Friday, 13 July 2018
Beserkergangbangers
A tangent from my lycanthrope stuff.
Travelling and working mostly exhausted plus life drama
school family work government drama but im happy
Also my care factor diminishing on blogging a bit right now
also if your in Adelaide and on FB there is a dnd con on
include other rulesets which is nice
https://www.facebook.com/events/205016126914294/
Beserker Styles
This might make my mutation pdf im doing now.....
Fury (1 weapon slot)
+1 Hit and damage, +2 fear and morale checks for one turn
Aggressive and belligerent to enemies then anyone around who fights or argues back
Wont back down while active so and will start to fight easily
A common weapon skill for fighting types or bullys or jerks or drunks or angry mobs
Default lasts for a ten round turn with some getting more uses or round per level
Beserk (2 weapon slot or Fury +1 slot)
Can fight in negative HP up to -10HP during rage but loses a HP a round while negative
+2 Hit and damage, no fear or moral checks during rage, always charges if possible
Once enraged will kill till nobody is moving or a ten minute turn runs out
Default lasts for a ten round turn with some getting more uses or round per level
You could by extra slots for extra uses per day
Chaos Beserker Cults
Channel chaos spirits into their body they unleash when enraged. Its a condition more like a infection because berserks can be foolhardy, go on killing sprees and easily enraged. If they survive as initiates a two years they gain the chaos frenzy ability. Only chaotic alignment can use. If they become veterans for five more years they gain the chaos spasm ability. The greatest champion of a great temple can call down powers of a chaos god to fill them. Champions of chaos call upon powers inhabiting them temporarily.
Mutants in chaos cults love gaining extra mutations and new strains of mutagen.
Chaos Frenzy (1 weapon slot)
Enraged by Chaos, while in a frenzy, roll a random lesser mutation,
Chaos Spasm (2 weapon slot or Chaos Frenzy +1 slot)
Aroused by Chaos, while berserk roll two minor mutations and a major mutation
Chaos Avatar (3 weapons slots or Chaos Spasm +1 slot)
While also berserk Roll a d4 minor mutations, one major mutation
and roll a major mutation per round
More Beserker Items
Cursed Beserker Greatsword +1
Save or never want to not use sword. Always goes berserk in any fight. Become chaotic, bitter and only able to tolerate other berserk. All have bloodthisty names and the sword will rarely leave your sight again. Some call it a curse.
Beserkers Battle Axe +2
Gets a free extra attack once a round versus unconscious, dying or wounded or innocents in reach while beserk. Cursed like the beserker sword also.
Beserkers Shield +1
When bitten and chewed user becomes beserk for ten rounds or a turn. Works two times per day, usually has a glorious or frightening artwork decorating it.
Beserkers Belt of Strength +1
This belt ads one to strength when beserk only
Fury Torc
Can start a fury once per day
Saturday, 7 July 2018
Review Time and some projects
I got This awesome review thanks
http://lizardmandiaries.blogspot.com/2018/07/osr-pdf-reviews-2-fast-locations-cave.html
Probably not my favorite work and least likely to be revised plus I think i forgot to number pages. I guess all my books are unfinished fan works in progress. Most I intend to revise with more content and if possible kickstart the better ones to pay for editing and artwork.
Most of the books take 1-2 days to layout. Editing for me is slower than writing the damn thing and not really pleasant and in some cases makes me not want to write. I have not returned to writing like I did before 4 days correcting some errors in Psychon. If anyone does foolishly feel the urge to edit for me the best way is to mark up a pdf. Page numbers doesn't work as with a big book some edits will throw out page and line numbers. I worked for three newspapers and a uni marketing dept making journals and we used pdfs.
Proper content pages fairly high priority for future revisions
I don't mind repeating some content in books as I might have several books open at the same time for different things at the table.
My Patreon Page is a few books ahead of what is on my downloads page here and several one sheet dungeon zines at the moment. Because of patrons at certain tiers im making a dungeon zine and a book a month at the moment. Still thinking of a suitably $5 reward as Ive had one patron request for content. Polls seem best way of sourcing what ppl want there. Space book and Redbrick dungeon book are available on Patreon now.
Will be doing a mutant manual with all my revised mutation tables and mutant class this month. Hopefully one on beastmen abhumans in future too if I get some more beastmen descriptions done (they are work take 3x longer than most blogs)
Id like to revise my treasure book, gothic book (needs gothic geomorphs which sounds like work) and my murder hobo book as I have lots of new murder hobo content and drew some lady murder hobos. Goatquest still a hopeful. Hoping on a zine of lairs too. A zine of villages might be nice. I wanna do a big map of post ruin Broken Hill too soon.
Im about 12 posts away from making something for general release again.
My other dungeon zones need more work so might start writing to focus on one of my planned dozen books on this, will probably do a poll. Should start some zines on my rule system i can compile together later.
I have goals of using LuLu but the hardcovers are in US inches and not sure If I want to rework book or need to? Nobody offered anything useful on this. I could just experiment. I struggle to afford hard copies which helps editing alot so will buy more Ink and get some test prints.
Will be paying for completion space book cover then will commission a new cover possibly for Xor or psychon. Meeting a artist I hope to copy his sketchbook and possibly colour in Sydney.
More interested in writing some cthulhu stuff but it is more research driven and slow now I have 7th ed and mostly buying and playing CoC now. I'm lucky to get dnd a few games a quarter.
Im away working for 2 weeks shortly so mostly writing in that time.
Current to do list of blogs:
Lizardmen breeds
Beserkers
Mythos museum fillers
Meat mages
Global villains for modern era
As always requests welcome.
Thursday, 5 July 2018
Werebeasts!
