Thursday, 21 May 2020
12 Goblin Subcultures
Goblin, Goblin, Badger, Goblin
So a few different goblinoid cultures to use and mix up as they might mix a bit or have had phases in their history as slaves to different cults and masters. Ive done way too much stuff on goblins already but here you go they are addictive critters.
d12 Goblin Tribal History Table
1 Forest Elf Thralls
Bred to be: serfs and vassals on borders of enemies who outbreed elves
Provide: elves with personal servants, labour and spearmen
Expert: gardeners grow crops, trees, living weapons, fighting plants and thorn hedge walls
Found: in new growth forests around old elven woods as a barrier to humans
Magicians tend to be druidic powers of nature, plants and beasts
Warrior Arms: hand axe, short bow, dart, spear
Warrior Armour: small wood shield, bark armour, pointy leather cap, leaf cloak
Specialist: skirmishers supporting druids sometimes with mobile plants
2 Dark Elf Thralls
Bred to be: serfs and vassals on borders of enemies who outbreed elves
Provide: elves with personal servants, farmers, labour, spearmen and petfood
Found: beneath the earth and cursed forests
Expertise: domestic bats, beetles, worms and magical fungus
Magicians: priests of dark elf cults and a few wizards and shaman
Warrior Arms: includes short sword, short bow, dart, spear,
Warrior Armour: small shroom cap shield, lizard skin armour, toadstool cap
Specialist: spider and bat riders sometimes with a magician
3 Orc Slaves
Bred to be: slaves and property of stronger orcs
Provide: peon farmers and crafters, skirmishers, baggage handlers
Found: wherever orcs live
Expertise: metalwork and mining
Magicians: priests of goblin or orc gods or of darkness
Warrior Arms: dagger, club, dart, short bow
Warrior Armour: round wood and bronze shield, chainmail, iron pot helm
Specialists: heavy goblin infantry, goblin sappers, goblin tunnel fighters, wolf riders
4 Goblin Barbarians
Bred to be: warrior hordes and herders who seek own kingdoms and thralls
Provide: mercenaries, herders
Found: hills and grasslands beyond the frontier
Expertise: swine herding, wagons, dungeon building, monster taming
Magicians: various tribal cults using priests, shaman or wizards
Warrior Arms: battleaxe, scimitar, spear, hand axe
Warrior Armour: chainmail or scalemail, small, triangle shields, horned helmets
Specialists: boar archers, boar chariots, hobgoblin axemen, and bugbear berserks
5 Goblin Ferals
Bred to be: escaped or abandoned in out of the way places by forgotten masters
Provide: trade furs and ivory and animal products
Found: caves, mountains, rocky deserts, swamps, wastelands, some nomadsExpertise: skirmishers, hunters, scouts, stone age weapons, poison use
Magicians: druids and shamen mostly often worship ancestors
Warrior Arms: sling, dart, club, hand axe (some have thrown rock or blowpipe)Warrior Armour: animal hide leathers, small diamond or oval shields, pot helm
Specialists: goblin scouts, norkers (prehistoric throwbacks from inbreeding)
6 Hobgoblin Thralls
Bred to be: serfs of hobgoblin thanelords who use them to soften enemies up
Provide: slaves, skirmishers, light spearmen, archers, farmers
Found: wherever hobgoblins live
Expertise: keep hideous goblin warhounds
Magicians: Priests of goblin gods
Warrior Arms: mace, spear, short bow, hand axe (farm tools often too) Warrior Armour: leather, small round wood and hide shield, pot helm
Specialists: hobgoblin officers, very disciplined troops, warhounds & handlers
7 Bugbear Thralls
Bred to be: serfs and occasionally food
Provide: slaves, archers and skirmishers, crafted metal goods, farmers
Found: wherever bugbears are near#
Expertise: domestic badgers, moles and giant rats
Magicians: priests of goblin gods
Warrior Arms: hand axe, mace, shortbow, flail
Warrior Armour: Scalemail, round wooden and iron shield, pot helm
Specialists: badger riders, sappers, tunnel fighters, bugbears lead skirmishers
8 Darkness Thralls
Bred to be: thralls and slaves of demon and darkness cults
Provide: slaves, sacrifices, temple guards, crafters, fanatics and slavers
Found: hidden away in caves, dungeons and ruins on the frontier
Expertise: black magic, breeding dungeon monsters
Magicians: mostly priests but some evil wizards
Warrior Arms: sword, mace, spear, short bow Warrior Armour: chainmail, round wood and iron shield, full helms often horned
Specialists: goblin templars, hobgoblin templars and bugbear templars led by priests
9 Wizard Thralls
Bred to be: Slaves and soldiers of wizards
Provide: Slaves, farmers, Soldiers
Found: Isolated places on the frontier
Expertise: wizardry, alchemy, gunpowder, monster breeding
Magicians: wizards but some shamen among commoners
Warrior Arms: spear, short bow, dagger, shortsword
Warrior Armour: leather, wooden shield, leather caps
Specialists: suicide bombers, grenadiers, musketmen, cannon, monster handlers, balloon spotter goblins
10 Sea Thralls
Bred to be amphibious slaves, food and breeding stock by sea elves and fish folk
Provide: sailors, marines, fishers, dock workers, spies
Found: anywhere near natural water
Expertise: sailing, boats, breeding sea monsters
Magicians: priests mostly and some druids and wizards
Warrior Arms: trident, net, scimitar, dagger
Warrior Armour: fish scale leather, small bronze and wood shield, full helmet marine design
Specialists: goblin marines, goblin pirates, water breathing hybrid goblin troops
11 Goblin Nomads
Bred to be: wild goblins who ran away from thralldom with pets
Provide: animal products, mounted archers,
Found: Deserts, wastes, great plains
Expertise: reindeer, gazelle, goats, cassowary (small to medium herd beast)
Magicians: mostly shamen but some have priests and even monks
Warrior Arms: shortbow, lasso, hatchet, dart
Warrior Armour: leather armour, hide or wicker shield, leather cap
Specialists: ski and sled troops, cassowary cavalry, deer archers
12 High Goblin
Bred to be: civilised independent goblinoids with a glorious caste system and history
Provide: merchants, crafters, farmers, scholars, monster breeding, markets
Found: in isolated valleys, caverns and islands, wherever goblins need help
Expertise: a literate advanced civilisation with longer lifespans, use cave lizards
Magicians: Priests, shamen, wizards, witches, druids and monks
Warrior Arms: shortsword, mace, spear, shortbow
Warrior Armour: chainmail or scalemail, iron and wood shield, brush topped full helms
Specialists: utilise wide variety of goblinoid types and specialist troops often using mercenaries from other goblin peoples, also magical troop types
Wednesday, 20 May 2020
Terrible Campagn Ideas: 70s Doctor Who using Cthulhu
So watching lots of 70s and early 80s SF and DrWho and I did have FASA DrWho RPG from 80s long ago. Occurred to me Call of Cthulhu with a few mods or BRP could work pretty well. I would fistly gear the sanity table to make people flee or feint mostly. Im not so interested in real depctions of mental health more the way it is used in fiction. In the Silurian a miner who saw cave lizard folk when mad and drew palaeolithic cave art on hospital walls plus others just die of fear. Other episodes had people go mad and hide. Certainly plenty of risk ignoring scientists out there. So some precedents for fear and sanity and include heart attacks more for NPSs. Heart failure might be an option for permanent insanity.
