills like poison, torture and often have planar lore. You dont have to be evil, everyone will assume you are. Tend to use evil versions of cleric or wizard spells.

Elemental Born
Akin to elements from dawn age. Skin and hair colour related to element. Prefer spells of element type. Lost resistances from being embodied on earth. Can be quite alien and prejudiced to other elements or planar beings. They dont like being called fire elves or earth elves. They have unusual arcane lore and live simpler lives than normal elves. Prefer elemental based sorcery.

Dryad
All female sylvan race who always take charm spell and mate with satyrs or humans or elves or beastmen or gods. Akin to plants often with a green tinge. Other related types akin to the sea or mountains but basically immortal nature bound female spirits. ALso could be done with my changeling class with a tree form. Only older specimens settle to a single natural spot. They expect to be worshiped and waited on. They have no problem with charmed slaves. HAve plenty of nature skills and often skilled at arts like dance and social skills. Prefer druidry.

Moon Elves (and other celestial types)
Accustomed to fabulous wealth of the celestial moon palace where lunar gods dwell unchanging since creation. Pretty ignorant of worldly matters but some fall to earth from curiosity or are exiled.  Other celestial elves include sun elves and star elves. They all travel in the celestial spere in great ships looking down at mortals amd helping the mechanisms of the heavens operate. All ar superior navigators and astrologers. Prefer cleric spells as servants of the gods.

also see this: https://udan-adan.blogspot.com.au/2016/07/moon-elves.html?showComment=1468750437223#c7697611421634024344

Bone Elves
These horrid elves of the bone forest hate humans and released plagues and planted forests over the depopulated ruins. Most are not aware they exist even other elves. Possibly they came from the deeps. They enjoy eating humanoids and grinding bonemeal for bread. They have goblin and ogre slaves. They like evil cleric spells or necromantic wizardry as they like undead.

Blood elves
These horrible blood drinking elves serve vampire royalty since prehistory. Decadant cruel and mostly engaged in slavery.  Like cruel looking weapons and armour and often pause in battle to lick their blades. They have enlarged canines and long pointy tounges. They prefer sorcery, especial spells that duplicate vampire powers.

Wood elves
These wild forest elves frolic with animals and sylvan beings, avoiding civilized humans and elves. They do not build they rather shape nature. Most have animal friends and tend to travel light. They even grow living bows, swords and armour. At war they are cunning and more savage than you would expect. They often shun clothing and wear body paint which to them is a complex language that tells about wearers life, rituals and moods. They prefer druidry.

Sand Elves
Live in deserts as nomads or in buried cities. They are kin to Djinn and efteet and have acording alignments. Their forests were blasted away aons ago and some chose to help the good gods and others serve evil. They have little material goods if nomadic and keep hidden from humans. When in a good mood they are very festive and the evil ones are terrible drunks and drug addicts. Some blame humans for deforestation. They are mostly sorcerers or psionics using illusions to hide or pretend to be humans.

Ice elves
Dwell in frozen wastes as nomads or in underground ruins. They are tough and put survival first. Some hunt ancient horrors that dwell in the ruins of the north. Tend not to use metal much except occasional meteoric metal. Some might breed with humans as they are very isolated and may live for decades without seeing own kind that are not siblings or immediate family. They dont speak much. They prefer sorcery or druidry.

Bright and Dark elves
Both sides of the same coin. Most don't know the elf king and queen are gods and spend half the year with bright elves and other with dark elves. They do not fight if they can help it adhering to ancient decrees of their royal gods. Humans don't realize this. Bright elves are good and dark elves evil. They both dislike humans. Bright elves look the part of beautiful, civilized and noble. Dark elves are cruel, decadent. They believe treachery and lies to outsiders is a virtue. Both surround themselves with modified forests even breeding orcs and goblins to keep humans away. Both live in giant trees but dark elves continue to live in roots and bowels of the earth. Dark elves are more nocturnal and use goblins slaves to grow mushroom forests above and below ground. Dark elves like undead and might kill farm animals and turn animals into zombies for fun. Bright elves use goblins but think them repulsive and keep them out of sight by night or in service tunnels. They find undead revolting, even more than humans who seem to age and decay before their eyes. Deep in their forest kingdoms the laws of reality fold and warp and interconnect. They are in fact far more numerous than you would expect it is just they more and more retreat into their sylvan plane where time flows differently. Both types trade with each other. Both types have employed human slaves with various types of lycanthropy. Werewolves make good hunting dogs. Many of their monsters and slaves escape to bother humans. They have own breeds of dogs, cats, deer and other animals which are smarter and attractive. Both types might colonise a hill tomb connecting it to the greater faerie realm. Humans might leave them offerings to keep them happy. Both prefer wizardry or sorcery.