One of the best things about the rare Melbourne 1980s RPG RUS was any player could be a were creature and it wasnt that bud but the christians didnt like it so much. It was sorta dnd meers Runequest d100 skills plus russian fairy taled and pretty awesome. Anyway it had were owls, falcons, horses, crows, badgers all kinds some wearing old fashioned pagan era armou. It also had fearure you couldnt have a pagan sorcerer and a christian priest in the same party. You either took the guy who made pacts with demons to call some goblins from hell or the guy who heals you and stops evil stuff like wizards.
Anyway big fun, So this month will do some mutations, beast wars, lycanthrope stuff and I will be In Sydney working. Rents and hostels have gone up so I have to drop a whole level of standard. Still might be last time i can afford to work for a while. Will see how Im going. Will try some of my new unamed setting then. Plus some more of my redbrick book with LOTFP.
d10 Magical Animal Folk
1 Talking Animal (1in6) can cast spells or a character class
2 Beast Men Abhumans related to a animal species
3 Beastlings small race of beastmen more like
4 Dire animals prehistoric larger survivors of the past
5 Giant Animals are magically enlarged animals, many also smarter
6 Ogre Beasts are ogre animal hybrids who eat people with animal features
7 Beast Lords are magical ancestral beast spirits who may form bodies
8 Were beast shape shifters spread by an evil disease
9 Spirit Folk animal spirit changeling folk
10 Beast Gargantua 30-50 HD monsters
Lotsa good monsters and Lycanthropes here
http://www.lomion.de/cmm/_index.php#g
Werebeast Basic powers
Most turn under a full moon into animal form
Some can become a hybrid for or change at will if experienced
If you lose half HP from werebeast you have caught lycanthropy
All these require silver, fire or magic weapon +1 or better to harm
Summon a d3 animals for a d4 rounds
Werehorse*
AC15
HD6+2
Att d6 Hoof x2 + d6 Bite or trample 3d6
Mov 24" or 2" Leap
Throw a rider for 2d6 damage then trample them as a surprise or might torment them
Werehorses like to trick people into riding them so they can throw and trample them. Some steal normal horses and might be horse thieves in human form. They are cunning sadists and like long plans even being someones horse for days before going on a murder spree. Many live as tame horses for months for food and travel then murder their masters.
Wereowl*
AC14
HD5+4
Att d6 Claws x2 + 2d4 Bite
Mov 12" or 16"fly
Ambush 1-4 if gliding attack from above in the dark
Lift Prey, If both claws hit can lift a person for a round of movement and drop them
Blood drain,Can suck 2d4 blood each round after initial bite attack
Owl witches are often spell casters and live in communities plotting the overthrow of common order. They like to eat babies and will haunt an area as a witch coven. Kill by night and harass travellers.
Wereweasel*
AC16
HD3+4
Att d6 Claw x2 + d6 Bite hangs on each round
Mov 16"Beserk, during rage can fight up to -10HP but loses a HP a round while negative
+2 Hit and damage, no fear or moral checks during rage, always charges if possibleBlood Drain Once they get teeth in suck 2d4 HP blood per round until one is dead
Horrible gnarly scrawny sleazy hairy folk prone to working as sappers, miners, bandits, kidnappers, thieves and bloody murderers. Enjoy killing and smell of blood makes them berserk. Good on boats, tunnels, urban and other environments. Can climb and hang on ropes with their feet while fighting and biting. They track by scent and like eating small humanoids or halflings.
Weresnake*
AC15
HD6+3
Att d8 Bite+poison or grapple 2d6 per round after hit
Mov 9" Swim 12"
Poison save or die, some breeds have sleep, hallucination, madness, or charm effectsAmbush 1-4 chance for surprise if from above or hiding while very still
Made by serpent men to replace lost members of their race. Many are spell casters or have a character class. They are cool and calm but will consider eating any smaller beings. They are a bit slow and cold make them lose more movement points. They will hide and ambush victims, dropping from above and can stay still and move slowly and can climb easily. Their cult wear robes and have spread temples across the world with their wizard priests. Many serve serpent men as minions.
Wereauroch*
AC16
HD9+4
Att d8 Hoof x2 + d12 Bite or Trample 4d6
Mov 15"
Beserk, fight in negative HP up to -10HP during rage but loses a HP a round while negative
+2 Hit and damage, no fear or moral checks during rage, always charges if possible
Enemies of early man but recently returned killing man sized creatures and even giants. In ancient times men left them offerings. Early kings would battle them to prove their worth. These monsters destroy whole villages and if a group gather they systematically wipe out any animal big enough.
Weregoat*
AC14
HD4+2
Att d6 Hoof x2 + d6 Bite or 2d4 Headbutt or Trample 2d6
Mov 12" or or 2"Leap
Goat can charge at least 2" charge +1 to hit and does double headbutt damage
Horrible demon worshipers who serve cults and witches. They enjoy lusty moonlit dances, murder and chanting evil demon names in bleating goat choirs. They don't like human clergy, templars, clerics, inquisitors or any humans who don't fear them. They love demons and demons love them.
Werefrog*
AC16
HD9+4
Att d8 Hoof x2 + d12 Bite or Trample 4d6
Mov 12" or 18" swim or 3" leap
Can hold breath one hour, ambush in 1-4 if hiding in water to attack
Horrible wetland creatures common near swamps and creeks. During rainy season they croak loudly and become lascivious kidnappers and cannibalistic killers. They can be quite haunting croaking in growing groups, gathering before a pre dawn attack. Dangerous in waterways will tip up boats or attack at crossings and crawl in sewer pipes and thin gaps a human couldn't. They worship ancient amphibian gods who have seeked revenge since only darkness and water and void existed.
Wednesday, 4 July 2018
Barbarian Tribes of the Elder Wastes

These are for my new setting. Fluff for barbarian tribes and some notes of races and stuff.
Just to give some proportions of peoples in the world.