d12 Temporary Sanity
1 Flee and keep running until pass out exhausted
2 Flee and hide somewhere till it is safe
3 Flee screaming
4 Flee screaming, roll to avoid an accident or hazard in hysterical flight
5 Scream hysterically pointing and unable to act meaningfully
6 Paralysed with fear unable to move
7 Feint unconscious CON roll or lasts longer than temporary
8 Drop to floor or cover and curl into foetal position muttering or play dead
9 Cowardy panic and risk others in furious flight
10 Make heroic but possibly suicidal risk to attack or seek a weapon
11 Stagger away, blackout and remember nothing
12 Stunned and fall, get up and flee
d12 Permanent Insanity
1 Phobia related to trauma if triggered companion feels fear and discomfort
2 Surender and cooperate with evil everything will be fine
3 Ignore everything strange and get on with life, there is a rational explanation
4 Now eyes open see aliens and plots everywhere and obsessively document them
5 Deal with any lesser evil to get rid of the worse threat, win at any cost
6 Tell everyone your story every chance. People must know the truth!
7 Escape at all costs and prepare for possible horrors in the future
8 Take suicidal risks to destroy enemy by most destructive means or join an organisation
9 Dedicated to living a quiet ordinary adventure free life at home
10 Haunted by strange dreams and flashbacks in waking hours, real events?
11 Drug abuse and self-harm to cope with the horror
12 Heart failure CON roll or fatal otherwise a d6 damage
So the first table is for characters and npcs who get shocked mostly by strange death and alien beings or psionic effects. The second is the sort of stuff that messes up NPCs for future prequel adventures. Some of these might reduce your lifespan or make it hard to have adventures without peers kidnapping you.
Don't really need a Cthulhu mythos score or SAN loss to be as common. Possibly recover from just rest/ It is mostly to torment mooks and npc's you meet and in all likelihood, they won't survive, especially in the gothic horror period who of Tom Baker. Possibly you might take min SAN loss from aliens after a while. I cant see books or san loss from information being relevant so SAN tables are mostly for seeing monsters or grisly mass murder.
Characters could all be timelords for the Celestial Intervention Agency or rebel timelords on the run with a tardis or one timelord a pc or npc and the rest mostly human assistants. The first Dr was a great NPC because he lied, tricked everyone just to see stuff and often was separated and spent hours in a palace while the companions had all the adventures and barley escaped and got Dr and tardis. I guess this is up to who runs it and what their idea of cannon is and the players. A UNIT campaign on Earth would be ok in a 70s version of the 80s that never were.
Types of Adventure
3rd Dr John Pertwee spent most adventures on earth at UNIT HQ trapped on earth and dealing with master making every adventure more complex and adding to episode count, It is a pretty sweet set up. Like X-Files but your get army guys who mostly just prove how hopeless humans are. UNIT does have good uses. Human science and madmen warmongering can make a story extend too. Alien invasion of the week is a good foundation. Possibly would dial blood up a bit to more Sam Peckinpah and rely on horror and investigation stories. I guess I would mostly feature scuffles, fistfights and some gun battles plus have mechanics to better facilitate those sneak up behind attacks that don't leave patients dealing with head trauma for life. Monsters need to KO people too so you can all wake up in prison in their base and hear all their plans.
Lots of visits to isolated utopias and locations with limited characters. Locals surviving and thriving is optional. Revisiting locations years later with new menace and descendants of last lot is good. Visiting someplace a few years or decades later with older friends is fun. At the end of an adventure, everybody left dead or unconscious is pretty cool too.
Quite a few adventures feature slimy tentacled things of course and revelations about the past and often use mythology rationalised in stories like classic mythos fiction. Image of the feudal is a favourite, creature in the pit (shoggoth), Metabelis psionic spiders, Power of Koll, Lots of aliens pushing cyborg and body replacement and mind control. I also like the biological tech of Axos and Xygons and many other races on the show have a history of using creepy looking organic machines and spaceships.
Obviously, you can have some fun with genre, locations and settings but I chose this era because it seemed more deadly and 3rd and 4th Doctors did feature fights, action, chases and mysteries so I might try one day. Possibly the SAN tables above could be used in a Hammer Horror type of setting also.
Anyway having first game with 3 players in meat space in 2 months and other game ppl still awol....of three games I was playing. So unlikely to try anything experimental or one-off in a hurry.
Monday, 18 May 2020
Stone Age Sorcery Sessions Restart
Campaign back on, hoping can be fortnightly. Managed to finish the mountain crossing point crawl I posted about prior and use my elder god city where rooms contents change and other stuff I had prepped which is good. About a third of everyone I know not online and not contactable. My 3+ year old Cthulhu team mostly awol. But as no local infections in some time state is opening up again.
The Tribe
The Elders
Granny Druid Lv4 npc age 65
Leader Warrior Lv4 npc age 34
The Party
Warrior - woodsman sworn to Law (Dallas) age 16
Halfling - rock chucker and cook (Matt) age 32
-farmer follower 16
Elf - trickster archer troublemaker (Richard) age 150?
Wizard - master of prehistoric mystic arts (Hugh) age 21
Abhuman - Pteradactyl Eastman (Doug) age 16
Previously left the valley of the god eaters and had found a strange valley where humans seemed to have abandoned. Found an empty community and last six residents who remained were killed and decapitated by a vampire who lived to the north and possibly once part of a vampire kingdom in the old days.
Next valley found valley and could see a settlement and forest with a white patch and a funny pointy mountain. As they slept that night four painted men, scouts for a giant spider mage attacked. The elf woke and alerted all casting sleep on all of the humans. The cowardly spider fled even though was bigger than a cow and a wizard. Interrogated a charmed prisoner to learn the spider tribe worshipped spiders who made and rule the world. Non spider spell users are demons who must be fed to spiders. Seemed convinced the spiders benefited them and spiders extra kind recently and only ate newcomer prisoners. Those fleeing vampire had been caught and four women and four children were in a pen. Warrior realised white forest neat the village was web covered. Most of the tribe hid to watch granny and the prisoners.
Warrior, elf and halfling spied on the village and saw no spiders but did see prisoners. As sunset two spider+4 man recon teams departed to find their missing four men. Party chased them and attacked from behind in a fierce battle. Warrior got nasty bites twice and killed a spider. Lucky one spider was a coward after men fell. Tough fight but they won then went back to the village. Elf used mask spell and entered the village giving prisoners daggers from the 12 spider warriors they had defeated. Sent village on a wild goose chase while led free prisoners other direction to others. All returned to tribe with 8 new members. Elf realised the funny mountain past the spider forest was a Ziggurat.
Travelled through the wilderness as far from spiders as they could which was slow but spider free. Found a dwarf ruin they dug in and found entry to a dwarf underground outpost. Faught some undead and explored strange carved caves with straight lines. Found stone hatchets and battle-axes but oldest undead they met had cold iron hatchets in poor condition. Warrior happily adopted these and party found they could retreat from undead and use missiles fairly well. Found an ivory throwing stick (boomerang). Burned some dead and coal in an indoor fire pit in wonderous stone tree trunk chimneys where dwarves forged metal once. Turned out burning undead upset spirits and released more undead and Granny calmed spirits down. Turns up the party have adopted a skirmish and mostly missile attack style which is fine.
