Wednesday, 10 July 2019
d100 Church Missions
More missions but possibly nicer than the previous posts in this series. Unless you are a godless heathen then not so good. As usual higher number more severe missions. Possibly handy for when healed at a temple. A druid one would be pretty different. Some tasks might just require time and labour. Having finished this I considered could be missions related to petty gods and saints but oh well.
d100 Church Missions
01 Go begging in the markets to raise money for the church roof fund
02 Work in the scriptorium copying religious documents
03 Inspect the graveyard for needed repairs and cleaning
04 Go work with the caring for the sick and offer them prayers and scripture readings
05 Collect poor boxes from some of the smaller churches for the bishops new gold hat
06 Guard pilgrims travelling between shrines from bandits and evil doers
07 Go preach in the markets and put on a better show than rival public speakers
08 Put on a mystery play to entertain the masses at the markets
09 Clean all the local shrines and leave a coin at each one
10 Go and teach orphans to read and write and convert them to our faith
11 Convert a merchant to our faith so they might help spread our faith
12 Preach to backward isolated villagers and warn them about temptation of evil cults
13 Convince a wealthy banker or merchant to sponsor an orphanage
14 Round up local drunken and sinful adventurers and bring them to church for a service
15 Convince a noble to show mercy to those that owe them money
16 Nail holy scriptures to the door of the biggest miser in town
17 Visit prison and convert and aid the poor degenerate sinners
18 Gather up abandoned urchins and bring them to a church orphanage
19 Rally a angry mob against some injustice or blasphemy and use to proselytise
20 Find who stole a from a poor box and thrash them soundly and hand them to the law
21 Convince a wealthy person on deathbed to leave money and lands to the church
22 Build a new shrine for pilgrims to act as shelter and expand current treks
23 Travel into the wilderness and preach to savages and non humans
24 Raise money for missionaries to aid and preach to savages on the frontier
25 Vandalise monuments and rock carvings of the old religion with holy symbols of our faith
26 Gather and burn blasphemous books and objects of vice like rum and drugs
27 Help poor trapped in vice industry to escape lives with popper respectable work and homes
28 Help refugees and homeless find safe place to live
29 Transport a valuable artwork between churches for new installation
30 Build a monument to church or holy person or deity to impress people
31 Help fund or build a new church on the frontier to help spread the faith
32 Restore a tainted former holy site with sanctification and purification rituals
33 Investigate rumours of a strange cult operating in a rural area
34 Some unlawful spell caster is operating in a community in secret, find and punish them
35 Help stop the spread of vice, drunkenness and lechery in a poor area
36 Help guide pilgrims through a dangerous route unused for decades
37 Find and restore a long lost holy shrine and have it put on pilgrim maps
38 Go on a long distance pilgrimage to collect holy scriptures to bring home
39 A bejewelled gold relic box with a saints body parts was seized by raiding dungeon monsters, bring it back
40 Find a holy hermit and encourage them to return to civilisation to share their discoveries from years of solitude
41 Find a former priest of paladin and help them restore their faith and return to the church
42 Go on a mission to the frontier and help build a church, school or hospital
43 Expose a hidden cult of vice and degradation among the merchant or noble classes
44 Find a evil cultist pretending to be a holy person spreading chaos and evil
45 Destroy all the undead in a graveyard and sanctify it so the dead remain at rest
46 Hunt down lycanthropes or vampires or doppelgangers infiltrating a community
47 Help recover lost holy book stolen by thieves and punish them for their sins
48 Recruit a band of acolytes to the church and lead them into a battle vs evil
49 Aid templars in their works guarding pilgrims and funding holy wars in distant lands
50 Exterminate a community following a enemy religion spreading vile blasphemies
51 Aid crusaders on their travels to holy war with food, shelter and money
52 Recruit a mob to join the crusades to earn a place in heaven by killing heathens
53 A necromancer in a hidden underground vault is defiling dead and grave robbing, find and exterminate the fiend
54 Hellish agents have been convincing the desperate to sell their souls to hell, find them and stop them
55 A noble has been dealing harsh justice, convince them to be more merciful and help the needy
56 Shut down house of ill repute and find the workers proper jobs and houses, protect them from vindictive gangs and criminals so they can escape their troubles
57 Find a local drug peddler, burn their goods and thrash them publicly
58 Aid widows with legitimate work and homes
59 Check the seals on local crypts and catacombs for signs of necromancers or undead tampering
60 Rally a fighting force or peasant mob and lead them to burn the house or tower of a wicked sorcerer or wizard up to no good
61 Evil cultists gather for seasonal feasts and depraved orgies with devils and animals, find the next such gathering and attack them
62 Aid the inquisition in locating cultists and destroying their organisations
63 A monastery has reported a dreadful haunting, investigate it and stop the problem
64 A community has had parishioners struck by curses, find the culprit and have them arrested
65 A report of a country church being lenient and encouraging other faiths and cults has disturbed church officials, go and encourage them to do the right thing