Saturday, 16 July 2016

BX vs LTFP and simpler DnD


Well as I have been given extra work and helping a con I'm in Sydney lots this month as apposed to Canberra. Another DM away making props for Thor3 in QL so might get some of his players LOL. So more ASE for planet Psychon. Playing with streamlining my system a bit as my campaigns will be shorter. Also as some cons against non-family friendly or old edition games I have decided to use LTFP not my unprofitable old games (aint I a stinker?). PPL I showed book to pretty interested so it will be something I can get into this year. I want to support this game also as dnd5 and CoC7 not really tempting me. Have found a good club for sat afternoon play in Canberra as other clubs don't fit in with my bus times. One club a km away uses yahoo to do everything i guess i could go back to using that platform i hate for gaming (they ruined flickr and damaged tumblr).

I also got into a BX game with guys my age and I have a fighter and a wizard each with 4 hp. Interestingly we all get confused by rules having played most editions since then. Finding inconsistencies between the Otus cover BX and the Elmore sets. Been fun and going to play some old modules. I am being nice and resisting my usual urge to be antihero murder hobo.

LTFP is very well written, very concise and has many desirable features. Has a good sense of clash between old world of pagan myth in death throws and modern world moving in. I could run in my dnd setting even with system but I could use Europe setting too.

Both rule sets like mine but I have lots of non weapon proficiencies which the thief and monk specialize in. Drop in players a bit slow to start especially at higher game so will make lots of generic types with skill lists to make easier. Is a bit of work for me but I hope it will save me. If I do generic dungeon robber types then add more as I go will work.

The current interest in faster lighter rules like Venger Satanis game, black hack have me thinking about my rule set. I will streamline things a bit. I'm unhappy with the saves and non weapon system stat based rolls even with mods for difficulty. Many things too easy and levels don't make enough difference. Spells and poison saves need to be a bit more scary. I like the ideas that each class has different save increase in one or two save types only. One option go back to 3d6 start stat rolls or find some other numerator system. Or use a non d20 vs stat skill/save system. Lots of d6 based on difficulty possible too 3d6-6d6 but i hated rolling lots of d6 in champions so will see.

Also considered this:

Easy Skill Roll if skilled = d20 vs stat
Easy Skill Roll if unskilled = d20 vs stat bonus+1

Hard Skill Roll if skilled = d20 vs 1/2 stat
Hard Skill Roll if unskilled = d20 vs 1

Impossible Skill Roll if skilled = d20 vs d20 vs stat bonus+1
Impossible Roll if unskilled = no chance

Also to avoid problem with six players all with spot skill will probably succeed in some cases let one person roll for party like initiative checks. Multiple checks ok if people take time. Would be easy to to detect a failed sneak hard vs a succeed. People finding stuff too easily at moment. Something I have played with as the classic non weapons a bit too easy. Using a d6 is a tempting method too but point of my system was to use stats for skills and saves. 3d6 for stats and can sacrifice a stat point to reduce a stat below 9 to a 9.  Will test it some time. This should make stat based save and skill checks harder. LTFP has only fighters get better at fighting which is interesting

Otherwise saves don't improve unless you get items or skills which is possible. I have given players a number of second chance rolls = to WIZ bonus (thieves get +1 per level making them more able to risk everything). This has worked very well and made clerics second most resilient after thieves. I would assume a thief would get a good DEX to resist traps or explosions or a cleric would get good WIS vs mind control. It would make players think about exposing self to things that have bigger risk to resist and with thief getting extra re roll they would be most likely to be ahead and test everything.

I like LTFP gives races a +1 add to stat bonus not the stat which is pretty good and simpler than formula used in adnd.

Anyway lots to think about. Was possibly going to sit down players and go through with them changes to this stuff and spells. A few spells too good or useless.

Xor Revisionism and Chaos



Xor was a lot of fun to create and I thank interest from various parties and contributions. Im going to recap everything done so far, add some rants and make final call out for ideas, advice, requests and contributions before I edit into a booklet. Will include the flesh cube revised and complete, a great meat tower and a section of flesh caves. Possibly a few sample settlements too. A wonder table might be nice too.

