Wednesday, 9 December 2020

Secret Orders: The Green Veil






































Current DnD5 Studies:
So I've got through books of character making stuff in several books. Good stuff is it is inspiring. Some fantasy tropes a bit modern for me or reminds me of Diablo pc game but that's fine. I do get bugged by same abilities with different names, Also some choices duplicate results so you end up losing if you want an urchin thief. Id do it anyway as build for optimising seems silly to me but i can see power gamers with spreadsheets choosing stuff. I like Tashas book mods to ranger, psionics classes allowing dark sun games (no psionacist needed) plus build your own race. Sadly I keep thinking how to streamline and simplify but must resist. Oldschool thief abilities seem pretty common. I could put thieves tool proficiency on any class now. So many things nerf charm, invisibility in-game too. Have some friends to pick about combat section that shuts my brain down. Tempting to make dnd5 mods but doesn't seem worth it really. I do get a bit magic the gathering vibe from various rule combinations. Just when I get used to non-maths rounding I find abilities that say round up like in maths. I wanna do a Psi fighter and a green paladin. I wonder why they bothered with multiclassing when so many classes can be built so be more sneaky or green or fighter or wizardy.

As dnd5 and cthulhu7 are more complex than early versions it's not a surprise light gaming popular and many just don't want tactical detailed combat in games. A basic dnd that primary aged kids could read and start play in an hour would still be good. It amazes me that a game company thinks a $50-150 to start play and weeks of study is normal.

Also I'm gonna get a yeti mike setup im determined to play online and podcast 2021 - can i just read my tables on tube?

Patrons section in Tashas did inspire this post.

Fraternal orders for high-level pals
So when you get to that stage of name level when you start to move into powers of a kingdom and get to know rulers more. Then around 14th you should be established and creeping into power range that is rare. Those nobles you could wipe out with their whole castle become possible and you don't need to be impressed by them anymore as you start invading other planes and lich wrestling. It is then various secret organisations might think you are worthy. Such offers might be rejected or create new enemies. Obviously, high-level types vary from game to game how common they are and apparently 30% of play is over 9th lv but you might still use these.

Name - you got it
Membership - who gets an invite?
Public Goals - what do they tell the public?
Real Goals - what are they really up to?
Leaders - who is in charge?
you should decide where they are based and how many members there are

Order of the Green Veil
Public Goals
 
To help spread good faith about fairy kind and promote peace
To aid in situations where conflicts arise 
Real Goals 
To help fairy beings in human kingdoms
Don't kill faerie beings, driving away monsters and dark faerie is ok
Espionage for elvish nobles and divinity
Leaders
Each kingdom has a high-level elf noble and a council of name level elites
Members
Any who claim fairy blood may serve, most agents are elves
Followers 
Many common folks serve them some are deceived with tails of faerie bloodlines, some addicted to faerieland food or pretty things though more fanatic ones trusted more. Dwarves, gnomes and halflings are neutral but humanoids outside fairyland are enemies 

d12 Missions
1 A faerie creature has been the source of gossip in a rural area and agents are to locate the beast and see what can be done to reduce its notoriety
2 Prankster dark elves have been performing grim gags on farmers with zombie farm animals, convince them to tone it down a bit
3 A Dryad has been overdoing it a bit go and distract her a while and convince local women not to burn her
4 Put on these orc masks and raid some farms on the opposite side of the kingdom to fae forests
5 Take these elf gifts to these nobles and charm them to the cause of peace
6 Contact bandits and robberknights and pay them to harras these fiefs whose lords have anti fey sentiments. Don't let these scum know why
7 Someone has been spreading iron filing around every crossroad just to hinder faerie folk or insult them, find out who and stop it
8 A new logging operation is to be stopped. The quicker the better before the forest smothers them forever with natures fury
9 An anti faerie preacher needs to be stopped, whatever it takes. He has refused our gifts and is wary of our efforts. Make sure you don't stir up more anti fey sentiments
10 Wizard stole an elf book of forbidden faerie lore, recover it
11 A noble is planning to build a watchtower has experts picking a new site. Find them and encourage them away from the forest edge
12 A naughty pixie has been playing pranks in the city, bring him home before he causes more trouble

Tuesday, 8 December 2020

d100 Stuff for sale from a hooded guy in an alley


















Some recent thoughts
Films Hansel & Gretel and VanHelsing are about artificers in Ravenloft.

Tasha's Guide is pretty fun and i like some of the loosey goosey options on race.
Realised with my dnd5 reading that many who helped me make a character in last 3 years playing 5th ed railroaded me and didn't mention options to me. I can see helping newbs you sometimes minimise choices but I would never build those characters again. I find the battle master mechanic painful and the huge options list they get could be mechanically different or more common. A few things like max hp i don't get. Only through races and classes in the books i have. Explained why 5th ed kids don't fear spectres that are seriously nerfed. I will keep trying to get through it. Hoping to get over my Luddite urges.

I guess as my homebrew almost done I feel like I'm less liable to be influenced 

Pssst, wanna buy a potion?
In many adventurer taverns, dodgy guys selling illegal performance-boosting alchemical supplements are easy to find. In the lavatory or in the nightsoil lane outback, These shifty guys are here to sell you strange stuff cheap.

d12 Vendor Gimmick
1 Pet d4 1=rat 2=kobold 3=toad 4=dog 5=monkey 6=parrot
2 Likes to party with forbidden vice and outlawed pleasures
3 Has shakes, itches, rotting teeth and nervous
4 Paranoid about law or guild informers will kill any who talk
5 Wears good clothes like a posh merchant but a common dark robe
6 Has a fresh knife wound or old scar
7 Plays an instrument (possibly bard)
8 Only a child or possibly several
9 Elderly with d4+1 gangster children 
10 Tattoos and piercings
11 Keeps showing off oiled muscles and talks about parties
12 Creepy and weasel-faced

d12 Vendor Secret
1 Has a respectable job or family who doesn't know about this 
2 Ex adventurer now a drunken gambler 
3 Owes a local guild who spy on them often 
4 Failed alchemy student from good family needs money 
5 Member of a notorious gang family
6 Member of a cult 
7 Buys stuff by trading with a dungeon boss
8 Secretly a witch cultist 
9 Has huge dangerous bodyguard watching close
10 Humanoid in disguise fundraising for evil in secret 
11 Only part serpent person or some other elder evil  
12 Secretly a shapeshifting being 

d12 Prefered Trading Point
1 Public or tavern privy
2 Back of a pub alleyway
3 Public square
4 Public gateway
5 Graveyard
6 On a bridge
7 In a sewer
8 Pushcart vender as a front
9 Near a gibbet or stocks
10 In an exclusive club
11 In a garden
12 In an apartment building

d12 Alternate Potion Form
1 Coloured liquid in medium glass bottle 1kg - must chug whole lot
2 Small glass bottle of coloured cordial 200g - d4 tastes 1=bitter 2=rotten 3=herbal 4=wine
3 Large colourful pill 50g - a bit hard to swallow, kids and pets wont touch it 
4 Jar of ointment or oil 500g - smear all over body or subject object
5 Egg with glowing goo inside 100g - crack and swollow
6 Glowing crystal 50g - 
you crush and unhale vapour
7 Colourful strange fruit 500g - eat whole fruit
8 Juicy bug or grub 100g - eat whole or just suck out guts
9 Large syringe with formula 1kg - requires first aid roll for best effect
10 Smoke in pipe or ciggarette 10g d4 1=lotus resin 2=herbs 3=fungi 4=toadskin
11 Tea served with hot water and drink 5g - can make in advance and drink cold 1kg
12 Candy or cake 50g - delicious sweet magical taste sensation like fairy food

d10 Quick Types
1 Healing
2 Cosmetics
3 Pranks
4 Fetishes
5 Armoury
6 Pets
7 Charms
8 Drugs
9 Gadgets
10 Weird

d100 Stuff for sale from a hooded guy in an alley
01 Sunheart Potion, Small Healing potion d4, save if use more than one or addicted, use daily or -2 all rolls 1kg 30gp

