Sunday, 9 October 2022

Recent Shenanigans & Kosmosaurs using adventure generators





































Have 2 regular games now which I hoped to be alternate weekends but now on same weekend. My regular group hasn't been able to meet up to finish an adventure with everyone sealed in so hoping to finish off. Been playing an old B series adventure while waiting for the gang to be in same room at same time again after almost 3 months. I knew going in a sealed dungeon was trouble and my normal sandbox play its not really a problem.

Been testing my druid spell book and my last homebrew bits.

I have entered into 2 collabs with more commercially successful creators which might be good.

Last issue of my Zine in digest format dropping shortly on Patreon and working on Sunderland exploration 3folds for a while, Did drop a 1st draft of exilon book also and some more drafts for upper tiers shortly.

Kosmosaurs has been good. Have 5 players and we had an extra drop in. Good to get out my SF minis and have new players. Its nice to have a simple system where ammo and other details aren't a big deal. Im enjoying as game goes on to put more obstacles and penalties as the adventure goes on. I have some urge to tweak but resisting and just working on content. Being so light we can have fantastic happenings easily and lots of handwavium that makes fun results. I'm a bit mean in I assign dinos a weight score and make dinos the correct size for species which is kinda funny in play. I also stole some other SF game aliens.

I have been using the tables in the book to generate adventures on the fly.
They work very well, especially with complications.

We got:
Banish supernatural creature > dimensional horrors
set in a palace > emperor Slorgs imperial palace
NPC a spaceship captain > a smuggler on the run
Complication - mercenaries > Kalaxian mercs called in to help

We had Dr Anklo, and two raptors ready for action.

What Happened:
Several crew were sent to OHS training about not eating coworkers (2 absentees) and the rest were on patrol. Detected an SOS and detected 3 Hypno-worm fighters attacking a space hopper. Captured two worms and sent a third fleeing with a homing drone and reported to local authorities. The hairy space ape captain didn't seem to want any more help even though on fire so the cosmonauts insisted and found stolen treasure including gold crowns. 

Turns out he was a tradesman on a planet fixing some wood in the mega palace of Emperor Slorg who found a secret crypyt. So reported to Chief Stacy and went to deliver the treasure home. Met the grateful emperor who asked them to help find the secret crypt and they got the info from the ape. Inside was a far more ancient structure with three crypts. One open and one tampered with. Also footprints of the sewer bug aliens who work sewers all over the sector. Tracked some dust to a wall and built a scanner to analyse the dead end to find an entity had phased through. Opened the tampered crypt and found dead sewer bugs drained of vital life and fluids. 

Went to report to the emperor and an alien horror came through the wall and the heroes saved the emperor and were showered in medals. Invited to stay as long as they wanted. They hoped to see if there was one more creature and went to work on building a quantum pentacle to trap the third still-sealed crypt. Meanwhile, the emperor called in Kalaxian mercs and had his throne bath replaced with a metal pod to protect him. He had sacked the imperial guards.

Then more Kalaxian ships showed up and the emperor apparently welcomed the new overlords. The team were no longer welcome. They spoke to the chief of the guards and made plans to free the emperor. The various sewer bug folk were helpful too. A stranger came in the office ripping off a fake moustache revealing it was another Kosmosaur (an emergency player arrived and had a character in 5 min ready). He was a Trex master of disguise undercover in the city and after a Kalaxian who killed his partner years ago. So they took a grave skiff in disguise up the central palace shaft to the palace com tower to boost a signal off-world for help and to hijack the Kalaxian teleporter array.

The guards on hoverbikes were searching all traffic but the DrAnklo drugged the guard and T-rex detective took the Kalaxians uniform (despite weighing 5 tons). He got the gang past guards to the com array console. Of course, it was on a narrow pylon in the open air with a kilometre drop and very windy like all such consoles.

The operator scratched his head.
"Have you put on weight?"

"I need to use that console"
"Ok but look out for Kosmosaurs some have been seen in the palace!"

So sexy rexy got the console and DrAnklo called the Kosmosaur HQ. The raptor engineer modded the console to take over the teleporters and beamed the emperor in his now prison pod into his safe winter palace and then beamed the team into the bridge of the Kalaxian flag ship. Also let the Chief of Guards take over public broadcasting to announce a revolt. They immediately began fighting the bridge crew and the engineer raptor seized the helm and rammed various destroyer class ships before landing on some skyscrapers badly. Lucky everybody was on the streets rioting.

Rex of course recognised the lasersabre-wielding overlord as the one who killed his partner and witty banter ensued before the bass went down. Then the other dimensional horror left the body and attacked, taunting the team. Was a big fight they won the end.

Give more medals and the sewer bug folk offered tho Kosmosaurs the means to access their secret smuggling network if they needed it.

Was very fast and furious and 3 hours felt very busy. 
A great improved story from a few prompts.

Pacing wise I like making success easy early on then as more frantic I add more complications like time to bring in more penalty dice so the risk goes up. Possibly one player has a weapon gadget and a dino body bonus and a skill their combat odds get pretty huge. As they get more experience I might need to amend this. I started giving a penalty die for every extra defence roll after the first in a round which helped quite a bit so at least team-ups proved more effective vs the big bad guys.

Serious fun and will play again. My first all-ages game in a while.
Found all my space minis and need to prep up.

Wednesday, 28 September 2022

d100 Strange Doorways in Auldwood




So commoners often find openings and doors to caves and structures on Exile island, Auldwood and Anglerslund. Often people just cover them up so kids don't find them and mess with them. Sometimes locals know about them and leave them alone due to local legend or past failures from looters. Many assumed tombs of the dead so leave them alone like good people. Sometimes people are diggining up old ruins for building supplies and good stones and find something. There are even towns that thing bringing in adventurers under contract to loot the tomb and 50% of the loot. They would rather a share with money than useless magic weapons. Maybe exited villagers tell adventurers passing by in the pub. Perhaps some kids have opened a hole and gone down and now need help?