That show humans are not no1
That civilized humans are a minority
Influences of animal and elemental and humanoid cults
d100 Races of the Wastes
01-30 Human
31-35 Halfling
36-40 Gnome
41-50 Dwarf
51-60 Elf
61-70 Orc
71-72 Troll
73-77 Ogre
78-80 Giant
81-90 Goblinoids
91-87 Beastmen Abhumans
98-99 Elemental Abhumans
00 Spiritfolk Changelings
In this setting humans are expanding territory and clashing with other races who are doing the same. Since the fall of two magical empires ruling for most of history, huge frontiers are being opened. City states, wizard kingdoms and barbarians all hate each other. The city states are theocracies and local wizards have to be affiliated with a temple.
Humans Types
01-10 Cavemen Tribes, barely vocal, worship beasts and giants
11-60 Barbarian Great Tribes, kingdoms of clan chieftains one of the great tribes
61-70 Wizard kingdoms subjugated by wizard overlords
71-90 Warlord Kingdoms, mostly based around a fort and a major settlement
91-100 City States, each with a patron god, bronze age, massive army proof walls
d100 Great Tribes
01-05 Bright Kingdom
6-10 Shadow Kingdom
11-25 Spirit Kingdom Tribes
26-35 Death Kingdom Tribes
36-39 Dragon Land Tribes
40-60 Beast Tribes (Any)
61-65 Plant Tribes
66-72 Ancestral Tribes
73-77 Earth Tribes
78-82 Air Tribes
83-87 Fire Tribes
98-92 Water Tribes
93-95 Hell Kingdom
96-98 Abyssal Kingdom
99-90 Tribes of Paradise
26-35 Death Kingdom Tribes
36-39 Dragon Land Tribes
40-60 Beast Tribes (Any)
61-65 Plant Tribes
66-72 Ancestral Tribes
73-77 Earth Tribes
78-82 Air Tribes
83-87 Fire Tribes
98-92 Water Tribes
93-95 Hell Kingdom
96-98 Abyssal Kingdom
99-90 Tribes of Paradise
91-93 Arcadian Tribes
94-86 Nightmare Kingdom
87-90 Dream Kingdom
91-95 Tribes of Chaos
96-00 Tribes of Law
1 Bright Kingdom Tribes (Lawful Good) Land of Light
94-86 Nightmare Kingdom
87-90 Dream Kingdom
91-95 Tribes of Chaos
96-00 Tribes of Law
1 Bright Kingdom Tribes (Lawful Good) Land of Light
Clans d4 1=Lords of Radience 2=Bright Ones 3=Shadow Breakers 4=Dawn Tribes
Custom d4 1=Chastity 2=Never lie 3=Obey Marriage Vows 4=Don't Start a Fight
Worship a pantheon of sun and light gods obsessed with purity and hunting the wicked
Descended from the gods to wage war on darkness and evil
Kingdoms are herdsmen with a fortress palaces built by nobility, use chariots
2 Shadow Kingdom Tribes (Lawful Evil) Darklands
Custom d4 1=Chastity 2=Never lie 3=Obey Marriage Vows 4=Don't Start a Fight
Worship a pantheon of sun and light gods obsessed with purity and hunting the wicked
Descended from the gods to wage war on darkness and evil
Kingdoms are herdsmen with a fortress palaces built by nobility, use chariots
2 Shadow Kingdom Tribes (Lawful Evil) Darklands
Clans d4 1=Shadow Ones 2=The Moon Children 3=Night Lords 4=
Custom d4 1=Kleptomania 2=Curious 3=Prankster 4=Twist the truth
Worship a pantheon of mysterious nocturnal powers of darkness and the night
Descended from the gods to elude and evade bad destinies
Kingdoms are rainy cold mountains where mining, weapons and assassination
3 Spirit Kingdom Tribes (Any) Spirit Clans
Clans d4 1=Ghost Speakers 2=Ancestral Sons/Daughters 3=Lords of Limbo 4=Spirit Lords
Custom d4 1=praise local spirits 2=talk to dead 3=enter trances 4=talk to local spirits
Worship spirits of local land or dead or nature for advice and help
Descended from the spirits of nature and local petty divinities
Great misty lands of herdsmen and hunters deal in furs and horn and amber
4 Death Kingdom Tribes (Any) Doombringers
Clans d4 1=Doom Lords 2=Slayers 3=Death Hammers 4=Grimfangs
Custom d4 1=execute the wicked 2=bury the dead 3=protect graves 4=kill necromancers
Worship the grim reaper and objects to unnatural powers interfering with death
Kingdom of ancient necromancer ruins planning to destroy all who don't worship death
5 Dragon Land Tribes (Any) Dragon Kings
Custom d4 1=Kleptomania 2=Curious 3=Prankster 4=Twist the truth
Worship a pantheon of mysterious nocturnal powers of darkness and the night
Descended from the gods to elude and evade bad destinies
Kingdoms are rainy cold mountains where mining, weapons and assassination
3 Spirit Kingdom Tribes (Any) Spirit Clans
Clans d4 1=Ghost Speakers 2=Ancestral Sons/Daughters 3=Lords of Limbo 4=Spirit Lords
Custom d4 1=praise local spirits 2=talk to dead 3=enter trances 4=talk to local spirits
Worship spirits of local land or dead or nature for advice and help
Descended from the spirits of nature and local petty divinities
Great misty lands of herdsmen and hunters deal in furs and horn and amber
4 Death Kingdom Tribes (Any) Doombringers
Clans d4 1=Doom Lords 2=Slayers 3=Death Hammers 4=Grimfangs
Custom d4 1=execute the wicked 2=bury the dead 3=protect graves 4=kill necromancers
Worship the grim reaper and objects to unnatural powers interfering with death
Kingdom of ancient necromancer ruins planning to destroy all who don't worship death
5 Dragon Land Tribes (Any) Dragon Kings
Clans based on draconic colours and linked to climate eg d4 1=white 2=red 3=black 4=blue
Customs d4 1=feed dragons 2=protect dragons 3=kill dragon foes 4=give dragons gifts
Worship a local dragon probably for many generations
Descended from dragons, dragon beast men and other creatures
Remnants of a draconian empire that flourished at the end of the age of darkness
6 Beast Tribes (Any) Beast Lords
Customs d4 1=feed dragons 2=protect dragons 3=kill dragon foes 4=give dragons gifts
Worship a local dragon probably for many generations
Descended from dragons, dragon beast men and other creatures
Remnants of a draconian empire that flourished at the end of the age of darkness
6 Beast Tribes (Any) Beast Lords
Clans based on species in area eg d6 1=fish 2=lion 3=wolf 4=horse 5=hyena 6=ox
Customs d4 1=eat humans 2=give gifts to beastmen 3=aid injured animals 4=shun cities
Worship a animal type and various magical forms, spirits and related humanoid hybrids