02 Hero Oil, jar of body oil heals d3 but after one hour take a d3 damage poison .5kg 25gp
03 Arsinogen Powder, +4 to save vs ingested poison for hour if eaten 10g 50gp
04 Bludshroom, heals d3 HP if eaten but flatulent rest of day 100g 30gp 
05 Salamander Oil +2 save and +2 AC vs vire or cold creatures for d3 turns 1kg 50gp
06 Alchemist Healing Strips, self-adhesive bandages heal 1hp 10g 15gp each 
07 Luckys Miracle Brew, d4 1=coloured water 2=heal2d4 3=save or 2d4 poison 4=2d4 illusionary HP last hour 500g 50gp
08 Sleeping Draught, save if drink or go to sleep in 3d4 rounds for d4 hours, use responsibly and not for evil, 100g 30gp
09 Leafheal, neutralises d3 damage caused by venom or poisoned weapons, 100g 50gp
10 Saint Martins Bane, +2 vs paralysis saves for turn, splash self with fluid, 500g 50gp 
11 Xumpthars Charm Ointment +1 CHA for hour for urgent ugliness 500g 20gp
12 Clayface Paste, fleshy clay kit +4 for one disguise 1kg 50gp 
13 Wonder Wig, changes colour once a day and can be styled 1kg 100gp
14 Boots of the Mistress, boots van change height from ankle to thigh and heel length 2kg 400gp
15 Hat of the Birds, hear the speech of birds talk about food and sex, possibly useful, they dont understand you1kg 200gp
16 Tooth of Xor, stick this living tooth into your gum to take root, variety of styles, 50gp
17 Fan of Whispers, use to send a whispered message of one sentence 30 yards once per hour, 500g 500gp
18 Codpiece of thunder has a d8 short-range one shot flintlock pistol built-in 2kg 250gp
19 Stockings of Splendour, never hole, warm and woolly, waterproof, +2AC vs snakes 1kg 600gp
20 Glove of the Wizard, d5 one use shot of a door opening cantrip 100m range
21 Exploding Tobacco - pipe save or break or in cigar form 50g 15gp
22 Fire Cracker - noisy sold in strings you can separate or set off string 10 per round 1gp per cracker, 100 in a spark-proof dry box 1kg 
23 Fake Green Slime - litre bottle of fun 1kg 20gp
24 Naked orc clay figurine, collect all the races! 200g 5gp
25 Carved wooden phallus (novelty club) 1kg 5gp
26 Mirror whoever looks in it looks like an orc version 200gp
27 Erotic painted urn guaranteed to offend your elders, 40gp
28 Brimstone Pellets alchemical altered egg, makes a 3x3m cloud of smelly smoke for round, 10gp
29 Vial of lock acid 2d4 if splashed on living or if used on lock it saves or melts, 100ml bottle came in padded box, 1kg
30 Chicken Wand, fires a calling live chicken up to 10m before it lands and runs away cackling, you can shoot into oven or pot or aim as missile weapon if aimed at enemy,  d100 charged 1kg 200gp
31 Lucky Protection Charm +1 one use on a saving throw or attribute roll once 100g 20gp*
32 Lucky Fight Charm +1 one use on a hit or damage roll once 100g 20gp*
33 Fetish Club fist person struck save or cursed d6 damage wood or bone club 1kg 300gp*
34 Fetish Blade +1 to hit and damage uses up magic on first hit dagger 100gp*
35 Shrunken Head contains one first level spell, Identify or Speak with the dead will instruct you in spell use, soul of wizard destroyed when spell used up
36 Fetish Tree Axe +3 on the first hit versus any plant creatures or elves for one hit 2kg 400gp 
37 Orc Ear Necklace, you can speak orc but any orc seeing it will want you dead 500g 200gp
38 Necklace of Orc Teeth, d6 teeth if planted at sunset, next dawn an orc warrior is ready to serve planter for 12 hours, they mostly turn on bad masters after 100gp per tooth
39 Fertility Fetish helps you conceive a child once if by the bed if both in love 100gp
40 Infertility Fetish prevents lovers conceiving if kept in bed 100gp
41 Magic ammunition +1 d4 1=2d6 arrows 2=3d4 sling stones 3=crossbow bolts 2d4 4=musketballs 2d4 100gp per missile
42 Silver Amunition +1 d4 1=2d6 arrows 2=3d4 sling stones 3=crossbow bolts 2d4 4=musketballs 2d4 5gp per missile
43 Incendiary Bomb 2d4 3m circle save or on fire 1hp for d4 rounds, must light fuse. 1kg 20gp
44 Grenade 2d4 3m circle save to jump away to stop damage, must light fuse. 1kg 20gp
45 Glamour Shield, has permanent light and a detachable cover 2kg 350gp
46 Dark Hood, hides face with shadows, big seller 1kg 100gp
47 Wonder Helmet +1AC loses power as soon as take first damage 2kg 100gp
48 Magic Missile Wand 2d4 charges 50gp per charge + 100gp
49 Sleep Wand 2d4 charges 50gp per charge + 100gp
50 Charm Person Wand 2d4 charges 50gp per charge + 100gp
51 Magic Frog, while licking it can see invisible d6 rounds per day 300gp

52 Psi Frog, rabbits if any psionic or similar magics used in 6m circle 300gp
53 Sorcery Frog, lick it once a day restores the energy of one 1st lv spell 300gp
54 Craft Crab, has craft skill and carries tools d4 1=lock pick 2=trap lore 3=carpentry 4=cobbler, other varieties exist 400gp
55 Messenger Bat, whisper to it and imagine who requires message and bat will repeat it to them or die trying. It expects a treat before and after the message. After a d4 uses it dies 400gp
56 Moon Rabbit, if you fall unconscious and bleeding rabbit will stabilise your wounds by licking, only works on those it loves up to d4 times per day 300gp
57 Flooferdoodle, a fluffy featherboa like snake with googly eyes that lives off insects and honey and is bees sting proof. It has a mere long wormlike tongue it uses as hand or to climb. They are very lovable and squeak affectionately 200gp 
58 Shrieking Fungus, in a small pot, if kept fed and in dark or dim will scream if anyone disturbs its area but the owner it grows used to 100gp 
59 Grass Goblin Seed, if planted hatches a goblin baby you can raise as a slave 100gp
60 Phase Rat, can walkthrough up to 1m of stone or wood, can be trained a bit or use as a scout, needs treats and an hour of play a day likes to thieving shiny stuff 100gp
61 Anti Ghost Charm, put on house to keep out ghosts, they merely dislike it and it can make them angry and manifest 1kg 100gp
62 Fairie Charm, stone grows warm and wiggles if faerie or elves within 3m circle 100g 300gp
63 Vermin Charm, keeps rats and vermin out, ideal for cellar or storehouse 1kg 200gp
64 Cellar Charm, keeps stored goods fresher especially wine and beer 1kg 200gp
65 Hunting Charm, animal head trophy attracts that breed to the area and makes them curious 100gp
66 Filth Ward, ribbon tied on clothes or in hair makes repulse dirt and water from clothes so always immaculate and clean 300gp
67 Murder Hobo Swadling Cloth, nappy while worn you never need to go to the toilet without harm or smell, when taking off, all the missing waste appears, 10kg/round 100gp
68 Plague Charm skull medallion +2 save vs disease 400gp
69 Poison Charm snake medallion +2 save vs disease 400gp
70 Paralasys Charm spider medallion +2 save vs disease 400gp
71 Virginity Restoration Potion "Nobody will know" 1kg 10gp