Holes in hills - fillers for hexcrawls, local village sidequests or perhaps to plant some huge dungeon as a distraction or for later to visit.  

d10 Quick Types
1 Tombs
2 Old Ruin
3 Cavern
4 Old Mine
5 Lair
6 Outpost
7 Passages
8 Home
9 Dungeon
10 Deep Magic

d100 Strange Doorways in Auldwood 
01 Open ancient burial chamber of cyclopean stone long empty
02 Heavy stone slab of poor family crypt with common remains, a holy symbol and idols
03 Clay sealed stone door of crypt with long sleeping lesser undead and some treasure
04 Stone door with easy opening action, ghouls secret lair once a tomb. They have dug other tunnels to local graveyards and other tombs
05 Sealed wide stone door, tomb of ancient hero possibly with horse or chariot now a wight
06 Sealed door with ancient script. Tomb with stone sarcophagi of a mummy with a valuable gold horde
07 Stone lid over a pit, a tomb with a crypt of a wraith or spectre
08 Crude stone slab blocking tomb opening. If opened releases shadows or spectral minions
09 Boulder deliberately moved over entry to cave tomb with an armoured skeleton warrior on a throne with a horde of plunder, may not be human, often has magic items
10 Sealed stone slab door with ancient script of a curse warning of evil within. Tomb inside is sleeping vampire or trapped demon in a stone sarcophogi with a holy seal
11 Wooden doors under house foundation. Farmhouse cellar with crumbling goods and rats. Possibly some ok wine or metal tools
12 Rotting wooden doors under vines in a hillside. A crumbling storehouse with huge harmless scuttling bugs and a giant toad who came in when little. Old crates of intact goods and straw inside
13 Pile of stones with a tribal sign of the old ways. An storage tunnel with shelves of very old dried food, pottery, an idol and some potions from a tribe long ago
14 Trapdoor In burned remains of an old house. Remains of those who hid from raiders above and were sealed inside without air. Might be very angry undead family
15 Strange square stone in old foundation. COntains plague victims in long-buried cellar. When opened a miasma of disease is released possibly some diseased undead inside
16 A clay wall over whicker frame found in a gully. Ancient storehouse using part of a large cave, now overgrown with giant fungus and bugs. Possibly a family of peaceful goblins live here
17 A round stone lid into a slippery angled shaft. Within foundations of large house long ago. An ancient coal cellar with remains of a strange wagon and furnace.
18 Trapdoor under remains of a shack. Inside is a small dry cave with well-preserved food items and a common family forgotten treasure and animal pelts
19 Trapdoor drops down a shaft with a ladder or spiralling ledges to a well in the bottom. Connected to underground semi-flooded caves (some large creature lives in the water)
20 Stone door on a wall on crumbled remains of tower. Once a watchtower. Inside are stored weapons many intact and a petty golem guardian
21 Stone lid on pit to a glowing cave complex with dangerous fungi and giant bugs and some pixies
22 Rotting wood covered in vegetation. Cave where some wine was stored but tunnels go into the deep to a river or underground canal with a crumbling wharf and rotting small boats
23 Sealed stone slab door. Cave complex where remnants of a family of cannibals were sealed inside generations ago
24 Covered by vegetation stone door. Cave complex where some kind of market once took place and there are many passages and tunnels into the deep
25 Wooden locked door. Cavern with a lake and a village of fish folk who lived here for centuries and were sealed inside by human settlers 
26 Sealed wooden door. Steamy cavern, the upper area used as a bathhouse by someone and deeper chambers connect to steam caves and lava flows. Large reptiles and bugs live down here. Some human and other remains are partially coated in calcium accretions
27 Stone slab door. Clan of troglodyte lizard folk live here in secret in a great cave where they hunt bugs and toads and bats. They even have a treasure in a temple. They built the door to keep out strangers. Occasionaly a demon worshipping faction take over and cause trouble outside 
28 Rotting wooden door over large cavemouth partly covered by vines. A smaller rotting door can be broken through by kids or hobbits. This is entrance to a vast network of Underland chasms and part of a system that can be used to cover vast distances. Once traders used this and met here in a market within the entry cavern 
29 Ancient stone slab with mystic spirals and dancing horned people. Inside is a magical labyrithe connected to other similar mazes in different times and worlds and other lands. Two battling immortal will try and use visitors to quest for them. One seeks to dominate the multiverse with the power of the labyrynthe, the other wants it for wise mystics to explore 
30 A clay wall in a hillside with ancient handprints. Inside is a series of huge caves and a village of humans sealed inside who have become cave folk over generations living off bats and bugs and eating troublemakers. They hate outsiders who they believe will come to finish them off so all intruders must be killed and eaten 
31 Rickety wooden door with keep out sign and some names stating a claim. Inside a small tunnel complex is some lead and silver ore. Acid could be used to refine more silver possibly. A crazy old miner lives inside who murdered and ate his buddy one winter and now hides in the dark. He welcomes visitors and has booby trapped the place
32 Pit with wooden rotting hatch. Drops into a mine tunnel occupied by dwarf zombies who want to haord metal and valuable goods from some remnants of dwarf instinct. Dwarves who see this will be outraged
33 Open pit mostly covered by grass, a falling hazard. Inside is a small gold mine with remains of miners where they breached a much larger and older goblin mine
34 Small stone door locked with complex mechanisms and easy open mechanism. Gnome mine into rock tooking for Bismuth deposits. The passages are for small creatures, larger may have to crawl. They have left several mining automata here to work and a stockpile of bismuth to flood the alchemy market in the city for years
35 A secret stone door that slides away easily. Glowing elf runes inside indicate which clan own the mine. Its passages have become more like natural caves and are well lit by glowing crystals elves mined here for a cold smokeless light source for their palaces and treeforts
36 A crude but not very old wooden door. Some might recognise as lazy goblin craft. Inside is a 4 foot high tunnel complex of a iron deposit. When the iron was dug out a family remained behind to start a small kingdom and have converted tunnels to bug and fungi cultivation 
37 A bricked up mine opening partly hidden by vegetation. A mine dug into a deeper older mine that had a hellgate. The miners who got out sealed it up. Inside are undead and imps who use this as their entry in the world supplying cultists with orders and gifts of hell
38 Bricked up mine entrance. Soldiers used this tunnel to dig into a winery cellar and steal booze until caught. The entrance is still sealed but the winery is long gone and has been used by creatures to populate the mine
39 Metal lid on a shaft deep into the rock made with magic. Part of a broken which and chain is partly buried nearby under a clump of weeds. Down in the deeps below is a fossil mine where a wizard once dug up prehuman creatures and unpetrified them for research. There is the remains of an ancient menagerie, caves of petrified monsters and some of the creatures have survived after eating the wizard. The menagerie has magical food bowls in pens that have allowed creatures to survive. Some of the statues are of serpent folk
40 Locked iron bar gate on a mine. Has been used by a criminal gang for storage and if anyone touches this cave the smugglers guild will be very unhappy 
41 Open cave behind bushes with claw marks on walls. Inside is a family of bears or cave lions
42 Tunnel blocked by rocks and loose earth. A giant burrowing toad lives here and keeps the door shut since some prying adventurers found it
43 A wall of dripping ice blocks a chilly cave entrance. Inside is a frost salamander brumating for the current non ice age. Will wake up if any noise heard especially breaking ice of magical fire. It repairs the wall often and goes out some blizzards to hunt
44 A confused mimic without a dungeon home has set up here as a fabulous looking dungeon door just begging to be opened
45 A large slab of burned log blocks a cave mouth. Inside is a troll 
46 A cave entrance with rock carvings some very ancient. Seems to have been expanded in ancient times by residence. Cave art decorates the chambers and a lone cave person with a fireplace who is very angry at visitors. There is a firepit room with an air shaft and a well in another chamber and a tomb with hundreds of dedicated bodies and some oldest with cavebear pelts