Finally escaped spiderland and came to a strange valley of slick lichen and mounts of rock and slate. Only giant snails and isopods and centipedes seemed to thrive. On a cliff atop a slope, they saw caves. Climbed uphill and crossed meltwater stream in ice. Climbed up cyclopean stairs and entered citadel outpost of the elder ones, the star crinoids who swam through the void. Explored and saw wonders and strange things. At one stage they were all hypnotised for six hours by lights in crystals. Found a mysterious natural pit to darkness. Got blood noses from playing tuning forks and found open crystal coffins and dead cannibal cave folk. Adopted a one-eyed snot covered mutant who joined the tribe and seems harmless once offered food. Messed with an altar by a statue of an elder sea demon and it began to move so put seal back. Decided this bad place and left but room contents had changed on way back. I forgot to give them a horrible magic "treasure".
Got to choose two paths out of the valley and managed to pick right one to the tundra. Found a cliff shelter and settled in. Got to Level 4. Leader and warrior made efforts towards the new women and the younger one failed to get his love interest and tried next one like a jerk then failed again. One of the women scares everybody with her deformities and anger (possibly sick of everyone). Granny accepted her as a druid assistant. Granny swore to never go through mountains again and demands a good home base,
Next, hope to get to meet local tribes and hunt those delicious easy to eat monsters that roam the plateau everyone has heard of. Have a dozen tribes generated for this already. Lots of the places they visited and fled from will make great places to return to in future quests. Eventually, they might clean some valleys and colonise a trade route to the sea. They will have to get some help from other tribes and have seen lots of technology they now know exists including magical methodologies. Not a great place for crops and roots but seasonal grasses and wood and swamp patches but often frozen over and snow-covered in dark for three months.
New Tribe Members
Vara - strong, hardy, clumsy and dim with heart of gold 1st Lv Warrior +1yo M child 14CHA
Atan - more average and dim and cute 1st Lv rogue +5yo F child 13CHA
Kalek - hardy, angry, scarred, 1st Lv Druid + 4yo M child 6CHA
Mora - average, practical, unimaginative, good provider 1st Lv Warrior +5yo M child 12CHA
Friday, 15 May 2020
Skills Refreshing
So started evaluating which skills are useless or need renames because they are not really doing what they should and some cases of repetition. So I have had fun with weird magic and fighting arts in play but got up early in the morning and found bugs on my list. Also adding a Common skills list with all the saving throw improving skills and basic sensory skills together so anyone can take them. Hopefully, it doesn't upset my page layout...
A few renamed because currently underused. I'm thinking Forbidden Lore sounds spicier than occult lore and a few other lore replacements.
I hope to do a booklet with all skills and spells but for now, this is my basic skills. The main note is that I'm using stat-based rolls and some difficulty x1/2 mods based on skill and difficulty on a simple table. Also, thief skills were rolled over into my proficiency system and they get lots of skills. So Will do Magic Skills and Arms skills later this is everything else.
Activating Special FX fighting skills - 3 possible methods
Some of the mechanics inconsistent and are infrequent use abilities to infrequent or could be stackable.
1) Critical hit needed to activate FX instead of normal extra dice of damage
In my game, a fighter can buy extra critical hit scores on top of "20"
Some other characters can buy "20"=critical skill but lots don't get it
So not common and rare if not a fighter...
2) Enemy fumbles to activate FX
I don't like fumbles but some weapons it seems plausible. Using nunchucks with no skill is dangerous I've seen it and I've done it. Flails and black powder weapons maybe nets etc perhaps a 1in20 is plausible for an unskilled user for disaster. But I like the idea some skills that make it possible for the incoming attacker to fumble on a 1 but normally wouldn't fumble. Possibly some riposte or disarm skills could use this mechanic.
Makes several similar skills redundant and 5% by chance thing
A fumble is a specific effect from a spell (!) or a skill that makes victim fumble I think is more plausible than 5% all d20 rolls have something wacky happen. Maybe an area fx on a battlefield spell makes a fumble possible or a curse.
3) Activate special FX by replacing attack with -4 to hit to activate
attack on -4 which makes fighters having more of these skills and huge plusses to use them more especially on mooks. Imagine being good enough you just stun or disarm a bunch of guys instead of murdering them all. This is biased to fighters but not far off shooting long-range or target in cover. Odds are you won't try fancy actions on someone you cant hit and I like the idea that a skilled fighter might be able to rely on combat moves to win not kills. Fighters getting multiple attacks make sacrificing one easy. I think this method sounds like it has good frequency and availability and makes fighters fancier which is an ok outcome.
Common
Concentration improves will based saving throws vs mind control spells, fear, torture, and tests of persistence or self-control
Diplomacy improves charm based saving throws vs negative encounter reactions, recruiting followers or rallying followers whose morale has been lost
Evade improves agility based saving throws vs mechanical traps, explosions, and tests to get out of the way of a threat
First Aid allows with a roll to heal 1HP lost in the fight or stop bleeding in one round as well as revive a drowned or unconscious person. With skill, you take one round to do first aid, without a skill this takes a turn minimum. Need at least improvised bandages each use
Fortitude improves vigor based saving throws vs disease, poison, exhaustion or to hold your breath to its limits
Illumination improves talent based saving throws vs illusions, confusion, puzzles or riddles
Listen improved at hearing others talking or sneaking
Muscle improves might based saving throws vs breaking down doors, lifting weight like a person quickly or bending bars or breaking ropes
Spot used to find hidden things or spot hidden enemies
Taste accurately identify things with small taste especially if poisoned, diseased or tainted
Athletics
Acrobatics for swinging, mid-air contortions, perform aerial feats, catch yourself falling, make spectacular dives, help your body clear obstacles easily
Balance for walking or even fighting on a narrow ledge or even a tightrope
Climbing for scaling walls, trees, rocks or cliffs without falling with or without ropes
Dance perform dances or make any athletic or combat feats look stylish
Drinking can drink double most in a drinking contest and once a day you can gain 1hp by drinking for an hour
Eating can drink double most in an eating contest and once a day you can gain 1hp by gorging on food for an hour
Endurance can labour or march +50% more in a day before fatigue check
Flee one round per level per day 50% faster
Juggling can perform with juggling objects even dangerous ones like torches or knives
Jumping can jump with accuracy at your extreme range more easily
Pole Vault can vault with a pole and add it's length to how far you can make a running jump
Running* add +1 Move per rank, anyone can buy multiple ranks and stack to move faster
Tumbling perform flips, falls and somersaults and cartwheels allowing you with a roll stand instantly, reduce two floors from fall damage, avoid attacks of opportunity
Wall Running can run one yard per level up a wall and then possibly start to climb or leap or swing or scale a wall quickly
Craft
Appraise can assess the value of trade goods by recent market prices and where the best place to sell the items
Armourer can make armour from a variety of materials and in a variety of styles
Artist makes 2d and 3d artistic representations of things and use to ad ornament and realism to other craft projects. Can make a recognizable portrait or sculpture or diagram
Baker make bread and baked goods for a living
Barber can cut and style hair, pull bad teeth and sew up cuts +1HP with hour surgery
Blacksmith can work iron and steel to make tools, shoe horses, and crude weapons. A redsmith works bronze and copper, silversmiths and goldsmiths with precious metals
Bowyer-Fletcher can make bows or arrows. Can improvise a small bow quickly but most bows take up to a year to make for a composite or longbow. Arrows are less demanding and you can make a dozen a day or a few at camp each night
Brewing can brew and ferment drinks like beer and mead or specialize in wine
Builder can build improvised shelters, homes and other buildings with materials and tools
Butcher can butcher an animal to divide among others according to customs as well as cure and preserve meats for storage and cut skins neatly for a tanner
Carpenter can build and carve objects using wood including furniture, house fittings, doors and some simple weapons
Cook able to cook delicious and economical meals, making food go further, be more nutritious, make food decorative and preserve foods for the future
Grooming grooms are servants who make their employers look their best with at least an hour of trimming, dyeing, manicuring and dressing per day. Some use on themselves or might only get to work on livestock. Grooms are aware of the latest fashions and styles
Gunsmith can make black powder weapons suck as handgun, muskets or cannon sometimes making them on the battlefield with improvised materials
Innkeeper can operate an inn or tavern for a living and understand the comings and goings or such establishments and money-saving secrets
Jeweler can identify, value and make jewellery from precious metals and gems
Leatherwork make leather items from animal skins including clothes, shoes, light armour, bags and many more items
Mason can work in stone to make structures and monuments
Mechanics understand basic mechanical devices such as water wheels, windmills, pumps, pulleys, cranes, treadmills, clocks, cogs, and other modern engineering wonders