Chaos and Law have a interest in Xor. For Law Xor represents natural logic of organic growth based on set princaples. For Chaos Xor is raw materials, rampant fecundity and cancerous expansionism. Chaos demons invade because they hope to carry Xor to the Abyss where a victorious demon lord will turn Xor into a demonic plane of torment. Law wants to stop this but does not try as hard as one might think. Is Xor too imperfect, a lost cause or even some kind of honeypot trap for demonkind?

Demons run about in Xor and try to subvert systems and communities to chaos. Law at best sends some champions or adventurers to clean up the mess to little too late. Remnants of the old ones can be found in Xor. Is Xor a old one or elder god or a product of elder magic and science? Or did Xor arise from a single cell gone mad somewhere? Or is it left over clay from the gods creation of life? Xor is a Enigma and is n

upcomming vid game
https://www.youtube.com/watch?v=EiohF32yCyM

Proto Xor
Before Xor I did these posts for biological spacecraft and spacehulks overun with life
http://elfmaidsandoctopi.blogspot.com.au/2014/04/d100-flesh-pits-of-space-gods-pt1.html
http://elfmaidsandoctopi.blogspot.com.au/2014/04/d100-flesh-pits-of-space-gods-pt2.html

Before I considered meat mages or biowizards or meat elementalists i did this post on Blood wizards which has had a few players use in game
http://elfmaidsandoctopi.blogspot.com.au/2015/01/the-blood-wizard-harvest.html

A spell to combine creatures.
http://elfmaidsandoctopi.blogspot.com.au/2016/06/fuse-being-spells.html

Spells to destroy notions of race and gender good for fliechmancers
http://elfmaidsandoctopi.blogspot.com.au/2016/04/spells-for-post-baldersgategate.html

This has possibility for muscle mages to physically change when memorizing spells
http://elfmaidsandoctopi.blogspot.com.au/2016/06/weird-special-fx-for-spell-memory.html

Xore Lore

The post that started it all - introduction to setting with tables for basic terrain types, how Xor arives and can be bannished, orifices, fluids, encounters, hazards, loot and common mutations
http://elfmaidsandoctopi.blogspot.com.au/2016/06/the-quivering-flesh-pits-of-xor_3.html

Holes in Xor including types both natural and made by other beings and disasters, good for dungeons
http://elfmaidsandoctopi.blogspot.com.au/2016/07/d100-holes-in-xor-new-type-of-corridor.html

This is more detail for dungeons and encounter information, especialy to responses to damaging Xor
http://elfmaidsandoctopi.blogspot.com.au/2016/06/flesh-maze-of-xor-dungeon-dressings.html

A sample level of a meat dungeon with encounters tha upset ppl by using dnd monsters?
http://elfmaidsandoctopi.blogspot.com.au/2016/06/marvelous-meat-dungeon-in-making.html

Adventurers growing up on Xor, basic equiptment and mounts
http://elfmaidsandoctopi.blogspot.com.au/2016/06/growing-up-on-xor.html

Generate settlements on Xor
http://elfmaidsandoctopi.blogspot.com.au/2016/06/settlements-of-xor.html

Some factions for Xor
http://elfmaidsandoctopi.blogspot.com.au/2016/06/wanderers-of-xor.html

Boss monsters, sinister locations and villainous forces on Xor
http://elfmaidsandoctopi.blogspot.com.au/2016/06/villains-and-dungeons-of-xor.html

Ideas for Meat Spells with help from the G+ gang
http://elfmaidsandoctopi.blogspot.com.au/2016/06/mysterious-meat-mages.html

Adventure seeds for why you go to Xor then seeds for missions local to Xor for when you get there
http://elfmaidsandoctopi.blogspot.com.au/2016/06/d100-quests-to-xor.html
http://elfmaidsandoctopi.blogspot.com.au/2016/07/d100-missions-on-xor.html

More Xor Lore from Aeons & AugeriesXor has had lots of suggestions and input but the gold cyst of Xor goes to JD!