72 Black Lotus Resin, save or have terrible dreams, wizards use for research, sorcerers for ecstatic visions and spell components, sold in 50g blocks with the stamp of the sinister king below 40gp nuggets 
73 Berserker Brew +2 hit and damage and can keep fighting in negative HP until -10. If no foes will attack closest moving victim, lasts one turn then save to see if causes heart attack (first aid can save) 1kg 100gp
74 Toad Milk causes seizures and save or go blind, see visions of the near future and possible dangers, for 4 hours after-4 all rolls 100g 100gp
75 Unicorn Poop heals d4 or cures blemishes, illegal for non-nobles to have, smells like cinnamon raisin buns 1kg 100gp
76 Zip Leaf chewed for d4 rounds +1 initiative for a turn, second use save or addicted craving daily, if used for a month save or hair and teeth fall out 10g 10gp
77 hobo Root, chewed for one hour then save, if fail become giddy -2 hit hour, users have +d4 HP for one hour. If used for 3 days save or addicted requiring daily use 200g 20gp
78 Crystal Dust adds +d3 STR for an hour if inhaled, on second use save vs addiction requiring daily use and surprise diarrhoea 1in6 chance per hour 100g 50gp
79 Elder Spores inhale to perceive alien thoughts from beyond for a d4 hours and can detect magic at touch range. If save failed experience is depressing and user determined to use daily. After 7 day use save or alignment becomes chaotic from the whispers of alien beings. Used for spell research or by edgy sorcerers 50g 50gp
80 Vordalaxine a brass and glass syringe from gnomes of the deep, injected with a syringe lasts an hour. Save or user panics and screams the whole time. On success, they can see alien spirits of the outer void and your Intelligence has +1 for duration 500g 100gp
81 Bayonette mount to put a magic dagger on your staff making it a spear 25gp
82 Wrist crossbow, like hand model but remain cocked and ready 240gp
83 Duckfoot Pistol, flintlock with multiple small barrels 30 degree cone d6 to anyone up to 6m, takes 20 minutes to load 2kg 800gp
84 Switchblade a springloaded d3 knife with blade folding in handle for quick deployment from gnomes below 250g 80gp
85 Double barrelled flintlock pistol with two barrels, can fire separate or both at same round, 
86 Gnome Goggles, thick metal goggles, immune to all gaze attacks and see in even magic darkness but vision becomes B&W and lacks detail. After a week regular use save or eyes turn white, check each week, 1kg 1000gp 
87 Flintlock pistol hand axe combination weapon 1kg 1000gp
88 Luminous Dried Fish from deep in the sea, less light than a candle but lasts years 30gp
89 Goblin Powder, sprinkle around and goblins keep away - see no goblins! 1kg a box 10gp
90 Kobold slave in a carpetbag with collar 15gp (1in6 trained to run away and return to seller)
91 Brain Crystal, with a safe operation to insert in the skull with surgery. New owner gains glowing eyes and spells cast on enemies are -1 save to resist, occasionally an alien planar being can see through users eyes 100g 1000gp  
92 Bag of Holding, after a week, teleports to the owner of a magic ring that is matched to it allowing a con artist to sell the bag cheap like they don't know its value then teleport bag full of loot to true wonder. 20kg content, opening 20cm weighs only 2kg 200gp

93 Death Rattle, bone and shell cistrum can place in front of a tomb it will rattle if cursed, tainted or undead within 1kg 600gp
94 Skull of plenty, once a day provides a hot cooked meal you eat straight from the skull. The eater dreams about ancestors 1kg 200gp
95 Silver Tankard of Plenty, with nude reliefs on sides, fills three times a day with beer, occasionally drunken whispered songs emerge 300gp

96 Wise Knife, d3 damage as a magic weapon, anyone cut you know their name 300gp 
97 Magic quill, always inked, spill-free 200gp
98 Slime Pellet, kills one slime or ooze (not puddings), just throw at them and a turn later they save or die 100gp
99 Enigmatic Idol, obsidian blank faced sphynx for some reason local cults and monsters fear it so it must be awesome 4kg 200gp 
100 Crystal egg, found in ruin, will hatch into a loyal servant you can train, hatches into a mindless black pudding that eats everything 4kg 100gp

Thursday, 3 December 2020

d100 How did these guys got into this dungeon room



OK whose asked foolish questions like

How did those 20 orcs get in the room at end of a 100 foot yellow mould corridor?
How did this ettin get in this room with a goblin door?
How did the goblins get a killer whale in this indoor cave pool?
How did walrus adapt to living in the forest? (not relevant sorry)

So now you can just laugh people away. Funhouse dungeons are basically mad mage murder mazes so can have every room an impossible wonder to confuse you. They can even be dreamlike or have illusionary properties. Most dungeons are a bit more sensible and often organised outposts based on rational military and wizard and evil cult principles, not just random chaos tainted wild magic places. So to help explain stuff try these. You can leave clues like a book of expositions or something more subtle like remains of history.

If your sensible dungeon would not be able to do all these things but you could have a petty god came through or they invited a jerk wizard to make traps and they did weird shit we don't get. I do like the DnD5 mad mage has his face and simulacra of himself all over the dungeon. Have not found lots of love for this book.

If the monsters have problems getting out, consider they might be hungry or have a food macking item or were good preppers with boxes of food or use a priest spell to make food. Perhaps they live off giant rats and suck lichen for juice. Possibly being in here is a trap or a punishment,

Go on make a dungeon that's really a prison for tortured monsters you get to save by killing and getting past custom traps vs monsters

So when you see the how did this happen thread in a dungeon design involving how some monster got in some implausible place hit them with this d100.

d12 Signs The Monster Is Supposed To Be Here Long Term
1 Remain of other dead creatures eaten or starved in here
2 Chained to walls unable to leave
3 Abusive text on the wall, a personal attack on the monster
4 Monsters features are worked into artwork
5 Room is a purpose-built habitat or shelter with crates of food
6 Magic food and water bowls fill once per day
7 Creature was in stasis until intruders ever
8 Creature is sleeping or hibernating in a cacoon or hidden nest
9 Signs someone has been feeding through a secret hatch in ceiling or wall 
10 Luxurious baroque lair and shiny treasure, the monster has good grooming, attended by spirits of unseen servants who bring the beast cake and wine and fancy feasts
11 Prisoner in here creates food and water with spells for monster
12 Food and water for monster dropped through pipes or a trapdoor 

