Wednesday, 19 December 2018

Strange Troops of the Monster Empire

Unlike most of my tables this one gets more mundane...
These troop types were around in the monster age and still around by the age of Exilon in outposts and ruins of old. By the time of Shadelport only the deepest dungeons can they be found.

d100 
Strange Troops of the Monster Empire
01 Walking Worms are a race of pale white worms with ugly human like faces and arms, they carry javelins, a spear, darts, a round shields and a war club
02 Slug Men Musketeers, dandy slugmen with arquebuses on monopods and blunderbuses for short range and muskets and handguns for closer range each group with a slugman alchemist
03 Leech Men beserkers hungry for blood, unreliable and untrustworthy killers for hire with battle axe, javelin, sling and dagger
04 Centipede Men Myrmadon in bronze full plate with interlocking shields and armour and tight fighting formations as if a single segment of a greater whole. Round shield, spear, short sword, pike
05 Cricket Men skulk in the darkness and sappers, armed with scale armour, round shields, short swords, daggers, shortbow, spear
06 Mantis Women insect amazons decapitate and eat men, armed with dual swords and often trained as monks in martial arts, also use unarmed attacks 
07 Isopod Men are scurrying armoured bug men who prefer the dark, with short swords, darts, picks and daggers 
08 Cockroach Men are scurrying frightened serfs of the night kingdoms of the underland, when they fight they use club, dagger, garrote, maul and bucklers with scale armour
09 Dragonfly Men are glamorous sparkling winged warriors who strike from the sky at enemies to prove their superiority. They fly and use javelins, darts, small sword, club
10 Ant Men are famous for teamwork and fighting, wear scale armour with round shields, pikes, javelins, slings and short swords
11 Tick Herders drive giant rat size bloodsucking bugs before them using bottles of scents
12 Magi Spiders are arcane spell using spiders from huge to gigantic, often with common bodyguards they are available for hire as battle wizards
13 Giant Spider force of giant tarantula spiders, hunting non web spinning breed
14 Swarms of giant spiders herded by spider herding dark elves
15 Giant Scorpions ridden by mad dervishes worshiping demons
16 Giant Solifuge ridden by chaos cultists, monsters grab and take victims away  
17 Spider Men are creepy hairy humanoids, who slay by night and are reluctant to be in daylight, they use spear, maul, hand axe, short bow, buckler
18 Scorpion men mercenaries with short sword, hand axe, mace, javelin   
19 Giant pale solifuge herded by worm men 
20 Giant whip scorpions herded by slaves
21 Demon worshiping wizard cult of darkness unite to wage war
22 Lich cult dedicated to serving the lords of death, wizards and scale armour with spear, shortsword, javelin, 
23 Fire cult wizards and priests and bound elementals and monsters
24 Earth cult wizards and priests and bound elementals and monsters
25 Air cult wizards and priests and bound elementals and monsters
26 Water cult wizards and priests and bound elementals and monsters
27 Doom templars servants of the gods of death and undeath
28 Diabolic wizards in sevice of hell
29 Cult of flesh wizards who serve the meat daemon god Xor
30 Cult of the old ones and outsider gods from before time in the great darkness
31 Formarian armies of mutant chaos giants who long for conquest and slaves
32 Jotun armies of the giant kingdoms who wage war on mankind to eat them 
33 Giant worshipers cult who often have giant allies and wage war on the gods
34 Dragon Templars served dragons and conquered in their name as they slept
35 Dragons might act as mercenaries or some cults have trained dragon riders
36 Dragon Men Legions are humanoid dragon troops who look down of humans 
37 Dragon Cult worship dragons as gods and occasionally field a dragon they raise. They are wizards and priests dedicated to draconic lore and power they seek to control
38 Tiamat Cult of the dragon mother of monsters, enemy of the gods, often field a dragon and other monsters like scorpion men, beast men and worse  
39 Fish Men army assaults mostly coastal and river settlements and attack ships
40 Fish cultists are hybrids who aid the fish folk in secret sabotaging those who resist from within but sometimes form a degenerate army of fishermen with wicker shields, nets, spears, javelins and tridents
41 Eel men served the fish men as mercenaries and they are often pirates now
42 Shark men are savage maritime raiders who invade land to kill and massacre
43 Squid men are horrible worshippers of sea demons and enslave men like cattle and eat their brains
44 Lamprey men are disgusting blood sucking creatures who serve as mercenaries if you don't want live prisoners
45 Catfish men are wizard fish folk who often hibernate in cocoons for long periods of time. They are famed as wizards and slavers and believe in their superiority over other sea life
46 Crab men are great builders of sand forts and coastal constructions but are mostly peaceful if left alone
47 Tako are octopus faeries from the sea who will mingle with human kind, quite magical they love treasure but are cowardly and sneaky
48 Kraken cults worship the great evil sea monsters and serve these sea demons
49 Hydra cults worship these great beasts and some use them in war
50 Sea elves are a undersea race often riding sea creatures and will invade land occasionally
51 Sea Grass Spirit folk are changelings from the sea kingdoms who sometimes rise up to aid land folk against sea monsters, serve some great celestial bureaucracy 

52 Stingray men are terrible demon worshippers from the deep who come to claim sacrifices and aid other marine armies
53 Frog men are a conquering power dominate swamps and marshlands
54 Newt men are industrious aquatic folk who fight in wetlands
55 Axolotl men are savage cultists who sacrifice victims to their water demon god
56 Fire Newts are newtmen who became liked to fire elementals and demons and conquer from rocky and volcanic mountains often riding on their strider birds
57 Toad men live in dryer areas and woodlands
58 Lizard men common reptilian troops well adapted for wide range of warm climates, low tech use javelin, war club, axe, spear with leather. More advanced ones in scale with composite bows, spears, swords and flails and large shields
59 Dinosaur men, various breeds with war dinosaurs
60 Serpent men, reptilian wizards often with lizard men guards
61 Turtle men, coastal and wetland heavy marines
62 Ibis men are wizard scholars who will often serve for access to arcane texts and ruins