66 A priest has had some unsavoury accusations directed at them, investigate them and report findings to the church but be discreet
67 A nunnery has had reports of madness and troubles, go investigate and stamp out the problem
68 A pedlar of quack potions and cures has been encouraging simpletons to use their faux treatments instead of church healers. Investigate them and possibly use legal means to drive them away
69 A simple rural village has been reporting miracles and wonders, investigate if they are fair or foul wonders or just some kind of hoax
70 Help with the construction of a new church or cathedral
71 A cultist captured admitted under torture that a gate to hell opens occupationally and cults gather to welcome devils into the world, find and stop them
72 Join a crusade to help a holy war against a rival faith or backwards frontier peoples
73 Anew land has been discovered and the church needs agents to explore it and help pave the way for missionaries
74 A templar order keep has had many accusations of vice and they seem very well off, investigate if they are honest or infiltrated by a cult
75 A church found ancient forgotten catacombs beneath it and have requested experts to investigate them
76 A rural village have been building cages over select graves and the priest has had trouble finding out why this custom has emerged
77 The corpses of some plague victims have vanished of late. Spend the night watching a new batch and make sure nobody takes the bodies
78 A vile beast from the pits of hell has been roaming a wilderness area and locals have asked church for help
79 A peasant from a frontier estate claims the master is a infernal monster and you are sent to investigate the claims with a visit
80 A haunted house has scared off all tenants and has been abandoned. Go and cleanse it and perhaps it can house the poor
81 A great festival and procession is coming and a organiser for festivities is required urgently to put on a show to impress commoners, nobles and priesthood
82 An entire order has been called into question by reports recently, infiltrate them and report to the bishops of anything wrong
83 An important noble has been feuding with a bishop, meet them and negotiate a peace both can live with
84 Negotiate peace with kingdom border nobles and the degenerate godless sub human savages over the border
85 Rumours of golden ritual paraphernalia stolen from the church is held by a robber knight in a ruined castle with his band of degenerate bandits and a mysterious black robed stranger. Go see if they have the relics
86 A cult has stolen several bodies of nobles from a crypt under repair, find out why, return the bodies and kill the evil defilers
87 A rival religion has set up a new church, it is important we show our superiority and double down on our charity and outreach among poor downtrodden simpletons for a month
88 A gathering of different religions are gathering to discuss how to deal with all the strange hidden cults that menace all the proper religions. Guard the conference delegates in case the cults try something shifty
89 Travel to join a far off crusade against a foreign primitive peoples. Help seize their land, change their faith and liberate their gold for use by a proper civilisation
90 Enter a portal to hell and rescue a paladin determined to fight to the death
91 Travel to the depths of the earth where a insidious evil temple secretly directs surface cults. Destroy the cult leaders, their relics and their demon lord
92 A ruin covered island crawling with dinosaurs and cannibal cultists needs saving from their bloodthirsty vampire bat goddess. Destroy their unholy ziggurat and burn all their evil books
93 The growing popularity of godless wizards are a problem. Go unto the common folk and perform miracles to keep their faith and try to convert some wizards to our faith
94 A great dungeon complex full of monsters is being directed by a demon, they must all be destroyed
95 Build a borderland keep to over watch the inhuman hordes and their demon gods
96 A fiendish seaside demon cult regularly summon a gargantuan horror of the deep to throw victims to. Await in secret for the murderous heathens to call their false god. Then attack and kill them all and their god and burn their homes
97 A fiendish black library is said to be a place where evil wizards and devil cults learn forbidden lore. The church has discovered it is not a place rather than a plane connected to the hells. Locate a gate used by cultists, enter and cause havok, burning as much as possible
98 Sailors have returned from a far off land unheard of before. Travel with them to establish a church and mission to save the poor fools who know nothing of our one true faith
99 A heretical sect have produced a new translation of the book of our faith and must be hunted and captured. Those that do not recant are to be exterminated
100 In a strange valley overgrown with weird fleshy growths and strange naked creatures explorers have found a gate to a whole alien world of living flesh with no metal. Find the gate and introduce our religion to this strange new world
Monday, 8 July 2019
d100 Mercenary Company Missions
Mercenary companies are a well established institution and help bring peace by making war so expensive few can afford the mercenaries needed to win. Such companies have colourful names and reputations and strict oaths of obedience and honour. Mercenaries are not suicidal and will demand more pay if the odds become poor. One of the worst cases is mercenaries of the same large organisation ends up fighting old friends or allies or other branches. Yes sometimes as a mercenary you get asked to do horrible things. Lawful Good mercenaries are hard to find.