Descended from the totem animals allied with magical beasts and beastmen
Actually one on the most widespread and common tribes allied to various local animals
7 Plant Tribes (Any) Tree Lords
Customs d4 1=eat humans 2=give gifts to beastmen 3=aid injured animals 4=shun cities
Worship a animal type and various magical forms, spirits and related humanoid hybrids
Descended from the totem animals allied with magical beasts and beastmen
Actually one on the most widespread and common tribes allied to various local animals
7 Plant Tribes (Any) Tree Lords
Clans based on plant species eg 1=Oak Tree 2=Grass or grain 3=flower 4=Mushroom
Customs d4 1=avoid harming trees 2=only eat plants 3=avoid fire 4=plant seeds
Worship the great cosmic world tree that holds up the sky and supports all kinds of beings
Descended from a totem plant spirits of grass, trees, seaweed and other plant types
Live off land in wilderness areas richly seeded in fruit and animal attracting plants
Customs d4 1=avoid harming trees 2=only eat plants 3=avoid fire 4=plant seeds
Worship the great cosmic world tree that holds up the sky and supports all kinds of beings
Descended from a totem plant spirits of grass, trees, seaweed and other plant types
Live off land in wilderness areas richly seeded in fruit and animal attracting plants
8 Ancestral Tribes (Any) The cults of man
Worship ancestral humanoids d6 1=dwarfs 2=giants 3=elves 4=titans 5=trolls 6=gods
Custom d4 1=boast superiority 2=brotherly to humanoids 3=shun iron 4=always know best
Worship the original proper humanoid ancestor who parented your race
Descended from a prehistoric supernatural humanoid race worshiped as ancestors
Many of these tribes live near ruins of previous ancestors they worship
9 Earth Tribes (Any) Lords of the Eastern Mountains
Worship the original proper humanoid ancestor who parented your race
Descended from a prehistoric supernatural humanoid race worshiped as ancestors
Many of these tribes live near ruins of previous ancestors they worship
9 Earth Tribes (Any) Lords of the Eastern Mountains
Clans d4 1=Cave kin 2=Mountain Kin 3=Stone kin 4=Crystal Kin
Customs d4 1=don't defile soil 2=plant trees 3=collect rocks 4=crafting
Worship all manner of minerals, land formations, the cosmic mountain, the source of life
Descended from Subterranean earth and mineral abhumans in deep caverns
Agrarian tribes in great mountain chain with huge hill forts and cattleherds
Customs d4 1=don't defile soil 2=plant trees 3=collect rocks 4=crafting
Worship all manner of minerals, land formations, the cosmic mountain, the source of life
Descended from Subterranean earth and mineral abhumans in deep caverns
Agrarian tribes in great mountain chain with huge hill forts and cattleherds
10 Air Tribes (Any) Lords on the Frozen North
Clans d4 1=Sky Clan 2-Storm Clan 3=Wind Clan 4=Lightning Clan
Custom d4 1=scream madly at foes 2=hurl wicked into pits 3=sing often 4=use perfume
Worship all manner of atmospheric and sky gods and the gulfs between things
Descended from peoples who came from kingdoms of the sky
Tribes of the frozen lands who sail by ship and sled and raid the southern civilizations
11 Fire Tribes (Any) Lords of the Burning South
Custom d4 1=scream madly at foes 2=hurl wicked into pits 3=sing often 4=use perfume
Worship all manner of atmospheric and sky gods and the gulfs between things
Descended from peoples who came from kingdoms of the sky
Tribes of the frozen lands who sail by ship and sled and raid the southern civilizations
11 Fire Tribes (Any) Lords of the Burning South
Clans d4 1=Sacred Flame 2=Burning Embers 3=Blessed Hearth 4=Flaming Blades
Customs 1=burn the wicked 2=burn sacrifices 3=burn incense 4=burn the dead
Worship all kinds of fires and flaming spirits including salamanders and elementals
Descended from peoples who came from the fiery hearts of mountains in the depths
Tribes of the great desert wasted who raid the river valley cities and farmers
12 Water Tribes (Any) Lords of the Western Ocean
Customs 1=burn the wicked 2=burn sacrifices 3=burn incense 4=burn the dead
Worship all kinds of fires and flaming spirits including salamanders and elementals
Descended from peoples who came from the fiery hearts of mountains in the depths
Tribes of the great desert wasted who raid the river valley cities and farmers
12 Water Tribes (Any) Lords of the Western Ocean
Clans d4 1=Sea People 2=Lake People 3=River People 4=Marsh People
Customs d4 1=drown the wicked 2=bathe often 3=dont pollute water 4=throw first fish back
Worship marine and water creatures and gods and spirits
Descended from water spirits, fish folk and other species who came to fight on the surface
Tribes of the great oceans and lakes of the west, great fishermen and traders
13 Hell Kingdom Tribes (LE) Devilspawn
Customs d4 1=drown the wicked 2=bathe often 3=dont pollute water 4=throw first fish back
Worship marine and water creatures and gods and spirits
Descended from water spirits, fish folk and other species who came to fight on the surface
Tribes of the great oceans and lakes of the west, great fishermen and traders
13 Hell Kingdom Tribes (LE) Devilspawn
Clans d4 1=Devils Legion 2=Hell Lords 3=Hounds of Hell 4=The Fallen
Customs d4 1=praise devils 2=give tithe to devils 3=give blood to hell 4=obey contracts
Worship devils and the nobility of hell who govern and torment the dead
Descended from devils called from hell to end the last age of chaos
Live in ruins of hellish fortifications, scheming to control neighbors with trade and war
14 Abyssal Kingdom Tribes (CE) Demonspawn
Customs d4 1=praise devils 2=give tithe to devils 3=give blood to hell 4=obey contracts
Worship devils and the nobility of hell who govern and torment the dead
Descended from devils called from hell to end the last age of chaos
Live in ruins of hellish fortifications, scheming to control neighbors with trade and war