63 Vulture men wizards who worship terrible demons of death and darkness
64 Hyena men brutal mercenaries who devour victims and are feared by everyone
65 Condor men are huge bird men warriors each with a herd of thrall human warrior
66 Jackal men are grave robbers who eat the dead but they often serve as scouts
67 Wolf men are fierce warrior mercenaries who often act as bandits
68 Rat men come in several varieties based on colour but make good tunnel fighters, night fighters and frequently serve demons
69 Stork men have featherless heads and daub themselves in blood. Mostly use spears, hatchets, javelins and clubs
70 Pig men are greedy and lazy but fearsome and quite advanced
71 Bat men warriors are hungry blood craving beserkers

72 Bat riders are goblinoids riding giant bats serving as scouts
73 Land bats are huge flightless bats ridden by mad bat cultists
74 Bat cult are wizards and priests summon bat demons and things of darkness
75 Ape men clan, strong fighters and expert hunters, scouts and skirmishers
76 Cat men make good scouts and skirmishers and night fighters
77 Bear men are stout and powerful beserker warriors
78 Goat men are voracious fast breeding and encroach on human kind
79 Weasel men are superb tunnel fighters and agents for mischief and scouting
80 Mole men are fabulous sappers and tunnel fighters
81 Kobold scouts are numerous and experts at trapps and also sappers
82 Goblin war band are irregular mobs of goblin warriors, also good stone and metal workers, most have shortbow, small sword, dagger, javelins and a round shield with leather
83 Hobgoblin soldiers are tight regular soldiers with scale armour, polearm, spear, sword and dagger with a shield
84 Bugbears can fight as irregular skirmishers or as regular soldiers, often use mauls or pole arms, flails, clubs, short bows, axes and garrotes
85 Goblin shamen are magicians and most have pets and followers who guard them
86 Goblin wolf riders ride common wolves
87 Orc infantry regulars with pikes, swords, short bows, daggers, kite shield, banded armour, common mercenaries, independent warlords and serving other armies
88 Orc cavalry usually riding dire wolves, dire boars, terror birds or other prehistoric fauna, later some ride demon blooded horses
89 Chaos orcs serve evil, are irregular and barbaric savages, they shun technology
90 Troll armies with typical hill troll infantry supported by giant trolls, hedge trolls and arcane troll wizards and priests, often driving regenerating chaos trolls before them with fire
91 Barbarian tribe of savage humans mostly in leather with stone weapons
92 Human slave mercenaries usually owned by a monster nation

93 Amazon unicorn riders both deadly and healers
94 Dark elf slayers are saboteur magical skirmishers
95 Green elf archers from the woodlands with long bows 

96 Dwarf infantry in iron plate with iron weapons 
97 Gnome are magical skirmishers use sabotage and hit and run attacks
98 Halflings mostly throw rocks, thousands and thousands of rocks
99 Spirit folk of many tribes shapeshifter kin of plants, beasts, natural features, weak but magical infantry
100 Heavenly hosts, human knights trained by angels, deva and archons to drive away chaos, most battled to the death but they saved many desperate peoples

Afterthought
In the time of Exilon new beastmen, orc and human tribes are becoming dominant over the old. The rebel races helped bring about the end of the great age of darkness and the monster empire.

The Seven Rebel Races
Humans
- barbarian tribes destroyed monster kings cities and temples
- amazons were one of the great tribes
Elves
- dark elves betrayed the monster kings and gave their secrets to humans
- threw up great woodlands to disrupt the monster empire trade and commerce
Dwarves
- gave humans on loan the secret of iron but humans have not given it back yet
- helped with many gifts like metal work, armour, domestication, saws, ploughs
Gnomes
- underrated magically, willing to do new things
Halflings
- plucky, lucky and sneaky these guys moved contraband and messages between the rebel races
Orcs
- turned on their masters and were now able to reproduce on their own without magic
Abhumans
- new breeds of beastmen such as dog, goat, bear, rat, lion, stag men became greater
- birdmen and new sea races became ascendant
- elemental abhumans became tribes of barbarians mostly forsaking civilisation
Tako
-octopus faeries from the sea come to the surface helped land and sea peoples unite

Rat Men Clans

Black the plague carrier clan worship demons and gods of darkness death and pestilence
Grey are town rats who live in the cities of men and have built their own in the past or as slaves of the monster kings
Brown live in woods and wetlands and rivers, simpler tech and more savage tribals
White clan live in the underland mostly scavengers and bandits but willing to use black magic
Naked clan are hairless and often tattooed and pierced living in ultra dense colonies feeding off tubers and serving a queen, often act as tunnel fighters, sappers and builders

Monday, 17 December 2018

The Free Cities of Exilon



Free City League

Great cults have ziggurats, biggest monuments and huge temple complexes with thousands of staff. Lesser ones have small temples and mostly shrines.

Ikathon

Seahome, City of the Sea Lords, former colony of the fish folk
An ancient city seen better days and poorly planned as it grew ad hock in the dawn age. Its great sprawling ziggurat is still used in rituals but the interior has long collapse. Some of the oldest temple in the world are here and also libraries. The ancient tongue is still taught here and more citizens use the holy script than anywhere else. Winding streets and canals some crumbling abound. The docks have ships from many lands and fleets of fishermen and these help the city gain it's famous fishy odour visitors complain of. For thousands of years fish men used this as a imperial outpost to conquer the land. The great ziggurat to Ea the house of pure water is the greatest building with the temple of Anu is not spectacular but is one of the oldest buildings made by human kind.