d100 Mercenary Company Missions
01 Guard a payroll over night as regular guards were poisoned
02 Protect a merchant caravan visiting regional villages
03 Guard a warehouse from criminals for the night
04 Bodyguard a visiting noble youth inspecting the town
05 Prevent a gang of extortionists threatening a street of shop keepers
06 Guard a door of a exclusive noble party
07 Plotters plan to rush a gatehouse so a wanted fugitive can leave town and extra hidden guards are needed
08 A noble fears peasants want to kill them and requires extra guards for a few days
09 Someone has been stealing booze from a nobles cellar and they wants guards to catch them
10 A small band of robbers in the woods have been hording up travellers, bring them toi justice
11 A robber knight has a cave lair in a forest has been attacking local noles estates and they want him killed
12 Bandits hold a woman hostage and the family want them all dead
13 A noble has orcs living in a old ruin on his property and wants the vermin exterminated
14 Dark elves tormented local farmers with undead animals and cruel tricks and the lord wants them exterminated
15 Thieves who stole from the company have holed up in a ruined tower and the treasure must be recovered and the criminals made to pay
16 A noble needs troops to deal with his bastard brother attempting to extort the family and threatening their good name, he lairs with a criminal gang in a bandit tunnel complex
17 Bandits keep using jurisdictional borders to escape law enforcers and the sherrif and magistrate need company to slaughter them
18 Men are needed to work on a ship and surprise pirates who have been persecuting the shipping clan
19 A gang has offended too many nobles who have called for extermination of them and provide the gang house location
20 Rival nobles having a border skirmish need mercenaries to destroy they other sides men at arms
21 Treasure in a wild area needs recovering and party are to assist nobles scribe with map recover it
22 Strange murderer harassing family of a nobles, need guards and killer stopped
23 Men are needed to over see a duel as seconds of one of the parties
24 Hunting grounds of a estate have a unwelcome monster scaring game, remove it please
25 Clan of cannibals living in old mine need to be driven out and captured or killed
26 Town wants all feral dogs killed, becoming too common and getting confident to attack and steal
27 Tax collector requires extra muscle when visiting a recalcitrant fishing village
28 Adventurers are avoiding paying tax, escort the tax collector to a famous dungeon entrance and charge adventurers when exiting with loot
29 A noble has had title and land stripped but wont leave the estate, go and evict them
30 A wizard killed his mercenaries to avoid paying them but the guild remembers, get the money plus fees for killing company members or kill him and take the money
31 A cult hired some mercenaries to clear out a ruin for them but now wont pay and the mercenaries instead have joined them. Go get out money and punish the oath breakers
32 A cult operating in the hills ha murdered someone important and local lord wants them all killed or captured for public execution
33 A robber knight has taken a ruined fortress and has used it as a base, go kill him and ruin the fort so nobody else gets the same idea
34 A fortified frontier village have declared independence, their patron upset about his investment want leaders rounded up and this nonsense stopped
35 Bandits stole a payroll chest and the employer wants it recovered and bandits killed, also find out if bandits had a inside informant
36 A ruined castle dungeon used as a prison has rioted and have valuable hostages inside who need to be recovered
37 Orcs kidnapped a labouring crew and have them enslaved expanding their dungeon, go rescue the men and punish the orcs
38 A troll is charging travellers to cross a bridge and that is the nobles income! Go drive off the troll
39 Adventurers need some extra muscle in a dungeon, if they show signs of trying to treat you like cannon fodder or expendable kill them all
40 Mercenaries guarding a wizard exploring a cave disappeared, see if there are any signs of them
41 Mercenaries are required to assist slavers raiding islands for cheap labour
42 A dragon is charging taxes to locals and charming village leaders to comply, that income belongs to the aristocracy and mercenaries are to kill the dragon and return stolen loot
43 Border nobles are feuding, offer your services to various houses and camp in area, eventually one side will pay your high fees for a fight then start a bidding war for your services
44 A knight killed his hostages who could not pay but the families pooled together to hire mercenaries to claim his head and burn down the manour house
45 Church needs some relics recovered and devotees have failed, go claim the relics and be assured killing thieves is the work of the gods
46 A ship captain has found a island of rich savages and needs help to take the loot, really he wants to enslave them and become ruler and will burn the ship on arrival
47 A former member stole company funds and fled into a dungeon complex to hide out from the law. Show them our reach is unstoppale
48 A noble refused to pay after his adventurers proved overly costly. Go and join existing force and make them pay
49 A borderland fortified village is under siege from orcs, break through and aid the locals
50 A region has broken out in civil war, go their and establish a chapter of the company and get to work fleecing both sides
51 Peace has broken out in the region damaging the income of good fighting men. Go to the borderlands and raid humanoid tribes to instigate a war
52 Noble has decided hidden demi humans owe back taxes for generations and needs soldiers to support this claim
53 w of a knight needs aid fighting off a bastards claim to her estate, he has assembled a bandit force
54 A robber knight has been exposed as a devil cultist, many victims are alive and awaiting sacrifice in the dungeon under the ruins they dwell in. Go kill him and free the prisoners
55 A giant has been leading humanoids against settlements charging exorbitant fees to be left alone, kill the beast and return the stolen cattle
56 Adventurers who struck it big are avoiding their company tithes and need to pay fees plus extra for recovery costs or be punished
57 Broke mercenaries have taken over a isolated village against members charter and are to be executed or disarmed and brought in for public punishments