14 Abyssal Kingdom Tribes (CE) Demonspawn
Clans d4 1=Screaming Swarm 2=Madmen Horde 3=Lords of the Abyss 4=Demon Brothers
Customs d4 1=grab for power 2=kill the weak 3=torture prisoners 4=always lie and deceive
Worship demons and their nobility and evil alied gods who dwell in the shattered realms
Descended from demons, failed hell spawn and slaves brought from the abyss
Survivors of chaos warbands who live in the foulest places others dare not
15 Tribes of Paradise (LG) Heavenly Hosts
Customs d4 1=grab for power 2=kill the weak 3=torture prisoners 4=always lie and deceive
Worship demons and their nobility and evil alied gods who dwell in the shattered realms
Descended from demons, failed hell spawn and slaves brought from the abyss
Survivors of chaos warbands who live in the foulest places others dare not
15 Tribes of Paradise (LG) Heavenly Hosts
Clans d4 1=Golden Legion 2=Fire from Heaven 3=Celestial Horde 4=Heavens Guard
Customs d4 1=never lie 2=punish the wicked 3=help the poor 4=give tithe to the gods
Worship the gods and spirits who maintain the celestial city at the centre of creation
Descended from angels and minions of heavens who were sent to save creation
Survivors of the hosts of heaven who married mortals and guard ancient relics from evil
16 Arcadian Tribes (CG) The Mistlands
Customs d4 1=never lie 2=punish the wicked 3=help the poor 4=give tithe to the gods
Worship the gods and spirits who maintain the celestial city at the centre of creation
Descended from angels and minions of heavens who were sent to save creation
Survivors of the hosts of heaven who married mortals and guard ancient relics from evil
16 Arcadian Tribes (CG) The Mistlands
Clans d4 1=Eternal Feasters 2=Guards of Unearthly Delight 3=Victory Horde 4=Revellers
Customs d4 1=celebrate with feasts 2=accept gambles 3=attend orgies 4=get drunk lots
Worship the gods, spirits and animals in the gardens, forests and feast halls of the heavens
Descended from guardians and virtuous dead returned to help the living long ago
Hedonistic who folk who tolerate mixing of all kinds of wild beings celebrating life together
17 Nightmare Kingdom Tribes (CE)
Customs d4 1=celebrate with feasts 2=accept gambles 3=attend orgies 4=get drunk lots
Worship the gods, spirits and animals in the gardens, forests and feast halls of the heavens
Descended from guardians and virtuous dead returned to help the living long ago
Hedonistic who folk who tolerate mixing of all kinds of wild beings celebrating life together
17 Nightmare Kingdom Tribes (CE)
Clans d4 1=Laughing Maniacs 2=Nightmare Lords 3=The Null Horde 4=The Gloom Guard
Customs d4 1=dress creepily 2=stalk victims 3=gloomy 4=moody
Live in fear of nightmare realm beings haunting them, entities feed from your fear
Descendants from people ruled by nightmare beings and spirits and demons
A kingdom of warring kingdoms that produces a surplus of heartless mercenaries
18 Dream Kingdom Tribes (CG)
Customs d4 1=dress creepily 2=stalk victims 3=gloomy 4=moody
Live in fear of nightmare realm beings haunting them, entities feed from your fear
Descendants from people ruled by nightmare beings and spirits and demons
A kingdom of warring kingdoms that produces a surplus of heartless mercenaries
18 Dream Kingdom Tribes (CG)
Clans d4 1=Phantasmal Horde 2=Dream Lords 3=Somnambulists 4=Spectral Legion
Customs d4 1=tell wild stories 2=reward the worthy 3=pretend to be happy 4=hide things
Live in contact with illusionary dream lands where anything imaginative can happen
Descended from people that came from dreamlands to re settle the barren earth
A Idyllic kingdom of wonders where magic is tolerated, feared by neighboring kingdoms
19 Tribes of Chaos (C) The Hordes of Disorder
Customs d4 1=tell wild stories 2=reward the worthy 3=pretend to be happy 4=hide things
Live in contact with illusionary dream lands where anything imaginative can happen
Descended from people that came from dreamlands to re settle the barren earth
A Idyllic kingdom of wonders where magic is tolerated, feared by neighboring kingdoms
19 Tribes of Chaos (C) The Hordes of Disorder
Clans d4 1=Cosmic Cancers 2=Lords of Entropy 3=Primal Spawn 4=Old Ones
Customs d4 1=break things 2=burn books 3=respect nothing 4=anarchic
Worship the bubbling mass of primal chaos and holy disorder
Descended from chaos warbands unleashed on the world ocasionaly raise a hoa
20 Tribes of Law (L) The Infinite Legions
Customs d4 1=break things 2=burn books 3=respect nothing 4=anarchic
Worship the bubbling mass of primal chaos and holy disorder
Descended from chaos warbands unleashed on the world ocasionaly raise a hoa
20 Tribes of Law (L) The Infinite Legions
Clans d4 1=Singularity Horde 2=Lords of Order 3=Unitarians 4=Eternal Stasis
Customs d4 1=document everything 2=lots of meetings 3=keep schedules 4=never lie
Worship the brilliant arrow of time and stop time unfolding in eternal stasis
Descended from champions of law that came to earth to fight
Clothing
Customs d4 1=document everything 2=lots of meetings 3=keep schedules 4=never lie
Worship the brilliant arrow of time and stop time unfolding in eternal stasis
Descended from champions of law that came to earth to fight
Clothing
Default is woven grass sandals and skimpy loincloth
Roll once on each of these
Headgear
01 Huge beards and moustaches, well cared forRoll once on each of these
Headgear
02 Headband of leather, cloth or metal denoting rank
03 Torc of metal and ornate, denotes status
04 Collar, neck bands, locked manacle ring, necklaces
05 Facial scarification, tattoos or facial pant for various occasions
06 Cover face with cloth especially in public
07 Cap helm with totem symbol, beast or horns
08 Ornate tribal hat identifying your tribe, all peoples have a distinctive hat
09 Mask often fearsome but possibly different ones for occasions
10 Full helmet often decorated with face of beast, creature or skull