The bad fish folk, squid folk and sea dragon cults were eventually driven into the sea and their evil temples destroyed. It still has a tradition of knowledge and holy relics it is famous for. Some bad fish god shrines and cults are hidden in the labyrinthine city. Remains of shattered fish folk writing and statues are found everywhere. Numerous reefs and islands and a sea fort watch the bay and make the entry hard without a local guide. 
Familiar gods tend to have fishy or aquatic variations here. The city symbol is a fish.

Fighting Forces

Naval trireme and bireme fleet with sailors
Mainers soldiers with spear and leather who make amphibious landings
Slingers are militia sect that include males, females and all ages
Several giant snapping turtles with fortified troops on their backs
Force of marine beatmen mercenaries with fish, frog, lizard, squid and shark men
Gladiators with bronze armour, tridents and nets as independent champions
Forest Elephants with fortified troops on their backs
A champion rides a marine dragon


Great Cults of Ikathon

Ea, Lord of the Waters of the abyss, usually in fish robes with a beard
Danika, The great Fish mother, usually in her fish robes local consort
Dagon, fisherman farmer weather god and monster fighter



Lesser Cults of Ikathon
Anu, lord of the celestial court, king of the upper heavens
Ishtar, goddess of love and war also praised as navigator and pirate here
Tammuz, god of vegetation and herds, the good shepherd and defender of the flocks
Geshtianna, goddess of vines and divination
Ereshkigal, the underworld goddess, queen of vampires
Tiamat, the old sea goddess, mother of monsters and gods
Marduk, son of Ea, god of law and power
Nebo, scribe of the gods
Sin, the moon god, merchant traveller
Shamash, the sun god
Nammu mother of the primal waters

Hadderad
Stormhome, City of sky gods, occupied by barbarians now civilised
Once a agricultural city it was conquered by barbarians who in turn became civilised and this tends to happen every three generations. They frequently trade with and hire barbarians. Mostly they worship gods of the air and sky and war. The buildings and art is cruder and newer than other cities but great public works and walls are still under construction. The streets are dusty, dirty and animal filled. Bird and beasts of all kind are pets. The royal family are dynamic leaders and have many satellite forts over their land. Their greatest arts are war and metallurgy. They are famous for war chariots and mercenaries. The city is in many ways more willing to try new things and elevate commoners and the brave to high office by merit. The cult favours deities in manifestations as sky beings and the city symbol is a winged bull. The greatest building is the Ziggurat of Enlil the house of the Heaven and Earth.

Fighting Forces

Barbarian Allies, irregular light force good for skirmishing and scouting
Berserkers, elite barbarian irregular fanatics
Chariot Corp of 400 chariots, half light, half war chariots that move in royal guard
Royal Guard are chosen from most loyal barbarians in the heaviest plate armour
Elite Archers with formations of composite bows, very feared
Infantry with spear and wicker shields and leather of city free men
They have several heroes riding giant eagles
One hero has a winged bull from the gods
One hero has a huge war chariot Juggernaut pulled by 8 oxen
Magicians include priests, wizards, marine druids, often use water elementals



Great Cults of Hadderad
Enlil lord of the middle air, the earth, the underworld, the great king of heaven
Ninlil lady of wind and fields, queen of the heavens



Lesser Cults of Hadderad
Ninhursag the earth mother goddess
Nergal lord of pestilence, war and famine, the ill wind
Ninurta hunter warrior god kills monsters aids the commoners
Gula healing goddess, mother of dogs, wife of Ninurta
Adad lord of the lower air, storm god, aids farmers and warriors
Anu the father of the goods and ruler in the heavens, the pole star
Ea brother on Enlil, god of water, purity and words
Ninanzu underworld and healing son of Enlil
Ereshkigal underworld godess who spawned demons with her father Enlil
Ishtar goddess of the dawn star, goddess of love and war
Anzu the great demon bird who stole the tablets of destiny
Antu the clouds are her breasts, goddess of sky, rain, upper heavens, wife of anu
Asag the giant who attacked the gods with a race of rock demons he spawned


Kithak
Sunhome, City of the sun god and his kin, home of the first first mortal kings
This orderly city revolves around the great sun ziggurat and palace of the first king. Many great processional roads and shrines to the gods are common and religion is very important. A new king is selected each seven years by the high priest from candidates to act as war leader and protector. Bad rulers are burned, the good ones are retired as hermits in monasteries and parks. Many great gold treasures, statues and devotional items come from here and many kings come to visit to authenticate their kingship. Impurity, mutation and deformity are frowned on and exclude with these taints from nobility and the church. Their courts and legal processes have been copied by other kingdoms. The gods aided humans establishing this city after the age of darkness and it is mostly free of witchcraft and evil cults. Burning and drowning witches is not uncommon. Mostly of the gods are kin of the sun god and the city symbol is a sun symbol. The greatest building is the ziggurat of Shamash the house of the sun.


Fighting Forces
Phalanx spearmen the best freemen fighting force in the land bronze armour
Chariots Corp of 200 clumsy heave chariots pulled by onager
Archers with self bows in formation, also swordsmen

Slingers are militia sect that include males, females and all ages
A number of heroes have huge pet lions run aside their improved chariots
Scorpion men guardians of the sun
Magicians include priests often using sun or fire magic with fire elementals

Greater Cults of Kithak
Shamash, the sun god, the helper of supplicants, all seeing one, king of kings
Ishtar, the dawn star, goddess of war and love

Lesser Cults of Kithak
Aya goddess of dawn, wife of Shamash, goddess of love fertility and light
Bunene drives fiery chariot of the sun
Nergal fiery hot sun of summer, war and pestilence
Tammuz sun of spring, bringer of good crops and herds
Geshtianna goddess of dreams, vines and divination
Sin mood god, turbaned king, patron of trade
Ninurta heroic hunter and monster fighter
Gula healing goddess, mother of tempests, the dog goddess
Girra the god of purity and fire, lord of bricks