58 A ruin has been taken over by a robber knight who has hired a rival mercenary company we don't want operating in our region. Kill them all as a message
59 A non tax paying village of cultists has tricked adventurers into aiding them resist tax payments. Kill the adventurers and aid the just tax collector
60 Bandits kidnapped a nobles concubines for ransom, kill the men and save the concubines
61 A criminal organisation has got many guild members hooked so we are going to raid their stronghold, kill the vice pedlars and seize the drugs to destroy the market
62 A allied wizard school has had had members assassinated, accompany the wizards to destroy the rival school responsible
63 A band of adventurers has been poaching company assignments from clients, force them to join and pay back tithes or kill them
64 A miner using humanoid slaves has had problems with feral humanoids raiding their camp. Sort out the raiders and make sure they wont come back
65 A noble has refused to pay, in guise of robber knights burn down his sources of income
66 A former employer has refused to pay and hired another company on credit to kill our fee collectors, kill them all and loot them
67 Feuding brothers are battling over a estate, set up a camp support who ever gives us the best deal
68 Peasant rebels are causing trouble and noble wants them rounded up for execution
69 Plotters have been holed up by constabulary in building so mayor needs someone to ko in and finish the job
70 Two nobles are feuding and one has hired us to kill or capture enough enemies they back down from their position against our employer
71 Inquisitors are in area hunting cultist heretics and need guards to helpround up and exterminate the vermin
72 A major humanoid incursion has border under pressure. Hold a old border keep and hold the line. Mobilise locals into a fighting force
73 A wizard has been holed up in a tower and refuses to surrender. Specialists unafraid of magic are needed to finish the job
74 A village needs defending from raiders, if possible find their base and eliminate them for a bonus before their money runs out
75 A daring raid via the river needs mercenaries to stop the bridge defences that will stop the plan down river
76 Burn down a village of unauthorised settlers trying to avoid taxation and obligations to nobility
77 A border skirmish has erupted, raid the enemy strong hold while forces away, loot and burn the place and take their followers as prisoners
78 Sneak into a enemy camp and steal their mercenary payroll to help stir up trouble before a battle, bonus finds for burning their supplies or poisoning their water
79 An uppity kobold king has been causing trouble on the border and claims the region is his by right, raid their cavern complex and kill this king
80 A employer wants you to fight a enemy mercenary force in a pitched battle on a flat field to decide a disagreement between them
81 An elderly king is ill and one of the sons needs mercenaries on hand to quash any illegitimate claims that emerge over succession. He needs outsiders he can trust to make tough decisions
82 A lord away on a foreign war has rivals who need him to join them. Go kidnap his family to help negotiations
83 A necromancer in the hills has amassed a undead army. The church needs you to defend priests while they prey the undead away on the battlefield
84 Enter the civil war regions and seize a region then sell it to the highest bidder and support their cause
85 Burn a fleet of ships while at the docks under repair to limit their owners supply lines in a dispute
86 Rival banks both lay claim to a fiefdom who loaned money to the previous owner. Persuade on bank to hire you and destroy the rival forces
87 An important church official has been caught red handed aiding an alliance of plotters against the kingdom, go seize him before his supporters can rally to save him
88 A area beset by sea raiders needs troops but claims they cannot pay. Negotiate a loan through a bank for them and destroy the raider
89 Tribes of savage wild folk have beset a region. Using superior fighting ability and organisation invade them and destroy their commanders hiding in a primitive hill fort
90 A savage tribe in the wilds has been practising backwards rites of human sacrifice. Help the church spread civilisation to them by killing their priesthood and seize their golden treasures of their brutish king to help fund more good causes
91 A barbarian king has gold to pay modern mercenaries to help smash a rival clan. Beware of their backwards ways but they could become good regular clients if you impress them
92 Dark elves in the woods have gone too far in their pranks and demands to be worshipped like gods. Find their tree forts and burn them
93 Part of being a viable mercenary company is maintaining the latest weapons. Go help a clan of black hat gnomes fight their enemies in return for firearms and expertise
94 A cannon tower guards a river and if it can be destroyed by a raid then troops can move into enemy heartlands to purge their lands. The gunsmith here is their leading expert so kidnap them and their family if possible or kill them
95 Get into enemy lands and raid their wagon trains and supply networks to reduce their armies effectiveness
96 During a battle sneak behind enemy lines and massacre the enemy leaders who are watching from a safe distance
97 Meet orcish tribal leaders and recruit them for a surprise attack on enemies border lands weakening their position and splitting their forces
98 A wizard who knows the secret of making the cheapest orcs from alchemy and mud needs a escort and aid to build a base and build a army to surprise a enemy for a war tarting next year
99 Under cover of darkness sneak necromancers into the graveyards of a enemy town and let them create undead to demoralise the enemy
100 Enter enemy lands and break open prisons and labour camps and slave markets, rouse them into a fighting force and spread terror forcing the enemy to divide their forces
Sunday, 7 July 2019
d100 Thieves Guild Missions
Sequel to my wizard school post. Guilds often give members missions but may also hire outsiders for some matters like not being seen to have members involved. Missions about more than stealing to somebody. I'm thinking of putting guilds, schools, temples companies in my setting with various benefits for members and 10% tithe.