More factions for Xor
http://aeonsnaugauries.blogspot.com.au/2016/06/6-cults-of-xor.html
http://aeonsnaugauries.blogspot.com.au/2016/06/8-types-of-factions-and-occupants-of-xor.html

I wish I had seen this earlier. I think a series of spells or possibly skill to manipulate xorian nerve clusters and chemical receptors. I Envisaged theives as experts who needed skills to pick locks on Xor doors. I think spells and cult skills help every class have own Xorian secrets like fighters get secrets of caring for and using living weapons and armour. Possibly doing a level up on Xor with local trainers would help aclimatize yourself to Xor tech and secrets. A friend studying physiology suggested a electrical nervous dungeon level. Also mentioned a vagrant nerve that moves around body and controls digestive tract.
http://aeonsnaugauries.blogspot.com.au/2016/06/nerve-tapping-neuronauts.html

Some notes on weapons and armour
http://aeonsnaugauries.blogspot.com.au/2016/07/some-xorish-weapons.html
http://aeonsnaugauries.blogspot.com.au/2016/06/xorish-armors.html
I will add some notes for basic Xor weapons plus idea for using chemical and pheromone weapons that attract monsters or make Xor not let you through doors plus this:
Bone, sinew and tooth weapons
Gum with living teeth - attacks with own HD 2-4
Rotating teeth +d3
Fleshy gum with set of teeth +d4 attacks as HD 2-4
Lamprey flail and bolas if hits sticks to target sucking a d4 per round till absorbs 8hp (16 for better ones)
Bioilogical harpoon guns
spears that secrete poison or acid
bioelectic weapons
living tubes that shoot, musk, acid, napalm
needs more

Finishing Touches
I will be starting on a pdf and I have a few design ideas for PDF

Last chance to make recommendations and requests

A few more things to finish
Considering Psionics more common on Xor
Harvesting organs, hormones, peptdes and grafting godflesh
Characters on Xor
-halflings are replaced by hairless guneapig folk
Whore Lore of Xor i dont know what i was thinking here
Children of Xor - xor births many strange things
Hormonal Secretions of Xor
The Great Flesh Cube - dungeon location plus a tower and a cave
Mutations of Xor - expanded quick mutation table
Wonders of Xor - interesting feature for adventure
Petty critters of Xor

Wednesday, 13 July 2016

Reskinning Races: Beastmen & Abhumans




My original beastman race/class for bx - added updated abilities on bottom as the stuff in comments box doesn't always get seen on phones or pdf. I renamed Abhumans as inclusive of more weird stuff.

http://elfmaidsandoctopi.blogspot.com.au/2013/09/emo-dnd-classes-pt-14-beastmen.html

Basically a fighter with d12hd, +50% leap, d4 unarmed damage and less weapon armour skills and better non weapon skills

Kind of the furries of my setting.

Looking back I got rid of petty skill+ then tried free skills which proved too good and prefer recommended skills instead. I will revise class again sometime. Im looking at streamlining everything next in my next EMO dnd revision. Damage dice bumping will be changed too to be a bit higher for fighting types. The danger of adding feat like stuff  and more spells in bigger damages which makes my characters more deadly than normal bx so typicaly means more hp and more foes to create chalenges. Current morlock player at 7th lv sometimes causes 30 damage a round or more. Some stuff to address in future.

I was probably inspired by some of the beast humanoids in Heavy Metal like a zebra people cover I saw once. I had dreamed of a elemental race since reading review of Element Lords (?) in 80s dragon. I just never got those early gonzo setting dreams happening to more recently.

This class in play proved very flexible to describe any beastman in game. In my Psychon setting they became Abhumans which includes more possibilities like plant, mineral or elemental folk. In game they I realized they were pretty close to barbarians (with nightvision) and could also handle orcs. This is some notes plus some revisions of old beastmen with possible extra abilities for 5th and 10th level.

In play my reskinned halflings work for wee animal folk. Changelings for more supernatural spirit folk many who are animals (although being a tree spirit that can turn into a tree level times per day is pretty weird and less useful than a bird). I meant to do a moss man or shrub folk for inoffensive small plant people based on halflings too.

Abhumans are about brute strength and savagery. Initially I thought mostly of goat men and pig men. These will be standard variant of my class revision with recommended skill lists.

Barbarian
This worked well and are almost beastmen of humans. Night vision and leap worked fine for me. 5th lv ability frenzy for +1 hit damage for lv per day. At 10th lv becomes +2. Can make WIS save to snap out of killing spree. Mongoose Conan has some ideas I might check out - apparently ability to kill a incappacitated foe and make enemy make morale check sounds good for a skill. Cavemen probably under this class too.