d100 How did these guys got into this dungeon room
01 Monster was brought in here as a baby and was fed as an adult, keepers told it outside is a deadly poison
02 Monster as baby was raised by another monster mom who dragged it here
03 Monster was brought in as a baby then cult called a ghost to age it
04 Monster was brought in small and was force grown with a potion or spell
05 Monster was raised since baby by unseen servants and food and water arrives by magic daily  
06 Monster was brought in by other monsters who lived here a time then moved on
07 Wizard created monsters in this room, shattered apparatus and waste is in piles in room
08 Wizard summoned creatures here and abandoned
09 Monsters wandered in and living of some strange magic giant beehive and royal jelly
10 Monster was teleported away at random by a wizard from home
11 God or powerful being punished monster by placing here
12 Monster placed in a room by wizard and room is stasis until door just opened
!3 A chaos jester petty god came to visit and did this as a joke
14 Was sealed in here alive for a long time as punishment
15 Trapped in here during some construction mistake
16 Were meddling with a cursed relic (possibly now with them) 
17 Every day a dungeon spirit appears and makes food and beer for inhabitants
18 An imp arrives to feed inhabitants trapped in here to make them sell souls
19 An unstable gateway shunts stuff here and strange junk is in the room too
20 Creatures trapped inside have a troll chained up that they eat to survive
21 The room is under some natural temporal spacial field 
22 A deity put this here as a lesson to its cult and the inhabitants
23 Game in through a hole while shrunk by a potion 
24 Came in with a gaseous form potion and trapped
25 Came in polymorphed and then magic dispelled 
26 Crypt Keeper teleported them in here 
27 Was brought in unconscious and sealed in by some crazy boss
28 Was lost in a dimensional void and slipped back to reality here
29 Area is haunted and shifts into otherworld with different passages elswhere
30 Area was visited by faeries who left some monsters here who became boring
31 In the room is pile of rubble where burrowed in and was trapped
32 Boss hired a wizard to deliver monster and it just wound up here no refunds
33 The creature was starving and runty when squeezes in here since has recovered and grown
34 Demon put the monster here as a reward for a minion and monsters here since
35 Monsters were frozen and walls modified during suspended animation
36 Carried here in a portable hole and it got out and hole owners fled long ago
37 Polymorphed or great cursed adventurer turned into a monster
38 Devil brought polymorphed victim here as a doublecross wishing for something stupid 
39 Monster brought here by wizard awaiting hostage payment, monster was human
40 Monster is a statue becomes flesh when intruders enter
41 Monsters brought in as a pet when a baby then neglected, eventually it laired in here feeding off giant rats till to fat to leave
42 Monster sealed in here as punishment by crafters but fed occasionally
43 Shattered remains of a magical urn the creature was brought in and grew from
44 Escaped from a miniature world hidden in the cracks under the floor 
45 Summoned by a dungeon spirit to protect spirits totem object
46 Adventurer malfunctioned a magic item and then smashed it
47 Adventurer triggered a magical trap turning them into monmster/s
48 Monster transmuted into figurine but entered an antimagic shell 
49 Monster drank a gaseous form potion
50 Brought here and changed and imprisoned by hags curse
51 Angel imprisoned monster here who gets enough manna to live but always hungry

52 Fell in through lost upper level and trapped
53 Crawled out of drain, grew up here
54 Broken alchemist apparatus made monster
55 Broken gate portal or teleporter pad brought monster who broke aparatus
56 Remains of broken monster making machine from hell
57 Monster formed from slime, alchemical waste and duetritis 
58 Small monster ate a weird mushroom and turned into bigger one
59 Small animal accidentally exposed to raw chaos from beyond
60 Cult used magic to imprison occupants to guard an occult treasure
61 Monster is really a fungus clone grown here from spores
62 Clone grown in here by a wizard, remaining apparatus parts remain and dead wizard
63 Monster used to be a wizard who made a mistake
64 Monster betrayed cult and imprisoned as a monster
65 Monster in stasis for aeons and room built to incorporate like a statue, then freed by a cultist
66 Betrayed a cult and made into a monster using torture and potions
67 Someone cast rock to flesh on a fossil petrified monster in-wall and it ate them
68 Brought here by an angel to punish it
69 Humanoids wonderous child grew into this thing, the mother won't say who the father is
70 Hatched from egg brought here by monsters to store 
71 Priest assembled creatures remains from small bits then brought back to life here

72 Wizard experimenting with pets and failed potions
73 Grew from magic beans
74 Came in a magic chest sent by evil wizard or demon
75 Necromancy students assembling a corpse
76 Strange plant grew pods that hatched into creature a plant clone
77 Formless shapeshifting creature of flesh was cursed and locked in this form 
78 Actually fused with troll flesh and a clone regrown from a body part here
79 Monster drank from a magic fountain and shrink, later becoming trapped here 
80 Broke in here and others repaired damage trapping it
81 Was trapped in a magic painting but escaped, broken painting remains
82 Was trapped in a magic mirror but escaped, broken frame remains
83 Was trapped in a magic crystal but escaped, broken crystal shards remain
84 A priest poured out long-sealed blood of a demon lord and the monster grew from it
85 A Magic horn summoned the thing, its broken remains are scattered 
86 A wall hides an unstable phase shifted demiplane the thing came from
87 Dead goblin with shattered prismatic goggles that drew the thing into this world
88 Someone broke a cursed tablet freeing the monster from the netherworld
89 Priest brought in as dust in urn and resurrected
90 Cursed weapon released simulacra of last thing slain
91 Trickster god put here to reinforce faith in miracles among murder hobos
92 An orc god places here to kill adventurers who have harmed orcs ever

93 A spirit can manifest as a monster as a temporary physical form
94 Trapped in a magic carpet then released here
95 Some great demon was called here bringing monsters pets and leaving this behind

96 A person is cursed and becomes a monster if they try to leave this luxury cell
97 Tiny monster when sees intruders will eat mushroom to return to size for ambush
98 An ancient magic container was opened releasing imprisoned monster
99 Monster reintegrated from dust by a time field to life
100 Summoned then abandoned by nighthags

if any too similar let me know

Wednesday, 2 December 2020

My DnD5 Binge





















So for 8 years ive been stuck using bx clones BRP and TSR Marvel which is pretty much what i did in 80s and 90s. Ivr tried dnd5 and been critical of it, But I did like it more than dnd 2 3 4. So recently as I had players book and Theros and Saltmarsh and Mad mage (partly for old style maps) I got dms, MM, xathars, volos and morks splatbooks and hope to get Tasha's. Adventures dont seem to do it for me. So other than the gasp my homebrew evolved a similar idea in a few places I thought Id go through a look at these books and reference BX and 1st ed. In part watching lots of vids has got me interested and getting some stuff I did get from my reading and limited play. Adventures interest me less unless it has useful stuff like saltmarsh. Lots of petty cosmic law changes Im now interested in. Previously id just flipped through students copies and looked at in book but had players 3 years. Poverty probably stopped me investing in this and cthulhu 7th ed I reluctantly got also but liked. 

Of course, if I'm on the bandwagon now then a new ed will come out....?

Players Book
Pretty solid and i appreciate the intent. 
I like backgrounds in part - i like simple and i like rags to riches campaigns. People in lots of games seem very keen on this. One problem is players don't like to die in the first room in 10minutes of play when they took an hour to write their backstory. I obviously like d100 tables for this stuff to minimise repeats but I like the effort or just as creative prompts rather than a must use as is. Equipment is solid. I prefer the old fashioned rest stye and to imply danger and risk more. Like lots of modern games, I don't really feel at risk ever especially if encounters balanced and fair. Most players from 5th freak in my homebrew when cantrips not free and infinite. I like my magic having limited ammo. Mostly magic I like but lots of favourite spells are nerfed. Charm person one hour! Fireball dice caps! It seems to promote furry gaming. I find some of the short race art hideous or not my ideal proportions. My dream art for dnd would be Don Laurence, Angus Mc Bride, Daniel R Horne, Alan Lee, Brian Fraud. 

They made an effort to be diverse and my younger gamers appreciated this. It still needs work and hoping they quit half races and move more to culture or be more open how you reskin race and class. Which might happen.

Monster Manual
I like short stat blocks and descriptions and to make my own lore of use mythology over Gygax (but sometimes he is interesting). I dislike idea every creature needs a page, So this book has huge stat blocks and lore and info but has lots of animals and less fancy creatures in the back which is great. Succubi, not demons what? Spectres no longer terrifying just kind of meh now. More fancy player buffs mean more monster HP and sometimes takes more time to fight. Art here I like more than PH. Chimaera, I wish varied more loved them in theros. Glad it has crawling hands, cyclops, flying skulls and some newer creatures. Disappointed in genies types being less human. So wish bx golems bronze and amber and bone got in. Do we need half-dragons and Dragonborn and I want draconian. No more snake body lamia? should be a subtype. No devil swine. Nothic are quite interesting. Oni art id prefer something more traditional or several so you see colours. Oozes type is great to have one type. Blight is improved needlemen and awake trees handy. Owlbears are just reskinned bears fight me.  Rakasha and Naga have some long-ignored cultural problems but hey dnd has multiple own versions. Why umber hulks and rust monsters skinny? I prefer to 2nd-4th and later ones. Thank god dolphins didn't get a page - reducing basic creature entries is gold.