Possible Benefits:Free training for level ups included
Access to libraries, craftsmen, magic item sales, specialist hirelings, expert advice
Pay your ransoms but you must serve them for 7 years if you cannot pay back
Loans with periods of service for those who cannot pay
Legal and medical aid
d100 Thieves Guild Missions
01 Beat up a night watchman by the docks who bothers lots of members
02 Take days earnings from a shop refusing to pay guild protection
03 Break into second story of a bankers townhouse and steal a letter from his desk
04 Find pick pocket from another gang in guild territory and punish them but don't kill them
05 Rooftop burglar from a rival guild has been lured to a rooftop robbery in a sting
06 Find a way to enter a building possibly an assassins guild
07 Deal with the beggars court and negotiate working with the guild and not with rivals
08 Give a bailiff in the way home from the pub a warning stab but don't kill him
09 Hold up a wagon just outside of town with contraband brandy
10 Shoot an arrow or crossbow bolt and the sewer inspector to scare them when with family
11 Help kidnap some drunks to sell to desperate ship crews
12 Hold up a merchant on the way home with a knife just to scare him
13 Kill or kidnap a magistrate's dog, usually with him or in town house
14 Trick and rob wealthy youths for their dandy threads then leave them gagged and bound
15 Steal a horse from a nobleman who rides daily
16 Steal payroll of a quarry or building site
17 Seek in sewers for who killed some guild members in their secret sewer hideout
18 Cross a body of water at night avoiding the watch with a tax free cargo
19 Replace a minor nobles weapon with a copy by a certain date
20 Burn down a cottage at midnight as a warning to some one
21 Threaten various youth gangs writing graffiti over your guild gang signs
22 Thief not in guild operating in Hay street, picking pockets, robbing houses and shops
23 A rival gang has taken one of your gangs concubines and the boss wants them back
24 A rival gang are meeting ours in a alleyway to discuss turf, we need extra hands
25 An artist needs kidnapping and minding for 4 days then release him
26 Burrow into a cellar through the sewers for another party to enter a townhouse
27 Infiltrate a work prison to break someone out
28 Silence all the guards in a watch tower by a certain time and date
29 Scare a town councillor for his safety so he votes in a way the guild needs
30 Infiltrate caravan guards then help bandits take the goods and merchants prisoner
31 Recruit a youth gang to operate in a area and drive out non allied youth gangs
32 Capture a boat at the dogs and replace crew with guild allied one
33 Raid country house of a noble and kidnap him for ransom
34 Set fire to a pirate ship then recruit surviving crew into the guild
35 Raid a rival gang controlled bar, stab the rival gang members and scare the patrons
36 Leave a dead goat in a local councillors bed as a warning
37 Beat up a restaurant owner in front of customers and family
38 Monks are moving a relic, perfect time for a holy heist, disguises provided to get close
39 Strongbox of gold and bank records being moved on a armoured coach needs robbing
40 Kill leader of upstart new gang as a message
41 Steal a wizards book and familiar and hold them hostage
42 Black mail a city wall guard using his family so he helps guild schemes in future
43 Kill a bounty hunter who has been interfering in guild tasks
44 Kidnap a bard after their show and throw them out the kingdom
45 Steal the poor box from the bishops baggage when they visit another temple
46 Kill several rival gang star members and leave evidence to blame another gang
47 Test a trapped tunnel section in sewers protecting gang territory from rivals
48 Inter-gang skill contest needs champions and stewards for contests
49 Dig into the castle dungeon to free a gang member
50 Steal jewels of a visiting noble woman from a far away land
51 Break into ancient tomb in castle walls
52 Exotic cult pleasure dome is full of treasure and guards all high on drugs
53 Steal load of black lotus from a drug gang house and bring them to the guildmaster
54 Rob some pilgrims carrying petty relics from travels
55 Orphanage guild low on orphans for gang sweatshops, go steal some healthy children from countryside
56 Rob a gang of boasting adventurers drinking since return from a dungeon crawl
57 Break into a wizards magic murder maze and steal the hidden treasure
58 Steal army payroll from commanders tent while they are on manoeuvres
59 Steal the baggage of a knight including armour, horses, supplies, tent and more
60 Free slaves from a merchant and bring them to the guild underground sweatshop
61 Rob the tax collector by some means and deliver to the nobility and take cut to the guild master
62 Enter a alchemists basement through the sewers and steal his recipes and priceless ingredients
63 Steal they eyes from the idol of a god deep in the sewers from a dangerous frog cult
64 Wipe out a clan of smugglers in territory gang want control of
65 Snake cults keep a great treasure in their snake pits and their priest annoyed the guild master recently
66 The old haunted house must be a cover for a rival gangs crime, go check it out
67 A foreign group in the city have their own crime guild now and needs to be brought into the fold for the good of all criminals. Recruit or destroy them
68 A drunken retired adventurer lives alone, ripe pickings for thieves
69 A cult of rich dandies gather for parties, rob the cloak room where they keep their clothes during meetings and busy
70 Spy on a noble for enough time to tell if they are a traitor to family and secretly dealing with enemies
71 A senior gang member is rumoured to be solidifying support for a take over, go and murder them pronto