47 Door in the hillside concealed behind grass. Is the secret den of a werewolf and remains of animals and a few humans are to be found inside
48 Large wooden door in a hill with a chimney. Inside in a family of ogres and their orc servant
49 Grassy curtain of tuf covers this hole which is home of a wyvern that hunts by night well away from its lair
50 Loose shaped heap of earth covers this burrow entrance of giant carniverous insects like ants, beetles, wasps, etc
51 Hidden hole in a hill is a outpost of local halflings spying on humans. Several of the sherrifs men are hidden here with a special non smoking field stove, a smokehouse, a pump for water and comfortable chairs in a smoking room. Well provisioned and wary of nosy biguns
52 Secret door in a cliff has been revealed by running water down a rockface. Inside is a dwarf secret watch outpost. There as a stockpile of dwarf rations and weapons here to supply other agents. May still be occupied and could be good or evil 
53 Tree covered hill where someone saw a tiny door open in a tree but cant find it now. One of several tree doors to a secret gnome home where they have a mission to keep an eye on local humans. They have pet badgers or giant ferrets
54 Huge ancient tree seems to have a doorway in it locals know about. It is a secret door to an elf watch tree where several elves can monitor local events, There will be good supplies of food and arrows. May be occupied by elves or their servants or pets and may be good or evil. They will have hundreds of years of records and reports
55 Dark hole in a creek mostly covered by vegetation seemingly an animals hole. An old outcast witch is living here observing it for some dread purpose. She pretends to be a hermit but has an impressive room of herbs and crafted occult trinkets. She may be interested in making money or gaining secret influence for her chaos coven
56 Heavy fortified door has been spotted in a ravine, orcs have build an outpost here
57 Wooden door under a shaded ledge. A secret bandit outpost with supplies and used to inform rest of the gang what happening in area. Pigeons in cages are kept for food and messages
58 Fake turf trapdoor, inside is a enemy nation or faction spy outost, part of a netwok
59 Hole in a tree has a ladder into a cave outpost with shrine supporting cultists in the area at work
60 Trapdoor into ancient cellar in foundations. Inside is a thieves guild safehouse here members on the run and secret goods are stashed and the occasional hostage 
61 Huge gate in cliff under vines with a smaller door of stone or metal. Requires keys or a puzzle to open on magic command. Actually is a entry to vast dwarvish underground highway some with tracks and various stations and side tunnels
62 Stone block with remains of metal door torn off, inside is a circular rusty iron stairwell and air vent to an ancient dwarf tunnel system connecting a cavern complex and a highway
63 Wall found to be an illusion. Behind that is a black diorite stone door carved with a likeness of a serpant folk wizard. This tunnel connects to a prehistoric tunnel complex with signs of inhabitants and obsidian tools. In the deepest pit serpent folk and their dinosaur pets are sleeping in magic crystal caves
64 Open narrow tunnel crosses miles used by ancient demihumans and smugglers
65 Stone door into chamber with locked iron bars and a deep shaft with a ladder. Enters into a gnome tunnel with rail tracks in state of abandonment
66 Wizard locked stone hatch in rock with dark elf runes. Behind it is a deep stairwell into a vast cave where dark elves lived but now is a fungus forest of dark fey with ruined buildings and giant walking toadstools
67 Stone door into ruined cavern town now only home to monsters and can be used to cross a fair distance in secret
68 Open passage into the deep. This is the entrance to a vast cave with a population of a hidden subterranean race. There are multiple guard posts on the way 
69 This passage is a secret hellgate to the first layer of hell. Inside is a huge devil face which opens as the portal and sevelel lesser devils guard it. Cultists and messenger imps often visit 
70 This cave is a magical time portal back to prhuman times, it is one way unfortunately but their are lots of powerful alien wizards who might be interested in you
71 Tiny painted wooden doors in trees and rocks in area from a clan of gnome homes
72 Door in the base of a giant tree stump is home to a forest dwarf and his badger folk friend and a goblin
73 Door in a tree with lovely bronze knocker. Home to a an elf scholar looking for seclusion and peace, likes to offer candy to young visitors who are all children to them
74 Small door in a hill is a halfling family part of a larger hidden clan
75 Door in a hill with a chimney releasing smoke. Inside a family of fauns are relaxing
76 Huge tree with a wooden locked door. Home of a forest druid who replaced the previous druid guardian
77 Wooden door on a cave where a holy hermit lives in isolation with a vow of silence
78 Wooden door into a house semi buried in hill with a turf roof. An elderly couple live here with a stove troll and a few brownies and pixies. They are far older than they seem
79 A crack in a tree you can see something inside. Druids used to use magic to open this portal and had a secret shrine in here. Local druids will be pleased to rediscover this and can heal damage to the tree done discovering it. Remains of ancient druid in bed inside 
80 Stone door into a water eroded stone cliff. Requires magic to open and is home to a local spirit divinity responsible for the area. Will be unhappy to be intruded and will insist strangers leave. If offered a gift and are good the spirit may aid them. rude visitors will be cursed
81 Single dungeon door, slocke with a guard niche and empty beer bottles
82 Purtculis gate in cliff. Inside is a dungeon complex full of humanoids, cultists and worse
83 Double dungeon door bolted on inside. The kingdom and a humanoid king
84 Ancient stone disc with mystic carvings seals an ancient tomb cairn. Inside a clan of elves feast eternally and enjoy gold left here by some human king
85 Stone door with an altar, requires blood sacrifice to open and gain entry to this vast cultist complex of caves and prehuman ruins
86 Great stone door with magic runes in a ancient language. Inside is a dwarvern complex long overun by goblins, trolls and chaos cults
87 Great sealed iron door to ancient complex of the necromancer kings
88 Stone slab door found behind a lanslide. An ancient dungeon of elemental cultists with portals to various planes and elemental creatures and a central chamber where the elemental unitarians united four separate cults
89 Circular stone locked door into a gnome dungeon full of machines and their pets
90 Recently built dungeon doors. Goblins found some long empty caves and dug out areas and have sold sections to monsters needing a home. Path to entry shows increased local usage
91 Black invulnerable door with silver lock that radiats LE. Gateway to the black lodge library - the university of hell where anyone can get free tuition for the study of magic. Only your soul is required and some oaths to your free imp each new student
92 Great stone door appears ovenight with a portal to giantland inside that seems like a huge tunnel. The giants plan to colonise this area and are evacualting their current predicament with other more horrible giants
93 Passage with invulnerable silver bars and a locked gate. Leads to a cave with a subterranean river and a wharf. A ferryman will come to take your one coin fair to the underworld or perhaps one of the hells or other netherealms 
94 Great green stone vault door under glacial gravel deposits. Inside is a portal to an otherworldly city of nightmare entities from beyond the void. They planed to invade but lost interest 
95 Black stone door uncovered by mudslide. Inside is a prehistoric temple to darkness with treasures and a otherworldly guardian and strange items
96 Tunnel blocked with rubble long ago with signs of possibly magic used to seal. Tunnel leads to a vast ruined alien metropolis inhabited by degenerate remnants and scuttling trilobites everywhere. Some big enough to ride and be dangerous
97 At low tide a stone door is visible in a coral reef. This is the ruins of a fish folk city inhabited by all manour of pesky sea creatures and their former slaves. A cult will seek to get ahead and sabotage expeditions 
98 An astonomer has seen a shooting star with a door though his telescope and he wants to teleport people up there and go inside. He has made it to the surface on test jaunts
99 A strange scintilating door of rainbow light appears on one of the great elder stone monoliths once a year each soltice, some say it is a gate to paradise or some faerie trap
100  Where there used to be a valley is now a lake of living flesh and there are several strange sphincter doors and mouth like portals. Strange hairless creatures are gathering local protein to feed these gates 