In my cosmology Succubi work ok as demons still as i don't have a blood war demons are self-employed or private sector and devils are like government

Dungeon Masters Guide
I appreciate stuff on making my own world. I like tables more as a prop for idea flow. Obviously, id like to see them all bigger. Ive heard people complain it lacks dungeon advice but that genre is mainstream and kids get it straight up along with gp and hearing potions so it isn't the novelty some suppose it is but yes more would be ok. I like dungeon builder and history table, More focus on story is good. Plenty in here for a campaign sandbox to story based play. Some more wouldn't hurt like some dungeon maps and some content in later books belongs here. Optional rules is good. Seems funny despite good stuff on world building and modding people still seem very committed to official products and worlds

Volos's Guide
I read this a bit living in a gamer house and thought it was first book of new ed I liked at time. I like monster background tables and lairs usable anywhere but in that videogame style I dislike. New style more recent maps helped me be more interested. Tips for villains is good. Goblins live in swastika forts im totally gonna find easier to burn and alter the landscape permanently. I think making your own lore on stuff like goblins. I have mixed feelings about kobolds as in 5th ed - i like minidragons but i like scaly yipping dog-goblins and german mine goblins and roman koboldi drunken nudists so I have all of them.I get the mindflayer trivium and its a good example but I would like more if in every campaign they were a mystery. Too much detail on some monsters might not help. Alien incomprehensible and unkoiwn is fine. Kenku are my fave dnd 5 race followed by lizardfolk. Humanoids and Yuan-Ti as players is good. New Monsters: Banderhobbs are sweet. Ive not run a beholder since early 90s. Firenewts, Cave fishers, Hero giants didnr do it for me, Gnoll+kobold+orc elite awesome. Nilbogs changed from FF but look interesting.     

Xathar's Guide
I read this a bit in sharehouse and liked it. Reading now I get game better I can see ideas for characters. The background tables are as good for npcs and names. I like tools. Random encounters a must-have. Traps and downtime fine. Spells are good, magic items ok but would take me forever to get through even basic ones. If I played I would probably value more, 
 

Mordekainen's Book of Foes 
Lore and history a bit fixed on me but i like character options scattered about, Demon tables always fun. Eldarin good here as a subtype of elf and seasons stuff. Id rather my dwarves chose to be evil bastards. I like Bulezau demon was nice. Dont get why Dybbuk a demon I would have a spirit possibly vampiric. Demon stats increasingly handy for me, but probably hell and demons best things in book. Handy elementals. NPC monsters handy. Nagpa and frost salamander inclusion is fantastic. Tortles rock. Other new monsters less lovable to me.

Summing up other books ive mentioned
Saltmarsh - good stuff and sandbox at sea tools and boats
Mad Mage Dungeon - flawed slog but good individual levels
Theros - great mythology and bronze age myths

Looking forward to Tasha's book
Any other books have good character stuff or spells or monsters?
Im not vibing off adventures especially older vid game mapping

Now I need a Frogfolk Yakuza

Friday, 27 November 2020

The Mystery of Manly House






































Free PDF was on my Patraeon long time ago
I was probably wary of mass release then but care less now
It might seem timely but the truth is based on a Popey cartoon. In the adventure like the cartoon their is a excessive masculine club where muscle bound brutes work out do manly stuff and have a test area full of automated death traps for the truly manly. Though in the module that was years ago and locals afraid of the ghosts of those who died sealed in the house itself a giant deathtrap test they failed. Time to explore for the manly treasures and toxic masculinity so thick you could carve it. Love it? Hate it? Feel Dirty and wanna fess up? please comment

Link was broken i fixed 3pm sat 28th

Manly house PDF LINK

Thursday, 26 November 2020

Curse Fetish Clubs





















Revising my link page done 3 years back now only 5 more
I think its improved and listed several categories I ignored before.
Go have a look. I've forgotten I did more d100 tables than most table makers have done tables at all. So boost in readers got me working more here plus covid. Whole-time I'm working on my EMO rulebook now on 100 pages and I have added some very strange features. I'm making some of my race classes vaguer so you can reskin them easier to make toadlings, androids, trolls, orcs, minotaurs, dryads or whatever much easier. So now I can help have fewer furries and more weird Jim Henson/Bryan Fraud muppet faeries and plant people.

One of my dungeon generating tests from post a few days back has been stewing for days and in my dreams a good sign.

Those same cultures that use fetishes for luck and as portable shrines also use shrunken heads but curse fetish clubs are more commonly found among any tribal warriors. Orcs and goblins love them and they can help monsters capture victims. Maybe stun or other cantrips could be used one use too. Oh and mostly they get used up in first round and players dont get rich beating these guys up for magic.

I noticed the Polynesians must have cleaned their bantha teeth too and required the same tool as Starwars sand persons.

d12 Weapon Types
1-4 Stick d4 throwable, often used to trip animals
3-9 Club d6 throwable, large club to throw or melee
10-11 Mace or War Club d8 large club often studded in teeth or obsidian
12 Maul d10 huge club or hammer

d12 Weapon Property
1  Evil Eye - blow reduces next save by -1 during next turn after, one use
2 Sickness - blow reduces one attribute by -1 during next turn one use, strength is common
3 Fire Club - blow causes extra d3 fire damage use once (other elements possible)
4 Great FIre Club - as fire and d100 charges
5-6 Strike - +1-4 to hit and damage, each hit it loses one plus
7 Harm - blow reduces HP by d8 and -1 to hit and save for next turn one use
8 Great Eye - as evil eye but and d100 charges and effect cumulative
9 Great Sickness - as sickness and d100 charges and effect cumulative
10 Plague Club - blow to victim causes disease if the fail a save, one use
11 Curse - blow to victim causes curse if they don't save, blindness or cripples is popular
12 Great Curse - blow to victim causes great curse if they don't save, the whole family infertile popular

d12 Decorations
1 Fierce carved face
2 Scary supernatural being
3 Elemental symbols
4 Carved with skulls
6 Studded with teeth or tusks
7 Studded with obsidian
8 Sharkskin grip
9 Rune engraved
10 Thong through handle decorated with teeth
11 Feathers on handle 
12 Painted bright colours

Most are wood or bone but some made with stone heads or carved from stone entirely
Shamans and fetish experts spend weeks a year making these for their heroes and war chiefs

Dig for Glory 1: Open Cut Dungeon Mine Adventure



This will be part of my expansion for Thrice Cursed Ruins book from my Patreon but is suited to any sprawling ruined city area. I'm going to add a location on Exile Island like this my next campaign as the game features government and private dungeon expeditions some using a military or engineering approach. Possibly a few years after adventurers thought they already looted the place. Inspired by Pompei and how looters since after the disaster to the present day burrowed into the ruins and found open spaces in cases and often the tunnels left by other thieves.

Long ago there was a great city buried under ash and fire from an exploding mountain in ancient times. People did dig the ash looking to rescue people and loot but the area has mostly been empty scrub where shepherds dwell. After some finds, the locals kept as trinkets town folk and scholars took an interest. Years ago adventurers camped in the area and cleared out some ancient tunnels under the earth. The adventurers moved to a new site not too far away and many sold in a new shantytown near a place with many dungeons. Meanwhile, the scholars and townsfolk came to see the empty tunnels with some guards to fend off vermin and kobolds. A year later the first such scholars started a new dig site with a camp and adventurer guards. After exiting discoveries new teams arrived and digs went from seasonal camps to permanent mine like operations.