Orc
These are not your average orcs, they are biggest meanest ones that fight barbarians in the wasteland. Actually they are exactly the same as barbarians but uglier and more horrific

Plant
Related to some species of tree or even plant monster. Pitcher or flytrap or cactus men might be scary. Plants probably go for AC boosting abilities. Possibly a hibernation or remain motionless or chamo ability. Possibly grow fruit. Plant men do eat like humans but some might be vegetarian or only eat meat.

Elemental
So these are humanoids related to elementals like earth, air, fire, water. Also psuedo and quasis and demi elements like Metal, Fog, Crystal, Magma, Ice and lightning. Basically large humans with exotic skin colour. Abilities range from elemental resistances to water breathing/full MOV in water for water types. Icemen, rockmen, firemen etc. Make a good colourful adition to game not just on Psychon. Had a Iceman player for a while that came from the ice plane and served one of those evil para elemental lords. At least trace ancestry back to other planes when mortals cross bred with elementals. They will have access to som plane lore and elemental lore usually for wizards.

Marine
Need to include stuff like shark, crab, squid and fish men more than current version.

Mutants
I could be a jerk and create dwarves under this as they would in a Nightland RPG if there was one. I will do a mutant class one day im just too lazy and indecisive to do mutant tables. But true breed mutants without lots of variable abilities might work. Like the Nyatlenthotep looking guys in the above art. So could cover all kinds of weird muscular races.

Demon and Devils
Changelings and elves better for more magical breeds but some types of just brutal planar hybrids could be possible based on abhumans.

Monsters
Griffon or dragons or other human hybrids could work too

Tuesday, 12 July 2016

ASE Rampage



So this is my players using my planet psychon dnd rules with Anomalous Subtereanean Environment modules (ASE). Mostly Skinner playing a Time traveling Druid with a bee beard with his followers including a doberman, a white ape and cyberdruid he found in a stasis pod and trained up. Steve has a Morlock (Dwarf) warrior with a interest in robotics with his trusty cleric of Collosus and his robot luggage he built.

So my players hunted the black dragons. Druid called a storm to ground them, shaped stone to seal missile silo door then infested it with rats using a spell to summon annoying vermin for 24 hours. Then ment into human areas of base to rest. The dragons blased way out with acid and spent a day protecting nesy.  Mother dragon 10HD Ancient could cast Tiamat cleric spells. Two average husbands (one cast wizard spells and other injured from fight with party) four juviniles from earlier hatching (one a talking spell caster), four hatchlings and 5 eggs. The nest was over flowing with treasure, also had a nuclear warhead with tiamat sigils and a computer console with a godseye screen like i n human temples of space gods and controls for the silo door. The mom dragon built it with unseen servants.

Anyway when rat spell wore off after 24 hours most dragons tired keeping rats from nest and napped. Party moved into position and aplied oil of acid resistance. The Druid summoned 12 wolves and a storm. Dragons woke up grumpy as a insect swarm from druids beard attacked. The smallest dragons fled to silo exit then wolves charged and managed to bite mom dragon a few times and absorb over a hundred damage in breath attacks as Mom was attacked in back from rear by Morlock axeman. Mom dragon was tough but went down. Most of smaller dragons fled or spent their acid breath.

After fight three non speaking juves were dead and mom. Tiamat called moms corpse away to hell with part of hoard. So much loot druid sent a bird to call 12 morlocks to help with loot which took 3 days to arive. Party took loads of gold, electrum, platinum and gems. Morlock took a ring of invisibility to help him get into axe range better.

Druid sealed the hundreds of thousands of silver and copper and the nuke in stone and they all climbed down with packs back home. Corn men attacked twice and party anoyed at the corn wizard. In city they brought report of dragons to city rulers and gave a report and paid tax. They claimed Tiamat took the nuke. Druid wants to use on wizard Zardoz badly. City gave them a parade and Morlock tried out the 2000gp a day brothel drug den for the rich and bought a tower. Druid had a wooden temple built on a hill in countryside and recruited homeless farmers to his nature cult.

After a while party decided to hunt down anoying wizards. Druid planted a corn man head and grew it to mobility then party followed for 4 days to the grain silo (or wizard tower) of the corn wizard. Managed to attack and hack them up while invisible morlock axe men killed wizard. Set animals free and sent home with folloers o return to farmers. Sealed wizards lab under stone and burned tower down.