Arm Gear
01 Rings on fingers
02 Metal arm bands or bracers
03 Arm rings or bracelets
04 Gloves hands or up to forearms
05 Leather armbands with hidden small knife or stash
06 Tattoos or scaring on arms
07 Long sleeves
08 Spiked or edged arm bands
09 Armbands with pouches or dagger
10 Wristband with compass design for navigation and telling the time
Leg Gear
01 Strap on chaps or legging
02 Armoured greaves
03 Dagger strapped to leg or thigh
04 Sandals woven from grass or hair
05 Leather moccasins or shoes
06 Knee high boots or thigh high boots
07 Tattoos or ritual scarification
08 Strap on spurs or spiked boots
09 Pouches strapped to legs
10 Trousers
Body Gear
01 Hero harness straps across chest with pouches and weapons
02 Breastplate, ornate or moulded to muscle tone or with face or beast design
03 Tattoos or scarification
04 Cloth or hide or woven coat or jacket +1AC
05 Cloak light or heavy furs +1AC
06 Belt with pouches, weapons and equipment
07 Backpack loaded with equipment
08 Chainmail shirt +3AC
09 Light cloth or woven shirt
10 Large ornate necklaces of trophies like ears, fingers, teeth, coins
d20 Weapons Materials
1-10 Most weapons are stone or animal teeth with wooden hafts and break on a roll of 1, can be magic up to +111-14 Obsidian weapons break like stone but can be magic up to +2
15-17 City people use bronze and can be magic up to +2
18-19 Wizards use Iron, it harms some supernatural creatures and can be magic up to +2
20 Steel comes from star stones and can be magic up to +3
Only semiprecious stones can be cut by most people but ancients had better gems
Most hafts made or wood or bone, good wood is rare in the wasteland
d10 Best Primary Weapon
01 Pole Axe d10 2H
02 Great Sword d10 2H
03 Battle Axe d8
05 Sword d8
06 Spear d8
07 Composite Bow d8
08 Lance d10 from mounted or 2H on foot
09 Mace d8
10 Maul or Great Hammer d10 2H
d10 Secondary Weapon
01 Shortsword d6 1in6 chance you have x2
02 Handaxe d6 1in6 chance you have x2
03 Sling d4 or staff sling d8
04 Javelin d6 4 or Darts d3 x2d4
05 Shortbow d6 x20 shots
06 Lasso or Net or Whip or bolo
07 Knives d3 x2d3 or Dagger d4
08 War Club d6 or sticks d4 xd4
09 Hammer d6 or War Hammer d8 or flail d6 or warflail 2d4
10 Shuriken d3 xd4 or Chakra d6
d10 Best Tribal Armour
1 Leather suit AC+1
2 Hide suit and cap AC+3
3 Naked with heavy cloak, cap and shield +3
4 Naked with shield, leg greaves and cap +3
5 Boiled Leather chest plate and cap and shield+3
6 Scale, Studded or Scale vest with cap and shield +5
7 Scale shirt, full hem, shield +5
8 Boiled leather suit and shield and cap +5
9 Naked with greaves, bracers, cap, chest plate, shield +6
10 Chain Shirt, full hem, shield +6
d10 Customs
01 Forbid an animal they will not touch or eat or risk impurity
02 Have a traditional enemy they are obligated to kill
03 Have a traditional sacred beast they will not harrm
04 Killing wizards is the greatest honour
05 Killing monsters is the most heroic deed
06 Leading a army to pillage and destroy is best
07 The strong must conquer and enslave the weak
08 Magic is always dangerous and suspicious
09 Shun gods and those who worship their cults
10 Must always welcome travellers with hospitality
d10 Magical Thing
01 Magic hand weapon +1 with name and a gory history
02 Bundle of 12 arrows or sling stones +1
03 Potion of Strength 1d4 uses +d4 STR for one hour
04 Potion of Healing 1d4 uses 2d4 HP
05 Ancestral Fetish Idol +1 Saving throws
06 Magical piercing +d3 HP
07 Potion of Shapeshifting into tribal totem animal species for one hour
08 Magic flint ignites fires first try
09 Pelt of Animal Totem (one species) speech for ten minutes a day
10 Ancestral fragment, once a month can ask ancestor spirit a question in a ritual
d10 Favorite Trophy
01 Totem figurine of the tribe proving your divine chieftain bloodline
02 Satchel with survival kit, water skin, week dry food, knife, flints
03 Pet animal like a mount or pack beast or guard as bonus follower
04 Follower like a slave, lover, friend or vassal as a bonus follower
05 Exorcist set of ancient holy symbol, holy water, garlic, wolvesbane, silver knife
06 Ancient hide showing where a guarded treasure buried
07 Shirt made of wizard beards collected over generations
08 Stone head from a statue seized by a grandparent sacking a city
09 Ancient crown of your clan wanted by enemies worth 500gp, was hidden in a tomb
10 Iron Sword or axe 2d4 damage, in ancient style of your clan (magic with no +)
Labels:
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Ziggurat
Tuesday, 3 July 2018
Were Mastadon
It's Lycanthropy month! and more Usborne children's illustrations
Plus below evil meat eating elephant beast men
Weremastadon*
AC 16
HD 12+6
Humanoid ATT 3d6 rock throw or 2d4 Claw x2 + trunk grapple or a 2d6 tusk
Elephant ATT d2d6 tusk x2 or trunk grapple or 4d6 trample
MOV 12"
Beserker
Can fight in negative HP up to -10HP during rage
+2 Hit and damage, no fear or moral checks during rage
Once enraged will kill till nobody is moving for a ten round turn
Defencive Abilities
+1 or better magic weapon, silver or fire to hurt to hurt in monster form
Lycanthropy
Bites cause lycanthropy if wounded victim lost half HP in battle
Diseased victims become normal weremastadon or die if demihumans
Tactics
Elephant form will charge for double tusk damage or trample or grapple
As humanoids they use claws and tusk or grapple
If grappled automatically can trample or claw the next round or throw them 2"
They have 21 STR for trunk and some use weapons like mauls instead of claws
In human form they are large, hairy, hungry and grumpy with often red hair
In humanoid form they are hideous elephant like horrors
In mastodon form they look malevolent and angry
As humans they are a 10th level in a class and can cast spells as humanoids
Custom armour for each form is possible
d10 Antics