Each team has their own areas they have exposed and some expeditions have met in underground networks of tunnels. Creatures burrowed here and humanoids came here to too and brought fungus and their pets. Finally, the Royal Dungeon Engineering Corp operated by a revolving door of eccentric nobles sets up the biggest operation, a military camp with vast open-pit excavations with teams of scholars, convict labour and military teams of dungeon invaders. 

d12 Expedition Origin
1 Vile Murder Hobos 
2 Profesional Adventurers 
3 Amatuer Adventurer 
4 Feral Child Gang 
5
 Inept Looters
6
 Wizard Scholars
7 Church Scholars
8 Excentric Rich 
9 Demihuman Adventurers
10 Non-human War Band
11 Royal Dungeon Engineer Corp
12 Ultraterrestrial Visitation 

Vile Murder Hobos (Chaotic Evil)
Gang of veteran adventurer mercenaries and professional tomb robber set up a squalid sprawling camp with followers which will evolve into a shantytown or just a very dodgy frontier town. Mostly just greedy alcoholic men with short tempers. Only camp the welcomes berserker. Many end up with a junkpile as they grab every piece of furniture or scrap they find and even mine bricks to sell. All kinds of vice and grog will be available here but so is violence. If strangers even humanoids join the camp nobody cares.
 
Professional Adventurers (Lawful Nuetral)
Professional licenced adventurers often sponsored by a patron who smooths out the law for them. They are considered heroic and decent and they have dined with many nobles who want to meet them. They have followers and servants and might build a wall or cabins. Efficient and methodical and take few risks and may in fact have a secret purpose. Will leave but some followers may stay on to sell scrap and junk and gleanings. Their structures might be scrapped or bought by another expedition. They will deal with competent legitimate groups.
 
Amateur Adventurer (Good)
Youths bound together by friendship or fate with dreams of wealth and glory and escaping their families or life as homeless bastards. They are a good team but naive and inexperienced at campaigns. Some recognise their labourers from generations of tomb robbers know a thing or two (some hire goblins or orcs who also seem wise in these matters). Some are foolish and take risks and their workers may leave. They usually camp in tents. About half these groups evolve into murder hobo or professional camps, the rest fail often with TPK. These camps might have workers griping about unpaid wages looking for a better job. Wary of strangers and how to tell good from bad.

Feral Child Gang (Chaotic Nuetral)
Often a thief from the city came here with his trained filthy urchins hoping they could be sold as miners who can fit in tiny holes and eat less. Whatever tragedy brought the first few here now kids from far away have heard of this paradise and have fled here. Living like kobolds in old tunnels left by treasure hunters they often find and dig for new items or lairs. When they can loot an area they sell as trinkets to tourists for scraps of food. Others are beggers or steal scraps from camps. They often look for work anywhere as guides, bag handlers or translators. Some offer to serve as torchbearers 1cp a day or pole boy 1sp a day. Many are thieves and adept at picking pockets while offering to sell a shiny bauble or fake map. Many in ruins hate these kids, others look out for them. Many urchins dream of joining a proper camp with food and less giant rats. Some lookout for monsters and all the urchins are good with rocks. Possibly the urchins are really all halflings or have been trained by them. In the future will be absorbed into a thieves guild. Mostly hate adults and most adults hate them back.

Inept Looters (Chaotic Nuetral)
These camps are makeshift tents and strewn in rubble, garbage, holes.Half groups are formed by men who left jobs and abandoned families to get rich and escape problems. Many heard wild stories and think they know enough to start an expedition camp. They gather together because nobody wants inept losers in their camps. Many survive to get jobs and join other camps. Many come from specialist craft or farm backgrounds. The other half are family camps with some children and elderly who will shun single loners and strangers. These clans often come from desperate urban poor or backwoods heathens and don't allow outsiders in without marriage. They will trade but also get into fights and are territorial. If there is another clan like them they will be traditional clan enemies. Non-humans and vermin will be attracted to their abandoned camps. The dangerousness of these groups and their many wrong choices confound other camps who will avoid them. The camp just resent snobs in return and want to outdo them and blame them for problems with paranoid fantasies.

Wizard Scholars (Any)
A wizard of at least 5th level with four apprentices hired adventurers and half a dozen labourers who have worked together for years. Some come as lone wizards hoping to get spells or some magic. Some are university-funded expeditions who provide superior halberdier guards. These clean organised multi tent camps are often protected with magic and intruders might be killed by spells. The wizard is strictly in charge with a second and they may trade or identify items..Each wizard will vary. d4 1=comical twit loner 2=academic truth seeker 3=dandy art lover 4=
evil cult leader seeking evil stuff. Sometimes also a magical shapeshifter in disguise or possessed. WIll identify or translate items on the side for cash and may wish to share notes on discoveries. Leave a blasted heath behind tainted by alchemy but sometimes an apprentice will stay on earning cash to detect magic. Prefer educated and civilised people.
 
Church Scholars (Lawful Good)
A church expedition with clerics, monks and possibly a paladin come seeking magic and ancient texts for the church. Unwilling to share with others unless their god would approve. Many churches deal openly with authorities some are hidden. Some will heal others for money especially later in the day. They will also perform burial rites or might visit other camps offering healing and looking for desperate people to convert and help. Workers are all pilgrims labouring as a tithe. Churches may vandalise things they don't want so nobody can have them. They prey quite a bit and many are silent. Often recruit some local farmers and shepherds.  Over time they will gain pilgrims and converts and build a shrine which might be a church community one day. WIll listen to anyone and may offer aid with conditions or promise of servitude in return.

Excentric Rich (Lawful Nuetral)
Private noble or guild leader or merchant has retired and is deeply interested in d4 1=crackpot scholar theory 2=grab and sell treasure and art 3=trail of fabulous treasure 4=forbiden cult lore and relics. They have hired a team of adventurers and brought some of their own wretched peasants to labour. They get along with authorities but might hide a secret. The more social ones have guests they show of their discoveries too. Often will have a bard or an artist on hand to document everything. Mostly mant fancy stuff about lives of rich and ancient religion leaving a dump tor other rubble and possibly building a small fortified building from ancient tablets and broken carved walls. Will often take fittings and mosaics for own homes.  Often leave behind a good building and camp others will quickly occupy or buy. Mostly only deal with wealthy looking, powerful or famous.

Demihuman Adventurers (Any)
Either d4 1=Dwarf 2=Elf 3=Gnome 4=Halfling or a mixture of several. These are on a quest and want one thing and they have an inkling it was here long ago or were told by a seer. Wary of humans but will be civil and offer and accept hospitality. They may be of any alignment but humans can't tell apart. Most will have not had dealings with humans and vary in behaviour d4 1=evil greedy nasty jerks up to no good 2=busy on a desperate quest against a secret evil 3=friendly and seek a great treasure for fame and glory 4=aloof and on a quest to forge an alliance together. They will set up a comfortable camp and strip it when they leave. Others might occupy the site after for cleared land. They have minimal contact with other camps but will parley with authorities. They will accept those who speak their languages.

Tribal War Band (Chaotic Nuetral)
A tribal band of wild peoples often come here to stop intruders digging up the cursed dead. Often will settle to hunt the other explorers they see as breaking taboo. If human d4 1=cave tribe 2=nomads with herd 3=barbarians 4=crazed berserkers berserker. Tribal humanoids include d4 1=goblinoids 2=orcs 3=beast abhumans 4=monster humanoids like ogre, troll or giants. They shun other groups who will regard them as a menace. Some may have a talent for communicating with these angry tribes. They will often have domestic monster pets living among them. They leave very little behind but if long enough might use some ruins and will build a stall for animals and a watchtower. 