Next after Zardoz who had jerked them round with gifts of cursed guns earlier. Used wind wall to confound exterminators up close and killed nine. Their cursed guns bothered party a bit. Zardoz bid them enter so he could kill them. Black Douglas the only follower left hid. Morlock turned invisible, Druid turned into a horse as exterminators of Zardoz rode them. The passed several ambushes and perimeters and got into the Stone head. Morlock piloted the head into sky. Floated into sky and heard a noise in the mouth of the stone head room. The invisible wizard fireballed them. Morlock thinking he must have become visible casting a spell so looked out mouth to be hit by second fireball. Chased wizard with laser eyes in head and wizard hid in house. Druid called a storm and began lighting bolting house. Morlock laser gunned many exterminators. Damaged Zardoz base they flew off to collect Douglas and flew head back to Dethenix and landed on tower top.

Now the city dignitaries poured in to meet and greet them. Now they had fame and wealth that brought them attention, envy and hatred. Rulers don't like people springing up with wealth, fame, popularity and might. Morlock realized the cult of Nyarlathotep were jerks bad for his brothel business. Party wondering what to do next. One plan was to nuke someone and claim godlike powers. Suspicious that the local wizards under direction of some strange power. Former party member had replaced a wizard and had assumed identity of the old wizard they killed as had happened before.  

Apparently Tiamat hate them now as do half the cities nobles. Morlock invited to all the good drug orgies while druid busy developing cult and holy sanctuary. I seldom use dragons but tonight I had 11. druid kept a few dragon eggs and rest sold to city. Druid hoing to breed Perytons. It was a fun game with a few close calls and good planning to win.

d100 Rations



requested by Chris H on G+ - Thanks for this idea

Rations are handy to have in game and this will help you to pad out loot on enemies and add some colour to your meals.

Dwarves probably best distillers and possibly make canned processed food too. More outward dwarves outside of their strongholds prefer wild boar, rabbit and mole if they can get it. Worms in aspic and termites are a favorite. Such dwarves like beer and mead.

Elves eat dried fruit and nuts and salad and a small amount of meat especially venison and rabbit. They make light longlife rations that are nutritious but not filling and bland. Elves like wine and mead.

Goblins can live off bats, bugs and mushrooms. They drink grog fermented in hollow logs that tastes terrible.

Orcs eat anything and anyone. They prefer slaves to make them food. Cubes of troll meat seared or frozen remain fresh and alive and can be grown into a troll if needed, especially when retreating.

Halflings make good quality rations but their idea of a days food could be a week or gourmet living for most poor people. If desperate they can make worst food tolerable and would rather dress up terrible food than eat less.

Beer is big in bronze age. Wine from grapes came later from persia, distilled spirits came much later again. Wine can be made from plenty of plants, flowers and fruit not just grapes. Availability of sugar, tomatoes, potatoes might be an issue in your game being new world in origin. Andeans managed to freeze dry potatoes on mountains. Grains mostly can be more easily horded and stolen and taxed than tubers. The ability to store steal and tax a food item effects civilization quite a bit.

Brine, vinegar, woodchips for smoking, might be found too. Empty containers for food will be about also. Dad told me how our ancestors were given brine with fish removed and chaff horses wouldnt eat was given to peasants by foriegn landlords (for fishy brine and shit bread - yum). Fishy gruel and terrible black bread was a gulag favorite. Starchy water from cooking rice with a dash of chilli would be a gift to beggars or the ill or elderly. All kinds of horrible left overs and offal are possible food. Tripe is common everywhere. Keeping peasants on a bad diet diet stunts mental development, height and health making them easier to exploit.

d10 How Long Will they Last
01 Dangerously past use by date but hard to tell if desperate
02 A bit spoiled but edible if desperate
03 A d4 weeks
04 One month
05 A d3 months
06 Two d6 months
07 A year
08 A d6 years
09 A d100 years
10 A thousand years



d10 Spoilage: Whats gone wrong with this?
01 Swarming with weevils
02 Swarming with maggots
03 Swarming with moths
04 Gotten damp and rotten
05 Mould growing in coating on outside
06 Fungus thoroughly ruined
07 Covered in mouse bites and feces
08 Home to a rodent nest
09 Gremlin infested
10 Psychoactive vision inducing ergot, save vs illusions and paranoia


d10 Preservation Methods
1 Dried
2 Pickled in brine
3 Pickled in vinigar
Salted
5 Smoked
6 Sealed in wax