1 Blockade the village attacking any who come of go
2 Destroying houses with people in them at night
3 Destroying roads and blocking them with trees
4 Blockading a water crossing and attacking anyone who wants water
5 Murdering ivory collectors and hunters and ivory carvers
6 Has a fanatic cult of cavemen hunters who want to be mastodon too
7 Has studied wizardry from cave paintings in glacial cliffs
8 Raiding orchards and gardens eating everything good
9 Demands treasure food and mates or kills travellers
10 Throwing huge rocks at travellers, eating horses and people
d10 Gossip
1 They have found allot of crushed people on the highway of late
2 Several houses have collapsed by nigh of late killing all inside
3 The wizard has been in his tower for days I wonder why he wont come out?
4 The peanut nut stand was crushed and his store house robbed who dunnit?
5 They hate humans and are just plan nasty
6 On a murder spree against everyone human fo no reason!
7 They love the taste of human livers and hearts or just mashed up flesh and blood
8 Every full moon something hurls huge rocks at the church from the woods
9 I saw a hideous tentacled faced horror with huge bat wing ears and giant teeth
10 Something has been breaking into barns eating all the grain stores and the animals
d10 Variants
1 It is a depraved sorcerer born of beast ancestral spirit bloodlines
2 It is a pagan priest with beserker followers from some far off land
3 It is a Machiavellian assassin and spy sent to destabilise the nation
4 It is an important noble and any who defy them is killed by the beast
5 It wears plate armour for hybrid form, followers and arms of a warrior lord
6 A chaos tainted mutant has d4 minor and 1 major mutation in all forms
7 If killed it returns as a spectre a d4 rounds later
8 This one is half troll and regenerates 1HP per round unless with fire or silver
9 It is now undead with the negative energy drain of a wight
10 It is also now a undead vampire with those abilities also
Monday, 2 July 2018
Lycanthropy and You!
Lycanthropy and You!
Know The Facts!
The Facts!Usually lycanthropy infects you if you lose half your HP from a werebeast
The disease takes a d12 day to run it's course, symptoms are visible half way through
It kills demihumans dead instead with fever showing half way through
Cured by a 11th+ level cleric with a cure disease and a remove curse spell in first year
Many normal animals will be wary of lycanthropes near them
At first full moon the lycanthrope changes into a into a full animal
-they make a saving throw to remember what they did at night in dreams
-if they die as a beast they revert to human form
From one to three years
- turn into a humanoid hybrid on the night before and after the full moon
-remember everything and change alignment permanently at all times
-they remain in form they die in but if cut open see the skin of other form inside
-can summon a d2 animal helpers for a d4 rounds of fighting
After 3 years
-can turn into a humanoid at will by night
-they will transform if angry or passionate or wounded with a failed saving throw anytime
-summon a d4 animal helpers for 2d4 rounds of fighting and has a regular animal companion
After seven years
-they will be able to change at will into animal or humanoid form but always do by night
-the corpse will be in whatever form most dramatic of a mixture or keep changing
-can summon a 2d4 animal helpers for an hour and has two regular companions nearby
Breeding Habits
If you sleep with a werewolf you require a saving throw to avoid lycanthropy
If either parent is a lycanthrope when conceived
Giving birth to a lycanthrope baby is fatal if the mother is not a lycanthrope alreadyIf the Mother remains as animal all pregnancy she will have more children at birth
Child lives first year in form born which is same as mother when born
Children are very healthy, bite crawl early and late, talk late and mix poorly with humans
At puberty lycanthropy kicks in mostly but 1in6 something unpredictable and new happens
Wolvesbane
Each werebeast type has a specific herbal bane that effects them
Wolvesbane tea gives you a saving throw to resist within d12 day incubation period
Werewolves hate the smell of wolvesbane and prefer to not bite anyone brushed it
Werewolves in human form might sneeze or have a allergy to wolvesbane
Wolvesbane applied to a weapon or rock or club will wound a werewolf as silver one hit
Throwing a bunch at a werewolf will make it have a morale check
Werewolf Ointment
Evil cults and devils and elves offer werewolf ointment recipes
30gp of materials, and a month to brew one batch
Evil cults and books teach the formula which is much like other potions
Made from werewolf blood, wolf spittle, evil herbs and some baby fat
1st use turn into a wolf for ten minutes
2nd use turn into a wolf for one hour
3rd use infects with lycanthropy
A werewolf using it will transform immediately till the next dawn
Some cults tried to manage a werewolf hero but this proved difficult and tragic
Bad people sell it to dupes mostly but you can buy it for 100 gp otherwise
Wererwolf Pelts
Evil cults and devils and elves offer werewolf pelts mostly to make trouble or ruin lives
Made from a werewolf in process taking a month to cut off lycanthropes skin
Evil cults and books teach the formula which is much like other potions
The skin sits in cave covered in several quart of human blood every full moon
Then with a sacrifice to the evil werewolf spirits in a storm the item is blessed
When worn the wearer becomes a werewolf and is in a state of ecstasy
If they wear it beyond next dawn the skin bonds to the wearer making them a full werewolf
Bad people sell it to dupes they want to curse mostly but you can buy it for 1500 gp
Beserkers Shirt
Werebearskin coat equivalent with to +1 leather allows wearer to become berserk once a day for a ten round turn at will. It is good cold protection.