Kassus
Maidenhome, Great city of the goddesses and amazons
This great citadel towers over the plane and has m,any levels. Great barracks for women and pens for their men fill the city with houses granted for mothers and their families and servants. Many eunuchs and men who live as women live here and receive status of women. Slaves are men and belong to a amazon household. No free men unattached to a amazon house hold exist. Some men particularly barbarians are invited to mate with amazons but many evoke gods for children which is why there are male cults in the city often run by eunuch priests and attached to greater temples to goddesses. Much of the city is enclosed and built over almost like a single colossal building around the great round ziggurat of the earth goddess. Statues of goddesses and women and childbirth are common, depictions of males are rate and mostly in shrines. The city is very ordered and clean and anything out of place has amazon myrmidons investigate. The queen is also the high priest of the earth goddess with a assembly of wise women, priestesses and generals. Women, religion and war are the cites main themes in art and. As a post monster epoch city it is modern and everything is in good condition since amazons settled 400 years ago. They still deal with their Sythron women tribal kin and people move between the city and the Sythron tribes frequently. The city favours goddesses but some male gods feature in their legends and even bring the amazons children. The city symbol is a unicorn. The greatest building ts the Ziggurat dedicated to the Amazons which predates their occupation of the site, a round breast shaped structure with intricate relief art.

Fighting Forces
Archers with composite bows in style of the Sythron
Javlin throwers who act as skirmishers and light fighters, often male slaves
Spear phalanxes with free woman soldiers, with spears, javelins, bronze armour
Myrmidon professional mercenaries use sword and shield and bronze armour
Sythron cavalry riding horses with lance, armour and war hammers
Sythron horse archers, expert skirmishers
Chariots a hundred light horse cariots
Minotaur tribe of mercenaries, huge brute berserkers
Magicians include priestesses, wizards and shamen



Greater Cults of Kassus
Ninhursag the great earth mother
Ishtar the goddess of love and war
Geshtiana goddess of wine, dreams and divination
Ereshkigal goddess of death
Gula goddess of healing 

Lesser Cults of Kassus
Ea lord of water and wisdom
Tammuz lord of fertility
Girra god of fire and purity
Tiamat the dragon queen
Sin the moon god
Nammu mother of primal waters
Anu the pole star, lord of the upper heavens
Ninkasi the tavern barmaid and brewer goddess
Ninshubar the servant of Ishtar who aids the goddess and is her best friend

Sakasis
Snakehome, City of the good snake gods, once snake city now free
Labyrinthine ancient city was ruled by serpent man for an aeon and the remains and ruins of their works are every in the city. While evil reptilian gods are long banished their works are everywhere. Snake charmers and pet snakes are everywhere in the crowded streets. Canals and irrigation ditches are everywhere. Naga and hydra live in some temples worshipped as divine. The snake market sells snakes as rat catchers and home security. Mongooses are popular also as protectors against bad snakes. The city has greatest orchards and fertile farmlands. Cutting of trees is forbidden here and hurting snakes not attacking you is bad luck. Wine, drugs, dried fruit and medicine are used in rituals and exported. Naga and other snake beings are used as guards, tutors, healers and are used in the cities defence. The city has ancient libraries going back to the dawn age.

Many gods have a serpentine aspect with underworld qualities. The city symbol is a horned snake often with a beard sometimes a hydra. All kinds of snake creatures are kept in holy places but snake men mostly reviled now. Some evil snake cults survive. The greatest building is the Ziggerat to Ningizzidda with temples to Tammuz and Geshtianna.



Fighting Forces
Slingers are militia sect that include males, females and all ages
Javlin throwers who act as skirmishers and light fighters
Infantry with spear, cloaks, metal helmets, wicker shields and leather of city free men
Chariots 100 drawn by oxen or onagers, clumsy war wagons
Unit of bards who inspire army and charm allied creatures
Lizard men mercenaries with 
Triceratops riding hero
Giant snakes and herders from temple
Cobra headed lions with druid initiates
War Hydras herded by specialist warriors in full plate
Magicians include Druids, Priests and wizards and naga and summoned dinosaurs


Greater Cults of Sakasis
Ningizzida lord of the good tree, god of underworld, vegetation, healing and wisdom
Tammuz god of vegetation, herds and fertility
Geshtianna scribe of heaven and the underworld, goddess of dreams and wine



Lesser Cults of Sakasis
Ninurta the monster hunter, helper of farmers, drove away the bad snakes
Ishtar goddess of love and war
Ishtaran god of Justice and borders, 
linked to snakes, scorpions and soothsayers
Gula the healer and mother of dogs, wife of ninurta
Tiamat the dragon mother goddess, underworlds
Ninanzu draconic underworld farmer war god father of snakes
Ninhursag the earth mother goddess often portrayed with a snake head
Ea the water god in his form as a ram horned snake or turtle

Naga cults worship these common lesser divinities kept in sanctuaries and shrines

Sunday, 16 December 2018

Boreyne



Boreyne
Supernatural animal CE Morale 8
AC +5
HD 5
MOV 18 ground 9 water
Att Clawx2 d8 & Butt 2d6 or Trample 4d4
-if both claws hit can rake for extra 2d4 damage


The  boreyne is similar to a bull, but with a horse’s mane, a lion’s forelegs and tail, and sometimes with a eagle’s hindlegs. With curled horns, long pointy tongue it uses to track scent with, and a fin spouting from its rump. See  well in the dark and can hold breathy for an hour in water. Also known as dragon cows, bog beasts, sea bull, marshfiends or horror on the moors. Their dung is sulpherpous and smells terrible but burns well. Comes in several bright colours thus they are popular as heraldic beasts.