Mining able to identify likely mine sites and mineral types, dig rapidly, smelt basic metals and deal with problems of working underground
Mortician can prepare corpses for burial provide burials according to customs
Repair can improvise temporary repairs on all kinds of goods to make usable for at least one use with improvised parts longer with tools and quality scrap or parts
Ropework expert using ropes and knots. Can tie a person in one round, build structures or hammocks, secure or untie goods rapidly, know special trick knots
Tailor works with clothing and cloth, able to make a living making wearable garments
Taxidermy stuff dead animals as trophies and artworks and try to keep their dignity
Tattooist create artistic ink designs on bodies of others for a living or just for your secret cult
Weaponsmith can make a wide variety of weapons from various materials and in varied styles
Weaver with fibres from plants of animal hair can make clothes, cloth, mats, baskets, string, rope and many household items. It is possible to build rafts and even houses by weaving
Nature
Beast Lore know about animals and monsters, their properties and how they live according to bestiaries from scholars and sages of natural history through the ages
Beast Handler able to herd, calm, tame, train animals from domestic to wild. Animals always respond better and cooperate more with skill users. Useful for teams of oxen or mule trains. With time can train animals tricks or chores but most specialise in a favourite type
Boating can make and operate oar and rowing powered vessels from a raft to a galley. A skilled pilot can help a boat survive catastrophes or outperform rival vessels and instruct unskilled sailors what to do
Driving able do drive animal pulled vehicles like an ox cart or a horse-drawn chariot or a reindeer sled. Skilled drivers can drive faster with less risk and make dangerous manoeuvres or even drive one-handed or might hold reigns in their teeth
Farming able to grow crops for food and operate basic animal husbandry for a living
Fishing able to catch fish using basic lines, nets, spears, or traps. Understand tides, bait and best locations in any water source
Fungus Lore can identify and cultivate any edible, poisonous or magical fungus. Recognize fungus creatures and treat fungus related poisons or infections or illnesses
Herbalist can gather a d4 herbal treatments a day with a roll that can be used to gain +1HP to first aid, +1HP to daily healing or +1 save vs disease or poison saves if ailment diagnosed by a healer. Can preserve and identify plants and quality for medicine and magic
Hold Breath can hold your breath one round per level with a skill roll on top of one plus Vigor bonus a normal person would get useful underwater or in poison gas
Hunting can find most likely game, build appropriate snares and ambushes to obtain food easier
Marching can make long march in a day without any risk of fatigue checks
Nature Lore understands natural terrain, ecosystems, seasons, weather and other features of the natural world and some ideas on the ancient past. An expert can assess how long natural resources can be sustained and the health of an environment
Packrat can carry 10 enc of items without penalty as long as they are one or fewer items
Plant Lore knows about plants and plant creatures as well as how to cultivate and care for them. Can recognize plant-based medical conditions civilization
Porter gain Might in additional enc points not counted for encumbrance penalties
Quartermaster outfit and manage equipment and transport for expeditions of all sizes at the best price. Resource scarce items, manage labourers and ongoing supply needs
Riding use a breed of an animal usually a horse for humans. Mostly the rich ride
Sailing can operate a wind-powered sailboat or ship and can direct others
Scout can explore and search wilderness areas identifying possible enemy campsite, finding the best travel route for a party, locating water, crossings, and other features. WIth scout roll can half terrain penalties for a day of travel
Sense Direction uncanny sense of north up and down with a roll
Sense Weather bones ache a day before a big weather change
Survival can survive in the wilderness and a roll provides a day of food. If you have this skill is operates best in a specific terrain type. Skill includes many other crude methods of building, navigating, finding food or water
Swim most people swim poorly but with a swim skill you can cope with currents, dives, underwater activity or just reaching 1/3 your move score (unskilled Mov becomes 1 in water)
Track can follow a person for days from a trail or make it harder to be tracked
Scholar
Arcane Lore an expert on the lore and history of magic, wizardry and sorcery
Alchemy knows processes and lore of alchemy, can identify common potions with a test kit in one turn and a roll. Makes spells using apparatus, laboratories, golems or magical life cheaper and easier. Surprisingly primitive peoples manage to do alchemy
-Acid Lore brew aqua regia and other acids to dissolve metal locks, make cruel traps, dissolve corpses or even industrial processes like refining minerals and etching
-Apothecary similar to herbalism but uses on mineral-based cures rather than plant-based treatments which often come as potions or ointment or pills. These medicines keep longer but require more expensive materials and laboratories
-Black Powder expert at making and using gunpowder halving the time to load and fire any guns or cannons and gunpowder fumbles on a hit roll of 1 are misfires not d6 explosions. Can make gunpowder from raw materials of good quality as well as firecrackers, grenades and rockets as the
-Glassblower can make and blow glass to make bottles, jars, windows, lamps or laboratory apparatus. A furnace is required but some etching with tools or acid might be possible with less equipment
-Incendiary Lore expert at starting fires with minimal tools easily, making matches, lamp oil, burning oil weapons, brewing superior fuels and also how to burn buildings or bodies properly, keep furnaces hotter for longer, and use wildfires to create havoc or for hunting. Predicting fire can also help to fight blazes and prevent unwanted ones
-Poison Lore knowledge of various poison recipes and how to apply and if needed make antidotes for them. Come from plants, minerals and animals and the worse use multiple types. Poisons come in contact (touch) venom (blade or arrow or bite) ingested (eat or drink) or vapour (gas). Can keep a person at death's door from poison for hours till they get magic or better care. If the poison is known type can research and make an antidote
Ancient Lore knowledge of ancient civilisations in the past and the ruins and monuments they left behind and recognising makers of found treasures and artworks
Astrology art of divination based on stars and constellations and the movements of celestial beings. Given a birth date can provide a simple reading with a day of checking with star charts and books warning of approaching problems. Includes theatrics for clients
Bureaucracy expert with navigating government legal red tape and administration and searches for information in records found in temples, guilds and government
Dragon Lore history of dragon kind and their dinosaur and reptilian kin who ruled long ago
Dungeon Lore theory and methodology and traditions of looting dungeons and killing inhabitants and making money out of every scrap and claim the land
Dwarf Lore history of dwarf kind and their civilizations long ago and deep in the earth
Engineering knowledge and theory of applying crafts to the large scale of manufacturing and construction, bringing personal scale crafts to large public scale projects like a bridge, mill or building a complex siege weapon. Used with mining to build huge efficient projects
Faerie Lore history of elf kind and their faerie and sylvan kin who ruled long ago and still do in wild places in woods and meadows
Folk Lore knowledge of common folk their lives, how they live and eat and play. To the rich, it is just a theory of how the poor life. For commoners, folklorists are wise in customs, festivals, omens, popular stories and legends of local supernatural beings and places
Forbidden Lore knowledge banned and best forgotten by humans mostly dealing with prehuman races who ruled by black magic. These evil beings worshipped demons and outre beings from the void beyond and today secretive cults are hidden persisting in unlawful magic and spreading forbidden lore. The best way to stop evil lore spreading is to learn more evil lore, it's common sense. But only the purest and brave ought to try with approval from the state and church who keep libraries of these banned works
Giant Lore history of a giant kind and their ogrish and troll kin who ruled long ago and still do in wild places in mountains and great caverns
Healing can once a day perform a one-hour surgery to heal a d3 damage with stitches and binding with bandages. With a severe life-saving surgery like amputation or removing a growth or infected arrowhead, the victim gets a save to live. A skilled healer may also add a d3 if nursing a patient to their daily healing instead of just +1 like an unskilled person (a person per Charm score per day). A healer nursing a victim of poison or disease for at least a day gives the patient an extra saving throw
Heraldry recognises heraldic designs of knights, nobles, cities and institutions and can follow the history of families and bloodlines enough to support legal cases. Might recognise famous foes or families on the battlefield and is important for knights, nobles and scholars
Holy Lore knows the religious accounts for the creation of the cosmos, the lives of the gods and their representative heroes, saints and martyrs. Recognise religious decorations and sects and familiar with sacred scriptures and mythology enough to spot heretics
Kingdom Lore know the history of various regions, states, countries and who rules them and recognise their soldiers and costumes and famous customs
Numeracy master of accounting, finger counting into tens of thousands and abacus use into millions. Expert at mathematical problems and formula