Saturday, 24 September 2022

Abyss Oaths & Gifts





































Had another play at B5 and a npc was eaten by a chameleon and a wizard scared I away with an illusion of a giant snake. Did find his legs and a hand. Turns out guy was miserable anyway and had funny dreams. Turns out he was mutating into a shoggoth so probably for the best.

So here is my chaotic evil demon fan oaths and boons. Some more powerful extra boons below but many will just make you a monster. Mayby I need to do a neutral evil Daemon or a more outer voids cult one as well. I think in my cosmology I will have daimons as a common spirit and numbers of those became devils, demons, daeomons and well as various good entities. Sort of proletariate petty godlings working for the cosmos and during early calamoties more extreme alighnments have developed. In my world alignment is mostly for fanatics and the alignment requirements of gods are arbitrary, unfair and imposed. Thats why most people struggle with it or reject it as a outmoded old religion.  

Abyss Oaths & Gifts
CE oaths for villains in league with Demons
Roll d12 on common oaths and if you get the same one you already had you can pick an oath from this list or roll on Rare oaths. If you have the first 12 oaths you may use the rare oaths table from then on.

Then there are the standard oaths in sets of four levels at a time that are what most diabolical cultists and bad managers adpot. You can swap any of the same set out really or roll a d4 as they will be of similar power creep. It makes better mooks have magic weapons that are possibly alignment locked and unusable to decent folk. 

d12 Common Oaths
1 Boast your superiority and terrible power to all
2 Hoard treasure and keep it hidden
3 Bring swift wrath to punish your enemies
4 
Take what you covet if you are stronger
5 Pursue your lovers as a hunter hunts a beast
6 Sate yourself at every chance with food
7 Enjoy sloth and sleep at any chance
8 Slander and lie about your rivals and enemies
9 Threaten and intimidate strangers
10 Only eat stolen or wild food 
11 Draw blood daily for your demon patrons
12 Rule over the weak with pain

d12 Rare 
Oaths
1 Eat only what you kill 
2 Betray others before they betray you
3 Eliminate enemies now to stop future conflict
4 Betray all promises made
5
 Destroy those who oppose your desires
6 Lie constantly to confuse your foes
7 Torture prisoners for hidden secrets
8 Consume the flesh of only intelligent beings
9 Always search for secret enemies and betrayal
10 Enslave those who fall under your power 
11 Leave no survivors on a battlefield
12 Always release imprisoned demons if you can 

d12 Boons of the Abyss
1 Minor cosmetic mutation of a table according to choice of a demon patron
2 +1 weapon made from abyssal metal usually a cruel blade or mace   
3 +1 Language spoken S or Written W d4 1=Abysall (CE) 2=Goblin 3= 4=Ogre 4=Troll
4 Arcane zero Lv Cantrip Spell  d4 1=Bugcharm  2=filth  3=Evil Eye  4=Vermin  
-
5 Major mutation of a table according to choice of a demon patron
6 +2 Weapon and if was a previous gift now also has the property of  +1 vs Law and +1 vs Good all stackable with other weapon pluses
7 Skill d4 1=Loot 2=Trap Lore  3=Bluff  4=Poison Lore
8 Arcane 1st Lv Spell d4 1=Spider Climb 2=Illusion  3=Darkness  4=Enlarge
-
9 Gain 12 idiotic manes demons to do your bidding or guard something
10 +3 Weapon and if was a previous gift now also has property only usable by CE as a cursed berserker blade to non chaotic evil users, has an evil spirit within it that communicate by empathy and tempts users to wickedness 
11 Gain a pet succubi or incubi follower 
12 Arcane 2nd Lv Spell d4 1=Acid Arrow  2=Alter Self 3=ESP 4=Mirror Image 
-
13 Can summon a type 1 demon per week
14 +4 Weapon and if was a previous gift now also telepathic to wielder has diabolic lore skill, +d3 venom damage, the spirit of the blade can poison unwanted users
15 Regenerate 1HP per round unless fire or acid, if already regenerates per round like a troll +1 per round instead. Any chopped off pieces may regrow as monsterous. The chopped off bits may become monsters
16 Arcane 3rd Lv Spell d4 1=Acid Cloud 2=Gaseous Form 3=Blink 4=Vampirism 
-
17 Can summon a type 3 demon per week 
18 +5 Weapon and if was a previous gift now also can speak and cast know alignment 3 times per day and gains extra +1 vs good or chaotic and +2 vs chaotic good, the weapon may cast suggestion once per day on any non-aligned wielder and will wait for the worse opportunity
19 Plane shift to your patron demons domain or back once per day
20 Arcane 4th Lv Spell d4 1=Confusion Ray  2=Dark Tentacles  3=Fear Ray 4=Wraithform