72 A secret society have been meeting in city sewers, infiltrate and report on their activities
73 Murder a clan of bootleg grog dealers in the gangs turf
74 Gang member has defected to rival gang, kill him and a few extra gang members
75 Arrange a accidental death for a noble preaching to town about getting tough on crime
76 Spy on one of the city guildmiesters collecting any information on their secrets or vices that could be turned against them
77 Provide false witness at a murder trial to help nobility frame a reformer as a robber knight
78 Capture some interesting dungeon monsters to loose in the guilds new training tunnels
79 Steal the secret ledger of a foriegn noble gambler exposing many locals of being secretly in debt
80 An assassins guild has been found and refuses to deal with us, raid them and kill as many leaders as possible to show the folly of their lack of respect
81 Steal a monster from a noble mans private menagerie
82 Steal a pearl from the grotto of a sea nymph, daughter of some petty sea god
83 Milk some wyvern venom for the guild poison master
84 Take some new recruits out and drive out the creatues living in the gangs sewer territories
85 A dragon's horde has a long lost relic worth a lot to the guild who want it
86 Infiltrate a nobles feast hall and pick pockets of the wealthy gathered there
87 A noble wants a gold clan signet ring back. Was taken by bugbears as treasure when they killed a kinsman a few years ago and it seems to have been used recently
88 A priest has been getting locals exited about being tough on crime gangs, murder the priest horribly as a lesson and leave in public
89 A older guild master has been wasting time with drugs and lovers, time to retire them with a surprise stabbing
90 A rival gang has a secret coin clipping operation and counterfeiting ring, find both and destroy them, kidnap any specialist criminal craftsmen we could use
91 A rival gang boss keeps maps of their buried treasure, steal them and rob the loot for our gang
92 A tomb of a great master thief has been found in a sewer, loot it before rivals do and for glory
93 Recruit a noble bastard into our secret brotherhood to spy on nobles for us
94 Disrupt rival gang black markets and auctions, make patrons feel unsafe
95 Dig into a temple crypt and rob the ancient noble dead buried their
96 A rich jeweller has lots of stock at the moment taken from dungeons and bought cheap for adventurers beer money, help lighten the owners burden
97 A complex trapped and thrice locked door has been found in the sewers
98 The guild master wants to retire alive and needs their murder faked
99 Some guild members have been tainted by were rats, find and destroy them before we are all rats serving their rat ruler
100 Guild master wants someone to enter a gate in a painting and rob the lair of a demon prince to get the souls of their loved ones back
Friday, 5 July 2019
Killer Babies
Killer Babies are reasonably common in Xor and Psychon and come in several sizes. Re skinning an ogre as a mid size killer baby needs very little work mostly they don't like treasure. On Xor babies might congregate around terrain with giant breasts.
Mutant Baby
2d8 HD AC as Leather Att Bite d4 Mov 6
Can jump 10 foot to attack may lep from concealed location for surprise 1-4 on d6
If you pick it up or grapple will shit on you, save vs disease
These creatures are usually abandoned in sewers of cliffs and are born to mutants or those with the mutant taint. They can see in the dark. They rarely get bigger than 20lb and will find each other and congregate in a pack of 3d4. The boss baby might have 3d8 and a d6 bite. Sometimes a baby will pretend to be cute an lost as a trap then the other babies will leap from hiding. Some babies have other mutations and abilities. Sometimes a kindly witch will change their nappies. Babies might collect shiny things and will eat all kinds of stuff they find in dungeons and may have treasure in their nappies or piles of faeces in their lair. Babies might be bribed with milk, rattling or shiny objects. Can be tracked by slime or faeces trail
d12 Common Mutant Baby Mutations
1 Spider climb good for ambushes from above
2 Spit acid 6 range 2d4 damage save or take d3 a round for d4 rounds
3 Stinking cloud once per day flatulence cloud which babies are immune to
4 Sabretooth babies have d6 bite and double damage on a natural 20 to hit
5 Blink can teleport 10 foor once per round
6 Diseased bite from vile green spittle and phlegm fountain nose
7 Fling faeces once per round can throw a diseased ball of filth
8 Scream attack all within 20 feel save of struck with fear once per turn
9 Bat wings can fly 12 one turn every hour
10 Hell babies can cast charm person once a day and their eyes glow while casting
11 Explode on death 3d6 damage to all in 20 foot area save for half
12 Cannot be surprised, will awake if anyone even moves within 30 foot
Giant Baby
12d8 HD AC as Chain Att Bite 3d4 or grapple Mov 9
If grapple will get free bite attack every round
1in6 per round get bored and discard a grappled victim throwing it a d10x10 foot (d6 damage per 10 foot save for half)
These huge beast start as regular babies that scream and demand so much food they are abandoned usually in the wilderness. The ones dumped in sewers run out of rats and get too big and go upstream looking for bigger game. Giant babies are attracted to human settlements and usually the locals will call adventurers or knights or the militia to drive them away. Giant baby mutations appear once they are bigger than a human and mostly they are cosmetic. They will destroy houses and any human made structures and kill farm animals by grappling and chewing them.