Map Lore expert at reading and making maps, familiar with geographical natural features and hoe influences people, travel and trade. Knows all the commonly known world maps and some of the rare ones. Help make maps on the fly exploring dungeons easier
Memorise able to learn and repeat lineages, scriptures, litanies and scribal lists with ease and finds it easier to remember details about names and conversations and events. Often used by actors, epic poets and leaders making public speeches
Merchant understands buying and selling goods for money, knows local and global trade routes, can operate a profitable business and know where best deals are
Ocean Lore history of sea empires and undersea kingdoms and how they have warred and traded with the surface world for aeons. Familiar with mermaids, nymphs, sea monsters, fish folk, squid demons and other mysterious denizens of the sea as well as pirates and navy forces
Planar Lore knows the history of the multiverse from the formation from primal elemental and outer planes, mysteries of the outer void and faerie land. Recognise planar beings and some know something of what outer planes are like
Scribe arts of professional literacy including fine calligraphy and illumination of written texts. Most work as a secretary or read and write for the illiterate. Scribes also know how to make paper, vellum and papyrus and prepare clay tablets as well as bookbinding, stylus and ink making. Scribal arts are the gateway to all the learned arts and lore schools
Siege Lore knowledge of managing siege warfare, including defence and offence, improvised siege weapons attempts, sapping and developing cunning plans. Mostly applied to attack a building but could be applied to a region or a whole country. Know of famous sieges and battles of history and for design. You can build a basic catapult, ram or ladder but Mechanics and Engineering help you build more ingenious weapons
Steward art of managing an estate, property or farm often their own or hired to caretake for someone who does own it. Most knight households have one some have several. A good steward improves the wealth of a property and ensures it for future growth
Underland Lore history of underground kingdoms and people and tales of how they have warred and traded with the surface world for aeons. Gnomes, trolls, giants, dwarves, elves all wage war in the deep with humanoids and monsters
Social
Bargain an expert at haggling and making deals to get the best value trades
Begging can earn a living begging on the streets or able to convince enemies to spare you or you might be useful, stop lovers from leaving you, appeal to the court for mercy and other forms of degrading snivelling. Beggers often form guilds and share information and keep the best spots for friends
Bluff able to make quick boring plausible lies or half-truths to manipulate others. Often used to evade authorities or suspicions or to dupe some idiot with a scam or dodgy goods
Bribe expert at flattering guards and authorities with gifts of thanks to cut through red tape or find corrupt authorities without suspicion or embarrassment. Can find who requires bribe and finds the best gift
Carousing able to be the centre of the party for possibly days at a time. Able to assimilate yourself with locals or into groups through drinking and vice and make friends. You can always find the best vice, parties and forbidden delights
Etiquette has refined manners and the good sense to listen and copy other where manners and customs vary from your own. Fit to dine with refined nobility
Follower gain an extra basic follower slot
Gaming expert at various games of strategy like chess or backgammon. Familiar with gambling games based on skill and assess the house odds and honesty in a gambling den. You can spot cheats and hide your own cheating
Gossip you quickly pick up all the best and local gossip able to find rumours on anything given time. Can also use to spread slander or lampoon some feckless rival
Insight able to assess if someone is telling a known lie or omitting the truth, especially with some conversation and prodding. While you can get it wrong you spot a grifter or a guilty person better than most
Intimidate expert on bullying and scaring others with physical size, weapons, threats of violence and intimidation. Serious professional bullies charge protection and exploit their victims or make them back down. Bullying the law or a gang on home turf takes more effort and a more credible threat. Interrogation an uncooperative witness is a common use
Leadership add 1 to your command radius per level when influencing your subordinates on the battlefield, rally a panicked unit to return to battle or convince badly-behaved troops looting or killing civilians without permission to stop
Music Lore can play a variety of instruments and know many pieces of music and songs to perform to entertain others or sometimes a song records important lore of history or a clue. Have composed some original tunes and can play with others. One instrument is your prefered type like a lute, harp, flute, drum, horn
Poetry can compose poems on various subjects or speak in verse to be employed or gain a reputation as a serious talent. Make ordinary stories and speeches have pizzaz
Preach used for recruiting others into a church or cult. By proselytising on a box in the market or in peoples homes or sometimes performing acts of charity or healing you can recruit new acolytes. Works best on needy and those wanting a new life. Impressive at public speaking and emotive debates
Seduce use sex appeal to persuade others, find dates and make new lovers
Sing an able vocal performer who knows lots of songs and attracts admirers
Taunt persuade others by provoking them usually to break ranks and attack you or goad them into some foolish act with a challenge or a duel. Expert in vile personal attacks and what to say to offend people of many faiths and races the most effectively
Voice able to be louder than most people when singing or speaking and can drown out lesser voices. Screams and yells can be heard from twice as far away
Whistling can make very loud whistles that can be heard possibly over a kilometre away and can be used to assess the size of caverns and spaces by the echoes. Also, entertain an audience, tease birds and whistle all day long making you the most popular party member
Subterfuge
Cryptography decode and create cyphers for sending secret messages
Conceal art of hiding things often using other materials or building features as camouflage. Can make secret hiding places in crafted items or secret doors or compartments. Can improvise camouflage in a hurry to hide a small shack in woods. Can smuggle goods under 30cm on your person to get past searches for drugs or weapons
Disguise able to make disguises with time and parts can make prosthetics, props and develop an identity. Can quickly improvise props from available materials in a hurry
Escapology able to escape from manacles, ropes, sacks, chains and other restraints and gifted at escaping custody from prison or slavery. Can dislocate and contort body to facilitate. If you fail the first attempt you might take 1hp damage
Forgery able to create forged legal documents, copy handwriting styles, fake old records and possibly make counterfeit money and clip coins and other criminals scams
Fortune Teller convince others you can tell the future with theatrical panache and by cold reading subjects to perform amazing feats. Also good for talking to fake spirits and other occult performances. If you can really tell fortunes this helps you make more money
Gambling makes a living as a gambler picking victims, playing dumb and fleecing idiots. Can spot others cheating and can hide your own efforts as well as tricks like counting cards. You can also make your scam games seem appealing and just bad luck when rubes lose
Hide can hide in shadows and move about unseen for ambushes or crime
Lip Reading can read lips without sound to eavesdrop on others talking
Lock Lore can pick and make locks using tools or can improvise tools
Looting art of stripping victims and locations quickly. Can grab most obvious loot from a room of a victim in a combat round and move onto next. Might miss secrets and swallowed gems but lets you grab stuff and get out faster
Night Sight penalties for fighting by night halved and your ability to spot threats or find things in the dark is improved. Need some ambient light does not work in the absolute dark
Mimic copy voices of others or animal noises for humourous pranks or deceptions
Quack Healer convince others you are a healer and sell them fake medicine and scam treatments for money. If you can really heal this helps you make more money
Shadow lets you follow others discretely without them knowing or tell if someone is surveilling you. Works best in crowded urban streets where failure is more forgiving. Intended for stalking and surveillance but also helps chasing targets
Sleight can perform various feats of prestidigitation like picking pockets, pulling coins from children's ears, shoplifting, swapping items, shell games and other distracting feats
Streetwise can contact various speciality criminals especially for sale or purchase of illegal goods and services. In your hometown, you know all the gangs and players in your area but anywhere you live you learn about the underworld scene fast. Good for information and recruiting specialists or getting criminal work
Torture familiar with torture equipment and methodology and use of pain for interrogation. Can improvise without tools and in some cases, the victim gets a will save to resist or possibly a saving throw to survive if prolonged. Most codes of premodern justice include torture as part of prison even id innocence is uncertain
Trap Lore can detect and bypass traps or construct them using tools or improvising them
Ventriloquism can throw voice which is mostly not using your lips giving impression voice comes from elsewhere like a puppet or a box or a window. A useful distraction. With mimic, you can easily start fights between strangers or make a two-headed dim-witted giant decapitate itself
Glad I spotted those mistakes and seldom-used skills taking up space on my book spreads. I guess responding to stuff players do so certain types of things happen more is a good thing.