Bonus Petty Boons for Petty Cultists
Really some people are satisfied with less than an adventurer and don't want to power game through life

d12 Bonus Petty Boons for Petty Cultists
1 
Soul dagger counts as magic and for each person killed it is +1 for an hour or can heal 1HP once per day (possible to upgrade plus at higher levels) 
2 An invisible demon makes an accident cause harm your enemy once a month
3 Daily receive a bucket of mysterious meat 2d4 kilos, appears in a puff of brimstone
4 Recieve a d4 unholy waters per day that can heal undead 2d4 damage 
5 A monthly visit from a demon lover 
6 Mystery package weekly d4 1=stolen goods worth 3d6gp 2=stolen goods from criminals 3d6gp 3=d4 berserker potions 4=one use wolf pelt turns you into a wolf till dawn (no effect on clothes or equipment)
7 Monthly a demon allows you to spy on someone for an hour. Might give you a dream or give a vision in a reflection or take you there as a phantom 
8 Feel no pain and immune to effects using pain -1 HP damage from non-magic weapons, many with this condition develop sadism as they resent others feeling sensations
9 Lycanthropy, a stranger brings you a magic pelt or ointment you use to become a powerful monster
10 Berserker, a stranger brings you a potion giving you the powers of psychotic rage 
11 You gain a single manes demon to serve your will, you must hide and feed it   
12 You are joined to a cell of demon cultists in a ritual and you all support each other serving your dark overlord in secret

*Petty Missions from Demons
Demons are not into giving you chores to corrupt you like devils are, they are more into straight-up fearless immediate action.

d12 
Petty Missions from Demons
1 Steal corpses for necromancers or ghouls or other monsters to eat
2 Kill and partially eat a target assigned by demon

3 Torture a target 
assigned by demon to near death
4 Put on a party for demon cultists and minions 
5 Leave mutilated animals at a location
6 Take a victim 
assigned by demon as a slave or prisoner
7 Start a brawl in a public place and ensure a certain person is injured
8 
Curse or cast a spell vs a local leader or civic official
9 Poison a well or someones drink
10 Ritually murder a specially chosen victim with a d4 qualities 
11 Murder a random stranger and hide the corpse
12 Burn down a building with occupants inside

Friday, 23 September 2022

Hells Oaths & Boons



Thought I should do this as a handy bunch of oaths and buffs I can slap on cultists in my current campaign & homebrew. Also I have tempted many players and most of the parties into serving hell. Who'd have thought the murder hobo lifestyle would have consequences for your soul. 

Basically, in my game per level you can make an oath to get a boon per level. You also get a score added next to each part of your alignment as you grow more fanatic. Or stay non aligned and don't bother with strange philosophy and do what you want whenever you want. 

Alignment Languages
Alignment language is derived from the outer and lower planes. They are used by entities summoned from allied planes and by cultists as secret speeches for church hierarchy and secret allies. Most zero level worshipers of a religion do not speak alignment languages only educated ones or perhaps former assistants or students of magic who got to at least 1st Lv. Worshipers may chant these words without understanding them.

Hell Oaths & Gifts
LE oaths for villains in league with Hell 
Roll d12 on common oaths and if you get the same one you already had you can pick an oath from this list or roll on Rare oaths. If you have the first 12 oaths you may use the rare oaths table from then on.

Then there are the standard oaths in sets of four levels at a time that are what most diabolical cultists and bad managers adpot. You can swap any of the same set out really or roll a d4 as they will be of similar power creep. It makes better mooks have magic weapons that are possibly alignment locked and unusable to decent folk. 

I have added bonus boons to tempt people into service. Some oaths don't seem too bad but are tricks to corrupt you and your family and any group you belong to.

d12 Common Oaths
1 
Twist the spirit of all agreements to your own advantage  
2 Cast evil eye and spells in secret against those who spite you
3 Never give charity always put the needy in your debt 
4 Harm those who dishonour or humiliate you
5 Persecute those accused of breaking the law
6 Punish those who fail your commands or harm you 
7 Keep dark secrets of those in power from the masses
8 Don't murder others when you can sell them as slaves
9 Aid local diabolic cults in need without exposing yourself
10 If you can't find your enemy, punish a scapegoat publicly
11 Climb hierarchies for personal power and profit
12 Feed imps your blood once a month via your new extra nipple

d12 Rare 
Oaths
1 Recruit other worthies to serve hell in secret                                                                            2 Kill someone in front of a crowd monthly
3 Allowing a foolish, weak or useless leader to live is wrong
4 Give 10% of your wealth to Hell or a diabolic cult
5 Lead a secret cult or coven in service to hell 
6 Pay tax and give to charity so none suspect your secrets
7 Tithe 10% of wealth to collective family power and wealth in hells name
8 Only the laws and lives of your own people count
9 Useful allies and family are valuable property to be watched over
10 Make others dependent on your freedom and power
11 Offer gifts and bribes to those with power over you or your desire
12 "Do the devil's work and do it well" by performing a petty task for hell weekly* 

d12 Boons of Hell
1 Evil pet d6 1=vicious dog.2=huge cat 3=ratling 4=toad 5=goblin 6=bat, each only needs a bit of blood daily for sustenance and can act as the eyes of hell
2 +1 weapon made from hellish metal usually a blade or mace   
3 +1 Language spoken S or Written W d4 1=Diabilic (LE) 2=Ancient 3= 4=Orcish 4=Elemental Fire 
4 Arcane zero Lv Cantrip Spell  d4 1=Brimstone 2=Cauterise 3=Evil Eye 4=Stun 
-
5 Every month devils bring you d4 yummy addictive potions from hell d4 1=Resist Fear 2=Healing 2d4 3=Love Potion 4=Protection from Evil
6 +2 Weapon and if was a previous gift now also has the property of quickdraw
7 Lore d4 1=Diabolic Lore 2=Cosmic Lore 3=Arcane Lore 4=Alchemy
8 Arcane 1st Lv Spell d4 1=Burning hands 2=Charm person 3=Mask 4=Sleep
-
9 Gain a d3+1 pet loyal imps or hellhounds
10 +3 Weapon and if was a previous gift now also has property only usable by LE user, other alignments take a d3 damage per round or blow, has an evil spirit within it that communicate by empathy and tempts users to wickedness 
11 Recieve 1000gp a month from hell delivered by imps to aid your infernal efforts, hell considers this an investment in your civilising tyranny
12 Arcane 2nd Lv Spell d4 1=elemental ray 2=invisibiliy 3=knock 4=Levitate
-
13 Gain a pet hellcat
14 +4 Weapon and if was a previous gift now also telepathic to wielder has diabolic lore skill, +d4 fire at will and creates light as a torch, the spirit of the blade can burn unwanted users
15 Immortality and immune to natural diseases and ageing, can still be killed
16 Arcane 3rd Lv Spell d4 1=fireball 2=fly 3=haste 4=suggestion
-
17 Gain a nightmare you can ride to hell and back or through the planes
18 +5 Weapon and if was a previous gift now also can speak and cast know alignment 3 times per day and gains extra +1 vs good or chaotic and +2 vs chaotic good, the weapon may cast suggestion once per day on any non-aligned wielder and will wait for the worse opportunity
19 Release a barbed devil into the world per day and negotiate with it for service
20 Arcane 4th Lv Spell d4 1=Charm Monster 2=Create Abhuman 3=Fire Sheild 4=Polymorph Self