Irritable and territorial and will attempt to mate with cattle producing more boyerene. They dominate moors and water crossings and see well at night. They stalk prey for days often following victims trails who have traveled through their territory. Often they charge boats wrecking them and eating the occupants. Some hoard treasure and their hide is valuable with artists worth a thousand gp, They lair and hide treasure hide it in ponds, rivers or underwater caves. Sometimes they are manipulated to guard an area or hand raised by wicked people. They bellow scaring animals up to a mile away by night or while swimming.

Island and coastal peoples hate them with a passion as the creatures will retreat into the water if hurt badly. They are voracious eating meat, grain, human foods, anything.This makes human farms enticing to them.

1in4 have rear legs that are eagle claws
1in6 are beserkers

1in6 have shocking grasp once per turn
1in6 breathe fire 4d6 ever 4 rounds, 3 range cone,, save for half
1in6 breathe water with blue green hide
1in6 are invisible in water
1in6 get a extra bite attack d8
1in6 have two butt attacks instead of one for 2d4 each
1in6 resistant to fire with red or orange hide
1in6 resistant to lightning yellow or violet
1in6 resistant to cold blue or white
1in6 can leap 6 across or 3 up
1in6 can call a 300 yard circle of fog for an hour each night
1in12 can breathe a insect swarm that lasts 5 rounds once per turn
1in12 can cart charm person three times a day
1in12 fly with dragon wings
1in12 are intelligent 1in6 of those are spell Lv5 spell casters
1in12 regenerate 1hp a round in water


Boreyne Adventures

1 Trade between coast lands and islands are held up by by a boreyne
2 Years ago a dragon stole a cow, now a boreyne has returned to the place causing trouble 

3 A chaos wizard riding a boryne has kidnapped a noble youth for ransom
4 Strange haunting moans come from the lake at night and drunks back from pub have vanished
5 A saint transporting relics has been stranded on a island by a boreyne who sunk his ship
6 A dairy is under siege by a bellowing angry boreyne bull crazy for cows
7 A boreyne menaces a village hopping from roof to roof, everybody stays indoors
8 I isolated monastery by a lake has been haunted by a nightmare monster bull
9 A cult have raised a boreyne since a egg and use it to keep medling kids away from their secret excavations
10 A crack in the earth opened and out cam a foul miasma, healers want it closed but it is guarded by a boreyne

Saturday, 15 December 2018

Morale for EMO




































Morale 
(extra ideas welcome)

Not just for fear, also following orders like 

dont loot
dont break lines if ppl taunting you
dont break lines if enemy seem to be disadvantaged
dont abuse prisoners
dont go native if left alone at outpost, etc
dont get drunk or stuff if bored in camp
dont blab secrets to prostitutes or your mum
dont take a bribe or better pay offer
dont listen to bad omens, propaganda, gossip

Typical Scores

These assume a leader
1 Frightened hopeless cowards
2 Naughty children
3 Angry housewives
4 Teen gang
5 Angry peasants
6 Drunken angry mob, untrained conscripts, bullies, kobolds
7 Green troops, peasant militia, typical predator, goblin
8 Experienced blooded trained professional troops, hobgoblin, bear
9 Veteran troops, bugbear, stirge, owl bear
10 Elite troops
11 Fanatics willing to die for cause
12 Beserkers, honey badgers, wolverine, rabid dog, undead

Roll for possibly panic if

Hero killed
First death
25% killed
50% killed
75% killed

Roll for Confusion or Hesitation if

leader killed or flees
ordered to face overwhelming odds or superior foes
allies or supporters flee
ordered to face cavalry or monsters charge
ordered to face fortification or disciplined shield wall or phalanx
face attack from artillery/magic/flyers and cant attack back same round

Confused troops stand about and spread out and stop moving together
Hesitating troops move slower and reluctant to engage or follow through on orders

Irregular troops
skirmishers, mobs, untrained, barbarian hordes
fight spread out with cloud formation
subject to confusion if fail to obey orders
scatter and flee if morale breaks into panic

Regular troops

fight in tight formation use teamwork
suffer hesitation if fail to obey orders
fighting withdrawal if morale breaks
 into panic first time

break into irregular mob and move away if morale breaks into second time
disperse and scatter or surrender if morale breaks into panic third time

Morale Modifiers

1 is minimum morale score 12 is the maximum
mods max is +4 or -4

Before Battle Mods 

+1+2+3 if have charismatic or heroic leader|
+1 Leader has skill of Leadership
+1 drunk, just fed a feast and very well rested
-1 if hungry or tired or sick
-2 if famished on not paid recently
+1 bonus pay or loot
+1 fresh from victory
-1 recent defeat

+1 listen to good omens, propaganda, gossip
-1 listen to bad omens, propaganda, gossip
+1 or -1 good or bad rep of commander
-1 troops out of condition, not drilled or had recent fights, no plan
+1 drilled and prepared for battle plan before fight with good plan
-1 enemy force equal or somewhat superior
-2 enemy force superior in numbers and ability
+1 enemy force generally inferior and smaller
+2 enemy force hopelessly inferior weaklings



During Battle Mods 
-1 currently hesitating
-2 currently confused
-1 leader lost
-1 champion lost


Leader rolls to

rally demoralized troops or restore lost morale
make formation change promptly/without hesitation
make a confused or hesitating unit obey



Comand Radius of Leaders
Fighter has CHA score
-elves dwarves halflings and gnomes as a fighter only for own race
Everyone else gets CHA bonus in battlefield inches
some skills can assist in this
-command skill adds level in battlefield inches