Saturday, 9 May 2020
d100 Mystery Island Settlements
I often like to tease adventurers with island treasure maps for a long time. Eventually, they will plan a trek to several islands which allow all kinds of hijinks. My fave is deathwatch beetles living in a rotting log cabin that proved to be one of deadliest fights i ever ran..
d100 Mystery Island Settlements
01 Tiny stone huts of viking fisherfolk hidden by fog and isolation
02 Tribe of savage headhunters who sacrifice strangers to strange gods
03 Tribe shaman makes ancestors into zombie guardians to surround the thatched palm leaf village
04 Stone huts and equipment of whalers, also whale skeletons and a huge cauldron
05 Stone shacks of islanders who have been increasing island mass for generations with seaweed used for fertiliser
06 Island of shepherds but strange cathedral-like ruins and forbidding passages are shunned by herds. Herders live in tiny stone shacks
07 Tiny black keep where prisoners of a distant land keep outcasts on the edge of their known world
08 A small tower of ancient prehuman wizard now haunted by something, stone shacks abandoned on the coast
09 Stone shacks, hill burial mounds and stone monoliths. Modern fisher folk village shun structures of the old folk
10 Shark cult of islanders come here for cannibalistic feasts and sacrifices
11 Shipwrecked peoples started a village and became members of the fish cult to appease the underwater colony. Many shipwreck scraps used to build a village
12 Tribe of islanders worship a undersea squid demon and there are ancient half sunken ruins on the reef
13 Simple farming folk here were long ago conquered by Vikings who have remained hidden here to avoid clan wars
14 Starving shipwreck survivors have had a criminal bully take over and use thugs to enslave other survivors and sometimes eat them. Island barley supports them enough now and they will try and take over any boats visiting
15 Pirate settled with natives and dwell here but still a touch of pirate dress and islander cult spirits
16 Ship abandoned convict passengers here and they have become savage cannibal killers
17 Stranded pirate here left alone for years has become mad, feral and vicious
18 Stranded pirate here desperate for new crew knows where treasure buried
19 A stranded mad pirate captain here wants help. Will try and lead a ship to mutiny to get pirates
20 Stranded pirate wants revenge on old crew will tell tales of the treasures and evil deeds of former friends
21 Fishing villages who fled better known lands do they could worship their sea demon in peace and found island riddled with fish folk ruins
22 Tribe in grass huts who have been raided by slavers and now believe all strange ships are hostile. Will take some convincing
22 Strange foreign wizard built village and tower in strange style of homeland. Operates a plantation and refinery of zombie workers planting a black lotus crop. The black lotus brotherhood use island as part of secret international drug trade route and will get revenge on anyone harming them with ninja assassins
23 Colony of plague carriers warn strangers away and live in wretched poverty but some have found ancient buried tombs and possible treasure
24 Colony of long stranded Vikings live on volcanic island and have fused their fire and mischief god with islander volcano cult. They conjure a fire giant to rule over them and call a new one when the old dies every few hundred years
25 Several dozen apprentice wizards have been stranded here in a teleport mishap and some have become deranged and now worship a boar demon or the demon fly lord and a few remain civilised hide in terror and will signal help if they see a ship
26 Ruins of ancients visible on island and some submerged and below water. Some are fused into coral reef and below tide tunnels in reef can be explored. Natives believe disturbing ruins awakes monsters and will attack strangers here to loot
27 Island colony of mutants dumped by a city long ago to deal with mishaped citizens. Several comunities have bred true and have own strange looking tribe preaching other tribes are corrupt and inpure. Headless face chest tribe, two head tribe, conjoined twin tribe, one legged tribe and the tiny people all appeal to help against the other tribes and offer coral and pearls
28 Abandoned wooden huts of sealers and whalers here anf humans long ago driven off when sea elves bred a race of puffin beast folk who have kept humans away
29 Manour house and wooden shacks visible from sea, a dynasty of nobles fled here and swell with servants and local slaves. Slaves are readty to revolt and not keen of plantation work. Some hope to escape to home island to get help
30 Stranded crew of demon worshiping pirates have developed various mutations and now they are mongrel men with various marine animal body parts. Dream of getting a new ship and plundering the seas again and spreading chaos
31 Wizard lives here with abhuman beast folk of differnt breeds they created to serve. Animal men are increasingly unhappy and seeing master treat strangers better than them is final straw
32 Pretty cottages of fisher folk on rocky island with only a few boats. People are selkies and mostly fish in form of sea lions. They allow traders to visit but strangers are not invited to stay long. Onften they mate with strangers for new blood and are very attractive with dewy eyes
33 Mostly empty shacks where a few pirates live after ransacking and killing local tribes. They were stranded here by crew after it was discovered they were lycanthrope wolf-sharks. They wish to rejoin humans but also want to murder and eat human flesh
34 Village of grass shacks where friendly natives welcome visitors. They worship a dryad on the island their queen who likes to adopt new husbands from handsome guests
35 Grass shack tribe who have all degenerated into hairy ape folk due to exposure to a strange star stone that fell from the sky. Ape folk hope kidnapping new blood will retard the magic and keep them human
36 Tribe of sea elves with goblinoid slaves and troops for defence. Mostly shun humans but might trade if given gifts or need something. Know many shunned islands adventurers would think worth a look
37 Sea hag with her two troll sons, giant pet vulture she rides and a cyclops son. Wrecks on shore and large stone cottage built into cliff are visible. Undead sailors lurk under the sea here and walk all over the island. She has lots of treasure from aeons here
38 A minor sea godess lives in her palace with sea elf and golem servants. Many fierce beasts live here like panthers and wild boar once visiting sailors who thought island dwellers helpless. Locals will inform godess of strangers who will watch them in her pearl from afar and decide if they need polymorphing or not. She has a vast library detailing events from oldest times when gods made the world
39 Tribe of islander marine goblins in grass shacks with long outrigger canoes, huge totem poles and a idol to underwater emperor of the local sea
40 Tribe of tako octopus fairy folk living in grass shacks willing to trade marine treasures and spells from their huge stone tablet spell books aranged around island. At a yearly festival they erect a new spell carved monolith for octopus wizardry
41 Empty grass village with wild boar and goats. Signs that raiders kidnapped the people here and eventually new island nomads will resetle place. A well in the village and some stone idols dot the forersts demonstrate stone building
42 Island of geysers, boiling mud pools and a village of lava abhuman islander tribe live here usin inhospitible geography to ward away strangers. Ancient tidaly submerged ruins of some elder marine race here show glyphs depicting the ancients enslaving humans in a long lost sea empire
43 Islanders in grass shack worshipa ancient catfish folk wizard they revived who has since driven away enemies and seeks to slowly breed the humans into fish folk over time. A few locals think protection of fish god not worth becominv fish
44 Old stone monastary built here for isolation still has hermits working on library and farming. Friendly but many are ex crusaders and do do have an armoury