Bonus Petty Boons for Petty Cultists
Really some people are satisfied with less than an adventurer and don't want to power game through life

d12 Bonus Petty Boons for Petty Cultists
1 
Daily double shot of warm spiced rum from hell brought by imps every day and a whole bottle once a month. Squeezed from livers of screaming damned drunks in hell they say but delicious
2 Rent is paid by hell up to a middle-class townhouse (if ask for a palace or mansion it is a haunted ruin)
3 Can borrow books from hell's eternal library of the occult, once a month an imp librarian swaps your book - if you lose it you better replace with another lost book at least or a pit feind librarian comes for it and your soul
4 A horse fit for your station - mean and wild to others but obeys your commands 
5 Fancy clothes brought to you from hell once per month such as pretty dresses, fancy wigs, stockings, embroidered coats, ribbons a fancy hat. Items are relatively fancy to the clothes a person of a class is permitted to wear. Outfits value according to class and halved after a month of solid use: Commoner 3d4sp Guild member 3d4gp Nobility d100+50gp
6 A satchel or carpetbag or pack that holds 20 enc but weighs only 4 enc
7 Cow or goat that brings milk for growing evil children but occasionally gores or tramples someone if you don't watch it. 1%chance per week cumulative of developing a petty diabolic mutation that resets to 1% once you get a mutation
8 Servant in debt to hell is found for you d4 1=posh youth from town too good for you 2=moaning old person 3=strangley attractive orc labourer 4=a hideous bitter dwarf or gnome
9 True Love - hell finds a cultist to be your mate. Its a bit scary and abusive but seems worth it 
10 You can borrow money from hell at 100% interest per year, if you cant pay you will have to work it off for hell. Interest-free if you can pay in 3 months without imps sabotaging you
11 You garden and lawn grow well thanks to diabolic fertilizer delivered by imps on a full moon 
12 You are joined to a cell of cultists in a ritual and you all support each other serving hell in the community

Petty Missions from Hell
Hell will forgive you and give you extra chances to serve it. Sometimes you need to do some small favour for hell which is brought to you by a messenger imp

d12 
Petty Missions from Hell 
1 Deliver message to a person or a drop-off address (no peeking!)
2 Deliver package 
to a person or a drop-off address (no peeking!)
3 Threaten a target on behalf of hell if they don't comply
4 Attack a target to d4 1=cause injury 2=hit and run wound 3=almost kill them 4=murder them
5 Curse or cast a spell in secret vs a target
6 Meet with someone of interest to hell
7 Break a cultist or witch out of prison 
8 Write something on a wall
9 Convince someone to read this pamphlet on how to serve hell
10 Collect an item from a store for a cultist 
11 Block a road or path at a specific time
12 Start a small fire at a specific location and time

Wednesday, 21 September 2022

d100 Dirty Tricks of Dungeon Gods





































Wow so i have a Kosmosaurs game on alt sunday that might turn into marvel or post apoc with several dads and sons which is interesting and probably good for me to be family-friendly. Possibly my game writing was a catharsis for when I was a child herder and being nice all day. Several of my players in customer service were the same. Possibly explains my sandbox mayhem and grimy settings.

My regular sun game-changing to sat evening and in transition and public holiday I might get a bonus few games in. Currently trying to run my Babylon game but we have had side treks into Horror on the Hill with new characters. We had some post-apoc and others going during last year's unable-to-all-be-in-same-room patch. Its good for my writing to game more.

Did most of BL1-2 The Ruined Hamlet/Terror in the Gloaming which has been for me and a friend playtesting my druid spells out. A few things have emerged from my druid system like the lots of spells that make 24 hour lasting healing beries, fire seeds, a pebble to boulder spell. Had a case where druid just dumped yesterdays and today's fireseeds on a monster and it was messy. I have come to quite like this adventure and am getting another print sequel on LuLu. 

So i have considered remastering my setting religion
-i do like my old RQ campaign gods from 90s as an older popular religion
it is very formal being the forced creation of an empire in a great elementalist heracy where elemental templars fitted all the empires gods into 4 pantheons of 12 and an evil 12 that were a bother in the 1st and second empire
-a more modern and active generation of gods I'm still writing for the 3rd age
-lots of demigods and saints often in service to upper tier gods many who lived in historic times
-lots of spirits lesser and greater everywhere all the time invisibly
-a bunch of outsider gods of the void even lots of local evil gods don't like or are using for power

OA while flawed in many ways as a book had lots of cool spells for dealing with spirits

Im considering some adventurer gods like:

Hrothgar a nasty murder hobo colonialist exploiter god all about plundering the frontier and being awful and being approved of by civilization. His nightmare shieldmaidens harpies to carry their souls to the underworld where that wage an eternal frontier war between the underworld and hell where they may kill anybody they want forever and get drunk on bloodwine. Worshippers call on him for bloodlust berserker powers or rage.

Yrilda a goddess of exploration, diplomacy, pets, trickery and luck. They also operate casinos, taverns, and gymnasiums. They bring peace to troubled places and solve mysteries. On death, adventurers are taken to a celestial tavern near the shattered lower levels of heaven meets the wilds of Arcadia and faerie land. There they recall old tales and drink ambrosia. Sometimes they may be sent to aid some foolish amateur adventurers.

There would have to be dungeon gods too and a host of dungeon spirits.

But the main point here is malicious dungeon spirits and entities may haunt adventurers with their awful pranks watching invisibly in the spirit world. They may aid local monsters who leave them bowls of blood and copper pieces in cracks in walls for them.

Clever adventurers might learn to make spirits offerings or develop magic protocols.