Royal Dungeon Engineer Corp
Eventually, the kingdom armed forces were called in. A force came and built a wooden stockade repacked in wagons. Veteran soldiers guard the camp and dig trenches. There is a priest, a wizard and a team of experienced adventurers part of the corp. They will later bring in convict workers to dig even more and beasts mining machines. Sometimes they drive troublemakers in a hole to explore and may earn the right to live. Important dignataries come and visit and a new commander is appointed at least yearly. A number of scholars help examine any documents or magic items found and the commander has a safe for treasure. A weekly convoy brings food and fresh workers. If the operation is long term rubble will be used to build a military fort to watch the site. They maintain friendly relations with superior adventurers with papers and licences. Scruffy types might be pressganged into exploring something.

Ultraterrestrial Visitation 
A strange magical fortress if her and strange occupants come out to explore. They are unfriendly and wary of natives. Possible types include d4 1=faeriland expedition with elf and goblin troops 2=changeling expedition seeking some relic 3=alien wizard her for loot and wizard battles 4=evil priest agent of the outer void with undead minions seeking a relic. When they leave they take their planar tower with them.

d12 Camp Features
1 Stockade where captives are sold to slavers. 
2 Cages where dungeon beasts are sold or butchered
3 Smithy 
4 Shrine
5 Trader
6 Tinkerer
7 Grog Shop
8 Brothel
9 Wizard
10 Storehouse
11 Kitchen
12 Stable

Dungeon Engineereer Corp
Forge, storehouses, barracks, officers quarters, mess hall, sorting hall,  target range, barracks, watchtower, armoury, workshop, shrine, stockade, whipping post. Drinking is forbidden on duty and drunkenness not welcome in caomp so some men go to other camps to spend wages. 

Next time I will work on what's underground. My sewer geomorphs might work well with them.

Wednesday, 25 November 2020

Dungeon Generator



I don't know why I have not explicitly done this since my Long Stairs days (which probably got me into blogging and gonzo retro dnd). I have updated this somewhat. I have juggled the portfolios of my dungeon zones. Ideally, each zone was to be a book back when I dreamed of publishing 8 years ago when I started. So here are a bunch of tables and checklists for dungeon designer for my Exile Island setting which I should probably update. Possibly I could just use Exilon as name and distinguish ancient and modern Exilon. So a few reasons for this project partly inspired by rebuilding my destroyed blog index. I had forgotten lots of cool stuff I had done. So If I wanted to make a dungeon on the fly from the ground up using my tables this would be the first port of call. I might do for a one-off for a Patreon adventure. Also in the Long Stairs game which (I will rebrand everything I did for that) you could wander between zones. I originally wanted to cover most kinds of adventure. 

Also can mishmash these and make multiple rolls. one of each d12 good for lair or a simple idea. Rolling two each is harder but helps make weirder stuff. Then go to my links page of my EMO stuff on this blog which is being rebuilt but has many dungeon zones d100 tables that might help. Rolling a few villains might help. I could rill up say five dungeons and link in a mini campaign perhaps with travel in between in a campaign or just place on maps. I have places no player would visit in 12 years of the current setting. Names have quite an effect.

My most recent idea has been inspired by Pompei doc about all the people who mined the ruins in years after the eruption. A thriving industry of plunder that would work well for a campaign. People digging, finding sealed air spaces and undead and possibly some high level wizards survived by magic or awake once opened.

d12 Dungeon Zones
1 Red Brick Dungeon - kobold built brick dungeon complexes are the most common type
2 Gothic Ruin - haunted mist-shrouded ruins of castles, churches & graveyards
3 Goblin Mine - goblins have riddled the land with mines now homes of humanoids & monsters
4 Strange Manor - haunted mansions and sprawling estates of time haunted decay
5 Castle Grim - sprawling titanic ruin built by giants and trolls, only degenerate giant kin remain
6 Desert Temple - great haunted ancient desert temple complex buried beneath cursed sands 
7 Lost Jungle City - sprawling ancient ruins in thick jungles full of dinosaurs and cultists 
8 Eldritch Age - prehuman alien ruins of things from the void and their vassal monster kings
9 Glacial Cavern - prehistoric ice caverns where great beasts and monsters of past survive  
10 Sunken CIty - great ruins of flooded civilisation in a terrible reef full of wrecks
11 Elderwood - faerieland forest where creatures live among the roots, inside trunks and high branches
12 Underland Chasm - mighty cavern and tunnel system with lost and fallen forgotten kingdoms

-----------------------------optional d20 bit-----------------------------
13 Shadelport
14 Exile Island
15 Hell
16 Xor
17 Planet Psychon
18 Broken Hill
19 Experimental Operations Command
20 SolSaga SF

I did have a castle kingdom war setting in mind but it never happened. I do want to focus on a more Pendragon type game set up the have land invaded. Was a gonzo time wastes zome with random mythos and Bermuda triangle 
junk. Had one inspired by native Australian content but I axed it for reasons and not my story to tell for other people to misrepresent. I worked in communities with clients and as an artist so it's probably hands-off. Most treatments in comics and RPGs are terrible.

I might graphic it up with some lists I can tick.

Dungeon Defence Condition
Green 1in10 on a d10 per Turn
Amber 1in6 on a d6 per Turn
Red 1in4 on a d4 per Turn

d12 Dungeon Ecology
1 Full of vermin and wild creatures that have occupied it, remains of failed inhabitants 
2 Humanoid tribe have occupied the dungeon and are still clearing it out
3 Humanoid tribe have occupied and modified dungeon and tolerate some other inhabitants
4 Humanoid force use this as a camp or a base but areas still untouched of abandoned
5 A party of adventurers are plundering the place as their claim but still mostly wild 
6 A gang, slavers, smugglers, pirates or some other criminal reprobates have taken over
7 An evil cult has occupied the site to find something or just to hide in past glory
8 Inhabitants claim descent from builders but have left areas untouched
9 Degenerate gibbering inbred remnants of the ancients live here now
10 The complex is haunted by undead remnants of the past
11 The complex is influenced by beings from another plane
12 The complex is partly on another plane and influenced by some spirit or planar being

So now I have a crumbling haunted otherworldly wizard manor built on a goblin mine complex to make. Cannibal creature descendants of the wizard guard the house and perform strange rites and hunt goblins below. A party of adventurers are trapped inside and have not returned

or

Slave plantation manor is overgrown by vegetation - but it is haunted by an angry deity of a buried axolotl folk ziggurat under the hill the house is built on. Thick vegetation, killer plants, animals and damned undead 
conquistadors haunt the ruined house and keep people away from the entrance to inside the hill. Strange creatures and people from the past come from the otherworldly tunnels inside the hill. Long gone creatures and inhabitants appear as spectral minions and illusions of the old wold.

or 2 die rolls but one a d20 for first one

Desert temple on another planet being looted by visiting humanoids

or 2 dice on each

Ruin of the elder ones  in a landscape of fleshy things and shoggoth life 
Adventurers are camped here to plunder treasure 
Degenerate creatures and animals many non intelligent smaller alien beings

Sunday, 22 November 2020

d100 Dark Lord's Commands




 

















Thanks for this recent vid. It spiked my hits to a high point and made me bother to d100 again. I had the lowest posts and ratings in 12 years so this and the swell of interest in this page has encouraged me. Comments encourage me. Telling me what you like and sharing how you use my content encourages me. Reading it quietly is nice but some useful feedback helps everybody win.

https://www.youtube.com/watch?v=p8WTdy1ahkc&feature=youtu.be&fbclid=IwAR03KeqBhgEM0XGToKnB8GJELg1An60vWwdLICzAP4LisUXAkbkwH_LOtHs

Remember when EHP was a normal abbreviation for EVIL HIGH PRIEST? Sorta hardwired into basic d&d with reversible spells. Also, EHP do bad things so look out for naughtiness ahead this post. I'm getting a bit more into reading 5th ed (not playing it). I have a dmg and monster book in the post to me and will try and pick up Volo's, Xanthar's guides. Tasha's book looks good and the magical environments is very me. Like like lots of stuff in this new book and the puzzle section has me interested as I hate puzzles. Morkendainens foes book is more lore Im not into as much but probably may get. It all started with Theros and Saltmarsh I got partly for the maps.  Considering some old-school modules I never had lots of the mid 80s modules and never sow some of these so looking at some pdfs to see if i want to hunt hardcopies.