d12 Common Giant Baby Mutations
1 Single horn good for a extra d10 attack
2 Fangs bite does 2d8 damage
3 One eyed like a cyclops
4 Regenerate a HP per round unless from fire or acid, stops at zero HP
5 Vomit once per turn 4d4 acid in a 30 foot cone save for half
6 Stinking cloud from flatulence once per turn
7 Explosive diarrhoea once per day 30 foot cone to rear, save vs disease
8 Scream attack once per turn all within 20 feel save or deaf for an hour + 2d6 damage
9 Punching and pinching, gains two hand attacks 2d6 each
10 Hideous rashes, boils and warts all over
11 Explode on death 6d6 damage to all in 20 foot radius, save for half
12 Leg walker, baby can stand on two legs move 12 and trample for 4d6 damage instead of other attacks
d6 Baby Diseases
Typically if you fail a save you get one of these terrible baby illnesses
1 Phlegm Face -d3 CHA for a week and nose pours out slime like a tap
2 Spew Guts -d3 CON for a week and vomit every hour
3 Shit Guts -d3 STR for a week and diarrhoea every hour
4 Jelly Legs half movement for a week from weak legs, easier to crawl
5 Baby Face go bald and lose a d4 teeth, hair starts to grow back a week later
6 Sob Face -d3 WIS cry constantly and prone to mood swings for a week
Thursday, 4 July 2019
Witch Tombs PDF
Witch Tombs is a one sheet dungeon zine done for my Patreon months ago. An earlier version had a block of text from a earlier zine by accident. As it is a new tax year I will be setting up some new sales points and have more titles online.
Still need to find best way to operate my editorial teams but overall moving forward. Most of my patreon stuff still requires some editing. Im still ambiguous what a witch is in game. I like the definition as a unlawful spell caster used in some ancient lore. Here I have a variety of factions loosely called witches who agree enough to hide from law and order of mostly male elites. Possibly there could be rival factions aiding of hindering the players. Maybe some don't like the ghouls or hell cults smearing their only sometimes blood letting nature cults. Plenty of curses and regret might be found here.
https://drive.google.com/open?id=1xbdgMg5ScIt_PSb4Ip1sAKJk2nysoQ0i
Wednesday, 3 July 2019
d100 Horrible Dungeon Decor
Fix that boring old dungeon with guaranteed horrible decorations!!!!
Dial that shit up to 11 and leave the under age poleboys and lampgirls at home
Monsters are sick of human shit and have put in extra effort
BYO vomit bucket
These should make players a bit worried or paranoid at least
d100 Awesome Haunted Dungeon Decor
01 Gutters running along inside walls flowing with blood and chunks of gore
02 Eyeballs in cracks in walls glare back at explorers
03 Kobolds are nailed to the walls with rotting stomach cavities full of maggots
04 Stripped adventurer corpses, horribly tortured, some recognisable
05 Blinded sobbing adventurers with no legs crawling about dungeon
06 Flayed human skins nailed to wall
07 Walls covered in graffiti depicting demons and monsters torturing humans
08 Adventurer heads on spears arranged around dungeon doors
09 Severed human hands nailed to doors as a warning
10 Goat skull candle holders with eldritch sigils and black wax all over as lights
11 Stone chest carved into floor, just a artistic distraction, not functional
12 False realistic perspective paintings of long corridors on dead ends
13 Artistic depictions of witch sabbath with elderly witches in orgy with demons and goats
14 Ancient artwork of standing figures defaced with giant penises and boobs and horns
15 Gibbets with rotting human corpses hanging from the ceiling
16 Skinless human corpses nailed to the walls
17 Wall decorated with thousands of human teeth
18 Walls decorated with human bones and skulls inset into walls
19 Niches with severed human head s in walls
20 Pyramids of blackened human skulls stacked around dungeon
21 Image of monster boss decapitating human captives while others torturing prisoners
22 Image of human in chains bringing offerings to monster god at spear point
23 Dead human chained to walls covered in bloody cat-o-nine tails whip marks
24 Cages hanging from ceiling with moaning filthy naked captives cramped inside
25 Bloody chopping blocks, cleavers and hatchets everywhere for butchering prisoners
26 Squat evil demon cursed idols with creepy grins and eyes that seem to follow intruders
27 Shrine of monster ancestor with pile of human hearts in a bowl before it
28 Half eaten human corpses laying about dungeon being chewed by rats
29 Terrified petrified figures trying to cover eyes and look away from something
30 Oozing fluid from cracks in the wall from something revolting behind the walls
31 Strings of human ear necklaces popular with monsters in this dungeon for status
32 Six inch iron spikes projecting from walls making knock backs dangerous
33 Prisoners bricked inside wall cavities begging for help
34 Shelves in walls where sickly prisoners are tied to rotting corpses
35 Trails of vomit everywhere from drunken monsters