Thoughts
so far a mob of drunken cowards with a good leader telling them lies about good omens and promising cash and giving them a slap up feast could make them get a moral up enough to face sick starving soldiers who have not been paid and have a incompetent leaser

the soldiers would probably still win but morale might let the drunk mob win

i want to make a hybrid war game with simple unit tokens then some kind of narrative tables for heroes to help decide battle outcome from players view. Might not involve any actual of tokens or movement

Quick problem types

1 Unruly Allies
2 Officers
3 Camp Drama
4 Supply Troubles
5 Crime & Corruption
6 Rude Rumours
7 Holy hassles
8 Nature revolts
9 Monsters
10 Supernatural

d100 Things that go wrong before battle

01 Mercenaries or allies don't show up
02 Mercenaries or allies change sides
03 Mercenaries or allies demand a better deal

04 Minority among troops revolt at mistreatment from majority
05 Troops murdering commanders and threaten revolt
06 Troops riot and fight each other damaging camp
07 Troops get drunk and disorderly
08 Troops get horrible vd rendering many too sick to fight
09 Troops deserting out of control every night
10 Some of troops hopelessly undisciplined and overconfident
11 Officer sold commission and a useless one takes place
12 Incompetent delusional noble demands command roll in battle
13 Leader is ill and not on top of game, needs help to see battle and stand
14 Rival officers take unreasonable risks and ruin plans
15 Officer blabbed plans to a lover
16 Officer is a cultist or witch
17 Officer dies of plague
18 Officer has been struck with madness
19 Officer serves a foreign power in secret
20 Officer panics at bad omen
21 Plague outbreak on camp
22 Mascot dies or runs away
23 Mascot is an imp up to sabotage
24 Banner accidentally ruined or soiled shamefully
25 Musicians die or run away needing incompetent replacements
26 Bad omen panics the camp
27 Good omen makes camp over confident
28 Rain floods camp and ruins defences
29 Animals die from disease or flee
30 Some creature killing personnel inside the camp
31 Fire burns supplies
32 Important equipment fails
33 Food spoiled by mould and vermin
34 Supplies late short on ammunition
35 Supply train ambushed by bandits or enemies
36 Merchants demand advance payment now
37 Supply train has been cut off by disaster
38 Supplies late men and animals hungry
39 Unauthorised camp followers stir up fights and trouble
40 Unauthorised camp followers in trouble are some troops awol helping them
41 Payroll stolen
42 Criminals sold supplies
43 Assassin killed a leader
44 Spies stole plans
45 Raconteur demoralising personnel
46 Officer sold supplies to pay gambling debts
47 Corrupt personnel purloining funds and flee
48 Criminal stole officers personal items, weapons and cash
49 Scandal of corruption causes unrest
50 Thieves guild operating openly in camp skimming everything and peddling vice
51 Rumours that homeland under threat alarms troops

52 Troops believe leaders have planned to sacrifice them for strategic reasons
53 Troops believe support and allies disloyal
54 Troops believe enemy has huge allied force coming
55 Troops believe enemy aided by witches and scared
56 Troops believe their is hidden wealth in area and many plan to go treasure hunting
57 Troops believe enemy has a secret weapon that puts them at risk
58 Troops believe officers are deceiving them about forces they face
59 Troops believe officers want to see most men die to afford payroll costs
60 Troops seem to have sympathy for enemy and might be unwilling to mistreat them
61 Priest declares gods need a special sacrifice to gain their favour
62 Priest needs a few days of rituals to get divine approval
63 Gods require to be appeased with some special action or the army will fail
64 Priest denounces competent officer
65 Priest clamps down on vice in camp upsetting the troops
66 Priests insist on marching out on battlefield and sure gods will protect them
67 Priests spreading gloom and doom demozalizing troops
68 Priests declare food and booze from camp supplies needed for sacrifice
69 Priests annoy officers with omens and warnings and offer their command advice
70 Priests murdered causing unrest
71 Storms for several days delay battle and limit movement

72 Battlefield floods and becomes swampy mess
73 A natural feature helps enemy hide forces from army for a ambush
74 A rock or mudslide or flood divides force
75 Waters rise making crossings harder
76 Local water dries up making supplies limited
77 Mosquitoes and leeches torment troops and spread disease
78 Volcanic vent releases steam and boiling mud alarming troops
79 River breaks its banks during rain and moves
80 Forest fire causes panic
81 Road collapses into sinkhole cave complex
82 Trees vegetation grows supernaturally changing terrain overnight
83 Hills and great stones arise from the earth changing terrain overnight
84 Some monster killing livestock and camp supporters
85 Local dungeon tempting troops to go awol
86 Local dungeon raiding camp and killing scouts
87 Rotgrubs in camp killing troops
88 Giant rats swarm in camp
89 Local cult hostile to army harass camp
90 Non human army offended and suspicious of strangers
91 Lycanthropy breaks out in army
92 Camp is on haunted burial ground

93 Local spirits object to presence in area
94 Doppelgangers among command
95 Dryads lure away troops

96 Vampire preying on camp
97 Rust monsters eat weapon baggage and metal goods then run away
98 Hungry dragon raids camp picking off stragglers by night
99 Camp on slumbering kaiju
100
 Vision of deity witnessed by both sides

Friday, 14 December 2018

Bonnacon



Bonnacon

Supernatural animal CE Morale 8
AC +4 Immune to non magical fire
HD 6
MOV 16 ground
Att Butt 2d4 or Trample 3d4 or Special


Bonnacon is a monstrous bull like beast with inward curling horns and a horse like mane. It will often butt opponents and will knock over human size targets on a natural roll of 18+. With a move 6 run up charge it can do double damage. It enjoys trampling downed foes brought down by it's butt or special attack and has +4 to hit prone targets.