Anyway here are some commands for that dark lord invading your world or up to no good. It might even just be some evil priest in a dungeon in black plate with a mace who dreams of being the dark lord or his servant. Or why not a dark lady with amazon orks in black with whips that carry away all the barbarian men. These are the sort of things orcs and evil templars or adventurers get to do in the lords service. Or perhaps these are the order the dungeon priest has been given. Or those orcs on the way somewhere who didn't want to fight. Or if your players need to have witnessed sone naughty acts so they can wear more black and be edgy you could roll here. Is edgelord a character class yet? 

d10 Dark Lord's Command Types
01 Take care of someone

02 Gather this material
03 Gather these experts
04 Muder these trouble makers
05 Recover these relics
06 Visit these wizards
07 Aid this agent of darkness
08 Spread hopelessness
09 Attack the state
10 Apocalyptic plans

d100 Dark Lords Commands
01 FInd everyone of this bloodline and kill them

02 Find this orphan and kill them
03 Find this person and drag them to me in chains
04 This old person is speaking against our interests so kill them
05 Find a certain pair of siblings, separate them and bring them here
06 This bastard child of a house may prove trouble so kill them
07 Gather up a dozen orphans for the priests to perform their dark rites
08 Go give this corrupt drunkard courtier these fell drugs
09 Kill this investigator sent by the d4 1=church 2=king 3=secret society 4=guild
10 Snatch this baby with a sign on them born under a constellation
11 Capture a mine and work it with slaves sending us all the ore we need
12 Go set up a lumber camp in the woods but beware elves finding you
13 We need slaves constantly, go fetch more for glory
14 Go take slaves and quarry the ancient black stone from the dark mountain
15 Go build a watchtower and cistern for when a great army will pass your way
16 Go dig dams and canals to channel waters to our lands and starve those seaward
17 Gather the rusted iron from the drowned army in the vast foul swamp
18 Go topple these ancient stones and bring them to our lands
19 Take idols from temples and demand tithes to keep their god fed
20 Gather the dead, keep in salt or vinegar and bring them to the dark cathedral
21 A scholar has possession of ancient texts, go get them
22 This smith knows a new method of hardening metal go fetch them
23 Theses men have the secrets of black powder and guns, size them or kill them
24 This priest has certain knowledge unfavourable for darkness to prevail
25 These adventurers may prove to be a problem kill them and bring corpses to us
26 Go give these magical gifts to these important leaders 
27 Go carry this gold to these guild masters
28 These priests have a map to a tomb where something we need is hidden
29 Give this gold to the wererats under the city as a gift 
30 Take these to wizards trading in items, let them buy them and think they it profit
31 Murder this young noble youth as they are idealistic and will be mighty
32 Murder this magistrate who acted against our schemes
33 Murder this mayor for refusing to accept our request
34 Murder this bard singing songs of hope in the most public and horrible way possible
35 Murder this wolf hunter who has killed hundreds of wolves and my werewolves
36 Murder this vampire hunter who has destroyed several of my servants
37 Go to this tavern and kill everyone and burn it down
38 Kill these guards so we can replace them with weaker more compliment ones
39 Kill this noble who can see through our agents lies
40 Kill this adventurer spy who is reporting on our agents to the crown
41 Recover these evil weapons from long ago in the crypt of this church
42 Open this great warriors grave and have them made undead to serve us
43 This famous weapon is kept by a trophy by a foolish lord, take it and kill some of the household as a lesson
44 A priest has been keeping a great treasure of ours hidden go find them
45 A champion of darkness lost this relic of evil in the deep go find it
46 A great lost treasure of mine was stolen long ago, go find it as it has called for me again
47 Knowledge of me is in a great hidden book in a ruined wizard tower, fetch or destroy
48 Go find these wild sacred beasts alive to me so all their kind will serve us
49 A body part of a great servant of darkness is hidden in a monastery go fetch it
50 A vial of blood from a god of darkness is sealed in a secret vault in a tomb go fetch it
51
 Go kill a wizard and bring their books to us
52 This wizard has refused my service, cause them harm and scare their loved ones
53 Go spy on this wizard council meeting when they discuss us
54 This wizard has something of mine from long ago in their tower take it
55 This wizard has given men hope and knows how they may obstruct me kill them
56 Go to the magic school and collect a book then give this to this wizard who vexes me
57 An arrogant wizard has sought to unite others against me they must be killed
58 Poison this sorceress so she does not join the coming resistance
59 This wizard who disappeared is really in hiding from me, find and bring them to me
60 Burn this library of wizard lore, it offends me
61 This bandit is an agent and needs help to destroy law and order in this area
62 This lord serves me and needs agents in a scheme against the crown
63 This guild has some trouble with the local law, give the law some other enemy 
64 This agent has been caught and is on trial as a witch, save them
65 These well-poisoners need fresh poison supplies behind enemy lines
66 This wizard serves me to go help them recover certain evil relics and watch them closely
67 This king has a servant who bends him to my will, go aid them this servant from court enemies
68 The master of assassins is running out of assassins and you are being sent to serve them
69 This vampire agent needs minions to help them operate in daylight and business
70 This lich needs some living servants to awaken barrows wights across the land
71 Attack farms and burn houses

72 Burn temples and smash graves
73 Take spawn of monsters to set free in civilised lands
74 Spread animal diseases to ruin farming and trade
75 Go murder people and horribly mutilate remains by crossroads
76 Plant seeds of evil trees and plant monsters and wicked spores
77 Capture and torture victims then set them free mutilated mutant wrecks
78 Deliver these hellstone gems to jewellers who will not be able to resist their influence
79 Enter the weakling kingdoms and raid behind lines as bandits and stockpile food
80 Take this wizard with you into the kingdom, make orcs or undead and build a force
81 Go break out prison population recruit them into a mob and recruit kings enemies
82 Target tax collectors and take their wealth in my name
83 Foul wells, burn fields and wreck fences to terrorise the country folk
84 Recruit kingdoms dispossessed and persecuted into a fighting force in my name
85 Go to the deep caverns and recruit an ancient evil to my cause
86 Suicide squad attack royal event just to warn them they are never safe
87 Take these carts of alchemical waste and dump in their cistern or well to make mutants
88 Take these scrolls allowing mortals to call demons and devils and sell them in city cheap
89 Sell these addictive cheap healing potions and the recipe throughout the kingdom
90 Get drugs and robes and unholy symbols to my secret cultists in the city
91 Go and slay these two giants prophecised to signal the end times when they die
92 Go take this volcano seed into the sewers of this city so we may destroy it and ruin the land

93 Go take this horn to this port town and use it to summon a great leviathan to ravage the coast
94 Go take this offer to this dragon and negotiate how much gold it wants to serve
95 Go attack this sacred tree that is guarded by druids and elves and walking trees

96 Help this mad wizard call down the fire sultan of elemental evil with this relic
97 Take this potion to the rat-folk king under the city and they will know what to unleash next
98 Open this forgotten Hellgate with this relic and allow hell to come forth
99 Take this book to this cult that they may summon their god to this world
100 This tablet has a true name of a demon of the deep, go drop it in this secret places they arise