44 Old ruined monastary on hill with a few shacks where some fisherfolk have settled. They report the ruins are haunted and hear bells and chanting at night
45 Stone hermit shacks dod island and are clustered in some places where a famous saint tried to live in isolation but had hermit fans followw them. A few dozen hermits still live here and some refuse to speak
46 Volcano island where pteradactyl folk dwell in volcanic caves for heat. Human slaves live in shacks near shore and try to warn strangers away. The reptilian rulers are master mentalists and eat most atractive human sacrifices
47 Ancient walls are visible from sea around most of island with wrecks on reef guarded by a kraken. Inside the walls are the haught survivors of a once great empire from when the sea was lower thousands of years ago. The ancients are might wizards and have a zigguratt dedicated to gods forgotten to most. The ancients like making visitors and wreck survivors slaves and sacrifices to their pet monsters. Non walled areas on island are crawling with monsters and a few escaped slaves
48 Sea nymph lives here served by a tribe of tako octopi folk who bring her treasures and strangers they find. She is keen for mortal lover or perhaps several but whenever she is interested her dad turns up in form of a collosal sea serpand and threatens all her love interests. In her love starved state she will fall in love with strangers and encourage them to fight her dad and live with her a few years or centuries
49 Island vanishes at times and is mist rounded. On some days the mist clears and the island sparkles attracting visitors. In the mist is a magical glass castle inhabited by sea elves dwelling in ancient splendour. They occasionally attract visitors here out of boredom but might be satisfied with sending you on magical quests to slay ancient sea horrors
50 Island with hundreds od seaweed and monster bone shacks. Sea elves here welcome traders and are just the surface merchant clan. Around the island merfolk, sea elves and dolphins play. This is a great portal to the undersea fairy kingdoms where the undersea emperor trades with the surface. Guests can easily be supplied potions and means to visit the undersea folk city but most humans are unaware thinking sea elves degenerates of a lost civilisation
51 Island owned by under sea death god, ruins visible from sea of a great sprawling cyclopean palace. The island is crawling with zombie sailors, shipwrecks, ruins and ancient sea monsters. Every few years the god visits and dark sea elf servants, fish folk necromancers and squid folk warlocks visit the dark sea lord for boons. The rest of the year treasure and monsters are visible from ships. The dark sea elf servants remaining here all year dwell in carved stone homes dont resist invaders, warning nobody would dare harm property of a god
52 A fortress built into a tall rocky outcrop pillar from the sea looks impossible to enter. An outpost from a underground civilisation of dwarfs who jokingly call themselves sea dwarfs who build floating porphyry rafts for boats. Secret doors enter the hollowed out rock tower riddled with tunnels from the rock top fortress to deep beneath the sea and rock. Possibly could be traded with and respond well to underland speech
53 Island of cave folk living in stone semi underground huts. Simple farming, hunting birds, fishing and moving monoliths they carve around island are main activities. Generations of ancient barrows rich in ancient magic stone weapons of the distant past. Locals think newcomers are possible new food or domestic animal slaves and dislike graverobbers
54 Island surrounded by sargassum of giant weed, inside the island is a hidden pirate port with whole buildings moved here from civilisation. Shops, pirate ships, temples of the pirate and islander gods and sea demons. The anarchist state takes a portion of visitors wealth and provide food, housing, healing and other benefits. The navy have searched for this place for decades
55 Grass huts near cove has a sacrificial post where sacrifices to a hideous sea titan comes for each full moon. Natives welcome strangers and try to keep them on hand for next sacrifice so their own will be spared
56 Savage chaos tribes gather on this island seasonally to eat one hundred slaves for a great festival. Most of year quite nice with fruit, pigs, goats, cassawarry and tree kangaroos to eat. The ceremonial grounds are heaped with pits, bloody skeletons, skull pyramids and sea demon idols. Many fools find the island and rest here to find a thousand canibal cultists arive for a feast
57 Clerics occupied island converting the natives and enslaving them to build temples and palces for the priests. The priests exterminate local witches and other island peoples shun this place. The priests were part of a treasure fleet plundering new lands and have taken the gold for their god as the earthly representatives. Many were inquisitors sent to purge slaves of their demon cults. Non believers are sacrificed or tortured or enslaved
58 Seaside village of peaceful fisher huts. Folk are wary of strangers but willing to trade. Inland they tell of strange steam caves where degenerate albino snake people live
59 Island village of cheery stone cottages and a wharf. Locals are saddened by strangers who they have promised to the kraken in return for protection from enemies. A secret flooded cave temple is where the kraken comes for it's feast
60 Ancient temple and houses here occupied by idyllic peoples remnants of ancient sea empire. They have employed various beast folk like crab and shark folk to maintain order here and leaving without local permission is difficult. Locals want to study outsiders for a d3 months as guests to add to their library lore
61 Islander folk here mostly lay about eating lotus fruits that are addictive and nutritious. Natives refuse to change diet or leave and are wary of outsiders attempts to destroy plants. islanders welcome any to join them and stay. The plant was made by elves to enthrall and feed slaves long ago
62 Empty stone cottages now roofless near the beach but giant antlions ate everyone. A lone child has learned to survive and avoid the horrors but is finding it harder to find food. The antlions are intelligent and plan to hunt and trap child who lives on rocky island areas
63 Row of fisherfolk cottages who seem prosperous, owe it all to a mermaid they hold hostage
64 Island of fisherwomen, complain of men having all been taken by a siren and only a few still live as her lovers before she gets bored and eats them
65 Empty cottages near shore abandoned when harpies moved to island and shat everywhere spreading disease and ruining food. A witch is the mother of harpies and wants island made quiet for her experiments with fish men
66 Cottages and a naval stockade of a penal colony where slaves work building new stone fort and governors house. Governor desperate to trade certain supplies and offers letters of credit to claim from empire navy. Prisoners will think visitors might aid their escape or try and stow away on visiting boats
67 A ship has been beached and crew have been repairing it and living off the land. Aprreciate any help and certain supplies
68 Islanders here know a magic they can walk about in the undersea faeirieland offshore. They have exotic shell and carapace armour with sea metal tridents and their court in it's savage way mirrors the splendour of the sea kings court. Those who know manners of the undersea folk are treated well and get preferential trade
69 Natives here worship a kaiju and make a berry potion to sate the beast when they wish to travel. The affluent sprawling bamboo village attracts foriegners but their gargantuan god sinks ang boat without berriy juice and correct chants. Most natives want to eat strangers but a few will aid them explaining where berries are stored and the chant
70 An illuminated dome is visible from afar by night and a island cult of sorcerers live here indulging in sex and drugs and illusionary luxury. WIth elaborate magic and spectral defences strangers are told by magic moth they are not welcome unless they can pay entry fee and pass evaluation for cult membership
71 Island of fisher women owned shacks where all men of age are killed by jealous satyrs