7 In oil or fat
8 In alcohol
9 Fermented
10 Candied (or in honey)


d10 Containers
1 Box
2 Barrel
3 Clay Jar
4 Sack
5 Bucket

6 Cloth wrapped
7 Bark wrapped
8 Hide wrapped
9 Wax sealed
10 Leaf wrapped

d10 Most Common Rations for sale

1 Dried groats of mixed grains served with hot water
2 Dried hide biscuits boiled into stew tastes like boots
3 Dried biscuit from oats, barley or wheat flour
4 Dried beans
5 Salted dried meat mostly pork or beef for humans
6 Dried, salted or smoked fish
7 Pickled vegetables mostly cabbage
8 Cheese sealed in fungus or wax
9 Dried mushrooms
10
 Strings of garlic or onions, possibly dried 

d10 Mystery Rations found in dungeon
?
01 Ground dried mystery skin and hide that make a porridge
02 Bricks of dried grains you soak in water, often with growing fungus and a hint of gravel
03 Dried mystery meat strips often tastes off and horrible
04 Dried mystery vegetables and herbs in powder for soup
05 Biscuits like salted highland oat cakes, hard and dry
06 Dried insect cakes high in protien
07 Dried mushrooms mostly non poison or psychadelic
08 Dried Algae cakes mostly horrible
09 Elven wafers wrapped in leaves, delicious, nutritious but leave humans feeling empty
10 Dwarvern tinned grey slop made by alchemists, technically organic 


d100 Interesting Preserved Food

01 Beer
02 Barley grain, good for soup with herbs

03 Dried corn, ground and made into porrige
04 Dried beans
05 Dried berries
06 Fruit leather
07 Dried grain
08 Dried mystery meat
09 Dried beef
10 Salted pork

11 Bacon
12 Smoked fish

13 Dried fish
14 Salted fish
15 Crackers
16 Dried Bread
17 Pickled eggs
18 Pickled onions
19 Dried tubers
20 Pickled herrings
21 Pickled cabbage
22 Mustard pickles
23 Pickled cucumbers
24 Waxed wheel of cheese
25 Candied fruit
26 Sheep cheese in oil
27 Dried nuts
28 Dried shrimp
29 Pickled snails
30 Dried mixed vegetables
31 Dried Tofu
32 Dried bean curd
33 Dried sausages
34 Fermented beans (tempe)
35 Salted cauliflower
36 Salted turnips
37 Smoked cheese
38 Sundried fruit
39 Smoked rabbit
40 Smoked game bird
41 Jellied meat sealed in fat (confit)
42 Goose or duck fat
43 Butter
44 Dried mushrooms or fungus
45 Salted frogs
46 Jam
47 Honeyed meat
48 Jellied eels
49 Jellied lampreys
50 Blood sausage - mostly lard, blood
51 Honeyed locusts
52 Olives in oil
53 Mixed vegetables in oil
54 Worms in aspic
55 Dried squid
56 Pickled mushrooms
57 Fermented shrimp
58 Fungus covered soft cheese
59 Dried seaweed
60 Truffles in oil
61 Peppers in oil
62 Pickled ant eggs
63 Crickets in brine
64 Century eggs
65 Pickled Pumpkin
66 Pickled chicken feet
67 Pate sealed in fat
68 Sheeps head cheese (not cheese at all)
69 Jellied calf head and feet
70 Pickled brains
71 Jugged hare
72 Fermented milk (alcoholic)
73 Fermented fish heads
74 Lutefisk (fish treated with lye)
75 Pickled sea urchins
76 Dried jellyfish
77 Acorn flour
78 Chestnut paste
79 Pickled baby mice
80 Dried crickets
81 Fermented pork and rice
82 Pickled fish eyes
83 Seabirds in seal fat
84 Salted whale blubber
85 Pickled starfish
86 Dried scorpion
87 Snake pickled in wine
88 Kunga cake, pressed block of flies
89 Dried or pickled centipedes
90 Dried mosquito eggs
91 Dried Lizard
92 Dried Rat
93 Jellied elk nose
94 Wine often made from non grapes lie dandylion
95 Prunes in poert
96 Kumquats in brandy
97 Rhubarb preserve
98 Apple and blackberry preserve
99 Cider
100 Mead

Most awesome meal I found was eskimo icecream - wale and seal fat, berries and snow