d10 Versions of shirt powers
1 Cannibalistic cravings, become chaotic, and wont take it off if fail a save
2 Worn past dawn wearer and coat bond, user becomes a normal bear permanently
3 Made by good werebears, wearer is friendly, hugs strangers and becomes chaotic good if fail save
4 Wearer becomes berserk in minus HP automatically for ten minutes
5 Power of the shirt gives three uses a day or 1in6 7 uses a day
6 On a full moon the wearer saves or turn into bear
7 The wearer can talk to all bears or bear creatures
8 The wearer can hibernate fot three months once a year if they want
9 Bears regard the wearer as a bearfriend unless the act otherwise
10 Bearer is immune to bee or swarm insect stings and can smell honey in 3"
Great Werewolf
More Useborne supernatural inspired monster fun for lycanthrope month
Unrelated to the problem where a charitable person like i dunno Jesus bites you and you become a philanthrope or a mean selfish bastard bites you and you become a misanthrope.
Thinking i need to do a werewolfwars or beast wars
would beastmen get persecuted in werewolf war?
do they get along?
plus i have spirit animal folk changelings
and talking intelligent magic animals
so maybe a beastwars post
plants and mushrooms can have a go laterwere direwolf size of an ogre anyone?
Or ogres that turn into Pleistocene monsters
Great Werewolf**
AC 17
HD 8+8
ATT d8 Claw x2 + 2d4 Bite + Beserk
MOV 18" (No Terrain penalties)
Beserker
Can fight in negative HP up to -10HP during rage
+2 Hit and damage, no fear or moral checks during rage
Once enraged will kill till nobody is moving for ten rounds
Defensive Abilities
Regenerate 1HP per round any wound not caused with silver or holy weapon
+2 or better magic weapon to hit as non human form or silver or fire to hurt
Only silver severing spine or cutting out piercing heart or brain will kill
Lycanthropy
Bites cause lycanthropy if wounded victim fails save after surviving fight
Diseased victims become normal werewolves or die if demihumans
Its children are normal were wolves
Wolf Mastery
Charm up to 8 wolf beings by eye contact
d8 companions present when unprepared
Includes wolves, werewolves, wolf beastmen, dire wolves, winter wolves
Can speak to any wolf like being
Human Form
They can change at will and use any transition they can imagine
They can use armour and weapons and have a bite attack for exampleThe can cast class spells if not beserk and semi humanoid bipedal at least
As humans they have Track, Listen, Survival, Smell, Listen skills
They live forever unless killed, many are cult or pack leaders
If killed and body intact they often arise as a wight or vampire the next night
All have same HP as human form and most are 8HD fighters or another class
Tactics
Mostly they are genius and cunning so will avoid going beserk unless trapped and losing or in negative HP but once berserk last one turn or ten rounds. When berserk they are more vulnerable and cant use spells or effective tactics. They are willing to attack flee and return over time regenerating and infecting victims deliberately and wasting charmed allies then come back with more.
d10 Antics
1 Has taken a ruined castle as a lair with its horrible pack
2 It came here to fight an ancient vampire enemy, we are just pawns 3 Taken over a cave complex which it returns too every few hundred years
4 Leads a coven of evil druids and promises to make the area a wilderness again
5 Has moved into the town as a merchant who deals with caravans mostly
6 Has been practicing necromancer in a local forgotten crypt
7 Has kidnapped a local attractive youth as a mate
8 Murders all the local militia, sheriff, bailiffs and anyone who could resit
9 Spreading lycanthropy so it can be ruler leader eventually
10 Here to kill everyone in town for killing it's loved one or child
d10 Gossip
1 Those greatest are chosen by evil gods or worshipped enough might evolve into bestial demons
2 Only the most wicked and heroic werewolves of divine bloodlines become great ones
3 These powers are granted by evil gods to spread lycanthropy
4 So many wolves and werewolves in the area now, something is leading them
5 They were created in wars against humans by fairy long ago
6 All the great werewolves alive were created thousands of years ago
7 Maybe whoever the beast is they are among us!
8 Lots of local dogs and horses are missing now wonder whats wrong
9 Someone needs to call for a priest to investigate all these murders
10 A god must be dipleased to have sent this horror amongst us
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