Roll a few in advance and apply in the worst situation for a dungeon. Most dungeon spirits will only bother a few times a day and many weak ones have limited uses of their power or to affect the mortal realm

Saves should help in many of these situations

d10 Quick Trick Types
1 Petty sabotage
2 Alarming antics
3 Demoralizing manners
4 Dabbling in death
5 Repulsive & Puerile
6 Serious sabotage
7 Dubious diplomacy
8 Vermin and filth
9 Dimension dilemmas
10 Dungeon animus

d100 Dirty Tricks of Dungeon Gods
01 Make a pair of boots or shoes lose a soul
02 Breaks a belt or strap so the victim drops something
03 Picks pocket and puts in own treasure hole
04 Glues something to something like a weapon to a scabbard
05 Dulls a blade and makes it rusty -1 damage until cleaned and sharpened
06 Something ignites spontaneously like map or hair (1hp damage) or a hotfoot while moving carefully
07 Blows out torch or lantern or replaces lamp oil with pee
08 Weakens ropes (possible in form of vermin damage)
09 Spoils rations or food
10 Non-magical weapon or item damaged by rust or rot and falls apart
11 WIll warn local wandering monsters enemies near
12 Bang some pots or anything noisy alerting locals
13 Making a strange noise that bewilders or scares strangers but locals know means trouble
14 WIll lock or bolt a door as they are about to be opened
15 Exaggerate party sounds like footsteps, breathing and voices for a while
16 Gives someone the hiccups for a d6 rounds unless they drink a teaspoon of vinegar
17 Causes party flatulence both smelly and noisy for a while 
18 Party members struck with belching and bloated gassy feelings
19 Musical instrument of gong sound from seemingly very close
11 Whisper a paranoid suggestion or command spell to a party member 
12 Strike someone with panic while doing something tricky or in a fight
13 Make someone drop their weapon embarrassingly for d4 rounds
14 Strange manifestation of wind or light stuns someone trying to do something
15 Intimidating evil laughter and some vague threatening phrase fills the corridor
16 Make strange lights and noises like ghosts
17 Wind blows out lamps and torches
18 Whispers from the walls of arcane chatter and malicious insults
19 Cause several litres of dirty smelly water to drain through the roof
20 Cover something with chilly cold slimy ectoplasm or leave a trail
21 Illusions of walls or floors undulating oddly and moving
22 Illusion of evil face for a moment in mirror or door or chest only one person sees it
23 Illusion of an ethereal phantom moves through party
24 Illusion of a bloody ghost with missing body parts, looks like an adventurer
25 Illusion of swarm of insects
26 Illusion of green slime or other ooze or mould 
27 Illusions of a trapped area that are harmless but scary
28 Hypnotic patterns that distract and delay party
29 Zone of magical darkness
30 Coloured scented mist floods area
31 A dead monster is reanimated, pronounces doom to all then falls dead
32 A dead body explodes into a swarm of bugs
33 A dead body explodes in a stinking cloud
34 A dead body explodes like a grenaide
35 A smaller monster bursts out of a dead monster
36 A dead monster revives as a zombie
37 Severed body parts reanimate and scuttle about
38 A spectral minion arises from a monster to attack who killed it
39 Any in the party who die reanimated as hostile zombies and attack comrades
40 Several corpses merge together into an undead beast
41 Put a sticky smelly slippery monster poop under someone's foot
42 Hurls or splatters monster poops at the party 
43 Bug flies up someone's nose making them wretch or panic a few rounds
44 Puts a full chamber pot over a doorway and dumps on unwary
45 Forms a monster from vomit and faeces in the dungeon
46 Someone is struck with the urge to use the bathroom, their newborn poop abuses them then runs away into a crack. It may appear to taunt their parent and humiliate them in the future (I never asked to be born - you not my real dad)
47 A sewer pipe bursts through a floor or wall showering passage in rancid filth
48 Form a water weird in leaking sewerage
49 Enlarges tapeworms to giant size 
50 Forms a laughing face from sewerage to taunt party about some doom or something
51 Turns a weapon or pole in hand into a live snake
52 Glues weapons so stick in hands and needs oil or vinegar to remove
53 Put contact poison on favorite tool or weapon or book
54 Plants a d4 tiny gremlin in a pack 
55 Lamp makes everyone else but yourself look undead (give players notes the party are all really undead but you)
56 Wooden non-magical goods infested by termites
57 Tiny baby rust monster swarm destroys non-magical metal and then flees
58 Tiny faeries steal lots of coins until caught, if harmed seek revenge
59 Poison waterskins
60 Put a frozen piece of troll flesh in a pack
61 Imitates characters voice to start a fight
62 While talking to strangers make an embarrassingly heroic fart for several rounds
63 Steals voice just as about to negotiate or talk
64 Confuses a conversation so both sides hear abusive insults
65 As you negotiate with strangers hear voices warning you and advising you to kill them quickly, sometimes advise both sides
66 During diplomacy a snake climbs up someone's leg possibly provoking them to draw a sword and start a fight by accident
67 While trying to negotiate to hear the buzzing of an insect swarm coming
68 Plants a false memory in mind during diplomacy enraging a participant, after they realised it never happened
69 Makes someone go berserk during negotiations
70 Makes the intent of the speaker sound opposite, peace becomes hate etc
71 Contaminates some foe's attacks with lycanthropy
72 Release a petty faerie, imp, gremlin or spirit to cause trouble
73 Releases shadows from the surrounding darkness or from some dead bodies
74 Sprinkle rot grubs or other perilous parasites in the area
75 Covers area with diseased miasma or fetid puddles to spread some illness
76 Poisons rations and water
77 Call a swarm of vermin to form and direct at strangers
78 Attracts thousands of bats to swarm through for at least 10 minutes of chaos and guano
79 Colony of giant vermin pour out of a hole d4 1=stirges 2=giant rats 3=giant leeches 4=giant bats 5=giant fleas 6=
80 Draws in a dungeon preditor that serves it and eats dungeon inhabitants in secret d6 1=carrion worm 2=mimic 3=trapper 4=lurker above 5=doppelgangers 6=lycanthropes
81 Conceal a teleporter pad to a lower level
82 Moves a wall or door for a while
83 Draw party into a pocket world inside a painting or artwork
84 Dilates time to increase wandering monsters and make spells and lights burn out faster for a while, will be surprised later to see how much time has past
85 Places area in loop of eternal recursion, lie a staircase or passage that goes on forever but return to the start as soon as you turn back
86 Bring in some changelings or doppelgangers from another world to cause mischief or just be offensive parodies of adventurers
87 Secret level of the dungeon is in another plane entry normally requires to detect magic or see invisible but the spirit might overlap portions briefly 
88 A sealed elemental gateway if opened by spirit releases some elemental beings and possibly mutates and taints local life
89 Gateway to the negaverse guarded by shadows and nightmare creatures in some dark place trying to influence whole dungeon
90 Hellgate in dungeon possibly in secret area brings in devils, imps and the occasional damned spirit. Here to buy souls for hell as dungeon bosses like it
91 Infects party with lycanthropy
92 Curses party and those who die in dungeon awake as undead of similar HD in a d4 rounds
93 Cursed with berserkerism as leave dungeon
94 Cursed to shun sunlight -2 to hit or spot trouble in light of the sun, grow pale
95 Allow a creature from beyond to enter reality through a puddle or mirror surface
96 Air pressure increases and beings from beyond are called through, a magical regenerating swarm of vermin from overspace who crave oranic matter especially moving meat ones
97 Contacts a faction boss or sub boss and directs them the the party location by magical means
98 Contacts the dungeon priesthoods and their guards are all called on by the dungeon spirit to rally against intruders
99 Animates a statue or steps from an artwork to attack to drive enemies away, if body destroyed takes a day to reform
100 The spirit in great fury calls on one of its relatives a deity for support. Mostly a lesser or demigod respond more often and sends reinforcements to aid the dungeon


Monday, 19 September 2022

Kosmosaur Playthrough





































So had a first Kosmosaurs game and it was pretty wild.