72 Island with a pyramid of basault slabs half smothered by coral reef remains of a prehistoric temple. Natives shun island and the cursed pyramid contains ancient monsters who come out to slay visitors to the island at night
73 Village of mud and grass huts where tribe of shark cult islanders live. Very hostile to outsiders and civilisation with it's slavery and disease
74 Tribal wizards served by ancient golems have cliffs carved with prehuman wizard lore
75 Tribal wood and grass lodges and a stone ancient temple where a naga lives that is the islanders god. Wary of foreign gods threatening the naga. Once were many islands like them
76 Islanders welcome ships with bbq pork and yams, then warriors in hiding cut off those that land while their fish folk brothers attack the boat. Strangers are eaten or married into the fish cult if survive cruel ordeal
77 Tribe welcome adventurers to visit the temple ruins and stay with them. Villagers operate hotels for traders and visitors and also print treasure maps welcoming more strangers. Inside the temple is a pocket dimension built by a prehuman wizard to test worthy adventurers. In times of trouble natives enter the temple but experience a safe shelter with lots of food where they await intruders to die in the temple
78 If natives in their grass huts see ships they start drums and fires and prepare to attack intruders. Visitors are usually killed on the beach by this mysterious island death cult
79 Prosperous grass and bamboo village with palm groves and vast burial grounds. Natives if troubled awaken vast undead army to eart all not decended from local islanders
80 Shepherds here trade occasionally for sheep milk, cheese, wool and mutton. They live in fear of a tribe of pygmy squid folk who have been stealing sheep for unholy rituals shepherds hear from afar each full moon
81 Adventurers have built a stockade here for trading islander and other exotic goods. The compound has brothel, casino and temples to trade gods and islander spirits. Petty gods often visit here in familiar or local islander guises but nobody knows why. Lots of stranded adventurersat bar live here for years
82 Turf covered Viking halls built the old way are home to a cult of vanir with a temple of the sea god. Local blood has included elf, troll, dwarf and giant due to isolation and trading with faerie folk. A dead volcalo on mountain is said to be where a relic of the old gods is kept
83 Amazons in clay brick walled village ride terror birds and allow only males property to a woman brings them. Welcome all women into their bath house and male slaves are kept in stables. Willing to sell young trained terror birds to women. A tribal ancestor spirit impregnates women who serve at the temple for a year producing children who are clones of mothers
84 Stone ziggurratt and complex where lizard folk cults gather to served the winged serpant god, the bearded snake in the tree of life and one of many dinosaur demon cults that provide domesticated monsters for lizard tribe to use to labour or war. Snakes and lizards everywhere
85 Stone temples and monastery where frog folk worship their angry weather god who craves blood to appease is sacred island touched by mammals. Frogs, axalotls, newts and salamanders everywhere including prehistoric breeds that once ate baby dinosaurs whole
86 A brick built complex and a struggling fishing village are here. The vast sprawling maze was built by a mad king to hide his tomb. Maze is populated by minotaurs who abuse local village for food and mates. A vast treasure of the ancients is said to be withing guarded by magic traps and monsters devised by greatest ancient wizards
87 Islanders live with giant intelligent insects and bug folk of all kinds which outsides find repulsive and creepy. They all worship the bug gods and shun the evil worm god
88 Necromancer school here built into hillside appearing as a funeral themed palace from sea. Strangers bringing raw materials for corpse loving wizards are welcome. Will poison guests and will fight them but master will parley if they suffer great losses. Have ancient lore here including necromancers detailing islander cults
89 Shacks of wood and bark onshore, are occupied by local inbred clan of castaways. A great stone crypt depicting a colossal octopus headed sea demon overshadows the village who are not really sure of what it is but dont like anyone messing with it. Local experts think it tomb to some outsider demon god who died in the first dawn. It scares away tribal raiders
90 Wizard tower visible on island naturally cold with snow and ice around shore. An elder walking elder worm cryomancer who every so often moves island to attract intruders it can salvage as undead slaves. It has strange elder artifacts including some that might kill it. Alass the white worm wizard has several clones to avenge it
91 A strange stone tomb in cyclopean style with wary local natives scared of strangers and of anyone awakening the bad ancestors and their gods in the ruins. Prefer to hide and flee island a while rather than face civilised slavers
92 A palace on hill of beautiful island with crystal springs and sweet scents. A dragon rules local area appointed by heaven and is kin to the under the sea emperor. Sea half and islanders here worship the dragon who studies incoming ships to decide it they are welcome or deserve to be sunk or enslaved. The dragon likes to test people with philosophical questions and moral dilemas to assess if they are worthy to speak to it in person. It may appear in many forms before revealing itself
93 A dangerous sea leviathan sinks ships approaching that do not run a certain tune. This mother of monsters protects the island palace of a amazon colony from ancient times. Any women who wash ashore are welcome to join them males are killed or made into eunachs or gladiator pits where they fight for right to breed with amazons
94 Loveley mist shrouded island with ancient shrines and mythical beasts like unicorns and dragons dwell there. Human priests will warn humans away but will offer them shelter an a chance to escape or join them. Several sea nymphs and other divine faerie folk live here and angering faeries puts everyone at risk
95 Pleasant prehistoric forest with strange slow moving simple animals and birds that no no fear. Elf ruins here are very old and a few elves remain to protect the islands life from intruders. Wary of even rats getting to shore. Explain this preserves ancient plants that migh be needed again one day. Will suggest some reptilian cults that need exterminating on other islands
96 Ancient zigguratt here populated by undead ancient wizards in a forgotten process before lichdom was perfected. These skeletal wizards continue magic research and are not very up to date at events since the great flood an age ago
97 A hairy cave folk clan live simply here in a tree house and a curious but like to steal metal goods and have some odd customs and dont even use fire anymore but once did. They will show you temple guarded by allasaurus and lizard folk with ancient crystal sorcery apparatus that controls islands climate
98 Sprawling mudbrick temple and housing interconnected rooftops and no streets. Locals fled mainland thousands of years ago and worship mythical vulture folk who aided them before the exodus here. Actually they dream of resurrection mummies in their temple of vulture folk to rule them again but priests never quite get good enough with small island population
99 Zigguratt of black stone and ruined towers in jungle visible from ship and statues and rock carvings as one gets closer. A village of lizard folk live here and are peaceful but fear the vampire lizard king in the ruins could awaken and seek to restore its empire of black magic and undead dinosaurs
100 Island has houses built of sticks in branches of trees and signs of animal pens, cultivation and strage civilisation. The people here are actually vegepygmies growing ambulant killer ferns, venus flytraps and a vegetal dog like war beast. The pens are for animals like pigs or castaway humans caught by plants to be fattened up before feeding vegepygmies
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