Its special attack is to emit a 30 degree range 4 cone of burning feces from it's rear end cloaca inflicting 2d4 fire damage on any in area. Any who fail a save are on fire and take a extra d3 per round until they make a save by rolling in the ground or some other means like jumping in a river. 
The fire is considered a non magical effect. The bonnacon loves to trample victims on fire trying to roll on the ground to put out the fire. They love to trick foes into chasing them. 

The area ignited will continue to burn for a turn and any passing through the fire take a d4. A bonnacon might try to cut off escapes or encircle defenders with fire. They delight in burning dwellings and human farms. They especially enjoy eating rotten cabbage and other food. They dont even like each other except to breed which they do infrequently. Demons and devils apparently breed them in their evil realms keeping them in herds.

1in6 are young with only 4HD and only fire their special attack once every turn
1in6 emit a stinking cloud instead 1in6 of these can choose fire or stench
1in6 emit sticky caustic acid like dung instead of fire, harder to stop inflicts a hp dam per round for 2d4 rounds, 
1in6 of these can choose fire or caustic attacks
1in6 can leave a line effect of burning excrement behind them while running rings around foes for the entire round instead of the blast effect
1in6 explode on death for 6d6 in a 4 area circle save for half damage
1in6 have 12 range cone feces attack instead of 4
1in6 are larger with 8HD
1in10 are as smart as a human and more cunning and malicious and can talk
1in10 are a mated pair and 1in6 have a calf
1in10 can make a rocket propelled leap usually to escape or overcome a obstacle once a turn MOV 6 in one noisy leap

Adventures
1 A strange cow is hanging out in the top paddock and a herder wants help catching it

2 A burned out village of corpses has been found find out what did it
3 A terrible odour is keeping people away from the trade routes find out why
4 Several workers have been found burned and crushed what did it?
5 A strange calf has been found and locals are exited, it seems to fart lots but a lucky find
6 A whole valley has become a wasteland of ash, toxic soil and foul odours 
7 A wicked farmer sold his soul for a new cow and received a bonnacon
8 A bandit raised a bonnacon and it obeys his every command
9 Something has dug up a farmers jars of sauerkraut and eaten it all, who would do that?
10 A evil imp riding a bonnacon holds a village to ransom

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Optional cow bonnacon powers:

1of6 disease miasma cloud 3 area circle  
1of6  stinking 
cloud 3 area circle  
1of6  trail of unholy blood and gore, has fructifying powers on vegetation next year
1of6  fear gas cloud 3 area 
circle  
1of6  vapour of womanliness turn all males into females for a d6 days if save or permanent if fail save, 
cloud 3 area circle (some try to collect this gas for huffing) 
1of6  udder can squirt 4x d3 acid cantrips per round like a flesh turret range 3
1of6  spray a mass of translucent slime traps everything like a web spell within range 3 cone once per round
1in12 gives birth to bull headed kobolds a d6 per round, use umbilical cords as strangling garrotes or improvise weapons, will defend mother to the death but wander away after a d4 days
1of12  has a rear end bite attack for close range d8 damage
1of612 cowpats are proximity mines any within 1 size circle sets off 3d6 explosion over a 2 circle around the cowpat, once per turn

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Notes on my monster format
-made to give lots of variants and ideas for adventures
-optional abilities roll (eg 1in6) till you get one (or not)
-make more optional checks if a greater threat required say 3 or 5

Thursday, 13 December 2018

Alphyn









Alphyn

Supernatural Animal Lawful Morale 9
AC +4
HD 5
MOV 16 ground 12 water
Att Clawx2 Bite d6/d6/2d4


Alphyns are hybrid animals akin to griffons and Enfields. It is also known as a wolf-dragon,  "chaser" and "judge" and is used on heraldry for it's ferocity and moral temperament. Alyphyns have a body much like that of a wolf with the front legs and belly of a dragon, long pointed ears, a long thin tongue, and a knotted tail. There are many common variants. It's long tongue helps it track like a bloodhound. Colour can vary from blue-black to sea green.

Often they hunt and kill oathbreakers and criminals but some laws they serve are not human and so they may persecute persons who don't even know what ancient laws they transgress. 
They do not value wealth and cannot be distracted with food. They will retreat if necessary and try again later. Atoning to a priest might keep one away until oath broken again but this can only work once.

They seldom operate in a groups. Some might dwell in faerieland when there are no laws to break and elves think highly of them. Faerie even use them to determine who is criminal and for executions. While a cunning animal they have uncanny instincts to determine law and oath breakers and liars. Humans cannot tame them and mostly avoid them. Some lawful knights might have one as a companion but this can cause problems if they waver in adherence to law.

1in6 require iron or silver or +1 or better weapon to harm
1in6 breath fire 4d6 range 6 once every 4 rounds save for half
1in6 can heal all damage in a 4 hour rest with a meal
1in6 are intelligent and speak and read, will state what laws have been broken
1in6 are amphibious and can stay underwater for a turn
1in6 have goat hooves instead of dragon claws
1in6 also have horns which it can use instead of bite vs bad tasting foes
1in6 sense invisibility within 6
1in6 can detect lies
1in6 has 3 fear aura that effects chaos, liars, oath breakers and criminals
1in6 immune to fire and dragon breath
1in6 sense chaos within 9 and drives alphyn berserk
1in10 are chaotic aberrations made to mock the alphyn that instead kill law makers
1in20 have dragon wings

Adventures
1 A bishop who was a bandit in youth is being stalked by a alphyn wants help

2 A new heir of clan with a alphyn on crest is being stalked and wants it killed
3 Several hunters have been killed by a monster while exploring forest, why and why?
4 King wants trial moved to near forest lair of alphyn but wants escort just in case
5 A good sect brought their initiates to a place frequented by alphyns but all were killed, what went wrong?
6 A ferocious alphyn has been growling around a village scaring people but some thin it wants people to follow it
7 Wicked noble hunts and kills alphyns and has captured several, why?
8 A local alphyn used to keep bandits away but it has gone missing 