I had read lots of the plot and faction GM stuff and wrote my own exploration tables but playing it was different. I fully read the rules and groked the system the night before and made 2 characters to test out to be NPCs.

I did a Doctor Styracosaur a boffin from HQ who gives missions to these new squads from Cosmosaur Academy. He will be a liability on the field but good for negotiations and data. 

I then did Buck Raving, a 40 ton apatosaurus with rocket tubes on his back and a sensor coms guy to back up Dr Styracsaur.

Players arrived and we made these:

Dr Anklo a 6 ton medic who most used his innate dino bonuses by trampling enemies. He has a coms suite and medical stuff and is a proper Boffin.

Sam the Pteradactyl a 8kg spy with a laser gun and armour and hackers skills - a mutated fish ate his family before joining the Kosmosaurs and he cant write.

Gordon the Parasalophasus a 2.9 ton duck billed horned honker space gardener. His family were killed be evil space broccoli anti vegetarians so now he is a cop using his extendable mono-trowl to uproot injustice. He is terrible at stealth.

Boltz Mech a utah raptor techie with a criminal past adopted by Kosmosaurs. Is a sharp shooter who thinks he is the next Napoleon with his laser

Another Utah Raptor was a soldier with a rifle

We then made the party ship.
The Pacifier, with a baby pacifier as a logo. The AI is an overprotective Nanny who is a bit difficult but helpful. The special features are manoeuvrability and a lab with a greenhouse for the biosciences. 

Then I rolled up an adventure seed with tables from book. I had been watching Fireball XL5 and Herculoids as prep. 

So we got a power hungry noble in a dead space gods corpse. They were to contact a bureaucrat of the government who called the Kosmosaurs. Turns out the mob and some other factions involved also including the Slime Lord syndicate. 

So the party got on their ship and zoomed away taking a bridge position. On the way Dr Anklo tried to make backup clones of everyone and sneezed on the betridish and was sorta satisfied. They arrived at Necros Prime a giant space astronaut many kilometres long in a space suit orbiting a brown dwarf with just comets and asteroid belts in the area. The corpse had a mine and was controlled by mean aristocrats who were originally guild masters. Various comedies like space god brain cells and nueral peptides were highly desired for AI.

So they met the bureaucrat and were put up in a nice hotel with a giant gold bath in a room connecting their suites. The made their plans. The dodgy ex crook raptor and the spy pteradactyl went lowlife and got a job offer as gang muscle. The others as posh nobles made some new contacts and got an offer to the nobles guild hall. The pteradactyl had given everyone long records of cruelty and worker abuses which helped them get close to the baddies. 

Both teams met up and made plans. So the lowlife guys got a mission to collect several VIP for the mob. The other guys got to the guild hall and heard suspicious sedition but not quite damning. Dr Anklo overcame their anti recording tech and got some possible evidence. They saw the villainous Lord Uru and Lady Carpathia. When they all met up again they disguised their ship as a pirate corsair and set of for the VIP the slime lords were smuggling into the great corpse colony. They docked with a mysterious black spiky ship and took onboard a wizened old triceratops in robes with blackened pit eyes and two berserker combat robots long ago banned. Even the Nanny AI was instructed on being deceptive and laughed evily.

They took on the guests and as they planned Pteradactyl discovered the guests were hacking the ship so they stopped it and went down below to kill them. Doors opened suddenly and robots came out. Dr Anklo and Gordon ran in causing havoc and lasers were everywhere. The pterodactyl and the crime raptor made EMP bombs. The dark dino used strange powers to resist but the team did win. The dark dino lord disappeared into the dust which was a bit odd as normally Kronsaurs don't shoot to kill and never turn their weapons to disintegrate on a sentient being. They rebuilt the robots into walking simpletons and took the evil robes. After the evil dino faded away leaving dust and was in the Kosmosaur database as an evil clone of an early Kronosaur hero.

They disguised Dr Anklo as an evil dino (beard I guess) and the raptors followed as his bodyguards. Gordon used his biogenetics and the lab to make an evil pheromone spray to help users seem more evil. They landed at a secret spacedock of criminals in the knee and a few characters went back to the head to report to the Kosmosaurs and the administrator's security. So the disguised Kosmosaurs were in this evil palace built for them in the foot and met with the villainous Lord Uru and Lady Carpathia. When it came for the evil plotters to laugh the kindly Dr Anklo just couldn't cackle convincingly with sadism but his raptor servants made up for it. The lords asked why not the triceratops they expected and he brushed it off with a "he is busy and must not be questioned". 

Eventually, the ship landed on the foot and the other guys had to hack a door then started blasting through walls. The royal dino villains sent two to guard on jetpacks and two to defend the door. Once inside Dr Anklo and the raptors attacked. Meanwhile, the Pterodactyl slipped away while Gordon finished off purple pig-faced aliens. He got to the doors and turned his gun into a one-use bomb blowing up two guards and breaching the wall. He was injured inside but the party was reunited. A few more rounds and the guards were gone. Lord Uru had a laser sword and Lady Carpatia had motorized metal teeth with a chainsaw-like bite. The noble boss crisis was averted and heroes won! 

The others humbly accepted medals and returned to ship while Bolts got on TV and took all the credit. His public speech did recruit 4 young dinos they took back to Kosmosaur Central.

The kosmosaurs submitted reports and several gambled as an option for more stats and failed. One made it. Others took the safer one area to be good at. Now a kosmosaur is bad at public speaking and another is bad at humility.

Great fun system and easy to get feel for and stage risks and threats. Players succeed lots but once they are damaged it is easy to put them under the pump by difficulty mods like a firefight, time limits or tools required. The near misses are fun. All agreed to play again so yay!   

With the dark demon dino return from the void?
The SLime lords will be out for the Kosmosaurs with hired assassins
Will those botched clones ever be mentioned again?

Gorillas are meant to be robots