36 Trails of monster faeces trail where something dragged its butt to get rid of worms
37 Huge heaps of steaming monster dung pellets everywhere
38 Length of someones intestines trailing through the dungeon
39 Corpses with hundreds of nails through them
40 Leaking pipe or crack in wall flooding area with steam obscuring vision like mist
41 Sounds of whips and screams in distance
42 Sounds of what might be ferocious dogs tearing someone apart
43 Thousands of bats on ceiling easily frightened into swarming and confusing everyone
44 Mounds of dung riddled with rat nests
45 Floor slippery with congealed pools of blood and bodily fluids
46 Half flesh off someones face dropped by a snacking monster
47 Monsters here like to wear human finger necklaces and use them as currency
48 Monsters have painted a crude mural in human blood
49 Human skins hanging on hooks
50 Barrels of human heads in brine, an old monster recipe
51 Statues adorned in blood and wearing necklaces of severed body parts
52 Trolls with limbs cut off and stumps sewn to each other furiously chewing on each other to get free
53 Remains of human corpses with looks of horror and gaping wounds where something burst from their bodies
54 Human corpses covered in mould, will collapse into unrecognisable heaps
55 Charred human bodies killed by some beast or spell and not intact enough to eat
56 Humanoid shaped bloody splatter marks on walls, ceilings and floors as if something struck them with great force into surfaces
57 Three kobolds wearing a human skin and a coat and a hat try to trick intruders
58 Semi dissolved human corpses killed with acid by some beast or spell
59 Semi frozen corpses some extremities snapped off or shattered and frozen blood from a monster or spell
60 Corpses on floor with grey pallid skin and looks of terror, will arise as undead soon
61 Walls have trickling transparent ectoplasm oozing down walls, area seems colder
62 Sudden inexplicable chill goes over area and flames flicker weakly
63 Eerie chilling breeze blows through hall blowing out any un protected flame less than a torch (covered lamp ok)
64 Strange gibbering screams heard in the distance
65 Muffled moaning sounds as if from under the floor
66 Rattling chain sounds heard and occasional moans
67 Spectral figure walks down corridor and through a wall
68 Floating head appears and laughs for several rounds then vanishes
69 Undead severed hand scuttling along like a spider
70 Screaming figure approaches, then blood pours from eyes and it vanishes when close
71 Hear muffled moan and dragging sound as legless adventurer drags self on floor in agony
72 Humanoids in luminescent powder they have found pretend to be ghosts
73 Old coffins smashed open and mummified chunks of bodies scattered everywhere
74 Huge webs with sacks of human bones hanging in them covered in dust
75 Surprised corpse half trapped in stone doorway
76 Staked out corpse on floor gnawed by giant rats
77 Burned area with covered in ash with several charred and exploded bodies
78 Bodies charred by lightning partially charred with intricate lightning pattern scars and bruises
79 Bear trap with a foot still trapped inside
80 Axe headed pendulum hanging from roof, with two halves of a corpse by the spent trap
81 Surprised corpses impaled on spike trap that swung from a wall
82 Body crushed by boulder dead fall trap head not visible under rock
83 Corpses in a net, trapped then speared to death and left as decoration or warning
84 Severed hands reaching from a sealed pit trap they failed to escape from
85 Pit with desiccated impaled corpses of adventurers at the bottom
86 Kobold children playing in entrails of human corpses for fun and slinging gore at each other
87 Body pinned to wall with daggers in some ritual murder
88 Huge pellets like those vomited up by owls but football sized with human bones
89 Monsters in dungeon like to wear clothes made from human skin leather
90 Pile of human scalps in bloody heap
91 Barrel with rotting corpse in water, bloated and stinking with maggots
92 Humans, naked hanging by spikes through feet, throats slit and drained of blood
93 Human corpse, clothed, drained of blood with a spigot implanted in neck hanging by feet
94 Keg of dried and salted human meat, some recognisable hands and parts the deeper you look
95 Musical instruments made from human bones, skins and sinew in a chest
96 Intricately carved human skulls with symbols of chaos
97 Dried human hearts with nails in them hammered to walls as charms to ward away humans
98 Human heads mounted on plaques as hunting trophies, some might be known adventurers nobody has seen in years
99 Large half barrel tub full of dried blood and fat, with splatter marks and strings of blood sausage hanging on a rack to cure and some butchered human corpses drained of blood
100 Corpse on a slab made from multiple sewn together corpses, a failed attempt at golem or undead making
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