9 An evil wizard breeding manticores which he sets on the local alphyn
10 An intelligent but non speaking alyph challenges travellers to a game of chess, to the winners he gives a treasure if they are lawful and if they lose and worthy of judgement it eats them. A illuminated scroll sealed on a rock explains the rules

Wednesday, 12 December 2018

Amphitere


Amphitere 

Supernatural animal CE Morale 7
AC +4
HD 2
MOV 6 ground 24 air
Att Constrict d6 or Bite d6+poison


Amphitere are flying bat winged snakes which can at times swarm in large colonies and are associated with evil and darkness. Big enough to constrict a person but not swallow an adult. Able to get into tight spaces and can fold wings well enough to crawl in drains. Their venom is fatal in one ten minute turn, but a slow poison spell or a skilled healer can treat a victim for an hour can keep them alive. They can hover around a person and snap at them or grapple then on following rounds either constrict each round for a d6 or bite them with a +2 to hit.

They can work in packs and will coordinate their attacks by instinct rather than design. They often guard locations sacred to darkness or exotic resources. Some live alone but groups even large swarms are not unheard of.  They hate Ibis and will avoid them due to some instinct. Some countries keep many Ibis and you can almost never see a Amphitere in such places

Some say they are spawn of the great serpent of darkness and chaos Apep enemy of the gods. Their attraction to places of evil, darkness and magic attest to this. They have been known to attack light sources and can see with heat sensors without light. They often are used as guards but don't actually accumulate or hoard wealth on their own.

1in6 are runts with only 1HD and do only d4 damage and poison only does a d4
1in6 shed wings yearly for several months usually in most inactive season
1in6 have venom that inflicts 2d6 necrotic damage the next round save for half
1in6 have a venom that with each failed save victim becomes weaker losing d4 stat points which take a hour per point to recover, at zero STR they fall unconscious
1in6 have venom that inflicts a HP damage per round until death if save fails
1in6 have acis venom that burns for a point a round for 2d4 rounds
1in6 have a poison that when the victim dies their bones then flesh liquefy
1in10 require silver, iron or magic weapons to hit
1in10 spit blinding venom range 2 instead of use poison
1in10 have venom that renders victim unconscious in a round and dead in a turn
1in10 are intelligent and 1in6 of those have clerical or wizard abilities with a d4 levels
1in20 can turn invisible for a turn every hour
1in20 can breath firebolt or lightning or frostbolt for a d6 damage with a range of 3
1in20 can produce a size 2 circle of darkness for a turn a day
1in20 are huge loners that eat their kin and have 4HD and have a d8 damage

Adventures
1 Several Amphitere have got loose in a house and need removal
 
2 A merchant has discovered cinnamon trees on a island guarded by Amphitere 
3 Each night people are found dead and children and pets have vanished
4 A evil high priest rides a huge Amphitere surrounded by multiple small ones and terrorises locals from a old ruin
5 A farmer recently drove away an ibis colony and now the area rampant with Amphitere, go find some ibis, prices on pet ones have gone up
6 Witches have a formula to create them, find and stop them
7 A cult of the snake cult of darkness have been spreading these fiends
8 A swarm is led by a intelligent queen with spells stop her and stop the swarm
9 A wizard had a breeding pair in his menagerie that escapes, find and kill them
10 A healer wants to make a antivenom potion and needs a live specimen

A note on all the random roll for varient breeds

-you can just pick some or roll till you get something you like
-they are for when you get jaded or not surprised by common variety
-some mutualy complimentry or exclusive, you decide
-give you room to make them weaker or stronger

Tuesday, 11 December 2018

Stymphalian Birds






Stymphalian Birds
Supernatural animal CE Morale 6
AC +6
HD 2
MOV 3 ground 24 air
Att Clawx2 +Bite or shoot d4/d4/d4 or d8 range 9


Stymphalian birds have bronze beaks, iron feathers and are size of a stork but ibis like with a straight beak. They establish colonies and make a nuisance of themselves attacking people and scattering poisonous dung everywhere killing trees and crops. By nesting in swamps well armed hunters find it hard to confront them. They will migrate if the colony is threatened. They are often sent as a curse by the gods and are the pets of gods but they may aid mortals confronting them. A small colony is 6+d6, medium 12+d12 and a large 20+d20 with mega colonies of a hundred forming rarely. They will soften up victims from air with missiles before risking close combat and although vicious will flee to fight another day.

1in6 are weaker specimen with d4HD and a single d4 damage melee and missile attack
1in6 shoot 4x shots of d4 each instead of normal amount
1in10 are huge specimens with 4HD ground move of 9 with d6 claw and bite and live alone

1in10 require magical weapons to harm them
1in20 are in fact women cursed by the gods and they live in caves or isolated refuges from humans in human form but with bird feet. As birds they are savage and have no control over their activity. Only by night are they human but they are shunned as witches and cursed by commoners. They are tragic and pitiable, meloncholic at their plight

Adventures
1 A village is being destroyed by a colony and need help or the will flee

2 A colony of birds has moved into the area and locals fear for a band or orphan girls who have moved into a cave in area
3 A wealthy man has offended the gods and the birds daily raid his estate 
4 A colony nests in a ancient ruin and has kept treasure hunters away for centuries
5 A potential trade route has a colony and merchants want them cleared off
6 A noble wants some birds captured to use their feathers as arrowheads
7 A blacksmith has noted the birds eating bog iron nodules and wants them cleared away from a potential fortune
8 A wicked man has tamed them and uses them to assist his evil deeds
9 A villain has a magic rattle that he uses to drive a colony to areas of his choosing
10 A lamia has a colony to guard her lair for centuries where she keeps her male slaves, now she has charmed a noble youth